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fteqw/engine/server/sv_phys.c

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/*
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 "quakedef.h"
#if !defined(CLIENTONLY) || defined(CSQC_DAT)
#include "pr_common.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.
*/
cvar_t sv_maxvelocity = CVAR("sv_maxvelocity","10000");
cvar_t sv_gravity = CVAR( "sv_gravity", "800");
cvar_t sv_stopspeed = CVAR( "sv_stopspeed", "100");
cvar_t sv_maxspeed = CVAR( "sv_maxspeed", "320");
cvar_t sv_spectatormaxspeed = CVAR( "sv_spectatormaxspeed", "500");
cvar_t sv_accelerate = CVAR( "sv_accelerate", "10");
cvar_t sv_airaccelerate = CVAR( "sv_airaccelerate", "0.7");
cvar_t sv_wateraccelerate = CVAR( "sv_wateraccelerate", "10");
cvar_t sv_friction = CVAR( "sv_friction", "4");
cvar_t sv_waterfriction = CVAR( "sv_waterfriction", "4");
cvar_t sv_wallfriction = CVARD( "sv_wallfriction", "1", "Additional friction when running into walls");
cvar_t sv_gameplayfix_noairborncorpse = CVAR( "sv_gameplayfix_noairborncorpse", "0");
cvar_t sv_gameplayfix_multiplethinks = CVARAD("sv_gameplayfix_multiplethinks", "1", /*dp*/"sv_gameplayfix_multiplethinksperframe", "Enables multiple thinks per entity per frame so small nextthink times are accurate. QuakeWorld mods expect a value of 1, while NQ expects 0.");
cvar_t sv_gameplayfix_stepdown = CVARD( "sv_gameplayfix_stepdown", "0", "Attempt to step down steps, instead of only up them. Affects non-predicted movetype_walk.");
cvar_t sv_gameplayfix_bouncedownslopes = CVARD( "sv_gameplayfix_grenadebouncedownslopes", "0", "MOVETYPE_BOUNCE speeds are calculated relative to the impacted surface, instead of the vertical, reducing the chance of grenades just sitting there on slopes.");
cvar_t sv_gameplayfix_trappedwithin = CVARD( "sv_gameplayfix_trappedwithin", "0", "Blocks further entity movement when an entity is already inside another entity. This ensures that bsp precision issues cannot allow the entity to completely pass through eg the world.");
//cvar_t sv_gameplayfix_radialmaxvelocity = CVARD( "sv_gameplayfix_radialmaxvelocity", "0", "Applies maxvelocity radially instead of axially.");
#if !defined(CLIENTONLY) && defined(NQPROT) && defined(HAVE_LEGACY)
cvar_t sv_gameplayfix_spawnbeforethinks = CVARD( "sv_gameplayfix_spawnbeforethinks", "0", "Fixes an issue where player thinks (including Pre+Post) can be called before PutClientInServer. Unfortunately at least one mod depends upon PreThink being called first in order to correctly determine spawn positions.");
#endif
cvar_t dpcompat_noretouchground = CVARD( "dpcompat_noretouchground", "0", "Prevents entities that are already standing on an entity from touching the same entity again.");
cvar_t sv_sound_watersplash = CVAR( "sv_sound_watersplash", "misc/h2ohit1.wav");
cvar_t sv_sound_land = CVAR( "sv_sound_land", "demon/dland2.wav");
cvar_t sv_stepheight = CVARAFD("pm_stepheight", "", /*dp*/"sv_stepheight", CVAR_SERVERINFO, "If empty, the value "STRINGIFY(PM_DEFAULTSTEPHEIGHT)" will be used instead. This is the size of the step you can step up or down.");
extern cvar_t sv_nqplayerphysics;
cvar_t pm_ktjump = CVARF("pm_ktjump", "", CVAR_SERVERINFO);
cvar_t pm_bunnyspeedcap = CVARFD("pm_bunnyspeedcap", "", CVAR_SERVERINFO, "0 or 1, ish. If the player is traveling faster than this speed while turning, their velocity will be gracefully reduced to match their current maxspeed. You can still rocket-jump to gain high velocity, but turning will reduce your speed back to the max. This can be used to disable bunny hopping.");
cvar_t pm_watersinkspeed = CVARFD("pm_watersinkspeed", "", CVAR_SERVERINFO, "This is the speed that players will sink at while inactive in water. Empty means 60.");
cvar_t pm_flyfriction = CVARFD("pm_flyfriction", "", CVAR_SERVERINFO, "Amount of friction that applies in fly or 6dof mode. Empty means 4.");
cvar_t pm_slidefix = CVARFD("pm_slidefix", "", CVAR_SERVERINFO, "Fixes an issue when walking down slopes (ie: so they act more like slopes and not a series of steps)");
cvar_t pm_slidyslopes = CVARFD("pm_slidyslopes", "", CVAR_SERVERINFO, "Replicates NQ behaviour, where players will slowly slide down ramps. Generally requires 'pm_noround 1' too, otherwise the effect rounds to nothing.");
cvar_t pm_bunnyfriction = CVARFD("pm_bunnyfriction", "", CVAR_SERVERINFO, "Replicates NQ behaviour, ensuring that there's at least a frame of friction while jumping - friction is proportional to tick rate.");
cvar_t pm_autobunny = CVARFD("pm_autobunny", "", CVAR_SERVERINFO, "Players will continue jumping without needing to release the jump button.");
cvar_t pm_airstep = CVARAFD("pm_airstep", "", /*dp*/"sv_jumpstep", CVAR_SERVERINFO, "Allows players to step up while jumping. This makes stairs more graceful but also increases potential jump heights.");
cvar_t pm_pground = CVARFD("pm_pground", "", CVAR_SERVERINFO, "Use persisten onground state instead of recalculating every frame."CON_WARNING"Do NOT use with nq mods, as most nq mods will interfere with onground state, resulting in glitches.");
cvar_t pm_stepdown = CVARFD("pm_stepdown", "", CVAR_SERVERINFO, "Causes physics to stick to the ground, instead of constantly losing traction whiloe going down steps.");
cvar_t pm_walljump = CVARFD("pm_walljump", "", CVAR_SERVERINFO, "Allows the player to bounce off walls while arborne.");
cvar_t pm_edgefriction = CVARAFD("pm_edgefriction", "", /*nq*/"edgefriction", CVAR_SERVERINFO, "Increases friction when about to walk over a cliff, so you're less likely to plummet by mistake. When empty defaults to 2, but uses a tracebox instead of a traceline to detect the drop.");
#define cvargroup_serverphysics "server physics variables"
void WPhys_Init(void)
{
Cvar_Register (&sv_maxvelocity, cvargroup_serverphysics);
Cvar_Register (&sv_gravity, cvargroup_serverphysics);
Cvar_Register (&sv_stopspeed, cvargroup_serverphysics);
Cvar_Register (&sv_maxspeed, cvargroup_serverphysics);
Cvar_Register (&sv_spectatormaxspeed, cvargroup_serverphysics);
Cvar_Register (&sv_accelerate, cvargroup_serverphysics);
Cvar_Register (&sv_airaccelerate, cvargroup_serverphysics);
Cvar_Register (&sv_wateraccelerate, cvargroup_serverphysics);
Cvar_Register (&sv_friction, cvargroup_serverphysics);
Cvar_Register (&sv_waterfriction, cvargroup_serverphysics);
Cvar_Register (&sv_wallfriction, cvargroup_serverphysics);
Cvar_Register (&sv_sound_watersplash, cvargroup_serverphysics);
Cvar_Register (&sv_sound_land, cvargroup_serverphysics);
Cvar_Register (&sv_stepheight, cvargroup_serverphysics);
Cvar_Register (&sv_gameplayfix_noairborncorpse, cvargroup_serverphysics);
Cvar_Register (&sv_gameplayfix_multiplethinks, cvargroup_serverphysics);
Cvar_Register (&sv_gameplayfix_stepdown, cvargroup_serverphysics);
Cvar_Register (&sv_gameplayfix_bouncedownslopes, cvargroup_serverphysics);
Cvar_Register (&sv_gameplayfix_trappedwithin, cvargroup_serverphysics);
Cvar_Register (&dpcompat_noretouchground, cvargroup_serverphysics);
#if !defined(CLIENTONLY) && defined(NQPROT) && defined(HAVE_LEGACY)
Cvar_Register (&sv_gameplayfix_spawnbeforethinks, cvargroup_serverphysics);
#endif
}
#define MOVE_EPSILON 0.01
static void WPhys_Physics_Toss (world_t *w, wedict_t *ent);
/*
================
SV_CheckAllEnts
================
static void SV_CheckAllEnts (void)
{
int e;
edict_t *check;
// see if any solid entities are inside the final position
for (e=1 ; e<sv.world.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_FOLLOW
|| check->v->movetype == MOVETYPE_NOCLIP
|| check->v->movetype == MOVETYPE_ANGLENOCLIP)
continue;
if (World_TestEntityPosition (&sv.world, (wedict_t*)check))
Con_Printf ("entity in invalid position\n");
}
}
*/
/*
================
SV_CheckVelocity
================
*/
void WPhys_CheckVelocity (world_t *w, wedict_t *ent)
{
int i;
#ifdef HAVE_SERVER
if (sv_nqplayerphysics.ival)
{ //bound axially (like vanilla)
for (i=0 ; i<3 ; i++)
{
if (IS_NAN(ent->v->velocity[i]))
{
Con_DPrintf ("Got a NaN velocity on entity %i (%s)\n", ent->entnum, PR_GetString(w->progs, ent->v->classname));
ent->v->velocity[i] = 0;
}
if (IS_NAN(ent->v->origin[i]))
{
Con_Printf ("Got a NaN origin on entity %i (%s)\n", ent->entnum, PR_GetString(w->progs, ent->v->classname));
ent->v->origin[i] = 0;
}
if (ent->v->velocity[i] > sv_maxvelocity.value)
ent->v->velocity[i] = sv_maxvelocity.value;
else if (ent->v->velocity[i] < -sv_maxvelocity.value)
ent->v->velocity[i] = -sv_maxvelocity.value;
}
}
else
#endif
{ //bound radially (for sanity)
for (i=0 ; i<3 ; i++)
{
if (IS_NAN(ent->v->velocity[i]))
{
Con_DPrintf ("Got a NaN velocity on entity %i (%s)\n", ent->entnum, PR_GetString(w->progs, ent->v->classname));
ent->v->velocity[i] = 0;
}
if (IS_NAN(ent->v->origin[i]))
{
Con_Printf ("Got a NaN origin on entity %i (%s)\n", ent->entnum, PR_GetString(w->progs, ent->v->classname));
ent->v->origin[i] = 0;
}
}
if (Length(ent->v->velocity) > sv_maxvelocity.value)
{
// Con_DPrintf("Slowing %s\n", PR_GetString(w->progs, 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 WPhys_RunThink (world_t *w, wedict_t *ent)
{
float thinktime;
if (!sv_gameplayfix_multiplethinks.ival) //try and imitate nq as closeley as possible
{
thinktime = ent->v->nextthink;
if (thinktime <= 0 || thinktime > w->physicstime + host_frametime)
return true;
if (thinktime < w->physicstime)
thinktime = w->physicstime; // 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;
*w->g.time = thinktime;
w->Event_Think(w, ent);
return !ED_ISFREE(ent);
}
do
{
thinktime = ent->v->nextthink;
if (thinktime <= 0)
return true;
if (thinktime > w->physicstime + host_frametime)
return true;
if (thinktime < w->physicstime)
thinktime = w->physicstime; // 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;
*w->g.time = thinktime;
w->Event_Think(w, ent);
if (ED_ISFREE(ent))
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
==================
*/
static void WPhys_Impact (world_t *w, wedict_t *e1, trace_t *trace)
{
wedict_t *e2 = trace->ent;
*w->g.time = w->physicstime;
if (e1->v->touch && e1->v->solid != SOLID_NOT)
{
w->Event_Touch(w, e1, e2, trace);
}
if (e2->v->touch && e2->v->solid != SOLID_NOT)
{
w->Event_Touch(w, e2, e1, trace);
}
}
/*
==================
ClipVelocity
Slide off of the impacting object
==================
*/
#define STOP_EPSILON 0.1
//courtesy of darkplaces, it's just more efficient.
static 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;
}
static void WPhys_PortalTransform(world_t *w, wedict_t *ent, wedict_t *portal, vec3_t org, vec3_t move)
{
int oself = *w->g.self;
void *pr_globals = PR_globals(w->progs, PR_CURRENT);
*w->g.self = EDICT_TO_PROG(w->progs, portal);
//transform origin+velocity etc
VectorCopy(org, G_VECTOR(OFS_PARM0));
VectorCopy(ent->v->angles, G_VECTOR(OFS_PARM1));
VectorCopy(ent->v->velocity, w->g.v_forward);
VectorCopy(move, w->g.v_right);
VectorCopy(ent->xv->gravitydir, w->g.v_up);
if (!DotProduct(w->g.v_up, w->g.v_up))
w->g.v_up[2] = -1;
PR_ExecuteProgram (w->progs, portal->xv->camera_transform);
VectorCopy(G_VECTOR(OFS_RETURN), org);
VectorCopy(w->g.v_forward, ent->v->velocity);
VectorCopy(w->g.v_right, move);
// VectorCopy(w->g.v_up, ent->xv->gravitydir);
//monsters get their gravitydir set if it isn't already, to ensure that they still work (angle issues).
if ((int)ent->v->flags & FL_MONSTER)
if (!ent->xv->gravitydir[0] && !ent->xv->gravitydir[1] && !ent->xv->gravitydir[2])
ent->xv->gravitydir[2] = -1;
//transform the angles too
VectorCopy(org, G_VECTOR(OFS_PARM0));
#ifndef CLIENTONLY
if (w == &sv.world && ent->entnum <= svs.allocated_client_slots)
{
VectorCopy(ent->v->v_angle, ent->v->angles);
}
else
#endif
ent->v->angles[0] *= r_meshpitch.value;
VectorCopy(ent->v->angles, G_VECTOR(OFS_PARM1));
AngleVectors(ent->v->angles, w->g.v_forward, w->g.v_right, w->g.v_up);
PR_ExecuteProgram (w->progs, portal->xv->camera_transform);
VectorAngles(w->g.v_forward, w->g.v_up, ent->v->angles, true);
#ifndef CLIENTONLY
if (ent->entnum > 0 && ent->entnum <= svs.allocated_client_slots)
{
client_t *cl = &svs.clients[ent->entnum-1];
ent->v->angles[0] *= r_meshpitch.value;
VectorCopy(ent->v->angles, ent->v->v_angle);
ent->v->angles[0] *= r_meshpitch.value;
SV_SendFixAngle(cl, NULL, FIXANGLE_AUTO, true);
}
#endif
/*
avelocity is horribly dependant upon eular angles. trying to treat it as a matrix is folly.
if (DotProduct(ent->v->avelocity, ent->v->avelocity))
{
ent->v->avelocity[0] *= r_meshpitch.value;
AngleVectors(ent->v->avelocity, w->g.v_forward, w->g.v_right, w->g.v_up);
PR_ExecuteProgram (w->progs, portal->xv->camera_transform);
VectorAngles(w->g.v_forward, w->g.v_up, ent->v->avelocity);
ent->v->avelocity[0] *= r_meshpitch.value;
}
*/
*w->g.self = oself;
}
/*
============
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
static int WPhys_FlyMove (world_t *w, wedict_t *ent, const vec3_t gravitydir, 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;
wedict_t *impact;
vec3_t diff;
numbumps = 4;
blocked = 0;
VectorCopy (ent->v->velocity, original_velocity);
VectorCopy (ent->v->velocity, primal_velocity);
numplanes = 0;
time_left = time;
for (bumpcount=0 ; bumpcount<numbumps ; bumpcount++)
{
for (i=0 ; i<3 ; i++)
end[i] = ent->v->origin[i] + time_left * ent->v->velocity[i];
trace = World_Move (w, ent->v->origin, ent->v->mins, ent->v->maxs, end, MOVE_NORMAL, (wedict_t*)ent);
impact = trace.ent;
if (impact && impact->v->solid == SOLID_PORTAL)
{
vec3_t move;
vec3_t from;
VectorCopy(trace.endpos, from); //just in case
VectorSubtract(end, trace.endpos, move);
WPhys_PortalTransform(w, ent, impact, from, move);
VectorAdd(from, move, end);
//if we follow the portal, then we basically need to restart from the other side.
time_left -= time_left * trace.fraction;
VectorCopy (ent->v->velocity, primal_velocity);
VectorCopy (ent->v->velocity, original_velocity);
numplanes = 0;
trace = World_Move (w, from, ent->v->mins, ent->v->maxs, end, MOVE_NORMAL, (wedict_t*)ent);
impact = trace.ent;
}
if (trace.allsolid)//should be (trace.startsolid), but that breaks compat. *sigh*
{ // 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)
Host_Error ("SV_FlyMove: !trace.ent");
if (dpcompat_noretouchground.ival)
{ //note: also sets onground AFTER the touch event.
if (!((int)ent->v->flags&FL_ONGROUND) || ent->v->groundentity!=EDICT_TO_PROG(w->progs, trace.ent))
WPhys_Impact (w, ent, &trace);
}
if (-DotProduct(gravitydir, trace.plane.normal) > 0.7)
{
blocked |= 1; // floor
if (((wedict_t *)trace.ent)->v->solid == SOLID_BSP || dpcompat_noretouchground.ival)
{
ent->v->flags = (int)ent->v->flags | FL_ONGROUND;
ent->v->groundentity = EDICT_TO_PROG(w->progs, trace.ent);
}
}
if (!DotProduct(gravitydir, trace.plane.normal))
{
blocked |= 2; // step
if (steptrace)
*steptrace = trace; // save for player extrafriction
}
//
// run the impact function
//
if (!dpcompat_noretouchground.ival)
WPhys_Impact (w, ent, &trace);
if (ED_ISFREE(ent))
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 ; 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)
break; // not ok
}
if (j == numplanes)
break;
}
if (i != numplanes)
{ // go along this plane
// Con_Printf ("%5.1f %5.1f %5.1f ",ent->v->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
============
*/
static void WPhys_AddGravity (world_t *w, wedict_t *ent, const float *gravitydir)
{
float scale = ent->xv->gravity;
if (!scale)
scale = (ent->v->movetype == MOVETYPE_BOUNCEMISSILE)?0.5:1.0;
VectorMA(ent->v->velocity, scale * movevars.gravity * host_frametime, gravitydir, ent->v->velocity);
}
/*
===============================================================================
PUSHMOVE
===============================================================================
*/
/*
============
SV_PushEntity
Does not change the entities velocity at all
============
*/
static trace_t WPhys_PushEntity (world_t *w, wedict_t *ent, vec3_t push, unsigned int traceflags)
{
trace_t trace;
vec3_t end;
wedict_t *impact;
VectorAdd (ent->v->origin, push, end);
if ((int)ent->v->flags&FLQW_LAGGEDMOVE)
traceflags |= MOVE_LAGGED;
if (ent->v->movetype == MOVETYPE_FLYMISSILE)
traceflags |= MOVE_MISSILE;
else if (ent->v->solid == SOLID_TRIGGER || ent->v->solid == SOLID_NOT)
// only clip against bmodels
traceflags |= MOVE_NOMONSTERS;
else
traceflags |= MOVE_NORMAL;
trace = World_Move (w, ent->v->origin, ent->v->mins, ent->v->maxs, end, traceflags, (wedict_t*)ent);
impact = trace.ent;
if (impact && impact->v->solid == SOLID_PORTAL)
{
vec3_t move;
vec3_t from;
float firstfrac = trace.fraction;
VectorCopy(trace.endpos, from); //just in case
VectorSubtract(end, trace.endpos, move);
WPhys_PortalTransform(w, ent, impact, from, move);
VectorAdd(from, move, end);
trace = World_Move (w, from, ent->v->mins, ent->v->maxs, end, traceflags, (wedict_t*)ent);
trace.fraction = firstfrac + (1-firstfrac)*trace.fraction;
}
/*hexen2's movetype_swim does not allow swimming entities to move out of water. this implementation is quite hacky, but matches hexen2 well enough*/
if (ent->v->movetype == MOVETYPE_H2SWIM)
{
if (!(w->worldmodel->funcs.PointContents(w->worldmodel, NULL, trace.endpos) & (FTECONTENTS_WATER|FTECONTENTS_SLIME|FTECONTENTS_LAVA)))
{
VectorCopy(ent->v->origin, trace.endpos);
trace.fraction = 0;
trace.ent = w->edicts;
}
}
#if defined(HAVE_SERVER) && defined(HEXEN2)
else if (ent->v->solid == SOLID_PHASEH2 && progstype == PROG_H2 && w == &sv.world && trace.fraction != 1 && trace.ent &&
(((int)((wedict_t*)trace.ent)->v->flags & FL_MONSTER) || (int)((wedict_t*)trace.ent)->v->movetype == MOVETYPE_WALK))
{ //hexen2's SOLID_PHASEH2 ents should pass through players+monsters, yet still trigger impacts. I would use MOVE_ENTCHAIN but that would corrupt .chain, perhaps that's okay though?
//continue the trace on to where we wold be if there had been no impact
trace_t trace2 = World_Move (w, trace.endpos, ent->v->mins, ent->v->maxs, end, traceflags|MOVE_NOMONSTERS|MOVE_MISSILE|MOVE_RESERVED/*Don't fuck up in the face of dp's MOVE_WORLDONLY*/, (wedict_t*)ent);
//do the first non-world impact
// if (trace.ent)
// VectorMA(trace.endpos, sv_impactpush.value, trace.plane.normal, ent->v->origin);
// else
VectorCopy (trace.endpos, ent->v->origin);
World_LinkEdict (w, ent, true);
if (trace.ent)
{
WPhys_Impact (w, ent, &trace);
if (ent->ereftype != ER_ENTITY)
return trace; //someone remove()d it. don't do weird stuff.
}
//and use our regular impact logic for the rest of it.
trace = trace2;
}
#endif
// if (trace.ent)
// VectorMA(trace.endpos, sv_impactpush.value, trace.plane.normal, ent->v->origin);
// else
VectorCopy (trace.endpos, ent->v->origin);
World_LinkEdict (w, ent, true);
if (trace.ent)
WPhys_Impact (w, ent, &trace);
return trace;
}
typedef struct
{
wedict_t *ent;
vec3_t origin;
vec3_t angles;
} pushed_t;
static pushed_t pushed[1024], *pushed_p;
/*
============
SV_Push
Objects need to be moved back on a failed push,
otherwise riders would continue to slide.
============
*/
static qboolean WPhys_PushAngles (world_t *w, wedict_t *pusher, vec3_t move, vec3_t amove)
{
int i, e;
wedict_t *check, *block;
vec3_t mins, maxs;
//float oldsolid;
pushed_t *p;
vec3_t org, org2, move2, forward, right, up;
#ifdef HAVE_SERVER
short yawchange = (amove[PITCH]||amove[ROLL])?0:ANGLE2SHORT(amove[YAW]);
#endif
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);
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);
World_LinkEdict (w, pusher, false);
// see if any solid entities are inside the final position
if (pusher->v->movetype != MOVETYPE_H2PUSHPULL)
for (e = 1; e < w->num_edicts; e++)
{
check = WEDICT_NUM_PB(w->progs, e);
if (ED_ISFREE(check))
continue;
if (check->v->movetype == MOVETYPE_PUSH
|| check->v->movetype == MOVETYPE_NONE
|| check->v->movetype == MOVETYPE_NOCLIP
|| check->v->movetype == MOVETYPE_ANGLENOCLIP)
continue;
/*
oldsolid = pusher->v->solid;
pusher->v->solid = SOLID_NOT;
block = World_TestEntityPosition (w, check);
pusher->v->solid = oldsolid;
if (block)
continue;
*/
// if the entity is standing on the pusher, it will definitely be moved
if ( ! ( ((int)check->v->flags & FL_ONGROUND)
&& PROG_TO_WEDICT(w->progs, 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 (!World_TestEntityPosition (w, (wedict_t*)check))
continue;
}
if ((pusher->v->movetype == MOVETYPE_PUSH) || (PROG_TO_WEDICT(w->progs, check->v->groundentity) == pusher))
{
if (pushed_p == (pushed+(sizeof(pushed)/sizeof(pushed[0]))))
continue;
// 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);
VectorAdd (check->v->angles, amove, check->v->angles);
#ifdef HAVE_SERVER
if (w == &sv.world && check->entnum>0&&(check->entnum)<=sv.allocated_client_slots)
svs.clients[check->entnum-1].baseangles[YAW] += yawchange;
#endif
// 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);
if (check->v->movetype != MOVETYPE_WALK)
check->v->flags = (int)check->v->flags & ~FL_ONGROUND;
// may have pushed them off an edge
if (PROG_TO_WEDICT(w->progs, check->v->groundentity) != pusher)
check->v->groundentity = 0;
block = World_TestEntityPosition (w, check);
if (!block)
{ // pushed ok
World_LinkEdict (w, 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
VectorCopy (pushed_p[-1].origin, check->v->origin);
block = World_TestEntityPosition (w, check);
if (!block)
{
pushed_p--;
continue;
}
//okay, that didn't work, try pushing the against stuff
WPhys_PushEntity(w, check, move, 0);
block = World_TestEntityPosition (w, check);
if (!block)
continue;
VectorCopy(check->v->origin, move);
for (i = 0; i < 8 && block; i++)
{
//precision errors can strike when you least expect it. lets try and reduce them.
check->v->origin[0] = move[0] + ((i&1)?-1:1)/8.0;
check->v->origin[1] = move[1] + ((i&2)?-1:1)/8.0;
check->v->origin[2] = move[2] + ((i&4)?-1:1)/8.0;
block = World_TestEntityPosition (w, check);
}
if (!block)
{
World_LinkEdict (w, check, false);
continue;
}
}
// if it is sitting on top. Do not block.
if (check->v->mins[0] == check->v->maxs[0])
{
World_LinkEdict (w, check, false);
continue;
}
//some pushers are contents brushes, and are not solid. water cannot crush. the player just enters the water.
//but, the player will be moved along with the water if possible.
if (pusher->v->skin < 0)
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);
World_LinkEdict (w, check, false);
continue;
}
// Con_Printf("Pusher hit %s\n", PR_GetString(w->progs, check->v->classname));
if (pusher->v->blocked)
{
*w->g.self = EDICT_TO_PROG(w->progs, pusher);
*w->g.other = EDICT_TO_PROG(w->progs, check);
#ifdef VM_Q1
if (w==&sv.world && svs.gametype == GT_Q1QVM)
Q1QVM_Blocked();
else
#endif
PR_ExecuteProgram (w->progs, 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);
World_LinkEdict (w, p->ent, false);
#ifdef HAVE_SERVER
if (w==&sv.world && p->ent->entnum>0&&(p->ent->entnum)<=sv.allocated_client_slots)
svs.clients[p->ent->entnum-1].baseangles[YAW] -= yawchange;
#endif
}
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--)
World_TouchAllLinks (w, p->ent);
return true;
}
/*
============
SV_Push
============
*/
qboolean WPhys_Push (world_t *w, wedict_t *pusher, vec3_t move, vec3_t amove)
{
#define PUSHABLE_LIMIT 8192
int i, e;
wedict_t *check, *block;
vec3_t mins, maxs;
vec3_t pushorig;
int num_moved;
wedict_t *moved_edict[PUSHABLE_LIMIT];
vec3_t moved_from[PUSHABLE_LIMIT];
float oldsolid;
if ((amove[0] || amove[1] || amove[2]) && !w->remasterlogic)
{
return WPhys_PushAngles(w, pusher, move, amove);
}
for (i=0 ; i<3 ; i++)
{
mins[i] = pusher->v->absmin[i] + move[i]-(1/32.0);
maxs[i] = pusher->v->absmax[i] + move[i]+(1/32.0);
}
VectorCopy (pusher->v->origin, pushorig);
// move the pusher to it's final position
VectorAdd (pusher->v->origin, move, pusher->v->origin);
World_LinkEdict (w, pusher, false);
// see if any solid entities are inside the final position
num_moved = 0;
for (e=1 ; e<w->num_edicts ; e++)
{
check = WEDICT_NUM_PB(w->progs, e);
if (ED_ISFREE(check))
continue;
if (check->v->movetype == MOVETYPE_PUSH
|| check->v->movetype == MOVETYPE_NONE
|| check->v->movetype == MOVETYPE_FOLLOW
|| check->v->movetype == MOVETYPE_NOCLIP
|| check->v->movetype == MOVETYPE_ANGLENOCLIP)
continue;
// if the entity is standing on the pusher, it will definately be moved
if ( ! ( ((int)check->v->flags & FL_ONGROUND)
&&
PROG_TO_WEDICT(w->progs, 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 (!World_TestEntityPosition (w, check))
continue;
}
oldsolid = pusher->v->solid;
pusher->v->solid = SOLID_NOT;
block = World_TestEntityPosition (w, check);
pusher->v->solid = oldsolid;
if (block)
continue;
if (num_moved == PUSHABLE_LIMIT)
break;
VectorCopy (check->v->origin, moved_from[num_moved]);
moved_edict[num_moved] = check;
num_moved++;
if (check->v->groundentity != pusher->entnum)
check->v->flags = (int)check->v->flags & ~FL_ONGROUND;
// try moving the contacted entity
VectorAdd (check->v->origin, move, check->v->origin);
if (pusher->v->skin < 0)
{
pusher->v->solid = SOLID_NOT;
block = World_TestEntityPosition (w, check);
pusher->v->solid = oldsolid;
}
else
block = World_TestEntityPosition (w, check);
if (!block)
{ // pushed ok
World_LinkEdict (w, check, false);
continue;
}
if (block)
{
//try to nudge it forward by an epsilon to avoid precision issues
float movelen = VectorLength(move);
VectorMA(check->v->origin, (1/8.0)/movelen, move, check->v->origin);
block = World_TestEntityPosition (w, check);
if (!block)
{ //okay, that got it. we're all good.
World_LinkEdict (w, check, false);
continue;
}
}
// if it is ok to leave in the old position, do it
VectorCopy (moved_from[num_moved-1], check->v->origin);
block = World_TestEntityPosition (w, check);
if (!block)
{
//if leaving it where it was, allow it to drop to the floor again (useful for plats that move downward)
if (check->v->movetype != MOVETYPE_WALK)
check->v->flags = (int)check->v->flags & ~FL_ONGROUND;
num_moved--;
continue;
}
// its blocking us. this is probably a problem.
//corpses
if (check->v->mins[0] == check->v->maxs[0])
{
World_LinkEdict (w, 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);
World_LinkEdict (w, check, false);
continue;
}
//these pushers are contents brushes, and are not solid. water cannot crush. the player just enters the water.
//but, the player will be moved along with the water.
if (pusher->v->skin < 0)
continue;
VectorCopy (pushorig, pusher->v->origin);
World_LinkEdict (w, 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)
{
*w->g.self = EDICT_TO_PROG(w->progs, pusher);
*w->g.other = EDICT_TO_PROG(w->progs, check);
#ifdef VM_Q1
if (w==&sv.world && svs.gametype == GT_Q1QVM)
Q1QVM_Blocked();
else
#endif
PR_ExecuteProgram (w->progs, pusher->v->blocked);
} else {
*w->g.other = 0;
}
// move back any entities we already moved
for (i=0 ; i<num_moved ; i++)
{
VectorCopy (moved_from[i], moved_edict[i]->v->origin);
World_LinkEdict (w, moved_edict[i], false);
}
return false;
}
return true;
}
/*
============
SV_PushMove
============
*/
static void WPhys_PushMove (world_t *w, wedict_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 (WPhys_Push (w, pusher, move, amove))
pusher->v->ltime += movetime;
}
/*
================
SV_Physics_Pusher
================
*/
static void WPhys_Physics_Pusher (world_t *w, wedict_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)
{
WPhys_PushMove (w, 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;
#if 1
*w->g.time = w->physicstime;
w->Event_Think(w, ent);
#else
pr_global_struct->time = sv.world.physicstime;
pr_global_struct->self = EDICT_TO_PROG(w->progs, ent);
pr_global_struct->other = EDICT_TO_PROG(w->progs, w->edicts);
#ifdef VM_Q1
if (svs.gametype == GT_Q1QVM)
Q1QVM_Think();
else
#endif
PR_ExecuteProgram (svprogfuncs, ent->v->think);
#endif
if (ED_ISFREE(ent))
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);
VectorCopy (oldang, ent->v->angles);
WPhys_Push (w, ent, move, amove);
}
}
}
/*
=============
SV_Physics_Follow
Entities that are "stuck" to another entity
=============
*/
static void WPhys_Physics_Follow (world_t *w, wedict_t *ent)
{
vec3_t vf, vr, vu, angles, v;
wedict_t *e;
// regular thinking
if (!WPhys_RunThink (w, ent))
return;
// LordHavoc: implemented rotation on MOVETYPE_FOLLOW objects
e = PROG_TO_WEDICT(w->progs, 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] * r_meshpitch.value;
angles[1] = ent->xv->punchangle[1];
angles[2] = ent->xv->punchangle[2] * r_meshroll.value;
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] * r_meshpitch.value;
angles[1] = e->v->angles[1];
angles[2] = e->v->angles[2] * r_meshroll.value;
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);
World_LinkEdict (w, ent, true);
}
/*
=============
SV_Physics_Noclip
A moving object that doesn't obey physics
=============
*/
static void WPhys_Physics_Noclip (world_t *w, wedict_t *ent)
{
vec3_t end;
#ifdef HAVE_SERVER
trace_t trace;
wedict_t *impact;
#endif
// regular thinking
if (!WPhys_RunThink (w, ent))
return;
VectorMA (ent->v->angles, host_frametime, ent->v->avelocity, ent->v->angles);
VectorMA (ent->v->origin, host_frametime, ent->v->velocity, end);
#ifdef HAVE_SERVER
//allow spectators to no-clip through portals without bogging down sock's mods.
if (ent->entnum > 0 && ent->entnum <= sv.allocated_client_slots && w == &sv.world)
{
trace = World_Move (w, ent->v->origin, ent->v->mins, ent->v->maxs, end, MOVE_NOMONSTERS, (wedict_t*)ent);
impact = trace.ent;
if (impact && impact->v->solid == SOLID_PORTAL)
{
vec3_t move;
vec3_t from;
VectorCopy(trace.endpos, from); //just in case
VectorSubtract(end, trace.endpos, move);
WPhys_PortalTransform(w, ent, impact, from, move);
VectorAdd(from, move, end);
}
}
#endif
VectorCopy(end, ent->v->origin);
World_LinkEdict (w, (wedict_t*)ent, false);
}
/*
==============================================================================
TOSS / BOUNCE
==============================================================================
*/
/*
=============
SV_CheckWaterTransition
=============
*/
static void WPhys_CheckWaterTransition (world_t *w, wedict_t *ent)
{
int cont;
cont = World_PointContentsWorldOnly (w, 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 (ent->v->watertype != cont && w->Event_ContentsTransition(w, ent, ent->v->watertype, cont))
{
ent->v->watertype = cont;
ent->v->waterlevel = 1;
}
else if (cont <= Q1CONTENTS_WATER)
{
if (ent->v->watertype == Q1CONTENTS_EMPTY && *sv_sound_watersplash.string)
{ // just crossed into water
w->Event_Sound(NULL, ent, 0, sv_sound_watersplash.string, 255, 1, 0, 0, 0);
}
ent->v->watertype = cont;
ent->v->waterlevel = 1;
}
else
{
if (ent->v->watertype != Q1CONTENTS_EMPTY && *sv_sound_watersplash.string)
{ // just crossed into open
w->Event_Sound(NULL, ent, 0, sv_sound_watersplash.string, 255, 1, 0, 0, 0);
}
ent->v->watertype = Q1CONTENTS_EMPTY;
ent->v->waterlevel = cont;
}
}
/*
=============
SV_Physics_Toss
Toss, bounce, and fly movement. When onground, do nothing.
=============
*/
static void WPhys_Physics_Toss (world_t *w, wedict_t *ent)
{
trace_t trace;
vec3_t move;
float backoff;
int fl;
const float *gravitydir;
int movetype;
WPhys_CheckVelocity (w, ent);
// regular thinking
if (!WPhys_RunThink (w, ent))
return;
if (ent->xv->gravitydir[2] || ent->xv->gravitydir[1] || ent->xv->gravitydir[0])
gravitydir = ent->xv->gravitydir;
else
gravitydir = w->g.defaultgravitydir;
// if onground, return without moving
if ( ((int)ent->v->flags & FL_ONGROUND) )
{
if (-DotProduct(gravitydir, ent->v->velocity) >= (1.0f/32.0f))
ent->v->flags = (int)ent->v->flags & ~FL_ONGROUND;
else
{
if (sv_gameplayfix_noairborncorpse.value)
{
wedict_t *onent;
onent = PROG_TO_WEDICT(w->progs, ent->v->groundentity);
if (!ED_ISFREE(onent))
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
movetype = ent->v->movetype;
if (movetype != MOVETYPE_FLY
&& movetype != MOVETYPE_FLY_WORLDONLY
&& movetype != MOVETYPE_FLYMISSILE
&& (movetype != MOVETYPE_BOUNCEMISSILE || w->remasterlogic/*gib*/)
&& movetype != MOVETYPE_H2SWIM)
WPhys_AddGravity (w, ent, gravitydir);
// move angles
VectorMA (ent->v->angles, host_frametime, ent->v->avelocity, ent->v->angles);
// move origin
VectorScale (ent->v->velocity, host_frametime, move);
if (!DotProduct(move, move))
{
//rogue buzzsaws are vile and jerkily move via setorigin, and need to be relinked so that they can touch path corners.
if (ent->v->solid && ent->v->nextthink)
World_LinkEdict (w, ent, true);
return;
}
fl = 0;
#ifndef CLIENTONLY
/*doesn't affect csqc, as it has no lagged ents registered anywhere*/
if (sv_antilag.ival==2)
fl |= MOVE_LAGGED;
#endif
trace = WPhys_PushEntity (w, ent, move, fl);
if (trace.allsolid && sv_gameplayfix_trappedwithin.ival && ent->v->solid != SOLID_NOT && ent->v->solid != SOLID_TRIGGER)
{
trace.fraction = 0; //traces that start in solid report a fraction of 0. this is to prevent things from dropping out of the world completely. at least this way they ought to still be shootable etc
#pragma warningmsg("The following line might help boost framerates a lot in rmq, not sure if they violate expected behaviour in other mods though - check that they're safe.")
VectorNegate(gravitydir, trace.plane.normal);
}
if (trace.fraction == 1 || !trace.ent)
return;
if (ED_ISFREE(ent))
return;
VectorCopy(trace.endpos, move);
movetype = ent->v->movetype;
if (movetype == MOVETYPE_BOUNCEMISSILE && w->remasterlogic)
movetype = MOVETYPE_BOUNCE; //'gib'...
if (movetype == MOVETYPE_BOUNCE)
{
if (ent->xv->bouncefactor)
backoff = 1 + ent->xv->bouncefactor;
else
backoff = 1.5;
}
else if (movetype == MOVETYPE_BOUNCEMISSILE)
{
if (ent->xv->bouncefactor)
backoff = 1 + ent->xv->bouncefactor;
// else if (progstype == PROG_H2 && ent->v->solid == SOLID_PHASEH2 && ((int)((wedict_t*)trace.ent)->v->flags & (FL_MONSTER|FL_CLIENT)))
// backoff = 0; //don't bounce/slide, just pass straight through.
else
backoff = w->remasterlogic?1.5/*gib...*/:2;
}
else
backoff = 1;
if (backoff)
ClipVelocity (ent->v->velocity, trace.plane.normal, ent->v->velocity, backoff);
// stop if on ground
if ((-DotProduct(gravitydir, trace.plane.normal) > 0.7) && (movetype != MOVETYPE_BOUNCEMISSILE))
{
float bouncespeed;
float bouncestop = ent->xv->bouncestop;
if (!bouncestop)
bouncestop = 60;
else
bouncestop *= movevars.gravity * (ent->xv->gravity?ent->xv->gravity:1);
if (sv_gameplayfix_bouncedownslopes.ival)
bouncespeed = DotProduct(trace.plane.normal, ent->v->velocity);
else
bouncespeed = -DotProduct(gravitydir, ent->v->velocity);
if (bouncespeed < bouncestop || movetype != MOVETYPE_BOUNCE )
{
ent->v->flags = (int)ent->v->flags | FL_ONGROUND;
ent->v->groundentity = EDICT_TO_PROG(w->progs, trace.ent);
VectorClear (ent->v->velocity);
VectorClear (ent->v->avelocity);
}
}
// check for in water
WPhys_CheckWaterTransition (w, 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?
=============
*/
static void WPhys_Physics_Step (world_t *w, wedict_t *ent)
{
qboolean hitsound;
qboolean freefall;
int fl = ent->v->flags;
const float *gravitydir;
vec3_t oldorg;
VectorCopy(ent->v->origin, oldorg);
if (ent->xv->gravitydir[2] || ent->xv->gravitydir[1] || ent->xv->gravitydir[0])
gravitydir = ent->xv->gravitydir;
else
gravitydir = w->g.defaultgravitydir;
if (-DotProduct(gravitydir, ent->v->velocity) >= (1.0 / 32.0) && (fl & FL_ONGROUND))
{
fl &= ~FL_ONGROUND;
ent->v->flags = fl;
}
// frefall if not onground
if (fl & (FL_ONGROUND | FL_FLY))
freefall = false;
else
freefall = true;
if (fl & FL_SWIM)
freefall = ent->v->waterlevel <= 0;
if (freefall)
{
hitsound = -DotProduct(gravitydir, ent->v->velocity) < movevars.gravity*-0.1;
WPhys_AddGravity (w, ent, gravitydir);
WPhys_CheckVelocity (w, ent);
WPhys_FlyMove (w, ent, gravitydir, host_frametime, NULL);
World_LinkEdict (w, ent, true);
if ( (int)ent->v->flags & FL_ONGROUND ) // just hit ground
{
#ifdef HEXEN2
if (progstype == PROG_H2 && ((int)ent->v->flags & FL_MONSTER))
; //hexen2 monsters do not make landing sounds.
else
#endif
if (hitsound && *sv_sound_land.string)
{
w->Event_Sound(NULL, ent, 0, sv_sound_land.string, 255, 1, 0, 0, 0);
}
}
}
// regular thinking
WPhys_RunThink (w, ent);
if (!VectorEquals(ent->v->origin, oldorg))
WPhys_CheckWaterTransition (w, ent);
}
//============================================================================
#ifndef CLIENTONLY
void SV_ProgStartFrame (void)
{
// let the progs know that a new frame has started
pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, sv.world.edicts);
pr_global_struct->other = EDICT_TO_PROG(svprogfuncs, sv.world.edicts);
pr_global_struct->time = sv.world.physicstime;
#ifdef VM_Q1
if (svs.gametype == GT_Q1QVM)
Q1QVM_StartFrame(false);
else
#endif
{
if (pr_global_ptrs->StartFrame)
PR_ExecuteProgram (svprogfuncs, *pr_global_ptrs->StartFrame);
}
}
#endif
/*
=============
SV_CheckStuck
This is a big hack to try and fix the rare case of getting stuck in the world
clipping hull.
=============
*/
static void WPhys_CheckStuck (world_t *w, wedict_t *ent)
{
int i, j;
int z;
vec3_t org;
//return;
if (!World_TestEntityPosition (w, ent))
{
VectorCopy (ent->v->origin, ent->v->oldorigin);
return;
}
VectorCopy (ent->v->origin, org);
VectorCopy (ent->v->oldorigin, ent->v->origin);
if (!World_TestEntityPosition (w, ent))
{
Con_DPrintf ("Unstuck.\n");
World_LinkEdict (w, 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 (!World_TestEntityPosition (w, ent))
{
Con_DPrintf ("Unstuck.\n");
World_LinkEdict (w, ent, true);
return;
}
}
VectorCopy (org, ent->v->origin);
Con_DPrintf ("player is stuck.\n");
}
/*
=============
SV_CheckWater
=============
for players
*/
static qboolean WPhys_CheckWater (world_t *w, wedict_t *ent)
{
vec3_t point;
int cont;
int hc;
trace_t tr;
//check if we're on a ladder, and if so fire a trace forwards to ensure its a valid ladder instead of a random volume
hc = ent->xv->hitcontentsmaski; //lame
ent->xv->hitcontentsmaski = ~0;
tr = World_Move(w, ent->v->origin, ent->v->mins, ent->v->maxs, ent->v->origin, 0, ent);
ent->xv->hitcontentsmaski = hc;
if (tr.contents & FTECONTENTS_LADDER)
{
vec3_t flatforward;
flatforward[0] = cos((M_PI/180)*ent->v->angles[1]);
flatforward[1] = sin((M_PI/180)*ent->v->angles[1]);
flatforward[2] = 0;
VectorMA (ent->v->origin, 24, flatforward, point);
tr = World_Move(w, ent->v->origin, ent->v->mins, ent->v->maxs, point, 0, ent);
if (tr.fraction < 1)
ent->xv->pmove_flags = (int)ent->xv->pmove_flags|PMF_LADDER;
else if ((int)ent->xv->pmove_flags & PMF_LADDER)
ent->xv->pmove_flags -= PMF_LADDER;
}
else if ((int)ent->xv->pmove_flags & PMF_LADDER)
ent->xv->pmove_flags -= PMF_LADDER;
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 = World_PointContentsAllBSPs (w, 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 = World_PointContentsAllBSPs (w, point);
if (cont & FTECONTENTS_FLUID)
{
ent->v->waterlevel = 2;
point[2] = ent->v->origin[2] + ent->v->view_ofs[2];
cont = World_PointContentsAllBSPs (w, point);
if (cont & FTECONTENTS_FLUID)
ent->v->waterlevel = 3;
}
}
return ent->v->waterlevel > 1;
}
/*
============
SV_WallFriction
============
*/
static void WPhys_WallFriction (wedict_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...
======================
static 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, MOVE_NORMAL);
// 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
static 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)
static int WPhys_SetOnGround (world_t *w, wedict_t *ent, const float *gravitydir)
{
vec3_t end;
trace_t trace;
if ((int)ent->v->flags & FL_ONGROUND)
return 1;
VectorMA(ent->v->origin, 1, gravitydir, end);
trace = World_Move(w, ent->v->origin, ent->v->mins, ent->v->maxs, end, MOVE_NORMAL, (wedict_t*)ent);
if (DotProduct(trace.plane.normal, ent->v->velocity) > 0)
return 0; //velocity is away from the plane normal, so this does not count as a contact.
if (trace.fraction <= DIST_EPSILON && -DotProduct(gravitydir, trace.plane.normal) >= 0.7)
{
ent->v->flags = (int)ent->v->flags | FL_ONGROUND;
ent->v->groundentity = EDICT_TO_PROG(w->progs, trace.ent);
return 1;
}
return 0;
}*/
static void WPhys_WalkMove (world_t *w, wedict_t *ent, const float *gravitydir)
{
//int originalmove_clip;
int clip, oldonground, originalmove_flags, originalmove_groundentity;
vec3_t upmove, downmove, start_origin, start_velocity, originalmove_origin, originalmove_velocity;
trace_t downtrace, steptrace;
WPhys_CheckVelocity(w, 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 = WPhys_FlyMove (w, ent, gravitydir, host_frametime, NULL);
// WPhys_SetOnGround (w, ent, gravitydir);
WPhys_CheckVelocity(w, 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 && ent->v->movetype != MOVETYPE_FLY_WORLDONLY)
{
// return if gibbed by a trigger
if (ent->v->movetype != MOVETYPE_WALK)
return;
// only step up while jumping if that is enabled
if (!pm_airstep.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
VectorScale(gravitydir, -movevars.stepheight, upmove);
// FIXME: don't link?
WPhys_PushEntity(w, ent, upmove, MOVE_NORMAL);
// move forward
VectorMA(ent->v->velocity, -DotProduct(gravitydir, ent->v->velocity), gravitydir, ent->v->velocity); //ent->v->velocity[2] = 0;
clip = WPhys_FlyMove (w, ent, gravitydir, host_frametime, &steptrace);
VectorMA(ent->v->velocity, DotProduct(gravitydir, start_velocity), gravitydir, ent->v->velocity); //ent->v->velocity[2] += start_velocity[2];
WPhys_CheckVelocity(w, 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");
WPhys_WallFriction (ent, &steptrace);
}
}
else if (!sv_gameplayfix_stepdown.ival || !oldonground || -DotProduct(gravitydir,start_velocity) > 0 || ((int)ent->v->flags & FL_ONGROUND) || ent->v->waterlevel >= 2)
return;
// move down
VectorScale(gravitydir, movevars.stepheight + (1/32.0) - DotProduct(gravitydir,start_velocity)*host_frametime, downmove);
// FIXME: don't link?
downtrace = WPhys_PushEntity (w, ent, downmove, MOVE_NORMAL);
if (downtrace.fraction < 1 && -DotProduct(gravitydir, downtrace.plane.normal) > 0.7)
{
if (DotProduct(downtrace.plane.normal, ent->v->velocity)<=0) //Spike: moving away from the surface should not count as onground.
// 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(w->progs, 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;
}
// WPhys_SetOnGround (w, ent, gravitydir);
WPhys_CheckVelocity(w, ent);
}
#endif
#ifdef HEXEN2
void WPhys_MoveChain(world_t *w, wedict_t *ent, wedict_t *movechain, float *initial_origin, float *initial_angle)
{
qboolean orgunchanged;
vec3_t moveorg, moveang;
VectorSubtract(ent->v->origin, initial_origin, moveorg);
VectorSubtract(ent->v->angles, initial_angle, moveang);
orgunchanged=!DotProduct(moveorg,moveorg);
if (!orgunchanged || DotProduct(moveang,moveang))
{
int i;
for(i=16; i && movechain != w->edicts && !ED_ISFREE(movechain); i--, movechain = PROG_TO_WEDICT(w->progs, movechain->xv->movechain))
{
if ((int)movechain->v->flags & FL_MOVECHAIN_ANGLE)
VectorAdd(movechain->v->angles, moveang, movechain->v->angles); //FIXME: axial only
if (!orgunchanged)
{
VectorAdd(movechain->v->origin, moveorg, movechain->v->origin);
World_LinkEdict(w, movechain, false);
//chainmoved is called only for origin changes, not angle ones, apparently.
if (movechain->xv->chainmoved)
{
*w->g.self = EDICT_TO_PROG(w->progs, movechain);
*w->g.other = EDICT_TO_PROG(w->progs, ent);
#ifdef VM_Q1
if (svs.gametype == GT_Q1QVM && w == &sv.world)
Q1QVM_ChainMoved();
else
#endif
PR_ExecuteProgram(w->progs, movechain->xv->chainmoved);
}
}
}
}
}
#endif
/*
================
SV_RunEntity
================
*/
void WPhys_RunEntity (world_t *w, wedict_t *ent)
{
#ifdef HEXEN2
wedict_t *movechain;
vec3_t initial_origin = {0},initial_angle = {0};
#endif
const float *gravitydir;
#ifndef CLIENTONLY
edict_t *svent = (edict_t*)ent;
if (ent->entnum > 0 && ent->entnum <= sv.allocated_client_slots && w == &sv.world)
{ //a client woo.
qboolean readyforjump = false;
#if defined(NQPROT) && defined(HAVE_LEGACY)
if (svs.clients[ent->entnum-1].state == cs_connected)
{ //nq is buggy and calls playerprethink/etc while the player is still connecting.
//some mods depend on this, hopefully unintentionally (as is the case with Arcane Dimensions).
//so don't do anything if we're qw, but use crappy behaviour for nq+h2.
if (progstype != PROG_NQ || sv_gameplayfix_spawnbeforethinks.ival)
return;
}
else
#endif
{
if (svs.clients[ent->entnum-1].state < cs_spawned)
return; // unconnected slot
}
if (svs.clients[ent->entnum-1].protocol == SCP_BAD)
svent->v->fixangle = FIXANGLE_NO; //bots never get fixangle cleared otherwise
host_client = &svs.clients[ent->entnum-1];
SV_ClientThink();
if (!host_client->spectator)
{
if (progstype == PROG_QW) //detect if the mod should do a jump
if (svent->v->button2)
if ((int)svent->v->flags & FL_JUMPRELEASED)
readyforjump = true;
//
// call standard client pre-think
//
pr_global_struct->time = sv.world.physicstime;
pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, ent);
#ifdef VM_Q1
if (svs.gametype == GT_Q1QVM)
Q1QVM_PlayerPreThink();
else
#endif
if (pr_global_ptrs->PlayerPreThink)
PR_ExecuteProgram (svprogfuncs, *pr_global_ptrs->PlayerPreThink);
if (readyforjump) //qw progs can't jump for themselves...
{
if (!svent->v->button2 && !((int)ent->v->flags & FL_JUMPRELEASED) && ent->v->velocity[2] <= 0)
svent->v->velocity[2] += 270;
}
}
}
else
#endif
{
if (ent->lastruntime == w->framenum)
return;
ent->lastruntime = w->framenum;
#ifndef CLIENTONLY
if (progstype == PROG_QW && w == &sv.world) //we don't use the field any more, but qw mods might.
ent->v->lastruntime = w->physicstime;
svent = NULL;
#endif
}
#ifdef HEXEN2
movechain = PROG_TO_WEDICT(w->progs, ent->xv->movechain);
if (movechain != w->edicts)
{
VectorCopy(ent->v->origin,initial_origin);
VectorCopy(ent->v->angles,initial_angle);
}
#endif
if (ent->xv->customphysics)
{
*w->g.time = w->physicstime;
*w->g.self = EDICT_TO_PROG(w->progs, ent);
PR_ExecuteProgram (w->progs, ent->xv->customphysics);
}
else switch ( (int)ent->v->movetype)
{
case MOVETYPE_PUSH:
WPhys_Physics_Pusher (w, ent);
break;
case MOVETYPE_NONE:
if (!WPhys_RunThink (w, ent))
return;
break;
case MOVETYPE_NOCLIP:
case MOVETYPE_ANGLENOCLIP:
WPhys_Physics_Noclip (w, ent);
break;
case MOVETYPE_H2PUSHPULL:
#if defined(HEXEN2) && !defined(CLIENTONLY)
if (w == &sv.world && progstype == PROG_H2)
WPhys_Physics_Step (w, ent); //hexen2 pushable object (basically exactly movetype_step)
else
#endif
WPhys_Physics_Pusher (w, ent); //non-solid pusher, for tenebrae compat
break;
case MOVETYPE_STEP:
WPhys_Physics_Step (w, ent);
break;
case MOVETYPE_FOLLOW:
WPhys_Physics_Follow (w, ent);
break;
case MOVETYPE_FLY_WORLDONLY:
case MOVETYPE_FLY:
#ifndef CLIENTONLY
if (svent)
{ //NQ players with movetype_fly are not like non-players.
if (!WPhys_RunThink (w, ent))
return;
if (ent->xv->gravitydir[2] || ent->xv->gravitydir[1] || ent->xv->gravitydir[0])
gravitydir = ent->xv->gravitydir;
else
gravitydir = w->g.defaultgravitydir;
WPhys_CheckStuck (w, ent);
WPhys_WalkMove (w, ent, gravitydir);
break;
}
#endif
//fallthrough
case MOVETYPE_H2SWIM:
case MOVETYPE_TOSS:
case MOVETYPE_BOUNCE:
case MOVETYPE_BOUNCEMISSILE:
case MOVETYPE_FLYMISSILE:
WPhys_Physics_Toss (w, ent);
break;
case MOVETYPE_WALK:
if (!WPhys_RunThink (w, ent))
return;
if (ent->xv->gravitydir[2] || ent->xv->gravitydir[1] || ent->xv->gravitydir[0])
gravitydir = ent->xv->gravitydir;
else
gravitydir = w->g.defaultgravitydir;
if (!WPhys_CheckWater (w, ent) && ! ((int)ent->v->flags & FL_WATERJUMP) ) //Vanilla Bug: the QC checks waterlevel inside PlayerPreThink, with waterlevel from a different position from the origin.
if (!((int)ent->xv->pmove_flags & PMF_LADDER))
WPhys_AddGravity (w, ent, gravitydir);
WPhys_CheckStuck (w, ent);
WPhys_WalkMove (w, ent, gravitydir);
#ifndef CLIENTONLY
if (!svent)
#endif
World_LinkEdict (w, ent, true);
break;
#ifdef USERBE
case MOVETYPE_PHYSICS:
if (WPhys_RunThink(w, ent))
World_LinkEdict (w, ent, true);
w->rbe_hasphysicsents = true;
break;
#endif
default:
// SV_Error ("SV_Physics: bad movetype %i on %s", (int)ent->v->movetype, PR_GetString(w->progs, ent->v->classname));
break;
}
#ifdef HEXEN2
if (movechain != w->edicts)
WPhys_MoveChain(w, ent, movechain, initial_origin, initial_angle);
#endif
#ifndef CLIENTONLY
if (svent)
{
World_LinkEdict (w, ent, true);
if (!host_client->spectator)
{
pr_global_struct->time = w->physicstime;
pr_global_struct->self = EDICT_TO_PROG(w->progs, ent);
#ifdef VM_Q1
if (svs.gametype == GT_Q1QVM)
Q1QVM_PostThink();
else
#endif
{
if (pr_global_ptrs->PlayerPostThink)
PR_ExecuteProgram (w->progs, *pr_global_ptrs->PlayerPostThink);
}
}
}
#endif
}
/*
================
SV_RunNewmis
================
*/
void WPhys_RunNewmis (world_t *w)
{
wedict_t *ent;
if (!w->g.newmis) //newmis variable is not exported.
return;
if (!sv_gameplayfix_multiplethinks.ival)
return;
if (!*w->g.newmis)
return;
ent = PROG_TO_WEDICT(w->progs, *w->g.newmis);
host_frametime = 0.05;
*w->g.newmis = 0;
WPhys_RunEntity (w, ent);
host_frametime = *w->g.frametime;
}
trace_t WPhys_Trace_Toss (world_t *w, wedict_t *tossent, wedict_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);
WPhys_CheckVelocity (w, 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 = World_Move (w, 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(w->progs, tossent->v->classname));
VectorScale (velocity, sv_maxvelocity.value/Length(velocity), velocity);
}
}
trace.fraction = 0; // not relevant
return trace;
}
/*
Run an individual physics frame. This might be run multiple times in one frame if we're running slow, or not at all.
*/
void World_Physics_Frame(world_t *w)
{
int i;
qboolean retouch;
wedict_t *ent;
w->framenum++;
i = *w->g.physics_mode;
if (i == 0)
{
/*physics mode 0 = none*/
return;
}
if (i == 1)
{
/*physics mode 1 = thinks only*/
for (i=0 ; i<w->num_edicts ; i++)
{
ent = (wedict_t*)EDICT_NUM_PB(w->progs, i);
if (ED_ISFREE(ent))
continue;
WPhys_RunThink (w, ent);
}
return;
}
/*physics mode 2 = normal movetypes*/
retouch = (w->g.force_retouch && (*w->g.force_retouch >= 1));
//
// treat each object in turn
// even the world gets a chance to think
//
for (i=0 ; i<w->num_edicts ; i++)
{
ent = (wedict_t*)EDICT_NUM_PB(w->progs, i);
if (ED_ISFREE(ent))
continue;
if (retouch)
World_LinkEdict (w, ent, true); // force retouch even for stationary
#ifdef HAVE_SERVER
if (i > 0 && i <= sv.allocated_client_slots && w == &sv.world)
{
if (!svs.clients[i-1].isindependant)
{
if (sv_nqplayerphysics.ival || SV_PlayerPhysicsQC || svs.clients[i-1].state < cs_spawned)
{
WPhys_RunEntity (w, ent);
WPhys_RunNewmis (w);
}
else
{
unsigned int newt;
unsigned int delt;
newt = sv.time*1000;
delt = newt - svs.clients[i-1].lastruncmd;
if (delt > (int)(1000/77.0) || delt < -10)
{
float ft = host_frametime;
host_client = &svs.clients[i-1];
sv_player = svs.clients[i-1].edict;
SV_PreRunCmd();
#ifndef NEWSPEEDCHEATPROT
svs.clients[i-1].last_check = 0;
#endif
svs.clients[i-1].lastcmd.msec = bound(0, delt, 255);
SV_RunCmd (&svs.clients[i-1].lastcmd, true);
svs.clients[i-1].lastcmd.impulse = 0;
SV_PostRunCmd();
host_client->lastruncmd = sv.time*1000;
*w->g.frametime = host_frametime = ft;
}
}
}
// else
// World_LinkEdict(w, (wedict_t*)ent, true);
continue; // clients are run directly from packets
}
#endif
WPhys_RunEntity (w, ent);
WPhys_RunNewmis (w);
}
if (retouch)
*w->g.force_retouch-=1;
}
#ifdef HAVE_SERVER
/*
================
SV_Physics
================
*/
qboolean SV_Physics (void)
{
int i;
qboolean moved = false;
int maxtics = sv_limittics.ival;
double trueframetime = host_frametime;
double maxtic = sv_maxtic.value;
double mintic = sv_mintic.value;
if (sv_nqplayerphysics.ival)
if (mintic < 0.013)
mintic = 0.013; //NQ physics can't cope with low rates and just generally bugs out.
if (maxtic < mintic)
maxtic = mintic;
if (maxtics>1&&sv.spawned_observer_slots==0&&sv.spawned_client_slots==0)
maxtics = 1; //no players on the server. let timings slide
//keep gravity tracking the cvar properly
movevars.gravity = sv_gravity.value;
if (svs.gametype != GT_PROGS && svs.gametype != GT_Q1QVM && svs.gametype != GT_HALFLIFE
#ifdef VM_LUA
&& svs.gametype != GT_LUA
#endif
) //make tics multiples of sv_maxtic (defaults to 0.1)
{
if (svs.gametype == GT_QUAKE2)
mintic = maxtic = 0.1; //fucking fuckity fuck. we should warn about this.
mintic = max(mintic, 1/1000.0);
for(;;)
{
host_frametime = sv.time - sv.world.physicstime;
if (host_frametime<0)
{
if (host_frametime < -1)
sv.world.physicstime = sv.time;
host_frametime = 0;
}
if (!maxtics--)
{ //don't loop infinitely if we froze (eg debugger or suspend/hibernate)
sv.world.physicstime = sv.time;
break;
}
if (!host_frametime || (host_frametime < mintic && realtime))
break;
if (host_frametime > maxtic)
host_frametime = maxtic;
sv.world.physicstime += host_frametime;
moved = true;
switch(svs.gametype)
{
#ifdef Q2SERVER
case GT_QUAKE2:
ge->RunFrame();
break;
#endif
#ifdef Q3SERVER
case GT_QUAKE3:
q3->sv.RunFrame();
break;
#endif
default:
break;
}
}
host_frametime = trueframetime;
return moved;
}
if (svs.gametype != GT_HALFLIFE && /*sv.botsonthemap &&*/ progstype == PROG_QW)
{
//DP_SV_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;
client_t *oldhost;
edict_t *oldplayer;
#ifdef VM_Q1
if (svs.gametype == GT_Q1QVM)
{
pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, sv.world.edicts);
pr_global_struct->other = EDICT_TO_PROG(svprogfuncs, sv.world.edicts);
pr_global_struct->time = sv.world.physicstime;
Q1QVM_StartFrame(true);
}
#endif
if (1)
{
memset(&ucmd, 0, sizeof(ucmd));
for (i = 0; i < sv.allocated_client_slots; i++)
{
if (svs.clients[i].state > cs_zombie && svs.clients[i].protocol == SCP_BAD && svs.clients[i].msecs >= 1000.0/77)
{ //then this is a bot
oldhost = host_client;
oldplayer = sv_player;
host_client = &svs.clients[i];
host_client->isindependant = true;
sv_player = host_client->edict;
host_client->localtime = sv.time;
SV_PreRunCmd();
if (svs.gametype == GT_Q1QVM)
{
ucmd = svs.clients[i].lastcmd;
ucmd.msec = svs.clients[i].msecs;
}
else
{
ucmd.msec = svs.clients[i].msecs;
ucmd.angles[0] = (short)(sv_player->v->v_angle[0] * (65535/360.0f));
ucmd.angles[1] = (short)(sv_player->v->v_angle[1] * (65535/360.0f));
ucmd.angles[2] = (short)(sv_player->v->v_angle[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);
}
ucmd.msec = min(ucmd.msec, 250);
SV_RunCmd(&ucmd, false);
SV_PostRunCmd();
host_client->lastcmd = ucmd; //allow the other clients to predict this bot.
host_client = oldhost;
sv_player = oldplayer;
}
}
}
}
// don't bother running a frame if sys_ticrate seconds haven't passed
while (1)
{
host_frametime = sv.time - sv.world.physicstime;
if (host_frametime < 0)
{
sv.world.physicstime = sv.time;
break;
}
if (host_frametime <= 0 || host_frametime < mintic)
break;
if (host_frametime > maxtic && maxtic>0)
{
if (maxtics-- <= 0)
{
//timewarp, as we're running too slowly
sv.world.physicstime = sv.time;
break;
}
host_frametime = maxtic;
}
if (!host_frametime)
continue;
moved = true;
#ifdef HLSERVER
if (svs.gametype == GT_HALFLIFE)
{
SVHL_RunFrame();
sv.world.physicstime += host_frametime;
continue;
}
#endif
pr_global_struct->frametime = host_frametime;
SV_ProgStartFrame ();
PRSV_RunThreads();
#ifdef USERBE
if (sv.world.rbe)
{
#ifdef RAGDOLL
rag_doallanimations(&sv.world);
#endif
sv.world.rbe->RunFrame(&sv.world, host_frametime, sv_gravity.value);
}
#endif
World_Physics_Frame(&sv.world);
#ifdef VM_Q1
if (svs.gametype == GT_Q1QVM)
{
pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, sv.world.edicts);
pr_global_struct->other = EDICT_TO_PROG(svprogfuncs, sv.world.edicts);
pr_global_struct->time = sv.world.physicstime+host_frametime;
Q1QVM_EndFrame();
}
else
#endif
if (EndFrameQC)
{
pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, sv.world.edicts);
pr_global_struct->other = EDICT_TO_PROG(svprogfuncs, sv.world.edicts);
pr_global_struct->time = sv.world.physicstime+host_frametime;
PR_ExecuteProgram (svprogfuncs, EndFrameQC);
}
#ifdef NETPREPARSE
NPP_Flush(); //flush it just in case there was an error and we stopped preparsing. This is only really needed while debugging.
#endif
sv.world.physicstime += host_frametime;
}
host_frametime = trueframetime;
return moved;
}
#endif
void SV_SetMoveVars(void)
{
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;
movevars.stepheight = *sv_stepheight.string?sv_stepheight.value:PM_DEFAULTSTEPHEIGHT;
movevars.watersinkspeed = *pm_watersinkspeed.string?pm_watersinkspeed.value:60;
movevars.flyfriction = *pm_flyfriction.string?pm_flyfriction.value:4;
movevars.edgefriction = *pm_edgefriction.string?pm_edgefriction.value:2;
movevars.flags = MOVEFLAG_VALID|MOVEFLAG_NOGRAVITYONGROUND|(*pm_edgefriction.string?0:MOVEFLAG_QWEDGEBOX);
}
#endif