// g_phys.c #include "g_local.h" /* 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. */ /* ============ SV_TestEntityPosition ============ */ edict_t *SV_TestEntityPosition (edict_t *ent) { trace_t trace; trace = gi.trace (ent->s.origin, ent->mins, ent->maxs, ent->s.origin, ent, MASK_SOLID); if (trace.startsolid) return g_edicts; 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; } } /* ============= 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"); 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 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; 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 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[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 // //numplanes = 0; //PON-CTF i = false; if(ctf->value) { if(ent->client->ctf_grapple != NULL && ent->client->ctf_grapplestate != CTF_GRAPPLE_STATE_FLY /*&& ent->waterlevel <= 1*/) i = true; } if(!i){if(!ent->groundentity) i = true;} //PON-CTF if(!i/*ent->client*/) { if(!ent->client->zc.trapped && !i) { numplanes = 0; if(ent->waterlevel || (!ent->groundentity && ent->velocity[2] > 10 )) goto VELCX; i =0; if(/*ent->groundentity ||*/ ent->velocity[2] > 10) goto VELC; } } 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); } VELCX: // // 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_AddGravity ============ */ void SV_AddGravity (edict_t *ent) { // gi.bprintf(PRINT_HIGH,"gravadd %f\n",ent->gravity * sv_gravity->value * FRAMETIME); ent->velocity[2] -= ent->gravity * sv_gravity->value * FRAMETIME; } /* =============================================================================== PUSHMOVE =============================================================================== */ /* ============ SV_PushEntity Does not change the entities velocity at all ============ */ trace_t SV_PushEntity (edict_t *ent, vec3_t push) { trace_t trace; vec3_t start; vec3_t end; int mask; VectorCopy (ent->s.origin, start); VectorAdd (start, push, end); retry: if (ent->clipmask) mask = ent->clipmask; else mask = MASK_SOLID; 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) { 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; } } if (ent->inuse) G_TouchTriggers (ent); return trace; } 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; // Knightmare- added from Lazarus 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.)) { 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.)) { rider->s.angles[YAW] -= amove[YAW]; if(rider->client) { rider->client->ps.pmove.delta_angles[YAW] -= ANGLE2SHORT(amove[YAW]); rider->client->ps.viewangles[YAW] -= amove[YAW]; } } gi.linkentity(rider); } else { // move this rider's riders MoveRiders(rider,ignore,move,amove,turn); } } } } /* ============ RealBoundingBox 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 if another bmodel is in the vicinity. ============ */ 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]); } } // end Knightmare /* ============ SV_Push 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, /*move2,*/ forward, right, up; // Knightmare added qboolean turn; vec3_t move2={0,0,0}; vec3_t move3={0,0,0}; vec3_t org_check, realmins, realmaxs; trace_t tr; // 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]; } // Knightmare added // Lazarus: temp turn indicates whether riders // should rotate with the pusher if (pusher->turn_rider || turn_rider->value) // Knightmare- changed this from AND to OR turn = true; else turn = false; // end Knightmare // 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); // Knightmare added // Lazarus: Standard Q2 takes a horrible shortcut // with rotating brush models, setting // absmin and absmax to a cube that would // contain the brush model if it could // rotate around ANY axis. The result is // a lot of false hits on intersections, // particularly when you have multiple // rotating brush models in the same area. // RealBoundingBox gives us the actual // bounding box at the current angles. 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; // Knightmare added if (check == pusher->owner) // Lazarus: owner can't block us continue; if (!check->solid) continue; //ponko if (check->classname[0] == 'R' && (check->classname[6] == 'X' || check->classname[6] == '3') ) continue; if (check->movetype == MOVETYPE_PUSH || check->movetype == MOVETYPE_STOP || check->movetype == MOVETYPE_NONE || check->movetype == MOVETYPE_NOCLIP) continue; // if(check->movetype == MOVETYPE_STEP) M_CheckGround(check); 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; */ // Knightmare- use realmins & realmaxs 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; // end Knightmare // see if the ent's bbox is inside the pusher's final position if (!SV_TestEntityPosition (check)) continue; } if ((pusher->movetype == MOVETYPE_PUSH) || (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); // Knightmare added // 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.) { 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.) { 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]; } } } // end Knightmare /* if (check->client) { // FIXME: doesn't rotate monsters? check->client->ps.pmove.delta_angles[YAW] += amove[YAW]; } // figure movement due to the pusher's amove VectorSubtract (check->s.origin, 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); */ // may have pushed them off an edge if (check->groundentity != pusher) check->groundentity = NULL; block = SV_TestEntityPosition (check); if (!block) { // pushed ok gi.linkentity (check); // Knightmare added // Lazarus: Move check riders, and riders of riders, and... well, you get the pic VectorAdd(move,move2,move3); MoveRiders(check,NULL,move3,amove,turn); // end Knightmare // impact? continue; } // 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); // Knightmare added VectorSubtract (check->s.origin, move2, check->s.origin); if (turn) { // Argh! - angle check->s.angles[YAW] -= amove[YAW]; if (check->client) { check->client->ps.pmove.delta_angles[YAW] -= ANGLE2SHORT(amove[YAW]); check->client->ps.viewangles[YAW] -= amove[YAW]; } } // end Knightmare block = SV_TestEntityPosition (check); if (!block) { pushed_p--; continue; } 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 not a team captain, so movement will be handled elsewhere if ( ent->flags & FL_TEAMSLAVE) return; // 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->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 // Knightmare added if (part->moveinfo.is_blocked) { part->moveinfo.is_blocked = false; if (part->moveinfo.sound_middle) part->s.sound = part->moveinfo.sound_middle; } // end Knightmare } } if (pushed_p > &pushed[MAX_EDICTS]) gi.error (ERR_FATAL, "pushed_p > &pushed[MAX_EDICTS], memory corrupted"); if (part) { // 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) { part->blocked (part, obstacle); part->moveinfo.is_blocked = true; // Knightmare added } #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) { SV_RunThink (part); } } } //================================================================== /* ============= SV_Physics_None Non moving objects can only think ============= */ void SV_Physics_None (edict_t *ent) { // regular thinking SV_RunThink (ent); } /* ============= SV_Physics_Noclip A moving object that doesn't obey physics ============= */ void SV_Physics_Noclip (edict_t *ent) { // 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; qboolean forcethrough = false; // regular thinking SV_RunThink (ent); // if not a team captain, so movement will be handled elsewhere if ( ent->flags & FL_TEAMSLAVE) return; 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); // add gravity if (ent->movetype != MOVETYPE_FLY && ent->movetype != MOVETYPE_FLYMISSILE // RAFAEL // move type for rippergun projectile && ent->movetype != MOVETYPE_WALLBOUNCE) SV_AddGravity (ent); // move angles VectorMA (ent->s.angles, FRAMETIME, ent->avelocity, ent->s.angles); // move origin VectorScale (ent->velocity, FRAMETIME, move); if(ent->classname[0] == 'R' && (ent->classname[6] == 'X' || ent->classname[6] == '3')) { ent->groundentity = ent->union_ent; ent->groundentity_linkcount = ent->union_ent->linkcount; VectorCopy (ent->union_ent->velocity, ent->velocity); VectorCopy (ent->union_ent->avelocity, ent->avelocity); VectorAdd(ent->union_ent->s.origin,ent->moveinfo.dir,ent->s.origin); } trace = SV_PushEntity (ent, move); if (!ent->inuse) return; if (trace.fraction < 1 && !forcethrough) { // RAFAEL if (ent->movetype == MOVETYPE_WALLBOUNCE) backoff = 2.0; // RAFAEL ( else ) else if (ent->movetype == MOVETYPE_BOUNCE) 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 // RAFAEL if (trace.plane.normal[2] > 0.7 && ent->movetype != MOVETYPE_WALLBOUNCE) { if (ent->velocity[2] < 60 || 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); } // 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); } } /* =============================================================================== 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 * sv_friction; 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; } } } void P_FallingDamage (edict_t *ent); void SV_Physics_Step (edict_t *ent) { qboolean wasonground; qboolean hitsound = false; float *vel; float speed, newspeed, control; float friction; edict_t *groundentity; int mask; // vec3_t dir; // airborn monsters should always check for ground // if (!ent->groundentity) M_CheckGround (ent); groundentity = ent->groundentity; SV_CheckVelocity (ent); if (groundentity) wasonground = true; else wasonground = false; // 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)) { //gi.bprintf(PRINT_HIGH,"FLY!\n"); speed = fabs(ent->velocity[2]); control = speed < sv_stopspeed ? sv_stopspeed : speed; friction = sv_friction/3; newspeed = speed - (FRAMETIME * control * friction); if (newspeed < 0) newspeed = 0; newspeed /= speed; ent->velocity[2] *= newspeed; } // friction for flying monsters that have been given vertical velocity if ((ent->flags & FL_SWIM) && (ent->velocity[2] != 0)) { //gi.bprintf(PRINT_HIGH,"SWIM!\n"); speed = fabs(ent->velocity[2]); control = speed < sv_stopspeed ? sv_stopspeed : speed; newspeed = speed - (FRAMETIME * control * sv_waterfriction * ent->waterlevel); if (newspeed < 0) newspeed = 0; newspeed /= speed; ent->velocity[2] *= newspeed; } // if(ent->client){if(ent->client->ctf_grapple) if(ent->client->ctf_grapplestate == CTF_GRAPPLE_STATE_FLY) ent->velocity[2] = 0;} if (ent->velocity[2] || ent->velocity[1] || ent->velocity[0]) { // 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; speed = sqrt(vel[0]*vel[0] +vel[1]*vel[1]); if (speed) { friction = sv_friction; control = speed < sv_stopspeed ? sv_stopspeed : speed; newspeed = speed - FRAMETIME*control*friction; if (newspeed < 0) newspeed = 0; newspeed /= speed; vel[0] *= newspeed; vel[1] *= newspeed; } } if (ent->svflags & SVF_MONSTER) { if(!deathmatch->value) mask = MASK_MONSTERSOLID; else mask = MASK_BOTSOLIDX;//MASK_PLAYERSOLID; } else mask = MASK_SOLID; SV_FlyMove (ent, FRAMETIME, mask); gi.linkentity (ent); // G_TouchTriggers (ent); /* if (ent->groundentity) { if (!wasonground) { speed = ent->s.old_origin[2] - ent->s.origin[2]; VectorSubtract(ent->s.old_origin,ent->s.origin,dir); VectorNormalize(dir); if (hitsound && !ent->waterlevel && speed > 0) { if( speed < 5 ) gi.sound (ent, 0, gi.soundindex("player/land1.wav"), 1, 1, 0); else if( speed < 40 || ent->client == NULL) { gi.sound (ent, 0, gi.soundindex("player/step3.wav"), 1, 1, 0); // gi.bprintf(PRINT_HIGH,"level 1\n"); } else if( speed < 60 ) { gi.sound (ent, 0, gi.soundindex("*fall2.wav"), 1, 1, 0); ent->pain_debounce_time = level.time + FRAMETIME * 10; T_Damage (ent, world, world, dir, ent->s.origin, ent->s.origin, (int)(random()*(15)), 0, 0, MOD_FALLING); // gi.bprintf(PRINT_HIGH,"level 2\n"); } else { gi.sound (ent, 0, gi.soundindex("*fall1.wav"), 1, 1, 0); ent->pain_debounce_time = level.time + FRAMETIME * 10; T_Damage (ent, world, world, dir, ent->s.origin, ent->s.origin, (int)(random() * (25)), 0, 0, MOD_FALLING); // gi.bprintf(PRINT_HIGH,"level 3\n"); } } } }*/ } // regular thinking SV_RunThink (ent); } //============================================================================ /* ================ G_RunEntity ================ */ void G_RunEntity (edict_t *ent) { if (ent->prethink) ent->prethink (ent); switch ( (int)ent->movetype) { case MOVETYPE_PUSH: case MOVETYPE_STOP: SV_Physics_Pusher (ent); break; case MOVETYPE_NONE: SV_Physics_None (ent); break; case MOVETYPE_NOCLIP: SV_Physics_Noclip (ent); break; case MOVETYPE_STEP: SV_Physics_Step (ent); break; case MOVETYPE_TOSS: case MOVETYPE_BOUNCE: case MOVETYPE_FLY: case MOVETYPE_FLYMISSILE: SV_Physics_Toss (ent); break; // RAFAEL case MOVETYPE_WALLBOUNCE: SV_Physics_Toss (ent); break; default: gi.error ("SV_Physics: bad movetype %i", (int)ent->movetype); } }