// 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 qboolean PM_SlideMove( float gravMod ) { 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; qboolean damageSelf = qtrue; numbumps = 4; VectorCopy (pm->ps->velocity, primal_velocity); if ( gravMod ) { VectorCopy( pm->ps->velocity, endVelocity ); endVelocity[2] -= pm->ps->gravity * pml.frametime * gravMod; 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 } //pm->ps->pm_flags |= PMF_BUMPED; // save entity for contact PM_AddTouchEnt( trace.entityNum ); //Hit it if ( trace.surfaceFlags&SURF_NODAMAGE ) { damageSelf = qfalse; } else if ( trace.entityNum == ENTITYNUM_WORLD && trace.plane.normal[2] > 0.5 ) {//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; 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 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; qboolean cantStepUpFwd; 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) { 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); 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(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); } } }