/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Doom 3 BFG Edition Source Code. If not, see . In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #pragma hdrstop #include "precompiled.h" #include "../Game_local.h" CLASS_DECLARATION( idPhysics_Actor, idPhysics_Player ) END_CLASS // movement parameters const float PM_STOPSPEED = 100.0f; const float PM_SWIMSCALE = 0.5f; const float PM_LADDERSPEED = 100.0f; const float PM_STEPSCALE = 1.0f; const float PM_ACCELERATE = 10.0f; const float PM_AIRACCELERATE = 1.0f; const float PM_WATERACCELERATE = 4.0f; const float PM_FLYACCELERATE = 8.0f; const float PM_FRICTION = 6.0f; const float PM_AIRFRICTION = 0.0f; const float PM_WATERFRICTION = 1.0f; const float PM_FLYFRICTION = 3.0f; const float PM_NOCLIPFRICTION = 12.0f; const float MIN_WALK_NORMAL = 0.7f; // can't walk on very steep slopes const float OVERCLIP = 1.001f; // movementFlags const int PMF_DUCKED = 1; // set when ducking const int PMF_JUMPED = 2; // set when the player jumped this frame const int PMF_STEPPED_UP = 4; // set when the player stepped up this frame const int PMF_STEPPED_DOWN = 8; // set when the player stepped down this frame const int PMF_JUMP_HELD = 16; // set when jump button is held down const int PMF_TIME_LAND = 32; // movementTime is time before rejump const int PMF_TIME_KNOCKBACK = 64; // movementTime is an air-accelerate only time const int PMF_TIME_WATERJUMP = 128; // movementTime is waterjump const int PMF_ALL_TIMES = ( PMF_TIME_WATERJUMP | PMF_TIME_LAND | PMF_TIME_KNOCKBACK ); int c_pmove = 0; extern idCVar pm_clientInterpolation_Divergence; /* ============ idPhysics_Player::CmdScale Returns the scale factor to apply to cmd movements This allows the clients to use axial -127 to 127 values for all directions without getting a sqrt(2) distortion in speed. ============ */ float idPhysics_Player::CmdScale( const usercmd_t& cmd ) const { int max; float total; float scale; int forwardmove = cmd.forwardmove; int rightmove = cmd.rightmove; int upmove = 0; // since the crouch key doubles as downward movement, ignore downward movement when we're on the ground // otherwise crouch speed will be lower than specified if( !walking ) { upmove = ( ( cmd.buttons & BUTTON_JUMP ) ? 127 : 0 ) - ( ( cmd.buttons & BUTTON_CROUCH ) ? 127 : 0 ); } max = abs( forwardmove ); if( abs( rightmove ) > max ) { max = abs( rightmove ); } if( abs( upmove ) > max ) { max = abs( upmove ); } if( !max ) { return 0.0f; } total = idMath::Sqrt( ( float ) forwardmove * forwardmove + rightmove * rightmove + upmove * upmove ); scale = ( float ) playerSpeed * max / ( 127.0f * total ); return scale; } /* ============== idPhysics_Player::Accelerate Handles user intended acceleration ============== */ void idPhysics_Player::Accelerate( const idVec3& wishdir, const float wishspeed, const float accel ) { #if 1 // q2 style float addspeed, accelspeed, currentspeed; currentspeed = current.velocity * wishdir; addspeed = wishspeed - currentspeed; if( addspeed <= 0 ) { return; } accelspeed = accel * frametime * wishspeed; if( accelspeed > addspeed ) { accelspeed = addspeed; } current.velocity += accelspeed * wishdir; #else // proper way (avoids strafe jump maxspeed bug), but feels bad idVec3 wishVelocity; idVec3 pushDir; float pushLen; float canPush; wishVelocity = wishdir * wishspeed; pushDir = wishVelocity - current.velocity; pushLen = pushDir.Normalize(); canPush = accel * frametime * wishspeed; if( canPush > pushLen ) { canPush = pushLen; } current.velocity += canPush * pushDir; #endif } /* ================== idPhysics_Player::SlideMove Returns true if the velocity was clipped in some way ================== */ #define MAX_CLIP_PLANES 5 bool idPhysics_Player::SlideMove( bool gravity, bool stepUp, bool stepDown, bool push ) { int i, j, k, pushFlags; int bumpcount, numbumps, numplanes; float d, time_left, into, totalMass; idVec3 dir, planes[MAX_CLIP_PLANES]; idVec3 end, stepEnd, primal_velocity, endVelocity, endClipVelocity, clipVelocity; trace_t trace, stepTrace, downTrace; bool nearGround, stepped, pushed; numbumps = 4; primal_velocity = current.velocity; if( gravity ) { endVelocity = current.velocity + gravityVector * frametime; current.velocity = ( current.velocity + endVelocity ) * 0.5f; primal_velocity = endVelocity; if( groundPlane ) { // slide along the ground plane current.velocity.ProjectOntoPlane( groundTrace.c.normal, OVERCLIP ); } } else { endVelocity = current.velocity; } time_left = frametime; // never turn against the ground plane if( groundPlane ) { numplanes = 1; planes[0] = groundTrace.c.normal; } else { numplanes = 0; } // never turn against original velocity planes[numplanes] = current.velocity; planes[numplanes].Normalize(); numplanes++; for( bumpcount = 0; bumpcount < numbumps; bumpcount++ ) { // calculate position we are trying to move to end = current.origin + time_left * current.velocity; // see if we can make it there gameLocal.clip.Translation( trace, current.origin, end, clipModel, clipModel->GetAxis(), clipMask, self ); time_left -= time_left * trace.fraction; current.origin = trace.endpos; // if moved the entire distance if( trace.fraction >= 1.0f ) { break; } stepped = pushed = false; // if we are allowed to step up if( stepUp ) { nearGround = groundPlane | ladder; if( !nearGround ) { // trace down to see if the player is near the ground // step checking when near the ground allows the player to move up stairs smoothly while jumping stepEnd = current.origin + maxStepHeight * gravityNormal; gameLocal.clip.Translation( downTrace, current.origin, stepEnd, clipModel, clipModel->GetAxis(), clipMask, self ); nearGround = ( downTrace.fraction < 1.0f && ( downTrace.c.normal * -gravityNormal ) > MIN_WALK_NORMAL ); } // may only step up if near the ground or on a ladder if( nearGround ) { // step up stepEnd = current.origin - maxStepHeight * gravityNormal; gameLocal.clip.Translation( downTrace, current.origin, stepEnd, clipModel, clipModel->GetAxis(), clipMask, self ); // trace along velocity stepEnd = downTrace.endpos + time_left * current.velocity; gameLocal.clip.Translation( stepTrace, downTrace.endpos, stepEnd, clipModel, clipModel->GetAxis(), clipMask, self ); // step down stepEnd = stepTrace.endpos + maxStepHeight * gravityNormal; gameLocal.clip.Translation( downTrace, stepTrace.endpos, stepEnd, clipModel, clipModel->GetAxis(), clipMask, self ); if( downTrace.fraction >= 1.0f || ( downTrace.c.normal * -gravityNormal ) > MIN_WALK_NORMAL ) { // if moved the entire distance if( stepTrace.fraction >= 1.0f ) { time_left = 0; current.stepUp -= ( downTrace.endpos - current.origin ) * gravityNormal; current.origin = downTrace.endpos; current.movementFlags |= PMF_STEPPED_UP; current.velocity *= PM_STEPSCALE; break; } // if the move is further when stepping up if( stepTrace.fraction > trace.fraction ) { time_left -= time_left * stepTrace.fraction; current.stepUp -= ( downTrace.endpos - current.origin ) * gravityNormal; current.origin = downTrace.endpos; current.movementFlags |= PMF_STEPPED_UP; current.velocity *= PM_STEPSCALE; trace = stepTrace; stepped = true; } } } } // if we can push other entities and not blocked by the world if( push && trace.c.entityNum != ENTITYNUM_WORLD ) { clipModel->SetPosition( current.origin, clipModel->GetAxis() ); // clip movement, only push idMoveables, don't push entities the player is standing on // apply impact to pushed objects pushFlags = PUSHFL_CLIP | PUSHFL_ONLYMOVEABLE | PUSHFL_NOGROUNDENTITIES | PUSHFL_APPLYIMPULSE; // clip & push totalMass = gameLocal.push.ClipTranslationalPush( trace, self, pushFlags, end, end - current.origin ); if( totalMass > 0.0f ) { // decrease velocity based on the total mass of the objects being pushed ? current.velocity *= 1.0f - idMath::ClampFloat( 0.0f, 1000.0f, totalMass - 20.0f ) * ( 1.0f / 950.0f ); pushed = true; } current.origin = trace.endpos; time_left -= time_left * trace.fraction; // if moved the entire distance if( trace.fraction >= 1.0f ) { break; } } if( !stepped ) { // let the entity know about the collision self->Collide( trace, current.velocity ); } if( numplanes >= MAX_CLIP_PLANES ) { // MrElusive: I think we have some relatively high poly LWO models with a lot of slanted tris // where it may hit the max clip planes current.velocity = vec3_origin; return true; } // // if this is the same plane we hit before, nudge velocity // out along it, which fixes some epsilon issues with // non-axial planes // for( i = 0; i < numplanes; i++ ) { if( ( trace.c.normal * planes[i] ) > 0.999f ) { current.velocity += trace.c.normal; break; } } if( i < numplanes ) { continue; } planes[numplanes] = trace.c.normal; numplanes++; // // modify velocity so it parallels all of the clip planes // // find a plane that it enters for( i = 0; i < numplanes; i++ ) { into = current.velocity * planes[i]; if( into >= 0.1f ) { continue; // move doesn't interact with the plane } // slide along the plane clipVelocity = current.velocity; clipVelocity.ProjectOntoPlane( planes[i], OVERCLIP ); // slide along the plane endClipVelocity = endVelocity; endClipVelocity.ProjectOntoPlane( planes[i], OVERCLIP ); // see if there is a second plane that the new move enters for( j = 0; j < numplanes; j++ ) { if( j == i ) { continue; } if( ( clipVelocity * planes[j] ) >= 0.1f ) { continue; // move doesn't interact with the plane } // try clipping the move to the plane clipVelocity.ProjectOntoPlane( planes[j], OVERCLIP ); endClipVelocity.ProjectOntoPlane( planes[j], OVERCLIP ); // see if it goes back into the first clip plane if( ( clipVelocity * planes[i] ) >= 0 ) { continue; } // slide the original velocity along the crease dir = planes[i].Cross( planes[j] ); dir.Normalize(); d = dir * current.velocity; clipVelocity = d * dir; dir = planes[i].Cross( planes[j] ); dir.Normalize(); d = dir * endVelocity; endClipVelocity = d * dir; // see if there is a third plane the the new move enters for( k = 0; k < numplanes; k++ ) { if( k == i || k == j ) { continue; } if( ( clipVelocity * planes[k] ) >= 0.1f ) { continue; // move doesn't interact with the plane } // stop dead at a tripple plane interaction current.velocity = vec3_origin; return true; } } // if we have fixed all interactions, try another move current.velocity = clipVelocity; endVelocity = endClipVelocity; break; } } // step down if( stepDown && groundPlane ) { stepEnd = current.origin + gravityNormal * maxStepHeight; gameLocal.clip.Translation( downTrace, current.origin, stepEnd, clipModel, clipModel->GetAxis(), clipMask, self ); if( downTrace.fraction > 1e-4f && downTrace.fraction < 1.0f ) { current.stepUp -= ( downTrace.endpos - current.origin ) * gravityNormal; current.origin = downTrace.endpos; current.movementFlags |= PMF_STEPPED_DOWN; current.velocity *= PM_STEPSCALE; } } if( gravity ) { current.velocity = endVelocity; } // come to a dead stop when the velocity orthogonal to the gravity flipped clipVelocity = current.velocity - gravityNormal * current.velocity * gravityNormal; endClipVelocity = endVelocity - gravityNormal * endVelocity * gravityNormal; if( clipVelocity * endClipVelocity < 0.0f ) { current.velocity = gravityNormal * current.velocity * gravityNormal; } return ( bool )( bumpcount == 0 ); } /* ================== idPhysics_Player::Friction Handles both ground friction and water friction ================== */ void idPhysics_Player::Friction() { idVec3 vel; float speed, newspeed, control; float drop; vel = current.velocity; if( walking ) { // ignore slope movement, remove all velocity in gravity direction vel += ( vel * gravityNormal ) * gravityNormal; } speed = vel.Length(); if( speed < 1.0f ) { // remove all movement orthogonal to gravity, allows for sinking underwater if( fabs( current.velocity * gravityNormal ) < 1e-5f ) { current.velocity.Zero(); } else { current.velocity = ( current.velocity * gravityNormal ) * gravityNormal; } // FIXME: still have z friction underwater? return; } drop = 0; // spectator friction if( current.movementType == PM_SPECTATOR ) { drop += speed * PM_FLYFRICTION * frametime; } // apply ground friction else if( walking && waterLevel <= WATERLEVEL_FEET ) { // no friction on slick surfaces if( !( groundMaterial && groundMaterial->GetSurfaceFlags() & SURF_SLICK ) ) { // if getting knocked back, no friction if( !( current.movementFlags & PMF_TIME_KNOCKBACK ) ) { control = speed < PM_STOPSPEED ? PM_STOPSPEED : speed; drop += control * PM_FRICTION * frametime; } } } // apply water friction even if just wading else if( waterLevel ) { drop += speed * PM_WATERFRICTION * waterLevel * frametime; } // apply air friction else { drop += speed * PM_AIRFRICTION * frametime; } // scale the velocity newspeed = speed - drop; if( newspeed < 0 ) { newspeed = 0; } current.velocity *= ( newspeed / speed ); } /* =================== idPhysics_Player::WaterJumpMove Flying out of the water =================== */ void idPhysics_Player::WaterJumpMove() { // waterjump has no control, but falls idPhysics_Player::SlideMove( true, true, false, false ); // add gravity current.velocity += gravityNormal * frametime; // if falling down if( current.velocity * gravityNormal > 0.0f ) { // cancel as soon as we are falling down again current.movementFlags &= ~PMF_ALL_TIMES; current.movementTime = 0; } } /* =================== idPhysics_Player::WaterMove =================== */ void idPhysics_Player::WaterMove() { idVec3 wishvel; float wishspeed; idVec3 wishdir; float scale; float vel; if( idPhysics_Player::CheckWaterJump() ) { idPhysics_Player::WaterJumpMove(); return; } idPhysics_Player::Friction(); scale = idPhysics_Player::CmdScale( command ); // user intentions if( !scale ) { wishvel = gravityNormal * 60; // sink towards bottom } else { wishvel = scale * ( viewForward * command.forwardmove + viewRight * command.rightmove ); wishvel -= scale * gravityNormal * ( ( ( command.buttons & BUTTON_JUMP ) ? 127 : 0 ) - ( ( command.buttons & BUTTON_CROUCH ) ? 127 : 0 ) ); } wishdir = wishvel; wishspeed = wishdir.Normalize(); if( wishspeed > playerSpeed * PM_SWIMSCALE ) { wishspeed = playerSpeed * PM_SWIMSCALE; } idPhysics_Player::Accelerate( wishdir, wishspeed, PM_WATERACCELERATE ); // make sure we can go up slopes easily under water if( groundPlane && ( current.velocity * groundTrace.c.normal ) < 0.0f ) { vel = current.velocity.Length(); // slide along the ground plane current.velocity.ProjectOntoPlane( groundTrace.c.normal, OVERCLIP ); current.velocity.Normalize(); current.velocity *= vel; } idPhysics_Player::SlideMove( false, true, false, false ); } /* =================== idPhysics_Player::FlyMove =================== */ void idPhysics_Player::FlyMove() { idVec3 wishvel; float wishspeed; idVec3 wishdir; float scale; // normal slowdown idPhysics_Player::Friction(); scale = idPhysics_Player::CmdScale( command ); if( !scale ) { wishvel = vec3_origin; } else { wishvel = scale * ( viewForward * command.forwardmove + viewRight * command.rightmove ); wishvel -= scale * gravityNormal * ( ( ( command.buttons & BUTTON_JUMP ) ? 127 : 0 ) - ( ( command.buttons & BUTTON_CROUCH ) ? 127 : 0 ) ); } wishdir = wishvel; wishspeed = wishdir.Normalize(); idPhysics_Player::Accelerate( wishdir, wishspeed, PM_FLYACCELERATE ); idPhysics_Player::SlideMove( false, false, false, false ); } /* =================== idPhysics_Player::AirMove =================== */ void idPhysics_Player::AirMove() { idVec3 wishvel; idVec3 wishdir; float wishspeed; float scale; idPhysics_Player::Friction(); scale = idPhysics_Player::CmdScale( command ); // project moves down to flat plane viewForward -= ( viewForward * gravityNormal ) * gravityNormal; viewRight -= ( viewRight * gravityNormal ) * gravityNormal; viewForward.Normalize(); viewRight.Normalize(); wishvel = viewForward * command.forwardmove + viewRight * command.rightmove; wishvel -= ( wishvel * gravityNormal ) * gravityNormal; wishdir = wishvel; wishspeed = wishdir.Normalize(); wishspeed *= scale; // not on ground, so little effect on velocity idPhysics_Player::Accelerate( wishdir, wishspeed, PM_AIRACCELERATE ); // we may have a ground plane that is very steep, even // though we don't have a groundentity // slide along the steep plane if( groundPlane ) { current.velocity.ProjectOntoPlane( groundTrace.c.normal, OVERCLIP ); } idPhysics_Player::SlideMove( true, false, false, false ); } /* =================== idPhysics_Player::WalkMove =================== */ void idPhysics_Player::WalkMove() { idVec3 wishvel; idVec3 wishdir; float wishspeed; float scale; float accelerate; idVec3 oldVelocity, vel; float oldVel, newVel; if( waterLevel > WATERLEVEL_WAIST && ( viewForward * groundTrace.c.normal ) > 0.0f ) { // begin swimming idPhysics_Player::WaterMove(); return; } if( idPhysics_Player::CheckJump() ) { // jumped away if( waterLevel > WATERLEVEL_FEET ) { idPhysics_Player::WaterMove(); } else { idPhysics_Player::AirMove(); } return; } idPhysics_Player::Friction(); scale = idPhysics_Player::CmdScale( command ); // project moves down to flat plane viewForward -= ( viewForward * gravityNormal ) * gravityNormal; viewRight -= ( viewRight * gravityNormal ) * gravityNormal; // project the forward and right directions onto the ground plane viewForward.ProjectOntoPlane( groundTrace.c.normal, OVERCLIP ); viewRight.ProjectOntoPlane( groundTrace.c.normal, OVERCLIP ); // viewForward.Normalize(); viewRight.Normalize(); wishvel = viewForward * command.forwardmove + viewRight * command.rightmove; wishdir = wishvel; wishspeed = wishdir.Normalize(); wishspeed *= scale; // clamp the speed lower if wading or walking on the bottom if( waterLevel ) { float waterScale; waterScale = waterLevel / 3.0f; waterScale = 1.0f - ( 1.0f - PM_SWIMSCALE ) * waterScale; if( wishspeed > playerSpeed * waterScale ) { wishspeed = playerSpeed * waterScale; } } // when a player gets hit, they temporarily lose full control, which allows them to be moved a bit if( ( groundMaterial && groundMaterial->GetSurfaceFlags() & SURF_SLICK ) || current.movementFlags & PMF_TIME_KNOCKBACK ) { accelerate = PM_AIRACCELERATE; } else { accelerate = PM_ACCELERATE; } idPhysics_Player::Accelerate( wishdir, wishspeed, accelerate ); if( ( groundMaterial && groundMaterial->GetSurfaceFlags() & SURF_SLICK ) || current.movementFlags & PMF_TIME_KNOCKBACK ) { current.velocity += gravityVector * frametime; } oldVelocity = current.velocity; // slide along the ground plane current.velocity.ProjectOntoPlane( groundTrace.c.normal, OVERCLIP ); // if not clipped into the opposite direction if( oldVelocity * current.velocity > 0.0f ) { newVel = current.velocity.LengthSqr(); if( newVel > 1.0f ) { oldVel = oldVelocity.LengthSqr(); if( oldVel > 1.0f ) { // don't decrease velocity when going up or down a slope current.velocity *= idMath::Sqrt( oldVel / newVel ); } } } // don't do anything if standing still vel = current.velocity - ( current.velocity * gravityNormal ) * gravityNormal; if( !vel.LengthSqr() ) { return; } gameLocal.push.InitSavingPushedEntityPositions(); idPhysics_Player::SlideMove( false, true, true, true ); } /* ============== idPhysics_Player::DeadMove ============== */ void idPhysics_Player::DeadMove() { float forward; if( !walking ) { return; } // extra friction forward = current.velocity.Length(); forward -= 20; if( forward <= 0 ) { current.velocity = vec3_origin; } else { current.velocity.Normalize(); current.velocity *= forward; } } /* =============== idPhysics_Player::NoclipMove =============== */ void idPhysics_Player::NoclipMove() { float speed, drop, friction, newspeed, stopspeed; float scale, wishspeed; idVec3 wishdir; // friction speed = current.velocity.Length(); if( speed < 20.0f ) { current.velocity = vec3_origin; } else { stopspeed = playerSpeed * 0.3f; if( speed < stopspeed ) { speed = stopspeed; } friction = PM_NOCLIPFRICTION; drop = speed * friction * frametime; // scale the velocity newspeed = speed - drop; if( newspeed < 0 ) { newspeed = 0; } current.velocity *= newspeed / speed; } // accelerate scale = idPhysics_Player::CmdScale( command ); wishdir = scale * ( viewForward * command.forwardmove + viewRight * command.rightmove ); wishdir -= scale * gravityNormal * ( ( ( command.buttons & BUTTON_JUMP ) ? 127 : 0 ) - ( ( command.buttons & BUTTON_CROUCH ) ? 127 : 0 ) ); wishspeed = wishdir.Normalize(); wishspeed *= scale; idPhysics_Player::Accelerate( wishdir, wishspeed, PM_ACCELERATE ); // move current.origin += frametime * current.velocity; } /* =============== idPhysics_Player::SpectatorMove =============== */ void idPhysics_Player::SpectatorMove() { idVec3 wishvel; float wishspeed; idVec3 wishdir; float scale; trace_t trace; idVec3 end; // fly movement idPhysics_Player::Friction(); scale = idPhysics_Player::CmdScale( command ); if( !scale ) { wishvel = vec3_origin; } else { wishvel = scale * ( viewForward * command.forwardmove + viewRight * command.rightmove ); } wishdir = wishvel; wishspeed = wishdir.Normalize(); idPhysics_Player::Accelerate( wishdir, wishspeed, PM_FLYACCELERATE ); idPhysics_Player::SlideMove( false, false, false, false ); } /* ============ idPhysics_Player::LadderMove ============ */ void idPhysics_Player::LadderMove() { idVec3 wishdir, wishvel, right; float wishspeed, scale; float upscale; // stick to the ladder wishvel = -100.0f * ladderNormal; current.velocity = ( gravityNormal * current.velocity ) * gravityNormal + wishvel; upscale = ( -gravityNormal * viewForward + 0.5f ) * 2.5f; if( upscale > 1.0f ) { upscale = 1.0f; } else if( upscale < -1.0f ) { upscale = -1.0f; } scale = idPhysics_Player::CmdScale( command ); wishvel = -0.9f * gravityNormal * upscale * scale * ( float )command.forwardmove; // strafe if( command.rightmove ) { // right vector orthogonal to gravity right = viewRight - ( gravityNormal * viewRight ) * gravityNormal; // project right vector into ladder plane right = right - ( ladderNormal * right ) * ladderNormal; right.Normalize(); // if we are looking away from the ladder, reverse the right vector if( ladderNormal * viewForward > 0.0f ) { right = -right; } wishvel += 2.0f * right * scale * ( float ) command.rightmove; } // up down movement if( command.buttons & ( BUTTON_JUMP | BUTTON_CROUCH ) ) { wishvel += -0.5f * gravityNormal * scale * ( float )( ( ( command.buttons & BUTTON_JUMP ) ? 127 : 0 ) - ( ( command.buttons & BUTTON_CROUCH ) ? 127 : 0 ) ); } // do strafe friction idPhysics_Player::Friction(); // accelerate wishspeed = wishvel.Normalize(); idPhysics_Player::Accelerate( wishvel, wishspeed, PM_ACCELERATE ); // cap the vertical velocity upscale = current.velocity * -gravityNormal; if( upscale < -PM_LADDERSPEED ) { current.velocity += gravityNormal * ( upscale + PM_LADDERSPEED ); } else if( upscale > PM_LADDERSPEED ) { current.velocity += gravityNormal * ( upscale - PM_LADDERSPEED ); } if( ( wishvel * gravityNormal ) == 0.0f ) { if( current.velocity * gravityNormal < 0.0f ) { current.velocity += gravityVector * frametime; if( current.velocity * gravityNormal > 0.0f ) { current.velocity -= ( gravityNormal * current.velocity ) * gravityNormal; } } else { current.velocity -= gravityVector * frametime; if( current.velocity * gravityNormal < 0.0f ) { current.velocity -= ( gravityNormal * current.velocity ) * gravityNormal; } } } idPhysics_Player::SlideMove( false, ( command.forwardmove > 0 ), false, false ); } /* ============= idPhysics_Player::CorrectAllSolid ============= */ void idPhysics_Player::CorrectAllSolid( trace_t& trace, int contents ) { if( debugLevel ) { gameLocal.Printf( "%i:allsolid\n", c_pmove ); } // FIXME: jitter around to find a free spot ? if( trace.fraction >= 1.0f ) { memset( &trace, 0, sizeof( trace ) ); trace.endpos = current.origin; trace.endAxis = clipModelAxis; trace.fraction = 0.0f; trace.c.dist = current.origin.z; trace.c.normal.Set( 0, 0, 1 ); trace.c.point = current.origin; trace.c.entityNum = ENTITYNUM_WORLD; trace.c.id = 0; trace.c.type = CONTACT_TRMVERTEX; trace.c.material = NULL; trace.c.contents = contents; } } /* ============= idPhysics_Player::CheckGround ============= */ void idPhysics_Player::CheckGround() { int i, contents; idVec3 point; bool hadGroundContacts; hadGroundContacts = HasGroundContacts(); // set the clip model origin before getting the contacts clipModel->SetPosition( current.origin, clipModel->GetAxis() ); EvaluateContacts(); // setup a ground trace from the contacts groundTrace.endpos = current.origin; groundTrace.endAxis = clipModel->GetAxis(); if( contacts.Num() ) { groundTrace.fraction = 0.0f; groundTrace.c = contacts[0]; for( i = 1; i < contacts.Num(); i++ ) { groundTrace.c.normal += contacts[i].normal; } groundTrace.c.normal.Normalize(); } else { groundTrace.fraction = 1.0f; } contents = gameLocal.clip.Contents( current.origin, clipModel, clipModel->GetAxis(), -1, self ); if( contents & MASK_SOLID ) { // do something corrective if stuck in solid idPhysics_Player::CorrectAllSolid( groundTrace, contents ); } // if the trace didn't hit anything, we are in free fall if( groundTrace.fraction == 1.0f ) { groundPlane = false; walking = false; groundEntityPtr = NULL; return; } groundMaterial = groundTrace.c.material; groundEntityPtr = gameLocal.entities[ groundTrace.c.entityNum ]; // check if getting thrown off the ground if( ( current.velocity * -gravityNormal ) > 0.0f && ( current.velocity * groundTrace.c.normal ) > 10.0f ) { if( debugLevel ) { gameLocal.Printf( "%i:kickoff\n", c_pmove ); } groundPlane = false; walking = false; return; } // slopes that are too steep will not be considered onground if( ( groundTrace.c.normal * -gravityNormal ) < MIN_WALK_NORMAL ) { if( debugLevel ) { gameLocal.Printf( "%i:steep\n", c_pmove ); } // FIXME: if they can't slide down the slope, let them walk (sharp crevices) // make sure we don't die from sliding down a steep slope if( current.velocity * gravityNormal > 150.0f ) { current.velocity -= ( current.velocity * gravityNormal - 150.0f ) * gravityNormal; } groundPlane = true; walking = false; return; } groundPlane = true; walking = true; // hitting solid ground will end a waterjump if( current.movementFlags & PMF_TIME_WATERJUMP ) { current.movementFlags &= ~( PMF_TIME_WATERJUMP | PMF_TIME_LAND ); current.movementTime = 0; } // if the player didn't have ground contacts the previous frame if( !hadGroundContacts ) { // don't do landing time if we were just going down a slope if( ( current.velocity * -gravityNormal ) < -200.0f ) { // don't allow another jump for a little while current.movementFlags |= PMF_TIME_LAND; current.movementTime = 250; } } // let the entity know about the collision self->Collide( groundTrace, current.velocity ); if( groundEntityPtr.GetEntity() ) { impactInfo_t info; groundEntityPtr.GetEntity()->GetImpactInfo( self, groundTrace.c.id, groundTrace.c.point, &info ); if( info.invMass != 0.0f ) { groundEntityPtr.GetEntity()->ApplyImpulse( self, groundTrace.c.id, groundTrace.c.point, current.velocity / ( info.invMass * 10.0f ) ); } } } /* ============== idPhysics_Player::CheckDuck Sets clip model size ============== */ void idPhysics_Player::CheckDuck() { trace_t trace; idVec3 end; idBounds bounds; float maxZ; if( current.movementType == PM_DEAD ) { maxZ = pm_deadheight.GetFloat(); } else { // stand up when up against a ladder if( ( command.buttons & BUTTON_CROUCH ) && !ladder ) { // duck current.movementFlags |= PMF_DUCKED; } else { // stand up if possible if( current.movementFlags & PMF_DUCKED ) { // try to stand up end = current.origin - ( pm_normalheight.GetFloat() - pm_crouchheight.GetFloat() ) * gravityNormal; gameLocal.clip.Translation( trace, current.origin, end, clipModel, clipModel->GetAxis(), clipMask, self ); if( trace.fraction >= 1.0f ) { current.movementFlags &= ~PMF_DUCKED; } } } if( current.movementFlags & PMF_DUCKED ) { playerSpeed = crouchSpeed; maxZ = pm_crouchheight.GetFloat(); } else { maxZ = pm_normalheight.GetFloat(); } } // if the clipModel height should change if( clipModel->GetBounds()[1][2] != maxZ ) { bounds = clipModel->GetBounds(); bounds[1][2] = maxZ; if( pm_usecylinder.GetBool() ) { clipModel->LoadModel( idTraceModel( bounds, 8 ) ); } else { clipModel->LoadModel( idTraceModel( bounds ) ); } } } /* ================ idPhysics_Player::CheckLadder ================ */ void idPhysics_Player::CheckLadder() { idVec3 forward, start, end; trace_t trace; float tracedist; if( current.movementTime ) { return; } // if on the ground moving backwards if( walking && command.forwardmove <= 0 ) { return; } // forward vector orthogonal to gravity forward = viewForward - ( gravityNormal * viewForward ) * gravityNormal; forward.Normalize(); if( walking ) { // don't want to get sucked towards the ladder when still walking tracedist = 1.0f; } else { tracedist = 48.0f; } end = current.origin + tracedist * forward; gameLocal.clip.Translation( trace, current.origin, end, clipModel, clipModel->GetAxis(), clipMask, self ); // if near a surface if( trace.fraction < 1.0f ) { // if a ladder surface if( trace.c.material && ( trace.c.material->GetSurfaceFlags() & SURF_LADDER ) ) { // check a step height higher end = current.origin - gravityNormal * ( maxStepHeight * 0.75f ); gameLocal.clip.Translation( trace, current.origin, end, clipModel, clipModel->GetAxis(), clipMask, self ); start = trace.endpos; end = start + tracedist * forward; gameLocal.clip.Translation( trace, start, end, clipModel, clipModel->GetAxis(), clipMask, self ); // if also near a surface a step height higher if( trace.fraction < 1.0f ) { // if it also is a ladder surface if( trace.c.material && trace.c.material->GetSurfaceFlags() & SURF_LADDER ) { ladder = true; ladderNormal = trace.c.normal; } } } } } /* ============= idPhysics_Player::CheckJump ============= */ bool idPhysics_Player::CheckJump() { idVec3 addVelocity; if( ( command.buttons & BUTTON_JUMP ) == 0 ) { // not holding jump return false; } // must wait for jump to be released if( current.movementFlags & PMF_JUMP_HELD ) { return false; } // don't jump if we can't stand up if( current.movementFlags & PMF_DUCKED ) { return false; } groundPlane = false; // jumping away walking = false; current.movementFlags |= PMF_JUMP_HELD | PMF_JUMPED; addVelocity = 2.0f * maxJumpHeight * -gravityVector; addVelocity *= idMath::Sqrt( addVelocity.Normalize() ); current.velocity += addVelocity; return true; } /* ============= idPhysics_Player::CheckWaterJump ============= */ bool idPhysics_Player::CheckWaterJump() { idVec3 spot; int cont; idVec3 flatforward; if( current.movementTime ) { return false; } // check for water jump if( waterLevel != WATERLEVEL_WAIST ) { return false; } flatforward = viewForward - ( viewForward * gravityNormal ) * gravityNormal; flatforward.Normalize(); spot = current.origin + 30.0f * flatforward; spot -= 4.0f * gravityNormal; cont = gameLocal.clip.Contents( spot, NULL, mat3_identity, -1, self ); if( !( cont & CONTENTS_SOLID ) ) { return false; } spot -= 16.0f * gravityNormal; cont = gameLocal.clip.Contents( spot, NULL, mat3_identity, -1, self ); if( cont ) { return false; } // jump out of water current.velocity = 200.0f * viewForward - 350.0f * gravityNormal; current.movementFlags |= PMF_TIME_WATERJUMP; current.movementTime = 2000; return true; } /* ============= idPhysics_Player::SetWaterLevel ============= */ void idPhysics_Player::SetWaterLevel() { idVec3 point; idBounds bounds; int contents; // // get waterlevel, accounting for ducking // waterLevel = WATERLEVEL_NONE; waterType = 0; bounds = clipModel->GetBounds(); // check at feet level point = current.origin - ( bounds[0][2] + 1.0f ) * gravityNormal; contents = gameLocal.clip.Contents( point, NULL, mat3_identity, -1, self ); if( contents & MASK_WATER ) { waterType = contents; waterLevel = WATERLEVEL_FEET; // check at waist level point = current.origin - ( bounds[1][2] - bounds[0][2] ) * 0.5f * gravityNormal; contents = gameLocal.clip.Contents( point, NULL, mat3_identity, -1, self ); if( contents & MASK_WATER ) { waterLevel = WATERLEVEL_WAIST; // check at head level point = current.origin - ( bounds[1][2] - 1.0f ) * gravityNormal; contents = gameLocal.clip.Contents( point, NULL, mat3_identity, -1, self ); if( contents & MASK_WATER ) { waterLevel = WATERLEVEL_HEAD; } } } } /* ================ idPhysics_Player::DropTimers ================ */ void idPhysics_Player::DropTimers() { // drop misc timing counter if( current.movementTime ) { if( framemsec >= current.movementTime ) { current.movementFlags &= ~PMF_ALL_TIMES; current.movementTime = 0; } else { current.movementTime -= framemsec; } } } /* ================ idPhysics_Player::MovePlayer ================ */ void idPhysics_Player::MovePlayer( int msec ) { // this counter lets us debug movement problems with a journal // by setting a conditional breakpoint for the previous frame c_pmove++; walking = false; groundPlane = false; ladder = false; // determine the time framemsec = msec; frametime = framemsec * 0.001f; // default speed playerSpeed = walkSpeed; // remove jumped and stepped up flag current.movementFlags &= ~( PMF_JUMPED | PMF_STEPPED_UP | PMF_STEPPED_DOWN ); current.stepUp = 0.0f; if( ( command.buttons & BUTTON_JUMP ) == 0 ) { // not holding jump current.movementFlags &= ~PMF_JUMP_HELD; } // if no movement at all if( current.movementType == PM_FREEZE ) { return; } // move the player velocity into the frame of a pusher current.velocity -= current.pushVelocity; // view vectors viewForward = commandForward * clipModelAxis; viewRight = gravityNormal.Cross( viewForward ); viewRight.Normalize(); // fly in spectator mode if( current.movementType == PM_SPECTATOR ) { SpectatorMove(); idPhysics_Player::DropTimers(); return; } // special no clip mode if( current.movementType == PM_NOCLIP ) { idPhysics_Player::NoclipMove(); idPhysics_Player::DropTimers(); return; } // no control when dead if( current.movementType == PM_DEAD ) { command.forwardmove = 0; command.rightmove = 0; command.buttons &= ~( BUTTON_JUMP | BUTTON_CROUCH ); } // set watertype and waterlevel idPhysics_Player::SetWaterLevel(); // check for ground idPhysics_Player::CheckGround(); // check if up against a ladder idPhysics_Player::CheckLadder(); // set clip model size idPhysics_Player::CheckDuck(); // handle timers idPhysics_Player::DropTimers(); // move if( current.movementType == PM_DEAD ) { // dead idPhysics_Player::DeadMove(); } else if( ladder ) { // going up or down a ladder idPhysics_Player::LadderMove(); } else if( current.movementFlags & PMF_TIME_WATERJUMP ) { // jumping out of water idPhysics_Player::WaterJumpMove(); } else if( waterLevel > 1 ) { // swimming idPhysics_Player::WaterMove(); } else if( walking ) { // walking on ground idPhysics_Player::WalkMove(); } else { // airborne idPhysics_Player::AirMove(); } // set watertype, waterlevel and groundentity idPhysics_Player::SetWaterLevel(); idPhysics_Player::CheckGround(); // move the player velocity back into the world frame current.velocity += current.pushVelocity; current.pushVelocity.Zero(); } /* ================ idPhysics_Player::GetWaterLevel ================ */ waterLevel_t idPhysics_Player::GetWaterLevel() const { return waterLevel; } /* ================ idPhysics_Player::GetWaterType ================ */ int idPhysics_Player::GetWaterType() const { return waterType; } /* ================ idPhysics_Player::HasJumped ================ */ bool idPhysics_Player::HasJumped() const { return ( ( current.movementFlags & PMF_JUMPED ) != 0 ); } /* ================ idPhysics_Player::HasSteppedUp ================ */ bool idPhysics_Player::HasSteppedUp() const { return ( ( current.movementFlags & ( PMF_STEPPED_UP | PMF_STEPPED_DOWN ) ) != 0 ); } /* ================ idPhysics_Player::GetStepUp ================ */ float idPhysics_Player::GetStepUp() const { return current.stepUp; } /* ================ idPhysics_Player::IsCrouching ================ */ bool idPhysics_Player::IsCrouching() const { return ( ( current.movementFlags & PMF_DUCKED ) != 0 ); } /* ================ idPhysics_Player::OnLadder ================ */ bool idPhysics_Player::OnLadder() const { return ladder; } /* ================ idPhysics_Player::idPhysics_Player ================ */ idPhysics_Player::idPhysics_Player() { debugLevel = false; clipModel = NULL; clipMask = 0; memset( ¤t, 0, sizeof( current ) ); saved = current; walkSpeed = 0; crouchSpeed = 0; maxStepHeight = 0; maxJumpHeight = 0; memset( &command, 0, sizeof( command ) ); commandForward = idVec3( 1, 0, 0 ); framemsec = 0; frametime = 0; playerSpeed = 0; viewForward.Zero(); viewRight.Zero(); walking = false; groundPlane = false; memset( &groundTrace, 0, sizeof( groundTrace ) ); groundMaterial = NULL; ladder = false; ladderNormal.Zero(); waterLevel = WATERLEVEL_NONE; waterType = 0; } /* ================ idPhysics_Player_SavePState ================ */ void idPhysics_Player_SavePState( idSaveGame* savefile, const playerPState_t& state ) { savefile->WriteVec3( state.origin ); savefile->WriteVec3( state.velocity ); savefile->WriteVec3( state.localOrigin ); savefile->WriteVec3( state.pushVelocity ); savefile->WriteFloat( state.stepUp ); savefile->WriteInt( state.movementType ); savefile->WriteInt( state.movementFlags ); savefile->WriteInt( state.movementTime ); } /* ================ idPhysics_Player_RestorePState ================ */ void idPhysics_Player_RestorePState( idRestoreGame* savefile, playerPState_t& state ) { savefile->ReadVec3( state.origin ); savefile->ReadVec3( state.velocity ); savefile->ReadVec3( state.localOrigin ); savefile->ReadVec3( state.pushVelocity ); savefile->ReadFloat( state.stepUp ); savefile->ReadInt( state.movementType ); savefile->ReadInt( state.movementFlags ); savefile->ReadInt( state.movementTime ); } /* ================ idPhysics_Player::Save ================ */ void idPhysics_Player::Save( idSaveGame* savefile ) const { idPhysics_Player_SavePState( savefile, current ); idPhysics_Player_SavePState( savefile, saved ); savefile->WriteFloat( walkSpeed ); savefile->WriteFloat( crouchSpeed ); savefile->WriteFloat( maxStepHeight ); savefile->WriteFloat( maxJumpHeight ); savefile->WriteInt( debugLevel ); savefile->WriteUsercmd( command ); savefile->WriteVec3( commandForward ); savefile->WriteInt( framemsec ); savefile->WriteFloat( frametime ); savefile->WriteFloat( playerSpeed ); savefile->WriteVec3( viewForward ); savefile->WriteVec3( viewRight ); savefile->WriteBool( walking ); savefile->WriteBool( groundPlane ); savefile->WriteTrace( groundTrace ); savefile->WriteMaterial( groundMaterial ); savefile->WriteBool( ladder ); savefile->WriteVec3( ladderNormal ); savefile->WriteInt( ( int )waterLevel ); savefile->WriteInt( waterType ); } /* ================ idPhysics_Player::Restore ================ */ void idPhysics_Player::Restore( idRestoreGame* savefile ) { idPhysics_Player_RestorePState( savefile, current ); idPhysics_Player_RestorePState( savefile, saved ); savefile->ReadFloat( walkSpeed ); savefile->ReadFloat( crouchSpeed ); savefile->ReadFloat( maxStepHeight ); savefile->ReadFloat( maxJumpHeight ); savefile->ReadInt( debugLevel ); savefile->ReadUsercmd( command ); savefile->ReadVec3( commandForward ); savefile->ReadInt( framemsec ); savefile->ReadFloat( frametime ); savefile->ReadFloat( playerSpeed ); savefile->ReadVec3( viewForward ); savefile->ReadVec3( viewRight ); savefile->ReadBool( walking ); savefile->ReadBool( groundPlane ); savefile->ReadTrace( groundTrace ); savefile->ReadMaterial( groundMaterial ); savefile->ReadBool( ladder ); savefile->ReadVec3( ladderNormal ); savefile->ReadInt( ( int& )waterLevel ); savefile->ReadInt( waterType ); } /* ================ idPhysics_Player::SetPlayerInput ================ */ void idPhysics_Player::SetPlayerInput( const usercmd_t& cmd, const idVec3& forwardVector ) { command = cmd; commandForward = forwardVector; // can't use cmd.angles cause of the delta_angles } /* ================ idPhysics_Player::SetSpeed ================ */ void idPhysics_Player::SetSpeed( const float newWalkSpeed, const float newCrouchSpeed ) { walkSpeed = newWalkSpeed; crouchSpeed = newCrouchSpeed; } /* ================ idPhysics_Player::SetMaxStepHeight ================ */ void idPhysics_Player::SetMaxStepHeight( const float newMaxStepHeight ) { maxStepHeight = newMaxStepHeight; } /* ================ idPhysics_Player::GetMaxStepHeight ================ */ float idPhysics_Player::GetMaxStepHeight() const { return maxStepHeight; } /* ================ idPhysics_Player::SetMaxJumpHeight ================ */ void idPhysics_Player::SetMaxJumpHeight( const float newMaxJumpHeight ) { maxJumpHeight = newMaxJumpHeight; } /* ================ idPhysics_Player::SetMovementType ================ */ void idPhysics_Player::SetMovementType( const pmtype_t type ) { current.movementType = type; } /* ================ idPhysics_Player::SetKnockBack ================ */ void idPhysics_Player::SetKnockBack( const int knockBackTime ) { if( current.movementTime ) { return; } current.movementFlags |= PMF_TIME_KNOCKBACK; current.movementTime = knockBackTime; } /* ================ idPhysics_Player::SetDebugLevel ================ */ void idPhysics_Player::SetDebugLevel( bool set ) { debugLevel = set; } /* ================ idPhysics_Player::Evaluate ================ */ bool idPhysics_Player::Evaluate( int timeStepMSec, int endTimeMSec ) { idVec3 masterOrigin, oldOrigin; idMat3 masterAxis; waterLevel = WATERLEVEL_NONE; waterType = 0; oldOrigin = current.origin; clipModel->Unlink(); // if bound to a master if( masterEntity ) { self->GetMasterPosition( masterOrigin, masterAxis ); current.origin = masterOrigin + current.localOrigin * masterAxis; clipModel->Link( gameLocal.clip, self, 0, current.origin, clipModel->GetAxis() ); current.velocity = ( current.origin - oldOrigin ) / ( timeStepMSec * 0.001f ); masterDeltaYaw = masterYaw; masterYaw = masterAxis[0].ToYaw(); masterDeltaYaw = masterYaw - masterDeltaYaw; return true; } ActivateContactEntities(); idPhysics_Player::MovePlayer( timeStepMSec ); clipModel->Link( gameLocal.clip, self, 0, current.origin, clipModel->GetAxis() ); if( IsOutsideWorld() ) { gameLocal.Warning( "clip model outside world bounds for entity '%s' at (%s)", self->name.c_str(), current.origin.ToString( 0 ) ); } return true; //( current.origin != oldOrigin ); } /* ================ idPhysics_Player::Interpolate ================ */ bool idPhysics_Player::Interpolate( const float fraction ) { /* // Client is on a pusher... ignore him so he doesn't lag behind bool becameUnlocked = false; if ( ClientPusherLocked( becameUnlocked ) ) { return true; } */ // Test to see how far we are interolating to, if it's a large jump // in positions, then dont interpolate just do a straight set. idVec3 deltaVec = previous.origin - next.origin; float deltaLengthSq = idMath::Fabs( deltaVec.LengthSqr() ); if( deltaLengthSq > pm_clientInterpolation_Divergence.GetFloat() ) { idLib::Printf( "Client Interpolation Divergence exceeded, snapping client to next position\n" ); current.origin = next.origin; previous.origin = next.origin; } else { current.origin = Lerp( previous.origin, next.origin, fraction ); } //current.localOrigin = Lerp( previous.localOrigin, next.localOrigin, fraction ); if( self != NULL && ( self->entityNumber != gameLocal.GetLocalClientNum() ) ) { current.velocity = Lerp( previous.velocity, next.velocity, fraction ); } //current.pushVelocity = Lerp( previous.pushVelocity, next.pushVelocity, fraction ); //current.movementTime = Lerp( previous.movementTime, next.movementTime, fraction ); //current.stepUp = Lerp( previous.stepUp, next.stepUp, fraction ); // Since we can't lerp between flag-type variables, use the previous flags if // fraction is < 0.5 and the next flags if fraction is > 0.5. //const playerPState_t & flagStateToUse = ( fraction < 0.5f ) ? previous : next; //current.movementFlags = flagStateToUse.movementFlags; //current.movementType = flagStateToUse.movementType; if( clipModel ) { clipModel->Link( gameLocal.clip, self, 0, next.origin, clipModel->GetAxis() ); } return true; } /* ================ idPhysics_Player::UpdateTime ================ */ void idPhysics_Player::UpdateTime( int endTimeMSec ) { } /* ================ idPhysics_Player::GetTime ================ */ int idPhysics_Player::GetTime() const { return gameLocal.time; } /* ================ idPhysics_Player::GetImpactInfo ================ */ void idPhysics_Player::GetImpactInfo( const int id, const idVec3& point, impactInfo_t* info ) const { info->invMass = invMass; info->invInertiaTensor.Zero(); info->position.Zero(); info->velocity = current.velocity; } /* ================ idPhysics_Player::ApplyImpulse ================ */ void idPhysics_Player::ApplyImpulse( const int id, const idVec3& point, const idVec3& impulse ) { if( current.movementType != PM_NOCLIP ) { current.velocity += impulse * invMass; } } /* ================ idPhysics_Player::IsAtRest ================ */ bool idPhysics_Player::IsAtRest() const { return false; } /* ================ idPhysics_Player::GetRestStartTime ================ */ int idPhysics_Player::GetRestStartTime() const { return -1; } /* ================ idPhysics_Player::SaveState ================ */ void idPhysics_Player::SaveState() { saved = current; } /* ================ idPhysics_Player::RestoreState ================ */ void idPhysics_Player::RestoreState() { current = saved; clipModel->Link( gameLocal.clip, self, 0, current.origin, clipModel->GetAxis() ); EvaluateContacts(); } /* ================ idPhysics_Player::SetOrigin ================ */ void idPhysics_Player::SetOrigin( const idVec3& newOrigin, int id ) { idVec3 masterOrigin; idMat3 masterAxis; current.localOrigin = newOrigin; if( masterEntity ) { self->GetMasterPosition( masterOrigin, masterAxis ); current.origin = masterOrigin + newOrigin * masterAxis; } else { current.origin = newOrigin; } clipModel->Link( gameLocal.clip, self, 0, newOrigin, clipModel->GetAxis() ); previous = next = current; } /* ================ idPhysics_Player::GetOrigin ================ */ const idVec3& idPhysics_Player::PlayerGetOrigin() const { return current.origin; } /* ================ idPhysics_Player::SetAxis ================ */ void idPhysics_Player::SetAxis( const idMat3& newAxis, int id ) { clipModel->Link( gameLocal.clip, self, 0, clipModel->GetOrigin(), newAxis ); previous = next = current; } /* ================ idPhysics_Player::Translate ================ */ void idPhysics_Player::Translate( const idVec3& translation, int id ) { current.localOrigin += translation; current.origin += translation; clipModel->Link( gameLocal.clip, self, 0, current.origin, clipModel->GetAxis() ); previous = next = current; } /* ================ idPhysics_Player::Rotate ================ */ void idPhysics_Player::Rotate( const idRotation& rotation, int id ) { idVec3 masterOrigin; idMat3 masterAxis; current.origin *= rotation; if( masterEntity ) { self->GetMasterPosition( masterOrigin, masterAxis ); current.localOrigin = ( current.origin - masterOrigin ) * masterAxis.Transpose(); } else { current.localOrigin = current.origin; } clipModel->Link( gameLocal.clip, self, 0, current.origin, clipModel->GetAxis() * rotation.ToMat3() ); } /* ================ idPhysics_Player::SetLinearVelocity ================ */ void idPhysics_Player::SetLinearVelocity( const idVec3& newLinearVelocity, int id ) { current.velocity = newLinearVelocity; } /* ================ idPhysics_Player::GetLinearVelocity ================ */ const idVec3& idPhysics_Player::GetLinearVelocity( int id ) const { return current.velocity; } /* ================ idPhysics_Player::SetPushed ================ */ void idPhysics_Player::SetPushed( int deltaTime ) { idVec3 velocity; float d; // Dont push non Local clients on clients. if( self->entityNumber != gameLocal.GetLocalClientNum() && common->IsClient() ) { return; } // velocity with which the player is pushed velocity = ( current.origin - saved.origin ) / ( deltaTime * idMath::M_MS2SEC ); // remove any downward push velocity d = velocity * gravityNormal; if( d > 0.0f ) { velocity -= d * gravityNormal; } current.pushVelocity += velocity; } /* ================ idPhysics_Player::SetPushedWithAbnormalVelocityHack NOTE: Aside from the velocity hack, this MUST be identical to idPhysics_Player::SetPushed ================ */ void idPhysics_Player::SetPushedWithAbnormalVelocityHack( int deltaTime ) { idVec3 velocity; float d; // Dont push non Local clients on clients. if( self->entityNumber != gameLocal.GetLocalClientNum() && common->IsClient() ) { return; } // velocity with which the player is pushed velocity = ( current.origin - saved.origin ) / ( deltaTime * idMath::M_MS2SEC ); // START ABNORMAL VELOCITY HACK // There is a bug where on the first 1 to 2 frames after a load, the player on the boat // in le_hell_post will be pushed an abnormal amount by the boat mover, causing them to // be thrown off of the boat. // // We're resolving this by just watching for the abnormal velocities and ignoring the push // in those cases. Since it is literally only 1 or 2 frames, the remaining updates should // continue to push the player by sane values. // const float ABNORMAL_VELOCITY = 600.0f; // anything with a magnitude of this or higher will be ignored const float len = velocity.LengthSqr(); if( len >= Square( ABNORMAL_VELOCITY ) ) { velocity.Zero(); // just ignore the large velocity change completely } // END ABNORMAL VELOCITY HACK // remove any downward push velocity d = velocity * gravityNormal; if( d > 0.0f ) { velocity -= d * gravityNormal; } current.pushVelocity += velocity; } /* ================ idPhysics_Player::GetPushedLinearVelocity ================ */ const idVec3& idPhysics_Player::GetPushedLinearVelocity( const int id ) const { return current.pushVelocity; } /* ================ idPhysics_Player::ClearPushedVelocity ================ */ void idPhysics_Player::ClearPushedVelocity() { current.pushVelocity.Zero(); } /* ======================== idPhysics_Player::ClientPusherLocked ======================== */ bool idPhysics_Player::ClientPusherLocked( bool& justBecameUnlocked ) { bool hasPhysicsContact = false; bool hasGroundContact = false; for( int i = 0; i < contacts.Num(); i++ ) { idEntity* ent = gameLocal.entities[ contacts[i].entityNum ]; if( ent ) { idPhysics* p = ent->GetPhysics(); if( p != NULL ) { // Testing IsAtRest seems cleaner but there are edge cases of clients jumping right before a mover starts to move if( p->IsType( idPhysics_Static::Type ) == false && p->IsType( idPhysics_StaticMulti::Type ) == false ) { hasPhysicsContact = true; clientPusherLocked = true; // locked until you have a ground contact that isn't a non static phys obj // HACK - Tomiko Reactor rotating disks screw up if server locks the pushed clients, but elevators need clients to be locked ( otherwise clients will clip through elevators ) if( strcmp( ent->GetName(), "cylinder_disk1" ) == 0 || strcmp( ent->GetName(), "cylinder_disk2" ) == 0 || strcmp( ent->GetName(), "cylinder_disk3" ) == 0 ) { clientPusherLocked = false; } } } if( contacts[i].normal * -gravityNormal > 0.0f ) { hasGroundContact = true; } } } justBecameUnlocked = false; if( hasGroundContact && !hasPhysicsContact ) { if( clientPusherLocked ) { justBecameUnlocked = true; } clientPusherLocked = false; } return clientPusherLocked; } /* ================ idPhysics_Player::SetMaster the binding is never orientated ================ */ void idPhysics_Player::SetMaster( idEntity* master, const bool orientated ) { idVec3 masterOrigin; idMat3 masterAxis; if( master ) { if( !masterEntity ) { // transform from world space to master space self->GetMasterPosition( masterOrigin, masterAxis ); current.localOrigin = ( current.origin - masterOrigin ) * masterAxis.Transpose(); masterEntity = master; masterYaw = masterAxis[0].ToYaw(); } ClearContacts(); } else { if( masterEntity ) { masterEntity = NULL; } } } const float PLAYER_VELOCITY_MAX = 4000; const int PLAYER_VELOCITY_TOTAL_BITS = 16; const int PLAYER_VELOCITY_EXPONENT_BITS = idMath::BitsForInteger( idMath::BitsForFloat( PLAYER_VELOCITY_MAX ) ) + 1; const int PLAYER_VELOCITY_MANTISSA_BITS = PLAYER_VELOCITY_TOTAL_BITS - 1 - PLAYER_VELOCITY_EXPONENT_BITS; const int PLAYER_MOVEMENT_TYPE_BITS = 3; const int PLAYER_MOVEMENT_FLAGS_BITS = 8; /* ================ idPhysics_Player::WriteToSnapshot ================ */ void idPhysics_Player::WriteToSnapshot( idBitMsg& msg ) const { msg.WriteFloat( current.origin[0] ); msg.WriteFloat( current.origin[1] ); msg.WriteFloat( current.origin[2] ); msg.WriteFloat( current.velocity[0], PLAYER_VELOCITY_EXPONENT_BITS, PLAYER_VELOCITY_MANTISSA_BITS ); msg.WriteFloat( current.velocity[1], PLAYER_VELOCITY_EXPONENT_BITS, PLAYER_VELOCITY_MANTISSA_BITS ); msg.WriteFloat( current.velocity[2], PLAYER_VELOCITY_EXPONENT_BITS, PLAYER_VELOCITY_MANTISSA_BITS ); //idLib::Printf("Writing Velocity: x %2f, y %2f, z %2f \n", current.velocity[0], current.velocity[1], current.velocity[2] ); msg.WriteDeltaFloat( current.origin[0], current.localOrigin[0] ); msg.WriteDeltaFloat( current.origin[1], current.localOrigin[1] ); msg.WriteDeltaFloat( current.origin[2], current.localOrigin[2] ); } /* ================ idPhysics_Player::ReadFromSnapshot ================ */ void idPhysics_Player::ReadFromSnapshot( const idBitMsg& msg ) { previous = next; next.origin = ReadFloatArray< idVec3 >( msg ); next.velocity[0] = msg.ReadFloat( PLAYER_VELOCITY_EXPONENT_BITS, PLAYER_VELOCITY_MANTISSA_BITS ); next.velocity[1] = msg.ReadFloat( PLAYER_VELOCITY_EXPONENT_BITS, PLAYER_VELOCITY_MANTISSA_BITS ); next.velocity[2] = msg.ReadFloat( PLAYER_VELOCITY_EXPONENT_BITS, PLAYER_VELOCITY_MANTISSA_BITS ); //idLib::Printf("Reading Velocity: x %2f, y %2f, z %2f \n", next.velocity[0], next.velocity[1], next.velocity[2] ); next.localOrigin = ReadDeltaFloatArray( msg, next.origin ); if( clipModel ) { clipModel->Link( gameLocal.clip, self, 0, next.origin, clipModel->GetAxis() ); } }