/* =========================================================================== Return to Castle Wolfenstein multiplayer GPL Source Code Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company. This file is part of the Return to Castle Wolfenstein multiplayer GPL Source Code (“RTCW MP Source Code”). RTCW MP 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 3 of the License, or (at your option) any later version. RTCW MP 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 RTCW MP Source Code. If not, see . In addition, the RTCW MP Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the RTCW MP Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ // 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; 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; 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, up, 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 } // try slidemove from this position VectorCopy( up, 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 ); } } }