quakeforge-old/qw_common/pmove.c

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1999-12-25 05:22:39 +00:00
/*
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;
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};
// #define PM_GRAVITY 800
// #define PM_STOPSPEED 100
// #define PM_MAXSPEED 320
// #define PM_SPECTATORMAXSPEED 500
// #define PM_ACCELERATE 10
// #define PM_AIRACCELERATE 0.7
// #define PM_WATERACCELERATE 10
// #define PM_FRICTION 6
// #define PM_WATERFRICTION 1
void PM_InitBoxHull (void);
void Pmove_Init (void)
{
PM_InitBoxHull ();
}
#define STEPSIZE 18
#define BUTTON_JUMP 2
/*
==================
PM_ClipVelocity
Slide off of the impacting object
returns the blocked flags (1 = floor, 2 = step / wall)
==================
*/
#define STOP_EPSILON 0.1
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;
pmtrace_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.ent;
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;
}
/*
=============
PM_GroundMove
Player is on ground, with no upwards velocity
=============
*/
void PM_GroundMove (void)
{
vec3_t start, dest;
pmtrace_t trace;
vec3_t original, originalvel, down, up, downvel;
float downdist, updist;
pmove.velocity[2] = 0;
if (!pmove.velocity[0] && !pmove.velocity[1] && !pmove.velocity[2])
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, control;
float friction;
float drop;
vec3_t start, stop;
pmtrace_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 (onground != -1) // apply ground 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;
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;
pmtrace_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 ();
// if (pmove.waterjumptime)
// Con_Printf ("<-wm%f, %f, %f\n", pmove.velocity[0], pmove.velocity[1], pmove.velocity[2]);
}
/*
===================
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.waterjumptime)
// Con_Printf ("am->%f, %f, %f\n", pmove.velocity[0], pmove.velocity[1], pmove.velocity[2]);
if ( onground != -1)
{
pmove.velocity[2] = 0;
PM_Accelerate (wishdir, wishspeed, movevars.accelerate);
pmove.velocity[2] -= movevars.entgravity * movevars.gravity * frametime;
PM_GroundMove ();
}
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;
PM_FlyMove ();
}
//Con_Printf("airmove:vec: %4.2f %4.2f %4.2f\n",
// pmove.velocity[0],
// pmove.velocity[1],
// pmove.velocity[2]);
//
// if (pmove.waterjumptime)
// Con_Printf ("<-am%f, %f, %f\n", pmove.velocity[0], pmove.velocity[1], pmove.velocity[2]);
}
/*
=============
PM_CatagorizePosition
=============
*/
void PM_CatagorizePosition (void)
{
vec3_t point;
int cont;
pmtrace_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.ent;
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.ent > 0)
{
pmove.touchindex[pmove.numtouch] = tr.ent;
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)
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)
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;
1999-12-25 05:22:39 +00:00
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_CatagorizePosition ();
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
PM_AirMove ();
// set onground, watertype, and waterlevel for final spot
PM_CatagorizePosition ();
}