turns out uquake can handle (build time anyway) qw's pmove*.c as is, so make

them common
This commit is contained in:
Bill Currie 2000-02-13 04:32:18 +00:00
parent 5b595a370a
commit 502d171cbf
4 changed files with 0 additions and 640 deletions

View file

@ -1,221 +0,0 @@
/*
Copyright (C) 1996-1997 Id Software, Inc.
Copyright (C) 1999,2000 contributors of the QuakeForge project
Please see the file "AUTHORS" for a list of contributors
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 "qtypes.h"
#include "quakedef.h"
#include "mathlib.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)
{
}
#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)
{
return 0;
}
/*
============
PM_FlyMove
The basic solid body movement clip that slides along multiple planes
============
*/
#define MAX_CLIP_PLANES 5
int PM_FlyMove (void)
{
return 0;
}
/*
=============
PM_GroundMove
Player is on ground, with no upwards velocity
=============
*/
void PM_GroundMove (void)
{
}
/*
==================
PM_Friction
Handles both ground friction and water friction
==================
*/
void PM_Friction (void)
{
}
/*
==============
PM_Accelerate
==============
*/
void PM_Accelerate (vec3_t wishdir, float wishspeed, float accel)
{
}
void PM_AirAccelerate (vec3_t wishdir, float wishspeed, float accel)
{
}
/*
===================
PM_WaterMove
===================
*/
void PM_WaterMove (void)
{
}
/*
===================
PM_AirMove
===================
*/
void PM_AirMove (void)
{
}
/*
=============
PM_CatagorizePosition
=============
*/
void PM_CatagorizePosition (void)
{
}
/*
=============
JumpButton
=============
*/
void JumpButton (void)
{
}
/*
=============
CheckWaterJump
=============
*/
void CheckWaterJump (void)
{
}
/*
=================
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)
{
}
/*
===============
SpectatorMove
===============
*/
void SpectatorMove (void)
{
}
/*
=============
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)
{
}

View file

@ -1,419 +0,0 @@
/*
Copyright (C) 1996-1997 Id Software, Inc.
Copyright (C) 1999,2000 contributors of the QuakeForge project
Please see the file "AUTHORS" for a list of contributors
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 "qtypes.h"
#include "quakedef.h"
#include "sys.h"
#include "mathlib.h"
#include "console.h"
static hull_t box_hull;
static dclipnode_t box_clipnodes[6];
static mplane_t box_planes[6];
extern vec3_t player_mins;
extern vec3_t player_maxs;
/*
===================
PM_InitBoxHull
Set up the planes and clipnodes so that the six floats of a bounding box
can just be stored out and get a proper hull_t structure.
===================
*/
void PM_InitBoxHull (void)
{
int i;
int side;
box_hull.clipnodes = box_clipnodes;
box_hull.planes = box_planes;
box_hull.firstclipnode = 0;
box_hull.lastclipnode = 5;
for (i=0 ; i<6 ; i++)
{
box_clipnodes[i].planenum = i;
side = i&1;
box_clipnodes[i].children[side] = CONTENTS_EMPTY;
if (i != 5)
box_clipnodes[i].children[side^1] = i + 1;
else
box_clipnodes[i].children[side^1] = CONTENTS_SOLID;
box_planes[i].type = i>>1;
box_planes[i].normal[i>>1] = 1;
}
}
/*
===================
PM_HullForBox
To keep everything totally uniform, bounding boxes are turned into small
BSP trees instead of being compared directly.
===================
*/
hull_t *PM_HullForBox (vec3_t mins, vec3_t maxs)
{
box_planes[0].dist = maxs[0];
box_planes[1].dist = mins[0];
box_planes[2].dist = maxs[1];
box_planes[3].dist = mins[1];
box_planes[4].dist = maxs[2];
box_planes[5].dist = mins[2];
return &box_hull;
}
/*
==================
PM_HullPointContents
==================
*/
int PM_HullPointContents (hull_t *hull, int num, vec3_t p)
{
float d;
dclipnode_t *node;
mplane_t *plane;
while (num >= 0)
{
if (num < hull->firstclipnode || num > hull->lastclipnode)
Sys_Error ("PM_HullPointContents: bad node number");
node = hull->clipnodes + num;
plane = hull->planes + node->planenum;
if (plane->type < 3)
d = p[plane->type] - plane->dist;
else
d = DotProduct (plane->normal, p) - plane->dist;
if (d < 0)
num = node->children[1];
else
num = node->children[0];
}
return num;
}
/*
==================
PM_PointContents
==================
*/
int PM_PointContents (vec3_t p)
{
float d;
dclipnode_t *node;
mplane_t *plane;
hull_t *hull;
int num;
hull = &pmove.physents[0].model->hulls[0];
num = hull->firstclipnode;
while (num >= 0)
{
if (num < hull->firstclipnode || num > hull->lastclipnode)
Sys_Error ("PM_HullPointContents: bad node number");
node = hull->clipnodes + num;
plane = hull->planes + node->planenum;
if (plane->type < 3)
d = p[plane->type] - plane->dist;
else
d = DotProduct (plane->normal, p) - plane->dist;
if (d < 0)
num = node->children[1];
else
num = node->children[0];
}
return num;
}
/*
===============================================================================
LINE TESTING IN HULLS
===============================================================================
*/
// 1/32 epsilon to keep floating point happy
#define DIST_EPSILON (0.03125)
/*
==================
PM_RecursiveHullCheck
==================
*/
qboolean PM_RecursiveHullCheck (hull_t *hull, int num, float p1f, float p2f, vec3_t p1, vec3_t p2, pmtrace_t *trace)
{
dclipnode_t *node;
mplane_t *plane;
float t1, t2;
float frac;
int i;
vec3_t mid;
int side;
float midf;
// check for empty
if (num < 0)
{
if (num != CONTENTS_SOLID)
{
trace->allsolid = false;
if (num == CONTENTS_EMPTY)
trace->inopen = true;
else
trace->inwater = true;
}
else
trace->startsolid = true;
return true; // empty
}
if (num < hull->firstclipnode || num > hull->lastclipnode)
Sys_Error ("PM_RecursiveHullCheck: bad node number");
//
// find the point distances
//
node = hull->clipnodes + num;
plane = hull->planes + node->planenum;
if (plane->type < 3)
{
t1 = p1[plane->type] - plane->dist;
t2 = p2[plane->type] - plane->dist;
}
else
{
t1 = DotProduct (plane->normal, p1) - plane->dist;
t2 = DotProduct (plane->normal, p2) - plane->dist;
}
#if 1
if (t1 >= 0 && t2 >= 0)
return PM_RecursiveHullCheck (hull, node->children[0], p1f, p2f, p1, p2, trace);
if (t1 < 0 && t2 < 0)
return PM_RecursiveHullCheck (hull, node->children[1], p1f, p2f, p1, p2, trace);
#else
if ( (t1 >= DIST_EPSILON && t2 >= DIST_EPSILON) || (t2 > t1 && t1 >= 0) )
return PM_RecursiveHullCheck (hull, node->children[0], p1f, p2f, p1, p2, trace);
if ( (t1 <= -DIST_EPSILON && t2 <= -DIST_EPSILON) || (t2 < t1 && t1 <= 0) )
return PM_RecursiveHullCheck (hull, node->children[1], p1f, p2f, p1, p2, trace);
#endif
// put the crosspoint DIST_EPSILON pixels on the near side
if (t1 < 0)
frac = (t1 + DIST_EPSILON)/(t1-t2);
else
frac = (t1 - DIST_EPSILON)/(t1-t2);
if (frac < 0)
frac = 0;
if (frac > 1)
frac = 1;
midf = p1f + (p2f - p1f)*frac;
for (i=0 ; i<3 ; i++)
mid[i] = p1[i] + frac*(p2[i] - p1[i]);
side = (t1 < 0);
// move up to the node
if (!PM_RecursiveHullCheck (hull, node->children[side], p1f, midf, p1, mid, trace) )
return false;
//#ifdef PARANOID
// if (PM_HullPointContents (pm_hullmodel, mid, node->children[side]) == CONTENTS_SOLID)
// {
// Con_Printf ("mid PointInHullSolid\n");
// return false;
// }
//#endif
if (PM_HullPointContents (hull, node->children[side^1], mid)
!= CONTENTS_SOLID)
// go past the node
return PM_RecursiveHullCheck (hull, node->children[side^1], midf, p2f, mid, p2, trace);
if (trace->allsolid)
return false; // never got out of the solid area
//==================
// the other side of the node is solid, this is the impact point
//==================
if (!side)
{
VectorCopy (plane->normal, trace->plane.normal);
trace->plane.dist = plane->dist;
}
else
{
VectorSubtract (vec3_origin, plane->normal, trace->plane.normal);
trace->plane.dist = -plane->dist;
}
while (PM_HullPointContents (hull, hull->firstclipnode, mid)
== CONTENTS_SOLID)
{ // shouldn't really happen, but does occasionally
frac -= 0.1;
if (frac < 0)
{
trace->fraction = midf;
VectorCopy (mid, trace->endpos);
Con_DPrintf ("backup past 0\n");
return false;
}
midf = p1f + (p2f - p1f)*frac;
for (i=0 ; i<3 ; i++)
mid[i] = p1[i] + frac*(p2[i] - p1[i]);
}
trace->fraction = midf;
VectorCopy (mid, trace->endpos);
return false;
}
/*
================
PM_TestPlayerPosition
Returns false if the given player position is not valid (in solid)
================
*/
qboolean PM_TestPlayerPosition (vec3_t pos)
{
int i;
physent_t *pe;
vec3_t mins, maxs, test;
hull_t *hull;
for (i=0 ; i< pmove.numphysent ; i++)
{
pe = &pmove.physents[i];
// get the clipping hull
if (pe->model)
hull = &pmove.physents[i].model->hulls[1];
else
{
VectorSubtract (pe->mins, player_maxs, mins);
VectorSubtract (pe->maxs, player_mins, maxs);
hull = PM_HullForBox (mins, maxs);
}
VectorSubtract (pos, pe->origin, test);
if (PM_HullPointContents (hull, hull->firstclipnode, test) == CONTENTS_SOLID)
return false;
}
return true;
}
/*
================
PM_PlayerMove
================
*/
pmtrace_t PM_PlayerMove (vec3_t start, vec3_t end)
{
pmtrace_t trace, total;
vec3_t offset;
vec3_t start_l, end_l;
hull_t *hull;
int i;
physent_t *pe;
vec3_t mins, maxs;
// fill in a default trace
memset (&total, 0, sizeof(pmtrace_t));
total.fraction = 1;
total.ent = -1;
VectorCopy (end, total.endpos);
for (i=0 ; i< pmove.numphysent ; i++)
{
pe = &pmove.physents[i];
// get the clipping hull
if (pe->model)
hull = &pmove.physents[i].model->hulls[1];
else
{
VectorSubtract (pe->mins, player_maxs, mins);
VectorSubtract (pe->maxs, player_mins, maxs);
hull = PM_HullForBox (mins, maxs);
}
// PM_HullForEntity (ent, mins, maxs, offset);
VectorCopy (pe->origin, offset);
VectorSubtract (start, offset, start_l);
VectorSubtract (end, offset, end_l);
// fill in a default trace
memset (&trace, 0, sizeof(pmtrace_t));
trace.fraction = 1;
trace.allsolid = true;
// trace.startsolid = true;
VectorCopy (end, trace.endpos);
// trace a line through the apropriate clipping hull
PM_RecursiveHullCheck (hull, hull->firstclipnode, 0, 1, start_l, end_l, &trace);
if (trace.allsolid)
trace.startsolid = true;
if (trace.startsolid)
trace.fraction = 0;
// did we clip the move?
if (trace.fraction < total.fraction)
{
// fix trace up by the offset
VectorAdd (trace.endpos, offset, trace.endpos);
total = trace;
total.ent = i;
}
}
return total;
}