1128 lines
26 KiB
C
1128 lines
26 KiB
C
// g_phys.c
|
|
|
|
#include "g_local.h"
|
|
|
|
/*
|
|
|
|
|
|
pushmove objects do not obey gravity, and do not interact with each other or trigger fields, but block normal movement and push normal objects when they move.
|
|
|
|
onground is set for toss objects when they come to a complete rest. it is set for steping or walking objects
|
|
|
|
doors, plats, etc are SOLID_BSP, and MOVETYPE_PUSH
|
|
bonus items are SOLID_TRIGGER touch, and MOVETYPE_TOSS
|
|
corpses are SOLID_NOT and MOVETYPE_TOSS
|
|
crates are SOLID_BBOX and MOVETYPE_TOSS
|
|
walking monsters are SOLID_SLIDEBOX and MOVETYPE_STEP
|
|
flying/floating monsters are SOLID_SLIDEBOX and MOVETYPE_FLY
|
|
|
|
solid_edge items only clip against bsp models.
|
|
|
|
*/
|
|
|
|
|
|
/*
|
|
============
|
|
SV_TestEntityPosition
|
|
|
|
============
|
|
*/
|
|
edict_t *SV_TestEntityPosition (edict_t *ent)
|
|
{
|
|
trace_t trace;
|
|
int mask;
|
|
|
|
if (ent->clipmask)
|
|
mask = ent->clipmask;
|
|
else
|
|
mask = MASK_SOLID;
|
|
trace = gi.trace (ent->s.origin, ent->mins, ent->maxs, ent->s.origin, ent, mask);
|
|
|
|
if (trace.startsolid)
|
|
return g_edicts;
|
|
|
|
return NULL;
|
|
}
|
|
|
|
|
|
/*
|
|
================
|
|
SV_CheckVelocity
|
|
================
|
|
*/
|
|
void SV_CheckVelocity (edict_t *ent)
|
|
{
|
|
int i;
|
|
|
|
//
|
|
// bound velocity
|
|
//
|
|
for (i=0 ; i<3 ; i++)
|
|
{
|
|
if (ent->velocity[i] > sv_maxvelocity->value)
|
|
ent->velocity[i] = sv_maxvelocity->value;
|
|
else if (ent->velocity[i] < -sv_maxvelocity->value)
|
|
ent->velocity[i] = -sv_maxvelocity->value;
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============
|
|
SV_RunThink
|
|
|
|
Runs thinking code for this frame if necessary
|
|
=============
|
|
*/
|
|
qboolean SV_RunThink (edict_t *ent)
|
|
{
|
|
float thinktime;
|
|
|
|
thinktime = ent->nextthink;
|
|
if (thinktime <= 0)
|
|
return true;
|
|
if (thinktime > level.time+0.001)
|
|
return true;
|
|
|
|
ent->nextthink = 0;
|
|
if (!ent->think)
|
|
gi.error ("NULL ent->think");
|
|
ent->think (ent);
|
|
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
SV_Impact
|
|
|
|
Two entities have touched, so run their touch functions
|
|
==================
|
|
*/
|
|
void SV_Impact (edict_t *e1, trace_t *trace)
|
|
{
|
|
edict_t *e2;
|
|
// cplane_t backplane;
|
|
|
|
e2 = trace->ent;
|
|
|
|
if (e1->touch && e1->solid != SOLID_NOT)
|
|
e1->touch (e1, e2, &trace->plane, trace->surface);
|
|
|
|
if (e2->touch && e2->solid != SOLID_NOT)
|
|
e2->touch (e2, e1, NULL, NULL);
|
|
}
|
|
|
|
|
|
/*
|
|
==================
|
|
ClipVelocity
|
|
|
|
Slide off of the impacting object
|
|
returns the blocked flags (1 = floor, 2 = step / wall)
|
|
==================
|
|
*/
|
|
#define STOP_EPSILON 0.1
|
|
|
|
int ClipVelocity (vec3_t in, vec3_t normal, vec3_t out, float overbounce)
|
|
{
|
|
float backoff;
|
|
float change;
|
|
int i, blocked;
|
|
|
|
blocked = 0;
|
|
if (normal[2] > 0)
|
|
blocked |= 1; // floor
|
|
if (!normal[2])
|
|
blocked |= 2; // step
|
|
|
|
backoff = DotProduct (in, normal) * overbounce;
|
|
|
|
for (i=0 ; i<3 ; i++)
|
|
{
|
|
change = normal[i]*backoff;
|
|
out[i] = in[i] - change;
|
|
if (out[i] > -STOP_EPSILON && out[i] < STOP_EPSILON)
|
|
out[i] = 0;
|
|
}
|
|
|
|
return blocked;
|
|
}
|
|
|
|
|
|
/*
|
|
============
|
|
SV_FlyMove
|
|
|
|
The basic solid body movement clip that slides along multiple planes
|
|
Returns the clipflags if the velocity was modified (hit something solid)
|
|
1 = floor
|
|
2 = wall / step
|
|
4 = dead stop
|
|
============
|
|
*/
|
|
#define MAX_CLIP_PLANES 5
|
|
int SV_FlyMove (edict_t *ent, float time, int mask)
|
|
{
|
|
edict_t *hit;
|
|
int bumpcount, numbumps;
|
|
vec3_t dir;
|
|
float d;
|
|
int numplanes;
|
|
vec3_t planes[MAX_CLIP_PLANES];
|
|
vec3_t primal_velocity, original_velocity, new_velocity;
|
|
int i, j;
|
|
trace_t trace;
|
|
vec3_t end;
|
|
float time_left;
|
|
int blocked;
|
|
|
|
numbumps = 4;
|
|
|
|
blocked = 0;
|
|
VectorCopy (ent->velocity, original_velocity);
|
|
VectorCopy (ent->velocity, primal_velocity);
|
|
numplanes = 0;
|
|
|
|
time_left = time;
|
|
|
|
ent->groundentity = NULL;
|
|
for (bumpcount=0 ; bumpcount<numbumps ; bumpcount++)
|
|
{
|
|
for (i=0 ; i<3 ; i++)
|
|
end[i] = ent->s.origin[i] + time_left * ent->velocity[i];
|
|
|
|
trace = gi.trace (ent->s.origin, ent->mins, ent->maxs, end, ent, mask);
|
|
|
|
if (trace.allsolid)
|
|
{ // entity is trapped in another solid
|
|
VectorCopy (vec3_origin, ent->velocity);
|
|
return 3;
|
|
}
|
|
|
|
if (trace.fraction > 0)
|
|
{ // actually covered some distance
|
|
VectorCopy (trace.endpos, ent->s.origin);
|
|
VectorCopy (ent->velocity, original_velocity);
|
|
numplanes = 0;
|
|
}
|
|
|
|
if (trace.fraction == 1)
|
|
break; // moved the entire distance
|
|
|
|
hit = trace.ent;
|
|
|
|
if (trace.plane.normal[2] > 0.7)
|
|
{
|
|
blocked |= 1; // floor
|
|
if ( hit->solid == SOLID_BSP)
|
|
{
|
|
ent->groundentity = hit;
|
|
ent->groundentity_linkcount = hit->linkcount;
|
|
}
|
|
}
|
|
if (!trace.plane.normal[2])
|
|
{
|
|
blocked |= 2; // step
|
|
}
|
|
|
|
//
|
|
// run the impact function
|
|
//
|
|
SV_Impact (ent, &trace);
|
|
if (!ent->inuse)
|
|
break; // removed by the impact function
|
|
|
|
|
|
time_left -= time_left * trace.fraction;
|
|
|
|
// cliped to another plane
|
|
if (numplanes >= MAX_CLIP_PLANES)
|
|
{ // this shouldn't really happen
|
|
VectorCopy (vec3_origin, ent->velocity);
|
|
return 3;
|
|
}
|
|
|
|
VectorCopy (trace.plane.normal, planes[numplanes]);
|
|
numplanes++;
|
|
|
|
//
|
|
// modify original_velocity so it parallels all of the clip planes
|
|
//
|
|
for (i=0 ; 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
|
|
VectorCopy (new_velocity, ent->velocity);
|
|
}
|
|
else
|
|
{ // go along the crease
|
|
if (numplanes != 2)
|
|
{
|
|
// gi.dprintf ("clip velocity, numplanes == %i\n",numplanes);
|
|
VectorCopy (vec3_origin, ent->velocity);
|
|
return 7;
|
|
}
|
|
CrossProduct (planes[0], planes[1], dir);
|
|
d = DotProduct (dir, ent->velocity);
|
|
VectorScale (dir, d, ent->velocity);
|
|
}
|
|
|
|
//
|
|
// if original velocity is against the original velocity, stop dead
|
|
// to avoid tiny occilations in sloping corners
|
|
//
|
|
if (DotProduct (ent->velocity, primal_velocity) <= 0)
|
|
{
|
|
VectorCopy (vec3_origin, ent->velocity);
|
|
return blocked;
|
|
}
|
|
}
|
|
|
|
return blocked;
|
|
}
|
|
|
|
|
|
/*
|
|
============
|
|
SV_AddGravity
|
|
|
|
============
|
|
*/
|
|
void SV_AddGravity (edict_t *ent)
|
|
{
|
|
ent->velocity[2] -= ent->gravity * sv_gravity->value * FRAMETIME;
|
|
}
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
PUSHMOVE
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
/*
|
|
============
|
|
SV_PushEntity
|
|
|
|
Does not change the entities velocity at all
|
|
============
|
|
*/
|
|
trace_t SV_PushEntity (edict_t *ent, vec3_t push)
|
|
{
|
|
trace_t trace;
|
|
vec3_t start;
|
|
vec3_t end;
|
|
int mask;
|
|
|
|
VectorCopy (ent->s.origin, start);
|
|
VectorAdd (start, push, end);
|
|
|
|
retry:
|
|
if (ent->clipmask)
|
|
mask = ent->clipmask;
|
|
else
|
|
mask = MASK_SOLID;
|
|
|
|
trace = gi.trace (start, ent->mins, ent->maxs, end, ent, mask);
|
|
|
|
VectorCopy (trace.endpos, ent->s.origin);
|
|
gi.linkentity (ent);
|
|
|
|
if (trace.fraction != 1.0)
|
|
{
|
|
SV_Impact (ent, &trace);
|
|
|
|
// if the pushed entity went away and the pusher is still there
|
|
if (!trace.ent->inuse && ent->inuse)
|
|
{
|
|
// move the pusher back and try again
|
|
VectorCopy (start, ent->s.origin);
|
|
gi.linkentity (ent);
|
|
goto retry;
|
|
}
|
|
}
|
|
|
|
if (ent->inuse)
|
|
G_TouchTriggers (ent);
|
|
|
|
return trace;
|
|
}
|
|
|
|
|
|
typedef struct
|
|
{
|
|
edict_t *ent;
|
|
vec3_t origin;
|
|
vec3_t angles;
|
|
float deltayaw;
|
|
} pushed_t;
|
|
pushed_t pushed[MAX_EDICTS], *pushed_p;
|
|
|
|
edict_t *obstacle;
|
|
|
|
void adjustRiders(edict_t *ent);
|
|
|
|
/*
|
|
============
|
|
SV_Push
|
|
|
|
Objects need to be moved back on a failed push,
|
|
otherwise riders would continue to slide.
|
|
============
|
|
*/
|
|
qboolean SV_Push (edict_t *pusher, vec3_t move, vec3_t amove)
|
|
{
|
|
int i, e;
|
|
edict_t *check, *block;
|
|
vec3_t mins, maxs;
|
|
pushed_t *p;
|
|
vec3_t org, org2, move2, forward, right, up;
|
|
|
|
// clamp the move to 1/8 units, so the position will
|
|
// be accurate for client side prediction
|
|
for (i=0 ; i<3 ; i++)
|
|
{
|
|
float temp;
|
|
temp = move[i]*8.0;
|
|
if (temp > 0.0)
|
|
temp += 0.5;
|
|
else
|
|
temp -= 0.5;
|
|
move[i] = 0.125 * (int)temp;
|
|
}
|
|
|
|
// find the bounding box
|
|
for (i=0 ; i<3 ; i++)
|
|
{
|
|
mins[i] = pusher->absmin[i] + move[i];
|
|
maxs[i] = pusher->absmax[i] + move[i];
|
|
}
|
|
|
|
// we need this for pushing things later
|
|
VectorSubtract (vec3_origin, amove, org);
|
|
AngleVectors (org, forward, right, up);
|
|
|
|
// save the pusher's original position
|
|
pushed_p->ent = pusher;
|
|
VectorCopy (pusher->s.origin, pushed_p->origin);
|
|
VectorCopy (pusher->s.angles, pushed_p->angles);
|
|
if (pusher->client)
|
|
pushed_p->deltayaw = pusher->client->ps.pmove.delta_angles[YAW];
|
|
pushed_p++;
|
|
|
|
// move the pusher to it's final position
|
|
VectorAdd (pusher->s.origin, move, pusher->s.origin);
|
|
VectorAdd (pusher->s.angles, amove, pusher->s.angles);
|
|
gi.linkentity (pusher);
|
|
|
|
// see if any solid entities are inside the final position
|
|
check = g_edicts+1;
|
|
for (e = 1; e < globals.num_edicts; e++, check++)
|
|
{
|
|
if (!check->inuse)
|
|
continue;
|
|
if (check->movetype == MOVETYPE_PUSH
|
|
|| check->movetype == MOVETYPE_STOP
|
|
|| check->movetype == MOVETYPE_NONE
|
|
|| check->movetype == MOVETYPE_NOCLIP)
|
|
continue;
|
|
|
|
if (!check->area.prev)
|
|
continue; // not linked in anywhere
|
|
|
|
// if the entity is standing on the pusher, it will definitely be moved
|
|
if (check->groundentity != pusher)
|
|
{
|
|
// see if the ent needs to be tested
|
|
if ( check->absmin[0] >= maxs[0]
|
|
|| check->absmin[1] >= maxs[1]
|
|
|| check->absmin[2] >= maxs[2]
|
|
|| check->absmax[0] <= mins[0]
|
|
|| check->absmax[1] <= mins[1]
|
|
|| check->absmax[2] <= mins[2] )
|
|
continue;
|
|
|
|
// see if the ent's bbox is inside the pusher's final position
|
|
if (!SV_TestEntityPosition (check))
|
|
continue;
|
|
}
|
|
|
|
if ((pusher->movetype == MOVETYPE_PUSH) || (check->groundentity == pusher))
|
|
{
|
|
// move this entity
|
|
pushed_p->ent = check;
|
|
VectorCopy (check->s.origin, pushed_p->origin);
|
|
VectorCopy (check->s.angles, pushed_p->angles);
|
|
pushed_p++;
|
|
|
|
// try moving the contacted entity
|
|
VectorAdd (check->s.origin, move, check->s.origin);
|
|
if (check->client)
|
|
{ // FIXME: doesn't rotate monsters?
|
|
check->client->ps.pmove.delta_angles[YAW] += amove[YAW];
|
|
}
|
|
|
|
// figure movement due to the pusher's amove
|
|
VectorSubtract (check->s.origin, pusher->s.origin, org);
|
|
org2[0] = DotProduct (org, forward);
|
|
org2[1] = -DotProduct (org, right);
|
|
org2[2] = DotProduct (org, up);
|
|
VectorSubtract (org2, org, move2);
|
|
VectorAdd (check->s.origin, move2, check->s.origin);
|
|
|
|
// may have pushed them off an edge
|
|
if (check->groundentity != pusher)
|
|
check->groundentity = NULL;
|
|
|
|
block = SV_TestEntityPosition (check);
|
|
if (!block)
|
|
{ // pushed ok
|
|
gi.linkentity (check);
|
|
adjustRiders(check);
|
|
// impact?
|
|
continue;
|
|
}
|
|
|
|
// if it is ok to leave in the old position, do it
|
|
// this is only relevent for riding entities, not pushed
|
|
// FIXME: this doesn't acount for rotation
|
|
VectorSubtract (check->s.origin, move, check->s.origin);
|
|
block = SV_TestEntityPosition (check);
|
|
if (!block)
|
|
{
|
|
pushed_p--;
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// save off the obstacle so we can call the block function
|
|
obstacle = check;
|
|
|
|
// move back any entities we already moved
|
|
// go backwards, so if the same entity was pushed
|
|
// twice, it goes back to the original position
|
|
for (p=pushed_p-1 ; p>=pushed ; p--)
|
|
{
|
|
VectorCopy (p->origin, p->ent->s.origin);
|
|
VectorCopy (p->angles, p->ent->s.angles);
|
|
if (p->ent->client)
|
|
{
|
|
p->ent->client->ps.pmove.delta_angles[YAW] = p->deltayaw;
|
|
}
|
|
gi.linkentity (p->ent);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//FIXME: is there a better way to handle this?
|
|
// see if anything we moved has touched a trigger
|
|
for (p=pushed_p-1 ; p>=pushed ; p--)
|
|
G_TouchTriggers (p->ent);
|
|
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
================
|
|
SV_Physics_Pusher
|
|
|
|
Bmodel objects don't interact with each other, but
|
|
push all box objects
|
|
================
|
|
*/
|
|
void SV_Physics_Pusher (edict_t *ent)
|
|
{
|
|
vec3_t move, amove;
|
|
edict_t *part, *mv;
|
|
|
|
// if not a team captain, so movement will be handled elsewhere
|
|
if ( ent->flags & FL_TEAMSLAVE)
|
|
return;
|
|
|
|
// make sure all team slaves can move before commiting
|
|
// any moves or calling any think functions
|
|
// if the move is blocked, all moved objects will be backed out
|
|
//retry:
|
|
pushed_p = pushed;
|
|
for (part = ent ; part ; part=part->teamchain)
|
|
{
|
|
if (part->velocity[0] || part->velocity[1] || part->velocity[2] ||
|
|
part->avelocity[0] || part->avelocity[1] || part->avelocity[2]
|
|
)
|
|
{ // object is moving
|
|
VectorScale (part->velocity, FRAMETIME, move);
|
|
VectorScale (part->avelocity, FRAMETIME, amove);
|
|
|
|
if (!SV_Push (part, move, amove))
|
|
break; // move was blocked
|
|
}
|
|
}
|
|
if (pushed_p > &pushed[MAX_EDICTS])
|
|
gi.error (ERR_FATAL, "pushed_p > &pushed[MAX_EDICTS], memory corrupted");
|
|
|
|
if (part)
|
|
{
|
|
// the move failed, bump all nextthink times and back out moves
|
|
for (mv = ent ; mv ; mv=mv->teamchain)
|
|
{
|
|
if (mv->nextthink > 0)
|
|
mv->nextthink += FRAMETIME;
|
|
}
|
|
|
|
// if the pusher has a "blocked" function, call it
|
|
// otherwise, just stay in place until the obstacle is gone
|
|
if (part->blocked)
|
|
part->blocked (part, obstacle);
|
|
#if 0
|
|
// if the pushed entity went away and the pusher is still there
|
|
if (!obstacle->inuse && part->inuse)
|
|
goto retry;
|
|
#endif
|
|
}
|
|
else
|
|
{
|
|
// the move succeeded, so call all think functions
|
|
for (part = ent ; part ; part=part->teamchain)
|
|
{
|
|
SV_RunThink (part);
|
|
}
|
|
}
|
|
}
|
|
|
|
//==================================================================
|
|
|
|
/*
|
|
=============
|
|
SV_Physics_None
|
|
|
|
Non moving objects can only think
|
|
=============
|
|
*/
|
|
void SV_Physics_None (edict_t *ent)
|
|
{
|
|
// regular thinking
|
|
SV_RunThink (ent);
|
|
}
|
|
|
|
/*
|
|
=============
|
|
SV_Physics_Noclip
|
|
|
|
A moving object that doesn't obey physics
|
|
=============
|
|
*/
|
|
void SV_Physics_Noclip (edict_t *ent)
|
|
{
|
|
// regular thinking
|
|
if (!SV_RunThink (ent))
|
|
return;
|
|
|
|
VectorMA (ent->s.angles, FRAMETIME, ent->avelocity, ent->s.angles);
|
|
VectorMA (ent->s.origin, FRAMETIME, ent->velocity, ent->s.origin);
|
|
|
|
gi.linkentity (ent);
|
|
}
|
|
|
|
/*
|
|
==============================================================================
|
|
|
|
TOSS / BOUNCE
|
|
|
|
==============================================================================
|
|
*/
|
|
|
|
/*
|
|
=============
|
|
SV_Physics_Toss
|
|
|
|
Toss, bounce, and fly movement. When onground, do nothing.
|
|
=============
|
|
*/
|
|
void SV_Physics_Toss (edict_t *ent)
|
|
{
|
|
trace_t trace;
|
|
vec3_t move;
|
|
float backoff;
|
|
edict_t *slave;
|
|
qboolean wasinwater;
|
|
qboolean isinwater;
|
|
vec3_t old_origin;
|
|
float speed;
|
|
|
|
// regular thinking
|
|
SV_RunThink (ent);
|
|
|
|
// if not a team captain, so movement will be handled elsewhere
|
|
if ( ent->flags & FL_TEAMSLAVE)
|
|
return;
|
|
|
|
if (ent->velocity[2] > 0)
|
|
ent->groundentity = NULL;
|
|
|
|
// check for the groundentity going away
|
|
if (ent->groundentity)
|
|
if (!ent->groundentity->inuse)
|
|
ent->groundentity = NULL;
|
|
|
|
// if onground, return without moving
|
|
if ( ent->groundentity )
|
|
return;
|
|
|
|
VectorCopy (ent->s.origin, old_origin);
|
|
|
|
SV_CheckVelocity (ent);
|
|
|
|
// add gravity
|
|
if (ent->movetype != MOVETYPE_FLY
|
|
&& ent->movetype != MOVETYPE_FLYMISSILE
|
|
&& ent->movetype != MOVETYPE_BOUNCEFLY)
|
|
SV_AddGravity (ent);
|
|
|
|
// move angles
|
|
VectorMA (ent->s.angles, FRAMETIME, ent->avelocity, ent->s.angles);
|
|
|
|
// move origin
|
|
VectorScale (ent->velocity, FRAMETIME, move);
|
|
trace = SV_PushEntity (ent, move);
|
|
if (!ent->inuse)
|
|
return;
|
|
|
|
if (trace.fraction < 1)
|
|
{
|
|
if (ent->movetype == MOVETYPE_BOUNCE)
|
|
backoff = 1.5;
|
|
else if(ent->movetype == MOVETYPE_BOUNCEFLY)
|
|
{
|
|
backoff = 2;
|
|
}
|
|
else
|
|
backoff = 1;
|
|
|
|
if(ent->movetype == MOVETYPE_BOUNCEFLY)
|
|
{
|
|
speed = VectorLength(ent->velocity);
|
|
}
|
|
|
|
ClipVelocity (ent->velocity, trace.plane.normal, ent->velocity, backoff);
|
|
|
|
if(ent->movetype == MOVETYPE_BOUNCEFLY)
|
|
{
|
|
VectorNormalize (ent->velocity);
|
|
VectorScale (ent->velocity, speed, ent->velocity);
|
|
}
|
|
else
|
|
|
|
// stop if on ground
|
|
if (trace.plane.normal[2] > 0.7)
|
|
{
|
|
if (ent->velocity[2] < 60 || ent->movetype != MOVETYPE_BOUNCE)
|
|
{
|
|
ent->groundentity = trace.ent;
|
|
ent->groundentity_linkcount = trace.ent->linkcount;
|
|
VectorCopy (vec3_origin, ent->velocity);
|
|
VectorCopy (vec3_origin, ent->avelocity);
|
|
}
|
|
}
|
|
|
|
// if (ent->touch)
|
|
// ent->touch (ent, trace.ent, &trace.plane, trace.surface);
|
|
}
|
|
|
|
// check for water transition
|
|
wasinwater = (ent->watertype & MASK_WATER);
|
|
ent->watertype = gi.pointcontents (ent->s.origin);
|
|
isinwater = ent->watertype & MASK_WATER;
|
|
|
|
if (isinwater)
|
|
ent->waterlevel = 1;
|
|
else
|
|
ent->waterlevel = 0;
|
|
|
|
if (!wasinwater && isinwater)
|
|
gi.positioned_sound (old_origin, g_edicts, CHAN_AUTO, gi.soundindex("misc/h2ohit1.wav"), 1, 1, 0);
|
|
else if (wasinwater && !isinwater)
|
|
gi.positioned_sound (ent->s.origin, g_edicts, CHAN_AUTO, gi.soundindex("misc/h2ohit1.wav"), 1, 1, 0);
|
|
|
|
// move teamslaves
|
|
for (slave = ent->teamchain; slave; slave = slave->teamchain)
|
|
{
|
|
VectorCopy (ent->s.origin, slave->s.origin);
|
|
gi.linkentity (slave);
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
STEPPING MOVEMENT
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
/*
|
|
=============
|
|
SV_Physics_Step
|
|
|
|
Monsters freefall when they don't have a ground entity, otherwise
|
|
all movement is done with discrete steps.
|
|
|
|
This is also used for objects that have become still on the ground, but
|
|
will fall if the floor is pulled out from under them.
|
|
FIXME: is this true?
|
|
=============
|
|
*/
|
|
|
|
//FIXME: hacked in for E3 demo
|
|
#define sv_stopspeed 100
|
|
#define sv_friction 6
|
|
#define sv_waterfriction 1
|
|
|
|
void SV_AddRotationalFriction (edict_t *ent)
|
|
{
|
|
int n;
|
|
float adjustment;
|
|
|
|
VectorMA (ent->s.angles, FRAMETIME, ent->avelocity, ent->s.angles);
|
|
adjustment = FRAMETIME * sv_stopspeed * sv_friction;
|
|
for (n = 0; n < 3; n++)
|
|
{
|
|
if (ent->avelocity[n] > 0)
|
|
{
|
|
ent->avelocity[n] -= adjustment;
|
|
if (ent->avelocity[n] < 0)
|
|
ent->avelocity[n] = 0;
|
|
}
|
|
else
|
|
{
|
|
ent->avelocity[n] += adjustment;
|
|
if (ent->avelocity[n] > 0)
|
|
ent->avelocity[n] = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
void SV_Physics_Step (edict_t *ent)
|
|
{
|
|
qboolean wasonground;
|
|
qboolean hitsound = false;
|
|
float *vel;
|
|
float speed, newspeed, control;
|
|
float friction;
|
|
edict_t *groundentity;
|
|
int mask;
|
|
|
|
// airborn monsters should always check for ground
|
|
if (!ent->groundentity)
|
|
M_CheckGround (ent);
|
|
|
|
groundentity = ent->groundentity;
|
|
|
|
SV_CheckVelocity (ent);
|
|
|
|
if (groundentity)
|
|
wasonground = true;
|
|
else
|
|
wasonground = false;
|
|
|
|
if (ent->avelocity[0] || ent->avelocity[1] || ent->avelocity[2])
|
|
SV_AddRotationalFriction (ent);
|
|
|
|
// add gravity except:
|
|
// flying monsters
|
|
// swimming monsters who are in the water
|
|
if (! wasonground)
|
|
if (!(ent->flags & FL_FLY))
|
|
if (!((ent->flags & FL_SWIM) && (ent->waterlevel > 2)))
|
|
{
|
|
if (ent->velocity[2] < sv_gravity->value*-0.1)
|
|
hitsound = true;
|
|
if (ent->waterlevel == 0)
|
|
SV_AddGravity (ent);
|
|
}
|
|
|
|
// friction for flying monsters that have been given vertical velocity
|
|
if ((ent->flags & FL_FLY) && (ent->velocity[2] != 0))
|
|
{
|
|
speed = fabs(ent->velocity[2]);
|
|
control = speed < sv_stopspeed ? sv_stopspeed : speed;
|
|
friction = sv_friction/3;
|
|
newspeed = speed - (FRAMETIME * control * friction);
|
|
if (newspeed < 0)
|
|
newspeed = 0;
|
|
newspeed /= speed;
|
|
ent->velocity[2] *= newspeed;
|
|
}
|
|
|
|
// friction for flying monsters that have been given vertical velocity
|
|
if ((ent->flags & FL_SWIM) && (ent->velocity[2] != 0))
|
|
{
|
|
speed = fabs(ent->velocity[2]);
|
|
control = speed < sv_stopspeed ? sv_stopspeed : speed;
|
|
newspeed = speed - (FRAMETIME * control * sv_waterfriction * ent->waterlevel);
|
|
if (newspeed < 0)
|
|
newspeed = 0;
|
|
newspeed /= speed;
|
|
ent->velocity[2] *= newspeed;
|
|
}
|
|
|
|
if (ent->velocity[2] || ent->velocity[1] || ent->velocity[0])
|
|
{
|
|
// apply friction
|
|
// let dead monsters who aren't completely onground slide
|
|
if ((wasonground) || (ent->flags & (FL_SWIM|FL_FLY)))
|
|
if (!(ent->health <= 0.0 && !M_CheckBottom(ent)))
|
|
{
|
|
vel = ent->velocity;
|
|
speed = sqrt(vel[0]*vel[0] +vel[1]*vel[1]);
|
|
if (speed)
|
|
{
|
|
friction = sv_friction;
|
|
|
|
control = speed < sv_stopspeed ? sv_stopspeed : speed;
|
|
newspeed = speed - FRAMETIME*control*friction;
|
|
|
|
if (newspeed < 0)
|
|
newspeed = 0;
|
|
newspeed /= speed;
|
|
|
|
vel[0] *= newspeed;
|
|
vel[1] *= newspeed;
|
|
}
|
|
}
|
|
|
|
if (ent->svflags & SVF_MONSTER)
|
|
mask = MASK_MONSTERSOLID;
|
|
else
|
|
mask = MASK_SOLID;
|
|
SV_FlyMove (ent, FRAMETIME, mask);
|
|
|
|
gi.linkentity (ent);
|
|
G_TouchTriggers (ent);
|
|
|
|
if (ent->groundentity)
|
|
if (!wasonground)
|
|
if (hitsound)
|
|
gi.sound (ent, 0, gi.soundindex("world/land.wav"), 1, 1, 0);
|
|
}
|
|
|
|
// regular thinking
|
|
SV_RunThink (ent);
|
|
}
|
|
|
|
|
|
|
|
void SV_Physics_FallFloat (edict_t *ent)
|
|
{
|
|
float gravVal = ent->gravity * sv_gravity->value * FRAMETIME;
|
|
qboolean wasonground = false;
|
|
qboolean hitsound = false;
|
|
|
|
// check velocity
|
|
SV_CheckVelocity (ent);
|
|
|
|
wasonground = (ent->groundentity == NULL);
|
|
if (ent->velocity[2] < sv_gravity->value*-0.1)
|
|
hitsound = true;
|
|
|
|
if (!ent->waterlevel)
|
|
{
|
|
vec3_t min, max;
|
|
trace_t tr;
|
|
vec3_t end;
|
|
vec3_t normal;
|
|
vec3_t gravity;
|
|
|
|
VectorCopy(ent->mins, min);
|
|
VectorCopy(ent->maxs, max);
|
|
|
|
VectorCopy(ent->s.origin, end);
|
|
end[2] -= 0.25; // down 4
|
|
|
|
tr = gi.trace(ent->s.origin, min, max, end, ent, MASK_SHOT);
|
|
if (tr.plane.normal[2] > 0.7) // on solid ground
|
|
{
|
|
ent->groundentity = tr.ent;
|
|
VectorCopy(tr.endpos, ent->s.origin);
|
|
VectorSet(ent->velocity, 0, 0, 0);
|
|
}
|
|
else if (tr.fraction < 1.0 && tr.plane.normal[2] <= 0.7) // on steep slope
|
|
{
|
|
VectorCopy(tr.plane.normal, normal);
|
|
VectorSet(gravity, 0, 0, -gravVal);
|
|
VectorMA(gravity, gravVal, normal, ent->velocity);
|
|
ent->groundentity = NULL;
|
|
}
|
|
else // in freefall
|
|
{
|
|
ent->velocity[2] -= gravVal;
|
|
ent->groundentity = NULL;
|
|
}
|
|
}
|
|
else
|
|
//if (ent->waterlevel)
|
|
{
|
|
// where's the midpoint? above or below the water?
|
|
const double WATER_MASS = 500.0;
|
|
vec3_t accel;
|
|
double percentBelow = 0.0;
|
|
double massOfObject = 0.0;
|
|
double massOfVolumeWater = 0.0;
|
|
double massOfWater = 0.0;
|
|
double massDiff = 0.0;
|
|
double i = 0.0;
|
|
vec3_t volume;
|
|
|
|
// TODO if we're not grounded on the bottom of the lake...
|
|
|
|
// calculate massPerCubicMetre
|
|
VectorScale(ent->size, 1.0/32.0, volume);
|
|
massOfObject = ent->mass;
|
|
massOfVolumeWater = WATER_MASS * (volume[0] * volume[1] * volume[2]);
|
|
|
|
// how much of ourself is actually in the water?
|
|
percentBelow = 1.0;
|
|
for (i = 0.0; i <= 1.0; i += 0.05)
|
|
{
|
|
vec3_t midpoint;
|
|
int watertype;
|
|
|
|
VectorAdd(ent->s.origin, ent->mins, midpoint);
|
|
VectorMA(midpoint, i, ent->maxs, midpoint);
|
|
watertype = gi.pointcontents (midpoint);
|
|
|
|
if (!(watertype & MASK_WATER))
|
|
{
|
|
percentBelow = i - 0.05;
|
|
break;
|
|
}
|
|
}
|
|
if (percentBelow < 0.05) // safety net
|
|
percentBelow = 0.0;
|
|
massOfWater = percentBelow * massOfVolumeWater;
|
|
massDiff = massOfWater - massOfObject; // difference between
|
|
VectorClear(accel);
|
|
VectorSet(accel, 0, 0, gravVal * (massDiff / massOfVolumeWater));
|
|
VectorScale(ent->velocity, 0.7, ent->velocity);
|
|
if (VectorLength(accel) > 4)
|
|
VectorAdd(ent->velocity, accel, ent->velocity);
|
|
}
|
|
|
|
if (ent->velocity[0] || ent->velocity[1] || ent->velocity[2])
|
|
{
|
|
qboolean isinwater = false;
|
|
qboolean wasinwater = false;
|
|
vec3_t old_origin;
|
|
VectorCopy (ent->s.origin, old_origin);
|
|
|
|
SV_FlyMove (ent, FRAMETIME, MASK_SHOT);
|
|
|
|
gi.linkentity (ent);
|
|
G_TouchTriggers (ent);
|
|
|
|
if (ent->groundentity)
|
|
if (!wasonground)
|
|
if (hitsound)
|
|
gi.sound (ent, 0, gi.soundindex("world/land.wav"), 1, 1, 0);
|
|
|
|
// check for water transition
|
|
wasinwater = (ent->watertype & MASK_WATER);
|
|
ent->watertype = gi.pointcontents (ent->s.origin);
|
|
isinwater = ent->watertype & MASK_WATER;
|
|
|
|
if (isinwater)
|
|
ent->waterlevel = 1;
|
|
else
|
|
ent->waterlevel = 0;
|
|
|
|
if (!wasinwater && isinwater)
|
|
gi.positioned_sound (old_origin, g_edicts, CHAN_AUTO, gi.soundindex("misc/h2ohit1.wav"), 1, 1, 0);
|
|
else if (wasinwater && !isinwater)
|
|
gi.positioned_sound (ent->s.origin, g_edicts, CHAN_AUTO, gi.soundindex("misc/h2ohit1.wav"), 1, 1, 0);
|
|
|
|
}
|
|
|
|
// relink
|
|
gi.linkentity(ent);
|
|
|
|
// regular thinking
|
|
SV_RunThink (ent);
|
|
}
|
|
|
|
void adjustRiders(edict_t *ent)
|
|
{
|
|
int i = 0;
|
|
|
|
// make sure the offsets are constant
|
|
for (i = 0; i < 2; i++)
|
|
{
|
|
if (ent->rideWith[i] != NULL)
|
|
VectorAdd(ent->s.origin, ent->rideWithOffset[i], ent->rideWith[i]->s.origin);
|
|
}
|
|
}
|
|
|
|
void SV_Physics_Ride (edict_t *ent)
|
|
{
|
|
// base ourself on the step
|
|
SV_Physics_Step(ent);
|
|
|
|
adjustRiders(ent);
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
/*
|
|
================
|
|
G_RunEntity
|
|
|
|
================
|
|
*/
|
|
void G_RunEntity (edict_t *ent)
|
|
{
|
|
if (ent->prethink)
|
|
ent->prethink (ent);
|
|
|
|
switch ( (int)ent->movetype)
|
|
{
|
|
case MOVETYPE_PUSH:
|
|
case MOVETYPE_STOP:
|
|
SV_Physics_Pusher (ent);
|
|
break;
|
|
case MOVETYPE_NONE:
|
|
SV_Physics_None (ent);
|
|
break;
|
|
case MOVETYPE_NOCLIP:
|
|
SV_Physics_Noclip (ent);
|
|
break;
|
|
case MOVETYPE_STEP:
|
|
SV_Physics_Step (ent);
|
|
break;
|
|
case MOVETYPE_TOSS:
|
|
case MOVETYPE_BOUNCE:
|
|
case MOVETYPE_FLY:
|
|
case MOVETYPE_BOUNCEFLY:
|
|
case MOVETYPE_FLYMISSILE:
|
|
SV_Physics_Toss (ent);
|
|
break;
|
|
case MOVETYPE_FALLFLOAT:
|
|
SV_Physics_FallFloat(ent);
|
|
break;
|
|
case MOVETYPE_RIDE:
|
|
SV_Physics_Ride(ent);
|
|
break;
|
|
default:
|
|
gi.error ("SV_Physics: bad movetype %i", (int)ent->movetype);
|
|
}
|
|
}
|