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authorzakk <zakk@edf5b092-35ff-0310-97b2-ce42778d08ea>2005-08-26 17:39:27 +0000
committerzakk <zakk@edf5b092-35ff-0310-97b2-ce42778d08ea>2005-08-26 17:39:27 +0000
commit6bf20c78f5b69d40bcc4931df93d29198435ab67 (patch)
treee3eda937a05d7db42de725b7013bd0344b987f34 /code/game/bg_slidemove.c
parent872d4d7f55af706737ffb361bb76ad13e7496770 (diff)
downloadioquake3-aero-6bf20c78f5b69d40bcc4931df93d29198435ab67.tar.gz
ioquake3-aero-6bf20c78f5b69d40bcc4931df93d29198435ab67.zip
newlines fixed
git-svn-id: svn://svn.icculus.org/quake3/trunk@6 edf5b092-35ff-0310-97b2-ce42778d08ea
Diffstat (limited to 'code/game/bg_slidemove.c')
-rwxr-xr-xcode/game/bg_slidemove.c650
1 files changed, 325 insertions, 325 deletions
diff --git a/code/game/bg_slidemove.c b/code/game/bg_slidemove.c
index ed1349f..6c957a5 100755
--- a/code/game/bg_slidemove.c
+++ b/code/game/bg_slidemove.c
@@ -1,325 +1,325 @@
-/*
-===========================================================================
-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 Foobar; 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 "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);
- }
- }
-}
-
+/*
+===========================================================================
+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 Foobar; 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 "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);
+ }
+ }
+}
+