mirror of
https://github.com/UberGames/rpgxEF.git
synced 2024-11-14 00:40:34 +00:00
9cac290629
- Fixed all errors that occured due to using c++ compiler - changed c++ standart to c++17 - removed lua, added library instead - made all bg_* and q_* file into a shared item project
317 lines
8 KiB
C++
317 lines
8 KiB
C++
// 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;
|
|
playerState_t *ps = pm->ps;
|
|
|
|
numbumps = 4;
|
|
|
|
VectorCopy (ps->velocity, primal_velocity);
|
|
|
|
if ( gravity ) {
|
|
VectorCopy( ps->velocity, endVelocity );
|
|
endVelocity[2] -= ps->gravity * pml.frametime;
|
|
ps->velocity[2] = ( ps->velocity[2] + endVelocity[2] ) * 0.5;
|
|
primal_velocity[2] = endVelocity[2];
|
|
if ( pml.groundPlane ) {
|
|
// slide along the ground plane
|
|
PM_ClipVelocity (ps->velocity, pml.groundTrace.plane.normal,
|
|
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( ps->velocity, planes[numplanes] );
|
|
numplanes++;
|
|
|
|
for ( bumpcount=0 ; bumpcount < numbumps ; bumpcount++ ) {
|
|
|
|
// calculate position we are trying to move to
|
|
VectorMA( ps->origin, time_left, ps->velocity, end );
|
|
|
|
// see if we can make it there
|
|
pm->trace ( &trace, ps->origin, pm->mins, pm->maxs, end, ps->clientNum, pm->tracemask);
|
|
|
|
if (trace.allsolid) {
|
|
// entity is completely trapped in another solid
|
|
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, 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( 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, ps->velocity, 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( 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 (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, 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( ps->velocity );
|
|
return qtrue;
|
|
}
|
|
}
|
|
|
|
// if we have fixed all interactions, try another move
|
|
VectorCopy( clipVelocity, ps->velocity );
|
|
VectorCopy( endClipVelocity, endVelocity );
|
|
break;
|
|
}
|
|
}
|
|
|
|
if ( gravity ) {
|
|
VectorCopy( endVelocity, ps->velocity );
|
|
}
|
|
|
|
// don't change velocity if in a timer (FIXME: is this correct?)
|
|
if ( ps->pm_time ) {
|
|
VectorCopy( primal_velocity, ps->velocity );
|
|
}
|
|
|
|
return qboolean( bumpcount != 0 );
|
|
}
|
|
|
|
/*
|
|
==================
|
|
PM_StepSlideMove
|
|
==================
|
|
*/
|
|
void PM_StepSlideMove( qboolean gravity ) {
|
|
vec3_t start_o, start_v;
|
|
vec3_t down_o, down_v;
|
|
vec3_t slideMove, stepUpMove;
|
|
trace_t trace;
|
|
vec3_t up, down;
|
|
playerState_t *ps = pm->ps;
|
|
|
|
VectorCopy (ps->origin, start_o);
|
|
VectorCopy (ps->velocity, start_v);
|
|
|
|
if ( PM_SlideMove( gravity ) == 0 ) {
|
|
return; // we got exactly where we wanted to go first try
|
|
}
|
|
|
|
VectorCopy(start_o, down);
|
|
down[2] -= STEPSIZE;
|
|
pm->trace (&trace, start_o, pm->mins, pm->maxs, down, ps->clientNum, pm->tracemask);
|
|
VectorSet(up, 0, 0, 1);
|
|
// never step up when you still have up velocity
|
|
if ( ps->velocity[2] > 0 && (trace.fraction == 1.0 ||
|
|
DotProduct(trace.plane.normal, up) < 0.7)) {
|
|
return;
|
|
}
|
|
|
|
VectorCopy (ps->origin, down_o);
|
|
VectorCopy (ps->velocity, down_v);
|
|
|
|
VectorCopy (start_o, up);
|
|
up[2] += STEPSIZE;
|
|
|
|
// test the player position if they were a stepheight higher
|
|
pm->trace (&trace, up, pm->mins, pm->maxs, up, ps->clientNum, pm->tracemask);
|
|
if ( trace.allsolid ) {
|
|
if ( pm->debugLevel ) {
|
|
Com_Printf("%i:bend can't step\n", c_pmove);
|
|
}
|
|
return; // can't step up
|
|
}
|
|
|
|
// try slidemove from this position
|
|
VectorCopy (up, ps->origin);
|
|
VectorCopy (start_v, ps->velocity);
|
|
|
|
PM_SlideMove( gravity );
|
|
|
|
//compare the initial slidemove and this slidemove from a step up position
|
|
VectorSubtract( down_o, start_o, slideMove );
|
|
VectorSubtract( trace.endpos, 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, ps->origin);
|
|
VectorCopy (down_v, ps->velocity);
|
|
}
|
|
else
|
|
{
|
|
// push down the final amount
|
|
VectorCopy (ps->origin, down);
|
|
down[2] -= STEPSIZE;
|
|
pm->trace (&trace, ps->origin, pm->mins, pm->maxs, down, ps->clientNum, pm->tracemask);
|
|
if ( !trace.allsolid ) {
|
|
VectorCopy (trace.endpos, ps->origin);
|
|
}
|
|
if ( trace.fraction < 1.0 ) {
|
|
PM_ClipVelocity( ps->velocity, trace.plane.normal, ps->velocity, OVERCLIP );
|
|
}
|
|
}
|
|
|
|
#if 0
|
|
// if the down trace can trace back to the original position directly, don't step
|
|
pm->trace( &trace, ps->origin, pm->mins, pm->maxs, start_o, ps->clientNum, pm->tracemask);
|
|
if ( trace.fraction == 1.0 ) {
|
|
// use the original move
|
|
VectorCopy (down_o, ps->origin);
|
|
VectorCopy (down_v, ps->velocity);
|
|
if ( pm->debugLevel ) {
|
|
Com_Printf("%i:bend\n", c_pmove);
|
|
}
|
|
} else
|
|
#endif
|
|
{
|
|
// use the step move
|
|
float delta;
|
|
|
|
delta = 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);
|
|
}
|
|
}
|
|
}
|
|
|