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+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+
+This file is part of Quake III Arena source code.
+
+Quake III Arena source code 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.
+
+Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+//
+// bg_slidemove.c -- part of bg_pmove functionality
+
+#include "../qcommon/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;
+
+ 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 ( bumpcount != 0 );
+}
+
+/*
+==================
+PM_StepSlideMove
+
+==================
+*/
+void PM_StepSlideMove( qboolean gravity ) {
+ vec3_t start_o, start_v;
+ vec3_t down_o, down_v;
+ trace_t trace;
+// float down_dist, up_dist;
+// vec3_t delta, delta2;
+ vec3_t up, down;
+ float stepSize;
+
+ VectorCopy (pm->ps->origin, start_o);
+ VectorCopy (pm->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, 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;
+ }
+
+ 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 ) {
+ if ( pm->debugLevel ) {
+ Com_Printf("%i:bend can't step\n", c_pmove);
+ }
+ return; // can't step up
+ }
+
+ stepSize = trace.endpos[2] - start_o[2];
+ // try slidemove from this position
+ VectorCopy (trace.endpos, pm->ps->origin);
+ VectorCopy (start_v, pm->ps->velocity);
+
+ PM_SlideMove( gravity );
+
+ // 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 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);
+ }
+ }
+}
+