/* Copyright (C) 1996-2001 Id Software, Inc. Copyright (C) 2002-2009 John Fitzgibbons and others Copyright (C) 2010-2014 QuakeSpasm developers 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" /* 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_friction = {"sv_friction","4",CVAR_NOTIFY|CVAR_SERVERINFO}; cvar_t sv_stopspeed = {"sv_stopspeed","100",CVAR_NONE}; cvar_t sv_gravity = {"sv_gravity","800",CVAR_NOTIFY|CVAR_SERVERINFO}; cvar_t sv_maxvelocity = {"sv_maxvelocity","2000",CVAR_NONE}; cvar_t sv_nostep = {"sv_nostep","0",CVAR_NONE}; cvar_t sv_freezenonclients = {"sv_freezenonclients","0",CVAR_NONE}; cvar_t sv_gameplayfix_spawnbeforethinks = {"sv_gameplayfix_spawnbeforethinks","0",CVAR_NONE}; cvar_t sv_gameplayfix_bouncedownslopes = {"sv_gameplayfix_bouncedownslopes","0",CVAR_NONE}; //fixes grenades making horrible noises on slopes. cvar_t sv_sound_watersplash = {"sv_sound_watersplash", "misc/h2ohit1.wav", CVAR_NONE}; cvar_t sv_sound_land = {"sv_sound_land", "demon/dland2.wav", CVAR_NONE}; #define MOVE_EPSILON 0.01 void SV_Physics_Toss (edict_t *ent); static void World_StartSound (edict_t *entity, float *origin, int channel, const char *sample, int volume, float attenuation) { //small helper function if (qcvm == &sv.qcvm) SV_StartSound(entity, origin, channel, sample, volume, attenuation); else { vec3_t mid; int i; if (!origin) { for (i = 0; i < 3; i++) mid[i] = entity->v.origin[i]+0.5*(entity->v.mins[i]+entity->v.maxs[i]); origin = mid; } S_StartSound(-NUM_FOR_EDICT(entity), channel, S_PrecacheSound(sample), origin, volume, attenuation); } } /* ================ SV_CheckAllEnts ================ */ void SV_CheckAllEnts (void) { int e; edict_t *check; // see if any solid entities are inside the final position check = NEXT_EDICT(qcvm->edicts); for (e=1 ; enum_edicts ; e++, check = NEXT_EDICT(check)) { if (check->free) continue; if (check->v.movetype == MOVETYPE_PUSH || check->v.movetype == MOVETYPE_NONE || check->v.movetype == MOVETYPE_NOCLIP) continue; if (SV_TestEntityPosition (check)) Con_Printf ("entity in invalid position\n"); } } /* ================ SV_CheckVelocity ================ */ void SV_CheckVelocity (edict_t *ent) { int i; // // bound velocity // for (i=0 ; i<3 ; i++) { if (IS_NAN(ent->v.velocity[i])) { Con_Printf ("Got a NaN velocity on %s\n", PR_GetString(ent->v.classname)); ent->v.velocity[i] = 0; } if (IS_NAN(ent->v.origin[i])) { Con_Printf ("Got a NaN origin on %s\n", PR_GetString(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; } } /* ============= SV_RunThink Runs thinking code if time. There is some play in the exact time the think function will be called, because it is called before any movement is done in a frame. Not used for pushmove objects, because they must be exact. Returns false if the entity removed itself. ============= */ qboolean SV_RunThink (edict_t *ent) { float thinktime; float oldframe; //johnfitz int i; //johnfitz thinktime = ent->v.nextthink; if (thinktime <= 0 || thinktime > qcvm->time + host_frametime) return true; if (thinktime < qcvm->time) thinktime = qcvm->time; // don't let things stay in the past. // it is possible to start that way // by a trigger with a local time. oldframe = ent->v.frame; //johnfitz ent->v.nextthink = 0; pr_global_struct->time = thinktime; pr_global_struct->self = EDICT_TO_PROG(ent); pr_global_struct->other = EDICT_TO_PROG(qcvm->edicts); PR_ExecuteProgram (ent->v.think); //johnfitz -- PROTOCOL_FITZQUAKE //capture interval to nextthink here and send it to client for better //lerp timing, but only if interval is not 0.1 (which client assumes) ent->sendinterval = false; if (!ent->free && ent->v.nextthink && (ent->v.movetype == MOVETYPE_STEP || ent->v.frame != oldframe)) { i = Q_rint((ent->v.nextthink-thinktime)*255); if (i >= 0 && i < 256 && i != 25 && i != 26) //25 and 26 are close enough to 0.1 to not send ent->sendinterval = true; } //johnfitz return !ent->free; } /* ================== SV_Impact Two entities have touched, so run their touch functions ================== */ void SV_Impact (edict_t *e1, edict_t *e2) { int old_self, old_other; old_self = pr_global_struct->self; old_other = pr_global_struct->other; pr_global_struct->time = qcvm->time; if (e1->v.touch && e1->v.solid != SOLID_NOT) { pr_global_struct->self = EDICT_TO_PROG(e1); pr_global_struct->other = EDICT_TO_PROG(e2); PR_ExecuteProgram (e1->v.touch); } if (e2->v.touch && e2->v.solid != SOLID_NOT) { pr_global_struct->self = EDICT_TO_PROG(e2); pr_global_struct->other = EDICT_TO_PROG(e1); PR_ExecuteProgram (e2->v.touch); } pr_global_struct->self = old_self; pr_global_struct->other = old_other; } /* ================== 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 If steptrace is not NULL, the trace of any vertical wall hit will be stored ============ */ #define MAX_CLIP_PLANES 5 int SV_FlyMove (edict_t *ent, float time, trace_t *steptrace) { int bumpcount, numbumps; vec3_t dir; float d; int numplanes; vec3_t planes[MAX_CLIP_PLANES]; vec3_t primal_velocity, original_velocity, new_velocity; int i, j; trace_t trace; vec3_t end; float time_left; int blocked; numbumps = 4; blocked = 0; VectorCopy (ent->v.velocity, original_velocity); VectorCopy (ent->v.velocity, primal_velocity); numplanes = 0; time_left = time; for (bumpcount=0 ; bumpcountv.velocity[0] && !ent->v.velocity[1] && !ent->v.velocity[2]) break; for (i=0 ; i<3 ; i++) end[i] = ent->v.origin[i] + time_left * ent->v.velocity[i]; trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, end, false, ent); if (trace.allsolid) { // entity is trapped in another solid VectorCopy (vec3_origin, 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) Sys_Error ("SV_FlyMove: !trace.ent"); if (trace.plane.normal[2] > 0.7) { blocked |= 1; // floor if (trace.ent->v.solid == SOLID_BSP) { ent->v.flags = (int)ent->v.flags | FL_ONGROUND; ent->v.groundentity = EDICT_TO_PROG(trace.ent); } } if (!trace.plane.normal[2]) { blocked |= 2; // step if (steptrace) *steptrace = trace; // save for player extrafriction } // // run the impact function // SV_Impact (ent, trace.ent); if (ent->free) 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->v.velocity); return 3; } VectorCopy (trace.plane.normal, planes[numplanes]); numplanes++; // // modify original_velocity so it parallels all of the clip planes // for (i=0 ; iv.velocity); } else { // go along the crease if (numplanes != 2) { // Con_Printf ("clip velocity, numplanes == %i\n",numplanes); VectorCopy (vec3_origin, ent->v.velocity); return 7; } CrossProduct (planes[0], planes[1], dir); d = DotProduct (dir, ent->v.velocity); VectorScale (dir, d, ent->v.velocity); } // // 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) { VectorCopy (vec3_origin, ent->v.velocity); return blocked; } } return blocked; } /* ============ SV_AddGravity ============ */ void SV_AddGravity (edict_t *ent) { float ent_gravity; eval_t *val; val = GetEdictFieldValue(ent, qcvm->extfields.gravity); if (val && val->_float) ent_gravity = val->_float; else ent_gravity = 1.0; ent->v.velocity[2] -= ent_gravity * sv_gravity.value * host_frametime; } /* =============================================================================== PUSHMOVE =============================================================================== */ /* ============ SV_PushEntity Does not change the entities velocity at all ============ */ trace_t SV_PushEntity (edict_t *ent, vec3_t push) { trace_t trace; vec3_t end; VectorAdd (ent->v.origin, push, end); if (ent->v.movetype == MOVETYPE_FLYMISSILE) trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, end, MOVE_MISSILE, ent); else if (ent->v.solid == SOLID_TRIGGER || ent->v.solid == SOLID_EXT_BSPTRIGGER || ent->v.solid == SOLID_NOT) // only clip against bmodels trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, end, MOVE_NOMONSTERS, ent); else trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, end, MOVE_NORMAL, ent); VectorCopy (trace.endpos, ent->v.origin); SV_LinkEdict (ent, true); if (trace.ent) SV_Impact (ent, trace.ent); return trace; } /* ============ SV_PushMove ============ */ static qboolean SV_PushMoveAngles (edict_t *pusher, float movetime) { int i, e; edict_t *check, *block; vec3_t mins, maxs; //float oldsolid; vec3_t org, org2, move2, forward, right, up; vec3_t move, amove; struct { edict_t *ent; vec3_t origin; vec3_t angles; } *pushed, *pushed_p, *p; for (i=0 ; i<3 ; i++) { move[i] = pusher->v.velocity[i] * movetime; amove[i] = pusher->v.avelocity[i] * movetime; mins[i] = pusher->v.absmin[i] + move[i]; maxs[i] = pusher->v.absmax[i] + move[i]; } //using johnfitz's dynamic alloc strategy, consistent with SV_PushMove pushed_p = pushed = Hunk_Alloc (qcvm->num_edicts*sizeof(*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 VectorSubtract(vec3_origin, 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); SV_LinkEdict (pusher, false); // see if any solid entities are inside the final position check = NEXT_EDICT(qcvm->edicts); for (e = 1; e < qcvm->num_edicts; e++, check = NEXT_EDICT(check)) { if (check->free) 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_EDICT(check->v.groundentity) == pusher) ) { // see if the ent needs to be tested if ( check->v.absmin[0] >= maxs[0] || check->v.absmin[1] >= maxs[1] || check->v.absmin[2] >= maxs[2] || check->v.absmax[0] <= mins[0] || check->v.absmax[1] <= mins[1] || check->v.absmax[2] <= mins[2] ) continue; // see if the ent's bbox is inside the pusher's final position if (!SV_TestEntityPosition (check)) continue; } if ((pusher->v.movetype == MOVETYPE_PUSH) || (PROG_TO_EDICT(check->v.groundentity) == pusher)) { // move this entity pushed_p->ent = check; VectorCopy (check->v.origin, pushed_p->origin); VectorCopy (check->v.angles, pushed_p->angles); pushed_p++; // try moving the contacted entity VectorAdd (check->v.origin, move, check->v.origin); VectorAdd (check->v.angles, amove, check->v.angles); // figure movement due to the pusher's amove VectorSubtract (check->v.origin, pusher->v.origin, org); org2[0] = DotProduct (org, forward); org2[1] = -DotProduct (org, right); org2[2] = DotProduct (org, up); VectorSubtract (org2, org, move2); VectorAdd (check->v.origin, move2, check->v.origin); 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_EDICT(check->v.groundentity) != pusher) check->v.groundentity = 0; block = SV_TestEntityPosition (check); if (!block) { // pushed ok SV_LinkEdict (check, false); // impact? continue; } // if it is ok to leave in the old position, do it // this is only relevent for riding entities, not pushed // FIXME: this doesn't acount for rotation VectorCopy (pushed_p[-1].origin, check->v.origin); block = SV_TestEntityPosition (check); if (!block) { pushed_p--; continue; } //okay, that didn't work, try pushing the against stuff SV_PushEntity(check, move); block = SV_TestEntityPosition (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 = SV_TestEntityPosition (check); } if (!block) { SV_LinkEdict (check, false); continue; } } // if it is sitting on top. Do not block. if (check->v.mins[0] == check->v.maxs[0]) { SV_LinkEdict (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 || check->v.solid == SOLID_EXT_BSPTRIGGER) { // corpse check->v.mins[0] = check->v.mins[1] = 0; VectorCopy (check->v.mins, check->v.maxs); SV_LinkEdict (check, false); continue; } // Con_Printf("Pusher hit %s\n", PR_GetString(w->progs, check->v->classname)); if (pusher->v.blocked) { pr_global_struct->self = EDICT_TO_PROG(pusher); pr_global_struct->other = EDICT_TO_PROG(check); PR_ExecuteProgram (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); SV_LinkEdict (p->ent, false); } return false; } //FIXME: is there a better way to handle this? // see if anything we moved has touched a trigger for (p=pushed_p-1 ; p>=pushed ; p--) SV_LinkEdict (p->ent, true); return true; } void SV_PushMove (edict_t *pusher, float movetime) { int i, e; edict_t *check, *block; vec3_t mins, maxs, move; vec3_t entorig, pushorig; int num_moved; edict_t **moved_edict; //johnfitz -- dynamically allocate vec3_t *moved_from; //johnfitz -- dynamically allocate int mark; //johnfitz float solid_backup; if ((pusher->v.avelocity[0] || pusher->v.avelocity[1] || pusher->v.avelocity[2]) && !qcvm->brokenpushrotate) { //spike -- added this block for proper rotations mark = Hunk_LowMark (); if (SV_PushMoveAngles (pusher, movetime)) pusher->v.ltime += movetime; Hunk_FreeToLowMark (mark); return; } if (!pusher->v.velocity[0] && !pusher->v.velocity[1] && !pusher->v.velocity[2]) { pusher->v.ltime += movetime; return; } for (i=0 ; i<3 ; i++) { move[i] = pusher->v.velocity[i] * movetime; mins[i] = pusher->v.absmin[i] + move[i]; maxs[i] = pusher->v.absmax[i] + move[i]; } VectorCopy (pusher->v.origin, pushorig); // move the pusher to it's final position VectorAdd (pusher->v.origin, move, pusher->v.origin); pusher->v.ltime += movetime; SV_LinkEdict (pusher, false); //johnfitz -- dynamically allocate mark = Hunk_LowMark (); moved_edict = (edict_t **) Hunk_Alloc (qcvm->num_edicts*sizeof(edict_t *)); moved_from = (vec3_t *) Hunk_Alloc (qcvm->num_edicts*sizeof(vec3_t)); //johnfitz // see if any solid entities are inside the final position num_moved = 0; check = NEXT_EDICT(qcvm->edicts); for (e=1 ; enum_edicts ; e++, check = NEXT_EDICT(check)) { if (check->free) continue; if (check->v.movetype == MOVETYPE_PUSH || check->v.movetype == MOVETYPE_NONE || check->v.movetype == MOVETYPE_NOCLIP) continue; // if the entity is standing on the pusher, it will definately be moved if ( ! ( ((int)check->v.flags & FL_ONGROUND) && PROG_TO_EDICT(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 (pusher->v.skin < 0) { //a more precise check... if (!SV_ClipMoveToEntity (pusher, check->v.origin, check->v.mins, check->v.maxs, check->v.origin, CONTENTMASK_ANYSOLID).startsolid) continue; } else { if (!SV_TestEntityPosition (check)) continue; } } // remove the onground flag for non-players if (check->v.movetype != MOVETYPE_WALK) if (!pr_checkextension.value || PROG_TO_EDICT(check->v.groundentity) != pusher) //unless they're already riding us (prevents grenade sound spam) check->v.flags = (int)check->v.flags & ~FL_ONGROUND; VectorCopy (check->v.origin, entorig); VectorCopy (check->v.origin, moved_from[num_moved]); moved_edict[num_moved] = check; num_moved++; //QIP fix for end.bsp solid_backup = pusher->v.solid; if ( solid_backup == SOLID_BSP // everything that blocks: bsp models = map brushes = doors, plats, etc. || solid_backup == SOLID_BBOX // normally boxes || solid_backup == SOLID_SLIDEBOX ) // normally monsters { // try moving the contacted entity pusher->v.solid = SOLID_NOT; SV_PushEntity (check, move); // if it is still inside the pusher, block if (pusher->v.skin < 0) { //if it has forced contents then do things in a slightly different order, so water can push properly. block = SV_TestEntityPosition (check); pusher->v.solid = solid_backup; } else { pusher->v.solid = solid_backup; block = SV_TestEntityPosition (check); } } else block = NULL; if (block) { // fail the move if (check->v.mins[0] == check->v.maxs[0]) continue; if (check->v.solid == SOLID_NOT || check->v.solid == SOLID_TRIGGER || check->v.solid == SOLID_EXT_BSPTRIGGER) { // corpse check->v.mins[0] = check->v.mins[1] = 0; VectorCopy (check->v.mins, check->v.maxs); continue; } VectorCopy (entorig, check->v.origin); SV_LinkEdict (check, true); VectorCopy (pushorig, pusher->v.origin); SV_LinkEdict (pusher, false); pusher->v.ltime -= movetime; // if the pusher has a "blocked" function, call it // otherwise, just stay in place until the obstacle is gone if (pusher->v.blocked) { pr_global_struct->self = EDICT_TO_PROG(pusher); pr_global_struct->other = EDICT_TO_PROG(check); PR_ExecuteProgram (pusher->v.blocked); } // move back any entities we already moved for (i=0 ; iv.origin); SV_LinkEdict (moved_edict[i], false); } Hunk_FreeToLowMark (mark); //johnfitz return; } } Hunk_FreeToLowMark (mark); //johnfitz } /* ================ SV_Physics_Pusher ================ */ void SV_Physics_Pusher (edict_t *ent) { float thinktime; float oldltime; float movetime; oldltime = ent->v.ltime; thinktime = ent->v.nextthink; if (thinktime < ent->v.ltime + host_frametime) { movetime = thinktime - ent->v.ltime; if (movetime < 0) movetime = 0; } else movetime = host_frametime; if (movetime) { SV_PushMove (ent, movetime); // advances ent->v.ltime if not blocked } if (thinktime > oldltime && thinktime <= ent->v.ltime) { ent->v.nextthink = 0; pr_global_struct->time = qcvm->time; pr_global_struct->self = EDICT_TO_PROG(ent); pr_global_struct->other = EDICT_TO_PROG(qcvm->edicts); PR_ExecuteProgram (ent->v.think); if (ent->free) return; } } /* =============================================================================== CLIENT MOVEMENT =============================================================================== */ /* ============= SV_CheckStuck This is a big hack to try and fix the rare case of getting stuck in the world clipping hull. ============= */ void SV_CheckStuck (edict_t *ent) { int i, j; int z; vec3_t org; if (!SV_TestEntityPosition(ent)) { VectorCopy (ent->v.origin, ent->v.oldorigin); return; } VectorCopy (ent->v.origin, org); VectorCopy (ent->v.oldorigin, ent->v.origin); if (!SV_TestEntityPosition(ent)) { Con_DPrintf ("Unstuck.\n"); SV_LinkEdict (ent, true); return; } for (z=0 ; z< 18 ; z++) for (i=-1 ; i <= 1 ; i++) for (j=-1 ; j <= 1 ; j++) { ent->v.origin[0] = org[0] + i; ent->v.origin[1] = org[1] + j; ent->v.origin[2] = org[2] + z; if (!SV_TestEntityPosition(ent)) { Con_DPrintf ("Unstuck.\n"); SV_LinkEdict (ent, true); return; } } VectorCopy (org, ent->v.origin); Con_DPrintf ("player is stuck.\n"); } /* ============= SV_CheckWater ============= */ qboolean SV_CheckWater (edict_t *ent) { vec3_t point; int cont; trace_t tr; //Spike -- FTE_ENT_SKIN_CONTENTS -- 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 tr = SV_Move(ent->v.origin, ent->v.mins, ent->v.maxs, ent->v.origin, MOVE_HITALLCONTENTS, ent); if (tr.contents == CONTENTS_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 = SV_Move(ent->v.origin, ent->v.mins, ent->v.maxs, point, 0, ent); if (tr.fraction < 1) ent->onladder = true; else ent->onladder = false; } else ent->onladder = false; 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 = CONTENTS_EMPTY; //Spike -- FTE_ENT_SKIN_CONTENTS -- check submodels too, because we can. cont = SV_PointContentsAllBsps (point, ent); if (cont <= CONTENTS_WATER) { ent->v.watertype = cont; ent->v.waterlevel = 1; point[2] = ent->v.origin[2] + (ent->v.mins[2] + ent->v.maxs[2])*0.5; cont = SV_PointContentsAllBsps (point, ent); if (cont <= CONTENTS_WATER) { ent->v.waterlevel = 2; point[2] = ent->v.origin[2] + ent->v.view_ofs[2]; cont = SV_PointContentsAllBsps (point, ent); if (cont <= CONTENTS_WATER) ent->v.waterlevel = 3; } } return ent->v.waterlevel > 1; } /* ============ SV_WallFriction ============ */ void SV_WallFriction (edict_t *ent, trace_t *trace) { vec3_t forward, right, up; float d, i; vec3_t into, side; AngleVectors (ent->v.v_angle, forward, right, up); d = DotProduct (trace->plane.normal, forward); d += 0.5; if (d >= 0) return; // cut the tangential velocity i = DotProduct (trace->plane.normal, ent->v.velocity); VectorScale (trace->plane.normal, i, into); VectorSubtract (ent->v.velocity, into, side); ent->v.velocity[0] = side[0] * (1 + d); ent->v.velocity[1] = side[1] * (1 + d); } /* ===================== SV_TryUnstick Player has come to a dead stop, possibly due to the problem with limited float precision at some angle joins in the BSP hull. Try fixing by pushing one pixel in each direction. This is a hack, but in the interest of good gameplay... ====================== */ int SV_TryUnstick (edict_t *ent, vec3_t oldvel) { int i; vec3_t oldorg; vec3_t dir; int clip; trace_t steptrace; VectorCopy (ent->v.origin, oldorg); VectorCopy (vec3_origin, dir); for (i=0 ; i<8 ; i++) { // try pushing a little in an axial direction switch (i) { case 0: dir[0] = 2; dir[1] = 0; break; case 1: dir[0] = 0; dir[1] = 2; break; case 2: dir[0] = -2; dir[1] = 0; break; case 3: dir[0] = 0; dir[1] = -2; break; case 4: dir[0] = 2; dir[1] = 2; break; case 5: dir[0] = -2; dir[1] = 2; break; case 6: dir[0] = 2; dir[1] = -2; break; case 7: dir[0] = -2; dir[1] = -2; break; } SV_PushEntity (ent, dir); // retry the original move ent->v.velocity[0] = oldvel[0]; ent->v. velocity[1] = oldvel[1]; ent->v. velocity[2] = 0; clip = SV_FlyMove (ent, 0.1, &steptrace); if ( fabs(oldorg[1] - ent->v.origin[1]) > 4 || fabs(oldorg[0] - ent->v.origin[0]) > 4 ) { // Con_DPrintf ("unstuck!\n"); return clip; } // go back to the original pos and try again VectorCopy (oldorg, ent->v.origin); } VectorCopy (vec3_origin, ent->v.velocity); return 7; // still not moving } /* ===================== SV_WalkMove Only used by players ====================== */ #define STEPSIZE 18 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] = STEPSIZE; downmove[2] = -STEPSIZE + 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); } } // extra friction based on view angle if ( clip & 2 ) SV_WallFriction (ent, &steptrace); // 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(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); } } /* ================ SV_Physics_Client Player character actions ================ */ void SV_Physics_Client (edict_t *ent, int num) { eval_t *val; if ( ! svs.clients[num-1].active ) return; // unconnected slot if (qcvm->extfuncs.SV_RunClientCommand) return; //we're doing independant player physics with this mod, so clientside prediction can do its thing. if (!svs.clients[num-1].knowntoqc && sv_gameplayfix_spawnbeforethinks.value) return; //don't spam prethinks before we called putclientinserver. // // call standard client pre-think // pr_global_struct->time = qcvm->time; pr_global_struct->self = EDICT_TO_PROG(ent); PR_ExecuteProgram (pr_global_struct->PlayerPreThink); // // do a move // SV_CheckVelocity (ent); // // decide which move function to call // if ((val = GetEdictFieldValue(ent, qcvm->extfields.customphysics)) && val->function) { pr_global_struct->time = qcvm->time; pr_global_struct->self = EDICT_TO_PROG(ent); PR_ExecuteProgram (val->function); } else switch ((int)ent->v.movetype) { case MOVETYPE_NONE: if (!SV_RunThink (ent)) return; break; case MOVETYPE_WALK: if (!SV_RunThink (ent)) return; if (!SV_CheckWater (ent) && ! ((int)ent->v.flags & FL_WATERJUMP) ) if (!sv_player->onladder) SV_AddGravity (ent); SV_CheckStuck (ent); SV_WalkMove (ent); break; case MOVETYPE_TOSS: case MOVETYPE_BOUNCE: case MOVETYPE_EXT_BOUNCEMISSILE: SV_Physics_Toss (ent); break; case MOVETYPE_FLY: if (!SV_RunThink (ent)) return; SV_FlyMove (ent, host_frametime, NULL); break; case MOVETYPE_NOCLIP: if (!SV_RunThink (ent)) return; VectorMA (ent->v.origin, host_frametime, ent->v.velocity, ent->v.origin); break; default: Host_EndGame ("SV_Physics_client: bad movetype %i", (int)ent->v.movetype); } // // call standard player post-think // SV_LinkEdict (ent, true); pr_global_struct->time = qcvm->time; pr_global_struct->self = EDICT_TO_PROG(ent); PR_ExecuteProgram (pr_global_struct->PlayerPostThink); } //============================================================================ /* ============= 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->v.angles, host_frametime, ent->v.avelocity, ent->v.angles); VectorMA (ent->v.origin, host_frametime, ent->v.velocity, ent->v.origin); SV_LinkEdict (ent, false); } /* ============================================================================== TOSS / BOUNCE ============================================================================== */ /* ============= SV_CheckWaterTransition ============= */ void SV_CheckWaterTransition (edict_t *ent) { int cont; cont = SV_PointContents (ent->v.origin); if (!ent->v.watertype) { // just spawned here ent->v.watertype = cont; ent->v.waterlevel = 1; return; } if (cont <= CONTENTS_WATER) { if (ent->v.watertype == CONTENTS_EMPTY && *sv_sound_watersplash.string) { // just crossed into water World_StartSound (ent, NULL, 0, sv_sound_watersplash.string, 255, 1); } ent->v.watertype = cont; ent->v.waterlevel = 1; } else { if (ent->v.watertype != CONTENTS_EMPTY && *sv_sound_watersplash.string) { // just crossed into water World_StartSound (ent, NULL, 0, sv_sound_watersplash.string, 255, 1); } ent->v.watertype = CONTENTS_EMPTY; ent->v.waterlevel = cont; } } /* ============= SV_Physics_Toss Toss, bounce, and fly movement. When onground, do nothing. ============= */ void SV_Physics_Toss (edict_t *ent) { trace_t trace; vec3_t move; float backoff; int movetype; // regular thinking if (!SV_RunThink (ent)) return; // if onground, return without moving if ( ((int)ent->v.flags & FL_ONGROUND) ) return; SV_CheckVelocity (ent); // add gravity movetype = ent->v.movetype; if (movetype == MOVETYPE_EXT_BOUNCEMISSILE && qcvm->brokenbouncemissile) movetype = MOVETYPE_BOUNCE; if (ent->v.movetype != MOVETYPE_FLY && ent->v.movetype != MOVETYPE_FLYMISSILE) SV_AddGravity (ent); // move angles VectorMA (ent->v.angles, host_frametime, ent->v.avelocity, ent->v.angles); // move origin VectorScale (ent->v.velocity, host_frametime, move); trace = SV_PushEntity (ent, move); if (trace.fraction == 1) return; if (ent->free) return; movetype = ent->v.movetype; if (movetype == MOVETYPE_EXT_BOUNCEMISSILE && qcvm->brokenbouncemissile) movetype = MOVETYPE_BOUNCE; if (movetype == MOVETYPE_BOUNCE) backoff = 1.5; else if (movetype == MOVETYPE_EXT_BOUNCEMISSILE) backoff = 2; //bouncemissile. else backoff = 1; ClipVelocity (ent->v.velocity, trace.plane.normal, ent->v.velocity, backoff); // stop if on ground if (trace.plane.normal[2] > 0.7) { if (ent->v.movetype != MOVETYPE_BOUNCE || (sv_gameplayfix_bouncedownslopes.value?DotProduct(trace.plane.normal, ent->v.velocity):ent->v.velocity[2]) < 60) { ent->v.flags = (int)ent->v.flags | FL_ONGROUND; ent->v.groundentity = EDICT_TO_PROG(trace.ent); VectorCopy (vec3_origin, ent->v.velocity); VectorCopy (vec3_origin, ent->v.avelocity); } } // check for in water SV_CheckWaterTransition (ent); } /* ============= SV_Physics_Follow Entities that are "stuck" to another entity ============= */ static void SV_Physics_Follow (edict_t *ent) { vec3_t vf, vr, vu, angles, v; edict_t *e; // regular thinking if (!SV_RunThink (ent)) return; // LordHavoc: implemented rotation on MOVETYPE_FOLLOW objects e = PROG_TO_EDICT(ent->v.aiment); if (e->v.angles[0] == ent->v.punchangle[0] && e->v.angles[1] == ent->v.punchangle[1] && e->v.angles[2] == ent->v.punchangle[2]) { // quick case for no rotation VectorAdd(e->v.origin, ent->v.view_ofs, ent->v.origin); } else { angles[0] = -ent->v.punchangle[0]; angles[1] = ent->v.punchangle[1]; angles[2] = ent->v.punchangle[2]; AngleVectors (angles, vf, vr, vu); v[0] = ent->v.view_ofs[0] * vf[0] + ent->v.view_ofs[1] * vr[0] + ent->v.view_ofs[2] * vu[0]; v[1] = ent->v.view_ofs[0] * vf[1] + ent->v.view_ofs[1] * vr[1] + ent->v.view_ofs[2] * vu[1]; v[2] = ent->v.view_ofs[0] * vf[2] + ent->v.view_ofs[1] * vr[2] + ent->v.view_ofs[2] * vu[2]; angles[0] = -e->v.angles[0]; angles[1] = e->v.angles[1]; angles[2] = e->v.angles[2]; AngleVectors (angles, vf, vr, vu); ent->v.origin[0] = v[0] * vf[0] + v[1] * vf[1] + v[2] * vf[2] + e->v.origin[0]; ent->v.origin[1] = v[0] * vr[0] + v[1] * vr[1] + v[2] * vr[2] + e->v.origin[1]; ent->v.origin[2] = v[0] * vu[0] + v[1] * vu[1] + v[2] * vu[2] + e->v.origin[2]; } VectorAdd (e->v.angles, ent->v.v_angle, ent->v.angles); SV_LinkEdict (ent, true); } /* =============================================================================== 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. ============= */ void SV_Physics_Step (edict_t *ent) { qboolean hitsound; // freefall if not onground if ( ! ((int)ent->v.flags & (FL_ONGROUND | FL_FLY | FL_SWIM) ) ) { if (ent->v.velocity[2] < sv_gravity.value*-0.1) hitsound = true; else hitsound = false; SV_AddGravity (ent); SV_CheckVelocity (ent); SV_FlyMove (ent, host_frametime, NULL); SV_LinkEdict (ent, true); if ( (int)ent->v.flags & FL_ONGROUND ) // just hit ground { if (hitsound && *sv_sound_land.string) World_StartSound (ent, NULL, 0, sv_sound_land.string, 255, 1); } } // regular thinking SV_RunThink (ent); SV_CheckWaterTransition (ent); } //============================================================================ /* ================ SV_Physics ================ */ void SV_Physics (void) { int i; int entity_cap; // For sv_freezenonclients edict_t *ent; eval_t *val; int physics_mode; if (qcvm->extglobals.physics_mode) physics_mode = *qcvm->extglobals.physics_mode; else physics_mode = (qcvm==&cl.qcvm)?0:2; //csqc doesn't run thinks by default. it was meant to simplify implementations, but we just force fields to match ssqc so its not that large a burden. if (!physics_mode) { qcvm->time += host_frametime; return; } else if (physics_mode==1) { //for dp compat. note that this violates MOVETYPE_PUSH. for (i=0, ent = qcvm->edicts; inum_edicts ; i++, ent = NEXT_EDICT(ent)) { if (ent->free) continue; SV_RunThink(ent); } qcvm->time += host_frametime; return; } // else if (physics_mode==2) standard quake physics // let the progs know that a new frame has started if (pr_global_struct->StartFrame) { pr_global_struct->self = EDICT_TO_PROG(qcvm->edicts); pr_global_struct->other = EDICT_TO_PROG(qcvm->edicts); pr_global_struct->time = qcvm->time; PR_ExecuteProgram (pr_global_struct->StartFrame); } //SV_CheckAllEnts (); // // treat each object in turn // ent = qcvm->edicts; if (sv_freezenonclients.value && qcvm == &sv.qcvm) entity_cap = svs.maxclients + 1; // Only run physics on clients and the world else entity_cap = qcvm->num_edicts; //for (i=0 ; ifree) continue; if (pr_global_struct->force_retouch) { SV_LinkEdict (ent, true); // force retouch even for stationary } if (i > 0 && i <= svs.maxclients && qcvm == &sv.qcvm) SV_Physics_Client (ent, i); else if ((val = GetEdictFieldValue(ent, qcvm->extfields.customphysics)) && val->function) { pr_global_struct->time = qcvm->time; pr_global_struct->self = EDICT_TO_PROG(ent); PR_ExecuteProgram (val->function); } else if (ent->v.movetype == MOVETYPE_PUSH) SV_Physics_Pusher (ent); else if (ent->v.movetype == MOVETYPE_NONE) SV_Physics_None (ent); else if (ent->v.movetype == MOVETYPE_NOCLIP) SV_Physics_Noclip (ent); else if (ent->v.movetype == MOVETYPE_STEP) SV_Physics_Step (ent); else if (ent->v.movetype == MOVETYPE_TOSS || ent->v.movetype == MOVETYPE_EXT_BOUNCEMISSILE || ent->v.movetype == MOVETYPE_BOUNCE || ent->v.movetype == MOVETYPE_FLY || ent->v.movetype == MOVETYPE_FLYMISSILE) SV_Physics_Toss (ent); else if (ent->v.movetype == MOVETYPE_EXT_FOLLOW) SV_Physics_Follow (ent); else if (ent->v.movetype == MOVETYPE_WALK) { if (SV_RunThink (ent)) { if (!SV_CheckWater (ent) && ! ((int)ent->v.flags & FL_WATERJUMP) ) SV_AddGravity (ent); SV_CheckStuck (ent); SV_WalkMove (ent); } } else Host_EndGame ("SV_Physics: bad movetype %i", (int)ent->v.movetype); } if (pr_global_struct->force_retouch) pr_global_struct->force_retouch--; if (qcvm->extfuncs.EndFrame) { pr_global_struct->self = EDICT_TO_PROG(qcvm->edicts); pr_global_struct->other = EDICT_TO_PROG(qcvm->edicts); pr_global_struct->time = qcvm->time; PR_ExecuteProgram (qcvm->extfuncs.EndFrame); } if (!(sv_freezenonclients.value && qcvm == &sv.qcvm)) qcvm->time += host_frametime; }