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Diffstat (limited to 'QW/client/pmove.c')
| -rw-r--r-- | QW/client/pmove.c | 904 |
1 files changed, 904 insertions, 0 deletions
diff --git a/QW/client/pmove.c b/QW/client/pmove.c new file mode 100644 index 0000000..e8761be --- /dev/null +++ b/QW/client/pmove.c @@ -0,0 +1,904 @@ +/* +Copyright (C) 1996-1997 Id Software, Inc. + +This program is free software; you can redistribute it and/or +modify it under the terms of the GNU General Public License +as published by the Free Software Foundation; either version 2 +of the License, or (at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. + +See the GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with this program; if not, write to the Free Software +Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + +*/ + +#include "quakedef.h" + + +movevars_t movevars; + +playermove_t pmove; + +int onground; +int waterlevel; +int watertype; + +float frametime; + +vec3_t forward, right, up; + +vec3_t player_mins = {-16, -16, -24}; +vec3_t player_maxs = {16, 16, 32}; + +// #define PM_GRAVITY 800 +// #define PM_STOPSPEED 100 +// #define PM_MAXSPEED 320 +// #define PM_SPECTATORMAXSPEED 500 +// #define PM_ACCELERATE 10 +// #define PM_AIRACCELERATE 0.7 +// #define PM_WATERACCELERATE 10 +// #define PM_FRICTION 6 +// #define PM_WATERFRICTION 1 + +void PM_InitBoxHull (void); + +void Pmove_Init (void) +{ + PM_InitBoxHull (); +} + +#define STEPSIZE 18 + + +#define BUTTON_JUMP 2 + + +/* +================== +PM_ClipVelocity + +Slide off of the impacting object +returns the blocked flags (1 = floor, 2 = step / wall) +================== +*/ +#define STOP_EPSILON 0.1 + +int PM_ClipVelocity (vec3_t in, vec3_t normal, vec3_t out, float overbounce) +{ + float backoff; + float change; + int i, blocked; + + blocked = 0; + if (normal[2] > 0) + blocked |= 1; // floor + if (!normal[2]) + blocked |= 2; // step + + backoff = DotProduct (in, normal) * overbounce; + + for (i=0 ; i<3 ; i++) + { + change = normal[i]*backoff; + out[i] = in[i] - change; + if (out[i] > -STOP_EPSILON && out[i] < STOP_EPSILON) + out[i] = 0; + } + + return blocked; +} + + +/* +============ +PM_FlyMove + +The basic solid body movement clip that slides along multiple planes +============ +*/ +#define MAX_CLIP_PLANES 5 + +int PM_FlyMove (void) +{ + int bumpcount, numbumps; + vec3_t dir; + float d; + int numplanes; + vec3_t planes[MAX_CLIP_PLANES]; + vec3_t primal_velocity, original_velocity; + int i, j; + pmtrace_t trace; + vec3_t end; + float time_left; + int blocked; + + numbumps = 4; + + blocked = 0; + VectorCopy (pmove.velocity, original_velocity); + VectorCopy (pmove.velocity, primal_velocity); + numplanes = 0; + + time_left = frametime; + + for (bumpcount=0 ; bumpcount<numbumps ; bumpcount++) + { + for (i=0 ; i<3 ; i++) + end[i] = pmove.origin[i] + time_left * pmove.velocity[i]; + + trace = PM_PlayerMove (pmove.origin, end); + + if (trace.startsolid || trace.allsolid) + { // entity is trapped in another solid + VectorCopy (vec3_origin, pmove.velocity); + return 3; + } + + if (trace.fraction > 0) + { // actually covered some distance + VectorCopy (trace.endpos, pmove.origin); + numplanes = 0; + } + + if (trace.fraction == 1) + break; // moved the entire distance + + // save entity for contact + pmove.touchindex[pmove.numtouch] = trace.ent; + pmove.numtouch++; + + if (trace.plane.normal[2] > 0.7) + { + blocked |= 1; // floor + } + if (!trace.plane.normal[2]) + { + blocked |= 2; // step + } + + time_left -= time_left * trace.fraction; + + // cliped to another plane + if (numplanes >= MAX_CLIP_PLANES) + { // this shouldn't really happen + VectorCopy (vec3_origin, pmove.velocity); + break; + } + + VectorCopy (trace.plane.normal, planes[numplanes]); + numplanes++; + +// +// modify original_velocity so it parallels all of the clip planes +// + for (i=0 ; i<numplanes ; i++) + { + PM_ClipVelocity (original_velocity, planes[i], pmove.velocity, 1); + for (j=0 ; j<numplanes ; j++) + if (j != i) + { + if (DotProduct (pmove.velocity, planes[j]) < 0) + break; // not ok + } + if (j == numplanes) + break; + } + + if (i != numplanes) + { // go along this plane + } + else + { // go along the crease + if (numplanes != 2) + { +// Con_Printf ("clip velocity, numplanes == %i\n",numplanes); + VectorCopy (vec3_origin, pmove.velocity); + break; + } + CrossProduct (planes[0], planes[1], dir); + d = DotProduct (dir, pmove.velocity); + VectorScale (dir, d, pmove.velocity); + } + +// +// if original velocity is against the original velocity, stop dead +// to avoid tiny occilations in sloping corners +// + if (DotProduct (pmove.velocity, primal_velocity) <= 0) + { + VectorCopy (vec3_origin, pmove.velocity); + break; + } + } + + if (pmove.waterjumptime) + { + VectorCopy (primal_velocity, pmove.velocity); + } + return blocked; +} + +/* +============= +PM_GroundMove + +Player is on ground, with no upwards velocity +============= +*/ +void PM_GroundMove (void) +{ + vec3_t start, dest; + pmtrace_t trace; + vec3_t original, originalvel, down, up, downvel; + float downdist, updist; + + pmove.velocity[2] = 0; + if (!pmove.velocity[0] && !pmove.velocity[1] && !pmove.velocity[2]) + return; + + // first try just moving to the destination + dest[0] = pmove.origin[0] + pmove.velocity[0]*frametime; + dest[1] = pmove.origin[1] + pmove.velocity[1]*frametime; + dest[2] = pmove.origin[2]; + + // first try moving directly to the next spot + VectorCopy (dest, start); + trace = PM_PlayerMove (pmove.origin, dest); + if (trace.fraction == 1) + { + VectorCopy (trace.endpos, pmove.origin); + return; + } + + // try sliding forward both on ground and up 16 pixels + // take the move that goes farthest + VectorCopy (pmove.origin, original); + VectorCopy (pmove.velocity, originalvel); + + // slide move + PM_FlyMove (); + + VectorCopy (pmove.origin, down); + VectorCopy (pmove.velocity, downvel); + + VectorCopy (original, pmove.origin); + VectorCopy (originalvel, pmove.velocity); + +// move up a stair height + VectorCopy (pmove.origin, dest); + dest[2] += STEPSIZE; + trace = PM_PlayerMove (pmove.origin, dest); + if (!trace.startsolid && !trace.allsolid) + { + VectorCopy (trace.endpos, pmove.origin); + } + +// slide move + PM_FlyMove (); + +// press down the stepheight + VectorCopy (pmove.origin, dest); + dest[2] -= STEPSIZE; + trace = PM_PlayerMove (pmove.origin, dest); + if ( trace.plane.normal[2] < 0.7) + goto usedown; + if (!trace.startsolid && !trace.allsolid) + { + VectorCopy (trace.endpos, pmove.origin); + } + VectorCopy (pmove.origin, up); + + // decide which one went farther + downdist = (down[0] - original[0])*(down[0] - original[0]) + + (down[1] - original[1])*(down[1] - original[1]); + updist = (up[0] - original[0])*(up[0] - original[0]) + + (up[1] - original[1])*(up[1] - original[1]); + + if (downdist > updist) + { +usedown: + VectorCopy (down, pmove.origin); + VectorCopy (downvel, pmove.velocity); + } else // copy z value from slide move + pmove.velocity[2] = downvel[2]; + +// if at a dead stop, retry the move with nudges to get around lips + +} + + + +/* +================== +PM_Friction + +Handles both ground friction and water friction +================== +*/ +void PM_Friction (void) +{ + float *vel; + float speed, newspeed, control; + float friction; + float drop; + vec3_t start, stop; + pmtrace_t trace; + + if (pmove.waterjumptime) + return; + + vel = pmove.velocity; + + speed = sqrt(vel[0]*vel[0] +vel[1]*vel[1] + vel[2]*vel[2]); + if (speed < 1) + { + vel[0] = 0; + vel[1] = 0; + return; + } + + friction = movevars.friction; + +// if the leading edge is over a dropoff, increase friction + if (onground != -1) { + start[0] = stop[0] = pmove.origin[0] + vel[0]/speed*16; + start[1] = stop[1] = pmove.origin[1] + vel[1]/speed*16; + start[2] = pmove.origin[2] + player_mins[2]; + stop[2] = start[2] - 34; + + trace = PM_PlayerMove (start, stop); + + if (trace.fraction == 1) { + friction *= 2; + } + } + + drop = 0; + + if (waterlevel >= 2) // apply water friction + drop += speed*movevars.waterfriction*waterlevel*frametime; + else if (onground != -1) // apply ground friction + { + control = speed < movevars.stopspeed ? movevars.stopspeed : speed; + drop += control*friction*frametime; + } + + +// scale the velocity + newspeed = speed - drop; + if (newspeed < 0) + newspeed = 0; + newspeed /= speed; + + vel[0] = vel[0] * newspeed; + vel[1] = vel[1] * newspeed; + vel[2] = vel[2] * newspeed; +} + + +/* +============== +PM_Accelerate +============== +*/ +void PM_Accelerate (vec3_t wishdir, float wishspeed, float accel) +{ + int i; + float addspeed, accelspeed, currentspeed; + + if (pmove.dead) + return; + if (pmove.waterjumptime) + return; + + currentspeed = DotProduct (pmove.velocity, wishdir); + addspeed = wishspeed - currentspeed; + if (addspeed <= 0) + return; + accelspeed = accel*frametime*wishspeed; + if (accelspeed > addspeed) + accelspeed = addspeed; + + for (i=0 ; i<3 ; i++) + pmove.velocity[i] += accelspeed*wishdir[i]; +} + +void PM_AirAccelerate (vec3_t wishdir, float wishspeed, float accel) +{ + int i; + float addspeed, accelspeed, currentspeed, wishspd = wishspeed; + + if (pmove.dead) + return; + if (pmove.waterjumptime) + return; + + if (wishspd > 30) + wishspd = 30; + currentspeed = DotProduct (pmove.velocity, wishdir); + addspeed = wishspd - currentspeed; + if (addspeed <= 0) + return; + accelspeed = accel * wishspeed * frametime; + if (accelspeed > addspeed) + accelspeed = addspeed; + + for (i=0 ; i<3 ; i++) + pmove.velocity[i] += accelspeed*wishdir[i]; +} + + + +/* +=================== +PM_WaterMove + +=================== +*/ +void PM_WaterMove (void) +{ + int i; + vec3_t wishvel; + float wishspeed; + vec3_t wishdir; + vec3_t start, dest; + pmtrace_t trace; + +// +// user intentions +// + for (i=0 ; i<3 ; i++) + wishvel[i] = forward[i]*pmove.cmd.forwardmove + right[i]*pmove.cmd.sidemove; + + if (!pmove.cmd.forwardmove && !pmove.cmd.sidemove && !pmove.cmd.upmove) + wishvel[2] -= 60; // drift towards bottom + else + wishvel[2] += pmove.cmd.upmove; + + VectorCopy (wishvel, wishdir); + wishspeed = VectorNormalize(wishdir); + + if (wishspeed > movevars.maxspeed) + { + VectorScale (wishvel, movevars.maxspeed/wishspeed, wishvel); + wishspeed = movevars.maxspeed; + } + wishspeed *= 0.7; + +// +// water acceleration +// +// if (pmove.waterjumptime) +// Con_Printf ("wm->%f, %f, %f\n", pmove.velocity[0], pmove.velocity[1], pmove.velocity[2]); + PM_Accelerate (wishdir, wishspeed, movevars.wateraccelerate); + +// assume it is a stair or a slope, so press down from stepheight above + VectorMA (pmove.origin, frametime, pmove.velocity, dest); + VectorCopy (dest, start); + start[2] += STEPSIZE + 1; + trace = PM_PlayerMove (start, dest); + if (!trace.startsolid && !trace.allsolid) // FIXME: check steep slope? + { // walked up the step + VectorCopy (trace.endpos, pmove.origin); + return; + } + + PM_FlyMove (); +// if (pmove.waterjumptime) +// Con_Printf ("<-wm%f, %f, %f\n", pmove.velocity[0], pmove.velocity[1], pmove.velocity[2]); +} + + +/* +=================== +PM_AirMove + +=================== +*/ +void PM_AirMove (void) +{ + int i; + vec3_t wishvel; + float fmove, smove; + vec3_t wishdir; + float wishspeed; + + fmove = pmove.cmd.forwardmove; + smove = pmove.cmd.sidemove; + + forward[2] = 0; + right[2] = 0; + VectorNormalize (forward); + VectorNormalize (right); + + for (i=0 ; i<2 ; i++) + wishvel[i] = forward[i]*fmove + right[i]*smove; + wishvel[2] = 0; + + VectorCopy (wishvel, wishdir); + wishspeed = VectorNormalize(wishdir); + +// +// clamp to server defined max speed +// + if (wishspeed > movevars.maxspeed) + { + VectorScale (wishvel, movevars.maxspeed/wishspeed, wishvel); + wishspeed = movevars.maxspeed; + } + +// if (pmove.waterjumptime) +// Con_Printf ("am->%f, %f, %f\n", pmove.velocity[0], pmove.velocity[1], pmove.velocity[2]); + + if ( onground != -1) + { + pmove.velocity[2] = 0; + PM_Accelerate (wishdir, wishspeed, movevars.accelerate); + pmove.velocity[2] -= movevars.entgravity * movevars.gravity * frametime; + PM_GroundMove (); + } + else + { // not on ground, so little effect on velocity + PM_AirAccelerate (wishdir, wishspeed, movevars.accelerate); + + // add gravity + pmove.velocity[2] -= movevars.entgravity * movevars.gravity * frametime; + + PM_FlyMove (); + + } + +//Con_Printf("airmove:vec: %4.2f %4.2f %4.2f\n", +// pmove.velocity[0], +// pmove.velocity[1], +// pmove.velocity[2]); +// + +// if (pmove.waterjumptime) +// Con_Printf ("<-am%f, %f, %f\n", pmove.velocity[0], pmove.velocity[1], pmove.velocity[2]); +} + + + +/* +============= +PM_CatagorizePosition +============= +*/ +void PM_CatagorizePosition (void) +{ + vec3_t point; + int cont; + pmtrace_t tr; + +// if the player hull point one unit down is solid, the player +// is on ground + +// see if standing on something solid + point[0] = pmove.origin[0]; + point[1] = pmove.origin[1]; + point[2] = pmove.origin[2] - 1; + if (pmove.velocity[2] > 180) + { + onground = -1; + } + else + { + tr = PM_PlayerMove (pmove.origin, point); + if ( tr.plane.normal[2] < 0.7) + onground = -1; // too steep + else + onground = tr.ent; + if (onground != -1) + { + pmove.waterjumptime = 0; + if (!tr.startsolid && !tr.allsolid) + VectorCopy (tr.endpos, pmove.origin); + } + + // standing on an entity other than the world + if (tr.ent > 0) + { + pmove.touchindex[pmove.numtouch] = tr.ent; + pmove.numtouch++; + } + } + +// +// get waterlevel +// + waterlevel = 0; + watertype = CONTENTS_EMPTY; + + point[2] = pmove.origin[2] + player_mins[2] + 1; + cont = PM_PointContents (point); + + if (cont <= CONTENTS_WATER) + { + watertype = cont; + waterlevel = 1; + point[2] = pmove.origin[2] + (player_mins[2] + player_maxs[2])*0.5; + cont = PM_PointContents (point); + if (cont <= CONTENTS_WATER) + { + waterlevel = 2; + point[2] = pmove.origin[2] + 22; + cont = PM_PointContents (point); + if (cont <= CONTENTS_WATER) + waterlevel = 3; + } + } +} + + +/* +============= +JumpButton +============= +*/ +void JumpButton (void) +{ + if (pmove.dead) + { + pmove.oldbuttons |= BUTTON_JUMP; // don't jump again until released + return; + } + + if (pmove.waterjumptime) + { + pmove.waterjumptime -= frametime; + if (pmove.waterjumptime < 0) + pmove.waterjumptime = 0; + return; + } + + if (waterlevel >= 2) + { // swimming, not jumping + onground = -1; + + if (watertype == CONTENTS_WATER) + pmove.velocity[2] = 100; + else if (watertype == CONTENTS_SLIME) + pmove.velocity[2] = 80; + else + pmove.velocity[2] = 50; + return; + } + + if (onground == -1) + return; // in air, so no effect + + if ( pmove.oldbuttons & BUTTON_JUMP ) + return; // don't pogo stick + + onground = -1; + pmove.velocity[2] += 270; + + pmove.oldbuttons |= BUTTON_JUMP; // don't jump again until released +} + +/* +============= +CheckWaterJump +============= +*/ +void CheckWaterJump (void) +{ + vec3_t spot; + int cont; + vec3_t flatforward; + + if (pmove.waterjumptime) + return; + + // ZOID, don't hop out if we just jumped in + if (pmove.velocity[2] < -180) + return; // only hop out if we are moving up + + // see if near an edge + flatforward[0] = forward[0]; + flatforward[1] = forward[1]; + flatforward[2] = 0; + VectorNormalize (flatforward); + + VectorMA (pmove.origin, 24, flatforward, spot); + spot[2] += 8; + cont = PM_PointContents (spot); + if (cont != CONTENTS_SOLID) + return; + spot[2] += 24; + cont = PM_PointContents (spot); + if (cont != CONTENTS_EMPTY) + return; + // jump out of water + VectorScale (flatforward, 50, pmove.velocity); + pmove.velocity[2] = 310; + pmove.waterjumptime = 2; // safety net + pmove.oldbuttons |= BUTTON_JUMP; // don't jump again until released +} + +/* +================= +NudgePosition + +If pmove.origin is in a solid position, +try nudging slightly on all axis to +allow for the cut precision of the net coordinates +================= +*/ +void NudgePosition (void) +{ + vec3_t base; + int x, y, z; + int i; + static int sign[3] = {0, -1, 1}; + + VectorCopy (pmove.origin, base); + + for (i=0 ; i<3 ; i++) + pmove.origin[i] = ((int)(pmove.origin[i]*8)) * 0.125; +// pmove.origin[2] += 0.124; + +// if (pmove.dead) +// return; // might be a squished point, so don'y bother +// if (PM_TestPlayerPosition (pmove.origin) ) +// return; + + for (z=0 ; z<=2 ; z++) + { + for (x=0 ; x<=2 ; x++) + { + for (y=0 ; y<=2 ; y++) + { + pmove.origin[0] = base[0] + (sign[x] * 1.0/8); + pmove.origin[1] = base[1] + (sign[y] * 1.0/8); + pmove.origin[2] = base[2] + (sign[z] * 1.0/8); + if (PM_TestPlayerPosition (pmove.origin)) + return; + } + } + } + VectorCopy (base, pmove.origin); +// Con_DPrintf ("NudgePosition: stuck\n"); +} + +/* +=============== +SpectatorMove +=============== +*/ +void SpectatorMove (void) +{ + float speed, drop, friction, control, newspeed, accel; + float currentspeed, addspeed, accelspeed; + int i; + vec3_t wishvel; + float fmove, smove; + vec3_t wishdir; + float wishspeed; +#ifndef SERVERONLY + extern float server_version; // version of server we connected to +#endif + + // friction + + speed = Length (pmove.velocity); + if (speed < 1) + { + VectorCopy (vec3_origin, pmove.velocity) + } + else + { + drop = 0; + + friction = movevars.friction*1.5; // extra friction + control = speed < movevars.stopspeed ? movevars.stopspeed : speed; + drop += control*friction*frametime; + + // scale the velocity + newspeed = speed - drop; + if (newspeed < 0) + newspeed = 0; + newspeed /= speed; + + VectorScale (pmove.velocity, newspeed, pmove.velocity); + } + + // accelerate + fmove = pmove.cmd.forwardmove; + smove = pmove.cmd.sidemove; + + VectorNormalize (forward); + VectorNormalize (right); + + for (i=0 ; i<3 ; i++) + wishvel[i] = forward[i]*fmove + right[i]*smove; + wishvel[2] += pmove.cmd.upmove; + + VectorCopy (wishvel, wishdir); + wishspeed = VectorNormalize(wishdir); + + // + // clamp to server defined max speed + // + if (wishspeed > movevars.spectatormaxspeed) + { + VectorScale (wishvel, movevars.spectatormaxspeed/wishspeed, wishvel); + wishspeed = movevars.spectatormaxspeed; + } + + currentspeed = DotProduct(pmove.velocity, wishdir); + addspeed = wishspeed - currentspeed; + if (addspeed <= 0) + return; + accelspeed = movevars.accelerate*frametime*wishspeed; + if (accelspeed > addspeed) + accelspeed = addspeed; + + for (i=0 ; i<3 ; i++) + pmove.velocity[i] += accelspeed*wishdir[i]; + + + // move + VectorMA (pmove.origin, frametime, pmove.velocity, pmove.origin); +} + +/* +============= +PlayerMove + +Returns with origin, angles, and velocity modified in place. + +Numtouch and touchindex[] will be set if any of the physents +were contacted during the move. +============= +*/ +void PlayerMove (void) +{ + frametime = pmove.cmd.msec * 0.001; + pmove.numtouch = 0; + + AngleVectors (pmove.angles, forward, right, up); + + if (pmove.spectator) + { + SpectatorMove (); + return; + } + + NudgePosition (); + + // take angles directly from command + VectorCopy (pmove.cmd.angles, pmove.angles); + + // set onground, watertype, and waterlevel + PM_CatagorizePosition (); + + if (waterlevel == 2) + CheckWaterJump (); + + if (pmove.velocity[2] < 0) + pmove.waterjumptime = 0; + + if (pmove.cmd.buttons & BUTTON_JUMP) + JumpButton (); + else + pmove.oldbuttons &= ~BUTTON_JUMP; + + PM_Friction (); + + if (waterlevel >= 2) + PM_WaterMove (); + else + PM_AirMove (); + + // set onground, watertype, and waterlevel for final spot + PM_CatagorizePosition (); +} + |
