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