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2026-05-23 20:50:12 -07:00

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/*
===========================================================================
IceTech GPL Source Code
Copyright (C) 2026 Justin Marshall
This file is part of the IceTech GPL Source Code (?IceTech Source Code?).
IceTech 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.
IceTech 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 IceTech Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the IceTech 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 IceTech 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 Justin Marshall, justinmarshall20@gmail.com
===========================================================================
*/
#include "precompiled.h"
#pragma hdrstop
#include "../Game_local.h"
// movement parameters
const float PM_STOPSPEED = 100.0f;
const float PM_SWIMSCALE = 0.5f;
const float PM_LADDERSPEED = 100.0f;
const float PM_STEPSCALE = 1.0f;
const float PM_ACCELERATE = 10.0f;
const float PM_AIRACCELERATE = 1.0f;
const float PM_WATERACCELERATE = 4.0f;
const float PM_FLYACCELERATE = 8.0f;
const float PM_FRICTION = 6.0f;
const float PM_AIRFRICTION = 0.2f;
const float PM_WATERFRICTION = 1.0f;
const float PM_FLYFRICTION = 6.0f;
const float PM_NOCLIPFRICTION = 12.0f;
const float MIN_WALK_NORMAL = 0.7f; // can't walk on very steep slopes
const float OVERCLIP = 1.001f;
// movementFlags
const int PMF_DUCKED = 1; // set when ducking
const int PMF_JUMPED = 2; // set when the player jumped this frame
const int PMF_STEPPED_UP = 4; // set when the player stepped up this frame
const int PMF_STEPPED_DOWN = 8; // set when the player stepped down this frame
const int PMF_JUMP_HELD = 16; // set when jump button is held down
const int PMF_TIME_LAND = 32; // movementTime is time before rejump
const int PMF_TIME_KNOCKBACK = 64; // movementTime is an air-accelerate only time
const int PMF_TIME_WATERJUMP = 128; // movementTime is waterjump
const int PMF_ALL_TIMES = (PMF_TIME_WATERJUMP | PMF_TIME_LAND | PMF_TIME_KNOCKBACK);
int c_pmove = 0;
/*
==================
PM_CmdScale
ETQW-style command scaling helper. The original Doom 3 CmdScale only
ignored upmove while walking; air movement also has no vertical control,
so jump/crouch input should not reduce horizontal air wishspeed.
==================
*/
static float PM_CmdScale(const usercmd_t& cmd, const float playerSpeed, const bool noVertical) {
int max;
float total;
int forwardmove;
int rightmove;
int upmove;
forwardmove = cmd.forwardmove;
rightmove = cmd.rightmove;
upmove = noVertical ? 0 : cmd.upmove;
max = abs(forwardmove);
if (abs(rightmove) > max) {
max = abs(rightmove);
}
if (abs(upmove) > max) {
max = abs(upmove);
}
if (!max) {
return 0.0f;
}
total = idMath::Sqrt((float)forwardmove * forwardmove + rightmove * rightmove + upmove * upmove);
return (float)playerSpeed * max / (127.0f * total);
}
/*
==================
PM_IsWalkablePlane
==================
*/
static bool PM_IsWalkablePlane(const idVec3& normal, const idVec3& gravityNormal) {
return (normal * -gravityNormal) >= MIN_WALK_NORMAL;
}
/*
==================
PM_AdjustVertically
Given a walkable plane normal, adjust the vertical component so the vector lies
in the plane without changing the horizontal direction. This is the portable
part of ETQW's idPhysics_Player::AdjustVertically and replaces several slope
speed-loss cases caused by plain ProjectOntoPlane.
==================
*/
static idVec3 PM_AdjustVertically(const idVec3& normal, const idVec3& _in, const idVec3& gravityNormal) {
idVec3 out;
idVec3 in = _in;
idVec3 up = -gravityNormal;
idVec3 velocityPlane = in.Cross(up);
// same horizontal direction and in the walkable plane
out = velocityPlane.Cross(normal);
// make sure direction is ok
if (in * out < 0.0f) {
out = -out;
}
// maintain an overclip on the vertical component so rounding problems do not
// put us back into solids. For normal Doom 3 gravity this matches ETQW's z test.
float upComponent = out * up;
idVec3 vertical = up * upComponent;
idVec3 horizontal = out - vertical;
if (upComponent >= 0.0f) {
vertical *= OVERCLIP;
}
else {
vertical /= OVERCLIP;
}
return horizontal + vertical;
}
/*
============
idPhysics_Player::CmdScale
Returns the scale factor to apply to cmd movements
This allows the clients to use axial -127 to 127 values for all directions
without getting a sqrt(2) distortion in speed.
============
*/
float idPhysics_Player::CmdScale(const usercmd_t& cmd) const {
// Preserve Doom 3's public behavior for callers that do not opt in to the
// explicit noVertical path: walking ignores upmove, non-walking modes keep it.
return PM_CmdScale(cmd, playerSpeed, walking);
}
/*
==============
idPhysics_Player::Accelerate
Handles user intended acceleration
==============
*/
void idPhysics_Player::Accelerate(const idVec3& wishdir, const float wishspeed, const float accel) {
#if 1
// q2 style
float addspeed, accelspeed, currentspeed;
currentspeed = current.velocity * wishdir;
addspeed = wishspeed - currentspeed;
if (addspeed <= 0) {
return;
}
accelspeed = accel * frametime * wishspeed;
if (accelspeed > addspeed) {
accelspeed = addspeed;
}
current.velocity += accelspeed * wishdir;
#else
// proper way (avoids strafe jump maxspeed bug), but feels bad
idVec3 wishVelocity;
idVec3 pushDir;
float pushLen;
float canPush;
wishVelocity = wishdir * wishspeed;
pushDir = wishVelocity - current.velocity;
pushLen = pushDir.Normalize();
canPush = accel * frametime * wishspeed;
if (canPush > pushLen) {
canPush = pushLen;
}
current.velocity += canPush * pushDir;
#endif
}
/*
==================
idPhysics_Player::SlideMove
Returns true if the velocity was clipped in some way
==================
*/
#define MAX_CLIP_PLANES 5
bool idPhysics_Player::SlideMove(bool gravity, bool stepUp, bool stepDown, bool push) {
int i, j, k, pushFlags;
int bumpcount, numbumps, numplanes;
float d, time_left, into, totalMass;
idVec3 dir, planes[MAX_CLIP_PLANES];
idVec3 end, stepEnd, primal_velocity, endVelocity, endClipVelocity, clipVelocity;
trace_t trace, stepTrace, downTrace;
bool nearGround, stepped, pushed;
numbumps = 4;
primal_velocity = current.velocity;
if (gravity) {
endVelocity = current.velocity + gravityVector * frametime;
current.velocity = (current.velocity + endVelocity) * 0.5f;
primal_velocity = endVelocity;
if (groundPlane) {
// slide along the ground plane without losing horizontal speed on walkable slopes
if (PM_IsWalkablePlane(groundTrace.c.normal, gravityNormal)) {
current.velocity = PM_AdjustVertically(groundTrace.c.normal, current.velocity, gravityNormal);
}
else {
current.velocity.ProjectOntoPlane(groundTrace.c.normal, OVERCLIP);
}
}
}
else {
endVelocity = current.velocity;
}
time_left = frametime;
// never turn against the ground plane
if (groundPlane) {
numplanes = 1;
planes[0] = groundTrace.c.normal;
}
else {
numplanes = 0;
}
// never turn against original velocity
planes[numplanes] = current.velocity;
planes[numplanes].Normalize();
numplanes++;
for (bumpcount = 0; bumpcount < numbumps; bumpcount++) {
// calculate position we are trying to move to
end = current.origin + time_left * current.velocity;
// see if we can make it there
gameLocal.clip.Translation(trace, current.origin, end, clipModel, clipModel->GetAxis(), clipMask, self);
time_left -= time_left * trace.fraction;
current.origin = trace.endpos;
// if moved the entire distance
if (trace.fraction >= 1.0f) {
break;
}
stepped = pushed = false;
// if we are allowed to step up, only do stair stepping for non-walkable hits
if (stepUp && (trace.c.normal * -gravityNormal) < MIN_WALK_NORMAL) {
nearGround = groundPlane || ladder;
if (!nearGround) {
// trace down to see if the player is near the ground
// step checking when near the ground allows the player to move up stairs smoothly while jumping
stepEnd = current.origin + maxStepHeight * gravityNormal;
gameLocal.clip.Translation(downTrace, current.origin, stepEnd, clipModel, clipModel->GetAxis(), clipMask, self);
nearGround = (downTrace.fraction < 1.0f && (downTrace.c.normal * -gravityNormal) > MIN_WALK_NORMAL);
}
// may only step up if near the ground or on a ladder
if (nearGround) {
// step up
stepEnd = current.origin - maxStepHeight * gravityNormal;
gameLocal.clip.Translation(downTrace, current.origin, stepEnd, clipModel, clipModel->GetAxis(), clipMask, self);
// trace along velocity
stepEnd = downTrace.endpos + time_left * current.velocity;
gameLocal.clip.Translation(stepTrace, downTrace.endpos, stepEnd, clipModel, clipModel->GetAxis(), clipMask, self);
// step down
stepEnd = stepTrace.endpos + maxStepHeight * gravityNormal;
gameLocal.clip.Translation(downTrace, stepTrace.endpos, stepEnd, clipModel, clipModel->GetAxis(), clipMask, self);
if (downTrace.fraction >= 1.0f || (downTrace.c.normal * -gravityNormal) > MIN_WALK_NORMAL) {
// if moved the entire distance
if (stepTrace.fraction >= 1.0f) {
time_left = 0;
current.stepUp -= (downTrace.endpos - current.origin) * gravityNormal;
current.origin = downTrace.endpos;
current.movementFlags |= PMF_STEPPED_UP;
current.velocity *= PM_STEPSCALE;
break;
}
// if the move is further when stepping up
if (stepTrace.fraction > trace.fraction) {
time_left -= time_left * stepTrace.fraction;
current.stepUp -= (downTrace.endpos - current.origin) * gravityNormal;
current.origin = downTrace.endpos;
current.movementFlags |= PMF_STEPPED_UP;
current.velocity *= PM_STEPSCALE;
trace = stepTrace;
stepped = true;
}
}
}
}
// if we can push other entities and not blocked by the world
if (push && trace.c.entityNum != ENTITYNUM_WORLD) {
clipModel->SetPosition(current.origin, clipModel->GetAxis());
// clip movement, only push idMoveables, don't push entities the player is standing on
// apply impact to pushed objects
pushFlags = PUSHFL_CLIP | PUSHFL_ONLYMOVEABLE | PUSHFL_NOGROUNDENTITIES | PUSHFL_APPLYIMPULSE;
// clip & push
totalMass = gameLocal.push.ClipTranslationalPush(trace, self, pushFlags, end, end - current.origin);
if (totalMass > 0.0f) {
// decrease velocity based on the total mass of the objects being pushed ?
current.velocity *= 1.0f - idMath::ClampFloat(0.0f, 1000.0f, totalMass - 20.0f) * (1.0f / 950.0f);
pushed = true;
}
current.origin = trace.endpos;
time_left -= time_left * trace.fraction;
// if moved the entire distance
if (trace.fraction >= 1.0f) {
break;
}
}
if (!stepped) {
// let the entity know about the collision
self->Collide(trace, current.velocity);
}
if (numplanes >= MAX_CLIP_PLANES) {
// MrElusive: I think we have some relatively high poly LWO models with a lot of slanted tris
// where it may hit the max clip planes
current.velocity = vec3_origin;
return true;
}
//
// 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 ((trace.c.normal * planes[i]) > 0.999f) {
if (PM_IsWalkablePlane(trace.c.normal, gravityNormal)) {
current.velocity = PM_AdjustVertically(trace.c.normal, current.velocity, gravityNormal);
}
else {
// clip into the trace normal just in case this normal is almost but not exactly
// the same as the groundTrace normal, then nudge out along the normal.
current.velocity.ProjectOntoPlane(trace.c.normal, OVERCLIP);
current.velocity += trace.c.normal;
}
break;
}
}
if (i < numplanes) {
continue;
}
planes[numplanes] = trace.c.normal;
numplanes++;
//
// modify velocity so it parallels all of the clip planes
//
// find a plane that it enters
for (i = 0; i < numplanes; i++) {
into = current.velocity * planes[i];
if (into >= 0.1f) {
continue; // move doesn't interact with the plane
}
if (PM_IsWalkablePlane(planes[i], gravityNormal)) {
clipVelocity = PM_AdjustVertically(planes[i], current.velocity, gravityNormal);
endClipVelocity = PM_AdjustVertically(planes[i], endVelocity, gravityNormal);
}
else {
// slide along the plane
clipVelocity = current.velocity;
clipVelocity.ProjectOntoPlane(planes[i], OVERCLIP);
// slide along the plane
endClipVelocity = endVelocity;
endClipVelocity.ProjectOntoPlane(planes[i], OVERCLIP);
}
// see if there is a second plane that the new move enters
for (j = 0; j < numplanes; j++) {
if (j == i) {
continue;
}
if ((clipVelocity * planes[j]) >= 0.1f) {
continue; // move doesn't interact with the plane
}
if (PM_IsWalkablePlane(planes[j], gravityNormal)) {
clipVelocity = PM_AdjustVertically(planes[j], clipVelocity, gravityNormal);
endClipVelocity = PM_AdjustVertically(planes[j], endClipVelocity, gravityNormal);
}
else {
// try clipping the move to the plane
clipVelocity.ProjectOntoPlane(planes[j], OVERCLIP);
endClipVelocity.ProjectOntoPlane(planes[j], OVERCLIP);
}
// see if it goes back into the first clip plane
if ((clipVelocity * planes[i]) >= 0) {
continue;
}
// slide the original velocity along the crease
dir = planes[i].Cross(planes[j]);
dir.Normalize();
d = dir * current.velocity;
clipVelocity = d * dir;
dir = planes[i].Cross(planes[j]);
dir.Normalize();
d = dir * endVelocity;
endClipVelocity = d * dir;
// 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 ((clipVelocity * planes[k]) >= 0.1f) {
continue; // move doesn't interact with the plane
}
// stop dead at a tripple plane interaction
current.velocity = vec3_origin;
return true;
}
}
// if we have fixed all interactions, try another move
current.velocity = clipVelocity;
endVelocity = endClipVelocity;
break;
}
}
// step down
if (stepDown && groundPlane) {
stepEnd = current.origin + gravityNormal * maxStepHeight;
gameLocal.clip.Translation(downTrace, current.origin, stepEnd, clipModel, clipModel->GetAxis(), clipMask, self);
if (downTrace.fraction > 1e-4f && downTrace.fraction < 1.0f) {
current.stepUp -= (downTrace.endpos - current.origin) * gravityNormal;
current.origin = downTrace.endpos;
current.movementFlags |= PMF_STEPPED_DOWN;
current.velocity *= PM_STEPSCALE;
}
}
if (gravity) {
current.velocity = endVelocity;
}
// come to a dead stop when the velocity orthogonal to the gravity flipped
clipVelocity = current.velocity - gravityNormal * current.velocity * gravityNormal;
endClipVelocity = endVelocity - gravityNormal * endVelocity * gravityNormal;
if (clipVelocity * endClipVelocity < 0.0f) {
current.velocity = gravityNormal * current.velocity * gravityNormal;
}
return (bool)(bumpcount == 0);
}
/*
==================
idPhysics_Player::Friction
Handles both ground friction and water friction
==================
*/
void idPhysics_Player::Friction(void) {
idVec3 vel;
float speed, newspeed, control;
float drop;
vel = current.velocity;
if (walking) {
// ignore slope movement, remove all velocity in gravity direction
vel += (vel * gravityNormal) * gravityNormal;
}
speed = vel.Length();
if (speed < 1.0f) {
// remove all movement orthogonal to gravity, allows for sinking underwater
if (fabs(current.velocity * gravityNormal) < 1e-5f) {
current.velocity.Zero();
}
else if (current.movementType == PM_SPECTATOR) {
current.velocity.Zero();
}
else {
current.velocity = (current.velocity * gravityNormal) * gravityNormal;
}
// FIXME: still have z friction underwater?
return;
}
drop = 0;
// spectator friction
if (current.movementType == PM_SPECTATOR) {
drop += speed * PM_FLYFRICTION * frametime;
}
// apply ground friction
else if (walking && waterLevel <= WATERLEVEL_FEET) {
// no friction on slick surfaces
if (!(groundMaterial && groundMaterial->GetSurfaceFlags() & SURF_SLICK)) {
// if getting knocked back, no friction
if (!(current.movementFlags & PMF_TIME_KNOCKBACK)) {
control = speed < PM_STOPSPEED ? PM_STOPSPEED : speed;
drop += control * PM_FRICTION * frametime;
}
}
}
// apply water friction even if just wading
else if (waterLevel) {
drop += speed * PM_WATERFRICTION * waterLevel * frametime;
}
// apply air friction
else {
drop += speed * PM_AIRFRICTION * frametime;
}
// scale the velocity
newspeed = speed - drop;
if (newspeed < 0) {
newspeed = 0;
}
current.velocity *= (newspeed / speed);
// snap tiny components away to avoid denormal slow paths in long-running physics frames
current.velocity.FixDenormals();
}
/*
===================
idPhysics_Player::WaterJumpMove
Flying out of the water
===================
*/
void idPhysics_Player::WaterJumpMove(void) {
// waterjump has no control, but falls
idPhysics_Player::SlideMove(true, true, false, false);
// add gravity
current.velocity += gravityNormal * frametime;
// if falling down
if (current.velocity * gravityNormal > 0.0f) {
// cancel as soon as we are falling down again
current.movementFlags &= ~PMF_ALL_TIMES;
current.movementTime = 0;
}
}
/*
===================
idPhysics_Player::WaterMove
===================
*/
void idPhysics_Player::WaterMove(void) {
idVec3 wishvel;
float wishspeed;
idVec3 wishdir;
float scale;
float vel;
if (idPhysics_Player::CheckWaterJump()) {
idPhysics_Player::WaterJumpMove();
return;
}
idPhysics_Player::Friction();
scale = idPhysics_Player::CmdScale(command);
// user intentions
if (!scale) {
wishvel = gravityNormal * 60; // sink towards bottom
}
else {
wishvel = scale * (viewForward * command.forwardmove + viewRight * command.rightmove);
wishvel -= scale * gravityNormal * command.upmove;
}
wishdir = wishvel;
wishspeed = wishdir.Normalize();
if (wishspeed > playerSpeed * PM_SWIMSCALE) {
wishspeed = playerSpeed * PM_SWIMSCALE;
}
idPhysics_Player::Accelerate(wishdir, wishspeed, PM_WATERACCELERATE);
// make sure we can go up slopes easily under water
if (groundPlane && (current.velocity * groundTrace.c.normal) < 0.0f) {
vel = current.velocity.Length();
// slide along the ground plane
current.velocity.ProjectOntoPlane(groundTrace.c.normal, OVERCLIP);
current.velocity.Normalize();
current.velocity *= vel;
}
idPhysics_Player::SlideMove(false, true, false, false);
}
/*
===================
idPhysics_Player::FlyMove
===================
*/
void idPhysics_Player::FlyMove(void) {
idVec3 wishvel;
float wishspeed;
idVec3 wishdir;
float scale;
// normal slowdown
idPhysics_Player::Friction();
scale = idPhysics_Player::CmdScale(command);
if (!scale) {
wishvel = vec3_origin;
}
else {
wishvel = scale * (viewForward * command.forwardmove + viewRight * command.rightmove);
wishvel -= scale * gravityNormal * command.upmove;
}
wishdir = wishvel;
wishspeed = wishdir.Normalize();
idPhysics_Player::Accelerate(wishdir, wishspeed, PM_FLYACCELERATE);
idPhysics_Player::SlideMove(false, false, false, false);
}
/*
===================
idPhysics_Player::AirMove
===================
*/
void idPhysics_Player::AirMove(void) {
idVec3 wishvel;
idVec3 wishdir;
float wishspeed;
float scale;
idPhysics_Player::Friction();
scale = PM_CmdScale(command, playerSpeed, true);
// project moves down to flat plane
viewForward -= (viewForward * gravityNormal) * gravityNormal;
viewRight -= (viewRight * gravityNormal) * gravityNormal;
viewForward.Normalize();
viewRight.Normalize();
wishvel = viewForward * command.forwardmove + viewRight * command.rightmove;
wishvel -= (wishvel * gravityNormal) * gravityNormal;
wishdir = wishvel;
wishspeed = wishdir.Normalize();
wishspeed *= scale;
// not on ground, so little effect on velocity
idPhysics_Player::Accelerate(wishdir, wishspeed, PM_AIRACCELERATE);
// we may have a ground plane that is very steep, even
// though we don't have a groundentity
// slide along the steep plane
if (groundPlane) {
current.velocity.ProjectOntoPlane(groundTrace.c.normal, OVERCLIP);
}
idPhysics_Player::SlideMove(true, false, false, false);
}
/*
===================
idPhysics_Player::WalkMove
===================
*/
void idPhysics_Player::WalkMove(void) {
idVec3 wishvel;
idVec3 wishdir;
float wishspeed;
float scale;
float accelerate;
idVec3 vel;
if (waterLevel > WATERLEVEL_WAIST && (viewForward * groundTrace.c.normal) > 0.0f) {
// begin swimming
idPhysics_Player::WaterMove();
return;
}
if (idPhysics_Player::CheckJump()) {
// jumped away
if (waterLevel > WATERLEVEL_FEET) {
idPhysics_Player::WaterMove();
}
else {
idPhysics_Player::AirMove();
}
return;
}
idPhysics_Player::Friction();
scale = PM_CmdScale(command, playerSpeed, true);
// project moves down to flat plane
viewForward -= (viewForward * gravityNormal) * gravityNormal;
viewRight -= (viewRight * gravityNormal) * gravityNormal;
// project the forward and right directions onto the ground plane while preserving
// their horizontal components, matching ETQW's slope movement fix.
viewForward = PM_AdjustVertically(groundTrace.c.normal, viewForward, gravityNormal);
viewRight = PM_AdjustVertically(groundTrace.c.normal, viewRight, gravityNormal);
viewForward.Normalize();
viewRight.Normalize();
wishvel = viewForward * command.forwardmove + viewRight * command.rightmove;
wishdir = wishvel;
wishspeed = wishdir.Normalize();
wishspeed *= scale;
// clamp the speed lower if wading or walking on the bottom
if (waterLevel) {
float waterScale;
waterScale = waterLevel / 3.0f;
waterScale = 1.0f - (1.0f - PM_SWIMSCALE) * waterScale;
if (wishspeed > playerSpeed * waterScale) {
wishspeed = playerSpeed * waterScale;
}
}
// when a player gets hit, they temporarily lose full control, which allows them to be moved a bit
if ((groundMaterial && groundMaterial->GetSurfaceFlags() & SURF_SLICK) || current.movementFlags & PMF_TIME_KNOCKBACK) {
accelerate = PM_AIRACCELERATE;
}
else {
accelerate = PM_ACCELERATE;
}
idPhysics_Player::Accelerate(wishdir, wishspeed, accelerate);
if ((groundMaterial && groundMaterial->GetSurfaceFlags() & SURF_SLICK) || current.movementFlags & PMF_TIME_KNOCKBACK) {
current.velocity += gravityVector * frametime;
}
// slide along the ground plane without losing horizontal speed on walkable slopes
current.velocity = PM_AdjustVertically(groundTrace.c.normal, current.velocity, gravityNormal);
// don't do anything if standing still
vel = current.velocity - (current.velocity * gravityNormal) * gravityNormal;
if (!vel.LengthSqr()) {
return;
}
gameLocal.push.InitSavingPushedEntityPositions();
idPhysics_Player::SlideMove(false, true, true, true);
}
/*
==============
idPhysics_Player::DeadMove
==============
*/
void idPhysics_Player::DeadMove(void) {
// ETQW keeps dead players moving through the same ground/air paths with input
// already zeroed by MovePlayer, so gravity and sliding still resolve correctly.
if (walking) {
idPhysics_Player::WalkMove();
}
else {
idPhysics_Player::AirMove();
}
}
/*
===============
idPhysics_Player::NoclipMove
===============
*/
void idPhysics_Player::NoclipMove(void) {
float speed, drop, friction, newspeed, stopspeed;
float scale, wishspeed;
idVec3 wishdir;
// friction
speed = current.velocity.Length();
if (speed < 20.0f) {
current.velocity = vec3_origin;
}
else {
stopspeed = playerSpeed * 0.3f;
if (speed < stopspeed) {
speed = stopspeed;
}
friction = PM_NOCLIPFRICTION;
drop = speed * friction * frametime;
// scale the velocity
newspeed = speed - drop;
if (newspeed < 0) {
newspeed = 0;
}
current.velocity *= newspeed / speed;
}
// accelerate
scale = idPhysics_Player::CmdScale(command);
wishdir = scale * (viewForward * command.forwardmove + viewRight * command.rightmove);
wishdir -= scale * gravityNormal * command.upmove;
wishspeed = wishdir.Normalize();
wishspeed *= scale;
idPhysics_Player::Accelerate(wishdir, wishspeed, PM_ACCELERATE);
// move
current.origin += frametime * current.velocity;
}
/*
===============
idPhysics_Player::SpectatorMove
===============
*/
void idPhysics_Player::SpectatorMove(void) {
idVec3 wishvel;
float wishspeed;
idVec3 wishdir;
float scale;
trace_t trace;
idVec3 end;
// fly movement
idPhysics_Player::Friction();
scale = idPhysics_Player::CmdScale(command);
if (!scale) {
wishvel = vec3_origin;
}
else {
wishvel = scale * (viewForward * command.forwardmove + viewRight * command.rightmove);
wishvel -= scale * gravityNormal * command.upmove;
}
wishdir = wishvel;
wishspeed = wishdir.Normalize();
idPhysics_Player::Accelerate(wishdir, wishspeed, PM_FLYACCELERATE);
idPhysics_Player::SlideMove(false, false, false, false);
}
/*
============
idPhysics_Player::LadderMove
============
*/
void idPhysics_Player::LadderMove(void) {
idVec3 wishdir, wishvel, right;
float wishspeed, scale;
float upscale;
// stick to the ladder
wishvel = -100.0f * ladderNormal;
current.velocity = (gravityNormal * current.velocity) * gravityNormal + wishvel;
upscale = (-gravityNormal * viewForward + 0.5f) * 2.5f;
if (upscale > 1.0f) {
upscale = 1.0f;
}
else if (upscale < -1.0f) {
upscale = -1.0f;
}
scale = idPhysics_Player::CmdScale(command);
wishvel = -0.9f * gravityNormal * upscale * scale * (float)command.forwardmove;
// strafe
if (command.rightmove) {
// right vector orthogonal to gravity
right = viewRight - (gravityNormal * viewRight) * gravityNormal;
// project right vector into ladder plane
right = right - (ladderNormal * right) * ladderNormal;
right.Normalize();
// if we are looking away from the ladder, reverse the right vector
if (ladderNormal * viewForward > 0.0f) {
right = -right;
}
wishvel += 2.0f * right * scale * (float)command.rightmove;
}
// up down movement
if (command.upmove) {
wishvel += -0.5f * gravityNormal * scale * (float)command.upmove;
}
// do strafe friction
idPhysics_Player::Friction();
// accelerate
wishspeed = wishvel.Normalize();
idPhysics_Player::Accelerate(wishvel, wishspeed, PM_ACCELERATE);
// cap the vertical velocity
upscale = current.velocity * -gravityNormal;
if (upscale < -PM_LADDERSPEED) {
current.velocity += gravityNormal * (upscale + PM_LADDERSPEED);
}
else if (upscale > PM_LADDERSPEED) {
current.velocity += gravityNormal * (upscale - PM_LADDERSPEED);
}
if ((wishvel * gravityNormal) == 0.0f) {
if (current.velocity * gravityNormal < 0.0f) {
current.velocity += gravityVector * frametime;
if (current.velocity * gravityNormal > 0.0f) {
current.velocity -= (gravityNormal * current.velocity) * gravityNormal;
}
}
else {
current.velocity -= gravityVector * frametime;
if (current.velocity * gravityNormal < 0.0f) {
current.velocity -= (gravityNormal * current.velocity) * gravityNormal;
}
}
}
idPhysics_Player::SlideMove(false, (command.forwardmove > 0), false, false);
}
/*
=============
idPhysics_Player::CorrectAllSolid
=============
*/
void idPhysics_Player::CorrectAllSolid(trace_t& trace, int contents) {
if (debugLevel) {
gameLocal.Printf("%i:allsolid\n", c_pmove);
}
// FIXME: jitter around to find a free spot ?
if (trace.fraction >= 1.0f) {
memset(&trace, 0, sizeof(trace));
trace.endpos = current.origin;
trace.endAxis = clipModelAxis;
trace.fraction = 0.0f;
trace.c.dist = current.origin.z;
trace.c.normal.Set(0, 0, 1);
trace.c.point = current.origin;
trace.c.entityNum = ENTITYNUM_WORLD;
trace.c.id = 0;
trace.c.type = CONTACT_TRMVERTEX;
trace.c.material = NULL;
trace.c.contents = contents;
}
}
/*
=============
idPhysics_Player::CheckGround
=============
*/
void idPhysics_Player::CheckGround(void) {
int i, contents;
idVec3 point;
bool hadGroundContacts;
hadGroundContacts = HasGroundContacts();
// set the clip model origin before getting the contacts
clipModel->SetPosition(current.origin, clipModel->GetAxis());
EvaluateContacts();
// setup a ground trace from the contacts
groundTrace.endpos = current.origin;
groundTrace.endAxis = clipModel->GetAxis();
if (contacts.Num()) {
groundTrace.fraction = 0.0f;
groundTrace.c = contacts[0];
for (i = 1; i < contacts.Num(); i++) {
groundTrace.c.normal += contacts[i].normal;
}
groundTrace.c.normal.Normalize();
}
else {
groundTrace.fraction = 1.0f;
}
contents = gameLocal.clip.Contents(current.origin, clipModel, clipModel->GetAxis(), -1, self);
if (contents & MASK_SOLID) {
// do something corrective if stuck in solid
idPhysics_Player::CorrectAllSolid(groundTrace, contents);
}
// if the trace didn't hit anything, we are in free fall
if (groundTrace.fraction == 1.0f) {
groundPlane = false;
walking = false;
groundEntityPtr = NULL;
return;
}
groundMaterial = groundTrace.c.material;
groundEntityPtr = gameLocal.entities[groundTrace.c.entityNum];
// check if getting thrown off the ground
if ((current.velocity * -gravityNormal) > 0.0f && (current.velocity * groundTrace.c.normal) > 1.0f) {
if (debugLevel) {
gameLocal.Printf("%i:kickoff\n", c_pmove);
}
groundPlane = false;
walking = false;
return;
}
// slopes that are too steep will not be considered onground
if ((groundTrace.c.normal * -gravityNormal) < MIN_WALK_NORMAL) {
if (debugLevel) {
gameLocal.Printf("%i:steep\n", c_pmove);
}
// FIXME: if they can't slide down the slope, let them walk (sharp crevices)
// make sure we don't die from sliding down a steep slope
if (current.velocity * gravityNormal > 150.0f) {
current.velocity -= (current.velocity * gravityNormal - 150.0f) * gravityNormal;
}
groundPlane = true;
walking = false;
return;
}
groundPlane = true;
walking = true;
// hitting solid ground will end a waterjump
if (current.movementFlags & PMF_TIME_WATERJUMP) {
current.movementFlags &= ~(PMF_TIME_WATERJUMP | PMF_TIME_LAND);
current.movementTime = 0;
}
// if the player didn't have ground contacts the previous frame
if (!hadGroundContacts) {
// don't do landing time if we were just going down a slope
if ((current.velocity * -gravityNormal) < -200.0f) {
// don't allow another jump for a little while
current.movementFlags |= PMF_TIME_LAND;
current.movementTime = 250;
}
}
// let the entity know about the collision
self->Collide(groundTrace, current.velocity);
if (groundEntityPtr.GetEntity()) {
impactInfo_t info;
groundEntityPtr.GetEntity()->GetImpactInfo(self, groundTrace.c.id, groundTrace.c.point, &info);
if (info.invMass != 0.0f) {
groundEntityPtr.GetEntity()->ApplyImpulse(self, groundTrace.c.id, groundTrace.c.point, current.velocity / (info.invMass * 10.0f));
}
}
}
/*
==============
idPhysics_Player::CheckDuck
Sets clip model size
==============
*/
void idPhysics_Player::CheckDuck(void) {
trace_t trace;
idVec3 end;
idBounds bounds;
float maxZ;
if (current.movementType == PM_DEAD) {
maxZ = pm_deadheight.GetFloat();
}
else {
// stand up when up against a ladder, and do not duck while swimming deeply
if (command.upmove < 0 && !ladder && waterLevel <= WATERLEVEL_FEET) {
// duck
current.movementFlags |= PMF_DUCKED;
}
else {
// stand up if possible
if (current.movementFlags & PMF_DUCKED) {
// try to stand up
end = current.origin - (pm_normalheight.GetFloat() - pm_crouchheight.GetFloat()) * gravityNormal;
gameLocal.clip.Translation(trace, current.origin, end, clipModel, clipModel->GetAxis(), clipMask, self);
if (trace.fraction >= 1.0f) {
current.movementFlags &= ~PMF_DUCKED;
}
}
}
if (current.movementFlags & PMF_DUCKED) {
playerSpeed = crouchSpeed;
maxZ = pm_crouchheight.GetFloat();
}
else {
maxZ = pm_normalheight.GetFloat();
}
}
// if the clipModel height should change
if (clipModel->GetBounds()[1][2] != maxZ) {
bounds = clipModel->GetBounds();
bounds[1][2] = maxZ;
if (pm_usecylinder.GetBool()) {
clipModel->LoadModel(idTraceModel(bounds, 8));
}
else {
clipModel->LoadModel(idTraceModel(bounds));
}
}
}
/*
================
idPhysics_Player::CheckLadder
================
*/
void idPhysics_Player::CheckLadder(void) {
idVec3 forward, start, end;
trace_t trace;
float tracedist;
if (current.movementTime) {
return;
}
// if on the ground moving backwards
if (walking && command.forwardmove <= 0) {
return;
}
// forward vector orthogonal to gravity
forward = viewForward - (gravityNormal * viewForward) * gravityNormal;
forward.Normalize();
if (walking) {
// don't want to get sucked towards the ladder when still walking
tracedist = 1.0f;
}
else {
tracedist = 48.0f;
}
end = current.origin + tracedist * forward;
gameLocal.clip.Translation(trace, current.origin, end, clipModel, clipModel->GetAxis(), clipMask, self);
// if near a surface
if (trace.fraction < 1.0f) {
// if a ladder surface
if (trace.c.material && (trace.c.material->GetSurfaceFlags() & SURF_LADDER)) {
// check a step height higher
end = current.origin - gravityNormal * (maxStepHeight * 0.75f);
gameLocal.clip.Translation(trace, current.origin, end, clipModel, clipModel->GetAxis(), clipMask, self);
start = trace.endpos;
end = start + tracedist * forward;
gameLocal.clip.Translation(trace, start, end, clipModel, clipModel->GetAxis(), clipMask, self);
// if also near a surface a step height higher
if (trace.fraction < 1.0f) {
// if it also is a ladder surface
if (trace.c.material && trace.c.material->GetSurfaceFlags() & SURF_LADDER) {
ladder = true;
ladderNormal = trace.c.normal;
}
}
}
}
}
/*
=============
idPhysics_Player::CheckJump
=============
*/
bool idPhysics_Player::CheckJump(void) {
idVec3 addVelocity;
if (command.upmove < 10) {
// not holding jump
return false;
}
// must wait for jump to be released
if (current.movementFlags & PMF_JUMP_HELD) {
return false;
}
if (current.movementFlags & PMF_TIME_LAND) {
return false;
}
// don't jump if we can't stand up
if (current.movementFlags & PMF_DUCKED) {
return false;
}
// Make sure the current velocity is leaving the walkable ground plane before
// adding jump velocity; this avoids sticking or losing jump speed on slopes.
if (groundPlane && PM_IsWalkablePlane(groundTrace.c.normal, gravityNormal) && (current.velocity * groundTrace.c.normal) < 0.0f) {
current.velocity = PM_AdjustVertically(groundTrace.c.normal, current.velocity, gravityNormal);
}
groundPlane = false; // jumping away
walking = false;
current.movementFlags |= PMF_JUMP_HELD | PMF_JUMPED;
addVelocity = 2.0f * maxJumpHeight * -gravityVector;
addVelocity *= idMath::Sqrt(addVelocity.Normalize());
current.velocity += addVelocity;
return true;
}
/*
=============
idPhysics_Player::CheckWaterJump
=============
*/
bool idPhysics_Player::CheckWaterJump(void) {
idVec3 spot;
int cont;
idVec3 flatforward;
if (current.movementTime) {
return false;
}
if (command.forwardmove <= 0) {
return false;
}
// check for water jump
if (waterLevel != WATERLEVEL_WAIST) {
return false;
}
flatforward = viewForward - (viewForward * gravityNormal) * gravityNormal;
flatforward.Normalize();
spot = current.origin + 30.0f * flatforward;
spot -= 4.0f * gravityNormal;
cont = gameLocal.clip.Contents(spot, NULL, mat3_identity, CONTENTS_SOLID, self);
if (!(cont & CONTENTS_SOLID)) {
return false;
}
float height = clipModel->GetBounds().Size().z;
spot -= (height * 0.75f) * gravityNormal;
cont = gameLocal.clip.Contents(spot, NULL, mat3_identity, -1, self);
if (cont) {
return false;
}
// jump out of water
current.velocity = 200.0f * viewForward - 400.0f * gravityNormal;
current.movementFlags |= PMF_TIME_WATERJUMP;
current.movementTime = 2000;
return true;
}
/*
=============
idPhysics_Player::SetWaterLevel
=============
*/
void idPhysics_Player::SetWaterLevel(void) {
idVec3 point;
idBounds bounds;
int contents;
//
// get waterlevel, accounting for ducking
//
waterLevel = WATERLEVEL_NONE;
waterType = 0;
bounds = clipModel->GetBounds();
// check at feet level
point = current.origin - (bounds[0][2] + 1.0f) * gravityNormal;
contents = gameLocal.clip.Contents(point, NULL, mat3_identity, -1, self);
if (contents & MASK_WATER) {
waterType = contents;
waterLevel = WATERLEVEL_FEET;
// check at waist level
point = current.origin - (bounds[1][2] - bounds[0][2]) * 0.5f * gravityNormal;
contents = gameLocal.clip.Contents(point, NULL, mat3_identity, -1, self);
if (contents & MASK_WATER) {
waterLevel = WATERLEVEL_WAIST;
// check at head level
point = current.origin - (bounds[1][2] - 1.0f) * gravityNormal;
contents = gameLocal.clip.Contents(point, NULL, mat3_identity, -1, self);
if (contents & MASK_WATER) {
waterLevel = WATERLEVEL_HEAD;
}
}
}
}
/*
================
idPhysics_Player::DropTimers
================
*/
void idPhysics_Player::DropTimers(void) {
// drop misc timing counter
if (current.movementTime) {
if (framemsec >= current.movementTime) {
current.movementFlags &= ~PMF_ALL_TIMES;
current.movementTime = 0;
}
else {
current.movementTime -= framemsec;
}
}
}
/*
================
idPhysics_Player::MovePlayer
================
*/
void idPhysics_Player::MovePlayer(int msec) {
// this counter lets us debug movement problems with a journal
// by setting a conditional breakpoint for the previous frame
c_pmove++;
walking = false;
groundPlane = false;
ladder = false;
// determine the time
framemsec = msec;
frametime = framemsec * 0.001f;
// default speed
playerSpeed = walkSpeed;
// remove jumped and stepped up flag
current.movementFlags &= ~(PMF_JUMPED | PMF_STEPPED_UP | PMF_STEPPED_DOWN);
current.stepUp = 0.0f;
if (command.upmove < 10) {
// not holding jump
current.movementFlags &= ~PMF_JUMP_HELD;
}
// if no movement at all
if (current.movementType == PM_FREEZE) {
return;
}
// move the player velocity into the frame of a pusher
current.velocity -= current.pushVelocity;
// view vectors
viewAngles.ToVectors(&viewForward, NULL, NULL);
viewForward *= clipModelAxis;
viewRight = gravityNormal.Cross(viewForward);
viewRight.Normalize();
// fly in spectator mode
if (current.movementType == PM_SPECTATOR) {
SpectatorMove();
idPhysics_Player::DropTimers();
return;
}
// special no clip mode
if (current.movementType == PM_NOCLIP) {
idPhysics_Player::NoclipMove();
idPhysics_Player::DropTimers();
return;
}
// no control when dead
if (current.movementType == PM_DEAD) {
command.forwardmove = 0;
command.rightmove = 0;
command.upmove = 0;
}
// set watertype and waterlevel
idPhysics_Player::SetWaterLevel();
// check for ground
idPhysics_Player::CheckGround();
// check if up against a ladder
idPhysics_Player::CheckLadder();
// set clip model size
idPhysics_Player::CheckDuck();
// handle timers
idPhysics_Player::DropTimers();
// move
if (current.movementType == PM_DEAD) {
// dead
idPhysics_Player::DeadMove();
}
else if (ladder) {
// going up or down a ladder
idPhysics_Player::LadderMove();
}
else if (current.movementFlags & PMF_TIME_WATERJUMP) {
// jumping out of water
idPhysics_Player::WaterJumpMove();
}
else if (waterLevel > 1) {
// swimming
idPhysics_Player::WaterMove();
}
else if (walking) {
// walking on ground
idPhysics_Player::WalkMove();
}
else {
// airborne
idPhysics_Player::AirMove();
}
// set watertype, waterlevel and groundentity
idPhysics_Player::SetWaterLevel();
idPhysics_Player::CheckGround();
// move the player velocity back into the world frame
current.velocity += current.pushVelocity;
current.pushVelocity.Zero();
}
/*
================
idPhysics_Player::GetWaterLevel
================
*/
waterLevel_t idPhysics_Player::GetWaterLevel(void) const {
return waterLevel;
}
/*
================
idPhysics_Player::GetWaterType
================
*/
int idPhysics_Player::GetWaterType(void) const {
return waterType;
}
/*
================
idPhysics_Player::HasJumped
================
*/
bool idPhysics_Player::HasJumped(void) const {
return ((current.movementFlags & PMF_JUMPED) != 0);
}
/*
================
idPhysics_Player::HasSteppedUp
================
*/
bool idPhysics_Player::HasSteppedUp(void) const {
return ((current.movementFlags & (PMF_STEPPED_UP | PMF_STEPPED_DOWN)) != 0);
}
/*
================
idPhysics_Player::GetStepUp
================
*/
float idPhysics_Player::GetStepUp(void) const {
return current.stepUp;
}
/*
================
idPhysics_Player::IsCrouching
================
*/
bool idPhysics_Player::IsCrouching(void) const {
return ((current.movementFlags & PMF_DUCKED) != 0);
}
/*
================
idPhysics_Player::OnLadder
================
*/
bool idPhysics_Player::OnLadder(void) const {
return ladder;
}
/*
================
idPhysics_Player::idPhysics_Player
================
*/
idPhysics_Player::idPhysics_Player(void) {
debugLevel = false;
clipModel = NULL;
clipMask = 0;
memset(&current, 0, sizeof(current));
saved = current;
walkSpeed = 0;
crouchSpeed = 0;
maxStepHeight = 0;
maxJumpHeight = 0;
memset(&command, 0, sizeof(command));
viewAngles.Zero();
framemsec = 0;
frametime = 0;
playerSpeed = 0;
viewForward.Zero();
viewRight.Zero();
walking = false;
groundPlane = false;
memset(&groundTrace, 0, sizeof(groundTrace));
groundMaterial = NULL;
ladder = false;
ladderNormal.Zero();
waterLevel = WATERLEVEL_NONE;
waterType = 0;
}
/*
================
idPhysics_Player_SavePState
================
*/
void idPhysics_Player_SavePState(idSaveGame* savefile, const playerPState_t& state) {
savefile->WriteVec3(state.origin);
savefile->WriteVec3(state.velocity);
savefile->WriteVec3(state.localOrigin);
savefile->WriteVec3(state.pushVelocity);
savefile->WriteFloat(state.stepUp);
savefile->WriteInt(state.movementType);
savefile->WriteInt(state.movementFlags);
savefile->WriteInt(state.movementTime);
}
/*
================
idPhysics_Player_RestorePState
================
*/
void idPhysics_Player_RestorePState(idRestoreGame* savefile, playerPState_t& state) {
savefile->ReadVec3(state.origin);
savefile->ReadVec3(state.velocity);
savefile->ReadVec3(state.localOrigin);
savefile->ReadVec3(state.pushVelocity);
savefile->ReadFloat(state.stepUp);
savefile->ReadInt(state.movementType);
savefile->ReadInt(state.movementFlags);
savefile->ReadInt(state.movementTime);
}
/*
================
idPhysics_Player::Save
================
*/
void idPhysics_Player::Save(idSaveGame* savefile) const {
idPhysics_Player_SavePState(savefile, current);
idPhysics_Player_SavePState(savefile, saved);
savefile->WriteFloat(walkSpeed);
savefile->WriteFloat(crouchSpeed);
savefile->WriteFloat(maxStepHeight);
savefile->WriteFloat(maxJumpHeight);
savefile->WriteInt(debugLevel);
savefile->WriteUsercmd(command);
savefile->WriteAngles(viewAngles);
savefile->WriteInt(framemsec);
savefile->WriteFloat(frametime);
savefile->WriteFloat(playerSpeed);
savefile->WriteVec3(viewForward);
savefile->WriteVec3(viewRight);
savefile->WriteBool(walking);
savefile->WriteBool(groundPlane);
savefile->WriteTrace(groundTrace);
savefile->WriteMaterial(groundMaterial);
savefile->WriteBool(ladder);
savefile->WriteVec3(ladderNormal);
savefile->WriteInt((int)waterLevel);
savefile->WriteInt(waterType);
}
/*
================
idPhysics_Player::Restore
================
*/
void idPhysics_Player::Restore(idRestoreGame* savefile) {
idPhysics_Player_RestorePState(savefile, current);
idPhysics_Player_RestorePState(savefile, saved);
savefile->ReadFloat(walkSpeed);
savefile->ReadFloat(crouchSpeed);
savefile->ReadFloat(maxStepHeight);
savefile->ReadFloat(maxJumpHeight);
savefile->ReadInt(debugLevel);
savefile->ReadUsercmd(command);
savefile->ReadAngles(viewAngles);
savefile->ReadInt(framemsec);
savefile->ReadFloat(frametime);
savefile->ReadFloat(playerSpeed);
savefile->ReadVec3(viewForward);
savefile->ReadVec3(viewRight);
savefile->ReadBool(walking);
savefile->ReadBool(groundPlane);
savefile->ReadTrace(groundTrace);
savefile->ReadMaterial(groundMaterial);
savefile->ReadBool(ladder);
savefile->ReadVec3(ladderNormal);
savefile->ReadInt((int&)waterLevel);
savefile->ReadInt(waterType);
}
/*
================
idPhysics_Player::SetPlayerInput
================
*/
void idPhysics_Player::SetPlayerInput(const usercmd_t& cmd, const idAngles& newViewAngles) {
command = cmd;
viewAngles = newViewAngles; // can't use cmd.angles cause of the delta_angles
}
/*
================
idPhysics_Player::SetSpeed
================
*/
void idPhysics_Player::SetSpeed(const float newWalkSpeed, const float newCrouchSpeed) {
walkSpeed = newWalkSpeed;
crouchSpeed = newCrouchSpeed;
}
/*
================
idPhysics_Player::SetMaxStepHeight
================
*/
void idPhysics_Player::SetMaxStepHeight(const float newMaxStepHeight) {
maxStepHeight = newMaxStepHeight;
}
/*
================
idPhysics_Player::GetMaxStepHeight
================
*/
float idPhysics_Player::GetMaxStepHeight(void) const {
return maxStepHeight;
}
/*
================
idPhysics_Player::SetMaxJumpHeight
================
*/
void idPhysics_Player::SetMaxJumpHeight(const float newMaxJumpHeight) {
maxJumpHeight = newMaxJumpHeight;
}
/*
================
idPhysics_Player::SetMovementType
================
*/
void idPhysics_Player::SetMovementType(const pmtype_t type) {
current.movementType = type;
}
/*
================
idPhysics_Player::SetKnockBack
================
*/
void idPhysics_Player::SetKnockBack(const int knockBackTime) {
if (current.movementTime) {
return;
}
current.movementFlags |= PMF_TIME_KNOCKBACK;
current.movementTime = knockBackTime;
}
/*
================
idPhysics_Player::SetDebugLevel
================
*/
void idPhysics_Player::SetDebugLevel(bool set) {
debugLevel = set;
}
/*
================
idPhysics_Player::Evaluate
================
*/
bool idPhysics_Player::Evaluate(int timeStepMSec, int endTimeMSec) {
idVec3 masterOrigin, oldOrigin;
idMat3 masterAxis;
// eliminate tiny values that can otherwise create denormals in long-running physics simulations
current.velocity.FixDenormals();
current.pushVelocity.FixDenormals();
current.origin.FixDenormals();
current.localOrigin.FixDenormals();
waterLevel = WATERLEVEL_NONE;
waterType = 0;
oldOrigin = current.origin;
clipModel->Unlink();
// if bound to a master
if (masterEntity) {
self->GetMasterPosition(masterOrigin, masterAxis);
current.origin = masterOrigin + current.localOrigin * masterAxis;
clipModel->Link(gameLocal.clip, self, 0, current.origin, clipModel->GetAxis());
if (timeStepMSec > 0) {
current.velocity = (current.origin - oldOrigin) / (timeStepMSec * 0.001f);
}
masterDeltaYaw = masterYaw;
masterYaw = masterAxis[0].ToYaw();
masterDeltaYaw = masterYaw - masterDeltaYaw;
return true;
}
ActivateContactEntities();
idPhysics_Player::MovePlayer(timeStepMSec);
clipModel->Link(gameLocal.clip, self, 0, current.origin, clipModel->GetAxis());
if (IsOutsideWorld()) {
gameLocal.Warning("clip model outside world bounds for entity '%s' at (%s)", self->name.c_str(), current.origin.ToString(0));
}
return true; //( current.origin != oldOrigin );
}
/*
================
idPhysics_Player::UpdateTime
================
*/
void idPhysics_Player::UpdateTime(int endTimeMSec) {
}
/*
================
idPhysics_Player::GetTime
================
*/
int idPhysics_Player::GetTime(void) const {
return gameLocal.time;
}
/*
================
idPhysics_Player::GetImpactInfo
================
*/
void idPhysics_Player::GetImpactInfo(const int id, const idVec3& point, impactInfo_t* info) const {
info->invMass = invMass;
info->invInertiaTensor.Zero();
info->position.Zero();
info->velocity = current.velocity;
}
/*
================
idPhysics_Player::ApplyImpulse
================
*/
void idPhysics_Player::ApplyImpulse(const int id, const idVec3& point, const idVec3& impulse) {
if (current.movementType != PM_NOCLIP) {
idVec3 add = impulse * invMass;
if (groundPlane) {
add -= (add * groundTrace.c.normal) * groundTrace.c.normal;
}
current.velocity += add;
}
}
/*
================
idPhysics_Player::IsAtRest
================
*/
bool idPhysics_Player::IsAtRest(void) const {
return false;
}
/*
================
idPhysics_Player::GetRestStartTime
================
*/
int idPhysics_Player::GetRestStartTime(void) const {
return -1;
}
/*
================
idPhysics_Player::SaveState
================
*/
void idPhysics_Player::SaveState(void) {
saved = current;
}
/*
================
idPhysics_Player::RestoreState
================
*/
void idPhysics_Player::RestoreState(void) {
current = saved;
clipModel->Link(gameLocal.clip, self, 0, current.origin, clipModel->GetAxis());
EvaluateContacts();
}
/*
================
idPhysics_Player::SetOrigin
================
*/
void idPhysics_Player::SetOrigin(const idVec3& newOrigin, int id) {
idVec3 masterOrigin;
idMat3 masterAxis;
current.localOrigin = newOrigin;
if (masterEntity) {
self->GetMasterPosition(masterOrigin, masterAxis);
current.origin = masterOrigin + newOrigin * masterAxis;
}
else {
current.origin = newOrigin;
}
clipModel->Link(gameLocal.clip, self, 0, current.origin, clipModel->GetAxis());
}
/*
================
idPhysics_Player::GetOrigin
================
*/
const idVec3& idPhysics_Player::PlayerGetOrigin(void) const {
return current.origin;
}
/*
================
idPhysics_Player::SetAxis
================
*/
void idPhysics_Player::SetAxis(const idMat3& newAxis, int id) {
clipModel->Link(gameLocal.clip, self, 0, current.origin, newAxis);
}
/*
================
idPhysics_Player::Translate
================
*/
void idPhysics_Player::Translate(const idVec3& translation, int id) {
current.localOrigin += translation;
current.origin += translation;
clipModel->Link(gameLocal.clip, self, 0, current.origin, clipModel->GetAxis());
}
/*
================
idPhysics_Player::Rotate
================
*/
void idPhysics_Player::Rotate(const idRotation& rotation, int id) {
idVec3 masterOrigin;
idMat3 masterAxis;
current.origin *= rotation;
if (masterEntity) {
self->GetMasterPosition(masterOrigin, masterAxis);
current.localOrigin = (current.origin - masterOrigin) * masterAxis.Transpose();
}
else {
current.localOrigin = current.origin;
}
clipModel->Link(gameLocal.clip, self, 0, current.origin, clipModel->GetAxis() * rotation.ToMat3());
}
/*
================
idPhysics_Player::SetLinearVelocity
================
*/
void idPhysics_Player::SetLinearVelocity(const idVec3& newLinearVelocity, int id) {
current.velocity = newLinearVelocity;
}
/*
================
idPhysics_Player::GetLinearVelocity
================
*/
const idVec3& idPhysics_Player::GetLinearVelocity(int id) const {
return current.velocity;
}
/*
================
idPhysics_Player::SetPushed
================
*/
void idPhysics_Player::SetPushed(int deltaTime) {
idVec3 velocity;
float d;
// velocity with which the player is pushed
velocity = (current.origin - saved.origin) / (deltaTime * idMath::M_MS2SEC);
// remove any downward push velocity
d = velocity * gravityNormal;
if (d > 0.0f) {
velocity -= d * gravityNormal;
}
current.pushVelocity += velocity;
}
/*
================
idPhysics_Player::GetPushedLinearVelocity
================
*/
const idVec3& idPhysics_Player::GetPushedLinearVelocity(const int id) const {
return current.pushVelocity;
}
/*
================
idPhysics_Player::ClearPushedVelocity
================
*/
void idPhysics_Player::ClearPushedVelocity(void) {
current.pushVelocity.Zero();
}
/*
================
idPhysics_Player::SetMaster
the binding is never orientated
================
*/
void idPhysics_Player::SetMaster(idEntity* master, const bool orientated) {
idVec3 masterOrigin;
idMat3 masterAxis;
if (master) {
if (!masterEntity) {
// transform from world space to master space
self->GetMasterPosition(masterOrigin, masterAxis);
current.localOrigin = (current.origin - masterOrigin) * masterAxis.Transpose();
masterEntity = master;
masterYaw = masterAxis[0].ToYaw();
}
ClearContacts();
}
else {
if (masterEntity) {
masterEntity = NULL;
}
}
}
const float PLAYER_VELOCITY_MAX = 4000;
const int PLAYER_VELOCITY_TOTAL_BITS = 16;
const int PLAYER_VELOCITY_EXPONENT_BITS = idMath::BitsForInteger(idMath::BitsForFloat(PLAYER_VELOCITY_MAX)) + 1;
const int PLAYER_VELOCITY_MANTISSA_BITS = PLAYER_VELOCITY_TOTAL_BITS - 1 - PLAYER_VELOCITY_EXPONENT_BITS;
const int PLAYER_MOVEMENT_TYPE_BITS = 3;
const int PLAYER_MOVEMENT_FLAGS_BITS = 8;
/*
================
idPhysics_Player::WriteToSnapshot
================
*/
void idPhysics_Player::WriteToSnapshot(idBitMsgDelta& msg) const {
msg.WriteFloat(current.origin[0]);
msg.WriteFloat(current.origin[1]);
msg.WriteFloat(current.origin[2]);
msg.WriteFloat(current.velocity[0], PLAYER_VELOCITY_EXPONENT_BITS, PLAYER_VELOCITY_MANTISSA_BITS);
msg.WriteFloat(current.velocity[1], PLAYER_VELOCITY_EXPONENT_BITS, PLAYER_VELOCITY_MANTISSA_BITS);
msg.WriteFloat(current.velocity[2], PLAYER_VELOCITY_EXPONENT_BITS, PLAYER_VELOCITY_MANTISSA_BITS);
msg.WriteDeltaFloat(current.origin[0], current.localOrigin[0]);
msg.WriteDeltaFloat(current.origin[1], current.localOrigin[1]);
msg.WriteDeltaFloat(current.origin[2], current.localOrigin[2]);
msg.WriteDeltaFloat(0.0f, current.pushVelocity[0], PLAYER_VELOCITY_EXPONENT_BITS, PLAYER_VELOCITY_MANTISSA_BITS);
msg.WriteDeltaFloat(0.0f, current.pushVelocity[1], PLAYER_VELOCITY_EXPONENT_BITS, PLAYER_VELOCITY_MANTISSA_BITS);
msg.WriteDeltaFloat(0.0f, current.pushVelocity[2], PLAYER_VELOCITY_EXPONENT_BITS, PLAYER_VELOCITY_MANTISSA_BITS);
msg.WriteDeltaFloat(0.0f, current.stepUp);
msg.WriteBits(current.movementType, PLAYER_MOVEMENT_TYPE_BITS);
msg.WriteBits(current.movementFlags, PLAYER_MOVEMENT_FLAGS_BITS);
msg.WriteDeltaLong(0, current.movementTime);
}
/*
================
idPhysics_Player::ReadFromSnapshot
================
*/
void idPhysics_Player::ReadFromSnapshot(const idBitMsgDelta& msg) {
current.origin[0] = msg.ReadFloat();
current.origin[1] = msg.ReadFloat();
current.origin[2] = msg.ReadFloat();
current.velocity[0] = msg.ReadFloat(PLAYER_VELOCITY_EXPONENT_BITS, PLAYER_VELOCITY_MANTISSA_BITS);
current.velocity[1] = msg.ReadFloat(PLAYER_VELOCITY_EXPONENT_BITS, PLAYER_VELOCITY_MANTISSA_BITS);
current.velocity[2] = msg.ReadFloat(PLAYER_VELOCITY_EXPONENT_BITS, PLAYER_VELOCITY_MANTISSA_BITS);
current.localOrigin[0] = msg.ReadDeltaFloat(current.origin[0]);
current.localOrigin[1] = msg.ReadDeltaFloat(current.origin[1]);
current.localOrigin[2] = msg.ReadDeltaFloat(current.origin[2]);
current.pushVelocity[0] = msg.ReadDeltaFloat(0.0f, PLAYER_VELOCITY_EXPONENT_BITS, PLAYER_VELOCITY_MANTISSA_BITS);
current.pushVelocity[1] = msg.ReadDeltaFloat(0.0f, PLAYER_VELOCITY_EXPONENT_BITS, PLAYER_VELOCITY_MANTISSA_BITS);
current.pushVelocity[2] = msg.ReadDeltaFloat(0.0f, PLAYER_VELOCITY_EXPONENT_BITS, PLAYER_VELOCITY_MANTISSA_BITS);
current.stepUp = msg.ReadDeltaFloat(0.0f);
current.movementType = msg.ReadBits(PLAYER_MOVEMENT_TYPE_BITS);
current.movementFlags = msg.ReadBits(PLAYER_MOVEMENT_FLAGS_BITS);
current.movementTime = msg.ReadDeltaLong(0);
current.origin.FixDenormals();
current.velocity.FixDenormals();
current.localOrigin.FixDenormals();
current.pushVelocity.FixDenormals();
if (clipModel) {
clipModel->Link(gameLocal.clip, self, 0, current.origin, clipModel->GetAxis());
}
}