/* 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" #include "pmove.h" movevars_t movevars; playermove_t pmove; float frametime; vec3_t forward, right, up; vec3_t player_mins = {-16, -16, -24}; vec3_t player_maxs = {16, 16, 32}; #define STEPSIZE 18 #define MIN_STEP_NORMAL 0.7 // roughly 45 degrees #define STOP_EPSILON 0.1 #define pm_flyfriction 4 #define BLOCKED_FLOOR 1 #define BLOCKED_STEP 2 #define BLOCKED_OTHER 4 #define BLOCKED_ANY 7 void PM_InitBoxHull (void); void PM_Init (void) { PM_InitBoxHull (); } //Slide off of the impacting object //returns the blocked flags (1 = floor, 2 = step / wall) int PM_ClipVelocity (vec3_t in, vec3_t normal, vec3_t out, float overbounce) { float backoff, change; int i, blocked; blocked = 0; if (normal[2] > 0) blocked |= BLOCKED_FLOOR; // floor else if (!normal[2]) blocked |= BLOCKED_STEP; // 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; } #define MAX_CLIP_PLANES 5 //The basic solid body movement clip that slides along multiple planes int PM_SlideMove (void) { int bumpcount, numbumps, i, j, blocked, numplanes; vec3_t dir, planes[MAX_CLIP_PLANES], primal_velocity, original_velocity, end; float d, time_left; pmtrace_t trace; 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++) { VectorMA(pmove.origin, time_left, pmove.velocity, end); trace = PM_PlayerTrace (pmove.origin, end); if (trace.startsolid || trace.allsolid) { // entity is trapped in another solid VectorClear (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 if (pmove.numtouch < MAX_PHYSENTS) { pmove.touchindex[pmove.numtouch] = trace.ent; pmove.numtouch++; } if (trace.plane.normal[2] >= MIN_STEP_NORMAL) blocked |= BLOCKED_FLOOR; else if (!trace.plane.normal[2]) blocked |= BLOCKED_STEP; else blocked |= BLOCKED_OTHER; time_left -= time_left * trace.fraction; // cliped to another plane if (numplanes >= MAX_CLIP_PLANES) { // this shouldn't really happen VectorClear (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) { VectorClear (pmove.velocity); break; } CrossProduct (planes[0], planes[1], dir); d = DotProduct (dir, pmove.velocity); VectorScale (dir, d, pmove.velocity); } // if velocity is against the original velocity, stop dead to avoid tiny occilations in sloping corners if (DotProduct (pmove.velocity, primal_velocity) <= 0) { VectorClear (pmove.velocity); break; } } if (pmove.waterjumptime) VectorCopy (primal_velocity, pmove.velocity); return blocked; } //Each intersection will try to step over the obstruction instead of sliding along it. void PM_StepSlideMove (void) { vec3_t dest; pmtrace_t trace; vec3_t original, originalvel, down, up, downvel; float downdist, updist; // try sliding forward both on ground and up 16 pixels // take the move that goes farthest VectorCopy (pmove.origin, original); VectorCopy (pmove.velocity, originalvel); if (!PM_SlideMove()) return; // moved the entire distance 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_PlayerTrace (pmove.origin, dest); if (!trace.startsolid && !trace.allsolid) VectorCopy (trace.endpos, pmove.origin); PM_SlideMove (); // press down the stepheight VectorCopy (pmove.origin, dest); dest[2] -= STEPSIZE; trace = PM_PlayerTrace (pmove.origin, dest); if (trace.fraction != 1 && trace.plane.normal[2] < MIN_STEP_NORMAL) goto usedown; if (!trace.startsolid && !trace.allsolid) VectorCopy (trace.endpos, pmove.origin); if (pmove.origin[2] < original[2]) goto usedown; 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 } //Handles both ground friction and water friction void PM_Friction (void) { float speed, newspeed, control; float friction; float drop; vec3_t start, stop; pmtrace_t trace; if (pmove.waterjumptime) return; speed = VectorLength(pmove.velocity); if (speed < 1) { pmove.velocity[0] = pmove.velocity[1] = 0; if (pmove.pm_type == PM_FLY) pmove.velocity[2] = 0; return; } if (pmove.waterlevel >= 2) { // apply water friction, even if in fly mode drop = speed * movevars.waterfriction * pmove.waterlevel * frametime; } else if (pmove.pm_type == PM_FLY) { // apply flymode friction drop = speed * pm_flyfriction * frametime; } else if (pmove.onground) { // apply ground friction friction = movevars.friction; // if the leading edge is over a dropoff, increase friction if (pmove.onground) { start[0] = stop[0] = pmove.origin[0] + pmove.velocity[0]/speed*16; start[1] = stop[1] = pmove.origin[1] + pmove.velocity[1]/speed*16; start[2] = pmove.origin[2] + player_mins[2]; stop[2] = start[2] - 34; trace = PM_PlayerTrace (start, stop); if (trace.fraction == 1) friction *= 2; } control = speed < movevars.stopspeed ? movevars.stopspeed : speed; drop = control * friction * frametime; } else return; // in air, no friction // scale the velocity newspeed = speed - drop; newspeed = max(newspeed, 0); newspeed /= speed; VectorScale (pmove.velocity, newspeed, pmove.velocity); } void PM_Accelerate (vec3_t wishdir, float wishspeed, float accel) { float addspeed, accelspeed, currentspeed; if (pmove.pm_type == PM_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; VectorMA(pmove.velocity, accelspeed, wishdir, pmove.velocity); } void PM_AirAccelerate (vec3_t wishdir, float wishspeed, float accel) { float addspeed, accelspeed, currentspeed, wishspd = wishspeed, originalspeed, newspeed, speedcap; if (pmove.pm_type == PM_DEAD) return; if (pmove.waterjumptime) return; if (movevars.bunnyspeedcap > 0) originalspeed = sqrt(pmove.velocity[0] * pmove.velocity[0] + pmove.velocity[1] * pmove.velocity[1]); wishspd = min(wishspd, 30); currentspeed = DotProduct (pmove.velocity, wishdir); addspeed = wishspd - currentspeed; if (addspeed <= 0) return; accelspeed = accel * wishspeed * frametime; accelspeed = min(accelspeed, addspeed); VectorMA(pmove.velocity, accelspeed, wishdir, pmove.velocity); if (movevars.bunnyspeedcap > 0) { newspeed = sqrt(pmove.velocity[0] * pmove.velocity[0] + pmove.velocity[1] * pmove.velocity[1]); if (newspeed > originalspeed) { speedcap = movevars.maxspeed * movevars.bunnyspeedcap; if (newspeed > speedcap) { if (originalspeed < speedcap) originalspeed = speedcap; pmove.velocity[0] *= originalspeed / newspeed; pmove.velocity[1] *= originalspeed / newspeed; } } } } void PM_WaterMove (void) { int i; vec3_t wishvel, wishdir; float wishspeed; // user intentions for (i = 0; i < 3; i++) wishvel[i] = forward[i] * pmove.cmd.forwardmove + right[i] * pmove.cmd.sidemove; if (pmove.pm_type != PM_FLY && !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 PM_Accelerate (wishdir, wishspeed, movevars.wateraccelerate); PM_StepSlideMove (); } void PM_FlyMove (void) { int i; vec3_t wishvel, wishdir; float wishspeed; for (i = 0; i < 3; i++) wishvel[i] = forward[i] * pmove.cmd.forwardmove + right[i] * pmove.cmd.sidemove; wishvel[2] += pmove.cmd.upmove; VectorCopy (wishvel, wishdir); wishspeed = VectorNormalize(wishdir); if (wishspeed > movevars.maxspeed) { VectorScale (wishvel, movevars.maxspeed/wishspeed, wishvel); wishspeed = movevars.maxspeed; } PM_Accelerate (wishdir, wishspeed, movevars.accelerate); PM_StepSlideMove (); } void PM_AirMove (void) { int i; vec3_t wishvel, wishdir; float fmove, smove, 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.onground) { if (pmove.velocity[2] > 0 || !movevars.slidefix) pmove.velocity[2] = 0; PM_Accelerate (wishdir, wishspeed, movevars.accelerate); pmove.velocity[2] -= movevars.entgravity * movevars.gravity * frametime; if (!movevars.slidefix) pmove.velocity[2] = 0; if (!pmove.velocity[0] && !pmove.velocity[1]) { pmove.velocity[2] = 0; return; } PM_StepSlideMove (); } 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_SlideMove (); } } pmplane_t groundplane; void PM_CategorizePosition (void) { vec3_t point; int cont; pmtrace_t trace; // 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) { pmove.onground = false; } else { trace = PM_PlayerTrace (pmove.origin, point); if (trace.fraction == 1 || trace.plane.normal[2] < MIN_STEP_NORMAL) { pmove.onground = false; } else { pmove.onground = true; pmove.groundent = trace.ent; groundplane = trace.plane; pmove.waterjumptime = 0; } // standing on an entity other than the world if (trace.ent > 0) { if (pmove.numtouch < MAX_PHYSENTS) { pmove.touchindex[pmove.numtouch] = trace.ent; pmove.numtouch++; } } } // get waterlevel pmove.waterlevel = 0; pmove.watertype = CONTENTS_EMPTY; point[2] = pmove.origin[2] + player_mins[2] + 1; cont = PM_PointContents (point); if (cont <= CONTENTS_WATER) { pmove.watertype = cont; pmove.waterlevel = 1; point[2] = pmove.origin[2] + (player_mins[2] + player_maxs[2]) * 0.5; cont = PM_PointContents (point); if (cont <= CONTENTS_WATER) { pmove.waterlevel = 2; point[2] = pmove.origin[2] + 22; cont = PM_PointContents (point); if (cont <= CONTENTS_WATER) pmove.waterlevel = 3; } } // snap to ground unless in fly mode or underwater if (pmove.onground && pmove.pm_type != PM_FLY && pmove.waterlevel < 2) { if (!trace.startsolid && !trace.allsolid) VectorCopy (trace.endpos, pmove.origin); } } void PM_CheckJump (void) { if (pmove.pm_type == PM_FLY) return; if (pmove.pm_type == PM_DEAD) { pmove.jump_held = true; // don't jump on respawn return; } if (!(pmove.cmd.buttons & BUTTON_JUMP)) { pmove.jump_held = false; return; } if (pmove.waterjumptime) return; if (pmove.waterlevel >= 2) { // swimming, not jumping pmove.onground = false; if (pmove.watertype == CONTENTS_WATER) pmove.velocity[2] = 100; else if (pmove.watertype == CONTENTS_SLIME) pmove.velocity[2] = 80; else pmove.velocity[2] = 50; return; } if (!pmove.onground) return; // in air, so no effect #ifdef SERVERONLY if (pmove.jump_held) return; // don't pogo stick #else if (pmove.jump_held && !pmove.jump_msec) return; // don't pogo stick #endif // check for jump bug // groundplane normal was set in the call to PM_CategorizePosition if (pmove.velocity[2] < 0 && DotProduct(pmove.velocity, groundplane.normal) < -0.1) { // pmove.velocity is pointing into the ground, clip it PM_ClipVelocity (pmove.velocity, groundplane.normal, pmove.velocity, 1); } pmove.onground = false; pmove.velocity[2] += 270; if (movevars.ktjump > 0) { if (movevars.ktjump > 1) movevars.ktjump = 1; if (pmove.velocity[2] < 270) pmove.velocity[2] = pmove.velocity[2] * (1 - movevars.ktjump) + 270 * movevars.ktjump; } pmove.jump_held = true; // don't jump again until released #ifndef SERVERONLY pmove.jump_msec = pmove.cmd.msec; #endif } void PM_CheckWaterJump (void) { vec3_t spot; int cont; vec3_t flatforward; if (pmove.waterjumptime) return; // don't hop out if we just jumped in if (pmove.velocity[2] < -180) return; // 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.jump_held = true; // don't jump again until released } //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 PM_NudgePosition (void) { vec3_t base; int x, y, z, 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; for (z = 0; z <= 2; z++) { for (y = 0; y <= 2; y++) { for (x = 0; x <= 2; x++) { pmove.origin[0] = base[0] + (sign[x] * 0.125); pmove.origin[1] = base[1] + (sign[y] * 0.125); pmove.origin[2] = base[2] + (sign[z] * 0.125); if (PM_TestPlayerPosition (pmove.origin)) return; } } } VectorCopy (base, pmove.origin); } void PM_SpectatorMove (void) { float speed, drop, friction, control, newspeed, currentspeed, addspeed, accelspeed, fmove, smove, wishspeed; int i; vec3_t wishvel, wishdir; // friction speed = VectorLength (pmove.velocity); if (speed < 1) { VectorClear (pmove.velocity); } else { 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; // Buggy QW spectator mode, kept for compatibility if (pmove.pm_type == PM_OLD_SPECTATOR) { if (addspeed <= 0) return; } if (addspeed > 0) { accelspeed = movevars.accelerate * frametime * wishspeed; accelspeed = min(accelspeed, addspeed); VectorMA(pmove.velocity, accelspeed, wishdir, pmove.velocity); } // move VectorMA (pmove.origin, frametime, pmove.velocity, pmove.origin); } //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 PM_PlayerMove (void) { frametime = pmove.cmd.msec * 0.001; pmove.numtouch = 0; // take angles directly from command VectorCopy (pmove.cmd.angles, pmove.angles); AngleVectors (pmove.angles, forward, right, up); if (pmove.pm_type == PM_SPECTATOR || pmove.pm_type == PM_OLD_SPECTATOR) { PM_SpectatorMove (); pmove.onground = false; return; } PM_NudgePosition (); // set onground, watertype, and waterlevel PM_CategorizePosition (); if (pmove.waterlevel == 2 && pmove.pm_type != PM_FLY) PM_CheckWaterJump (); if (pmove.velocity[2] < 0 || pmove.pm_type == PM_DEAD) pmove.waterjumptime = 0; if (pmove.waterjumptime) { pmove.waterjumptime -= frametime; if (pmove.waterjumptime < 0) pmove.waterjumptime = 0; } #ifndef SERVERONLY if (pmove.jump_msec) { pmove.jump_msec += pmove.cmd.msec; if (pmove.jump_msec > 50) pmove.jump_msec = 0; } #endif PM_CheckJump (); PM_Friction (); if (pmove.waterlevel >= 2) PM_WaterMove (); else if (pmove.pm_type == PM_FLY) PM_FlyMove (); else PM_AirMove (); // set onground, watertype, and waterlevel for final spot PM_CategorizePosition (); // this is to make sure landing sound is not played twice // and falling damage is calculated correctly if (pmove.onground && pmove.velocity[2] < -300 && DotProduct(pmove.velocity, groundplane.normal) < -0.1) PM_ClipVelocity (pmove.velocity, groundplane.normal, pmove.velocity, 1); }