/* Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // sv_phys.c #include "qwsvdef.h" #ifndef CLIENTONLY extern nqglobalvars_t realpr_nqglobal_struct; /* 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. */ cvar_t sv_maxvelocity = SCVAR("sv_maxvelocity","2000"); cvar_t sv_gravity = SCVAR( "sv_gravity", "800"); cvar_t sv_stopspeed = SCVAR( "sv_stopspeed", "100"); cvar_t sv_maxspeed = SCVAR( "sv_maxspeed", "320"); cvar_t sv_spectatormaxspeed = SCVAR( "sv_spectatormaxspeed", "500"); cvar_t sv_accelerate = SCVAR( "sv_accelerate", "10"); cvar_t sv_airaccelerate = SCVAR( "sv_airaccelerate", "0.7"); cvar_t sv_wateraccelerate = SCVAR( "sv_wateraccelerate", "10"); cvar_t sv_friction = SCVAR( "sv_friction", "4"); cvar_t sv_waterfriction = SCVAR( "sv_waterfriction", "4"); cvar_t sv_gameplayfix_noairborncorpse = SCVAR( "sv_gameplayfix_noairborncorpse", "0"); cvar_t pm_ktjump = SCVARF("pm_ktjump", "0", CVAR_SERVERINFO); cvar_t pm_bunnyspeedcap = SCVARF("pm_bunnyspeedcap", "0", CVAR_SERVERINFO); cvar_t pm_slidefix = SCVARF("pm_slidefix", "0", CVAR_SERVERINFO); cvar_t pm_slidyslopes = SCVARF("pm_slidyslopes", "0", CVAR_SERVERINFO); cvar_t pm_airstep = SCVARF("pm_airstep", "0", CVAR_SERVERINFO); cvar_t pm_walljump = SCVARF("pm_walljump", "0", CVAR_SERVERINFO); cvar_t pm_stepheight = FCVAR("pm_stepheight", "sv_stepheight", "18", CVAR_SERVERINFO); extern cvar_t sv_nomsec; #define MOVE_EPSILON 0.01 void SV_Physics_Toss (edict_t *ent); /* ================ SV_CheckAllEnts ================ */ void SV_CheckAllEnts (void) { int e; edict_t *check; // see if any solid entities are inside the final position for (e=1 ; eisfree) continue; if (check->v->movetype == MOVETYPE_PUSH || check->v->movetype == MOVETYPE_NONE || check->v->movetype == MOVETYPE_FOLLOW || check->v->movetype == MOVETYPE_NOCLIP) continue; if (SV_TestEntityPosition (check)) Con_Printf ("entity in invalid position\n"); } } /* ================ SV_CheckVelocity ================ */ void SV_CheckVelocity (edict_t *ent) { int i; // // bound velocity // for (i=0 ; i<3 ; i++) { if (IS_NAN(ent->v->velocity[i])) { Con_Printf ("Got a NaN velocity on %s\n", PR_GetString(svprogfuncs, ent->v->classname)); ent->v->velocity[i] = 0; } if (IS_NAN(ent->v->origin[i])) { Con_Printf ("Got a NaN origin on %s\n", PR_GetString(svprogfuncs, ent->v->classname)); ent->v->origin[i] = 0; } } if (Length(ent->v->velocity) > sv_maxvelocity.value) { // Con_DPrintf("Slowing %s\n", PR_GetString(svprogfuncs, ent->v->classname)); VectorScale (ent->v->velocity, sv_maxvelocity.value/Length(ent->v->velocity), ent->v->velocity); } } /* ============= SV_RunThink Runs thinking code if time. There is some play in the exact time the think function will be called, because it is called before any movement is done in a frame. Not used for pushmove objects, because they must be exact. Returns false if the entity removed itself. ============= */ qboolean SV_RunThink (edict_t *ent) { float thinktime; if (sv_nomsec.value>=2) //try and imitate nq as closeley as possible { thinktime = ent->v->nextthink; if (thinktime <= 0 || thinktime > sv.time + host_frametime) return true; if (thinktime < sv.time) thinktime = sv.time; // don't let things stay in the past. // it is possible to start that way // by a trigger with a local time. ent->v->nextthink = 0; pr_global_struct->time = thinktime; pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, ent); pr_global_struct->other = EDICT_TO_PROG(svprogfuncs, sv.edicts); #ifdef VM_Q1 if (svs.gametype == GT_Q1QVM) Q1QVM_Think(); else #endif PR_ExecuteProgram (svprogfuncs, ent->v->think); return !ent->isfree; } do { thinktime = ent->v->nextthink; if (thinktime <= 0) return true; if (thinktime > sv.time + host_frametime) return true; if (thinktime < sv.time) thinktime = sv.time; // don't let things stay in the past. // it is possible to start that way // by a trigger with a local time. ent->v->nextthink = 0; pr_global_struct->time = thinktime; pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, ent); pr_global_struct->other = EDICT_TO_PROG(svprogfuncs, sv.edicts); #ifdef VM_Q1 if (svs.gametype == GT_Q1QVM) Q1QVM_Think(); else #endif PR_ExecuteProgram (svprogfuncs, ent->v->think); if (ent->isfree) return false; if (ent->v->nextthink <= thinktime) //hmm... infinate loop was possible here.. Quite a few non-QW mods do this. return true; } while (1); return true; } /* ================== SV_Impact Two entities have touched, so run their touch functions ================== */ void SV_Impact (edict_t *e1, edict_t *e2) { int old_self, old_other; old_self = pr_global_struct->self; old_other = pr_global_struct->other; pr_global_struct->time = sv.time; if (e1->v->touch && e1->v->solid != SOLID_NOT) { pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, e1); pr_global_struct->other = EDICT_TO_PROG(svprogfuncs, e2); #ifdef VM_Q1 if (svs.gametype == GT_Q1QVM) Q1QVM_Touch(); else #endif PR_ExecuteProgram (svprogfuncs, e1->v->touch); } if (e2->v->touch && e2->v->solid != SOLID_NOT) { pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, e2); pr_global_struct->other = EDICT_TO_PROG(svprogfuncs, e1); #ifdef VM_Q1 if (svs.gametype == GT_Q1QVM) Q1QVM_Touch(); else #endif PR_ExecuteProgram (svprogfuncs, e2->v->touch); } pr_global_struct->self = old_self; pr_global_struct->other = old_other; } /* ================== ClipVelocity Slide off of the impacting object ================== */ #define STOP_EPSILON 0.1 //courtesy of darkplaces, it's just more efficient. void ClipVelocity (vec3_t in, vec3_t normal, vec3_t out, float overbounce) { int i; float backoff; backoff = -DotProduct (in, normal) * overbounce; VectorMA(in, backoff, normal, out); for (i = 0;i < 3;i++) if (out[i] > -STOP_EPSILON && out[i] < STOP_EPSILON) out[i] = 0; } /* ============ 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 If steptrace is not NULL, the trace of any vertical wall hit will be stored ============ */ #define MAX_CLIP_PLANES 5 int SV_FlyMove (edict_t *ent, float time, trace_t *steptrace) { 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; vec3_t diff; vec3_t startorg; numbumps = 4; blocked = 0; VectorCopy (ent->v->velocity, original_velocity); VectorCopy (ent->v->velocity, primal_velocity); numplanes = 0; time_left = time; VectorCopy (ent->v->origin, startorg); for (bumpcount=0 ; bumpcountv->origin[i] + time_left * ent->v->velocity[i]; trace = SV_Move (ent->v->origin, ent->v->mins, ent->v->maxs, end, false, ent); if (trace.startsolid) { // entity is trapped in another solid VectorClear (ent->v->velocity); return 3; } if (trace.fraction > 0) { // actually covered some distance VectorCopy (trace.endpos, ent->v->origin); VectorCopy (ent->v->velocity, original_velocity); numplanes = 0; } if (trace.fraction == 1) break; // moved the entire distance if (!trace.ent) SV_Error ("SV_FlyMove: !trace.ent"); if (trace.plane.normal[2] > 0.7) { blocked |= 1; // floor if (trace.ent->v->solid == SOLID_BSP) { ent->v->flags = (int)ent->v->flags | FL_ONGROUND; ent->v->groundentity = EDICT_TO_PROG(svprogfuncs, trace.ent); } } if (!trace.plane.normal[2]) { blocked |= 2; // step if (steptrace) *steptrace = trace; // save for player extrafriction } // // run the impact function // SV_Impact (ent, trace.ent); if (ent->isfree) 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 VectorClear (ent->v->velocity); if (steptrace) *steptrace = trace; // save for player extrafriction return 3; } if (0) { ClipVelocity(ent->v->velocity, trace.plane.normal, ent->v->velocity, 1); break; } else { if (numplanes) { VectorSubtract(planes[0], trace.plane.normal, diff); if (Length(diff) < 0.01) continue; //hit this plane already } VectorCopy (trace.plane.normal, planes[numplanes]); numplanes++; // // modify original_velocity so it parallels all of the clip planes // for (i=0 ; iv->velocity[0], ent->v->velocity[1], ent->v->velocity[2]); VectorCopy (new_velocity, ent->v->velocity); // Con_Printf ("%5.1f %5.1f %5.1f\n",ent->v->velocity[0], ent->v->velocity[1], ent->v->velocity[2]); } else { // go along the crease if (numplanes != 2) { // Con_Printf ("clip velocity, numplanes == %i\n",numplanes); // Con_Printf ("%5.1f %5.1f %5.1f ",ent->v->velocity[0], ent->v->velocity[1], ent->v->velocity[2]); VectorClear (ent->v->velocity); // Con_Printf ("%5.1f %5.1f %5.1f\n",ent->v->velocity[0], ent->v->velocity[1], ent->v->velocity[2]); return 7; } // Con_Printf ("%5.1f %5.1f %5.1f ",ent->v->velocity[0], ent->v->velocity[1], ent->v->velocity[2]); CrossProduct (planes[0], planes[1], dir); VectorNormalize(dir); //fixes slow falling in corners d = DotProduct (dir, ent->v->velocity); VectorScale (dir, d, ent->v->velocity); // Con_Printf ("%5.1f %5.1f %5.1f\n",ent->v->velocity[0], ent->v->velocity[1], ent->v->velocity[2]); } } // // if original velocity is against the original velocity, stop dead // to avoid tiny occilations in sloping corners // if (DotProduct (ent->v->velocity, primal_velocity) <= 0) { VectorClear (ent->v->velocity); return blocked; } } return blocked; } /* ============ SV_AddGravity ============ */ void SV_AddGravity (edict_t *ent, float scale) { if (!scale && progstype != PROG_QW) scale = 1; ent->v->velocity[2] -= scale * sv_gravity.value/*movevars.gravity*/ * host_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 end; VectorAdd (ent->v->origin, push, end); if (ent->v->movetype == MOVETYPE_FLYMISSILE) trace = SV_Move (ent->v->origin, ent->v->mins, ent->v->maxs, end, MOVE_MISSILE, ent); else if (ent->v->solid == SOLID_TRIGGER || ent->v->solid == SOLID_NOT) // only clip against bmodels trace = SV_Move (ent->v->origin, ent->v->mins, ent->v->maxs, end, MOVE_NOMONSTERS, ent); else trace = SV_Move (ent->v->origin, ent->v->mins, ent->v->maxs, end, MOVE_NORMAL, ent); // if (trace.ent) // VectorMA(trace.endpos, sv_impactpush.value, trace.plane.normal, ent->v->origin); // else VectorCopy (trace.endpos, ent->v->origin); SV_LinkEdict (ent, true); if (trace.ent) SV_Impact (ent, trace.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; /* ============ SV_Push Objects need to be moved back on a failed push, otherwise riders would continue to slide. ============ */ qboolean SV_PushAngles (edict_t *pusher, vec3_t move, vec3_t amove) { int i, e; edict_t *check, *block; vec3_t mins, maxs; float oldsolid; pushed_t *p; vec3_t org, org2, move2, forward, right, up; pushed_p = pushed; // find the bounding box for (i=0 ; i<3 ; i++) { mins[i] = pusher->v->absmin[i] + move[i]; maxs[i] = pusher->v->absmax[i] + move[i]; } // we need this for pushing things later VectorNegate (amove, org); AngleVectors (org, forward, right, up); // save the pusher's original position pushed_p->ent = pusher; VectorCopy (pusher->v->origin, pushed_p->origin); VectorCopy (pusher->v->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->v->origin, move, pusher->v->origin); VectorAdd (pusher->v->angles, amove, pusher->v->angles); SV_LinkEdict (pusher, false); // see if any solid entities are inside the final position for (e = 1; e < sv.num_edicts; e++) { check = EDICT_NUM(svprogfuncs, e); if (check->isfree) continue; if (check->v->movetype == MOVETYPE_PUSH || check->v->movetype == MOVETYPE_NONE || check->v->movetype == MOVETYPE_NOCLIP) continue; #if 1 oldsolid = pusher->v->solid; pusher->v->solid = SOLID_NOT; block = SV_TestEntityPosition (check); pusher->v->solid = oldsolid; if (block) continue; #else if (!check->area.prev) continue; // not linked in anywhere #endif // if the entity is standing on the pusher, it will definitely be moved if ( ! ( ((int)check->v->flags & FL_ONGROUND) && PROG_TO_EDICT(svprogfuncs, check->v->groundentity) == pusher) ) { // see if the ent needs to be tested if ( check->v->absmin[0] >= maxs[0] || check->v->absmin[1] >= maxs[1] || check->v->absmin[2] >= maxs[2] || check->v->absmax[0] <= mins[0] || check->v->absmax[1] <= mins[1] || check->v->absmax[2] <= mins[2] ) continue; // see if the ent's bbox is inside the pusher's final position if (!SV_TestEntityPosition (check)) continue; } if ((pusher->v->movetype == MOVETYPE_PUSH) || (PROG_TO_EDICT(svprogfuncs, check->v->groundentity) == pusher)) { // move this entity pushed_p->ent = check; VectorCopy (check->v->origin, pushed_p->origin); VectorCopy (check->v->angles, pushed_p->angles); pushed_p++; // try moving the contacted entity VectorAdd (check->v->origin, move, check->v->origin); // if (check->client) // { // FIXME: doesn't rotate monsters? // check->client->ps.pmove.delta_angles[YAW] += amove[YAW]; // } VectorAdd (check->v->angles, amove, check->v->angles); // figure movement due to the pusher's amove VectorSubtract (check->v->origin, pusher->v->origin, org); org2[0] = DotProduct (org, forward); org2[1] = -DotProduct (org, right); org2[2] = DotProduct (org, up); VectorSubtract (org2, org, move2); VectorAdd (check->v->origin, move2, check->v->origin); check->v->flags = (int)check->v->flags & ~FL_ONGROUND; // may have pushed them off an edge if (PROG_TO_EDICT(svprogfuncs, check->v->groundentity) != pusher) check->v->groundentity = 0; block = SV_TestEntityPosition (check); if (!block) { // pushed ok SV_LinkEdict (check, false); // 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->v->origin, move, check->v->origin); block = SV_TestEntityPosition (check); if (!block) { pushed_p--; continue; } } // if it is sitting on top. Do not block. if (check->v->mins[0] == check->v->maxs[0]) { SV_LinkEdict (check, false); continue; } // Con_Printf("Pusher hit %s\n", PR_GetString(svprogfuncs, check->v->classname)); if (pusher->v->blocked) { pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, pusher); pr_global_struct->other = EDICT_TO_PROG(svprogfuncs, check); #ifdef VM_Q1 if (svs.gametype == GT_Q1QVM) Q1QVM_Blocked(); else #endif PR_ExecuteProgram (svprogfuncs, pusher->v->blocked); } // 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->v->origin); VectorCopy (p->angles, p->ent->v->angles); // if (p->ent->client) // { // p->ent->client->ps.pmove.delta_angles[YAW] = p->deltayaw; // } SV_LinkEdict (p->ent, false); } 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--) SV_TouchLinks ( p->ent, sv_areanodes ); return true; } /* ============ SV_Push ============ */ qboolean SV_Push (edict_t *pusher, vec3_t move, vec3_t amove) { int i, e; edict_t *check, *block; vec3_t mins, maxs; vec3_t pushorig; int num_moved; edict_t *moved_edict[MAX_EDICTS]; vec3_t moved_from[MAX_EDICTS]; float oldsolid; if (amove[0] || amove[1] || amove[2]) { return SV_PushAngles(pusher, move, amove); } for (i=0 ; i<3 ; i++) { mins[i] = pusher->v->absmin[i] + move[i]; maxs[i] = pusher->v->absmax[i] + move[i]; } VectorCopy (pusher->v->origin, pushorig); // move the pusher to it's final position VectorAdd (pusher->v->origin, move, pusher->v->origin); SV_LinkEdict (pusher, false); // see if any solid entities are inside the final position num_moved = 0; for (e=1 ; eisfree) continue; if (check->v->movetype == MOVETYPE_PUSH || check->v->movetype == MOVETYPE_NONE || check->v->movetype == MOVETYPE_FOLLOW || check->v->movetype == MOVETYPE_NOCLIP) continue; oldsolid = pusher->v->solid; pusher->v->solid = SOLID_NOT; block = SV_TestEntityPosition (check); pusher->v->solid = oldsolid; if (block) continue; // if the entity is standing on the pusher, it will definately be moved if ( ! ( ((int)check->v->flags & FL_ONGROUND) && PROG_TO_EDICT(svprogfuncs, check->v->groundentity) == pusher) ) { if ( check->v->absmin[0] >= maxs[0] || check->v->absmin[1] >= maxs[1] || check->v->absmin[2] >= maxs[2] || check->v->absmax[0] <= mins[0] || check->v->absmax[1] <= mins[1] || check->v->absmax[2] <= mins[2] ) continue; // see if the ent's bbox is inside the pusher's final position if (!SV_TestEntityPosition (check)) continue; } VectorCopy (check->v->origin, moved_from[num_moved]); moved_edict[num_moved] = check; num_moved++; // check->v->flags = (int)check->v->flags & ~FL_ONGROUND; // try moving the contacted entity VectorAdd (check->v->origin, move, check->v->origin); block = SV_TestEntityPosition (check); if (!block) { // pushed ok SV_LinkEdict (check, false); continue; } // if it is ok to leave in the old position, do it VectorSubtract (check->v->origin, move, check->v->origin); block = SV_TestEntityPosition (check); if (!block) { //if leaving it where it was, allow it to drop to the floor again (useful for plats that move downward) check->v->flags = (int)check->v->flags & ~FL_ONGROUND; num_moved--; continue; } // if it is still inside the pusher, block if (check->v->mins[0] == check->v->maxs[0]) { SV_LinkEdict (check, false); continue; } if (check->v->solid == SOLID_NOT || check->v->solid == SOLID_TRIGGER) { // corpse check->v->mins[0] = check->v->mins[1] = 0; VectorCopy (check->v->mins, check->v->maxs); SV_LinkEdict (check, false); continue; } VectorCopy (pushorig, pusher->v->origin); SV_LinkEdict (pusher, false); // if the pusher has a "blocked" function, call it // otherwise, just stay in place until the obstacle is gone if (pusher->v->blocked) { pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, pusher); pr_global_struct->other = EDICT_TO_PROG(svprogfuncs, check); #ifdef VM_Q1 if (svs.gametype == GT_Q1QVM) Q1QVM_Blocked(); else #endif PR_ExecuteProgram (svprogfuncs, pusher->v->blocked); } // move back any entities we already moved for (i=0 ; iv->origin); SV_LinkEdict (moved_edict[i], false); } return false; } return true; } /* ============ SV_PushMove ============ */ void SV_PushMove (edict_t *pusher, float movetime) { int i; vec3_t move; vec3_t amove; if (!pusher->v->velocity[0] && !pusher->v->velocity[1] && !pusher->v->velocity[2] && !pusher->v->avelocity[0] && !pusher->v->avelocity[1] && !pusher->v->avelocity[2]) { pusher->v->ltime += movetime; return; } for (i=0 ; i<3 ; i++) { move[i] = pusher->v->velocity[i] * movetime; amove[i] = pusher->v->avelocity[i] * movetime; } if (SV_Push (pusher, move, amove)) pusher->v->ltime += movetime; } /* ================ SV_Physics_Pusher ================ */ void SV_Physics_Pusher (edict_t *ent) { float thinktime; float oldltime; float movetime; vec3_t oldorg, move; vec3_t oldang, amove; float l; oldltime = ent->v->ltime; thinktime = ent->v->nextthink; if (thinktime < ent->v->ltime + host_frametime) { movetime = thinktime - ent->v->ltime; if (movetime < 0) movetime = 0; } else movetime = host_frametime; if (movetime) { SV_PushMove (ent, movetime); // advances ent->v->ltime if not blocked } if (thinktime > oldltime && thinktime <= ent->v->ltime) { VectorCopy (ent->v->origin, oldorg); VectorCopy (ent->v->angles, oldang); ent->v->nextthink = 0; pr_global_struct->time = sv.time; pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, ent); pr_global_struct->other = EDICT_TO_PROG(svprogfuncs, sv.edicts); #ifdef VM_Q1 if (svs.gametype == GT_Q1QVM) Q1QVM_Think(); else #endif PR_ExecuteProgram (svprogfuncs, ent->v->think); if (ent->isfree) return; VectorSubtract (ent->v->origin, oldorg, move); VectorSubtract (ent->v->angles, oldang, amove); l = Length(move)+Length(amove); if (l > 1.0/64) { // Con_Printf ("**** snap: %f\n", Length (l)); VectorCopy (oldorg, ent->v->origin); SV_Push (ent, move, amove); } } } /* ============= SV_Physics_Follow Entities that are "stuck" to another entity ============= */ void SV_Physics_Follow (edict_t *ent) { vec3_t vf, vr, vu, angles, v; edict_t *e; // regular thinking if (!SV_RunThink (ent)) return; // LordHavoc: implemented rotation on MOVETYPE_FOLLOW objects e = PROG_TO_EDICT(svprogfuncs, ent->v->aiment); if (e->v->angles[0] == ent->xv->punchangle[0] && e->v->angles[1] == ent->xv->punchangle[1] && e->v->angles[2] == ent->xv->punchangle[2]) { // quick case for no rotation VectorAdd(e->v->origin, ent->v->view_ofs, ent->v->origin); } else { angles[0] = -ent->xv->punchangle[0]; angles[1] = ent->xv->punchangle[1]; angles[2] = ent->xv->punchangle[2]; AngleVectors (angles, vf, vr, vu); v[0] = ent->v->view_ofs[0] * vf[0] + ent->v->view_ofs[1] * vr[0] + ent->v->view_ofs[2] * vu[0]; v[1] = ent->v->view_ofs[0] * vf[1] + ent->v->view_ofs[1] * vr[1] + ent->v->view_ofs[2] * vu[1]; v[2] = ent->v->view_ofs[0] * vf[2] + ent->v->view_ofs[1] * vr[2] + ent->v->view_ofs[2] * vu[2]; angles[0] = -e->v->angles[0]; angles[1] = e->v->angles[1]; angles[2] = e->v->angles[2]; AngleVectors (angles, vf, vr, vu); ent->v->origin[0] = v[0] * vf[0] + v[1] * vf[1] + v[2] * vf[2] + e->v->origin[0]; ent->v->origin[1] = v[0] * vr[0] + v[1] * vr[1] + v[2] * vr[2] + e->v->origin[1]; ent->v->origin[2] = v[0] * vu[0] + v[1] * vu[1] + v[2] * vu[2] + e->v->origin[2]; } VectorAdd (e->v->angles, ent->v->v_angle, ent->v->angles); SV_LinkEdict (ent, true); } /* ============= 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->v->angles, host_frametime, ent->v->avelocity, ent->v->angles); VectorMA (ent->v->origin, host_frametime, ent->v->velocity, ent->v->origin); SV_LinkEdict (ent, false); } /* ============================================================================== TOSS / BOUNCE ============================================================================== */ /* ============= SV_CheckWaterTransition ============= */ void SV_CheckWaterTransition (edict_t *ent) { int cont; cont = SV_PointContents (ent->v->origin); //needs to be q1 progs compatible if (cont & FTECONTENTS_LAVA) cont = Q1CONTENTS_LAVA; else if (cont & FTECONTENTS_SLIME) cont = Q1CONTENTS_SLIME; else if (cont & FTECONTENTS_WATER) cont = Q1CONTENTS_WATER; else cont = Q1CONTENTS_EMPTY; if (!ent->v->watertype) { // just spawned here ent->v->watertype = cont; ent->v->waterlevel = 1; return; } if (cont <= Q1CONTENTS_WATER) { if (ent->v->watertype == Q1CONTENTS_EMPTY) { // just crossed into water SV_StartSound (ent, 0, "misc/h2ohit1.wav", 255, 1); } ent->v->watertype = cont; ent->v->waterlevel = 1; } else { if (ent->v->watertype != Q1CONTENTS_EMPTY) { // just crossed into open SV_StartSound (ent, 0, "misc/h2ohit1.wav", 255, 1); } ent->v->watertype = Q1CONTENTS_EMPTY; ent->v->waterlevel = cont; } } /* ============= 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; vec3_t temporg; SV_CheckVelocity (ent); // regular thinking if (!SV_RunThink (ent)) return; // if onground, return without moving if ( ((int)ent->v->flags & FL_ONGROUND) ) { if (ent->v->velocity[2] >= (1.0f/32.0f)) ent->v->flags = (int)ent->v->flags & ~FL_ONGROUND; else { if (sv_gameplayfix_noairborncorpse.value) { edict_t *onent; onent = PROG_TO_EDICT(svprogfuncs, ent->v->groundentity); if (!onent->isfree) return; //don't drop if our fround is still valid } else return; //don't drop, even if the item we were on was removed (certain dm maps do this for q3 style stuff). } } // add gravity if (ent->v->movetype != MOVETYPE_FLY && ent->v->movetype != MOVETYPE_FLYMISSILE && ent->v->movetype != MOVETYPE_BOUNCEMISSILE && ent->v->movetype != MOVETYPE_SWIM) SV_AddGravity (ent, 1.0); // move angles VectorMA (ent->v->angles, host_frametime, ent->v->avelocity, ent->v->angles); // move origin VectorScale (ent->v->velocity, host_frametime, move); VectorCopy(ent->v->origin, temporg); VectorCopy(temporg, ent->v->origin); trace = SV_PushEntity (ent, move); if (trace.allsolid) trace.fraction = 0; if (trace.fraction == 1) return; if (ent->isfree) return; VectorCopy(trace.endpos, move); if (ent->v->movetype == MOVETYPE_BOUNCE) backoff = 1.5; else if (ent->v->movetype == MOVETYPE_BOUNCEMISSILE) backoff = 2; else backoff = 1; ClipVelocity (ent->v->velocity, trace.plane.normal, ent->v->velocity, backoff); // stop if on ground if ((trace.plane.normal[2] > 0.7) && (ent->v->movetype != MOVETYPE_BOUNCEMISSILE)) { if (ent->v->velocity[2] < 60 || ent->v->movetype != MOVETYPE_BOUNCE ) { ent->v->flags = (int)ent->v->flags | FL_ONGROUND; ent->v->groundentity = EDICT_TO_PROG(svprogfuncs, trace.ent); VectorClear (ent->v->velocity); VectorClear (ent->v->avelocity); } } // check for in water SV_CheckWaterTransition (ent); } /* =============================================================================== 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? ============= */ void SV_Physics_Step (edict_t *ent) { qboolean hitsound; if (ent->v->velocity[2] >= (1.0 / 32.0) && ((int)ent->v->flags & FL_ONGROUND)) ent->v->flags = (int)ent->v->flags & ~FL_ONGROUND; // frefall if not onground if ( ! ((int)ent->v->flags & (FL_ONGROUND | FL_FLY | FL_SWIM) ) ) { hitsound = ent->v->velocity[2] < movevars.gravity*-0.1; SV_AddGravity (ent, 1.0); SV_CheckVelocity (ent); SV_FlyMove (ent, host_frametime, NULL); SV_LinkEdict (ent, true); if ( (int)ent->v->flags & FL_ONGROUND ) // just hit ground { if (hitsound) { if (progstype == PROG_H2) SV_StartSound (ent, 0, "fx/thngland.wav", 255, 1); else SV_StartSound (ent, 0, "demon/dland2.wav", 255, 1); } } } // regular thinking SV_RunThink (ent); SV_CheckWaterTransition (ent); } //============================================================================ void SV_ProgStartFrame (void) { // let the progs know that a new frame has started pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, sv.edicts); pr_global_struct->other = EDICT_TO_PROG(svprogfuncs, sv.edicts); pr_global_struct->time = sv.time; #ifdef VM_Q1 if (svs.gametype == GT_Q1QVM) Q1QVM_StartFrame(); else #endif PR_ExecuteProgram (svprogfuncs, pr_global_struct->StartFrame); } /* ============= SV_CheckStuck This is a big hack to try and fix the rare case of getting stuck in the world clipping hull. ============= */ void SV_CheckStuck (edict_t *ent) { int i, j; int z; vec3_t org; //return; if (!SV_TestEntityPosition(ent)) { VectorCopy (ent->v->origin, ent->v->oldorigin); return; } VectorCopy (ent->v->origin, org); VectorCopy (ent->v->oldorigin, ent->v->origin); if (!SV_TestEntityPosition(ent)) { Con_DPrintf ("Unstuck.\n"); SV_LinkEdict (ent, true); return; } for (z=0 ; z < movevars.stepheight ; z++) for (i=-1 ; i <= 1 ; i++) for (j=-1 ; j <= 1 ; j++) { ent->v->origin[0] = org[0] + i; ent->v->origin[1] = org[1] + j; ent->v->origin[2] = org[2] + z; if (!SV_TestEntityPosition(ent)) { Con_DPrintf ("Unstuck.\n"); SV_LinkEdict (ent, true); return; } } VectorCopy (org, ent->v->origin); Con_DPrintf ("player is stuck.\n"); } /* ============= SV_CheckWater ============= */ qboolean SV_CheckWater (edict_t *ent) { vec3_t point; int cont; point[0] = ent->v->origin[0]; point[1] = ent->v->origin[1]; point[2] = ent->v->origin[2] + ent->v->mins[2] + 1; ent->v->waterlevel = 0; ent->v->watertype = Q1CONTENTS_EMPTY; cont = SV_PointContents (point); if (cont & FTECONTENTS_FLUID) { if (cont & FTECONTENTS_LAVA) ent->v->watertype = Q1CONTENTS_LAVA; else if (cont & FTECONTENTS_SLIME) ent->v->watertype = Q1CONTENTS_SLIME; else if (cont & FTECONTENTS_WATER) ent->v->watertype = Q1CONTENTS_WATER; else ent->v->watertype = Q1CONTENTS_SKY; ent->v->waterlevel = 1; point[2] = ent->v->origin[2] + (ent->v->mins[2] + ent->v->maxs[2])*0.5; cont = SV_PointContents (point); if (cont & FTECONTENTS_FLUID) { ent->v->waterlevel = 2; point[2] = ent->v->origin[2] + ent->v->view_ofs[2]; cont = SV_PointContents (point); if (cont & FTECONTENTS_FLUID) ent->v->waterlevel = 3; } } return ent->v->waterlevel > 1; } /* ============ SV_WallFriction ============ */ void SV_WallFriction (edict_t *ent, trace_t *trace) { vec3_t forward, right, up; float d, i; vec3_t into, side; AngleVectors (ent->v->v_angle, forward, right, up); d = DotProduct (trace->plane.normal, forward); d += 0.5; if (d >= 0 || IS_NAN(d)) return; // cut the tangential velocity i = DotProduct (trace->plane.normal, ent->v->velocity); VectorScale (trace->plane.normal, i, into); VectorSubtract (ent->v->velocity, into, side); ent->v->velocity[0] = side[0] * (1 + d); ent->v->velocity[1] = side[1] * (1 + d); } /* ===================== SV_TryUnstick Player has come to a dead stop, possibly due to the problem with limited float precision at some angle joins in the BSP hull. Try fixing by pushing one pixel in each direction. This is a hack, but in the interest of good gameplay... ====================== */ int SV_TryUnstick (edict_t *ent, vec3_t oldvel) { int i; vec3_t oldorg; vec3_t dir; int clip; trace_t steptrace; VectorCopy (ent->v->origin, oldorg); VectorClear (dir); for (i=0 ; i<8 ; i++) { // try pushing a little in an axial direction switch (i) { case 0: dir[0] = 2; dir[1] = 0; break; case 1: dir[0] = 0; dir[1] = 2; break; case 2: dir[0] = -2; dir[1] = 0; break; case 3: dir[0] = 0; dir[1] = -2; break; case 4: dir[0] = 2; dir[1] = 2; break; case 5: dir[0] = -2; dir[1] = 2; break; case 6: dir[0] = 2; dir[1] = -2; break; case 7: dir[0] = -2; dir[1] = -2; break; } SV_PushEntity (ent, dir); // retry the original move ent->v->velocity[0] = oldvel[0]; ent->v-> velocity[1] = oldvel[1]; ent->v-> velocity[2] = 0; clip = SV_FlyMove (ent, 0.1, &steptrace); if ( fabs(oldorg[1] - ent->v->origin[1]) > 4 || fabs(oldorg[0] - ent->v->origin[0]) > 4 ) { //Con_DPrintf ("unstuck!\n"); return clip; } // go back to the original pos and try again VectorCopy (oldorg, ent->v->origin); } VectorClear (ent->v->velocity); return 7; // still not moving } /* ===================== SV_WalkMove Only used by players ====================== */ #if 0 #define SMSTEPSIZE 4 void SV_WalkMove (edict_t *ent) { vec3_t upmove, downmove; vec3_t oldorg, oldvel; vec3_t nosteporg, nostepvel; int clip; int oldonground; trace_t steptrace, downtrace; // // do a regular slide move unless it looks like you ran into a step // oldonground = (int)ent->v->flags & FL_ONGROUND; ent->v->flags = (int)ent->v->flags & ~FL_ONGROUND; VectorCopy (ent->v->origin, oldorg); VectorCopy (ent->v->velocity, oldvel); clip = SV_FlyMove (ent, host_frametime, &steptrace); if ( !(clip & 2) ) return; // move didn't block on a step if (!oldonground && ent->v->waterlevel == 0) return; // don't stair up while jumping if (ent->v->movetype != MOVETYPE_WALK) return; // gibbed by a trigger // if (sv_nostep.value) // return; if ( (int)ent->v->flags & FL_WATERJUMP ) return; VectorCopy (ent->v->origin, nosteporg); VectorCopy (ent->v->velocity, nostepvel); // // try moving up and forward to go up a step // VectorCopy (oldorg, ent->v->origin); // back to start pos VectorCopy (vec3_origin, upmove); VectorCopy (vec3_origin, downmove); upmove[2] = movevars.stepheight; downmove[2] = -movevars.stepheight + oldvel[2]*host_frametime; // move up SV_PushEntity (ent, upmove); // FIXME: don't link? // move forward ent->v->velocity[0] = oldvel[0]; ent->v->velocity[1] = oldvel[1]; ent->v->velocity[2] = 0; clip = SV_FlyMove (ent, host_frametime, &steptrace); // check for stuckness, possibly due to the limited precision of floats // in the clipping hulls if (clip) { if ( fabs(oldorg[1] - ent->v->origin[1]) < 0.03125 && fabs(oldorg[0] - ent->v->origin[0]) < 0.03125 ) { // stepping up didn't make any progress clip = SV_TryUnstick (ent, oldvel); // Con_Printf("Try unstick fwd\n"); } } // extra friction based on view angle if ( clip & 2 ) { vec3_t lastpos, lastvel, lastdown; // Con_Printf("couldn't do it\n"); //retry with a smaller step (allows entering smaller areas with a step of 4) VectorCopy (downmove, lastdown); VectorCopy (ent->v->origin, lastpos); VectorCopy (ent->v->velocity, lastvel); // // try moving up and forward to go up a step // VectorCopy (oldorg, ent->v->origin); // back to start pos VectorCopy (vec3_origin, upmove); VectorCopy (vec3_origin, downmove); upmove[2] = SMSTEPSIZE; downmove[2] = -SMSTEPSIZE + oldvel[2]*host_frametime; // move up SV_PushEntity (ent, upmove); // FIXME: don't link? // move forward ent->v->velocity[0] = oldvel[0]; ent->v->velocity[1] = oldvel[1]; ent->v->velocity[2] = 0; clip = SV_FlyMove (ent, host_frametime, &steptrace); // check for stuckness, possibly due to the limited precision of floats // in the clipping hulls if (clip) { if ( fabs(oldorg[1] - ent->v->origin[1]) < 0.03125 && fabs(oldorg[0] - ent->v->origin[0]) < 0.03125 ) { // stepping up didn't make any progress clip = SV_TryUnstick (ent, oldvel); // Con_Printf("Try unstick up\n"); } } if ( fabs(oldorg[1] - ent->v->origin[1])+fabs(oldorg[0] - ent->v->origin[0]) < fabs(oldorg[1] - lastpos[1])+fabs(oldorg[1] - lastpos[1])) { // stepping up didn't make any progress //go back VectorCopy (lastdown, downmove); VectorCopy (lastpos, ent->v->origin); VectorCopy (lastvel, ent->v->velocity); SV_WallFriction (ent, &steptrace); // Con_Printf("wall friction\n"); } else if (clip & 2) { SV_WallFriction (ent, &steptrace); // Con_Printf("wall friction 2\n"); } } // move down downtrace = SV_PushEntity (ent, downmove); // FIXME: don't link? if (downtrace.plane.normal[2] > 0.7) { if (ent->v->solid == SOLID_BSP) { ent->v->flags = (int)ent->v->flags | FL_ONGROUND; ent->v->groundentity = EDICT_TO_PROG(svprogfuncs, downtrace.ent); } } else { // if the push down didn't end up on good ground, use the move without // the step up. This happens near wall / slope combinations, and can // cause the player to hop up higher on a slope too steep to climb VectorCopy (nosteporg, ent->v->origin); VectorCopy (nostepvel, ent->v->velocity); // Con_Printf("down not good\n"); } } #else // 1/32 epsilon to keep floating point happy #define DIST_EPSILON (0.03125) int SV_SetOnGround (edict_t *ent) { vec3_t end; trace_t trace; if ((int)ent->v->flags & FL_ONGROUND) return 1; end[0] = ent->v->origin[0]; end[1] = ent->v->origin[1]; end[2] = ent->v->origin[2] - 1; trace = SV_Move(ent->v->origin, ent->v->mins, ent->v->maxs, end, MOVE_NORMAL, ent); if (trace.fraction <= DIST_EPSILON && trace.plane.normal[2] >= 0.7) { ent->v->flags = (int)ent->v->flags | FL_ONGROUND; ent->v->groundentity = EDICT_TO_PROG(svprogfuncs, trace.ent); return 1; } return 0; } void SV_WalkMove (edict_t *ent) { int clip, oldonground, originalmove_clip, originalmove_flags, originalmove_groundentity; vec3_t upmove, downmove, start_origin, start_velocity, originalmove_origin, originalmove_velocity; trace_t downtrace, steptrace; SV_CheckVelocity(ent); // do a regular slide move unless it looks like you ran into a step oldonground = (int)ent->v->flags & FL_ONGROUND; ent->v->flags = (int)ent->v->flags & ~FL_ONGROUND; VectorCopy (ent->v->origin, start_origin); VectorCopy (ent->v->velocity, start_velocity); clip = SV_FlyMove (ent, host_frametime, NULL); SV_SetOnGround (ent); SV_CheckVelocity(ent); VectorCopy(ent->v->origin, originalmove_origin); VectorCopy(ent->v->velocity, originalmove_velocity); originalmove_clip = clip; originalmove_flags = (int)ent->v->flags; originalmove_groundentity = ent->v->groundentity; if ((int)ent->v->flags & FL_WATERJUMP) return; // if (sv_nostep.value) // return; // if move didn't block on a step, return if (clip & 2) { // if move was not trying to move into the step, return if (fabs(start_velocity[0]) < 0.03125 && fabs(start_velocity[1]) < 0.03125) return; if (ent->v->movetype != MOVETYPE_FLY) { // return if gibbed by a trigger if (ent->v->movetype != MOVETYPE_WALK) return; // only step up while jumping if that is enabled // if (!(sv_jumpstep.value && sv_gameplayfix_stepwhilejumping.value)) if (!oldonground && ent->v->waterlevel == 0) return; } // try moving up and forward to go up a step // back to start pos VectorCopy (start_origin, ent->v->origin); VectorCopy (start_velocity, ent->v->velocity); // move up VectorClear (upmove); upmove[2] = movevars.stepheight; // FIXME: don't link? SV_PushEntity(ent, upmove); // move forward ent->v->velocity[2] = 0; clip = SV_FlyMove (ent, host_frametime, &steptrace); ent->v->velocity[2] += start_velocity[2]; SV_CheckVelocity(ent); // check for stuckness, possibly due to the limited precision of floats // in the clipping hulls if (clip && fabs(originalmove_origin[1] - ent->v->origin[1]) < 0.03125 && fabs(originalmove_origin[0] - ent->v->origin[0]) < 0.03125) { // Con_Printf("wall\n"); // stepping up didn't make any progress, revert to original move VectorCopy(originalmove_origin, ent->v->origin); VectorCopy(originalmove_velocity, ent->v->velocity); //clip = originalmove_clip; ent->v->flags = originalmove_flags; ent->v->groundentity = originalmove_groundentity; // now try to unstick if needed //clip = SV_TryUnstick (ent, oldvel); return; } //Con_Printf("step - "); // extra friction based on view angle if (clip & 2)// && sv_wallfriction.value) { // Con_Printf("wall\n"); SV_WallFriction (ent, &steptrace); } } else if (/*!sv_gameplayfix_stepdown.integer || */!oldonground || start_velocity[2] > 0 || ((int)ent->v->flags & FL_ONGROUND) || ent->v->waterlevel >= 2) return; // move down VectorClear (downmove); downmove[2] = -movevars.stepheight + start_velocity[2]*host_frametime; // FIXME: don't link? downtrace = SV_PushEntity (ent, downmove); if (downtrace.fraction < 1 && downtrace.plane.normal[2] > 0.7) { // LordHavoc: disabled this check so you can walk on monsters/players //if (ent->v->solid == SOLID_BSP) { //Con_Printf("onground\n"); ent->v->flags = (int)ent->v->flags | FL_ONGROUND; ent->v->groundentity = EDICT_TO_PROG(svprogfuncs, downtrace.ent); } } else { //Con_Printf("slope\n"); // if the push down didn't end up on good ground, use the move without // the step up. This happens near wall / slope combinations, and can // cause the player to hop up higher on a slope too steep to climb VectorCopy(originalmove_origin, ent->v->origin); VectorCopy(originalmove_velocity, ent->v->velocity); //clip = originalmove_clip; ent->v->flags = originalmove_flags; ent->v->groundentity = originalmove_groundentity; } SV_SetOnGround (ent); SV_CheckVelocity(ent); } #endif #define FL_JUMPRELEASED 4096 /* ================ SV_RunEntity ================ */ void SV_RunEntity (edict_t *ent) { edict_t *movechain; vec3_t initial_origin,initial_angle; if (ent->entnum > 0 && ent->entnum <= sv.allocated_client_slots) { //a client woo. qboolean readyforjump = false; if ( svs.clients[ent->entnum-1].state < cs_spawned ) return; // unconnected slot host_client = &svs.clients[ent->entnum-1]; SV_ClientThink(); if (progstype == PROG_QW) //detect if the mod should do a jump if (ent->v->button2) if ((int)ent->v->flags & FL_JUMPRELEASED) readyforjump = true; // // call standard client pre-think // pr_global_struct->time = sv.time; pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, ent); #ifdef VM_Q1 if (svs.gametype == GT_Q1QVM) Q1QVM_PlayerPreThink(); else #endif if (pr_global_struct->PlayerPreThink) PR_ExecuteProgram (svprogfuncs, pr_global_struct->PlayerPreThink); if (readyforjump) //qw progs can't jump for themselves... { if (!ent->v->button2 && !((int)ent->v->flags & FL_JUMPRELEASED) && ent->v->velocity[2] <= 0) ent->v->velocity[2] += 270; } } else { if (ent->v->lastruntime == svs.framenum) return; ent->v->lastruntime = svs.framenum; } movechain = PROG_TO_EDICT(svprogfuncs, ent->xv->movechain); if (movechain != sv.edicts) { VectorCopy(ent->v->origin,initial_origin); VectorCopy(ent->v->angles,initial_angle); } switch ( (int)ent->v->movetype) { case MOVETYPE_PUSH: SV_Physics_Pusher (ent); break; case MOVETYPE_NONE: if (!SV_RunThink (ent)) return; break; case MOVETYPE_NOCLIP: SV_Physics_Noclip (ent); break; case MOVETYPE_STEP: case MOVETYPE_PUSHPULL: SV_Physics_Step (ent); break; case MOVETYPE_FOLLOW: SV_Physics_Follow (ent); break; case MOVETYPE_TOSS: case MOVETYPE_BOUNCE: case MOVETYPE_BOUNCEMISSILE: case MOVETYPE_FLY: case MOVETYPE_FLYMISSILE: case MOVETYPE_SWIM: SV_Physics_Toss (ent); break; case MOVETYPE_WALK: if (!SV_RunThink (ent)) return; if (!SV_CheckWater (ent) && ! ((int)ent->v->flags & FL_WATERJUMP) ) SV_AddGravity (ent, ent->xv->gravity); SV_CheckStuck (ent); SV_WalkMove (ent); if (!(ent->entnum > 0 && ent->entnum <= sv.allocated_client_slots)) SV_LinkEdict (ent, true); break; default: SV_Error ("SV_Physics: bad movetype %i on %s", (int)ent->v->movetype, svprogfuncs->stringtable + ent->v->classname); } if (movechain != sv.edicts) { qboolean callfunc; if ((callfunc=DotProduct(ent->v->origin, initial_origin)) || DotProduct(ent->v->angles, initial_angle)) { vec3_t moveang, moveorg; int i; VectorSubtract(ent->v->angles, initial_angle, moveang) VectorSubtract(ent->v->origin, initial_origin, moveorg) for(i=16;i && movechain != sv.edicts && !movechain->isfree;i--, movechain = PROG_TO_EDICT(svprogfuncs, movechain->xv->movechain)) { if ((int)movechain->v->flags & FL_MOVECHAIN_ANGLE) VectorAdd(movechain->v->angles, moveang, movechain->v->angles); VectorAdd(movechain->v->origin, moveorg, movechain->v->origin); if (movechain->xv->chainmoved && callfunc) { pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, movechain); pr_global_struct->other = EDICT_TO_PROG(svprogfuncs, ent); #ifdef VM_Q1 if (svs.gametype == GT_Q1QVM) Q1QVM_ChainMoved(); else #endif PR_ExecuteProgram(svprogfuncs, movechain->xv->chainmoved); } } } } if (ent->entnum > 0 && ent->entnum <= sv.allocated_client_slots) { SV_LinkEdict (ent, true); pr_global_struct->time = sv.time; pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, ent); #ifdef VM_Q1 if (svs.gametype == GT_Q1QVM) Q1QVM_PostThink(); else #endif { if (pr_global_struct->PlayerPostThink) PR_ExecuteProgram (svprogfuncs, pr_global_struct->PlayerPostThink); } } } /* ================ SV_RunNewmis ================ */ void SV_RunNewmis (void) { edict_t *ent; if (!realpr_nqglobal_struct.newmis) //newmis variable is not exported. return; if (sv_nomsec.value >= 2) return; if (!pr_global_struct->newmis) return; ent = PROG_TO_EDICT(svprogfuncs, pr_global_struct->newmis); host_frametime = 0.05; pr_global_struct->newmis = 0; SV_RunEntity (ent); host_frametime = pr_global_struct->frametime; } trace_t SV_Trace_Toss (edict_t *tossent, edict_t *ignore) { int i; float gravity; vec3_t move, end; trace_t trace; vec3_t origin, velocity; // this has to fetch the field from the original edict, since our copy is truncated gravity = tossent->xv->gravity; if (!gravity) gravity = 1.0; gravity *= sv_gravity.value * 0.05; VectorCopy (tossent->v->origin, origin); VectorCopy (tossent->v->velocity, velocity); SV_CheckVelocity (tossent); for (i = 0;i < 200;i++) // LordHavoc: sanity check; never trace more than 10 seconds { velocity[2] -= gravity; VectorScale (velocity, 0.05, move); VectorAdd (origin, move, end); trace = SV_Move (origin, tossent->v->mins, tossent->v->maxs, end, MOVE_NORMAL, tossent); VectorCopy (trace.endpos, origin); if (trace.fraction < 1 && trace.ent && trace.ent != ignore) break; if (Length(velocity) > sv_maxvelocity.value) { // Con_DPrintf("Slowing %s\n", PR_GetString(svprogfuncs, tossent->v->classname)); VectorScale (velocity, sv_maxvelocity.value/Length(velocity), velocity); } } trace.fraction = 0; // not relevant return trace; } /* ================ SV_Physics ================ */ qboolean SV_Physics (void) { int i; qboolean retouch; edict_t *ent; static double old_time; if (svs.gametype != GT_PROGS && svs.gametype != GT_Q1QVM) //make tics multiples of sv_maxtic (defaults to 0.1) { host_frametime = sv.time - old_time; if (host_frametime<0) { if (host_frametime < -1) old_time = sv.time; host_frametime = 0; } if (svs.gametype != GT_QUAKE3) if (host_frametime < sv_maxtic.value && realtime) { // sv.time+=host_frametime; return true; //don't bother with the whole server thing for a bit longer } if (host_frametime > sv_maxtic.value) host_frametime = sv_maxtic.value; old_time = sv.time; sv.framenum++; switch(svs.gametype) { #ifdef Q2SERVER case GT_QUAKE2: ge->RunFrame(); break; #endif #ifdef Q3SERVER case GT_QUAKE3: SVQ3_RunFrame(); break; #endif default: break; } return false; } if (/*sv.botsonthemap &&*/ progstype == PROG_QW) { //DP_QC_BOTCLIENT - make the bots move with qw physics. //They only move when there arn't any players on the server, but they should move at the right kind of speed if there are... hopefully //they might just be a bit lagged. they will at least be as smooth as other players are. usercmd_t ucmd; static int old_bot_time; //I hate using floats for timers. client_t *oldhost; edict_t *oldplayer; vec3_t oldmovement; host_frametime = (Sys_Milliseconds() - old_bot_time) / 1000.0f; if (1 || host_frametime >= 1 / 72.0f) { memset(&ucmd, 0, sizeof(ucmd)); old_bot_time = Sys_Milliseconds(); for (i = 1; i <= sv.allocated_client_slots; i++) { if (svs.clients[i-1].state && svs.clients[i-1].protocol == SCP_BAD) { //then this is a bot oldhost = host_client; oldplayer = sv_player; host_client = &svs.clients[i-1]; sv_player = host_client->edict; //oldmovement[0] = sv_player->xv->movement[0]; //oldmovement[1] = sv_player->xv->movement[1]; //oldmovement[2] = sv_player->xv->movement[2]; SV_PreRunCmd(); ucmd.msec = host_frametime*1000; ucmd.angles[0] = (unsigned short)(sv_player->v->angles[0] * (65535/360.0f)); ucmd.angles[1] = (unsigned short)(sv_player->v->angles[1] * (65535/360.0f)); ucmd.angles[2] = (unsigned short)(sv_player->v->angles[2] * (65535/360.0f)); ucmd.forwardmove = sv_player->xv->movement[0]; ucmd.sidemove = sv_player->xv->movement[1]; ucmd.upmove = sv_player->xv->movement[2]; ucmd.buttons = (sv_player->v->button0?1:0) | (sv_player->v->button2?2:0); svs.clients[i-1].lastcmd = ucmd; //allow the other clients to predict this bot. SV_RunCmd(&ucmd, false); SV_PostRunCmd(); //sv_player->xv->movement[0] = oldmovement[0]; //sv_player->xv->movement[1] = oldmovement[1]; //sv_player->xv->movement[2] = oldmovement[2]; host_client = oldhost; sv_player = oldplayer; } } old_bot_time = Sys_Milliseconds(); } } // don't bother running a frame if sys_ticrate seconds haven't passed host_frametime = realtime - old_time; if (host_frametime < -1) old_time = 0; if (host_frametime < sv_mintic.value) return false; if (host_frametime > sv_maxtic.value) host_frametime = sv_maxtic.value; old_time = realtime; sv.physicstime = sv.time; pr_global_struct->frametime = host_frametime; SV_ProgStartFrame (); PR_RunThreads(); retouch = (pr_nqglobal_struct->force_retouch && *pr_nqglobal_struct->force_retouch); // // treat each object in turn // even the world gets a chance to think // for (i=0 ; iisfree) continue; if (ent->solidtype != ent->v->solid) { // Con_Printf("Entity \"%s\" improperly changed solid type\n", svprogfuncs->stringtable+ent->v->classname); SV_LinkEdict (ent, true); // a change of solidity should always relink the edict. someone messed up. } else if (retouch) SV_LinkEdict (ent, true); // force retouch even for stationary if (i > 0 && i <= sv.allocated_client_slots) { if (!svs.clients[i-1].isindependant) { SV_RunEntity(ent); SV_RunNewmis (); } else SV_LinkEdict(ent, true); continue; // clients are run directly from packets } SV_RunEntity (ent); SV_RunNewmis (); } if (retouch) pr_global_struct->force_retouch-=1; #ifdef VM_Q1 if (svs.gametype == GT_Q1QVM) { pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, sv.edicts); pr_global_struct->other = EDICT_TO_PROG(svprogfuncs, sv.edicts); pr_global_struct->time = sv.time; Q1QVM_EndFrame(); } else #endif if (EndFrameQC) { pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, sv.edicts); pr_global_struct->other = EDICT_TO_PROG(svprogfuncs, sv.edicts); pr_global_struct->time = sv.time; PR_ExecuteProgram (svprogfuncs, EndFrameQC); } NPP_Flush(); //flush it just in case there was an error and we stopped preparsing. This is only really needed while debugging. return false; } void SV_SetMoveVars(void) { movevars.gravity = sv_gravity.value; movevars.stopspeed = sv_stopspeed.value; movevars.maxspeed = sv_maxspeed.value; movevars.spectatormaxspeed = sv_spectatormaxspeed.value; movevars.accelerate = sv_accelerate.value; movevars.airaccelerate = sv_airaccelerate.value; movevars.wateraccelerate = sv_wateraccelerate.value; movevars.friction = sv_friction.value; movevars.waterfriction = sv_waterfriction.value; movevars.entgravity = 1.0; if (*pm_stepheight.string) movevars.stepheight = pm_stepheight.value; else movevars.stepheight = PM_DEFAULTSTEPHEIGHT; } #endif