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|
#include "movement.h"
#include "../world/trace.h"
#include "../../util/math.h"
#include "../../util/string.h"
#include "../../game.h"
#include "../../game/objlist.h"
GAME_MOVEMENT* gmove;
CVAR* mv_gravity = var_new( "mv_gravity", 800.f );
CVAR* mv_friction = var_new( "mv_friction", 4.f );
CVAR* mv_accelerate = var_new( "mv_accelerate", 5.f );
CVAR* mv_airaccelerate = var_new( "mv_airaccelerate", 12.f );
CVAR* mv_wallboost = var_new( "mv_wallboost", 0 );
CVAR* mv_maxspeed = var_new( "mv_maxspeed", 3500.f );
CVAR* mv_stopspeed = var_new( "mv_stopspeed", 80.f );
CVAR* mv_jump_impulse = var_new( "mv_jump_impulse", 301.993377f ); // csgo - sqrt(2 * 800 * 57 - jump height)
const U32 NON_JUMP_VELOCITY = 140.f;
void gmove_init( GAME_DATA* game ) {
gmove = new GAME_MOVEMENT;
gmove->game = game;
}
U8 gmove_check_valid( STR<256> from ) {
if( !gmove->game ) {
dlog( "%s : game not init\n", from.data );
return 0;
}
if( !gmove->pl ) {
dlog( "%s : player null\n", from.data );
return 0;
}
if( !gmove->input ) {
dlog( "%s : input null\n", from.data );
return 0;
}
if( !gmove->game->state.map ) {
dlog( "%s : no map loaded\n", from.data );
return 0;
}
if( !gmove->game->state.map->bsp ) {
dlog( "%s : no bsp loaded\n", from.data );
return 0;
}
return 1;
}
void gmove_set_player( PLAYER* player ) {
gmove->pl = player;
gmove->input = &player->input;
}
void gmove_start_tick() {
PLAYER* p = gmove->pl;
gmove->velocity = p->velocity;
gmove->pos = p->pos;
gmove->angle = p->rot;
gmove->maxspeed = p->maxspeed;
gmove->walkspeed = p->walkspeed;
gmove->aabb.min = p->mins;
gmove->aabb.max = p->maxs;
gmove->ground = p->ground_ent;
gmove->bsp = gmove->game->state.map->bsp;
}
void gmove_end_tick() {
PLAYER* p = gmove->pl;
p->velocity = gmove->velocity;
p->pos = gmove->pos;
p->ground_ent = gmove->ground;
if( p->ground_ent )
p->flags |= PFL_ONGROUND;
else
p->flags &= ~PFL_ONGROUND;
}
void gmove_check_velocity() {
F32 maxspeed = var_getf( mv_maxspeed );
for( U32 i = 0; i < 3; ++i ) {
F32* v = &gmove->pl->velocity[i];
if( isnan( *v ) ) *v = 0.f; continue;
if( *v > maxspeed ) *v = maxspeed;
if( *v < -maxspeed ) *v = -maxspeed;
}
}
void gmove_start_gravity() {
F32 gravity = gmove->pl->gravity * var_getf( mv_gravity );
gmove->velocity.z -= gravity * 0.5f * TICK_INTERVAL;
gmove_check_velocity();
}
void gmove_end_gravity() {
F32 gravity = gmove->pl->gravity * var_getf( mv_gravity );
gmove->velocity.z -= gravity * 0.5f * TICK_INTERVAL;
gmove_check_velocity();
}
U8 gmove_touch_ground( BSP_TRACE* tr, VEC3 start, VEC3 end ) {
return bsp_trace( tr, gmove->bsp, gmove->aabb, start, end );
}
U8 gmove_touch_ground_quadrants( BSP_TRACE* tr, VEC3 start, VEC3 end ) {
F32 frac = tr->frac;
VEC3 point = tr->point;
U8 hit = tr->hit;
VEC3 mins, maxs;
AABB aabb = gmove->aabb;
defer( {
tr->frac = frac;
tr->point = point;
tr->hit = hit;
} );
mins = aabb.min;
maxs = { min( 0.f, aabb.max.x ), min( 0.f, aabb.max.y ), aabb.max.z };
bsp_trace( tr, gmove->bsp, AABB{ mins, maxs }, start, end );
if( tr->hit && tr->normal.z > 0.7f )
return 1;
mins = { max( 0.f, aabb.min.x ), max( 0.f, aabb.min.y ), aabb.min.z };
maxs = aabb.max;
bsp_trace( tr, gmove->bsp, AABB{ mins, maxs }, start, end );
if( tr->hit && tr->normal.z > 0.7f )
return 1;
mins = { aabb.min.x, max( 0.f, aabb.min.y ), aabb.min.z };
maxs = { min( 0.f, aabb.max.x ), aabb.max.y, aabb.max.z };
bsp_trace( tr, gmove->bsp, AABB{ mins, maxs }, start, end );
if( tr->hit && tr->normal.z > 0.7f )
return 1;
mins = { max( 0.f, aabb.min.x ), aabb.min.y, aabb.min.z };
maxs = { aabb.max.x, min( 0.f, aabb.max.y ), aabb.max.z };
bsp_trace( tr, gmove->bsp, AABB{ mins, maxs }, start, end );
if( tr->hit && tr->normal.z > 0.7f )
return 1;
return 0;
}
void gmove_categorize_pos() {
gmove->pl->surf_friction = 1.f;
F32 offset = 2.f;
BSP_TRACE tr{};
VEC3 point = gmove->pos;
point.z -= offset;
VEC3 bump = gmove->pos;
F32 zvel = gmove->velocity.z;
U8 moveup_rapid = zvel > NON_JUMP_VELOCITY;
// todo : ladders
if( moveup_rapid ) {
gmove->ground = 0;
} else {
gmove_touch_ground( &tr, bump, point );
if( !tr.hit || tr.normal.z < 0.7f ) {
gmove_touch_ground_quadrants( &tr, bump, point );
if( !tr.hit || tr.normal.z < 0.7f ) {
gmove->ground = 0;
if( gmove->velocity.z > 0.f ) {
gmove->pl->surf_friction = 0.25f;
}
} else {
// todo : set actual ground entity when we get entity traces
gmove->ground = objl->world;
}
} else {
gmove->ground = objl->world;
}
}
}
VEC3 gmove_clip_velocity( VEC3 in, VEC3 norm, F32 overbounce ) {
F32 blocked = vec_dot( in, norm );
F32 backoff = blocked * overbounce;
VEC3 out = in - norm * backoff;
F32 adjust = vec_dot( out, norm );
if( adjust < 0.f )
out -= (norm * adjust);
if( var_geti( mv_wallboost ) ) {
F32 len = vec_len( out );
if( len > 0.f )
out *= ( -1.f * blocked + len ) / len;
}
return out;
}
VEC3 gmove_clip_planes( VEC3 vel, VEC3* pos, LIST<VEC3>* planes, F32 overbounce ) {
if( planes->size > 2 ) {
return {};
}
planes->each( fn( VEC3* p ) {
vel = gmove_clip_velocity( vel, *p, overbounce );
} );
if( planes->size > 1 ) {
for( U32 i = 0; i < planes->size; ++i ) {
if( vec_dot( vel, planes->data[i] ) < 0.f ) {
VEC3 dir = vec_cross( planes->data[0], planes->data[1] );
F32 len = vec_len( dir );
if( len > 0.00001f ) {
dir *= 1.0f / len;
vel = dir * vec_dot( vel, dir );
} else {
vel = {};
}
break;
}
}
}
return vel;
}
F32 gmove_try_move( BSP_TRACE* t, VEC3* pos, VEC3* vel ) {
VEC3 origin = *pos;
F32 dt = TICK_INTERVAL;
AABB aabb = gmove->aabb;
LIST<VEC3> planes;
I32 nudges = 0;
for( U32 bump = 0; bump < 4; ++bump ) {
VEC3 wishmove = *vel * dt;
bsp_trace( t, gmove->game->state.map->bsp, aabb, *pos, *pos + wishmove );
if( !t->hit ) {
*pos = t->point;
break;
}
F32 dot = vec_dot( *vel, t->normal );
*pos += wishmove * t->frac;
// nudge player away from wall
*pos += t->normal * BSP_TRACE_EPSILON;
// avoid clipping planes twice
// in a rare edge case its possible to get stuck in the plane again after pushing away from it
if( fabsf( dot ) > 0.0001f || planes.idx_of( t->normal ) == -1 )
planes.push( t->normal );
else {
--bump;
if( nudges++ > 3 ) {
*vel = {};
*pos = origin;
break;
}
continue;
}
dt *= (1.f - t->frac);
if( dt <= 0.0001f )
break;
*vel = gmove_clip_planes( *vel, pos, &planes, 1.f /* todo : surface friction */ );
}
return dt < 0 ? 0 : dt;
}
void gmove_check_stuck( VEC3* in_pos ) {
BSP_TRACE t;
VEC3 pos = *in_pos;
U32 i;
if( vec_len( gmove->unstuck_vel ) < 0.f )
gmove->unstuck_vel = { 0, 0, 1.f };
bsp_trace( &t, gmove->bsp, gmove->aabb, pos, pos );
if( !t.hit || !t.startsolid ) {
if( vec_len( gmove->velocity ) > 1.f ) {
gmove->unstuck_pos = pos;
gmove->unstuck_vel = gmove->velocity;
}
return;
}
for( U32 i = 0; i < 3; ++i ) {
VEC3 dir = vec3_axis[i];
VEC3 nudge = pos + dir;
bsp_trace( &t, gmove->bsp, gmove->aabb, pos, nudge );
if( !t.hit || !t.startsolid )
return; // not actually stuck, just somewhat inside a solid
nudge = pos + dir * -1.f;
if( !t.hit || !t.startsolid )
return;
}
VEC3 p1 = pos;
defer( {
if( !t.hit ) {
*in_pos = pos;
gmove_categorize_pos();
}
} );
for( i = 1; i <= 32; i *= 2 ) {
// try nudge away from wall
pos = p1 + t.normal * BSP_TRACE_EPSILON * (F32)i;
bsp_trace( &t, gmove->bsp, gmove->aabb, pos, pos );
if( !t.hit )
return;
// try moving up
pos = p1 + VEC3{ 0, 0, 2.f } * (F32)i;
bsp_trace( &t, gmove->bsp, gmove->aabb, pos, pos );
if( !t.hit )
return;
// nudge +90deg away horizontal
pos = p1 + VEC3{ -t.normal.y, t.normal.x, t.normal.z } * (F32)i;
bsp_trace( &t, gmove->bsp, gmove->aabb, pos, pos );
if( !t.hit )
return;
// nudge -90deg away horizontal
pos = p1 + VEC3{ t.normal.y, -t.normal.x, t.normal.z } * (F32)i;
bsp_trace( &t, gmove->bsp, gmove->aabb, pos, pos );
if( !t.hit )
return;
// nudge -180deg away horizontal
pos = p1 + VEC3{ t.normal.y, t.normal.x, -t.normal.z } * (F32)i;
bsp_trace( &t, gmove->bsp, gmove->aabb, pos, pos );
if( !t.hit )
return;
// move back 1 tick
if( vec_lensq( gmove->velocity ) > 10.f ) {
pos = p1 + vec_normalize( gmove->unstuck_vel * -1.f ) * TICK_INTERVAL * (F32)i;
bsp_trace( &t, gmove->bsp, gmove->aabb, pos, pos );
if( !t.hit )
return;
}
}
}
void gmove_accelerate( VEC3& wishdir, F32 wishspeed, F32 accel ) {
F32 addspeed, accelspeed, currentspeed;
F32 surf_friction = 1.f;
currentspeed = vec_dot( gmove->velocity, wishdir );
addspeed = wishspeed - currentspeed;
if( addspeed <= 0 )
return;
accelspeed = accel * TICK_INTERVAL * wishspeed * surf_friction;
if( accelspeed > addspeed )
accelspeed = addspeed;
gmove->velocity += wishdir * accelspeed;
}
void gmove_airaccelerate( VEC3 wishdir, F32 wishspeed, F32 accel ) {
F32 addspeed, accelspeed, currentspeed;
F32 wishspd;
wishspd = wishspeed;
if( wishspd > 30.f )
wishspd = 30.f;
currentspeed = vec_dot( gmove->velocity, wishdir );
addspeed = wishspd - currentspeed;
if( addspeed <= 0.f )
return;
accelspeed = accel * wishspeed * TICK_INTERVAL * gmove->pl->surf_friction;
if( accelspeed > addspeed )
accelspeed = addspeed;
gmove->velocity += wishdir * accelspeed;
}
void gmove_friction() {
F32 speed = vec_len2d( gmove->velocity );
if( speed < 0.1f )
return;
F32 friction = var_getf( mv_friction ) /* * surface_friction */;
F32 stopspeed = var_getf( mv_stopspeed );
F32 control = (speed < stopspeed)? stopspeed : speed;
F32 drop = control * friction * TICK_INTERVAL;
F32 newspeed = speed - drop;
if( newspeed < 0.f )
newspeed = 0.f;
if( newspeed != speed ) {
newspeed /= speed;
gmove->velocity *= newspeed;
}
}
void gmove_stay_on_ground() {
BSP_TRACE tr{};
VEC3 start = gmove->pos;
VEC3 end = gmove->pos;
start.z += 2.f;
end.z -= gmove->pl->stepsize;
bsp_trace( &tr, gmove->bsp, gmove->aabb, gmove->pos, start );
start = tr.point;
bsp_trace( &tr, gmove->bsp, gmove->aabb, start, end );
if( tr.frac > 0.f && tr.frac < 1.f && !tr.startsolid && tr.normal.z >= 0.7f ) {
F32 delta = fabs( gmove->pos.z - tr.point.z );
if( delta > BSP_TRACE_EPSILON * 0.5f ) {
gmove->pos = tr.point;
gmove_check_stuck( &gmove->pos );
}
}
}
void gmove_step_move( VEC3 dest, BSP_TRACE* tr ) {
VEC3 endpos = dest;
VEC3 pos = gmove->pos;
VEC3 vel = gmove->velocity;
VEC3 up = pos, down = pos;
VEC3 upvel = vel, downvel = vel;
if( gmove->ground ) {
VEC3 ground = pos;
ground.z += 2.f;
bsp_trace( tr, gmove->bsp, gmove->aabb, pos, ground );
}
// try moving forward first
gmove_try_move( tr, &down, &downvel );
VEC3 downn = tr->normal;
// move up a step
endpos = pos;
endpos.z += (gmove->pl->stepsize + BSP_DIST_EPSILON);
bsp_trace( tr, gmove->bsp, gmove->aabb, pos, endpos );
if( !tr->startsolid )
up = tr->point;
gmove_try_move( tr, &up, &upvel );
VEC3 upnorm = tr->normal;
// move back down onto the ground
endpos = up;
endpos.z -= (gmove->pl->stepsize + BSP_DIST_EPSILON);
bsp_trace( tr, gmove->bsp, gmove->aabb, up, endpos );
defer( gmove_check_stuck( &gmove->pos ) );
if( tr->normal.z < 0.7 ) { // not ground, slope
gmove->pos = down;
if( downn.z < 0.99f )
gmove->pos += downn * BSP_TRACE_EPSILON * 2.f;
gmove->velocity = downvel;
F32 step_dist = gmove->pos.z - pos.z;
gmove->out_step = step_dist;
return;
}
if( !tr->startsolid )
up = tr->point;
F32 updist = vec_dist( pos, up );
F32 downdist = vec_dist( pos, down );
gmove->out_step = gmove->pos.z - pos.z;
if( downdist > updist ) {
gmove->pos = down;
if( downn.z < 0.99f )
gmove->pos += downn * BSP_TRACE_EPSILON;
gmove->velocity = downvel;
}
else {
// likely unnecessary but a sanity check
// avoid moving more than velocity per tick horizontally
VEC3 delta = up - pos;
F32 dist = vec_len2d( delta );
F32 speed = vec_len2d( gmove->velocity ) * TICK_INTERVAL;
if( dist > speed ) {
for( U32 i = 0; i < 2; ++i )
delta[i] *= speed / dist;
}
gmove->pos += delta;
if( tr->normal.z < 0.99f )
gmove->pos += tr->normal * BSP_TRACE_EPSILON * 2.f;
gmove->velocity = upvel;
gmove->velocity.z = downvel.z;
}
}
void gmove_walk_move() {
VEC2 move = gmove->input->move;
F32 yawrad = m_deg2rad( gmove->angle.y );
VEC3 wishdir = {
move.x * cosf( yawrad ) - move.y * sinf( yawrad ),
move.y * cosf( yawrad ) + move.x * sinf( yawrad ),
0
};
if( vec_len( wishdir ) > 0.1f )
vec_normalize( &wishdir );
VEC3 vel = wishdir * gmove->walkspeed;
F32 speed = vec_len( vel );
if( speed != 0.f && speed > gmove->maxspeed ) {
vel *= gmove->maxspeed / speed;
speed = gmove->maxspeed;
}
gmove_accelerate( wishdir, speed, var_getf( mv_accelerate ) );
gmove->velocity[2] = 0;
speed = vec_len( gmove->velocity );
if( speed < 1.f ) {
gmove->velocity = {};
gmove_check_stuck( &gmove->pos );
return;
}
VEC3 dest = gmove->pos + gmove->velocity * TICK_INTERVAL;
BSP_TRACE tr{};
bsp_trace( &tr, gmove->bsp, gmove->aabb, gmove->pos, dest );
defer( gmove_stay_on_ground() );
if( !tr.hit ) {
gmove->pos = dest;
gmove_check_stuck( &gmove->pos );
return;
}
gmove_step_move( dest, &tr );
}
void gmove_air_move() {
VEC2 move = gmove->input->move;
F32 yawrad = m_deg2rad( gmove->angle.y );
VEC3 wishdir = {
move.x * cosf( yawrad ) - move.y * sinf( yawrad ),
move.y * cosf( yawrad ) + move.x * sinf( yawrad ),
0
};
if( vec_len( wishdir ) > 0.1f )
vec_normalize( &wishdir );
VEC3 vel = wishdir * gmove->walkspeed;
F32 speed = vec_len( vel );
if( speed != 0 && speed > gmove->maxspeed ) {
speed = gmove->maxspeed;
}
gmove_airaccelerate( wishdir, speed, var_getf( mv_airaccelerate ) );
BSP_TRACE tr{};
gmove_try_move( &tr, &gmove->pos, &gmove->velocity );
gmove_check_stuck( &gmove->pos );
}
void gmove_check_falling() {
}
void gmove_check_jump() {
if( !gmove->ground )
return;
gmove->ground = 0;
// todo : play jump sound
F32 mul = var_getf( mv_jump_impulse );
if( gmove->pl->flags & PFL_DUCK ) {
gmove->velocity.z = mul;
}
else {
gmove->velocity.z += mul;
}
gmove_end_gravity();
gmove->out_step += 0.15f;
}
void gmove_full_walk_move() {
// todo: inwater, watermove
gmove_start_gravity();
// todo:
// jump,
// categorizepos
// more
if( gmove->input->jump )
gmove_check_jump();
if( gmove->ground ) {
gmove_friction();
gmove_check_velocity();
gmove_walk_move();
}
else
gmove_air_move();
gmove_categorize_pos();
gmove_end_gravity();
if( gmove->ground )
gmove->velocity.z = 0.f;
gmove_check_falling();
}
void gmove_player_move() {
if( gmove->velocity.z > 250.f )
gmove->ground = 0;
switch( gmove->pl->movetype ) {
case PMT_WALK: return gmove_full_walk_move();
}
}
void gmove_process_move() {
gmove_player_move();
}
void gmove_tick() {
if( !gmove_check_valid( "gmove_tick()" ) )
return;
gmove_start_tick();
gmove_process_move();
gmove_end_tick();
}
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