// Copyright (C) 1999-2000 Id Software, Inc. // // bg_slidemove.c -- part of bg_pmove functionality #include "q_shared.h" #include "bg_public.h" #include "bg_local.h" /* 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 qboolean PM_SlideMove( qboolean gravity ) { int bumpcount, numbumps; vec3_t dir; float d; int numplanes; vec3_t planes[MAX_CLIP_PLANES]; 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; numbumps = 4; VectorCopy (pm->ps->velocity, primal_velocity); if ( gravity ) { VectorCopy( pm->ps->velocity, endVelocity ); endVelocity[2] -= pm->ps->gravity * pml.frametime; pm->ps->velocity[2] = ( pm->ps->velocity[2] + endVelocity[2] ) * 0.5; primal_velocity[2] = endVelocity[2]; if ( pml.groundPlane ) { // slide along the ground plane PM_ClipVelocity (pm->ps->velocity, pml.groundTrace.plane.normal, pm->ps->velocity, OVERCLIP ); } } time_left = pml.frametime; // never turn against the ground plane if ( pml.groundPlane ) { numplanes = 1; VectorCopy( pml.groundTrace.plane.normal, planes[0] ); } else { 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); if (trace.allsolid) { // entity is completely trapped in another solid pm->ps->velocity[2] = 0; // don't build up falling damage, but allow sideways acceleration return qtrue; } if (trace.fraction > 0) { // actually covered some distance VectorCopy (trace.endpos, pm->ps->origin); } if (trace.fraction == 1) { break; // moved the entire distance } // save entity for contact PM_AddTouchEnt( trace.entityNum ); time_left -= time_left * trace.fraction; if (numplanes >= MAX_CLIP_PLANES) { // this shouldn't really happen VectorClear( pm->ps->velocity ); return qtrue; } // // 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++ ) { if ( DotProduct( trace.plane.normal, planes[i] ) > 0.99 ) { VectorAdd( trace.plane.normal, pm->ps->velocity, pm->ps->velocity ); break; } } if ( i < numplanes ) { continue; } VectorCopy (trace.plane.normal, planes[numplanes]); 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 tripple 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 ( gravity ) { 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( qboolean gravity ) { vec3_t start_o, start_v; vec3_t down_o, down_v; trace_t trace; // float down_dist, up_dist; // vec3_t delta, delta2; vec3_t up, down; vec3_t nvel, prevel; float stepSize; float totalVel; float pre_z; int usingspeed; int i; i = 0; usingspeed = 0; VectorCopy (pm->ps->origin, start_o); VectorCopy (pm->ps->velocity, start_v); if ( PM_SlideMove( gravity ) == 0 ) { return; // we got exactly where we wanted to go first try } if (pm->ps->fd.forcePowersActive & (1 << FP_SPEED)) { usingspeed = 1; } 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)) { if (!usingspeed) { 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 ) { if ( pm->debugLevel ) { Com_Printf("%i:bend can't step\n", c_pmove); } if (!usingspeed) { return; // can't step up } } stepSize = trace.endpos[2] - start_o[2]; // try slidemove from this position VectorCopy (trace.endpos, pm->ps->origin); VectorCopy (start_v, pm->ps->velocity); VectorCopy(pm->ps->velocity, prevel); pre_z = prevel[2]; PM_SlideMove( gravity ); VectorSubtract(pm->ps->velocity, prevel, prevel); if (prevel[0] < 0) { prevel[0] = -prevel[0]; } if (prevel[1] < 0) { prevel[1] = -prevel[1]; } totalVel = prevel[0]+prevel[1]; if (pre_z > 480 && (pre_z - pm->ps->velocity[2]) >= 480 && pm->ps->fd.forceJumpZStart) { //smashed head on the ceiling during a force jump pm->ps->fd.forceSpeedDoDamage = (pre_z - pm->ps->velocity[2])*0.04; if (pm->numtouch) { //do damage to the other player if we hit one while (i < pm->numtouch) { if (pm->touchents[i] < MAX_CLIENTS && pm->touchents[i] != pm->ps->clientNum) { pm->ps->fd.forceSpeedHitIndex = pm->touchents[i]; break; } i++; } } i = 0; } if (usingspeed) { if (pm->ps->fd.forceSpeedSmash > 1.3 && totalVel > 500) { //if we were going fast enough and hadn't hit a while in a while then smash into it hard //the difference between our velocity pre and post colide must also be greater than 600 to do damage //Com_Printf("SMASH %f\n", pm->ps->fd.forceSpeedSmash); VectorCopy(start_v, nvel); //then bounce the player back a bit in the opposite of the direction he was going nvel[0] += start_o[0]; nvel[1] += start_o[1]; nvel[2] += start_o[2]; VectorSubtract(start_o, nvel, nvel); pm->ps->velocity[0] = nvel[0]*0.1; pm->ps->velocity[1] = nvel[1]*0.1; pm->ps->velocity[2] = 64; pm->ps->fd.forceSpeedDoDamage = pm->ps->fd.forceSpeedSmash*10; //do somewhere in the range of 15-25 damage, depending on speed pm->ps->fd.forceSpeedSmash = 0; if (pm->numtouch) { while (i < pm->numtouch) { if (pm->touchents[i] < MAX_CLIENTS && pm->touchents[i] != pm->ps->clientNum) { pm->ps->fd.forceSpeedHitIndex = pm->touchents[i]; break; } i++; } } return; } pm->ps->fd.forceSpeedSmash -= 0.1; //we hit a wall so decrease speed if (pm->ps->fd.forceSpeedSmash < 1) { pm->ps->fd.forceSpeedSmash = 1; } } // 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); if ( !trace.allsolid ) { VectorCopy (trace.endpos, pm->ps->origin); } if ( trace.fraction < 1.0 ) { PM_ClipVelocity( pm->ps->velocity, trace.plane.normal, pm->ps->velocity, OVERCLIP ); } #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); } } }