thirtyflightsofloving/awaken2/g_phys.c
Knightmare66 c531db636d Changed protocol version to 57.
Fixed an old protocol bug in how extended HUD stats were sent to the client.
Changed protocol for svc_sound servercommand to separate channel and entity values from a merged short to a byte and a short.
More improvements to Tactician Gunner prox aiming safety in missionpack DLL.
Fixed SV_CheckVelocity() sv_velocity cap in missionpack, 3ZB2, and Zaero game DLLs.
2021-08-04 02:15:24 -04:00

1425 lines
33 KiB
C

// 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;
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;
}
/*
================
SV_CheckVelocity
================
*/
void SV_CheckVelocity(edict_t *ent)
{
//DH++
// Correct method used.
if (VectorLength(ent->velocity) > sv_maxvelocity->value)
{
VectorNormalize (ent->velocity);
VectorScale (ent->velocity, sv_maxvelocity->value, ent->velocity);
}
//DH--
}
/*
=============
SV_RunThink
Runs thinking code for this frame if necessary
=============
*/
qboolean SV_RunThink(edict_t *ent)
{
float thinktime;
thinktime = ent->nextthink;
if (thinktime <= 0.0)
return true;
if (thinktime > level.time + 0.001)
return true;
ent->nextthink = 0.0;
if (!ent->think)
{
//CW++
// Print out extra debugging info.
gi.dprintf("\n------ B0RKAGE REPORT ------\n");
gi.dprintf("NULL ent->think\n");
if (ent->classname)
gi.dprintf("ent->classname = %s\n", ent->classname);
if (ent->movetype)
gi.dprintf("ent->movetype = %d\n", ent->movetype);
if (ent->solid)
gi.dprintf("ent->solid = %d\n", ent->solid);
if (ent->model)
gi.dprintf("ent->model = %s\n", ent->model);
if (ent->client)
gi.dprintf("ent->client->name = %s\n", ent->client->pers.netname);
gi.dprintf("ent->burning = %s\n", (ent->burning)?"TRUE":"FALSE");
gi.dprintf("ent->disintegrated = %s\n", (ent->disintegrated)?"TRUE":"FALSE");
if (ent->owner && ent->owner->client)
gi.dprintf("owner->name = %s\n", ent->owner->client->pers.netname);
if (ent->owner && ent->owner->classname)
gi.dprintf("owner->classname = %s\n", ent->owner->classname);
if (ent->enemy)
{
if (ent->enemy->client)
gi.dprintf("enemy->name = %s\n", ent->enemy->client->pers.netname);
if (ent->enemy->classname)
gi.dprintf("enemy->classname = %s\n", ent->enemy->classname);
gi.dprintf("enemy->burning = %s\n", (ent->enemy->burning)?"TRUE":"FALSE");
gi.dprintf("enemy->disintegrated = %s\n", (ent->enemy->disintegrated)?"TRUE":"FALSE");
}
if (ent->oldenemy)
{
if (ent->oldenemy->client)
gi.dprintf("oldenemy->name = %s\n", ent->oldenemy->client->pers.netname);
if (ent->oldenemy->classname)
gi.dprintf("oldenemy->classname = %s\n", ent->oldenemy->classname);
gi.dprintf("oldenemy->burning = %s\n", (ent->oldenemy->burning)?"TRUE":"FALSE");
gi.dprintf("oldenemy->disintegrated = %s\n", (ent->oldenemy->disintegrated)?"TRUE":"FALSE");
}
gi.dprintf("----------------------------\n\n");
gi.error("SV_RunThink()");
//CW--
}
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;
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;
int blocked;
blocked = 0;
if (normal[2] > 0.0)
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] = 0.0;
}
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;
trace_t trace;
vec3_t planes[MAX_CLIP_PLANES];
vec3_t primal_velocity;
vec3_t original_velocity;
vec3_t new_velocity;
vec3_t dir;
vec3_t end;
float time_left;
float d;
int numplanes;
int bumpcount;
int numbumps;
int blocked;
int i;
int j;
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; bumpcount < numbumps; bumpcount++)
{
for (i = 0; i < 3; i++)
end[i] = ent->s.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;
// clipped 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; i < numplanes; i++)
{
ClipVelocity(original_velocity, planes[i], new_velocity, 1);
for (j = 0; j < numplanes; j++)
if (j != i)
{
if (DotProduct(new_velocity, planes[j]) < 0.0)
break; // not ok
}
if (j == numplanes)
break;
}
if (i != numplanes)
{ // go along this plane
VectorCopy(new_velocity, ent->velocity);
}
else
{ // go along the crease
if (numplanes != 2)
{
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) <= 0.0)
{
VectorCopy(vec3_origin, ent->velocity);
return blocked;
}
}
return blocked;
}
/*
============
SV_AddGravity
============
*/
void SV_AddGravity(edict_t *ent)
{
ent->velocity[2] -= ent->gravity * sv_gravity->value * FRAMETIME;
}
/*
===============================================================================
PUSHMOVE
===============================================================================
*/
/*
============
SV_PushEntity
Does not change the entity's velocity at all.
============
*/
trace_t SV_PushEntity(edict_t *ent, vec3_t push)
{
trace_t trace;
vec3_t start;
vec3_t end;
int mask;
//CW++
qboolean ent_c4trap = false;
//CW--
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);
//CW++
// We don't want weapon projectiles or C4/Traps to interfere with each other.
if (ent->die && ((ent->die == C4_DieFromDamage) || (ent->die == Trap_DieFromDamage)))
ent_c4trap = true;
if (trace.ent->wep_proj && (ent->wep_proj || ent_c4trap))
{
VectorCopy(end, ent->s.origin);
gi.linkentity(ent);
return trace;
}
// Otherwise, do that funky pushing thang.
else
{
//CW--
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_t *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)
{
edict_t *check;
edict_t *block;
pushed_t *p;
vec3_t mins;
vec3_t maxs;
vec3_t org;
vec3_t org2;
// vec3_t move2;
vec3_t forward;
vec3_t right;
vec3_t up;
int i, e;
// 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 its 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;
//Maj++
if (!check->solid)
continue;
if (check->classname[0] == 'R')
{
if (check->item != item_navi2)
continue;
}
//Maj--
if ((check->movetype == MOVETYPE_PUSH) || (check->movetype == MOVETYPE_STOP) || (check->movetype == MOVETYPE_NONE) || (check->movetype == MOVETYPE_NOCLIP))
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;*/
// 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
// FIXME: this doesn't acount for rotation
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;
}
// see if anything we moved has touched a trigger
//FIXME: is there a better way to handle this?
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)
{
edict_t *part;
edict_t *mv;
vec3_t move;
vec3_t amove;
// 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
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("pushed_p > &pushed[MAX_EDICTS], memory corrupted"); //CW
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
}
}
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)
{
edict_t *slave;
trace_t trace;
vec3_t move;
vec3_t old_origin;
float backoff;
qboolean wasinwater;
qboolean isinwater;
// Regular thinking.
SV_RunThink(ent);
//CW++
if (!ent->inuse)
return;
//CW--
// 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))
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;
//CW++
// We don't want weapon projectiles or C4/Traps to interfere with each other.
if (trace.ent->wep_proj)
{
if (ent->wep_proj || (ent->die && ((ent->die == C4_DieFromDamage) || (ent->die == Trap_DieFromDamage))))
return;
}
//CW--
if (trace.fraction < 1.0)
{
if (ent->movetype == MOVETYPE_BOUNCE)
backoff = 1.5;
else
backoff = 1.0;
ClipVelocity(ent->velocity, trace.plane.normal, ent->velocity, backoff);
// Stop if on ground.
if (trace.plane.normal[2] > 0.7)
{
if ((ent->velocity[2] < 60.0) || (ent->movetype != MOVETYPE_BOUNCE))
{
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, ATTN_NORM, 0);
else if (wasinwater && !isinwater)
gi.positioned_sound(ent->s.origin, g_edicts, CHAN_AUTO, gi.soundindex("misc/h2ohit1.wav"), 1, ATTN_NORM, 0);
// Move teamslaves.
for (slave = ent->teamchain; slave; slave = slave->teamchain)
{
VectorCopy(ent->s.origin, slave->s.origin);
gi.linkentity(slave);
}
}
//CW++
/*
=============
SV_Physics_FlyBounce
Used for flying entities that bounce off (non-client) surfaces
without a reduction in speed. Not affected by gravity.
=============
*/
void SV_Physics_FlyBounce(edict_t *ent)
{
trace_t trace;
vec3_t move;
vec3_t old_origin;
qboolean wasinwater;
qboolean isinwater;
// Regular thinking.
SV_RunThink(ent);
//CW++
if (!ent->inuse)
return;
//CW--
// Can't be on the ground if we're moving upwards.
if (ent->velocity[2] > 0)
ent->groundentity = NULL;
// Check for the groundentity going away.
if (ent->groundentity)
{
if (!ent->groundentity->inuse)
ent->groundentity = NULL;
}
// Update entity position and velocity.
VectorCopy(ent->s.origin, old_origin);
SV_CheckVelocity(ent);
VectorMA(ent->s.angles, FRAMETIME, ent->avelocity, ent->s.angles);
VectorScale(ent->velocity, FRAMETIME, move);
trace = SV_PushEntity(ent, move);
if (!ent->inuse)
return;
if (trace.ent->wep_proj && ent->wep_proj) // don't want weapon projectiles to bounce off each other
return;
// Flip velocity and angles.
if (trace.fraction < 1.0)
{
ClipVelocity(ent->velocity, trace.plane.normal, ent->velocity, 2.0);
vectoangles(ent->velocity, ent->s.angles);
VectorNormalize2(ent->velocity, ent->movedir);
}
// Check for a 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, ATTN_NORM, 0);
else if (wasinwater && !isinwater)
gi.positioned_sound(ent->s.origin, g_edicts, CHAN_AUTO, gi.soundindex("misc/h2ohit1.wav"), 1, ATTN_NORM, 0);
}
//CW--
/*
===============================================================================
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] > 0.0)
{
ent->avelocity[n] -= adjustment;
if (ent->avelocity[n] < 0.0)
ent->avelocity[n] = 0.0;
}
else
{
ent->avelocity[n] += adjustment;
if (ent->avelocity[n] > 0.0)
ent->avelocity[n] = 0.0;
}
}
}
void SV_Physics_Step(edict_t *ent)
{
edict_t *groundentity;
float *vel;
float speed;
float newspeed;
float control;
float friction;
qboolean wasonground;
qboolean hitsound = false;
int mask;
// airborn monsters should always check for ground
if (!ent->groundentity)
M_CheckGround(ent);
//Maj++
// bots must also check ground
else if (ent->isabot)
M_CheckGround(ent);
//Maj--
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))
{
speed = fabs(ent->velocity[2]);
control = (speed < sv_stopspeed) ? sv_stopspeed : speed;
friction = sv_friction / 3;
newspeed = speed - (FRAMETIME * control * friction);
if (newspeed < 0.0)
newspeed = 0.0;
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))
{
speed = fabs(ent->velocity[2]);
control = (speed < sv_stopspeed) ? sv_stopspeed : speed;
newspeed = speed - (FRAMETIME * control * sv_waterfriction * ent->waterlevel);
if (newspeed < 0.0)
newspeed = 0.0;
newspeed /= speed;
ent->velocity[2] *= newspeed;
}
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 < 0.0)
newspeed = 0.0;
newspeed /= speed;
vel[0] *= newspeed;
vel[1] *= newspeed;
}
}
if (ent->svflags & SVF_MONSTER)
mask = MASK_MONSTERSOLID;
else
mask = MASK_SOLID;
SV_FlyMove(ent, FRAMETIME, mask);
gi.linkentity(ent);
G_TouchTriggers(ent);
if (ent->groundentity && !wasonground && hitsound && !ent->isabot) //CW
gi.sound(ent, 0, gi.soundindex("world/land.wav"), 1, ATTN_NORM, 0);
}
// 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;
//CW++
case MOVETYPE_FLYBOUNCE:
SV_Physics_FlyBounce(ent);
break;
//CW--
//DH++
case MOVETYPE_WALK:
SV_Physics_None(ent);
break;
//DH--
default:
gi.error("SV_Physics: bad movetype %i", (int)ent->movetype);
}
}