sof2-sdk/code/game/bg_slidemove.c
2002-05-24 00:00:00 +00:00

352 lines
8.1 KiB
C

// Copyright (C) 2001-2002 Raven Software
//
// bg_slidemove.c -- part of bg_pmove functionality
#include "q_shared.h"
#include "bg_public.h"
#include "bg_local.h"
/*
==================
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 (qboolean)( bumpcount != 0 );
}
/*
==================
PM_StepSlideMove
==================
*/
void PM_StepSlideMove( qboolean gravity )
{
trace_t trace;
vec3_t down;
vec3_t up = {0, 0, 1};
qboolean result = qtrue;
vec3_t start_o;
vec3_t start_v;
vec3_t save_o;
vec3_t save_v;
int stepsize;
float delta;
VectorCopy (pm->ps->origin, start_o);
VectorCopy (pm->ps->velocity, start_v);
if ( PM_SlideMove( gravity ) == 0 )
{
// we got exactly where we wanted to go on the first try
return;
}
// Set the standard stepsize
stepsize = STEPSIZE;
// Add to the step size if we are crouched when jumping
if ( pm->ps->pm_flags & PMF_CROUCH_JUMP )
{
stepsize += (DEFAULT_VIEWHEIGHT-CROUCH_VIEWHEIGHT);
}
// Save the origin and velocity in case we have to undo
VectorCopy ( pm->ps->origin, save_o );
VectorCopy ( pm->ps->velocity, save_v );
// First lets see if there is any hope of steping up
pm->maxs[2] -= stepsize;
VectorCopy ( start_o, pm->ps->origin );
VectorCopy ( start_v, pm->ps->velocity );
pm->ps->origin[2] += stepsize;
// try the move with the altered hit box
if ( PM_SlideMove( gravity ))
{
}
// See how far down now
VectorCopy ( pm->ps->origin, down );
down[2] -= stepsize;
// Trace it
pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, down, pm->ps->clientNum, pm->tracemask);
// Return the players hitbox to normal
pm->maxs[2] += stepsize;
// No stepping up if you have upward velocity
if ( pm->ps->velocity[2] > 0 && (trace.fraction == 1.0 || DotProduct(trace.plane.normal, up) < 0.7))
{
VectorCopy ( save_o, pm->ps->origin );
VectorCopy ( save_v, pm->ps->velocity );
return;
}
if ( trace.allsolid || trace.startsolid )
{
result = qfalse;
}
else
{
if ( trace.fraction < 1.0 )
PM_ClipVelocity( pm->ps->velocity, trace.plane.normal, pm->ps->velocity, OVERCLIP );
// Now double check not stuck
VectorCopy ( trace.endpos, pm->ps->origin );
pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, pm->ps->origin, pm->ps->clientNum, pm->tracemask);
if ( trace.allsolid || trace.startsolid )
result = qfalse;
}
if ( !result )
{
VectorCopy ( save_o, pm->ps->origin );
VectorCopy ( save_v, pm->ps->velocity );
}
// use the step move
delta = pm->ps->origin[2] - start_o[2];
// Shoould we send a step event?
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);
}
}