// g_phys.c #include "g_local.h" qboolean wasonground; qboolean onconveyor; edict_t *blocker; /* 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. */ void SV_Physics_NewToss (edict_t *ent); // PGM // //================= // other_FallingDamage // Identical to player's P_FallingDamage... except of course ent doesn't have to be a player //================= // void other_FallingDamage (edict_t *ent) { float delta; float fall_time, fall_value; int damage; vec3_t dir; if (ent->movetype == MOVETYPE_NOCLIP) return; if ((ent->oldvelocity[2] < 0) && (ent->velocity[2] > ent->oldvelocity[2]) && (!ent->groundentity)) { delta = ent->oldvelocity[2]; } else { if (!ent->groundentity) return; delta = ent->velocity[2] - ent->oldvelocity[2]; } delta = delta*delta * 0.0001; // never take falling damage if completely underwater if (ent->waterlevel == 3) return; if (ent->waterlevel == 2) delta *= 0.25; if (ent->waterlevel == 1) delta *= 0.5; if (delta < 1) return; if (delta < 15) { ent->s.event = EV_FOOTSTEP; return; } fall_value = delta*0.5; if (fall_value > 40) fall_value = 40; fall_time = level.time + FALL_TIME; if (delta > 30) { ent->pain_debounce_time = level.time; // no normal pain sound damage = (delta-30)/2; if (damage < 1) damage = 1; VectorSet (dir, 0, 0, 1); if (!deathmatch->value || !((int)dmflags->value & DF_NO_FALLING) ) T_Damage (ent, world, world, dir, ent->s.origin, vec3_origin, damage, 0, 0, MOD_FALLING); } else { // ent->s.event = EV_FALLSHORT; return; } } /* ============ SV_TestEntityPosition ============ */ /*edict_t *SV_TestEntityPosition (edict_t *ent) { trace_t trace; int mask; if (ent->clipmask) mask = ent->clipmask; else mask = MASK_SOLID; trace = gi.trace (ent->s.origin, ent->mins, ent->maxs, ent->s.origin, ent, mask); if (trace.startsolid) return g_edicts; return NULL; }*/ //David Hyde's code edict_t *SV_TestEntityPosition (edict_t *ent) { trace_t trace; int mask; if (ent->clipmask) mask = ent->clipmask; else mask = MASK_SOLID; // Lazarus: Original code doesn't distinguish between brush models and // point entities, which is just plain wrong if the brush model // doesn't have an origin brush. if (ent->solid == SOLID_BSP) { vec3_t org, mins, maxs; VectorAdd (ent->s.origin, ent->origin_offset, org); VectorSubtract (ent->mins, ent->origin_offset, mins); VectorSubtract (ent->maxs, ent->origin_offset, maxs); trace = gi.trace (org, mins, maxs, org, ent, mask); } else trace = gi.trace (ent->s.origin, ent->mins, ent->maxs, ent->s.origin, ent, mask); if (trace.startsolid) { // Lazarus - work around for players/monsters standing on dead monsters causing // those monsters to gib when rotating brush models are in the vicinity if ( (ent->svflags & SVF_DEADMONSTER) && (trace.ent->client || (trace.ent->svflags & SVF_MONSTER))) return NULL; // Lazarus - return a bit more useful info than simply "g_edicts" if (trace.ent) return trace.ent; else return world; } return NULL; } /* ================ SV_CheckVelocity ================ */ void SV_CheckVelocity (edict_t *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; if (ent->relative_velocity[i] > sv_maxvelocity->value) ent->relative_velocity[i] = sv_maxvelocity->value; else if (ent->relative_velocity[i] < -sv_maxvelocity->value) ent->relative_velocity[i] = -sv_maxvelocity->value; } */ if (VectorLength(ent->velocity) > sv_maxvelocity->value) { VectorNormalize (ent->velocity); VectorScale (ent->velocity, sv_maxvelocity->value, ent->velocity); } if (VectorLength(ent->relative_velocity) > sv_maxvelocity->value) { VectorNormalize (ent->relative_velocity); VectorScale (ent->relative_velocity, sv_maxvelocity->value, ent->relative_velocity); } } /* ============= SV_RunThink Runs thinking code for this frame if necessary ============= */ qboolean SV_RunThink (edict_t *ent) { float thinktime; thinktime = ent->nextthink; if (thinktime <= 0) return true; if (thinktime > level.time+0.001) return true; ent->nextthink = 0; if (!ent->think) { // gi.error ("NULL ent->think"); gi.dprintf ("NULL ent->think\n"); return true; } ent->think (ent); return false; } /* ================== SV_Impact Two entities have touched, so run their touch functions ================== */ void SV_Impact (edict_t *e1, trace_t *trace) { edict_t *e2; // cplane_t backplane; e2 = trace->ent; if (e1->touch && e1->solid != SOLID_NOT) e1->touch (e1, e2, &trace->plane, trace->surface); if (e2->touch && e2->solid != SOLID_NOT) e2->touch (e2, e1, NULL, NULL); } /* ================== ClipVelocity Slide off of the impacting object returns the blocked flags (1 = floor, 2 = step / wall) ================== */ #define STOP_EPSILON 0.1 int ClipVelocity (vec3_t in, vec3_t normal, vec3_t out, float overbounce) { float backoff; float change; int i, blocked; blocked = 0; if (normal[2] > 0) blocked |= 1; // floor if (!normal[2]) blocked |= 2; // step / wall backoff = DotProduct (in, normal) * overbounce; for (i=0 ; i<3 ; i++) { change = normal[i]*backoff; out[i] = in[i] - change; if (out[i] > -STOP_EPSILON && out[i] < STOP_EPSILON) out[i] = 0; } return blocked; } /* ============ SV_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 SV_FlyMove (edict_t *ent, float time, int mask) { edict_t *hit; int bumpcount, numbumps; vec3_t dir; float d; int numplanes; vec3_t planes[MAX_CLIP_PLANES]; vec3_t primal_velocity, original_velocity, new_velocity; int i, j; trace_t trace; vec3_t end; float time_left; int blocked; int num_retries = 0; if (!ent) return 0; retry: numbumps = 4; blocked = 0; VectorCopy (ent->velocity, original_velocity); VectorCopy (ent->velocity, primal_velocity); numplanes = 0; time_left = time; ent->groundentity = NULL; for (bumpcount=0 ; bumpcounts.origin[i] + time_left * ent->velocity[i]; trace = gi.trace (ent->s.origin, ent->mins, ent->maxs, end, ent, mask); if (trace.allsolid) { // entity is trapped in another solid VectorCopy (vec3_origin, ent->velocity); return 3; } if (trace.fraction > 0) { // actually covered some distance VectorCopy (trace.endpos, ent->s.origin); VectorCopy (ent->velocity, original_velocity); numplanes = 0; } if (trace.fraction == 1) break; // moved the entire distance blocker = hit = trace.ent; // Lazarus: If the pushed entity is a conveyor, raise us up and // try again if (!num_retries && wasonground) { if ((hit->movetype == MOVETYPE_CONVEYOR) && (trace.plane.normal[2] > 0.7)) { vec3_t above; VectorCopy (end, above); above[2] += 32; trace = gi.trace (above, ent->mins, ent->maxs, end, ent, mask); VectorCopy (trace.endpos,end); end[2] += 1; VectorSubtract (end, ent->s.origin, ent->velocity); VectorScale (ent->velocity, 1.0/time_left, ent->velocity); num_retries++; goto retry; } } // if blocked by player AND on a conveyor if (hit->client && onconveyor) { vec3_t player_dest; trace_t ptrace; if (ent->mass > hit->mass) { VectorMA (hit->s.origin, time_left, ent->velocity, player_dest); ptrace = gi.trace(hit->s.origin, hit->mins, hit->maxs, player_dest, hit, hit->clipmask); if (ptrace.fraction == 1.0) { VectorCopy (player_dest, hit->s.origin); gi.linkentity (hit); goto retry; } } blocked |= 8; } if (trace.plane.normal[2] > 0.7) { blocked |= 1; // floor if ( hit->solid == SOLID_BSP) { ent->groundentity = hit; ent->groundentity_linkcount = hit->linkcount; } } if (!trace.plane.normal[2]) { blocked |= 2; // step } // // run the impact function // SV_Impact (ent, &trace); if (!ent->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 VectorCopy (vec3_origin, ent->velocity); return 3; } VectorCopy (trace.plane.normal, planes[numplanes]); numplanes++; // // modify original_velocity so it parallels all of the clip planes // for (i=0 ; ivelocity); } else { // go along the crease if (numplanes != 2) { // gi.dprintf ("clip velocity, numplanes == %i\n",numplanes); VectorCopy (vec3_origin, ent->velocity); return 7; } CrossProduct (planes[0], planes[1], dir); d = DotProduct (dir, ent->velocity); VectorScale (dir, d, ent->velocity); } // // if original velocity is against the original velocity, stop dead // to avoid tiny occilations in sloping corners // if (DotProduct (ent->velocity, primal_velocity) <= 0) { VectorCopy (vec3_origin, ent->velocity); return blocked; } } return blocked; } /* ============ SV_PushableMove 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 SV_PushableMove (edict_t *ent, float time, int mask) { edict_t *hit; int bumpcount, numbumps; vec3_t dir; float d; int numplanes; vec3_t planes[MAX_CLIP_PLANES]; vec3_t primal_velocity, original_velocity, new_velocity; int i, j; trace_t trace; vec3_t end; float time_left; int blocked; int num_retries=0; edict_t *ignore; // Corrective stuff added for bmodels with no origin brush vec3_t mins, maxs; vec3_t origin; retry: numbumps = 4; ent->bounce_me = 0; blocked = 0; VectorCopy (ent->velocity, original_velocity); VectorCopy (ent->velocity, primal_velocity); numplanes = 0; time_left = time; VectorAdd(ent->s.origin,ent->origin_offset,origin); VectorCopy(ent->size,maxs); VectorScale(maxs,0.5,maxs); VectorNegate(maxs,mins); ent->groundentity = NULL; ignore = ent; for (bumpcount=0 ; bumpcount < numbumps ; bumpcount++) { for (i=0 ; i<3 ; i++) end[i] = origin[i] + time_left * ent->velocity[i]; trace = gi.trace (origin, mins, maxs, end, ignore, mask); //was end blocker = hit = trace.ent; //Knightmare- ignore prox mines if (!strcmp(hit->classname, "prox") || !strcmp(hit->classname, "prox_field")) { vec3_t prox_dest; trace_t ptrace; VectorMA (hit->s.origin,time_left,ent->velocity,prox_dest); ptrace = gi.trace(hit->s.origin,hit->mins,hit->maxs,prox_dest,hit,hit->clipmask); if (ptrace.fraction == 1.0) { VectorCopy(prox_dest,hit->s.origin); gi.linkentity(hit); goto retry; } blocked |= 8; } if (trace.allsolid) { // entity is trapped in another solid VectorCopy (vec3_origin, ent->velocity); return 3; } if (trace.fraction > 0) { // actually covered some distance VectorCopy (trace.endpos, origin); VectorSubtract (origin, ent->origin_offset, ent->s.origin); VectorCopy (ent->velocity, original_velocity); numplanes = 0; } if (trace.fraction == 1) break; // moved the entire distance // Lazarus: If the pushed entity is a conveyor, raise us up and // try again if (!num_retries && wasonground) { if ((hit->movetype == MOVETYPE_CONVEYOR) && (trace.plane.normal[2] > 0.7)) { vec3_t above; VectorCopy(end,above); above[2] += 32; trace = gi.trace (above, mins, maxs, end, ent, mask); VectorCopy (trace.endpos,end); VectorSubtract (end,origin,ent->velocity); VectorScale (ent->velocity,1.0/time_left,ent->velocity); num_retries++; goto retry; } } // if blocked by player AND on a conveyor if (hit->client && onconveyor) { vec3_t player_dest; trace_t ptrace; if (ent->mass > hit->mass) { VectorMA (hit->s.origin,time_left,ent->velocity,player_dest); ptrace = gi.trace(hit->s.origin,hit->mins,hit->maxs,player_dest,hit,hit->clipmask); if (ptrace.fraction == 1.0) { VectorCopy(player_dest,hit->s.origin); gi.linkentity(hit); goto retry; } } blocked |= 8; } if (trace.plane.normal[2] > 0.7) { // Lazarus: special case - if this ent or the impact ent is // in water, motion is NOT blocked. if ((hit->movetype != MOVETYPE_PUSHABLE) || ((ent->waterlevel==0) && (hit->waterlevel==0))) { blocked |= 1; // floor if ( hit->solid == SOLID_BSP) { ent->groundentity = hit; ent->groundentity_linkcount = hit->linkcount; } } } if (!trace.plane.normal[2]) { blocked |= 2; // step } // // run the impact function // SV_Impact (ent, &trace); if (!ent->inuse) break; // removed by the impact function time_left -= time_left * trace.fraction; // clipped to another plane if (numplanes >= MAX_CLIP_PLANES) { // this shouldn't really happen VectorCopy (vec3_origin, ent->velocity); blocked |= 3; return blocked; } VectorCopy (trace.plane.normal, planes[numplanes]); numplanes++; // // modify original_velocity so it parallels all of the clip planes // for (i=0 ; ibounce_me == 1) { ClipVelocity (original_velocity, planes[i], new_velocity, 1.4); // stop small oscillations if (new_velocity[2] < 60) { ent->groundentity = trace.ent; ent->groundentity_linkcount = trace.ent->linkcount; VectorCopy (vec3_origin, new_velocity); } else { // add a bit of random horizontal motion if (!new_velocity[0]) new_velocity[0] = crandom() * new_velocity[2]/4; if (!new_velocity[1]) new_velocity[1] = crandom() * new_velocity[2]/4; } } else if (ent->bounce_me == 2) VectorCopy(ent->velocity,new_velocity); else ClipVelocity (original_velocity, planes[i], new_velocity, 1); for (j=0 ; jvelocity); } else { // go along the crease if (numplanes != 2) { VectorCopy (vec3_origin, ent->velocity); blocked |= 7; return blocked; } CrossProduct (planes[0], planes[1], dir); d = DotProduct (dir, ent->velocity); VectorScale (dir, d, ent->velocity); } // // if velocity is against the original velocity, stop dead // to avoid tiny occilations in sloping corners // if ( !ent->bounce_me ) { if (DotProduct (ent->velocity, primal_velocity) <= 0) { VectorCopy (vec3_origin, ent->velocity); return blocked; } } } return blocked; } /* ============ SV_AddGravity ============ */ void SV_AddGravity (edict_t *ent) { #ifdef ROGUE_GRAVITY if (ent->gravityVector[2] > 0) { VectorMA(ent->velocity, ent->gravity * sv_gravity->value * FRAMETIME, ent->gravityVector, ent->velocity); } else if (level.time > ent->gravity_debounce_time) { // Knightmare- MOVETYPE_FEATHER specifies slow falling if ( (ent->movetype == MOVETYPE_FEATHER) && (ent->velocity[2] < 0.0f) ) { ent->velocity[2] -= ent->gravity * sv_gravity->value * FRAMETIME * 0.001f; } else ent->velocity[2] -= ent->gravity * sv_gravity->value * FRAMETIME; } #else if (level.time > ent->gravity_debounce_time) { // Knightmare- MOVETYPE_FEATHER specifies slow falling if ( (ent->movetype == MOVETYPE_FEATHER) && (ent->velocity[2] < 0.0f) ) { ent->velocity[2] -= ent->gravity * sv_gravity->value * FRAMETIME * 0.001f; } else ent->velocity[2] -= ent->gravity * sv_gravity->value * FRAMETIME; } #endif } /* =============================================================================== PUSHMOVE =============================================================================== */ /* ================================================= SV_PushEntity Does not change the entities velocity at all called for MOVETYPE_TOSS MOVETYPE_BOUNCE MOVETYPE_FLY MOVETYPE_FLYMISSILE MOVETYPE_RAIN MOVETYPE_FEATHER ================================================= */ trace_t SV_PushEntity (edict_t *ent, vec3_t push) { trace_t trace; vec3_t start; vec3_t end; int mask; int num_retries = 0; // edict_t *ignore; VectorCopy (ent->s.origin, start); VectorAdd (start, push, end); if (ent->clipmask) mask = ent->clipmask; else mask = MASK_SOLID; // ignore = ent; retry: trace = gi.trace (start, ent->mins, ent->maxs, end, ent, mask); // Harven fix start if (trace.startsolid || trace.allsolid) { mask ^= CONTENTS_DEADMONSTER; trace = gi.trace (start, ent->mins, ent->maxs, end, ent, mask); } // Harven fix end VectorCopy (trace.endpos, ent->s.origin); gi.linkentity (ent); if (trace.fraction != 1.0) { SV_Impact (ent, &trace); // if the pushed entity went away and the pusher is still there if ((!trace.ent->inuse && ent->inuse)) { // move the pusher back and try again VectorCopy (start, ent->s.origin); gi.linkentity (ent); goto retry; } // Lazarus: If the pushed entity is a conveyor, raise us up and // try again if (!num_retries && wasonground) { if ((trace.ent->movetype == MOVETYPE_CONVEYOR) && (trace.plane.normal[2] > 0.7) && !trace.startsolid) { vec3_t above; VectorCopy(end,above); above[2] += 32; trace = gi.trace (above, ent->mins, ent->maxs, end, ent, mask); VectorCopy (trace.endpos, end); VectorCopy (start, ent->s.origin); gi.linkentity(ent); num_retries++; goto retry; } } if (onconveyor && !trace.ent->client) { // If blocker can be damaged, destroy it. Otherwise destroy blockee. if (trace.ent->takedamage == DAMAGE_YES) T_Damage(trace.ent, ent, ent, vec3_origin, trace.ent->s.origin, vec3_origin, 100000, 1, 0, MOD_CRUSH); else T_Damage(ent, trace.ent, trace.ent, vec3_origin, ent->s.origin, vec3_origin, 100000, 1, 0, MOD_CRUSH); } } // ================ // PGM // FIXME - is this needed? ent->gravity = 1.0; // PGM // ================ if (ent->inuse) G_TouchTriggers (ent); return trace; } // Notes - the important new edict_t members used below are: // origin_offset - This is set in SpawnEntities, and gives the distance from a brush model's // origin to its geometric center: // // VectorAdd(ent->absmin,ent->absmax,ent->origin_offset); // VectorScale(ent->origin_offset,0.5,ent->origin_offset); // VectorSubtract(ent->origin_offset,ent->s.origin,ent->origin_offset); // // This is important for moving brush models that don't have an // origin brush. // // move_origin - This is used below only in conjunction with func_tracktrain. It's basically // a cheat - it tells us where a good, safe location for a rider is, so we // can infer a safe position that's somewhere between move_origin and the // pushed-to location. /* ============== MoveRiders By David Hyde Standard Q2 won't move a rider of a rider of a moving brush model, which in Lazarus is a very possible scenario. This routine recurses to move *all* riders of a pusher. ============== */ void MoveRiders (edict_t *platform, edict_t *ignore, vec3_t move, vec3_t amove, qboolean turn) { int i; edict_t *rider; for (i=1, rider=g_edicts+i; i<=globals.num_edicts; i++, rider++) { if ((rider->groundentity == platform) && (rider != ignore)) { VectorAdd (rider->s.origin, move, rider->s.origin); if (turn && (amove[YAW] != 0.0f)) { if (!rider->client) rider->s.angles[YAW] += amove[YAW]; else { rider->s.angles[YAW] += amove[YAW]; rider->client->ps.pmove.delta_angles[YAW] += ANGLE2SHORT(amove[YAW]); rider->client->ps.pmove.pm_type = PM_FREEZE; rider->client->ps.pmove.pm_flags |= PMF_NO_PREDICTION; } } gi.linkentity (rider); if (SV_TestEntityPosition(rider)) { // Move is blocked. Since this is for riders, not pushees, // it should be ok to just back the move for this rider off VectorSubtract (rider->s.origin, move, rider->s.origin); if (turn && (amove[YAW] != 0.0f)) rider->s.angles[YAW] -= amove[YAW]; gi.linkentity (rider); } else { // move this rider's riders MoveRiders (rider, ignore, move, amove, turn); } } } } /* ============ RealBoundingBox By David Hyde Returns the actual bounding box of a bmodel. This is a big improvement over what q2 normally does with rotating bmodels - q2 sets absmin, absmax to a cube that will completely contain the bmodel at *any* rotation on *any* axis, whether the bmodel can actually rotate to that angle or not. This leads to a lot of false block tests in SV_Push. ============ */ void RealBoundingBox (edict_t *ent, vec3_t mins, vec3_t maxs) { vec3_t forward, left, up, f1, l1, u1; vec3_t p[8]; int i, j, k, j2, k4; for (k=0; k<2; k++) { k4 = k*4; if (k) p[k4][2] = ent->maxs[2]; else p[k4][2] = ent->mins[2]; p[k4+1][2] = p[k4][2]; p[k4+2][2] = p[k4][2]; p[k4+3][2] = p[k4][2]; for (j=0; j<2; j++) { j2 = j*2; if (j) p[j2+k4][1] = ent->maxs[1]; else p[j2+k4][1] = ent->mins[1]; p[j2+k4+1][1] = p[j2+k4][1]; for (i=0; i<2; i++) { if (i) p[i+j2+k4][0] = ent->maxs[0]; else p[i+j2+k4][0] = ent->mins[0]; } } } AngleVectors(ent->s.angles,forward,left,up); for (i=0; i<8; i++) { VectorScale (forward, p[i][0], f1); VectorScale (left, -p[i][1], l1); VectorScale (up, p[i][2], u1); VectorAdd (ent->s.origin, f1, p[i]); VectorAdd (p[i], l1, p[i]); VectorAdd (p[i], u1, p[i]); } VectorCopy (p[0], mins); VectorCopy (p[0], maxs); for (i=1; i<8; i++) { mins[0] = min(mins[0],p[i][0]); mins[1] = min(mins[1],p[i][1]); mins[2] = min(mins[2],p[i][2]); maxs[0] = max(maxs[0],p[i][0]); maxs[1] = max(maxs[1],p[i][1]); maxs[2] = max(maxs[2],p[i][2]); } } typedef struct { edict_t *ent; vec3_t origin; vec3_t angles; float deltayaw; } pushed_t; pushed_t pushed[MAX_EDICTS], *pushed_p; edict_t *obstacle; /* ============ SV_Push Modified by David Hyde Objects need to be moved back on a failed push, otherwise riders would continue to slide. ============ */ qboolean SV_Push (edict_t *pusher, vec3_t move, vec3_t amove) { int i, e; edict_t *check, *block; vec3_t mins, maxs; pushed_t *p; vec3_t org, org2, org_check, forward, right, up; vec3_t move2 = {0,0,0}; vec3_t move3 = {0,0,0}; vec3_t realmins, realmaxs; qboolean turn; trace_t tr; if (!pusher) return false; // clamp the move to 1/8 units, so the position will // be accurate for client side prediction for (i=0 ; i<3 ; i++) { float temp; temp = move[i]*8.0; if (temp > 0.0) temp += 0.5; else temp -= 0.5; move[i] = 0.125 * (int)temp; } // find the bounding box for (i=0; i<3; i++) { mins[i] = pusher->absmin[i] + move[i]; maxs[i] = pusher->absmax[i] + move[i]; } // Lazarus: temp turn indicates whether riders // should rotate with the pusher if (pusher->turn_rider || turn_rider->value) //was AND, changed to OR turn = true; else turn = false; // we need this for pushing things later VectorSubtract (vec3_origin, amove, org); AngleVectors (org, forward, right, up); // save the pusher's original position pushed_p->ent = pusher; VectorCopy (pusher->s.origin, pushed_p->origin); VectorCopy (pusher->s.angles, pushed_p->angles); if (pusher->client) pushed_p->deltayaw = pusher->client->ps.pmove.delta_angles[YAW]; pushed_p++; // move the pusher to it's final position VectorAdd (pusher->s.origin, move, pusher->s.origin); VectorAdd (pusher->s.angles, amove, pusher->s.angles); gi.linkentity (pusher); // Lazarus: Standard Q2 takes a horrible shortcut // with rotating brush models which we // kinda sorta get around here. RealBoundingBox // returns the actual bounding box that contains // the original mins and maxs rotated to the // current angles. It would of course be much // better if we could test against actually // intersecting the solid part of the model. RealBoundingBox(pusher,realmins,realmaxs); // see if any solid entities are inside the final position check = g_edicts+1; for (e = 1; e < globals.num_edicts; e++, check++) { if (!check->inuse) continue; if (check == pusher->owner) // Lazarus: owner can't block us continue; if (check->movetype == MOVETYPE_PUSH || check->movetype == MOVETYPE_STOP || check->movetype == MOVETYPE_NONE || check->movetype == MOVETYPE_NOCLIP || check->movetype == MOVETYPE_PENDULUM) continue; if (!check->area.prev) continue; // not linked in anywhere // if the entity is standing on the pusher, it will definitely be moved if (check->groundentity != pusher) { // 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; */ if ( check->absmin[0] >= realmaxs[0] || check->absmin[1] >= realmaxs[1] || check->absmin[2] >= realmaxs[2] || check->absmax[0] <= realmins[0] || check->absmax[1] <= realmins[1] || check->absmax[2] <= realmins[2] ) continue; // see if the ent's bbox is inside the pusher's final position if (!SV_TestEntityPosition (check)) continue; } // Lazarus: func_tracktrain-specific stuff // If train is *driven*, then hurt monsters/players it touches NOW // rather than waiting to be blocked. //if ((pusher->flags & FL_TRACKTRAIN) && (check->svflags & SVF_MONSTER) && (check->groundentity != pusher)) if ((pusher->flags & FL_TRACKTRAIN) && pusher->owner && ((check->svflags & SVF_MONSTER) || check->client) && (check->groundentity != pusher)) { vec3_t dir; int knockback; VectorSubtract(check->s.origin,pusher->s.origin,dir); dir[2] += 16; VectorNormalize(dir); knockback = (int)(fabs(pusher->moveinfo.current_speed) * check->mass / 300.); T_Damage (check, pusher, pusher, dir, check->s.origin, vec3_origin, pusher->dmg, knockback, 0, MOD_CRUSH); } if ((pusher->movetype == MOVETYPE_PUSH) || (pusher->movetype == MOVETYPE_PENDULUM) || (check->groundentity == pusher)) { // move this entity pushed_p->ent = check; VectorCopy (check->s.origin, pushed_p->origin); VectorCopy (check->s.angles, pushed_p->angles); pushed_p++; // try moving the contacted entity VectorAdd (check->s.origin, move, check->s.origin); // Lazarus: if turn_rider is set, do it. We don't do this by default // 'cause it can be a fairly drastic change in gameplay if (turn && (check->groundentity == pusher)) { if (!check->client) { check->s.angles[YAW] += amove[YAW]; } else { if (amove[YAW] != 0.0f) { check->client->ps.pmove.delta_angles[YAW] += ANGLE2SHORT(amove[YAW]); check->client->ps.viewangles[YAW] += amove[YAW]; // PM_FREEZE makes the turn smooth, even though it will // be turned off by ClientThink in the very next video frame check->client->ps.pmove.pm_type = PM_FREEZE; // PMF_NO_PREDICTION overrides .exe's client physics, which // really doesn't like for us to change player angles. Note // that this isn't strictly necessary, since Lazarus 1.7 and // later automatically turn prediction off (in ClientThink) when // player is riding a MOVETYPE_PUSH check->client->ps.pmove.pm_flags |= PMF_NO_PREDICTION; } if (amove[PITCH] != 0.0f) { float delta_yaw; float pitch = amove[PITCH]; delta_yaw = check->s.angles[YAW] - pusher->s.angles[YAW]; delta_yaw *= M_PI / 180.; pitch *= cos(delta_yaw); check->client->ps.pmove.delta_angles[PITCH] += ANGLE2SHORT(pitch); check->client->ps.viewangles[PITCH] += pitch; check->client->ps.pmove.pm_type = PM_FREEZE; check->client->ps.pmove.pm_flags |= PMF_NO_PREDICTION; } } } // Lazarus: This is where we attempt to move check due to a rotation, WITHOUT embedding // check in pusher (or anything else) if ((amove[PITCH] != 0) || (amove[YAW] != 0) || (amove[ROLL] != 0)) { // Argh! - always need to do this, except for pendulums if (pusher->movetype != MOVETYPE_PENDULUM) { // figure movement due to the pusher's amove VectorAdd(check->s.origin,check->origin_offset,org_check); VectorSubtract (org_check, pusher->s.origin, org); org2[0] = DotProduct (org, forward); org2[1] = -DotProduct (org, right); org2[2] = DotProduct (org, up); VectorSubtract (org2, org, move2); VectorAdd (check->s.origin, move2, check->s.origin); } // Argh! - on top of a rotating pusher (moved the groundentity check here) if (check->groundentity == pusher) { if ((amove[PITCH] != 0) || (amove[ROLL] != 0)) { VectorCopy(check->s.origin,org); org[2] += 2*check->mins[2]; //tr = gi.trace(check->s.origin,vec3_origin,vec3_origin,org,check,MASK_SOLID); //if (!tr.startsolid && tr.fraction < 1) // check->s.origin[2] = tr.endpos[2] - check->mins[2] // + fabs(tr.plane.normal[0])*check->size[0]/2 // + fabs(tr.plane.normal[1])*check->size[1]/2; // Argh! - this should fix collision problem with simple // rotating pushers, trains still seem okay too but // I haven't tested them thoroughly tr = gi.trace(check->s.origin, check->mins, check->maxs, org, check, MASK_SOLID); if (!tr.startsolid && tr.fraction < 1) check->s.origin[2] = tr.endpos[2]; // Lazarus: func_tracktrain is a special case. Since we KNOW (if the map was // constructed properly) that "move_origin" is a safe position, we // can infer that there should be a safe (not embedded) position // somewhere between move_origin and the proposed new location. if ((pusher->flags & FL_TRACKTRAIN) && (check->client || (check->svflags & SVF_MONSTER))) { vec3_t f, l, u; AngleVectors (pusher->s.angles, f, l, u); VectorScale (f, pusher->move_origin[0], f); VectorScale (l, -pusher->move_origin[1], l); VectorAdd (pusher->s.origin, f, org); VectorAdd (org, l, org); org[2] += pusher->move_origin[2] + 1; org[2] += 16 * ( fabs(u[0]) + fabs(u[1]) ); tr = gi.trace(org, check->mins, check->maxs, check->s.origin, check, MASK_SOLID); if (!tr.startsolid) { VectorCopy (tr.endpos, check->s.origin); VectorCopy (check->s.origin, org); org[2] -= 128; tr = gi.trace(check->s.origin, check->mins, check->maxs, org, check, MASK_SOLID); if (tr.fraction > 0) VectorCopy (tr.endpos, check->s.origin); } } } } } // may have pushed them off an edge if (check->groundentity != pusher) check->groundentity = NULL; // Lazarus - don't block movewith trains with a rider - they may end up // being stuck, but that beats a small pitch or roll causing // blocked trains/gibbed monsters if (check->movewith_ent == pusher) { gi.linkentity (check); continue; } block = SV_TestEntityPosition (check); if (block && (pusher->flags & FL_TRACKTRAIN) && (check->client || (check->svflags & SVF_MONSTER)) && (check->groundentity == pusher) ) { // Lazarus: Last hope. If this doesn't get rider out of the way he's // gonna be stuck. vec3_t f, l, u; AngleVectors (pusher->s.angles, f, l, u); VectorScale (f, pusher->move_origin[0], f); VectorScale (l, -pusher->move_origin[1], l); VectorAdd (pusher->s.origin, f, org); VectorAdd (org, l, org); org[2] += pusher->move_origin[2] + 1; org[2] += 16 * ( fabs(u[0]) + fabs(u[1]) ); tr = gi.trace(org, check->mins, check->maxs, check->s.origin, check, MASK_SOLID); if (!tr.startsolid) { VectorCopy (tr.endpos, check->s.origin); VectorCopy (check->s.origin, org); org[2] -= 128; tr = gi.trace(check->s.origin, check->mins, check->maxs, org, check, MASK_SOLID); if (tr.fraction > 0) VectorCopy (tr.endpos, check->s.origin); block = SV_TestEntityPosition (check); } } if (!block) { // pushed ok gi.linkentity (check); // Lazarus: Move check riders, and riders of riders, and... well, you get the pic VectorAdd (move, move2, move3); MoveRiders (check, NULL, move3, amove, turn); // impact? continue; } //gi.dprintf("#2 ent is inside pusher's next position, backing off move\n"); // if it is ok to leave in the old position, do it // this is only relevent for riding entities, not pushed VectorSubtract (check->s.origin, move, check->s.origin); VectorSubtract (check->s.origin, move2, check->s.origin); if (turn) { // Argh! - angle if (!check->client) check->s.angles[YAW] -= amove[YAW]; else { if (amove[YAW] != 0.) { check->s.angles[YAW] -= amove[YAW]; check->client->ps.pmove.delta_angles[YAW] -= ANGLE2SHORT(amove[YAW]); check->client->ps.viewangles[YAW] -= amove[YAW]; } } } block = SV_TestEntityPosition (check); if (!block) { pushed_p--; continue; } //gi.dprintf("#3 ent is inside pusher's next position, PINCH!!!\n"); if (check->svflags & SVF_GIB) //Knightmare- gibs don't block { G_FreeEdict(check); 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--) { VectorCopy (p->origin, p->ent->s.origin); VectorCopy (p->angles, p->ent->s.angles); if (p->ent->client) { p->ent->client->ps.pmove.delta_angles[YAW] = p->deltayaw; } gi.linkentity (p->ent); } 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; } /* ================ SV_Physics_Pusher Bmodel objects don't interact with each other, but push all box objects ================ */ void SV_Physics_Pusher (edict_t *ent) { vec3_t move, amove; edict_t *part, *mv; if (!ent) return; // if not a team captain, so movement will be handled elsewhere if (ent->flags & FL_TEAMSLAVE) return; // Knightmare- always call think function for prox mines if (!strcmp(ent->classname, "prox") || !strcmp(ent->classname, "prox_field")) { if (ent->inuse) SV_RunThink (ent); } // 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 //retry: pushed_p = pushed; for (part = ent; part; part=part->teamchain) { if (part->attracted) part->velocity[0] = part->velocity[1] = 0; if (part->velocity[0] || part->velocity[1] || part->velocity[2] || part->avelocity[0] || part->avelocity[1] || part->avelocity[2] ) { // object is moving VectorScale (part->velocity, FRAMETIME, move); VectorScale (part->avelocity, FRAMETIME, amove); if (!SV_Push (part, move, amove)) break; // move was blocked if (part->moveinfo.is_blocked) { part->moveinfo.is_blocked = false; if (part->moveinfo.sound_middle) part->s.sound = part->moveinfo.sound_middle; } } } if (pushed_p > &pushed[MAX_EDICTS-1]) gi.error (ERR_FATAL, "pushed_p > &pushed[MAX_EDICTS-1], memory corrupted"); if (part && !part->attracted) { // the move failed, bump all nextthink times and back out moves for (mv = ent; mv; mv=mv->teamchain) { if (mv->nextthink > 0) mv->nextthink += FRAMETIME; } // if the pusher has a "blocked" function, call it // otherwise, just stay in place until the obstacle is gone if (part->blocked) { // Lazarus: Func_pushables with health < 0 & vehicles ALWAYS block pushers if ( ( (obstacle->movetype == MOVETYPE_PUSHABLE) && (obstacle->health < 0)) || (obstacle->movetype == MOVETYPE_VEHICLE) ) { part->moveinfo.is_blocked = true; if (part->s.sound) { if (part->moveinfo.sound_end) gi.sound (part, CHAN_NO_PHS_ADD+CHAN_VOICE, part->moveinfo.sound_end, 1, ATTN_STATIC, 0); part->s.sound = 0; } // Lazarus: More special-case stuff. Man I hate doing this if (part->movetype == MOVETYPE_PENDULUM) { if (fabs(part->s.angles[ROLL]) > 2) { // gi.dprintf("pendulum continue in g_phys, avelocity=%g\n",part->avelocity[ROLL]); part->moveinfo.start_angles[ROLL] = part->s.angles[ROLL]; VectorClear(part->avelocity); part->startframe = 0; } else { // gi.dprintf("pendulum stop in g_phys\n"); part->spawnflags &= ~1; part->moveinfo.start_angles[ROLL] = 0; VectorClear(part->s.angles); VectorClear(part->avelocity); } } } else { part->blocked (part, obstacle); part->moveinfo.is_blocked = true; } } #if 0 // if the pushed entity went away and the pusher is still there if (!obstacle->inuse && part->inuse) goto retry; #endif } else { // the move succeeded, so call all think functions for (part = ent; part; part=part->teamchain) { // prevent entities that are on trains that have gone away from thinking! if (part->inuse //Knightmare- skip prox mines, SV_RunThink is called for them at beginning of this function && strcmp(part->classname, "prox") && strcmp(part->classname, "prox_field")) SV_RunThink (part); } } } //================================================================== /* ============= SV_Physics_None Non moving objects can only think ============= */ void SV_Physics_None (edict_t *ent) { if (!ent) return; // regular thinking SV_RunThink (ent); } /* ============= SV_Physics_Noclip A moving object that doesn't obey physics ============= */ void SV_Physics_Noclip (edict_t *ent) { if (!ent) return; // regular thinking if (!SV_RunThink (ent)) return; VectorMA (ent->s.angles, FRAMETIME, ent->avelocity, ent->s.angles); VectorMA (ent->s.origin, FRAMETIME, ent->velocity, ent->s.origin); gi.linkentity (ent); } /* ============================================================================== TOSS / BOUNCE ============================================================================== */ /* ============= SV_Physics_Toss Toss, bounce, and fly movement. When onground, do nothing. ============= */ void SV_Physics_Toss (edict_t *ent) { trace_t trace; vec3_t move; float backoff; edict_t *slave; qboolean wasinwater; qboolean isinwater; vec3_t old_origin; if (!ent) return; // regular thinking SV_RunThink (ent); // if not a team captain, so movement will be handled elsewhere if (ent->flags & FL_TEAMSLAVE) return; if (ent->groundentity) wasonground = true; if (ent->velocity[2] > 0) ent->groundentity = NULL; // check for the groundentity going away if (ent->groundentity) if (!ent->groundentity->inuse) ent->groundentity = NULL; // Lazarus: conveyor if (ent->groundentity && (ent->groundentity->movetype == MOVETYPE_CONVEYOR)) { vec3_t point, end; trace_t tr; edict_t *ground = ent->groundentity; VectorCopy(ent->s.origin,point); point[2] += 1; VectorCopy(point,end); end[2] -= 256; tr = gi.trace (point, ent->mins, ent->maxs, end, ent, MASK_SOLID); // tr.ent HAS to be ground, but just in case we screwed something up: if (tr.ent == ground) { onconveyor = true; ent->velocity[0] = ground->movedir[0] * ground->speed; ent->velocity[1] = ground->movedir[1] * ground->speed; if (tr.plane.normal[2] > 0) { ent->velocity[2] = ground->speed * sqrt(1.0 - tr.plane.normal[2]*tr.plane.normal[2]) / tr.plane.normal[2]; if (DotProduct(ground->movedir,tr.plane.normal) > 0) { // then we're moving down ent->velocity[2] = -ent->velocity[2]; } } VectorScale (ent->velocity, FRAMETIME, move); trace = SV_PushEntity (ent, move); if (!ent->inuse) return; M_CheckGround(ent); } } // if onground, return without moving if ( ent->groundentity && ent->gravity > 0.0) // PGM - gravity hack return; VectorCopy (ent->s.origin, old_origin); SV_CheckVelocity (ent); // add gravity if (ent->movetype != MOVETYPE_FLY && ent->movetype != MOVETYPE_FLYMISSILE // RAFAEL- move type for rippergun projectile && ent->movetype != MOVETYPE_WALLBOUNCE && ent->movetype != MOVETYPE_VEHICLE && ent->movetype != MOVETYPE_RAIN) SV_AddGravity (ent); // move angles VectorMA (ent->s.angles, FRAMETIME, ent->avelocity, ent->s.angles); // move origin VectorScale (ent->velocity, FRAMETIME, move); trace = SV_PushEntity (ent, move); if (!ent->inuse) return; if (trace.fraction < 1) { // RAFAEL if (ent->movetype == MOVETYPE_WALLBOUNCE) backoff = 2.0; else if ((ent->movetype == MOVETYPE_RAIN) && (trace.plane.normal[2] <= 0.7)) backoff = 2.0; // else if (ent->class_id == ENTITY_SHOCK_SPHERE) // backoff = 1.8; else if (ent->movetype == MOVETYPE_BOUNCE) // backoff = 1.5; backoff = 1.0 + bounce_bounce->value; else if (trace.plane.normal[2] <= 0.7) // Lazarus - don't stop on steep incline backoff = 1.5; else backoff = 1; ClipVelocity (ent->velocity, trace.plane.normal, ent->velocity, backoff); // RAFAEL if (ent->movetype == MOVETYPE_WALLBOUNCE) vectoangles (ent->velocity, ent->s.angles); // stop if on ground if ( (trace.plane.normal[2] > 0.7) && (ent->movetype != MOVETYPE_WALLBOUNCE) ) { // if (ent->velocity[2] < bounce_minv->value || ent->movetype != MOVETYPE_BOUNCE) if ( (ent->class_id != ENTITY_SHOCK_SPHERE) && ((ent->velocity[2] < bounce_minv->value) || (ent->movetype != MOVETYPE_BOUNCE)) ) { ent->groundentity = trace.ent; ent->groundentity_linkcount = trace.ent->linkcount; VectorCopy (vec3_origin, ent->velocity); VectorCopy (vec3_origin, ent->avelocity); } } // if (ent->touch) // ent->touch (ent, trace.ent, &trace.plane, trace.surface); } // Lazarus: MOVETYPE_RAIN doesn't cause splash noises when touching water if (ent->movetype != MOVETYPE_RAIN) { // check for water transition wasinwater = (ent->watertype & MASK_WATER); ent->watertype = gi.pointcontents (ent->s.origin); isinwater = ent->watertype & MASK_WATER; if (isinwater) ent->waterlevel = 1; else ent->waterlevel = 0; if (!wasinwater && isinwater) { if (strcmp(ent->classname, "lavaball") && strcmp(ent->classname, "bubble")) gi.positioned_sound (old_origin, g_edicts, CHAN_AUTO, gi.soundindex("misc/h2ohit1.wav"), 1, 1, 0); } else if (wasinwater && !isinwater) { if (strcmp(ent->classname, "lavaball") && strcmp(ent->classname, "bubble")) gi.positioned_sound (ent->s.origin, g_edicts, CHAN_AUTO, gi.soundindex("misc/h2ohit1.wav"), 1, 1, 0); } } // move teamslaves for (slave = ent->teamchain; slave; slave = slave->teamchain) { VectorCopy (ent->s.origin, slave->s.origin); gi.linkentity (slave); } } /* =============================================================================== STEPPING MOVEMENT =============================================================================== */ /* ============= SV_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? ============= */ //FIXME: hacked in for E3 demo //#define sv_stopspeed 100 #define sv_friction 6 #define sv_waterfriction 1 void SV_AddRotationalFriction (edict_t *ent) { int n; float adjustment; VectorMA (ent->s.angles, FRAMETIME, ent->avelocity, ent->s.angles); adjustment = FRAMETIME * sv_stopspeed->value * sv_friction; //PGM now a cvar 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; } } } #define WATER_DENSITY 0.00190735 float RiderMass(edict_t *platform) { float mass = 0; int i; edict_t *rider; trace_t trace; vec3_t point; for (i=1, rider=g_edicts+i; i<=globals.num_edicts; i++, rider++) { if (rider == platform) continue; if (!rider->inuse) continue; if (rider->groundentity == platform) { mass += rider->mass; mass += RiderMass(rider); } else if (rider->movetype == MOVETYPE_PUSHABLE ) { // Bah - special case for func_pushable riders. Swimming // func_pushables don't really have a groundentity, even // though they may be sitting on another swimming // func_pushable, which is what we need to know. VectorCopy(rider->s.origin,point); point[2] -= 0.25; trace = gi.trace (rider->s.origin, rider->mins, rider->maxs, point, rider, MASK_MONSTERSOLID); if ( trace.plane.normal[2] < 0.7 && !trace.startsolid) continue; if (!trace.startsolid && !trace.allsolid) { if (trace.ent == platform) { mass += rider->mass; mass += RiderMass(rider); } } } } return mass; } void SV_Physics_Step (edict_t *ent) { qboolean hitsound = false; qboolean wasonground; float *vel; float speed, newspeed, control; float friction; edict_t *groundentity; edict_t *e; int cont; int mask; int i; int oldwaterlevel; vec3_t point, end; vec3_t old_origin, move; if (!ent) return; // airborn monsters should always check for ground if (!ent->groundentity) M_CheckGround (ent); oldwaterlevel = ent->waterlevel; VectorCopy (ent->s.origin, old_origin); // Lazarus: If density hasn't been calculated yet, do so now if (ent->mass > 0 && ent->density == 0.) { ent->volume = ent->size[0] * ent->size[1] * ent->size[2]; ent->density = ent->mass/ent->volume; if (ent->movetype == MOVETYPE_PUSHABLE) { // This stuff doesn't apply to anything else, and... heh... // caused monster_flipper to sink ent->bob = min(2.0, 300.0/ent->mass); ent->duration = max(2.0, 1.0 + ent->mass/100.0f); // Figure out neutral bouyancy line for this entity // This isn't entirely realistic, but helps gameplay: // Arbitrary mass limit for func_pushable that be pushed on // land is 500. So make a mass=500+, 64x64x64 crate sink. // (Otherwise, player might cause a 501 crate to leave // water and expect to be able to push it.) // Max floating density is then 0.0019073486328125 if (ent->density > WATER_DENSITY) ent->flags &= ~FL_SWIM; // sinks like a rock } } // If not a monster, then determine whether we're in water. // (monsters take care of this in g_monster.c) if (!(ent->svflags & SVF_MONSTER) && (ent->flags & FL_SWIM) ) { point[0] = (ent->absmax[0] + ent->absmin[0])/2; point[1] = (ent->absmax[1] + ent->absmin[1])/2; point[2] = ent->absmin[2] + 1; cont = gi.pointcontents (point); if (!(cont & MASK_WATER)) { ent->waterlevel = 0; ent->watertype = 0; } else { ent->watertype = cont; ent->waterlevel = 1; point[2] = ent->absmin[2] + ent->size[2]/2; cont = gi.pointcontents (point); if (cont & MASK_WATER) { ent->waterlevel = 2; point[2] = ent->absmax[2]; cont = gi.pointcontents (point); if (cont & MASK_WATER) ent->waterlevel = 3; } } } groundentity = ent->groundentity; // if (groundentity && strcmp(groundentity->classname, "worldspawn")) //if groundentity isn't worldspawn // VectorAdd (ent->velocity, groundentity->velocity, ent->velocity); SV_CheckVelocity (ent); if (groundentity) wasonground = true; else wasonground = false; /* if (groundentity) { wasonground = true; if (ent->client && (!strcmp(groundentity->classname, "func_train") || !strcmp(groundentity->classname, "func_tracktrain")) ) VectorAdd (ent->velocity, groundentity->velocity, ent->velocity); // Knightmare- move if on conveyor else if (groundentity->movetype == MOVETYPE_CONVEYOR) { //gi.dprintf ("Moving on conveyor\n"); VectorMA(ent->velocity, groundentity->speed, groundentity->movedir, ent->velocity); } }*/ if (ent->avelocity[0] || ent->avelocity[1] || ent->avelocity[2]) SV_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[2] < sv_gravity->value*-0.1) hitsound = true; if (ent->waterlevel == 0) SV_AddGravity (ent); } // friction for flying monsters that have been given vertical velocity if ((ent->flags & FL_FLY) && (ent->velocity[2] != 0)) { speed = fabs(ent->velocity[2]); control = speed < sv_stopspeed->value ? sv_stopspeed->value : speed; friction = sv_friction/3; newspeed = speed - (FRAMETIME * control * friction); if (newspeed < 0) newspeed = 0; newspeed /= speed; ent->velocity[2] *= newspeed; } // friction for swimming monsters that have been given vertical velocity if (ent->movetype != MOVETYPE_PUSHABLE) { // Lazarus: This is id's swag at drag. It works mostly, but for submerged // crates we can do better. if ((ent->flags & FL_SWIM) && (ent->velocity[2] != 0)) { speed = fabs(ent->velocity[2]); control = speed < sv_stopspeed->value ? sv_stopspeed->value : speed; newspeed = speed - (FRAMETIME * control * sv_waterfriction * ent->waterlevel); if (newspeed < 0) newspeed = 0; newspeed /= speed; ent->velocity[2] *= newspeed; } } // Lazarus: Floating stuff if ((ent->movetype == MOVETYPE_PUSHABLE) && (ent->flags & FL_SWIM) && (ent->waterlevel)) { float waterlevel; float rider_mass, total_mass; trace_t tr; float Accel, Area, Drag, Force; VectorCopy(point,end); if (ent->waterlevel < 3) { point[2] = ent->absmax[2]; end[2] = ent->absmin[2]; tr = gi.trace(point, NULL, NULL, end, ent, MASK_WATER); waterlevel = tr.endpos[2]; } else { // Not right, but really all we need to know waterlevel = ent->absmax[2] + 1; } rider_mass = RiderMass(ent); total_mass = rider_mass + ent->mass; Area = ent->size[0] * ent->size[1]; if (waterlevel < ent->absmax[2]) { // A portion of crate is above water int time; float t0, t1, z0, z1; // For partially submerged crates, use same psuedo-friction thing used // on other entities. This isn't really correct, but then neither is // our drag calculation used for fully submerged crates good for this // situation if (ent->velocity[2] != 0) { speed = fabs(ent->velocity[2]); control = speed < sv_stopspeed->value ? sv_stopspeed->value : speed; newspeed = speed - (FRAMETIME * control * sv_waterfriction * ent->waterlevel); if (newspeed < 0) newspeed = 0; newspeed /= speed; ent->velocity[2] *= newspeed; } // Apply physics and bob AFTER friction, or the damn thing will never move. Force = -total_mass + ((waterlevel-ent->absmin[2]) * Area * WATER_DENSITY); Accel = Force * sv_gravity->value/total_mass; ent->velocity[2] += Accel*FRAMETIME; time = ent->duration*10; t0 = ent->bobframe%time; t1 = (ent->bobframe+1)%time; z0 = sin(2*M_PI*t0/time); z1 = sin(2*M_PI*t1/time); ent->velocity[2] += ent->bob * (z1-z0) * 10; ent->bobframe = (ent->bobframe+1)%time; } else { // Crate is fully submerged Force = -total_mass + ent->volume * WATER_DENSITY; if (sv_gravity->value) { Drag = 0.00190735 * 1.05 * Area * (ent->velocity[2]*ent->velocity[2])/sv_gravity->value; if (Drag > fabs(Force)) { // Drag actually CAN be > total weight, but if we do this we tend to // get crates flying back out of the water after being dropped from some // height Drag = fabs(Force); } if (ent->velocity[2] > 0) Drag = -Drag; Force += Drag; } Accel = Force * sv_gravity->value/total_mass; ent->velocity[2] += Accel*FRAMETIME; } if (ent->watertype & MASK_CURRENT) { // Move with current, relative to mass. Mass=400 or less // will move at 50 units/sec. float v; int current; if (ent->mass > 400) v = 0.125 * ent->mass; else v = 50.; current = ent->watertype & MASK_CURRENT; switch (current) { case CONTENTS_CURRENT_0: ent->velocity[0] = v; break; case CONTENTS_CURRENT_90: ent->velocity[1] = v; break; case CONTENTS_CURRENT_180: ent->velocity[0] = -v; break; case CONTENTS_CURRENT_270: ent->velocity[1] = -v; break; case CONTENTS_CURRENT_UP : ent->velocity[2] = max(v, ent->velocity[2]); break; case CONTENTS_CURRENT_DOWN: ent->velocity[2] = min(-v, ent->velocity[2]); break; } } } // Conveyor if (wasonground && groundentity && (groundentity->movetype == MOVETYPE_CONVEYOR)) { trace_t tr; VectorCopy(ent->s.origin,point); point[2] += 1; VectorCopy(point,end); end[2] -= 256; tr = gi.trace (point, ent->mins, ent->maxs, end, ent, MASK_SOLID); // tr.ent HAS to be ground, but just in case we screwed something up: if (tr.ent == groundentity) { onconveyor = true; ent->velocity[0] = groundentity->movedir[0] * groundentity->speed; ent->velocity[1] = groundentity->movedir[1] * groundentity->speed; if (tr.plane.normal[2] > 0) { ent->velocity[2] = groundentity->speed * sqrt(1.0 - tr.plane.normal[2]*tr.plane.normal[2]) / tr.plane.normal[2]; if (DotProduct(groundentity->movedir, tr.plane.normal) > 0) { // Then we're moving down. ent->velocity[2] = -ent->velocity[2] + 2; } } } } if (ent->velocity[2] || ent->velocity[1] || ent->velocity[0]) { int block; // apply friction // let dead monsters who aren't completely onground slide if ((wasonground) || (ent->flags & (FL_SWIM|FL_FLY))) if (!onconveyor) { if (!(ent->health <= 0.0 && !M_CheckBottom(ent))) { vel = ent->velocity; speed = sqrt(vel[0]*vel[0] +vel[1]*vel[1]); if (speed) { friction = sv_friction; control = speed < sv_stopspeed->value ? sv_stopspeed->value : speed; newspeed = speed - FRAMETIME*control*friction; if (newspeed < 0) newspeed = 0; newspeed /= speed; vel[0] *= newspeed; vel[1] *= newspeed; } } } if (ent->svflags & SVF_MONSTER) mask = MASK_MONSTERSOLID; else if (ent->movetype == MOVETYPE_PUSHABLE) mask = MASK_MONSTERSOLID | MASK_PLAYERSOLID; else if (ent->clipmask) mask = ent->clipmask; // Lazarus edition else mask = MASK_SOLID; //SV_FlyMove (ent, FRAMETIME, mask); if (ent->movetype == MOVETYPE_PUSHABLE) { block = SV_PushableMove (ent, FRAMETIME, mask); if (block && !(block & 8) && onconveyor) { if (blocker && (blocker->takedamage == DAMAGE_YES)) T_Damage(blocker, world, world, vec3_origin, ent->s.origin, vec3_origin, 100000, 1, 0, MOD_CRUSH); else T_Damage(ent, world, world, vec3_origin, ent->s.origin, vec3_origin, 100000, 1, 0, MOD_CRUSH); if (!ent->inuse) return; } } else { block = SV_FlyMove (ent, FRAMETIME, mask); if (block && !(block & 8) && onconveyor) { if (blocker && (blocker->takedamage == DAMAGE_YES)) T_Damage(blocker, world, world, vec3_origin, ent->s.origin, vec3_origin, 100000, 1, 0, MOD_CRUSH); else T_Damage(ent, world, world, vec3_origin, ent->s.origin, vec3_origin, 100000, 1, 0, MOD_CRUSH); if (!ent->inuse) return; } } if (ent->inuse && ent->s.origin) // catch removed entity gi.linkentity (ent); // crashes here with bad plane error in engine // ======== // PGM - reset this every time they move. // G_touchtriggers will set it back if appropriate // ent->gravity = 1.0; // ======== G_TouchTriggers (ent); if (!ent->inuse) return; if (ent->groundentity) { if (!wasonground) { if (hitsound) { if (ent->flags & FL_Q1_MONSTER) gi.sound (ent, 0, gi.soundindex("q1fiend/dland2.wav"), 1, ATTN_NORM, 0); else gi.sound (ent, 0, gi.soundindex("world/land.wav"), 1, 1, 0); } } } // Move func_pushable riders if (ent->movetype == MOVETYPE_PUSHABLE) { trace_t tr; if (ent->bounce_me == 2) VectorMA (old_origin, FRAMETIME, ent->velocity, ent->s.origin); VectorSubtract (ent->s.origin, old_origin, move); for (i=1, e=g_edicts+i; igroundentity == ent) { VectorAdd (e->s.origin, move, end); tr = gi.trace(e->s.origin, e->mins, e->maxs, end, ent, MASK_SOLID); VectorCopy (tr.endpos, e->s.origin); gi.linkentity(e); } } } } // Knightmare- also do func_breakaways else if ( (ent->movetype == MOVETYPE_PUSHABLE) || !strcmp(ent->classname, "func_breakaway") ) { // We run touch function for non-moving func_pushables every frame // to see if they are touching, for example, a trigger_mass G_TouchTriggers (ent); if (!ent->inuse) return; } // Lazarus: Add falling damage for entities that can be damaged if (ent->takedamage == DAMAGE_YES) { other_FallingDamage (ent); VectorCopy(ent->velocity,ent->oldvelocity); } if ((!oldwaterlevel && ent->waterlevel) && !ent->groundentity) { if (ent->watertype & CONTENTS_MUD) gi.sound (ent, CHAN_BODY, gi.soundindex("mud/mud_in2.wav"), 1, ATTN_NORM, 0); else if ( (ent->watertype & CONTENTS_SLIME) || (ent->watertype & CONTENTS_WATER) ) gi.sound (ent, CHAN_BODY, gi.soundindex("player/watr_in.wav"), 1, ATTN_NORM, 0); } if (!ent->inuse) // PGM g_touchtrigger free problem return; // regular thinking SV_RunThink (ent); VectorCopy(ent->velocity,ent->oldvelocity); } // //============ //SV_VehicleMove //============ // #define MAX_CLIP_PLANES 5 int SV_VehicleMove (edict_t *ent, float time, int mask) { edict_t *hit; edict_t *ignore; trace_t trace; vec3_t dir; vec3_t end; vec3_t planes[MAX_CLIP_PLANES]; vec3_t primal_velocity, original_velocity, new_velocity; vec3_t start; vec3_t move, amove; vec3_t xy_velocity; vec_t xy_speed; float d; float e, m, v11, v12, v21, v22; float time_left; int bumpcount, numbumps; int numplanes; int i, j; int blocked; // Corrective stuff added for bmodels with no origin brush vec3_t mins, maxs; vec3_t origin; numbumps = 4; blocked = 0; VectorCopy (ent->velocity, original_velocity); VectorCopy (ent->velocity, primal_velocity); numplanes = 0; VectorCopy(ent->velocity,xy_velocity); xy_velocity[2] = 0; xy_speed = VectorLength(xy_velocity); time_left = time; VectorAdd(ent->s.origin,ent->origin_offset,origin); VectorCopy(ent->size,maxs); VectorScale(maxs,0.5,maxs); VectorNegate(maxs,mins); mins[2] += 1; ent->groundentity = NULL; ignore = ent; VectorCopy(origin,start); for (bumpcount=0 ; bumpcountvelocity[i]; retry: trace = gi.trace (start, mins, maxs, end, ignore, mask); if (trace.ent && (trace.ent->movewith_ent == ent) ) { ignore = trace.ent; VectorCopy(trace.endpos,start); goto retry; } if (trace.allsolid) { // entity is trapped in another solid if (trace.ent && (trace.ent->svflags & SVF_MONSTER)) { // Monster stuck in vehicle. No matter how screwed up this is, // we've gotta get him out of there. // Give him a light-speed nudge and a velocity trace_t tr; vec3_t new_origin, new_velocity; VectorSubtract(trace.ent->s.origin,ent->s.origin,dir); dir[2] = 0; VectorNormalize(dir); dir[2] = 0.2; VectorMA(trace.ent->velocity,32,dir,new_velocity); VectorMA(trace.ent->s.origin,FRAMETIME,new_velocity,new_origin); tr = gi.trace(trace.ent->s.origin,trace.ent->mins,trace.ent->maxs,new_origin,trace.ent,MASK_MONSTERSOLID); if (tr.fraction == 1) { VectorCopy(new_origin,trace.ent->s.origin); VectorCopy(new_velocity,trace.ent->velocity); gi.linkentity(trace.ent); } } else if (trace.ent->client && xy_speed > 0 ) { // If player is relatively close to the vehicle move_origin, AND the // vehicle is still moving, then most likely the player just disengaged // the vehicle and isn't really trapped. Move player along with // vehicle vec3_t forward, left, f1, l1, drive, offset; AngleVectors(ent->s.angles, forward, left, NULL); VectorScale(forward,ent->move_origin[0],f1); VectorScale(left,ent->move_origin[1],l1); VectorAdd(ent->s.origin,f1,drive); VectorAdd(drive,l1,drive); VectorSubtract(drive,trace.ent->s.origin,offset); if (fabs(offset[2]) < 64) offset[2] = 0; if (VectorLength(offset) < 16) { VectorAdd(trace.ent->s.origin,end,trace.ent->s.origin); VectorSubtract(trace.ent->s.origin,origin,trace.ent->s.origin); gi.linkentity(trace.ent); goto not_allsolid; } } VectorCopy (vec3_origin, ent->velocity); VectorCopy (vec3_origin, ent->avelocity); return 3; } not_allsolid: if (trace.fraction > 0) { // actually covered some distance VectorCopy (trace.endpos, origin); VectorSubtract (origin, ent->origin_offset, ent->s.origin); VectorCopy (ent->velocity, original_velocity); numplanes = 0; } if (trace.fraction == 1) break; // moved the entire distance hit = trace.ent; if (trace.plane.normal[2] > 0.7) { blocked |= 1; // floor if ( hit->solid == SOLID_BSP) { ent->groundentity = hit; ent->groundentity_linkcount = hit->linkcount; } } if (trace.plane.normal[0] > 0 || trace.plane.normal[1] > 0) blocked |= 1; if (!trace.plane.normal[2]) blocked |= 2; // step // // run the impact function // SV_Impact (ent, &trace); if (!ent->inuse) break; // vehicle destroyed if (!trace.ent->inuse) { blocked = 0; break; } if (trace.ent->classname) { if (ent->owner && (trace.ent->svflags & (SVF_MONSTER | SVF_DEADMONSTER))) { continue; // handled in vehicle_touch } else if (trace.ent->movetype != MOVETYPE_PUSHABLE) { // if not a func_pushable, match speeds... VectorCopy(trace.ent->velocity,ent->velocity); } else if (ent->mass && VectorLength(ent->velocity)) { // otherwise push func_pushable (if vehicle has mass & is moving) e = 0.0; // coefficient of restitution m = (float)(ent->mass)/(float)(trace.ent->mass); for (i=0; i<2; i++) { v11 = ent->velocity[i]; v21 = trace.ent->velocity[i]; v22 = ( e*m*(v11-v21) + m*v11 + v21 ) / (1.0 + m); v12 = v22 - e*(v11-v21); ent->velocity[i] = v12; trace.ent->velocity[i] = v22; trace.ent->oldvelocity[i] = v22; } gi.linkentity(trace.ent); } } time_left -= time_left * trace.fraction; // cliped to another plane if (numplanes >= MAX_CLIP_PLANES) { VectorCopy (vec3_origin, ent->velocity); VectorCopy (vec3_origin, ent->avelocity); return 3; } // players, monsters and func_pushables don't block us if (trace.ent->client) { blocked = 0; continue; } if (trace.ent->svflags & SVF_MONSTER) { blocked = 0; continue; } if (trace.ent->movetype == MOVETYPE_PUSHABLE) { blocked = 0; continue; } VectorCopy (trace.plane.normal, planes[numplanes]); numplanes++; // // modify original_velocity so it parallels all of the clip planes // for (i=0 ; ivelocity); VectorCopy (new_velocity, ent->oldvelocity); } else { // go along the crease // DWH: What the hell does this do? if (numplanes != 2) { ent->moveinfo.state = 0; ent->moveinfo.next_speed = 0; VectorCopy (vec3_origin, ent->velocity); VectorCopy (vec3_origin, ent->oldvelocity); VectorCopy (vec3_origin, ent->avelocity); return 7; } CrossProduct (planes[0], planes[1], dir); d = DotProduct (dir, ent->velocity); VectorScale (dir, d, ent->velocity); } // // if original velocity is against the original velocity, stop dead // to avoid tiny occilations in sloping corners // if (DotProduct (ent->velocity, primal_velocity) <= 0) { ent->moveinfo.state = 0; ent->moveinfo.next_speed = 0; VectorCopy (vec3_origin, ent->velocity); VectorCopy (vec3_origin, ent->oldvelocity); VectorCopy (vec3_origin, ent->avelocity); return blocked; } } VectorScale(ent->velocity,FRAMETIME,move); VectorScale(ent->avelocity,FRAMETIME,amove); return blocked; } void SV_Physics_Vehicle (edict_t *ent) { edict_t *ground; int mask; if (!ent) return; // see if we're on the ground if (!ent->groundentity) M_CheckGround (ent); ground = ent->groundentity; SV_CheckVelocity (ent); if (ground) wasonground = true; // move angles VectorMA (ent->s.angles, FRAMETIME, ent->avelocity, ent->s.angles); if (ent->velocity[2] || ent->velocity[1] || ent->velocity[0]) { if (ent->org_size[0]) { float ca, sa, yaw; vec3_t p[2][2]; vec3_t mins, maxs; vec3_t s2; // Adjust bounding box for yaw yaw = ent->s.angles[YAW] * M_PI / 180.; ca = cos(yaw); sa = sin(yaw); VectorCopy(ent->org_size,s2); VectorScale(s2,0.5,s2); p[0][0][0] = -s2[0]*ca + s2[1]*sa; p[0][0][1] = -s2[1]*ca - s2[0]*sa; p[0][1][0] = s2[0]*ca + s2[1]*sa; p[0][1][1] = -s2[1]*ca + s2[0]*sa; p[1][0][0] = -s2[0]*ca - s2[1]*sa; p[1][0][1] = s2[1]*ca - s2[0]*sa; p[1][1][0] = s2[0]*ca - s2[1]*sa; p[1][1][1] = s2[1]*ca + s2[0]*sa; mins[0] = min(p[0][0][0],p[0][1][0]); mins[0] = min(mins[0],p[1][0][0]); mins[0] = min(mins[0],p[1][1][0]); mins[1] = min(p[0][0][1],p[0][1][1]); mins[1] = min(mins[1],p[1][0][1]); mins[1] = min(mins[1],p[1][1][1]); maxs[0] = max(p[0][0][0],p[0][1][0]); maxs[0] = max(maxs[0],p[1][0][0]); maxs[0] = max(maxs[0],p[1][1][0]); maxs[1] = max(p[0][0][1],p[0][1][1]); maxs[1] = max(maxs[1],p[1][0][1]); maxs[1] = max(maxs[1],p[1][1][1]); ent->size[0] = maxs[0] - mins[0]; ent->size[1] = maxs[1] - mins[1]; ent->mins[0] = -ent->size[0]/2; ent->mins[1] = -ent->size[1]/2; ent->maxs[0] = ent->size[0]/2; ent->maxs[1] = ent->size[1]/2; gi.linkentity(ent); } mask = MASK_ALL; SV_VehicleMove (ent, FRAMETIME, mask); gi.linkentity (ent); G_TouchTriggers (ent); if (!ent->inuse) return; } // regular thinking SV_RunThink (ent); VectorCopy(ent->velocity,ent->oldvelocity); } //============================================================================ /* ============ SV_DebrisEntity Does not change the entity's velocity at all ============ */ trace_t SV_DebrisEntity (edict_t *ent, vec3_t push) { trace_t trace; vec3_t start; vec3_t end; vec3_t v1, v2; vec_t dot, speed1, speed2; float scale; int damage; int mask; VectorCopy (ent->s.origin, start); VectorAdd (start, push, end); if (ent->clipmask) mask = ent->clipmask; else mask = MASK_SHOT; trace = gi.trace (start, ent->mins, ent->maxs, end, ent, mask); VectorCopy (trace.endpos, ent->s.origin); gi.linkentity (ent); if (trace.fraction != 1.0) { if ((trace.surface) && (trace.surface->flags & SURF_SKY)) { G_FreeEdict(ent); return trace; } if (trace.ent->client || (trace.ent->svflags & SVF_MONSTER)) { // touching a player or monster // if rock has no mass we really don't care who it hits if (!ent->mass) return trace; speed1 = VectorLength(ent->velocity); if (!speed1) return trace; speed2 = VectorLength(trace.ent->velocity); VectorCopy(ent->velocity,v1); VectorNormalize(v1); VectorCopy(trace.ent->velocity,v2); VectorNormalize(v2); dot = -DotProduct(v1,v2); speed1 += speed2 * dot; if (speed1 <= 0) return trace; scale = (float)ent->mass/200.*speed1; VectorMA(trace.ent->velocity,scale,v1,trace.ent->velocity); // Take a swag at it... if (speed1 > 100) { damage = (int)(ent->mass * speed1 / 5000.); if (damage) T_Damage(trace.ent, world, world, v1, trace.ent->s.origin, vec3_origin, damage, 0, DAMAGE_NO_KNOCKBACK, MOD_CRUSH); } if (ent->touch) ent->touch (ent, trace.ent, &trace.plane, trace.surface); gi.linkentity(trace.ent); } // Knightmare- if one func_breakaway lands on another one resting on // something other than the world, transfer force to the entity below it. else if (trace.ent && trace.ent->classname && !strcmp(trace.ent->classname, "func_breakaway") && trace.ent->solid == SOLID_BBOX) { vec3_t newstart, newend; trace_t newtrace; edict_t *other; other = trace.ent; while (other && other->classname && !strcmp(other->classname, "func_breakaway") && other->solid == SOLID_BBOX) { VectorCopy (other->s.origin, newstart); VectorAdd (newstart, push, newend); newtrace = gi.trace (newstart, other->mins, other->maxs, newend, other, mask); if (newtrace.ent) other = newtrace.ent; else break; } if (other && other != trace.ent) SV_Impact (ent, &newtrace); else SV_Impact (ent, &trace); } else { SV_Impact (ent, &trace); } } return trace; } /* ============= SV_Physics_Debris Toss, bounce, and fly movement. When onground, do nothing. ============= */ void SV_Physics_Debris (edict_t *ent) { trace_t trace; vec3_t move; float backoff; qboolean wasinwater; qboolean isinwater; vec3_t old_origin; if (!ent) return; // regular thinking SV_RunThink (ent); if (ent->velocity[2] > 0) ent->groundentity = NULL; // check for the groundentity going away if (ent->groundentity) if (!ent->groundentity->inuse) ent->groundentity = NULL; // if onground, return without moving if ( ent->groundentity ) return; VectorCopy (ent->s.origin, old_origin); SV_CheckVelocity (ent); SV_AddGravity (ent); // move angles //Knightmare- avelocity of target angle breakaway is constant VectorMA (ent->s.angles, FRAMETIME, ent->avelocity, ent->s.angles); // move origin VectorScale (ent->velocity, FRAMETIME, move); trace = SV_DebrisEntity (ent, move); if (!ent->inuse) return; if (trace.fraction < 1) { backoff = 1.0 + ent->attenuation; ClipVelocity (ent->velocity, trace.plane.normal, ent->velocity, backoff); // stop if on ground // if (trace.plane.normal[2] > 0.7) Lazarus: This is too strict... rocks get hung // up on sides of cliffs and spin in place if (trace.plane.normal[2] > 0.3) { if (ent->velocity[2] < 30) //Knightmare- was 60 { ent->groundentity = trace.ent; ent->groundentity_linkcount = trace.ent->linkcount; VectorCopy (vec3_origin, ent->velocity); VectorCopy (vec3_origin, ent->avelocity); } } } // check for water transition wasinwater = (ent->watertype & MASK_WATER); ent->watertype = gi.pointcontents (ent->s.origin); isinwater = ent->watertype & MASK_WATER; if (isinwater) ent->waterlevel = 1; else ent->waterlevel = 0; if (!wasinwater && isinwater) gi.positioned_sound (old_origin, g_edicts, CHAN_AUTO, gi.soundindex("misc/h2ohit1.wav"), 1, 1, 0); else if (wasinwater && !isinwater) gi.positioned_sound (ent->s.origin, g_edicts, CHAN_AUTO, gi.soundindex("misc/h2ohit1.wav"), 1, 1, 0); } /* ==================== SV_Physics_Conveyor REAL simple - all we do is check for player riders and adjust their position. Only gotcha here is we have to make sure we don't end up embedding player in *another* object that's being moved by the conveyor. ==================== */ void SV_Physics_Conveyor (edict_t *ent) { edict_t *player; int i; trace_t tr; vec3_t v, move; vec3_t point, end; if (!ent) return; VectorScale (ent->movedir, ent->speed, v); VectorScale (v, FRAMETIME, move); for (i=0; iinuse) continue; if (!player->groundentity) continue; if (player->groundentity != ent) continue; // Look below player; make sure he's on a conveyor VectorCopy (player->s.origin, point); point[2] += 1; VectorCopy (point, end); end[2] -= 256; tr = gi.trace (point, player->mins, player->maxs, end, player, MASK_SOLID); // tr.ent HAS to be conveyor, but just in case we screwed something up: if (tr.ent == ent) { if (tr.plane.normal[2] > 0) { v[2] = ent->speed * sqrt(1.0 - tr.plane.normal[2]*tr.plane.normal[2]) / tr.plane.normal[2]; if (DotProduct(ent->movedir, tr.plane.normal) > 0) { // then we're moving down v[2] = -v[2]; } move[2] = v[2]*FRAMETIME; } VectorAdd (player->s.origin, move, end); tr = gi.trace (player->s.origin, player->mins, player->maxs, end, player, player->clipmask); VectorCopy (tr.endpos, player->s.origin); gi.linkentity (player); } } } /* ==================== SV_Physics_FallFloat ==================== */ void SV_Physics_FallFloat (edict_t *ent) { float gravVal = ent->gravity * sv_gravity->value * FRAMETIME; qboolean wasonground = false; qboolean hitsound = false; if (!ent) return; // check velocity SV_CheckVelocity (ent); wasonground = (ent->groundentity == NULL); if (ent->velocity[2] < (sv_gravity->value * -0.1f)) hitsound = true; if (!ent->waterlevel) { vec3_t min, max; trace_t tr; vec3_t end; vec3_t normal; vec3_t gravity; VectorCopy (ent->mins, min); VectorCopy (ent->maxs, max); VectorCopy (ent->s.origin, end); end[2] -= 0.25; // down 4 tr = gi.trace(ent->s.origin, min, max, end, ent, MASK_SHOT); if (tr.plane.normal[2] > 0.7) // on solid ground { ent->groundentity = tr.ent; VectorCopy (tr.endpos, ent->s.origin); VectorSet (ent->velocity, 0, 0, 0); } else if (tr.fraction < 1.0 && tr.plane.normal[2] <= 0.7) // on steep slope { VectorCopy (tr.plane.normal, normal); VectorSet (gravity, 0, 0, -gravVal); VectorMA (gravity, gravVal, normal, ent->velocity); ent->groundentity = NULL; } else // in freefall { ent->velocity[2] -= gravVal; ent->groundentity = NULL; } } else // if (ent->waterlevel) { // where's the midpoint? above or below the water? const double WATER_MASS = 500.0; vec3_t accel; double percentBelow = 0.0; double massOfObject = 0.0; double massOfVolumeWater = 0.0; double massOfWater = 0.0; double massDiff = 0.0; double i = 0.0; vec3_t volume; // TODO if we're not grounded on the bottom of the lake... // calculate massPerCubicMetre VectorScale (ent->size, 1.0/32.0, volume); massOfObject = ent->mass; massOfVolumeWater = WATER_MASS * (volume[0] * volume[1] * volume[2]); // how much of ourself is actually in the water? percentBelow = 1.0; for (i = 0.0; i <= 1.0; i += 0.05) { vec3_t midpoint; int watertype; VectorAdd (ent->s.origin, ent->mins, midpoint); VectorMA (midpoint, i, ent->maxs, midpoint); watertype = gi.pointcontents (midpoint); if (!(watertype & MASK_WATER)) { percentBelow = i - 0.05; break; } } if (percentBelow < 0.05) // safety net percentBelow = 0.0; massOfWater = percentBelow * massOfVolumeWater; massDiff = massOfWater - massOfObject; // difference between VectorClear (accel); VectorSet (accel, 0, 0, gravVal * (massDiff / massOfVolumeWater)); VectorScale (ent->velocity, 0.7, ent->velocity); if (VectorLength(accel) > 4) VectorAdd (ent->velocity, accel, ent->velocity); } if (ent->velocity[0] || ent->velocity[1] || ent->velocity[2]) { qboolean isinwater = false; qboolean wasinwater = false; vec3_t old_origin; VectorCopy (ent->s.origin, old_origin); SV_FlyMove (ent, FRAMETIME, MASK_SHOT); gi.linkentity (ent); G_TouchTriggers (ent); if (ent->groundentity) if (!wasonground) if (hitsound) gi.sound (ent, 0, gi.soundindex("world/land.wav"), 1, 1, 0); // check for water transition wasinwater = (ent->watertype & MASK_WATER); ent->watertype = gi.pointcontents (ent->s.origin); isinwater = ent->watertype & MASK_WATER; if (isinwater) ent->waterlevel = 1; else ent->waterlevel = 0; if (!wasinwater && isinwater) gi.positioned_sound (old_origin, g_edicts, CHAN_AUTO, gi.soundindex("misc/h2ohit1.wav"), 1, 1, 0); else if (wasinwater && !isinwater) gi.positioned_sound (ent->s.origin, g_edicts, CHAN_AUTO, gi.soundindex("misc/h2ohit1.wav"), 1, 1, 0); } // relink gi.linkentity(ent); // regular thinking SV_RunThink (ent); } void adjustRiders(edict_t *ent) { int i = 0; // make sure the offsets are constant for (i = 0; i < 2; i++) { if (ent->rideWith[i] != NULL) VectorAdd(ent->s.origin, ent->rideWithOffset[i], ent->rideWith[i]->s.origin); } } void SV_Physics_Ride (edict_t *ent) { if (!ent) return; // base ourself on the step SV_Physics_Step (ent); adjustRiders (ent); } //============================================================================ /* ================ G_RunEntity ================ */ void G_RunEntity (edict_t *ent) { //PGM trace_t trace; vec3_t previous_origin; // added stasis generator support if ( level.freeze && (Q_stricmp(ent->classname, "chasecam") != 0) ) return; if (ent->movetype == MOVETYPE_STEP) VectorCopy(ent->s.origin, previous_origin); //PGM if (ent->prethink) ent->prethink (ent); onconveyor = false; wasonground = false; blocker = NULL; switch ( (int)ent->movetype) { case MOVETYPE_PUSH: case MOVETYPE_STOP: case MOVETYPE_PENDULUM: SV_Physics_Pusher (ent); break; case MOVETYPE_NONE: if (!ent->movewith) SV_Physics_None (ent); break; case MOVETYPE_NOCLIP: SV_Physics_Noclip (ent); break; case MOVETYPE_STEP: case MOVETYPE_PUSHABLE: SV_Physics_Step (ent); break; case MOVETYPE_TOSS: case MOVETYPE_BOUNCE: case MOVETYPE_FLY: case MOVETYPE_FLYMISSILE: // RAFAEL case MOVETYPE_WALLBOUNCE: case MOVETYPE_RAIN: case MOVETYPE_FEATHER: // Knightmare added SV_Physics_Toss (ent); break; case MOVETYPE_NEWTOSS: SV_Physics_NewToss (ent); break; case MOVETYPE_DEBRIS: SV_Physics_Debris (ent); break; case MOVETYPE_VEHICLE: SV_Physics_Vehicle (ent); break; // Lazarus case MOVETYPE_WALK: SV_Physics_None (ent); break; case MOVETYPE_CONVEYOR: SV_Physics_Conveyor (ent); break; // Zaero case MOVETYPE_FALLFLOAT: SV_Physics_FallFloat (ent); break; case MOVETYPE_RIDE: SV_Physics_Ride (ent); break; // end Zaero default: gi.error ("SV_Physics: bad movetype %i", (int)ent->movetype); } //PGM if (ent->movetype == MOVETYPE_STEP) { // if we moved, check and fix origin if needed if (!VectorCompare(ent->s.origin, previous_origin)) { trace = gi.trace (ent->s.origin, ent->mins, ent->maxs, previous_origin, ent, MASK_MONSTERSOLID); if (trace.allsolid || trace.startsolid) VectorCopy (previous_origin, ent->s.origin); } } //PGM if (ent->postthink) // Knightmare added ent->postthink (ent); } //============ //ROGUE /* ============= SV_Physics_NewToss Toss, bounce, and fly movement. When on ground and no velocity, do nothing. With velocity, slide. ============= */ void SV_Physics_NewToss (edict_t *ent) { trace_t trace; vec3_t move; // float backoff; edict_t *slave; qboolean wasinwater; qboolean isinwater; qboolean wasonground; float speed, newspeed; vec3_t old_origin; // float firstmove; // int mask; if (!ent) return; // regular thinking SV_RunThink (ent); // if not a team captain, so movement will be handled elsewhere if ( ent->flags & FL_TEAMSLAVE) return; if (ent->groundentity) wasonground = true; else wasonground = false; wasinwater = ent->waterlevel; // find out what we're sitting on. VectorCopy (ent->s.origin, move); move[2] -= 0.25; trace = gi.trace (ent->s.origin, ent->mins, ent->maxs, move, ent, ent->clipmask); if (ent->groundentity && ent->groundentity->inuse) ent->groundentity = trace.ent; else ent->groundentity = NULL; // Knightmare- move if on conveyor if (ent->groundentity && ent->groundentity->movetype == MOVETYPE_CONVEYOR) { // gi.dprintf ("Moving on conveyor\n"); ent->s.origin[2] += 1; VectorMA(ent->velocity, ent->groundentity->speed, ent->groundentity->movedir, ent->velocity); } // if we're sitting on something flat and have no velocity of our own, return. else if (ent->groundentity && (trace.plane.normal[2] == 1.0) && !ent->velocity[0] && !ent->velocity[1] && !ent->velocity[2]) { return; } // store the old origin VectorCopy (ent->s.origin, old_origin); SV_CheckVelocity (ent); // add gravity SV_AddGravity (ent); if (ent->avelocity[0] || ent->avelocity[1] || ent->avelocity[2]) SV_AddRotationalFriction (ent); // add friction speed = VectorLength(ent->velocity); if (ent->waterlevel) // friction for water movement { newspeed = speed - (sv_waterfriction * 6 * ent->waterlevel); if (newspeed < 0) newspeed = 0; newspeed /= speed; VectorScale (ent->velocity, newspeed, ent->velocity); } else if (!ent->groundentity) // friction for air movement { newspeed = speed - ((sv_friction)); if (newspeed < 0) newspeed = 0; newspeed /= speed; VectorScale (ent->velocity, newspeed, ent->velocity); } else // use ground friction { newspeed = speed - (sv_friction * 6); if (newspeed < 0) newspeed = 0; newspeed /= speed; VectorScale (ent->velocity, newspeed, ent->velocity); } SV_FlyMove (ent, FRAMETIME, ent->clipmask); gi.linkentity (ent); G_TouchTriggers (ent); // check for water transition wasinwater = (ent->watertype & MASK_WATER); ent->watertype = gi.pointcontents (ent->s.origin); isinwater = ent->watertype & MASK_WATER; if (isinwater) ent->waterlevel = 1; else ent->waterlevel = 0; if (!wasinwater && isinwater) gi.positioned_sound (old_origin, g_edicts, CHAN_AUTO, gi.soundindex("misc/h2ohit1.wav"), 1, 1, 0); else if (wasinwater && !isinwater) gi.positioned_sound (ent->s.origin, g_edicts, CHAN_AUTO, gi.soundindex("misc/h2ohit1.wav"), 1, 1, 0); // move teamslaves for (slave = ent->teamchain; slave; slave = slave->teamchain) { VectorCopy (ent->s.origin, slave->s.origin); gi.linkentity (slave); } }