sin-2015/g_phys.cpp
1999-04-22 00:00:00 +00:00

1998 lines
42 KiB
C++

// Copyright (C) 1998 by Ritual Entertainment, Inc.
// All rights reserved.
//
// This source is may not be distributed and/or modified without
// expressly written permission by Ritual Entertainment, Inc.
//
// DESCRIPTION:
//
#include "g_local.h"
#include "sentient.h"
#include "actor.h"
extern cvar_t *sv_fatrockets;
/*
pushmove objects do not obey gravity, and do not interact with each other or trigger fields, but block normal movement and push normal objects when they move.
onground is set for toss objects when they come to a complete rest. it is set for steping or walking objects
doors, plats, etc are SOLID_BSP, and MOVETYPE_PUSH
bonus items are SOLID_TRIGGER touch, and MOVETYPE_TOSS
corpses are SOLID_NOT and MOVETYPE_TOSS
crates are SOLID_BBOX and MOVETYPE_TOSS
walking monsters are SOLID_SLIDEBOX and MOVETYPE_STEP
flying/floating monsters are SOLID_SLIDEBOX and MOVETYPE_FLY
solid_edge items only clip against bsp models.
*/
typedef struct
{
Entity *ent;
Vector origin;
Vector worldorigin;
Vector angles;
Vector worldangles;
float deltayaw;
} pushed_t;
pushed_t pushed[ MAX_EDICTS ];
pushed_t *pushed_p;
Entity *obstacle;
/*
============
G_TestEntityPosition
============
*/
Entity *G_TestEntityPosition
(
Entity *ent
)
{
int mask;
trace_t trace;
mask = ent->edict->clipmask;
if ( !mask )
mask = MASK_SOLID;
trace = G_Trace( ent->worldorigin, ent->mins, ent->maxs, ent->worldorigin, ent, mask, "G_TestEntityPosition" );
if ( trace.startsolid )
{
//return g_edicts->entity;
assert( trace.ent->entity );
return trace.ent->entity;
}
return NULL;
}
/*
================
G_CheckVelocity
================
*/
void G_CheckVelocity
(
Entity *ent
)
{
int i;
//
// bound velocity
//
for( i = 0; i < 3; i++ )
{
if ( ent->velocity[ i ] > sv_maxvelocity->value )
{
ent->velocity[ i ] = sv_maxvelocity->value;
}
else if ( ent->velocity[ i ] < -sv_maxvelocity->value )
{
ent->velocity[ i ] = -sv_maxvelocity->value;
}
}
}
/*
==================
G_Impact
Two entities have touched, so run their touch functions
==================
*/
void G_Impact
(
Entity *e1,
trace_t *trace
)
{
edict_t *e2;
Event *ev;
qboolean doImpactDamage=false;
//### added for hit damage check
Vector tmpvec, vecdiff;
int hitdmg;
//###
e2 = trace->ent;
if ( ( e1->movetype == MOVETYPE_HURL ) || ( e2->entity->movetype == MOVETYPE_HURL ) )
{
doImpactDamage = true;
}
//FIXME - this should be passed in the event.
level.impact_trace = *trace;
//### do check for really hard impact
if(e1->concussioner || e2->entity->concussioner)
{
if(e2)
vecdiff = e2->entity->velocity - e1->velocity;
else
vecdiff = e1->velocity;
if(vecdiff.length() > 900) // fast enough to hurt
{
hitdmg = (vecdiff.length() - 800)*0.06 + 0.5;
}
else hitdmg = 0;
tmpvec = e1->velocity;
}
//###
if ( e1->edict->solid != SOLID_NOT )
{
ev = new Event( EV_Touch );
ev->AddEntity( e2->entity );
e1->ProcessEvent( ev );
if ( doImpactDamage )
{
ev = new Event( EV_Sentient_ImpactDamage );
e1->ProcessEvent( ev );
}
}
if ( e2->entity && e2->solid != SOLID_NOT )
{
ev = new Event( EV_Touch );
ev->AddEntity( e1 );
e2->entity->ProcessEvent( ev );
if ( doImpactDamage )
{
ev = new Event( EV_Sentient_ImpactDamage );
e2->entity->ProcessEvent( ev );
}
}
//### now apply hit damage to each
if(e1->concussioner || e2->entity->concussioner)
{
vecdiff = trace->plane.normal;
tmpvec.normalize();
if(hitdmg && fabs(DotProduct(vecdiff.vec3(), tmpvec.vec3())) > 0.35)
{
tmpvec = e1->origin + (e1->mins + e1->maxs)*0.5;
gi.positioned_sound(tmpvec.vec3(), g_edicts, CHAN_AUTO,
gi.soundindex("weapons/concussion/sml1.wav"), 1, 1, 0, 1, 0, 0);
if(e1->edict->inuse && e1->concussioner)
{
if(!e1->deadflag && e1->takedamage)
{
e1->Damage(e1->concussioner, e1->concussioner, hitdmg, e1->origin, vec_zero, vec_zero, 0, 0, MOD_CONCUSSION, -1, -1, 1.0f);
if(e1->isSubclassOf(Sentient))
{
vecdiff = vec_zero - vecdiff;
((Sentient *)e1)->SprayBlood(e1->centroid, vecdiff, hitdmg);
}
}
}
if(e2->inuse && e1->concussioner)
{
if(!e2->entity->deadflag && e2->entity->takedamage)
{
e2->entity->Damage(e1->concussioner, e1->concussioner, hitdmg, e2->entity->origin, vec_zero, vec_zero, 0, 0, MOD_CONCUSSION, -1, -1, 1.0f);
if(e2->entity->isSubclassOf(Sentient))
{
vecdiff = vec_zero - vecdiff;
((Sentient *)e2->entity)->SprayBlood(e2->entity->centroid, vecdiff, hitdmg);
}
}
}
}
}
//###
memset( &level.impact_trace, 0, sizeof( level.impact_trace ) );
}
/*
=============
G_AddCurrents
=============
*/
void G_AddCurrents
(
Entity *ent,
Vector *basevel
)
{
float speed;
csurface_t *surface;
float angle;
Vector vel;
vel = vec_zero;
//
// add water currents
//
if ( ent->watertype & MASK_CURRENT )
{
speed = sv_waterspeed->value;
if ( ( ent->waterlevel == 1 ) && ( ent->groundentity ) )
{
speed /= 2;
}
if ( ent->watertype & CONTENTS_CURRENT_0 )
{
vel[ 0 ] += speed;
}
if ( ent->watertype & CONTENTS_CURRENT_90 )
{
vel[ 1 ] += speed;
}
if ( ent->watertype & CONTENTS_CURRENT_180 )
{
vel[ 0 ] -= speed;
}
if ( ent->watertype & CONTENTS_CURRENT_270 )
{
vel[ 1 ] -= speed;
}
if ( ent->watertype & CONTENTS_CURRENT_UP )
{
vel[ 2 ] += speed;
}
if ( ent->watertype & CONTENTS_CURRENT_DOWN )
{
vel[ 2 ] -= speed;
}
}
//
// add conveyor belt velocities
//
if ( ent->groundentity && ent->groundsurface )
{
surface = ent->groundsurface;
if ( ( surface->flags & SURF_CONVEYOR ) && ( surface->flags & SURF_TRANSLATE ) )
{
angle = surface->trans_angle * ( 3.14159 / 180.0 );
vel[ 0 ] += -cos( angle ) * surface->trans_mag;
vel[ 1 ] += sin( angle ) * surface->trans_mag;
}
}
*basevel = vel;
}
/*
==================
G_ClipVelocity
Slide off of the impacting object
returns the blocked flags (1 = floor, 2 = step / wall)
==================
*/
#define STOP_EPSILON 0.1
int G_ClipVelocity
(
Vector& in,
Vector& normal,
Vector& out,
float overbounce,
int gravaxis
)
{
int i;
int blocked;
float backoff;
blocked = 0;
if ( ( normal[ gravity_axis[ gravaxis ].z ] * gravity_axis[ gravaxis ].sign ) > 0 )
{
// floor
blocked |= 1;
}
if ( !normal[ gravity_axis[ gravaxis ].z ] )
{
// step
blocked |= 2;
}
backoff = ( in * normal ) * overbounce;
out = in - normal * backoff;
for( i = 0; i < 3; i++ )
{
if ( out[ i ] > -STOP_EPSILON && out[ i ] < STOP_EPSILON )
{
out[ i ] = 0;
}
}
return blocked;
}
/*
============
G_FlyMove
The basic solid body movement clip that slides along multiple planes
Returns the clipflags if the velocity was modified (hit something solid)
1 = floor
2 = wall / step
4 = dead stop
============
*/
#define MAX_CLIP_PLANES 5
int G_FlyMove
(
Entity *ent,
Vector basevel,
float time,
int mask
)
{
Entity *hit;
edict_t *edict;
int bumpcount, numbumps;
Vector dir;
float d;
int numplanes;
vec3_t planes[ MAX_CLIP_PLANES ];
Vector primal_velocity, original_velocity, new_velocity;
int i, j;
trace_t trace;
Vector end;
float time_left;
int blocked;
#if 0
Vector move;
Vector v;
#endif
edict = ent->edict;
numbumps = 4;
blocked = 0;
original_velocity = ent->velocity;
primal_velocity = ent->velocity;
numplanes = 0;
#if 1
time_left = time;
#else
time_left = 1.0;//time;
v = ent->total_delta;
v[ 1 ] = -v[ 1 ]; // sigh...
MatrixTransformVector( v.vec3(), ent->orientation, move.vec3() );
move += ent->velocity * time;
ent->total_delta = vec_zero;
#endif
ent->groundentity = NULL;
for( bumpcount = 0; bumpcount < numbumps; bumpcount++ )
{
#if 1
end = ent->worldorigin + time_left * ( ent->velocity + basevel );
#else
end = ent->worldorigin + time_left * move;
#endif
trace = G_Trace( ent->worldorigin, ent->mins, ent->maxs, end, ent, mask, "G_FlyMove" );
if (
( trace.allsolid ) ||
(
( trace.startsolid ) &&
( ent->movetype == MOVETYPE_VEHICLE )
)
)
{
// entity is trapped in another solid
ent->velocity = vec_zero;
return 3;
}
if ( trace.fraction > 0 )
{
// actually covered some distance
ent->setOrigin( trace.endpos );
original_velocity = ent->velocity;
numplanes = 0;
}
if ( trace.fraction == 1 )
{
// moved the entire distance
break;
}
hit = trace.ent->entity;
if ( trace.plane.normal[ 2 ] > 0.7 )
{
// floor
blocked |= 1;
if ( hit->getSolidType() == SOLID_BSP )
{
ent->groundentity = hit->edict;
ent->groundentity_linkcount = hit->edict->linkcount;
ent->groundplane = trace.plane;
ent->groundsurface = trace.surface;
ent->groundcontents = trace.contents;
}
}
if ( !trace.plane.normal[ 2 ] )
{
// step
blocked |= 2;
}
//
// run the impact function
//
G_Impact( ent, &trace );
if ( !edict->inuse )
{
break; // removed by the impact function
}
time_left -= time_left * trace.fraction;
// cliped to another plane
if ( numplanes >= MAX_CLIP_PLANES )
{
// this shouldn't really happen
ent->velocity = vec_zero;
return 3;
}
VectorCopy( trace.plane.normal, planes[ numplanes ] );
numplanes++;
//
// modify original_velocity so it parallels all of the clip planes
//
for( i = 0; i < numplanes; i++ )
{
G_ClipVelocity( original_velocity, Vector( planes[ i ] ), new_velocity, 1.01, ent->gravaxis );
for( j = 0; j < numplanes; j++ )
{
if ( j != i )
{
if ( ( new_velocity * planes[ j ] ) < 0 )
{
// not ok
break;
}
}
}
if ( j == numplanes )
{
break;
}
}
if ( i != numplanes )
{
// go along this plane
ent->velocity = new_velocity;
}
else
{
// go along the crease
if ( numplanes != 2 )
{
ent->velocity = vec_zero;
return 7;
}
CrossProduct( planes[ 0 ], planes[ 1 ], dir.vec3() );
d = dir * ent->velocity;
ent->velocity = dir * d;
}
//
// if original velocity is against the original velocity, stop dead
// to avoid tiny occilations in sloping corners
//
if ( ( ent->velocity * primal_velocity ) <= 0 )
{
ent->velocity = vec_zero;
return blocked;
}
}
return blocked;
}
/*
============
G_AddGravity
============
*/
void G_AddGravity
(
Entity *ent
)
{
float grav;
if ( ent->waterlevel > 2 )
{
grav = ent->gravity * 60 * FRAMETIME * gravity_axis[ ent->gravaxis ].sign;
}
else
{
grav = ent->gravity * sv_gravity->value * FRAMETIME * gravity_axis[ ent->gravaxis ].sign;
}
ent->velocity[ gravity_axis[ ent->gravaxis ].z ] -= grav;
}
/*
===============================================================================
PUSHMOVE
===============================================================================
*/
/*
============
G_PushEntity
Does not change the entities velocity at all
============
*/
trace_t G_PushEntity
(
Entity *ent,
Vector push
)
{
trace_t trace;
Vector start;
Vector end;
int mask;
edict_t *edict;
start = ent->worldorigin;
end = start + push;
retry:
if ( ent->edict->clipmask )
{
mask = ent->edict->clipmask;
}
else
{
mask = MASK_SOLID;
}
if ( !sv_fatrockets->value && ( ent->flags & FL_FATPROJECTILE ) )
{
trace = G_FullTrace( start, ent->mins, ent->maxs, end, ent->maxs.y, ent, mask, "G_PushEntity" );
}
else
{
trace = G_Trace( start, ent->mins, ent->maxs, end, ent, mask, "G_PushEntity" );
}
edict = ent->edict;
ent->setOrigin( trace.endpos );
if ( trace.fraction != 1.0 )
{
G_Impact( ent, &trace );
// if the pushed entity went away and the pusher is still there
if ( !trace.ent->inuse && edict->inuse )
{
// move the pusher back and try again
ent->setOrigin( start );
goto retry;
}
}
if ( edict && ( edict != ent->edict ) )
{
G_TouchTriggers( ent );
}
return trace;
}
/*
============
G_SlideEntity
============
*/
trace_t G_SlideEntity
(
Entity *ent,
Vector push
)
{
trace_t trace;
Vector start;
Vector end;
int mask;
edict_t *edict;
start = ent->worldorigin;
end = start + push;
if ( ent->edict->clipmask )
{
mask = ent->edict->clipmask;
}
else
{
mask = MASK_SOLID;
}
trace = G_Trace( start, ent->mins, ent->maxs, end, ent, mask, "G_SlideEntity" );
edict = ent->edict;
ent->setOrigin( trace.endpos );
return trace;
}
/*
================
G_SnapPosition
================
*/
/*
qboolean G_SnapPosition
(
Entity *ent
)
{
int x, y, z;
Vector offset( 0, -1, 1 );
Vector base;
base = ent->worldorigin;
for ( z = 0; z < 3; z++ )
{
ent->worldorigin.z = base.z + offset[ z ];
for ( y = 0; y < 3; y++ )
{
ent->worldorigin.y = base.y + offset[ y ];
for ( x = 0; x < 3; x++ )
{
ent->worldorigin.x = base.x + offset[ x ];
if ( G_TestEntityPosition( ent ) )
{
ent->origin.x += offset[ x ];
ent->origin.y += offset[ y ];
ent->origin.z += offset[ z ];
ent->setOrigin( ent->origin );
return true;
}
}
}
}
// can't find a good position, so put him back.
ent->worldorigin = base;
return false;
}
*/
/*
============
G_Push
Objects need to be moved back on a failed push,
otherwise riders would continue to slide.
============
*/
qboolean G_Push
(
Entity *pusher,
Vector pushermove,
Vector pusheramove
)
{
Entity *check, *block;
edict_t *edict, *next;
Vector move, amove;
Vector mins, maxs;
Vector save;
pushed_t *p;
Vector org, org2, move2;
float mat[ 3 ][ 3 ];
pushed_t *pusher_p;
// save the pusher's original position
pusher_p = pushed_p;
pushed_p->ent = pusher;
pushed_p->origin = pusher->origin;
pushed_p->worldorigin = pusher->worldorigin;
pushed_p->angles = pusher->angles;
pushed_p->worldangles = pusher->worldangles;
if ( pusher->client )
{
pushed_p->deltayaw = pusher->client->ps.pmove.delta_angles[ YAW ];
}
pushed_p++;
if ( pushed_p >= &pushed[ MAX_EDICTS ] )
{
gi.error( ERR_FATAL, "Pushed too many entities." );
}
// move the pusher to it's final position
pusher->setAngles( pusher->angles + pusheramove );
pusher->setOrigin( pusher->origin + pushermove );
if ( pusher->edict->solid == SOLID_NOT )
{
// Doesn't push anything
return true;
}
// change the move to worldspace
move = pusher->worldorigin - pusher_p->worldorigin;
amove = pusher->worldangles - pusher_p->worldangles;
// we need this for pushing things later
AnglesToMat( amove.vec3(), mat );
// find the bounding box
mins = pusher->absmin;
maxs = pusher->absmax;
// see if any solid entities are inside the final position
for( edict = g_edicts->next; edict != &active_edicts; edict = next )
{
assert( edict );
assert( edict->inuse );
assert( edict->entity );
next = edict->next;
check = edict->entity;
if ( check->movetype == MOVETYPE_PUSH ||
check->movetype == MOVETYPE_STOP ||
check->movetype == MOVETYPE_NONE ||
check->movetype == MOVETYPE_NOCLIP )
{
continue;
}
// if the entity is standing on the pusher, it will definitely be moved
if ( check->groundentity != pusher->edict )
{
// Only move triggers and non-solid objects if they're sitting on a moving object
if ( check->edict->solid == SOLID_TRIGGER || check->edict->solid == SOLID_NOT )
{
continue;
}
// see if the ent needs to be tested
if ( check->absmin[ 0 ] >= maxs[ 0 ] ||
check->absmin[ 1 ] >= maxs[ 1 ] ||
check->absmin[ 2 ] >= maxs[ 2 ] ||
check->absmax[ 0 ] <= mins[ 0 ] ||
check->absmax[ 1 ] <= mins[ 1 ] ||
check->absmax[ 2 ] <= mins[ 2 ] )
{
continue;
}
// see if the ent's bbox is inside the pusher's final position
if ( !G_TestEntityPosition( check ) )
{
continue;
}
}
if ( ( pusher->movetype == MOVETYPE_PUSH ) || ( check->groundentity == pusher->edict ) )
{
// move this entity
pushed_p->ent = check;
pushed_p->origin = check->origin;
pushed_p->worldorigin = check->worldorigin;
pushed_p->angles = check->angles;
pushed_p->worldangles = check->worldangles;
pushed_p++;
if ( pushed_p >= &pushed[ MAX_EDICTS ] )
{
gi.error( ERR_FATAL, "Pushed too many entities." );
}
// save off the origin
save = check->origin;
// try moving the contacted entity
move2 = move;
#if 0
// The way id had this was wrong (delta_angles are shorts, not floats)
// This is probably what it should be, but it's not interpolated by the client, so it jitters.
if ( check->client )
{
// FIXME: doesn't rotate monsters?
//check->client->ps.pmove.delta_angles[ YAW ] += amove[ YAW ];
check->client->ps.pmove.delta_angles[ YAW ] =
ANGLE2SHORT(
SHORT2ANGLE( check->client->ps.pmove.delta_angles[ YAW ] ) + amove[ YAW ] );
}
#endif
// figure movement due to the pusher's amove
org = check->worldorigin - pusher->worldorigin;
MatrixTransformVector( org.vec3(), mat, org2.vec3() );
move2 += org2 - org;
//FIXME
// We should probably do a flymove here so that we slide against other objects
check->setOrigin( check->origin + check->getParentVector( move2 ) );
// may have pushed them off an edge
if ( check->groundentity != pusher->edict )
{
check->groundentity = NULL;
}
block = G_TestEntityPosition( check );
if ( !block )
{
// pushed ok
check->link();
// impact?
continue;
}
// try to snap it to a good position
/*
if ( G_SnapPosition( check ) )
{
// snapped ok. we don't have to link since G_SnapPosition does it for us.
continue;
}
*/
// if it is ok to leave in the old position, do it
// this is only relevent for riding entities, not pushed
// FIXME: this doesn't acount for rotation
check->setOrigin( save );
block = G_TestEntityPosition( check );
if ( !block )
{
pushed_p--;
continue;
}
}
// save off the obstacle so we can call the block function
obstacle = check;
// move back any entities we already moved
// go backwards, so if the same entity was pushed
// twice, it goes back to the original position
for( p = pushed_p - 1; p >= pushed; p-- )
{
p->ent->angles = p->angles;
p->ent->origin = p->origin;
if ( p->ent->client )
{
p->ent->client->ps.pmove.delta_angles[ YAW ] = p->deltayaw;
}
}
// Only "really" move it in order so that the bound coordinate system is correct
for( p = pushed; p < pushed_p; p++ )
{
p->ent->setAngles( p->ent->angles );
p->ent->setOrigin( p->ent->origin );
}
return false;
}
//FIXME: is there a better way to handle this?
// see if anything we moved has touched a trigger
for( p = pushed_p - 1; p >= pushed; p-- )
{
G_TouchTriggers( p->ent );
}
return true;
}
/*
================
G_PushMove
================
*/
qboolean G_PushMove
(
Entity *ent,
Vector move,
Vector amove
)
{
Entity *part;
Vector m, a;
Event *ev;
m = move;
a = amove;
pushed_p = pushed;
for( part = ent; part; part = part->teamchain )
{
if ( !G_Push( part, m, a ) )
{
// move was blocked
// call the pusher's "blocked" function
// otherwise, just stay in place until the obstacle is gone
ev = new Event( EV_Blocked );
ev->AddEntity( obstacle );
part->ProcessEvent( ev );
return false;
}
m = vec_zero;
a = vec_zero;
}
return true;
}
/*
================
G_Physics_Pusher
Bmodel objects don't interact with each other, but
push all box objects
================
*/
void G_Physics_Pusher
(
Entity *ent
)
{
Vector move, amove;
Entity *part, *mv;
Event *ev;
// team slaves are only moved by their captains
if ( ent->flags & FL_TEAMSLAVE )
{
return;
}
// Check if anyone on the team is moving
for( part = ent; part; part = part->teamchain )
{
if ( part->velocity != vec_zero || part->avelocity != vec_zero )
{
break;
}
}
// make sure all team slaves can move before commiting
// any moves or calling any think functions
// if the move is blocked, all moved objects will be backed out
pushed_p = pushed;
while( part )
{
move = part->velocity * FRAMETIME;
amove = part->avelocity * FRAMETIME;
if ( !G_Push( part, move, amove ) )
{
// move was blocked
break;
}
part = part->teamchain;
}
if ( part )
{
// the move failed, bump all movedone times
for( mv = ent; mv; mv = mv->teamchain )
{
mv->PostponeEvent( EV_MoveDone, FRAMETIME );
}
// if the pusher has a "blocked" function, call it
// otherwise, just stay in place until the obstacle is gone
ev = new Event( EV_Blocked );
ev->AddEntity( obstacle );
part->ProcessEvent( ev );
}
}
//==================================================================
/*
=============
G_Physics_Noclip
A moving object that doesn't obey physics
=============
*/
void G_Physics_Noclip
(
Entity *ent
)
{
ent->angles += ent->avelocity * FRAMETIME;
ent->origin += ent->velocity * FRAMETIME;
ent->link();
}
/*
==============================================================================
TOSS / BOUNCE
==============================================================================
*/
/*
=============
G_Physics_Toss
Toss, bounce, and fly movement. When onground, do nothing.
=============
*/
void G_Physics_Toss
(
Entity *ent
)
{
trace_t trace;
Vector move;
float backoff;
Entity *slave;
qboolean wasinwater;
qboolean isinwater;
Vector old_origin;
Vector basevel;
edict_t *edict;
qboolean onconveyor;
const gravityaxis_t &grav = gravity_axis[ ent->gravaxis ];
// if not a team captain, so movement will be handled elsewhere
if ( ent->flags & FL_TEAMSLAVE )
{
return;
}
if ( ( ent->velocity[ grav.z ] * grav.sign ) > 0 )
{
ent->groundentity = NULL;
}
// check for the groundentity going away
if ( ent->groundentity && !ent->groundentity->inuse )
{
ent->groundentity = NULL;
}
//### check for ground falling out from underneath
if(ent->groundentity)
{
Entity *ground;
ground = ent->groundentity->entity;
if((ground->velocity[grav.z]*grav.sign) < 0)
{
ent->groundentity = NULL;
}
}
//###
G_AddCurrents( ent, &basevel );
onconveyor = ( basevel != vec_zero );
// if onground, return without moving
if ( ent->groundentity && !onconveyor && ( ent->movetype != MOVETYPE_VEHICLE ) )
{
if ( ent->avelocity.length() )
{
// move angles
ent->setAngles( ent->angles + ent->avelocity * FRAMETIME );
}
ent->velocity = vec_zero;
return;
}
old_origin = ent->origin;
G_CheckVelocity( ent );
// add gravity
if ( !onconveyor && ent->movetype != MOVETYPE_FLY && ent->movetype != MOVETYPE_FLYMISSILE )
{
G_AddGravity( ent );
}
// move angles
ent->setAngles( ent->angles + ent->avelocity * FRAMETIME );
// move origin
move = ( ent->velocity + basevel ) * FRAMETIME;
edict = ent->edict;
if ( ent->movetype == MOVETYPE_VEHICLE )
{
int mask;
if ( ent->edict->clipmask )
{
mask = ent->edict->clipmask;
}
else
{
mask = MASK_MONSTERSOLID;
}
G_FlyMove( ent, basevel, FRAMETIME, mask );
G_TouchTriggers( ent );
return;
}
else
{
trace = G_PushEntity( ent, move );
}
if ( (trace.fraction == 0) && (ent->movetype == MOVETYPE_SLIDE) )
{
// Check for slide by removing the downward velocity
Vector slide;
slide[ grav.x ] = move[ grav.x ] * 0.7f;
slide[ grav.y ] = move[ grav.y ] * 0.7f;
slide[ grav.z ] = 0;
G_PushEntity( ent, slide );
}
if ( !edict->inuse )
{
return;
}
if ( trace.fraction < 1 )
{
if ( ent->movetype == MOVETYPE_BOUNCE )
{
backoff = 1.5;
}
else
{
backoff = 1;
}
G_ClipVelocity( ent->velocity, Vector( trace.plane.normal ), ent->velocity, backoff, ent->gravaxis );
// stop if on ground
if ( ( trace.plane.normal[ grav.z ] * grav.sign ) > 0.7 )
{
if (( ( ent->velocity[ grav.z ] * grav.sign ) < 60 || ent->movetype != MOVETYPE_BOUNCE ) &&
(ent->movetype != MOVETYPE_SLIDE))
{
ent->groundentity = trace.ent;
ent->groundentity_linkcount = trace.ent->linkcount;
ent->groundplane = trace.plane;
ent->groundsurface = trace.surface;
ent->groundcontents = trace.contents;
ent->velocity = vec_zero;
ent->avelocity = vec_zero;
}
}
}
if ( ( move[ grav.z ] == 0 ) && onconveyor )
{
// Check if we still have a ground
ent->CheckGround();
}
// check for water transition
wasinwater = ( ent->watertype & MASK_WATER );
ent->watertype = gi.pointcontents( ent->worldorigin.vec3() );
isinwater = ent->watertype & MASK_WATER;
if ( isinwater )
{
ent->waterlevel = 1;
}
else
{
ent->waterlevel = 0;
}
if ( ( edict->spawntime < ( level.time - FRAMETIME ) ) && ( ent->mass > 0 ) )
{
if ( !wasinwater && isinwater )
{
#ifdef SIN
ent->RandomPositionedSound( old_origin.vec3(), "impact_watersplash" );
#else
gi.positioned_sound( old_origin.vec3(), g_edicts, CHAN_AUTO,
gi.soundindex( "misc/h2ohit1.wav" ), 1, 1, 0, 1, 0, 0 );
#endif
}
else if ( wasinwater && !isinwater )
{
#ifdef SIN
ent->RandomPositionedSound( old_origin.vec3(), "impact_watersplash" );
#else
gi.positioned_sound( old_origin.vec3(), g_edicts, CHAN_AUTO,
gi.soundindex( "misc/h2ohit1.wav" ), 1, 1, 0, 1, 0, 0 );
#endif
}
}
// move teamslaves
for( slave = ent->teamchain; slave; slave = slave->teamchain )
{
slave->origin = ent->origin;
slave->link();
}
G_TouchTriggers( ent );
}
/*
===============================================================================
STEPPING MOVEMENT
===============================================================================
*/
void G_AddRotationalFriction
(
Entity *ent
)
{
int n;
float adjustment;
ent->angles += FRAMETIME * ent->avelocity;
adjustment = FRAMETIME * sv_stopspeed->value * sv_friction->value;
for( n = 0; n < 3; n++ )
{
if ( ent->avelocity[ n ] > 0)
{
ent->avelocity[ n ] -= adjustment;
if ( ent->avelocity[ n ] < 0 )
{
ent->avelocity[ n ] = 0;
}
}
else
{
ent->avelocity[ n ] += adjustment;
if ( ent->avelocity[ n ] > 0 )
{
ent->avelocity[ n ] = 0;
}
}
}
}
/*
=============
G_CheckWater
=============
*/
void G_CheckWater
(
Entity *ent
)
{
if ( ent->isSubclassOf( Actor ) )
{
( ( Actor * )ent )->CheckWater();
}
else
{
ent->watertype = gi.pointcontents( ent->worldorigin.vec3() );
if ( ent->watertype & MASK_WATER )
{
ent->waterlevel = 1;
}
else
{
ent->waterlevel = 0;
}
}
}
/*
=============
G_Physics_Step
Monsters freefall when they don't have a ground entity, otherwise
all movement is done with discrete steps.
This is also used for objects that have become still on the ground, but
will fall if the floor is pulled out from under them.
FIXME: is this true?
=============
*/
void G_Physics_Step
(
Entity *ent
)
{
qboolean wasonground;
qboolean hitsound = false;
Vector vel;
float speed, newspeed, control;
float friction;
int mask;
Vector basevel;
// airborn monsters should always check for ground
if ( !ent->groundentity )
{
ent->CheckGround();
}
if ( ent->groundentity )
{
wasonground = true;
ent->concussioner = NULL; //###
}
else
{
wasonground = false;
}
G_CheckVelocity( ent );
if ( ent->avelocity != vec_zero )
{
G_AddRotationalFriction( ent );
}
// add gravity except:
// flying monsters
// swimming monsters who are in the water
if ( !wasonground )
{
if ( !( ent->flags & FL_FLY ) )
{
if ( !( ( ent->flags & FL_SWIM ) && ( ent->waterlevel > 2 ) ) )
{
if ( ent->velocity[ gravity_axis[ ent->gravaxis ].z ] < sv_gravity->value * ent->gravity * -0.1 *
gravity_axis[ ent->gravaxis ].sign )
{
hitsound = true;
}
// Testing water gravity. If this doesn't work, just restore the uncommented lines
//if ( ent->waterlevel == 0 )
//{
G_AddGravity( ent );
//}
}
}
}
// friction for flying monsters that have been given vertical velocity
if ( ( ent->flags & FL_FLY ) && ( ent->velocity.z != 0 ) )
{
speed = fabs( ent->velocity.z );
control = speed < sv_stopspeed->value ? sv_stopspeed->value : speed;
friction = sv_friction->value / 3;
newspeed = speed - ( FRAMETIME * control * friction );
if ( newspeed < 0 )
{
newspeed = 0;
}
newspeed /= speed;
ent->velocity.z *= newspeed;
}
// friction for flying monsters that have been given vertical velocity
if ( ( ent->flags & FL_SWIM ) && ( ent->velocity.z != 0 ) )
{
speed = fabs( ent->velocity.z );
control = speed < sv_stopspeed->value ? sv_stopspeed->value : speed;
newspeed = speed - ( FRAMETIME * control * sv_waterfriction->value * ent->waterlevel );
if ( newspeed < 0 )
{
newspeed = 0;
}
newspeed /= speed;
ent->velocity.z *= newspeed;
}
if ( ent->velocity != vec_zero )
{
// apply friction
// let dead monsters who aren't completely onground slide
if ( ( wasonground ) || ( ent->flags & ( FL_SWIM | FL_FLY ) ) )
{
if ( !( ent->health <= 0.0 && !M_CheckBottom( ent ) ) )
{
vel = ent->velocity;
vel.z = 0;
speed = vel.length();
if ( speed )
{
friction = sv_friction->value;
control = speed < sv_stopspeed->value ? sv_stopspeed->value : speed;
newspeed = speed - FRAMETIME * control * friction;
if ( newspeed < 0 )
{
newspeed = 0;
}
newspeed /= speed;
ent->velocity.x *= newspeed;
ent->velocity.y *= newspeed;
}
}
}
}
G_AddCurrents( ent, &basevel );
if ( ( basevel != vec_zero ) || ( ent->velocity != vec_zero ) || ( ent->total_delta != vec_zero ) )
{
if ( ent->edict->svflags & SVF_MONSTER )
{
mask = MASK_MONSTERSOLID;
}
else
{
mask = MASK_SOLID;
}
G_FlyMove( ent, basevel, FRAMETIME, mask );
ent->link();
G_CheckWater( ent );
G_TouchTriggers( ent );
if ( ent->groundentity && !wasonground && hitsound )
{
ent->RandomGlobalSound( "impact_softland", 0.5f, CHAN_BODY, 1 );
}
}
}
//============================================================================
/*
============
G_FlyCeilingMove
The basic solid body movement clip that slides along multiple planes
Returns the clipflags if the velocity was modified (hit something solid)
1 = floor
2 = wall / step
4 = dead stop
============
*/
#define MAX_CLIP_PLANES 5
int G_FlyCeilingMove (Entity *ent, Vector basevel,float time, int mask)
{
Entity *hit;
edict_t *edict;
int bumpcount, numbumps;
Vector dir;
float d;
int numplanes;
vec3_t planes[ MAX_CLIP_PLANES ];
Vector primal_velocity, original_velocity, new_velocity;
int i, j;
trace_t trace;
Vector end;
float time_left;
int blocked;
#if 0
Vector move;
Vector v;
#endif
edict = ent->edict;
numbumps = 4;
blocked = 0;
original_velocity = ent->velocity;
primal_velocity = ent->velocity;
numplanes = 0;
#if 1
time_left = time;
#else
time_left = 1.0;//time;
v = ent->total_delta;
v[ 1 ] = -v[ 1 ]; // sigh...
MatrixTransformVector( v.vec3(), ent->orientation, move.vec3() );
move += ent->velocity * time;
ent->total_delta = vec_zero;
#endif
ent->groundentity = NULL;
for( bumpcount = 0; bumpcount < numbumps; bumpcount++ )
{
#if 1
end = ent->worldorigin + time_left * ( ent->velocity + basevel );
#else
end = ent->worldorigin + time_left * move;
#endif
trace = G_Trace( ent->worldorigin, ent->mins, ent->maxs, end, ent, mask, "G_FlyCeilingMove" );
if (
( trace.allsolid ) ||
(
( trace.startsolid ) &&
( ent->movetype == MOVETYPE_VEHICLE )
)
)
{
// entity is trapped in another solid
ent->velocity = vec_zero;
return 3;
}
if ( trace.fraction > 0 )
{
// actually covered some distance
ent->setOrigin( trace.endpos );
original_velocity = ent->velocity;
numplanes = 0;
}
if ( trace.fraction == 1 )
{
// moved the entire distance
break;
}
hit = trace.ent->entity;
if ( trace.plane.normal[ 2 ] < -0.7 )
{
// floor
blocked |= 1;
if ( hit->getSolidType() == SOLID_BSP )
{
ent->groundentity = hit->edict;
ent->groundentity_linkcount = hit->edict->linkcount;
ent->groundplane = trace.plane;
ent->groundsurface = trace.surface;
ent->groundcontents = trace.contents;
}
}
if ( !trace.plane.normal[ 2 ] )
{
// step
blocked |= 2;
}
//
// run the impact function
//
G_Impact( ent, &trace );
if ( !edict->inuse )
{
break; // removed by the impact function
}
time_left -= time_left * trace.fraction;
// cliped to another plane
if ( numplanes >= MAX_CLIP_PLANES )
{
// this shouldn't really happen
ent->velocity = vec_zero;
return 3;
}
VectorCopy( trace.plane.normal, planes[ numplanes ] );
numplanes++;
//
// modify original_velocity so it parallels all of the clip planes
//
for( i = 0; i < numplanes; i++ )
{
G_ClipVelocity( original_velocity, Vector( planes[ i ] ), new_velocity, 1.01, ent->gravaxis );
for( j = 0; j < numplanes; j++ )
{
if ( j != i )
{
if ( ( new_velocity * planes[ j ] ) < 0 )
{
// not ok
break;
}
}
}
if ( j == numplanes )
{
break;
}
}
if ( i != numplanes )
{
// go along this plane
ent->velocity = new_velocity;
}
else
{
// go along the crease
if ( numplanes != 2 )
{
ent->velocity = vec_zero;
return 7;
}
CrossProduct( planes[ 0 ], planes[ 1 ], dir.vec3() );
d = dir * ent->velocity;
ent->velocity = dir * d;
}
//
// if original velocity is against the original velocity, stop dead
// to avoid tiny occilations in sloping corners
//
if ( ( ent->velocity * primal_velocity ) <= 0 )
{
ent->velocity = vec_zero;
return blocked;
}
}
return blocked;
}
/*
=============
G_Physics_CeilingStep
Monsters freefall when they don't have a ground entity, otherwise
all movement is done with discrete steps.
This is also used for objects that have become still on the ground, but
will fall if the floor is pulled out from under them.
FIXME: is this true?
=============
*/
void G_Physics_CeilingStep (Entity *ent)
{
qboolean wasonground;
qboolean hitsound = false;
Vector vel;
float speed, newspeed, control;
float friction;
int mask;
Vector basevel;
// airborn monsters should always check for ground
if ( !ent->groundentity )
{
ent->CheckCeilingGround();
}
if ( ent->groundentity )
{
wasonground = true;
ent->concussioner = NULL; //###
}
else
{
wasonground = false;
}
G_CheckVelocity( ent );
if ( ent->avelocity != vec_zero )
{
G_AddRotationalFriction( ent );
}
// add gravity except:
// flying monsters
// swimming monsters who are in the water
if ( !wasonground )
{
if ( !( ent->flags & FL_FLY ) )
{
if ( !( ( ent->flags & FL_SWIM ) && ( ent->waterlevel > 2 ) ) )
{
float grav;
// if ( ent->velocity[ gravity_axis[ ent->gravaxis ].z ] < sv_gravity->value * ent->gravity * -0.1 *
// gravity_axis[ ent->gravaxis ].sign )
if ( ent->velocity[ gravity_axis[ ent->gravaxis ].z ] > sv_gravity->value * ent->gravity * -0.1 *
gravity_axis[ ent->gravaxis ].sign )
{
hitsound = true;
}
// Testing water gravity. If this doesn't work, just restore the uncommented lines
//if ( ent->waterlevel == 0 )
//{
// G_AddGravity( ent );
//}
// don't add gravity if already moving towards the ceiling fast enough
if(ent->velocity.z < 300)
{
grav = ent->gravity * sv_gravity->value * FRAMETIME * gravity_axis[ ent->gravaxis ].sign;
// reverse gravity while on the ceiling to prevent weird
// bobbing movements
// ent->velocity[ gravity_axis[ ent->gravaxis ].z ] -= grav;
ent->velocity.z += grav;
}
}
}
}
// there won't be any flying or swiming stuff on the ceiling
/*
// friction for flying monsters that have been given vertical velocity
if ( ( ent->flags & FL_FLY ) && ( ent->velocity.z != 0 ) )
{
speed = fabs( ent->velocity.z );
control = speed < sv_stopspeed->value ? sv_stopspeed->value : speed;
friction = sv_friction->value / 3;
newspeed = speed - ( FRAMETIME * control * friction );
if ( newspeed < 0 )
{
newspeed = 0;
}
newspeed /= speed;
ent->velocity.z *= newspeed;
}
// friction for flying monsters that have been given vertical velocity
if ( ( ent->flags & FL_SWIM ) && ( ent->velocity.z != 0 ) )
{
speed = fabs( ent->velocity.z );
control = speed < sv_stopspeed->value ? sv_stopspeed->value : speed;
newspeed = speed - ( FRAMETIME * control * sv_waterfriction->value * ent->waterlevel );
if ( newspeed < 0 )
{
newspeed = 0;
}
newspeed /= speed;
ent->velocity.z *= newspeed;
}
*/
if ( ent->velocity != vec_zero )
{
// apply friction
// let dead monsters who aren't completely onground slide
if ( ( wasonground ) || ( ent->flags & ( FL_SWIM | FL_FLY ) ) )
{
if ( !( ent->health <= 0.0 && !M_CeilingCheckBottom( ent ) ) )
{
vel = ent->velocity;
vel.z = 0;
speed = vel.length();
if ( speed )
{
friction = sv_friction->value;
control = speed < sv_stopspeed->value ? sv_stopspeed->value : speed;
newspeed = speed - FRAMETIME * control * friction;
if ( newspeed < 0 )
{
newspeed = 0;
}
newspeed /= speed;
ent->velocity.x *= newspeed;
ent->velocity.y *= newspeed;
}
}
}
}
G_AddCurrents( ent, &basevel );
if ( ( basevel != vec_zero ) || ( ent->velocity != vec_zero ) || ( ent->total_delta != vec_zero ) )
{
if ( ent->edict->svflags & SVF_MONSTER )
{
mask = MASK_MONSTERSOLID;
}
else
{
mask = MASK_SOLID;
}
G_FlyCeilingMove( ent, basevel, FRAMETIME, mask );
ent->link();
G_CheckWater( ent );
G_TouchTriggers( ent );
if ( ent->groundentity && !wasonground && hitsound )
{
ent->RandomGlobalSound( "impact_softland", 0.5f, CHAN_BODY, 1 );
}
}
}
//============================================================================
//### added physics type functions
class RopePiece;
void G_Physics_Rope(RopePiece *ent);
class Hoverbike;
int G_Physics_Hoverbike(Hoverbike *bike);
/*
================
G_RunEntity
================
*/
void G_RunEntity
(
Entity *ent
)
{
edict_t *edict;
edict = ent->edict;
if ( ent->animating && !level.intermissiontime )
{
ent->AnimateFrame();
}
if ( edict->inuse && ent->flags & FL_PRETHINK )
{
ent->Prethink();
}
if ( edict->inuse )
{
switch ( ( int )ent->movetype )
{
case MOVETYPE_PUSH:
case MOVETYPE_STOP:
G_Physics_Pusher( ent );
break;
case MOVETYPE_NONE:
case MOVETYPE_WALK:
break;
case MOVETYPE_NOCLIP:
G_Physics_Noclip( ent );
break;
case MOVETYPE_STEP:
case MOVETYPE_HURL:
G_Physics_Step( ent );
break;
case MOVETYPE_TOSS:
case MOVETYPE_BOUNCE:
case MOVETYPE_FLY:
case MOVETYPE_FLYMISSILE:
case MOVETYPE_SLIDE:
case MOVETYPE_VEHICLE:
G_Physics_Toss( ent );
break;
//###
// added for ropes
// rope movement physics are contained in rope.cpp
case MOVETYPE_ROPE:
G_Physics_Rope(((RopePiece *)ent));
break;
// riderless hoverbike movement
case MOVETYPE_HOVERBIKE:
G_Physics_Hoverbike(((Hoverbike *)ent));
break;
// for walking on the ceiling
case MOVETYPE_CEILINGSTEP:
G_Physics_CeilingStep(ent);
break;
//###
default:
gi.error( "G_Physics: bad movetype %i", ( int )ent->movetype );
}
}
if ( ( edict->inuse ) && ( ent->flags & FL_POSTTHINK ) )
{
ent->Postthink();
}
}