/* Copyright (C) 1996-1997 Id Software, Inc. This program 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 2 of the License, or (at your option) any later version. This program 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 this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #include "quakedef.h" extern float pm_stepheight; movevars_t movevars; playermove_t pmove; float frametime; vec3_t forward, right, up; vec3_t player_mins = {-16, -16, -24}; vec3_t player_maxs = {16, 16, 32}; void PM_Init (void) { PM_InitBoxHull(); } #define MIN_STEP_NORMAL 0.7 // roughly 45 degrees #define pm_flyfriction 4 #define STOP_EPSILON 0.1 #define BLOCKED_FLOOR 1 #define BLOCKED_STEP 2 #define BLOCKED_OTHER 4 #define BLOCKED_ANY 7 /* ** Add an entity to touch list, discarding duplicates */ static void PM_AddTouchedEnt (int num) { if (pmove.numtouch == MAX_PHYSENTS) return; if (pmove.numtouch) if (pmove.touchindex[pmove.numtouch - 1] == num) return; // already added pmove.touchindex[pmove.numtouch] = num; pmove.numtouch++; } /* ================== PM_ClipVelocity Slide off of the impacting object ================== */ void PM_ClipVelocity (vec3_t in, vec3_t normal, vec3_t out, float overbounce) { float backoff; float change; int i; backoff = DotProduct (in, normal) * overbounce; for (i=0 ; i<3 ; i++) { change = normal[i]*backoff; out[i] = in[i] - change; if (out[i] > -STOP_EPSILON && out[i] < STOP_EPSILON) out[i] = 0; } } /* ============ PM_SlideMove The basic solid body movement clip that slides along multiple planes ============ */ #define MAX_CLIP_PLANES 5 int PM_SlideMove (void) { int bumpcount, numbumps; vec3_t dir; float d; int numplanes; vec3_t planes[MAX_CLIP_PLANES]; vec3_t primal_velocity, original_velocity; int i, j; trace_t trace; vec3_t end; float time_left; int blocked; numbumps = 4; blocked = 0; VectorCopy (pmove.velocity, original_velocity); VectorCopy (pmove.velocity, primal_velocity); numplanes = 0; time_left = frametime; // VectorAdd(pmove.velocity, pmove.basevelocity, pmove.velocity); for (bumpcount=0 ; bumpcount 0) { // actually covered some distance VectorCopy (trace.endpos, pmove.origin); numplanes = 0; } if (trace.fraction == 1) break; // moved the entire distance // save entity for contact PM_AddTouchedEnt (trace.entnum); if (trace.plane.normal[2] >= MIN_STEP_NORMAL) blocked |= BLOCKED_FLOOR; else if (!trace.plane.normal[2]) blocked |= BLOCKED_STEP; else blocked |= BLOCKED_OTHER; time_left -= time_left * trace.fraction; // cliped to another plane if (numplanes >= MAX_CLIP_PLANES) { // this shouldn't really happen VectorClear (pmove.velocity); break; } VectorCopy (trace.plane.normal, planes[numplanes]); numplanes++; // // modify original_velocity so it parallels all of the clip planes // for (i=0 ; i200 && pmove.cmd.buttons & 2 && !pmove.jump_held && !pmove.waterjumptime) { PM_ClipVelocity (original_velocity, planes[i], pmove.velocity, 2); if (pmove.velocity[2] < 270) pmove.velocity[2] = 270; pmove.jump_msec = pmove.cmd.msec; pmove.jump_held = true; pmove.waterjumptime = 0; return blocked; } PM_ClipVelocity (original_velocity, planes[i], pmove.velocity, 1); for (j=0 ; j= updist) { usedown: VectorCopy (down, pmove.origin); VectorCopy (downvel, pmove.velocity); return blocked; } // copy z value from slide move pmove.velocity[2] = downvel[2]; if (!pmove.onground && pmove.waterlevel < 2 && (blocked & BLOCKED_STEP)) { float scale; // in pm_airstep mode, walking up a 16 unit high step // will kill 16% of horizontal velocity scale = 1 - 0.01*(pmove.origin[2] - original[2]); pmove.velocity[0] *= scale; pmove.velocity[1] *= scale; } return blocked; } /* ================== PM_Friction Handles both ground friction and water friction ================== */ void PM_Friction (void) { float speed, newspeed, control; float friction; float drop; vec3_t start, stop; trace_t trace; if (pmove.waterjumptime) return; speed = Length(pmove.velocity); if (speed < 1) { pmove.velocity[0] = 0; pmove.velocity[1] = 0; if (pmove.pm_type == PM_FLY) pmove.velocity[2] = 0; return; } if (pmove.waterlevel >= 2) // apply water friction, even if in fly mode drop = speed*movevars.waterfriction*pmove.waterlevel*frametime; else if (pmove.pm_type == PM_FLY) { // apply flymode friction drop = speed * pm_flyfriction * frametime; } else if (pmove.onground) { // apply ground friction friction = movevars.friction; // if the leading edge is over a dropoff, increase friction start[0] = stop[0] = pmove.origin[0] + pmove.velocity[0]/speed*16; start[1] = stop[1] = pmove.origin[1] + pmove.velocity[1]/speed*16; start[2] = pmove.origin[2] + player_mins[2]; stop[2] = start[2] - 34; trace = PM_PlayerTrace (start, stop); if (trace.fraction == 1) friction *= 2; control = speed < movevars.stopspeed ? movevars.stopspeed : speed; drop = control*friction*frametime; } else if (pmove.onladder) { control = speed < movevars.stopspeed ? movevars.stopspeed : speed; drop = control*movevars.friction*frametime*6; } else return; // in air, no friction // scale the velocity newspeed = speed - drop; if (newspeed < 0) newspeed = 0; VectorScale (pmove.velocity, newspeed / speed, pmove.velocity); } /* ============== PM_Accelerate ============== */ void PM_Accelerate (vec3_t wishdir, float wishspeed, float accel) { int i; float addspeed, accelspeed, currentspeed; if (pmove.pm_type == PM_DEAD) return; if (pmove.waterjumptime) return; currentspeed = DotProduct (pmove.velocity, wishdir); addspeed = wishspeed - currentspeed; if (addspeed <= 0) return; accelspeed = accel*frametime*wishspeed; if (accelspeed > addspeed) accelspeed = addspeed; for (i=0 ; i<3 ; i++) pmove.velocity[i] += accelspeed*wishdir[i]; } void PM_AirAccelerate (vec3_t wishdir, float wishspeed, float accel) { int i; float addspeed, accelspeed, currentspeed, wishspd = wishspeed; float originalspeed, newspeed, speedcap; if (pmove.pm_type == PM_DEAD) return; if (pmove.waterjumptime) return; if (movevars.bunnyspeedcap > 0) { originalspeed = sqrt(pmove.velocity[0]*pmove.velocity[0] + pmove.velocity[1]*pmove.velocity[1]); } else originalspeed = 0; //shh compiler. if (wishspd > 30) wishspd = 30; currentspeed = DotProduct (pmove.velocity, wishdir); addspeed = wishspd - currentspeed; if (addspeed <= 0) return; accelspeed = accel * wishspeed * frametime; if (accelspeed > addspeed) accelspeed = addspeed; for (i=0 ; i<3 ; i++) pmove.velocity[i] += accelspeed*wishdir[i]; if (movevars.bunnyspeedcap > 0) { newspeed = sqrt(pmove.velocity[0]*pmove.velocity[0] + pmove.velocity[1]*pmove.velocity[1]); if (newspeed > originalspeed) { speedcap = movevars.maxspeed * movevars.bunnyspeedcap; if (newspeed > speedcap) { if (originalspeed < speedcap) originalspeed = speedcap; pmove.velocity[0] *= originalspeed / newspeed; pmove.velocity[1] *= originalspeed / newspeed; } } } } /* =================== PM_WaterMove =================== */ void PM_WaterMove (void) { int i; vec3_t wishvel; float wishspeed; vec3_t wishdir; // // user intentions // for (i=0 ; i<3 ; i++) wishvel[i] = forward[i]*pmove.cmd.forwardmove + right[i]*pmove.cmd.sidemove; if (pmove.pm_type != PM_FLY && !pmove.cmd.forwardmove && !pmove.cmd.sidemove && !pmove.cmd.upmove) wishvel[2] -= 60; // drift towards bottom else wishvel[2] += pmove.cmd.upmove; VectorCopy (wishvel, wishdir); wishspeed = VectorNormalize(wishdir); if (wishspeed > movevars.maxspeed) { VectorScale (wishvel, movevars.maxspeed/wishspeed, wishvel); wishspeed = movevars.maxspeed; } wishspeed *= 0.7; // // water acceleration // PM_Accelerate (wishdir, wishspeed, movevars.wateraccelerate); PM_StepSlideMove (false); } /* */ void PM_FlyMove (void) { int i; vec3_t wishvel; float wishspeed; vec3_t wishdir; for (i=0 ; i<3 ; i++) wishvel[i] = forward[i]*pmove.cmd.forwardmove + right[i]*pmove.cmd.sidemove; wishvel[2] += pmove.cmd.upmove; VectorCopy (wishvel, wishdir); wishspeed = VectorNormalize(wishdir); if (wishspeed > movevars.maxspeed) { VectorScale (wishvel, movevars.maxspeed/wishspeed, wishvel); wishspeed = movevars.maxspeed; } PM_Accelerate (wishdir, wishspeed, movevars.accelerate); PM_StepSlideMove (false); } void PM_LadderMove (void) { int i; vec3_t wishvel; float wishspeed; vec3_t wishdir; vec3_t start, dest; trace_t trace; // // user intentions // for (i=0 ; i<3 ; i++) wishvel[i] = forward[i]*pmove.cmd.forwardmove + right[i]*pmove.cmd.sidemove + up[i]*pmove.cmd.upmove; if (wishvel[2] >= 100 || wishvel[2] <= -100) //large up/down move wishvel[2]*=10; if (pmove.cmd.buttons & 2) wishvel[2]+=movevars.maxspeed; VectorCopy (wishvel, wishdir); wishspeed = VectorNormalize(wishdir); if (wishspeed > movevars.maxspeed) { VectorScale (wishvel, movevars.maxspeed/wishspeed, wishvel); wishspeed = movevars.maxspeed; } PM_Accelerate (wishdir, wishspeed, movevars.wateraccelerate); // assume it is a stair or a slope, so press down from stepheight above VectorMA (pmove.origin, frametime, pmove.velocity, dest); VectorCopy (dest, start); start[2] += movevars.stepheight + 1; trace = PM_PlayerTrace (start, dest); if (!trace.startsolid && !trace.allsolid) // FIXME: check steep slope? { // walked up the step VectorCopy (trace.endpos, pmove.origin); return; } PM_FlyMove (); } /* =================== PM_AirMove =================== */ void PM_AirMove (void) { int i; vec3_t wishvel; float fmove, smove; vec3_t wishdir; float wishspeed; fmove = pmove.cmd.forwardmove; smove = pmove.cmd.sidemove; forward[2] = 0; right[2] = 0; VectorNormalize (forward); VectorNormalize (right); for (i=0 ; i<2 ; i++) wishvel[i] = forward[i]*fmove + right[i]*smove; wishvel[2] = 0; VectorCopy (wishvel, wishdir); wishspeed = VectorNormalize(wishdir); // // clamp to server defined max speed // if (wishspeed > movevars.maxspeed) { VectorScale (wishvel, movevars.maxspeed/wishspeed, wishvel); wishspeed = movevars.maxspeed; } if (pmove.onground) { if (movevars.slidefix) { pmove.velocity[2] = min(pmove.velocity[2], 0); // bound above by 0 PM_Accelerate (wishdir, wishspeed, movevars.accelerate); // add gravity pmove.velocity[2] -= movevars.entgravity * movevars.gravity * frametime; } else { pmove.velocity[2] = 0; PM_Accelerate (wishdir, wishspeed, movevars.accelerate); } if (!pmove.velocity[0] && !pmove.velocity[1] && !movevars.slidyslopes) { pmove.velocity[2] = 0; return; } else if (!movevars.slidefix && !movevars.slidyslopes) pmove.velocity[2] = 0; PM_StepSlideMove(false); } else { int blocked; // not on ground, so little effect on velocity PM_AirAccelerate (wishdir, wishspeed, movevars.accelerate); // add gravity pmove.velocity[2] -= movevars.entgravity * movevars.gravity * frametime; if (movevars.airstep) blocked = PM_StepSlideMove (true); else blocked = PM_SlideMove (); } } cplane_t groundplane; /* ============= PM_CategorizePosition ============= */ void PM_CategorizePosition (void) { vec3_t point; int cont; trace_t trace; // if the player hull point one unit down is solid, the player // is on ground // see if standing on something solid point[0] = pmove.origin[0]; point[1] = pmove.origin[1]; point[2] = pmove.origin[2] - 1; trace.startsolid = trace.allsolid = true; VectorClear(trace.endpos); if (pmove.velocity[2] > 180) { pmove.onground = false; } else { trace = PM_PlayerTrace (pmove.origin, point); if (trace.fraction == 1 || trace.plane.normal[2] < MIN_STEP_NORMAL) pmove.onground = false; else { pmove.onground = true; pmove.groundent = trace.entnum; groundplane = trace.plane; pmove.waterjumptime = 0; } // standing on an entity other than the world if (trace.entnum > 0) PM_AddTouchedEnt (trace.entnum); } // // get waterlevel // pmove.waterlevel = 0; pmove.watertype = FTECONTENTS_EMPTY; point[2] = pmove.origin[2] + player_mins[2] + 1; cont = PM_PointContents (point); if (cont & FTECONTENTS_FLUID) { pmove.watertype = cont; pmove.waterlevel = 1; point[2] = pmove.origin[2] + (player_mins[2] + player_maxs[2])*0.5; cont = PM_PointContents (point); if (cont & FTECONTENTS_FLUID) { pmove.waterlevel = 2; point[2] = pmove.origin[2] + player_mins[2]+24+DEFAULT_VIEWHEIGHT; cont = PM_PointContents (point); if (cont & FTECONTENTS_FLUID) pmove.waterlevel = 3; } } if (cont & FTECONTENTS_LADDER) pmove.onladder = true; else pmove.onladder = false; //are we on a ladder? #ifdef Q2BSPS if (pmove.physents[0].model->fromgame == fg_quake3) { trace_t t; vec3_t flatforward, fwd1; flatforward[0] = forward[0]; flatforward[1] = forward[1]; flatforward[2] = 0; VectorNormalize (flatforward); VectorMA (pmove.origin, 24, flatforward, fwd1); t = CM_BoxTrace(pmove.physents[0].model, pmove.origin, fwd1, player_mins, player_maxs, MASK_PLAYERSOLID); if (t.surface->flags & Q3SURF_LADDER) { pmove.onladder = true; pmove.onground = false; // too steep } } if (cont & FTECONTENTS_LADDER && pmove.physents[0].model->fromgame == fg_quake2) { trace_t t; vec3_t flatforward, fwd1; flatforward[0] = forward[0]; flatforward[1] = forward[1]; flatforward[2] = 0; VectorNormalize (flatforward); VectorMA (pmove.origin, 24, flatforward, fwd1); //if we hit a wall when going forwards and we are in a ladder region, then we are on a ladder. if (pmove.physents[0].model->fromgame == fg_quake2) { t = CM_BoxTrace(pmove.physents[0].model, pmove.origin, fwd1, player_mins, player_maxs, MASK_PLAYERSOLID); if (t.fraction < 1) { pmove.onladder = true; pmove.onground = false; // too steep } } } #endif //bsp objects marked as ladders mark regions to stand in to be classed as on a ladder. cont = PM_ExtraBoxContents(pmove.origin); if (cont & FTECONTENTS_LADDER) { pmove.onladder = true; pmove.onground = false; // too steep } if (pmove.onground && pmove.pm_type != PM_FLY && pmove.waterlevel < 2) { // snap to ground so that we can't jump higher than we're supposed to if (!trace.startsolid && !trace.allsolid) VectorCopy (trace.endpos, pmove.origin); } } /* ============= PM_CheckJump ============= */ void PM_CheckJump (void) { if (pmove.pm_type == PM_FLY) return; if (pmove.pm_type == PM_DEAD) { pmove.jump_held = true; // don't jump on respawn return; } if (!(pmove.cmd.buttons & BUTTON_JUMP)) { pmove.jump_held = false; return; } if (pmove.waterjumptime) return; if (pmove.waterlevel >= 2) { // swimming, not jumping pmove.onground = false; if (pmove.watertype == FTECONTENTS_WATER) pmove.velocity[2] = 100; else if (pmove.watertype == FTECONTENTS_SLIME) pmove.velocity[2] = 80; else pmove.velocity[2] = 50; return; } if (!pmove.onground) return; // in air, so no effect if (pmove.jump_held && !pmove.jump_msec) return; // don't pogo stick // check for jump bug // groundplane normal was set in the call to PM_CategorizePosition if (pmove.velocity[2] < 0 && DotProduct(pmove.velocity, groundplane.normal) < -0.1) { // pmove.velocity is pointing into the ground, clip it PM_ClipVelocity (pmove.velocity, groundplane.normal, pmove.velocity, 1); } pmove.onground = false; pmove.velocity[2] += 270; if (movevars.ktjump > 0) { if (movevars.ktjump > 1) movevars.ktjump = 1; if (pmove.velocity[2] < 270) pmove.velocity[2] = pmove.velocity[2] * (1 - movevars.ktjump) + 270 * movevars.ktjump; } pmove.jump_held = true; // don't jump again until released pmove.jump_msec = pmove.cmd.msec; } /* ============= PM_CheckWaterJump ============= */ void PM_CheckWaterJump (void) { vec3_t spot; int cont; vec3_t flatforward; if (pmove.waterjumptime>0) return; // don't hop out if we just jumped in if (pmove.velocity[2] < -180) return; // see if near an edge flatforward[0] = forward[0]; flatforward[1] = forward[1]; flatforward[2] = 0; VectorNormalize (flatforward); VectorMA (pmove.origin, 24, flatforward, spot); spot[2] += 8 + 24+player_mins[2]; //hexen2 fix. calculated from the normal bottom of bbox cont = PM_PointContents (spot); if (!(cont & FTECONTENTS_SOLID)) return; spot[2] += 24; cont = PM_PointContents (spot); if (cont != FTECONTENTS_EMPTY) return; // jump out of water VectorScale (flatforward, 50, pmove.velocity); pmove.velocity[2] = 310; pmove.waterjumptime = 2; // safety net pmove.jump_held = true; // don't jump again until released } /* ================= PM_NudgePosition If pmove.origin is in a solid position, try nudging slightly on all axis to allow for the cut precision of the net coordinates ================= */ void PM_NudgePosition (void) { vec3_t base; int x, y, z; int i; static int sign[3] = {0, -1, 1}; VectorCopy (pmove.origin, base); for (i=0 ; i<3 ; i++) pmove.origin[i] = ((int)(pmove.origin[i]*8)) * 0.125; for (z=0 ; z<=2 ; z++) { for (x=0 ; x<=2 ; x++) { for (y=0 ; y<=2 ; y++) { pmove.origin[0] = base[0] + (sign[x] * 1.0/8); pmove.origin[1] = base[1] + (sign[y] * 1.0/8); pmove.origin[2] = base[2] + (sign[z] * 1.0/8); if (PM_TestPlayerPosition (pmove.origin)) return; } } } VectorCopy (base, pmove.origin); // Com_DPrintf ("NudgePosition: stuck\n"); } /* =============== PM_SpectatorMove =============== */ void PM_SpectatorMove (void) { float speed, drop, friction, control, newspeed; float currentspeed, addspeed, accelspeed; int i; vec3_t wishvel; float fmove, smove; vec3_t wishdir; float wishspeed; // friction speed = Length (pmove.velocity); if (speed < 1) { VectorClear (pmove.velocity); } else { drop = 0; friction = movevars.friction*1.5; // extra friction control = speed < movevars.stopspeed ? movevars.stopspeed : speed; drop += control*friction*frametime; // scale the velocity newspeed = speed - drop; if (newspeed < 0) newspeed = 0; newspeed /= speed; VectorScale (pmove.velocity, newspeed, pmove.velocity); } // accelerate fmove = pmove.cmd.forwardmove; smove = pmove.cmd.sidemove; VectorNormalize (forward); VectorNormalize (right); for (i=0 ; i<3 ; i++) wishvel[i] = forward[i]*fmove + right[i]*smove; wishvel[2] += pmove.cmd.upmove; VectorCopy (wishvel, wishdir); wishspeed = VectorNormalize(wishdir); // // clamp to server defined max speed // if (wishspeed > movevars.spectatormaxspeed) { VectorScale (wishvel, movevars.spectatormaxspeed/wishspeed, wishvel); wishspeed = movevars.spectatormaxspeed; } currentspeed = DotProduct(pmove.velocity, wishdir); addspeed = wishspeed - currentspeed; // Buggy QW spectator mode, kept for compatibility if (pmove.pm_type == PM_OLD_SPECTATOR) { if (addspeed <= 0) return; } if (addspeed > 0) { accelspeed = movevars.accelerate*frametime*wishspeed; if (accelspeed > addspeed) accelspeed = addspeed; for (i=0 ; i<3 ; i++) pmove.velocity[i] += accelspeed*wishdir[i]; } // move VectorMA (pmove.origin, frametime, pmove.velocity, pmove.origin); } /* ============= PM_PlayerMove Returns with origin, angles, and velocity modified in place. Numtouch and touchindex[] will be set if any of the physents were contacted during the move. ============= */ void PM_PlayerMove (float gamespeed) { frametime = pmove.cmd.msec * 0.001*gamespeed; pmove.numtouch = 0; if (pmove.pm_type == PM_NONE || pmove.pm_type == PM_FREEZE) { PM_CategorizePosition (); return; } // take angles directly from command pmove.angles[0] = SHORT2ANGLE(pmove.cmd.angles[0]); pmove.angles[1] = SHORT2ANGLE(pmove.cmd.angles[1]); pmove.angles[2] = SHORT2ANGLE(pmove.cmd.angles[2]); AngleVectors (pmove.angles, forward, right, up); if (pmove.pm_type == PM_SPECTATOR || pmove.pm_type == PM_OLD_SPECTATOR) { PM_SpectatorMove (); pmove.onground = false; return; } PM_NudgePosition (); // set onground, watertype, and waterlevel PM_CategorizePosition (); if (pmove.waterlevel == 2 && pmove.pm_type != PM_FLY) PM_CheckWaterJump (); if (pmove.velocity[2] < 0 || pmove.pm_type == PM_DEAD) pmove.waterjumptime = 0; if (pmove.waterjumptime) { pmove.waterjumptime -= frametime; if (pmove.waterjumptime < 0) pmove.waterjumptime = 0; } if (pmove.jump_msec) { pmove.jump_msec += pmove.cmd.msec; if (pmove.jump_msec > 50) pmove.jump_msec = 0; } PM_CheckJump (); PM_Friction (); if (pmove.waterlevel >= 2) PM_WaterMove (); else if (pmove.pm_type == PM_FLY) PM_FlyMove (); else if (pmove.onladder) PM_LadderMove (); else PM_AirMove (); // set onground, watertype, and waterlevel for final spot PM_CategorizePosition (); // this is to make sure landing sound is not played twice // and falling damage is calculated correctly if (pmove.onground && pmove.velocity[2] < -300 && DotProduct(pmove.velocity, groundplane.normal) < -0.1) { PM_ClipVelocity (pmove.velocity, groundplane.normal, pmove.velocity, 1); } }