jedioutcast/code/game/bg_slidemove.cpp

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// this include must remain at the top of every bg_xxxx CPP file
#include "common_headers.h"
#include "q_shared.h"
#include "bg_public.h"
#include "bg_local.h"
extern qboolean PM_ClientImpact( int otherEntityNum, qboolean damageSelf );
/*
input: origin, velocity, bounds, groundPlane, trace function
output: origin, velocity, impacts, stairup boolean
*/
/*
==================
PM_SlideMove
Returns qtrue if the velocity was clipped in some way
==================
*/
#define MAX_CLIP_PLANES 5
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extern qboolean PM_GroundSlideOkay( float zNormal );
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qboolean PM_SlideMove( float gravMod ) {
int bumpcount, numbumps;
vec3_t dir;
float d;
int numplanes;
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vec3_t normal, planes[MAX_CLIP_PLANES];
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vec3_t primal_velocity;
vec3_t clipVelocity;
int i, j, k;
trace_t trace;
vec3_t end;
float time_left;
float into;
vec3_t endVelocity;
vec3_t endClipVelocity;
qboolean damageSelf = qtrue;
numbumps = 4;
VectorCopy (pm->ps->velocity, primal_velocity);
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if ( gravMod )
{
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VectorCopy( pm->ps->velocity, endVelocity );
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if ( !(pm->ps->eFlags&EF_FORCE_GRIPPED) )
{
endVelocity[2] -= pm->ps->gravity * pml.frametime * gravMod;
}
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pm->ps->velocity[2] = ( pm->ps->velocity[2] + endVelocity[2] ) * 0.5;
primal_velocity[2] = endVelocity[2];
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if ( pml.groundPlane )
{
if ( PM_GroundSlideOkay( pml.groundTrace.plane.normal[2] ) )
{// slide along the ground plane
PM_ClipVelocity( pm->ps->velocity, pml.groundTrace.plane.normal,
pm->ps->velocity, OVERCLIP );
}
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}
}
time_left = pml.frametime;
// never turn against the ground plane
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if ( pml.groundPlane )
{
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numplanes = 1;
VectorCopy( pml.groundTrace.plane.normal, planes[0] );
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if ( !PM_GroundSlideOkay( planes[0][2] ) )
{
planes[0][2] = 0;
VectorNormalize( planes[0] );
}
}
else
{
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numplanes = 0;
}
// never turn against original velocity
VectorNormalize2( pm->ps->velocity, planes[numplanes] );
numplanes++;
for ( bumpcount=0 ; bumpcount < numbumps ; bumpcount++ ) {
// calculate position we are trying to move to
VectorMA( pm->ps->origin, time_left, pm->ps->velocity, end );
// see if we can make it there
pm->trace ( &trace, pm->ps->origin, pm->mins, pm->maxs, end, pm->ps->clientNum, pm->tracemask);
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if ( trace.allsolid )
{// entity is completely trapped in another solid
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pm->ps->velocity[2] = 0; // don't build up falling damage, but allow sideways acceleration
return qtrue;
}
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if ( trace.fraction > 0 )
{// actually covered some distance
VectorCopy( trace.endpos, pm->ps->origin );
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}
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if ( trace.fraction == 1 )
{
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break; // moved the entire distance
}
//pm->ps->pm_flags |= PMF_BUMPED;
// save entity for contact
PM_AddTouchEnt( trace.entityNum );
//Hit it
if ( trace.surfaceFlags&SURF_NODAMAGE )
{
damageSelf = qfalse;
}
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else if ( trace.entityNum == ENTITYNUM_WORLD && trace.plane.normal[2] > 0.5f )
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{//if we land on the ground, let falling damage do it's thing itself, otherwise do impact damage
damageSelf = qfalse;
}
else
{
damageSelf = qtrue;
}
if ( PM_ClientImpact( trace.entityNum, damageSelf ) )
{
continue;
}
time_left -= time_left * trace.fraction;
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if ( numplanes >= MAX_CLIP_PLANES )
{// this shouldn't really happen
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VectorClear( pm->ps->velocity );
return qtrue;
}
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VectorCopy( trace.plane.normal, normal );
if ( !PM_GroundSlideOkay( normal[2] ) )
{//wall-running
//never push up off a sloped wall
normal[2] = 0;
VectorNormalize( normal );
}
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//
// if this is the same plane we hit before, nudge velocity
// out along it, which fixes some epsilon issues with
// non-axial planes
//
for ( i = 0 ; i < numplanes ; i++ ) {
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if ( DotProduct( normal, planes[i] ) > 0.99 ) {
VectorAdd( normal, pm->ps->velocity, pm->ps->velocity );
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break;
}
}
if ( i < numplanes ) {
continue;
}
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VectorCopy( normal, planes[numplanes] );
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numplanes++;
//
// modify velocity so it parallels all of the clip planes
//
// find a plane that it enters
for ( i = 0 ; i < numplanes ; i++ ) {
into = DotProduct( pm->ps->velocity, planes[i] );
if ( into >= 0.1 ) {
continue; // move doesn't interact with the plane
}
// see how hard we are hitting things
if ( -into > pml.impactSpeed ) {
pml.impactSpeed = -into;
}
// slide along the plane
PM_ClipVelocity (pm->ps->velocity, planes[i], clipVelocity, OVERCLIP );
// slide along the plane
PM_ClipVelocity (endVelocity, planes[i], endClipVelocity, OVERCLIP );
// see if there is a second plane that the new move enters
for ( j = 0 ; j < numplanes ; j++ ) {
if ( j == i ) {
continue;
}
if ( DotProduct( clipVelocity, planes[j] ) >= 0.1 ) {
continue; // move doesn't interact with the plane
}
// try clipping the move to the plane
PM_ClipVelocity( clipVelocity, planes[j], clipVelocity, OVERCLIP );
PM_ClipVelocity( endClipVelocity, planes[j], endClipVelocity, OVERCLIP );
// see if it goes back into the first clip plane
if ( DotProduct( clipVelocity, planes[i] ) >= 0 ) {
continue;
}
// slide the original velocity along the crease
CrossProduct (planes[i], planes[j], dir);
VectorNormalize( dir );
d = DotProduct( dir, pm->ps->velocity );
VectorScale( dir, d, clipVelocity );
CrossProduct (planes[i], planes[j], dir);
VectorNormalize( dir );
d = DotProduct( dir, endVelocity );
VectorScale( dir, d, endClipVelocity );
// see if there is a third plane the the new move enters
for ( k = 0 ; k < numplanes ; k++ ) {
if ( k == i || k == j ) {
continue;
}
if ( DotProduct( clipVelocity, planes[k] ) >= 0.1 ) {
continue; // move doesn't interact with the plane
}
// stop dead at a triple plane interaction
VectorClear( pm->ps->velocity );
return qtrue;
}
}
// if we have fixed all interactions, try another move
VectorCopy( clipVelocity, pm->ps->velocity );
VectorCopy( endClipVelocity, endVelocity );
break;
}
}
if ( gravMod ) {
VectorCopy( endVelocity, pm->ps->velocity );
}
// don't change velocity if in a timer (FIXME: is this correct?)
if ( pm->ps->pm_time ) {
VectorCopy( primal_velocity, pm->ps->velocity );
}
return ( bumpcount != 0 );
}
/*
==================
PM_StepSlideMove
==================
*/
void PM_StepSlideMove( float gravMod )
{
vec3_t start_o, start_v;
vec3_t down_o, down_v;
vec3_t slideMove, stepUpMove;
trace_t trace;
vec3_t up, down;
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qboolean cantStepUpFwd, isATST = qfalse;;
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int stepSize = STEPSIZE;
VectorCopy (pm->ps->origin, start_o);
VectorCopy (pm->ps->velocity, start_v);
if ( PM_SlideMove( gravMod ) == 0 ) {
return; // we got exactly where we wanted to go first try
}//else Bumped into something, see if we can step over it
if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_ATST)
{
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isATST = qtrue;
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stepSize = 66;//hack for AT-ST stepping, slightly taller than a standing stormtrooper
}
else if ( pm->maxs[2] <= 0 )
{//short little guys can't go up steps... FIXME: just make this a flag for certain NPCs- especially ones that roll?
stepSize = 4;
}
//Q3Final addition...
VectorCopy(start_o, down);
down[2] -= stepSize;
pm->trace (&trace, start_o, pm->mins, pm->maxs, down, pm->ps->clientNum, pm->tracemask);
VectorSet(up, 0, 0, 1);
// never step up when you still have up velocity
if ( pm->ps->velocity[2] > 0 && (trace.fraction == 1.0 ||
DotProduct(trace.plane.normal, up) < 0.7)) {
return;
}
if ( !pm->ps->velocity[0] && !pm->ps->velocity[1] )
{//All our velocity was cancelled sliding
return;
}
VectorCopy (pm->ps->origin, down_o);
VectorCopy (pm->ps->velocity, down_v);
VectorCopy (start_o, up);
up[2] += stepSize;
// test the player position if they were a stepheight higher
pm->trace (&trace, start_o, pm->mins, pm->maxs, up, pm->ps->clientNum, pm->tracemask);
if ( trace.allsolid || trace.startsolid || trace.fraction == 0) {
if ( pm->debugLevel ) {
Com_Printf("%i:bend can't step\n", c_pmove);
}
return; // can't step up
}
// try slidemove from this position
VectorCopy (trace.endpos, pm->ps->origin);
VectorCopy (start_v, pm->ps->velocity);
cantStepUpFwd = PM_SlideMove( gravMod );
//compare the initial slidemove and this slidemove from a step up position
VectorSubtract( down_o, start_o, slideMove );
VectorSubtract( trace.endpos, pm->ps->origin, stepUpMove );
if ( fabs(stepUpMove[0]) < 0.1 && fabs(stepUpMove[1]) < 0.1 && VectorLengthSquared( slideMove ) > VectorLengthSquared( stepUpMove ) )
{
//slideMove was better, use it
VectorCopy (down_o, pm->ps->origin);
VectorCopy (down_v, pm->ps->velocity);
}
else
{
// push down the final amount
VectorCopy (pm->ps->origin, down);
down[2] -= stepSize;
pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, down, pm->ps->clientNum, pm->tracemask);
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if ( !trace.allsolid )
{
if ( pm->ps->clientNum
&& isATST
&& g_entities[trace.entityNum].client
&& g_entities[trace.entityNum].client->playerTeam == pm->gent->client->playerTeam )
{//AT-ST's don't step up on allies
}
else
{
VectorCopy( trace.endpos, pm->ps->origin );
}
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}
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if ( trace.fraction < 1.0 )
{
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PM_ClipVelocity( pm->ps->velocity, trace.plane.normal, pm->ps->velocity, OVERCLIP );
}
}
/*
if(cantStepUpFwd && pm->ps->origin[2] < start_o[2] + stepSize && pm->ps->origin[2] >= start_o[2])
{//We bumped into something we could not step up
pm->ps->pm_flags |= PMF_BLOCKED;
}
else
{//We did step up, clear the bumped flag
pm->ps->pm_flags &= ~PMF_BUMPED;
}
*/
#if 0
// if the down trace can trace back to the original position directly, don't step
pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, start_o, pm->ps->clientNum, pm->tracemask);
if ( trace.fraction == 1.0 ) {
// use the original move
VectorCopy (down_o, pm->ps->origin);
VectorCopy (down_v, pm->ps->velocity);
if ( pm->debugLevel ) {
Com_Printf("%i:bend\n", c_pmove);
}
} else
#endif
{
// use the step move
float delta;
delta = pm->ps->origin[2] - start_o[2];
if ( delta > 2 ) {
if ( delta < 7 ) {
PM_AddEvent( EV_STEP_4 );
} else if ( delta < 11 ) {
PM_AddEvent( EV_STEP_8 );
} else if ( delta < 15 ) {
PM_AddEvent( EV_STEP_12 );
} else {
PM_AddEvent( EV_STEP_16 );
}
}
if ( pm->debugLevel ) {
Com_Printf("%i:stepped\n", c_pmove);
}
}
}