fteqw/engine/common/pmove.c
Spoike b9cd6ec91b openxr plugin: tweaked - inputs should be working properly now, and are visible to csqc. subject to further breaking changes, however.
_pext_vrinputs: added cvar to enable vr inputs protocol extension allowing vr inputs to be networked to ssqc too. defaults to 0 for now, will be renamed when deemed final.
updates menu: the prompt to enable sources is now more explicit instead of expecting the user to have a clue.
updates menu: added a v3 sources format, which should be more maintainable. not final.
updates menu: try to give reasons why sources might be failing (to help blame ISPs if they try fucking over TTH dns again).
presets menu: no longer closes the instant a preset is chosen. some presets have a couple of modifiers listed. force the demo loop in the background to serve as a preview.
prompts menus: now does word wrapping.
ftemaster: support importing server lists from other master servers (requested by Eukara).
server: try to detect when non-reply inbound packets are blocked by firewalls/nats/etc (using ftemaster to do so).
qcvm: added pointcontentsmask builtin, allowing it to probe more than just world, with fte's full contentbit range instead of just q1 legacy.
qcvm: memfill8 builtin now works on createbuffer() pointers.
qcvm: add missing unsigned ops. Fixed double comparison ops. fixed bug with op_store_i64. added missing OP_LOADP_I64
qcc: added '#pragma framerate RATE' for overriding implicit nextthink durations.
qcc: fixed '#pragma DONT_COMPILE_THIS_FILE' to not screw up comments.
qcc: added __GITURL__ __GITHASH__ __GITDATE__ __GITDATETIME__ __GITDESC__ for any mods that might want to make use of that.
qcc: fix up -Fhashonly a little
setrenderer: support for vulkan gpu enumeration.
rulesets: reworked to support custom rulesets (using hashes to catch haxxors, though still nothing prevents just changing the client to ignore rulesets)
bspx: use our BIH code for the bspx BRUSHLIST lump instead of the older less efficient code.
(static)iqm+obj: these model formats can now be used for the worldmodel (with a suitable .ent file). Also using BIH for much better collision performance.
pmove: tried to optimise PM_NudgePosition, should boost fps in stress tests.
wayland: fix a crash on startup. mousegrabs now works better.
imagetool: uses sdl for previews.


git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5813 fc73d0e0-1445-4013-8a0c-d673dee63da5
2021-04-14 05:21:04 +00:00

1504 lines
39 KiB
C

/*
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"
movevars_t movevars;
playermove_t pmove;
extern cvar_t pm_noround; //evile.
#define movevars_dpflags MOVEFLAG_QWCOMPAT
#define movevars_maxairspeed 30
#define movevars_jumpspeed 270
float frametime;
vec3_t forward, right, up;
void PM_Init (void)
{
PM_InitBoxHull();
}
#define MIN_STEP_NORMAL 0.7 // roughly 45 degrees
#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;
VectorCopy(pmove.velocity, pmove.touchvel[pmove.numtouch]);
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;
}
}
#include "pr_common.h"
static qboolean PM_PortalTransform(world_t *w, int portalnum, vec3_t org, vec3_t move, vec3_t newang, vec3_t newvel)
{
vec3_t rounded;
qboolean okay = true;
wedict_t *portal = WEDICT_NUM_UB(w->progs, portalnum);
int oself = *w->g.self;
void *pr_globals = PR_globals(w->progs, PR_CURRENT);
int i;
int tmp;
float f;
*w->g.self = EDICT_TO_PROG(w->progs, portal);
//transform origin+velocity etc
VectorCopy(org, G_VECTOR(OFS_PARM0));
VectorCopy(pmove.angles, G_VECTOR(OFS_PARM1));
VectorCopy(pmove.velocity, w->g.v_forward);
VectorCopy(move, w->g.v_right);
VectorCopy(pmove.gravitydir, w->g.v_up);
if (!DotProduct(w->g.v_up, w->g.v_up))
w->g.v_up[2] = -1;
PR_ExecuteProgram (w->progs, portal->xv->camera_transform);
for (i = 0; i < 3; i++)
{
tmp = floor(G_VECTOR(OFS_RETURN)[i]*8 + 0.5);
rounded[i] = tmp/8.0;
}
//make sure the new origin is okay for the player. back out if its invalid.
if (!PM_TestPlayerPosition(rounded, true))
okay = false;
else
{
VectorCopy(rounded, org);
VectorCopy(w->g.v_forward, newvel);
VectorCopy(w->g.v_right, move);
// VectorCopy(w->g.v_up, pmove.gravitydir);
//floor+floor, ish
if (DotProduct(w->g.v_up, pmove.gravitydir) < 0.7)
{
f = DotProduct(newvel, newvel);
if (f < 200*200)
{
VectorScale(newvel, 200 / sqrt(f), newvel);
}
}
//transform the angles too
VectorCopy(org, G_VECTOR(OFS_PARM0));
VectorCopy(pmove.angles, G_VECTOR(OFS_PARM1));
AngleVectors(pmove.angles, w->g.v_forward, w->g.v_right, w->g.v_up);
PR_ExecuteProgram (w->progs, portal->xv->camera_transform);
VectorAngles(w->g.v_forward, w->g.v_up, newang, false);
}
*w->g.self = oself;
return okay;
}
static trace_t PM_PlayerTracePortals(vec3_t start, vec3_t end, unsigned int solidmask, float *tookportal)
{
trace_t trace = PM_PlayerTrace (start, end, MASK_PLAYERSOLID);
if (tookportal)
*tookportal = 0;
if (trace.entnum >= 0 && pmove.world)
{
physent_t *impact = &pmove.physents[trace.entnum];
if (impact->isportal)
{
vec3_t move;
vec3_t from;
vec3_t newang, newvel = {0,0,0};
VectorCopy(trace.endpos, from); //just in case
VectorSubtract(end, trace.endpos, move);
if (PM_PortalTransform(pmove.world, impact->info, from, move, newang, newvel))
{
trace_t exit;
int i, tmp;
VectorAdd(from, move, end);
//if we follow the portal, then we basically need to restart from the other side.
exit = PM_PlayerTrace (from, end, MASK_PLAYERSOLID);
for (i = 0; i < 3; i++)
{
tmp = floor(exit.endpos[i]*8 + 0.5);
exit.endpos[i] = tmp/8.0;
}
if (PM_TestPlayerPosition(exit.endpos, false))
{
if (tookportal)
*tookportal = trace.fraction;
VectorCopy(newang, pmove.angles);
VectorCopy(newvel, pmove.velocity);
return exit;
}
}
}
}
return trace;
}
/*
============
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;
float tookportal;
vec3_t start;
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<numbumps ; bumpcount++)
{
for (i=0 ; i<3 ; i++)
end[i] = pmove.origin[i] + time_left * pmove.velocity[i];
VectorCopy(pmove.origin, start);
trace = PM_PlayerTracePortals (start, end, MASK_PLAYERSOLID, &tookportal);
if (tookportal)
{
//made progress, but hit a portal
time_left -= time_left * tookportal;
VectorCopy (pmove.velocity, primal_velocity);
VectorCopy (pmove.velocity, original_velocity);
numplanes = 0;
}
if (trace.startsolid || trace.allsolid)
{ // entity is trapped in another solid
VectorClear (pmove.velocity);
return 3;
}
if (trace.fraction > 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 ; i<numplanes ; i++)
{
if (movevars.walljump == 2) //just bounce off!
{ //pinball
PM_ClipVelocity (original_velocity, planes[i], pmove.velocity, 2);
return blocked;
}
//regular run at a wall and jump off
if (movevars.walljump && planes[i][2] != 1 //not on floors
&& Length(pmove.velocity)>200 && pmove.cmd.buttons & 2 && !pmove.jump_held && !pmove.waterjumptime)
{
PM_ClipVelocity (original_velocity, planes[i], pmove.velocity, 2);
if (pmove.velocity[2] < movevars_jumpspeed)
pmove.velocity[2] = movevars_jumpspeed;
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<numplanes ; j++)
if (j != i)
{
if (DotProduct (pmove.velocity, planes[j]) < 0)
break; // not ok
}
if (j == numplanes)
break;
}
if (i != numplanes)
{ // go along this plane
}
else
{ // go along the crease
if (numplanes != 2)
{
VectorClear (pmove.velocity);
break;
}
CrossProduct (planes[0], planes[1], dir);
d = DotProduct (dir, pmove.velocity);
VectorScale (dir, d, pmove.velocity);
}
//
// if velocity is against the original velocity, stop dead
// to avoid tiny occilations in sloping corners
//
if (DotProduct (pmove.velocity, primal_velocity) <= 0)
{
VectorClear (pmove.velocity);
break;
}
}
if (pmove.waterjumptime)
{
VectorCopy (primal_velocity, pmove.velocity);
}
return blocked;
}
/*
=============
PM_StepSlideMove
Each intersection will try to step over the obstruction instead of
sliding along it.
=============
*/
int PM_StepSlideMove (qboolean in_air)
{
vec3_t dest;
trace_t trace;
vec3_t original, originalvel, down, up, downvel;
float downdist, updist;
int blocked;
float stepsize;
// try sliding forward both on ground and up 16 pixels
// take the move that goes farthest
VectorCopy (pmove.origin, original);
VectorCopy (pmove.velocity, originalvel);
blocked = PM_SlideMove ();
if (!blocked)
{
if (!in_air && movevars.stepdown)
{ //if we were onground, try stepping down after the move to try to stay on said ground.
VectorMA (pmove.origin, movevars.stepheight, pmove.gravitydir, dest);
trace = PM_PlayerTracePortals (pmove.origin, dest, MASK_PLAYERSOLID, NULL);
if (trace.fraction != 1 && -DotProduct(pmove.gravitydir, trace.plane.normal) > MIN_STEP_NORMAL)
{
if (!trace.startsolid && !trace.allsolid)
VectorCopy (trace.endpos, pmove.origin);
}
}
return blocked; // moved the entire distance
}
if (in_air)
{
// don't let us step up unless it's indeed a step we bumped in
// (that is, there's solid ground below)
float *org;
if (!(blocked & BLOCKED_STEP))
return blocked;
org = (-DotProduct(pmove.gravitydir, originalvel) < 0) ? pmove.origin : original;
VectorMA (org, movevars.stepheight, pmove.gravitydir, dest);
trace = PM_PlayerTrace (org, dest, MASK_PLAYERSOLID);
if (trace.fraction == 1 || -DotProduct(pmove.gravitydir, trace.plane.normal) < MIN_STEP_NORMAL)
return blocked;
// adjust stepsize, otherwise it would be possible to walk up a
// a step higher than STEPSIZE
//FIXME gravitydir, portals
stepsize = movevars.stepheight - (org[2] - trace.endpos[2]);
}
else
stepsize = movevars.stepheight;
VectorCopy (pmove.origin, down);
VectorCopy (pmove.velocity, downvel);
VectorCopy (original, pmove.origin);
VectorCopy (originalvel, pmove.velocity);
// move up a stair height
VectorMA (pmove.origin, -stepsize, pmove.gravitydir, dest);
trace = PM_PlayerTracePortals (pmove.origin, dest, MASK_PLAYERSOLID, NULL);
if (!trace.startsolid && !trace.allsolid)
{
VectorCopy (trace.endpos, pmove.origin);
}
if (in_air && -DotProduct(pmove.gravitydir, original) < 0)
VectorMA(pmove.velocity, -DotProduct(pmove.velocity, pmove.gravitydir), pmove.gravitydir, pmove.velocity); //z=0
PM_SlideMove ();
// press down the stepheight
VectorMA (pmove.origin, stepsize, pmove.gravitydir, dest);
trace = PM_PlayerTracePortals (pmove.origin, dest, MASK_PLAYERSOLID, NULL);
if (trace.fraction != 1 && -DotProduct(pmove.gravitydir, trace.plane.normal) < MIN_STEP_NORMAL)
goto usedown;
if (!trace.startsolid && !trace.allsolid)
{
VectorCopy (trace.endpos, pmove.origin);
}
if (-DotProduct(pmove.gravitydir, pmove.origin) < -DotProduct(pmove.gravitydir, original))
goto usedown;
VectorCopy (pmove.origin, up);
// decide which one went farther (in the forwards direction regardless of step values)
VectorSubtract(down, original, dest);
VectorMA(dest, -DotProduct(dest, pmove.gravitydir), pmove.gravitydir, dest); //z=0
downdist = DotProduct(dest, dest);
VectorSubtract(up, original, dest);
VectorMA(dest, -DotProduct(dest, pmove.gravitydir), pmove.gravitydir, dest); //z=0
updist = DotProduct(dest, dest);
if (downdist >= updist)
{
usedown:
VectorCopy (down, pmove.origin);
VectorCopy (downvel, pmove.velocity);
return blocked;
}
// copy z value from slide move
VectorMA(pmove.velocity, DotProduct(downvel, pmove.gravitydir)-DotProduct(pmove.velocity, pmove.gravitydir), pmove.gravitydir, pmove.velocity); //z=downvel
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]);
//FIXME gravitydir
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)
{
//fixme: gravitydir fix needed
pmove.velocity[0] = 0;
pmove.velocity[1] = 0;
if (pmove.pm_type == PM_FLY || pmove.pm_type == PM_6DOF)
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 || pmove.pm_type == PM_6DOF) {
// apply flymode friction
drop = speed * movevars.flyfriction * frametime;
}
else if (pmove.onground) {
// apply ground friction
friction = movevars.friction;
if (movevars.edgefriction != 1.0)
{
// 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;
//FIXME: gravitydir.
//id quirk: this is a tracebox, NOT a traceline, yet still starts BELOW the player.
start[2] = pmove.origin[2] + pmove.player_mins[2];
stop[2] = start[2] - 34;
if (movevars.flags & MOVEFLAG_QWEDGEBOX) //vanilla qw behaviour is to use a tracebox, which makes edge friction almost unnoticable.
trace = PM_PlayerTrace (start, stop, MASK_PLAYERSOLID);
else
{ //traceline instead.
vec3_t min, max;
VectorCopy(pmove.player_mins, min);
VectorCopy(pmove.player_maxs, max);
VectorClear(pmove.player_mins);
VectorClear(pmove.player_maxs);
trace = PM_PlayerTrace (start, stop, MASK_PLAYERSOLID);
VectorCopy(min, pmove.player_mins);
VectorCopy(max, pmove.player_maxs);
}
if (trace.fraction == 1 && !trace.startsolid)
friction *= movevars.edgefriction;
}
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 > movevars_maxairspeed)
wishspd = movevars_maxairspeed;
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 && !pmove.onladder)
{
VectorMA(wishvel, movevars.watersinkspeed, pmove.gravitydir, wishvel);
}
else
{
VectorMA(wishvel, -pmove.cmd.upmove, pmove.gravitydir, wishvel);
}
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;
if (pmove.pm_type == PM_6DOF)
{
for (i=0 ; i<3 ; i++)
wishvel[i] = forward[i]*pmove.cmd.forwardmove + right[i]*pmove.cmd.sidemove + up[i]*pmove.cmd.upmove;
}
else
{
for (i=0 ; i<3 ; i++)
wishvel[i] = forward[i]*pmove.cmd.forwardmove + right[i]*pmove.cmd.sidemove;
VectorMA(wishvel, -pmove.cmd.upmove, pmove.gravitydir, wishvel);
}
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)
{
VectorMA(wishvel, -movevars.maxspeed, pmove.gravitydir, wishvel);
}
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);
VectorMA(dest, -(movevars.stepheight + 1), pmove.gravitydir, start);
trace = PM_PlayerTrace (start, dest, MASK_PLAYERSOLID);
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;
float fmove, smove;
vec3_t wishdir;
float wishspeed;
if (pmove.gravitydir[2] == -1 && (pmove.angles[0] == 90 || pmove.angles[0] == -90))
{ //HACK: attempt to avoid a stupid numerical precision issue.
//You know its a hack because I'm comparing exact angles.
vec3_t tmp;
VectorSet(tmp, pmove.angles[0]*0.99, pmove.angles[1], pmove.angles[2]);
AngleVectors (tmp, forward, right, up);
}
fmove = pmove.cmd.forwardmove;
smove = pmove.cmd.sidemove;
VectorMA(forward, -DotProduct(forward, pmove.gravitydir), pmove.gravitydir, forward); //z=0
VectorMA(right, -DotProduct(right, pmove.gravitydir), pmove.gravitydir, right); //z=0
VectorNormalize (forward);
VectorNormalize (right);
for (i=0 ; i<3 ; i++)
wishdir[i] = forward[i]*fmove + right[i]*smove;
VectorMA(wishdir, -DotProduct(wishdir, pmove.gravitydir), pmove.gravitydir, wishdir); //z=0
wishspeed = VectorNormalize(wishdir);
//
// clamp to server defined max speed
//
if (wishspeed > movevars.maxspeed)
{
wishspeed = movevars.maxspeed;
}
if (pmove.onground)
{
if (movevars.slidefix)
{
if (DotProduct(pmove.velocity, pmove.gravitydir) < 0)
{
VectorMA(pmove.velocity, -DotProduct(pmove.velocity, pmove.gravitydir), pmove.gravitydir, pmove.velocity); //z=0
//pmove.velocity[2] = min(pmove.velocity[2], 0); // bound above by 0
}
PM_Accelerate (wishdir, wishspeed, movevars.accelerate);
// add gravity
VectorMA(pmove.velocity, movevars.entgravity * movevars.gravity * frametime, pmove.gravitydir, pmove.velocity);
}
else
{
VectorMA(pmove.velocity, -DotProduct(pmove.velocity, pmove.gravitydir), pmove.gravitydir, pmove.velocity); //z=0
PM_Accelerate (wishdir, wishspeed, movevars.accelerate);
}
//clear the z out, so we can test if we're moving horizontally relative to gravity
VectorMA(pmove.velocity, -DotProduct(pmove.velocity, pmove.gravitydir), pmove.gravitydir, wishdir);
if (!DotProduct(wishdir, wishdir) && !movevars.slidyslopes)
{
//clear z if we're not moving
VectorClear(pmove.velocity);
return;
}
else if (!movevars.slidefix && !movevars.slidyslopes)
VectorMA(pmove.velocity, -DotProduct(pmove.velocity, pmove.gravitydir), pmove.gravitydir, pmove.velocity); //z=0
PM_StepSlideMove(false);
}
else
{
int blocked;
// not on ground, so little effect on velocity
PM_AirAccelerate (wishdir, wishspeed, movevars.accelerate);
// add gravity
VectorMA(pmove.velocity, movevars.entgravity * movevars.gravity * frametime, pmove.gravitydir, pmove.velocity);
if (DotProduct(pmove.velocity,pmove.velocity) > 1000*1000)
{
//when in a windtunnel, step up from where we are rather than the actual ground in order to more closely match nq.
//this is needed for r1m5 (770 800 192), just beyond the silver key door.
blocked = PM_StepSlideMove (false);
}
else if (movevars.airstep)
blocked = PM_StepSlideMove (true);
else
blocked = PM_SlideMove ();
if (movevars.pground && (blocked & BLOCKED_FLOOR))
pmove.onground = true;
}
}
cplane_t groundplane;
/*
=============
PM_CategorizePosition
=============
*/
trace_t PM_TraceLine (vec3_t start, vec3_t end);
void PM_CategorizePosition (void)
{
vec3_t point;
int cont;
trace_t trace;
if (pmove.gravitydir[0] == 0 && pmove.gravitydir[1] == 0 && pmove.gravitydir[2] == 0)
{
pmove.gravitydir[0] = 0;
pmove.gravitydir[1] = 0;
pmove.gravitydir[2] = -1;
}
if (pmove.pm_type == PM_WALLWALK)
{
vec3_t tmin,tmax;
VectorCopy(pmove.player_mins, tmin);
VectorCopy(pmove.player_maxs, tmax);
// //try tracing forwards+down
// VectorMA(pmove.origin, -48, up, point);
// VectorMA(point, 48, forward, point);
// trace = PM_TraceLine(pmove.origin, point);
// trace.fraction = 1;
// if (1)//trace.fraction == 1)
{ //getting desparate
VectorMA(pmove.origin, -48, up, point);
VectorMA(point, 48, forward, point);
trace = PM_TraceLine(pmove.origin, point);
}
if (trace.fraction == 1)
{
//try tracing directly down only (we may be stepping off a cliff)
VectorMA(pmove.origin, -48, up, point);
trace = PM_TraceLine(pmove.origin, point);
}
if (trace.fraction == 1)
{
vec3_t point2;
//try tracing back from the cliff to see if we can find the ground beyond
VectorMA(point, 48, forward, point2);
VectorMA(point2, 48, forward, point);
trace = PM_TraceLine(point2, point);
}
if (trace.fraction == 1)
{ //getting desparate
VectorMA(pmove.origin, -48, up, point);
VectorMA(point, -48, forward, point);
trace = PM_TraceLine(pmove.origin, point);
}
VectorCopy(tmin, pmove.player_mins);
VectorCopy(tmax, pmove.player_maxs);
if (trace.fraction < 1)
VectorNegate(trace.plane.normal, pmove.gravitydir);
}
// if the player hull point one unit down is solid, the player
// is on ground
// see if standing on something solid
VectorAdd(pmove.origin, pmove.gravitydir, point);
trace.startsolid = trace.allsolid = true;
VectorClear(trace.endpos);
if (-DotProduct(pmove.gravitydir, pmove.velocity) > 180)
{
pmove.onground = false;
}
else if (!movevars.pground || pmove.onground)
{
trace = PM_PlayerTracePortals (pmove.origin, point, MASK_PLAYERSOLID, NULL);
if (!trace.startsolid && trace.fraction < 1 && -DotProduct(pmove.gravitydir, trace.plane.normal) < MIN_STEP_NORMAL)
{ //if the trace hit a slope, slide down the slope to see if we can find ground below. this should fix the 'base-of-slope-is-slide' bug.
vec3_t bounce;
PM_ClipVelocity (pmove.gravitydir, trace.plane.normal, bounce, 2);
VectorMA(trace.endpos, 1-trace.fraction, bounce, point);
trace = PM_PlayerTracePortals (trace.endpos, point, MASK_PLAYERSOLID, NULL);
}
if (!trace.startsolid && (trace.fraction == 1 || -DotProduct(pmove.gravitydir, trace.plane.normal) < MIN_STEP_NORMAL))
pmove.onground = false;
else
{
pmove.onground = !trace.startsolid;
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;
//FIXME: gravitydir
VectorCopy(pmove.origin, point);
point[2] = pmove.origin[2] + pmove.player_mins[2] + 1;
cont = PM_PointContents (point);
if (cont & FTECONTENTS_FLUID)
{
pmove.watertype = cont;
pmove.waterlevel = 1;
point[2] = pmove.origin[2] + (pmove.player_mins[2] + pmove.player_maxs[2])*0.5;
cont = PM_PointContents (point);
if (cont & FTECONTENTS_FLUID)
{
pmove.waterlevel = 2;
point[2] = pmove.origin[2] + pmove.player_mins[2]+24+DEFAULT_VIEWHEIGHT;
cont = PM_PointContents (point);
if (cont & FTECONTENTS_FLUID)
pmove.waterlevel = 3;
}
}
//bsp objects marked as ladders mark regions to stand in to be classed as on a ladder.
cont = PM_ExtraBoxContents(pmove.origin);
if (pmove.physents[0].model)
{
#ifdef Q3BSPS
//q3 has surfaceflag-based ladders
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);
pmove.physents[0].model->funcs.NativeTrace(pmove.physents[0].model, 0, PE_FRAMESTATE, NULL, pmove.origin, fwd1, pmove.player_mins, pmove.player_maxs, pmove.capsule, MASK_PLAYERSOLID, &t);
if (t.surface && t.surface->flags & Q3SURFACEFLAG_LADDER)
{
pmove.onladder = true;
pmove.onground = false; // too steep
}
}
#endif
//q2 has contents-based ladders
if ((cont & FTECONTENTS_LADDER) || ((cont & Q2CONTENTS_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.
t = PM_PlayerTrace(pmove.origin, fwd1, MASK_PLAYERSOLID);
if (t.fraction < 1)
{
pmove.onladder = true;
pmove.onground = false; // too steep
}
}
}
if (!movevars.pground && 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
=============
*/
static 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
float speed;
pmove.onground = false;
if (pmove.watertype == FTECONTENTS_WATER)
speed = 100;
else if (pmove.watertype == FTECONTENTS_SLIME)
speed = 80;
else
speed = 50;
VectorMA(pmove.velocity, -speed-DotProduct(pmove.velocity, pmove.gravitydir), pmove.gravitydir, pmove.velocity);
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 (!movevars.pground && -DotProduct(pmove.gravitydir, pmove.velocity) < 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;
VectorMA(pmove.velocity, -movevars_jumpspeed, pmove.gravitydir, pmove.velocity);
if (movevars.ktjump > 0 && pmove.pm_type != PM_WALLWALK)
{
if (movevars.ktjump > 1)
movevars.ktjump = 1;
if (pmove.velocity[2] < movevars_jumpspeed)
pmove.velocity[2] = pmove.velocity[2] * (1 - movevars.ktjump)
+ movevars_jumpspeed * movevars.ktjump;
}
pmove.jump_held = true; // don't jump again until released
pmove.jump_msec = pmove.cmd.msec;
}
/*
=============
PM_CheckWaterJump
=============
*/
static void PM_CheckWaterJump (void)
{
vec3_t spot, spot2;
// int cont;
vec3_t flatforward;
trace_t tr;
vec3_t oldmin, oldmax;
if (pmove.waterjumptime>0)
return;
if (pmove.pm_type == PM_DEAD)
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);
#if 1 //NQ does a traceline, which gives more permissive results. This is required for various maps that have awkward water jumps.
VectorCopy(pmove.player_mins, oldmin);
VectorCopy(pmove.player_maxs, oldmax);
VectorCopy(pmove.origin, spot);
spot[2] += 8 + 24+pmove.player_mins[2]; //hexen2 fix. calculated from the normal bottom of bbox
VectorMA (spot, 24, flatforward, spot2);
tr = PM_TraceLine(spot, spot2);
VectorCopy(oldmin, pmove.player_mins);
VectorCopy(oldmax, pmove.player_maxs);
if (tr.fraction == 1) //(possibly) give up if open at waist
{ //NQ bug workaround: NQ does waterjump checks inside prethink, and THEN sets waterlevel after.
//The player then moves to where waterlevel SHOULD be 3, except you're still allowed to waterjump because of last frame.
//Which is horrible buggy framerate-dependant behaviour...
//so lets just try again 2qu up.
//This'll cause slight prediction issues with other qw engines, and maybe some newly bugged maps, but those maps were probably already buggy with a low enough nq framerate.
spot[2] += 2;
spot2[2] += 2;
tr = PM_TraceLine(spot, spot2);
VectorCopy(oldmin, pmove.player_mins);
VectorCopy(oldmax, pmove.player_maxs);
if (tr.fraction == 1) //give up if open at waist
return;
}
spot[2] += 24;
spot2[2] += 24;
tr = PM_TraceLine(spot, spot2);
VectorCopy(oldmin, pmove.player_mins);
VectorCopy(oldmax, pmove.player_maxs);
if (tr.fraction < 1) //give up if blocked at eye
return;
#else
VectorMA (pmove.origin, 24, flatforward, spot);
spot[2] += 8 + 24+pmove.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;
#endif
// 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
=================
*/
static void PM_NudgePosition (void)
{
vec3_t base;
int x, y, z;
int i;
static float sign[] = {0, -1/8.0, 1/8.0};
//really we want to just use this here
//base[i] = MSG_FromCoord(MSG_ToCoord(pmove.origin[i], movevars.coordsize), movevars.coordsize);
//but it has overflow issues, so do things the painful way instead.
//this stuff is so annoying because we're trying to avoid biasing the position towards 0. you'll see the effects of that if you use a low forwardspeed or low sv_gamespeed etc, but its also noticable with default settings too.
if (
#ifdef HAVE_LEGACY
pm_noround.ival ||
#endif
movevars.coordtype == COORDTYPE_FLOAT_32) //float precision on the network. no need to truncate.
{
VectorCopy (pmove.origin, base);
}
else if (movevars.coordtype == COORDTYPE_FIXED_13_3) //1/8th precision, but don't truncate because that screws everything up.
{
for (i=0 ; i<3 ; i++)
{
if (pmove.velocity[i])
{ //round in the direction of velocity, which means we're less likely to get stuck.
if (pmove.velocity[i] >= 0)
base[i] = (qintptr_t)(pmove.origin[i]*8+0.5f) / 8.0;
else
base[i] = (qintptr_t)(pmove.origin[i]*8-0.5f) / 8.0;
}
else
{
if (pmove.origin[i] >= 0)
base[i] = (qintptr_t)(pmove.origin[i]*8+0.5f) / 8.0;
else
base[i] = (qintptr_t)(pmove.origin[i]*8-0.5f) / 8.0;
}
}
}
else for (i=0 ; i<3 ; i++)
base[i] = ((qintptr_t) (pmove.origin[i] * 8)) * 0.125; //legacy compat, which biases towards the origin.
// VectorCopy (base, pmove.origin);
//if we're moving, allow that spot without snapping to any grid
// if (pmove.velocity[0] || pmove.velocity[1] || pmove.velocity[2])
// if (PM_TestPlayerPosition (pmove.origin, false))
// return;
//this is potentially 27 tests, and required for qw compat...
//with unquantized floors it often succeeds only after 19 checks. which sucks.
for (z=0 ; z<countof(sign) ; z++)
{
for (x=0 ; x<countof(sign) ; x++)
{
for (y=0 ; y<countof(sign) ; y++)
{
pmove.origin[0] = base[0] + sign[x];
pmove.origin[1] = base[1] + sign[y];
pmove.origin[2] = base[2] + sign[z];
if (PM_TestPlayerPosition (pmove.origin, false))
return;
}
}
}
//still not managed it... be more agressive axially.
for (z=0 ; z<3; z++)
{
VectorCopy(base, pmove.origin);
pmove.origin[z] = base[z] + (2/8.0);
if (PM_TestPlayerPosition (pmove.origin, false))
return;
VectorCopy(base, pmove.origin);
pmove.origin[z] = base[z] - (2/8.0);
if (PM_TestPlayerPosition (pmove.origin, false))
return;
}
//be more aggresssive at moving up, to match NQ
for (z=1 ; z<movevars.stepheight ; z++)
{
for (x=0 ; x<3 ; x++)
{
for (y=0 ; y<3 ; y++)
{
pmove.origin[0] = base[0] + sign[x];
pmove.origin[1] = base[1] + sign[y];
pmove.origin[2] = base[2] + z;
if (PM_TestPlayerPosition (pmove.origin, false))
return;
}
}
}
if (pmove.safeorigin_known)
VectorCopy (pmove.safeorigin, pmove.origin);
else
VectorCopy (base, pmove.origin);
// Con_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)
{
// int i;
// int tmp; //for rounding
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 (-DotProduct(pmove.gravitydir, pmove.velocity) < 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 || pmove.pm_type == PM_6DOF)
PM_FlyMove ();
else if (pmove.onladder)
PM_LadderMove ();
else
PM_AirMove ();
/* //round to network precision
for (i = 0; i < 3; i++)
{
tmp = floor(pmove.velocity[i]*8 + 0.5);
pmove.velocity[i] = tmp/8.0;
tmp = floor(pmove.origin[i]*8 + 0.5);
pmove.origin[i] = tmp/8.0;
}
PM_NudgePosition ();
*/
// 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 (!movevars.pground && pmove.onground && -DotProduct(pmove.gravitydir, pmove.velocity) < -300
&& DotProduct(pmove.velocity, groundplane.normal) < -0.1)
{
PM_ClipVelocity (pmove.velocity, groundplane.normal, pmove.velocity, 1);
}
}