/* pmove.c (description) 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: Free Software Foundation, Inc. 59 Temple Place - Suite 330 Boston, MA 02111-1307, USA $Id$ */ #ifdef HAVE_CONFIG_H # include "config.h" #endif #include #include "client.h" #include "compat.h" #include "cvar.h" #include "pmove.h" #include "qtypes.h" cvar_t *no_pogo_stick; movevars_t movevars; playermove_t pmove; int onground; int waterlevel; int watertype; float frametime; vec3_t forward, right, up; vec3_t player_mins = { -16, -16, -24 }; vec3_t player_maxs = { 16, 16, 32 }; extern void InitBoxHull (void); void PM_CategorizePosition (void); void Pmove_Init (void) { InitBoxHull (); } void Pmove_Init_Cvars (void) { no_pogo_stick = Cvar_Get ("no_pogo_stick", "0", CVAR_SERVERINFO, "disable the ability to pogo stick"); } #define STEPSIZE 18 #define BUTTON_JUMP 2 /* PM_ClipVelocity Slide off of the impacting object returns the blocked flags (1 = floor, 2 = step / wall) */ int PM_ClipVelocity (vec3_t in, vec3_t normal, vec3_t out, float overbounce) { float backoff; float change; int i, blocked; blocked = 0; if (normal[2] > 0) blocked |= 1; // floor if (!normal[2]) blocked |= 2; // step 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; } return blocked; } /* PM_FlyMove The basic solid body movement clip that slides along multiple planes */ #define MAX_CLIP_PLANES 5 int PM_FlyMove (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; for (bumpcount = 0; bumpcount < numbumps; bumpcount++) { for (i = 0; i < 3; i++) end[i] = pmove.origin[i] + time_left * pmove.velocity[i]; trace = PM_PlayerMove (pmove.origin, end); if (trace.startsolid || trace.allsolid) { // entity is trapped in // another solid VectorCopy (vec3_origin, 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 pmove.touchindex[pmove.numtouch] = trace.entnum; pmove.numtouch++; if (trace.plane.normal[2] > 0.7) { blocked |= 1; // floor } if (!trace.plane.normal[2]) { blocked |= 2; // step } time_left -= time_left * trace.fraction; // cliped to another plane if (numplanes >= MAX_CLIP_PLANES) { // this shouldn't really happen VectorCopy (vec3_origin, 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++) { 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) { // Con_Printf ("clip velocity, numplanes == %i\n",numplanes); VectorCopy (vec3_origin, pmove.velocity); break; } CrossProduct (planes[0], planes[1], dir); d = DotProduct (dir, pmove.velocity); VectorScale (dir, d, pmove.velocity); } // // if original velocity is against the original velocity, stop dead // to avoid tiny occilations in sloping corners // if (DotProduct (pmove.velocity, primal_velocity) <= 0) { VectorCopy (vec3_origin, pmove.velocity); break; } } if (pmove.waterjumptime) { VectorCopy (primal_velocity, pmove.velocity); } return blocked; } void PM_Accelerate (vec3_t, float, float); /* PM_FlymodeMove Pre-PM_FlyMove function for MOVETYPE_FLY players. Could have altered other physics to fit this in, but that's to easy to screw up. --KB */ void PM_FlymodeMove (void) { vec3_t start, dest, pmvel, pmtmp; trace_t trace; float pmspeed; pmvel[0] = forward[0] * pmove.cmd.forwardmove + right[0] * pmove.cmd.sidemove; pmvel[1] = forward[1] * pmove.cmd.forwardmove + right[1] * pmove.cmd.sidemove; pmvel[2] = forward[2] * pmove.cmd.forwardmove + right[2] * pmove.cmd.sidemove + pmove.cmd.upmove; VectorCopy (pmvel, pmtmp); pmspeed = VectorNormalize (pmtmp); // don't alter pmvel if (pmspeed > movevars.maxspeed) // there IS a spoon, Neo.. { VectorScale (pmvel, movevars.maxspeed / pmspeed, pmvel); pmspeed = movevars.maxspeed; } PM_Accelerate (pmtmp, pmspeed, movevars.wateraccelerate); VectorMA (pmove.origin, frametime, pmove.velocity, dest); VectorCopy (dest, start); start[2] += STEPSIZE + 1; trace = PM_PlayerMove (start, dest); if (!trace.startsolid && !trace.allsolid) { VectorCopy (trace.endpos, pmove.origin); return; // just step up } PM_FlyMove (); // NOW we fly. } /* PM_GroundMove Player is on ground, with no upwards velocity */ void PM_GroundMove (void) { vec3_t start, dest; trace_t trace; vec3_t original, originalvel, down, up, downvel; float downdist, updist; pmove.velocity[2] = 0; if (VectorIsNull(pmove.velocity)) return; // first try just moving to the destination dest[0] = pmove.origin[0] + pmove.velocity[0] * frametime; dest[1] = pmove.origin[1] + pmove.velocity[1] * frametime; dest[2] = pmove.origin[2]; // first try moving directly to the next spot VectorCopy (dest, start); trace = PM_PlayerMove (pmove.origin, dest); if (trace.fraction == 1) { VectorCopy (trace.endpos, pmove.origin); return; } // try sliding forward both on ground and up 16 pixels // take the move that goes farthest VectorCopy (pmove.origin, original); VectorCopy (pmove.velocity, originalvel); // slide move PM_FlyMove (); VectorCopy (pmove.origin, down); VectorCopy (pmove.velocity, downvel); VectorCopy (original, pmove.origin); VectorCopy (originalvel, pmove.velocity); // move up a stair height VectorCopy (pmove.origin, dest); dest[2] += STEPSIZE; trace = PM_PlayerMove (pmove.origin, dest); if (!trace.startsolid && !trace.allsolid) { VectorCopy (trace.endpos, pmove.origin); } // slide move PM_FlyMove (); // press down the stepheight VectorCopy (pmove.origin, dest); dest[2] -= STEPSIZE; trace = PM_PlayerMove (pmove.origin, dest); if (trace.plane.normal[2] < 0.7) goto usedown; if (!trace.startsolid && !trace.allsolid) { VectorCopy (trace.endpos, pmove.origin); } VectorCopy (pmove.origin, up); // decide which one went farther downdist = (down[0] - original[0]) * (down[0] - original[0]) + (down[1] - original[1]) * (down[1] - original[1]); updist = (up[0] - original[0]) * (up[0] - original[0]) + (up[1] - original[1]) * (up[1] - original[1]); if (downdist > updist) { usedown: VectorCopy (down, pmove.origin); VectorCopy (downvel, pmove.velocity); } else // copy z value from slide move pmove.velocity[2] = downvel[2]; // if at a dead stop, retry the move with nudges to get around lips } /* PM_Friction Handles both ground friction and water friction */ void PM_Friction (void) { float *vel; float speed, newspeed; float friction; float drop; vec3_t start, stop; trace_t trace; if (pmove.waterjumptime) return; vel = pmove.velocity; speed = sqrt (vel[0] * vel[0] + vel[1] * vel[1] + vel[2] * vel[2]); if (speed < 1) { vel[0] = 0; vel[1] = 0; return; } friction = movevars.friction; // if the leading edge is over a dropoff, increase friction if (onground != -1) { start[0] = stop[0] = pmove.origin[0] + vel[0] / speed * 16; start[1] = stop[1] = pmove.origin[1] + vel[1] / speed * 16; start[2] = pmove.origin[2] + player_mins[2]; stop[2] = start[2] - 34; trace = PM_PlayerMove (start, stop); if (trace.fraction == 1) { friction *= 2; } } drop = 0; if (waterlevel >= 2) // apply water friction drop += speed * movevars.waterfriction * waterlevel * frametime; else if (pmove.flying) // apply flying friction drop += max (movevars.stopspeed, speed) * friction * frametime; else if (onground != -1) // apply ground friction drop += max (movevars.stopspeed, speed) * friction * frametime; // scale the velocity newspeed = speed - drop; if (newspeed < 0) newspeed = 0; newspeed /= speed; vel[0] = vel[0] * newspeed; vel[1] = vel[1] * newspeed; vel[2] = vel[2] * newspeed; } /* PM_Accelerate */ void PM_Accelerate (vec3_t wishdir, float wishspeed, float accel) { int i; float addspeed, accelspeed, currentspeed; if (pmove.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; if (pmove.dead) return; if (pmove.waterjumptime) return; 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]; } /* PM_WaterMove */ void PM_WaterMove (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; if (!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 // // if (pmove.waterjumptime) // Con_Printf ("wm->%f, %f, %f\n", pmove.velocity[0], pmove.velocity[1], pmove.velocity[2]); 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] += STEPSIZE + 1; trace = PM_PlayerMove (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; vec3_t original; 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 (onground != -1) { pmove.velocity[2] = 0; PM_Accelerate (wishdir, wishspeed, movevars.accelerate); pmove.velocity[2] -= movevars.entgravity * movevars.gravity * frametime; PM_GroundMove (); } else if (pmove.flying) { PM_AirAccelerate (wishdir, wishspeed, movevars.accelerate); PM_FlyMove (); } else { // 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 (!PM_FlyMove ()) { // the move didn't get blocked PM_CategorizePosition (); if (onground != -1) // but we're on ground now { // This is a hack to fix the jumping bug VectorCopy (pmove.origin, original); // Calculate correct velocity if (!PM_FlyMove ()) { // This shouldn't probably happen (?) if (pmove.velocity[2] < 0) pmove.velocity[2] = 0; } VectorCopy (original, pmove.origin); } } } } /* PM_CategorizePosition */ void PM_CategorizePosition (void) { vec3_t point; int cont; trace_t tr; // 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; if (pmove.velocity[2] > 180) { onground = -1; } else { tr = PM_PlayerMove (pmove.origin, point); if (tr.plane.normal[2] < 0.7) onground = -1; // too steep else onground = tr.entnum; if (onground != -1) { pmove.waterjumptime = 0; if (!tr.startsolid && !tr.allsolid) VectorCopy (tr.endpos, pmove.origin); } // standing on an entity other than the world if (tr.entnum > 0) { pmove.touchindex[pmove.numtouch] = tr.entnum; pmove.numtouch++; } } // // get waterlevel // waterlevel = 0; watertype = CONTENTS_EMPTY; point[2] = pmove.origin[2] + player_mins[2] + 1; cont = PM_PointContents (point); if (cont <= CONTENTS_WATER) { watertype = cont; waterlevel = 1; point[2] = pmove.origin[2] + (player_mins[2] + player_maxs[2]) * 0.5; cont = PM_PointContents (point); if (cont <= CONTENTS_WATER) { waterlevel = 2; point[2] = pmove.origin[2] + 22; cont = PM_PointContents (point); if (cont <= CONTENTS_WATER) waterlevel = 3; } } } /* JumpButton */ void JumpButton (void) { if (pmove.dead) { pmove.oldbuttons |= BUTTON_JUMP; // don't jump again until // released return; } if (pmove.waterjumptime) { pmove.waterjumptime -= frametime; if (pmove.waterjumptime < 0) pmove.waterjumptime = 0; return; } if (waterlevel >= 2) { // swimming, not jumping onground = -1; if (watertype == CONTENTS_WATER) pmove.velocity[2] = 100; else if (watertype == CONTENTS_SLIME) pmove.velocity[2] = 80; else pmove.velocity[2] = 50; return; } if (onground == -1) { if (no_pogo_stick->int_val) pmove.oldbuttons |= BUTTON_JUMP; // don't jump again until // released return; // in air, so no effect } if (pmove.oldbuttons & BUTTON_JUMP) return; // don't pogo stick onground = -1; pmove.velocity[2] += 270; pmove.oldbuttons |= BUTTON_JUMP; // don't jump again until released } /* CheckWaterJump */ void CheckWaterJump (void) { vec3_t spot; int cont; vec3_t flatforward; if (pmove.waterjumptime || pmove.flying) return; // ZOID, don't hop out if we just jumped in if (pmove.velocity[2] < -180) return; // only hop out if we are moving up // 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; cont = PM_PointContents (spot); if (cont != CONTENTS_SOLID) return; spot[2] += 24; cont = PM_PointContents (spot); if (cont != CONTENTS_EMPTY) return; // jump out of water VectorScale (flatforward, 50, pmove.velocity); pmove.velocity[2] = 310; pmove.waterjumptime = 2; // safety net pmove.oldbuttons |= BUTTON_JUMP; // don't jump again until released } /* 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 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; // pmove.origin[2] += 0.124; // if (pmove.dead) // return; // might be a squished point, so don'y bother // if (PM_TestPlayerPosition (pmove.origin) ) // return; 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); // Con_DPrintf ("NudgePosition: stuck\n"); } /* SpectatorMove */ void 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) { VectorCopy (vec3_origin, 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; if (addspeed <= 0) return; 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); } /* 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 PlayerMove (void) { frametime = pmove.cmd.msec * 0.001; pmove.numtouch = 0; AngleVectors (pmove.angles, forward, right, up); if (pmove.spectator) { SpectatorMove (); return; } NudgePosition (); // take angles directly from command VectorCopy (pmove.cmd.angles, pmove.angles); // set onground, watertype, and waterlevel PM_CategorizePosition (); if (waterlevel == 2) CheckWaterJump (); if (pmove.velocity[2] < 0) pmove.waterjumptime = 0; if (pmove.cmd.buttons & BUTTON_JUMP) JumpButton (); else pmove.oldbuttons &= ~BUTTON_JUMP; PM_Friction (); if (waterlevel >= 2) PM_WaterMove (); else if (pmove.flying) PM_FlymodeMove (); else PM_AirMove (); // set onground, watertype, and waterlevel for final spot PM_CategorizePosition (); }