quakespasm/Quake/sv_phys.c

1571 lines
38 KiB
C

/*
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_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);
/*
================
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 ; 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)
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 ; bumpcount<numbumps ; bumpcount++)
{
if (!ent->v.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 ; 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->v.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_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)
{ // 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]) && pr_checkextension.value)
{ //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 ; 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)
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).startsolid)
continue;
}
else
{
if (!SV_TestEntityPosition (check))
continue;
}
}
// remove the onground flag for non-players
if (check->v.movetype != MOVETYPE_WALK)
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)
{ // 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 ; i<num_moved ; i++)
{
VectorCopy (moved_from[i], moved_edict[i]->v.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)
sv_player->onladder = true;
else
sv_player->onladder = false;
}
else
sv_player->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)sv_player->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)
{
if ( ! svs.clients[num-1].active )
return; // unconnected slot
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
//
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:
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
SV_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
SV_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;
// 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
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;
if (ent->v.movetype == MOVETYPE_BOUNCE)
backoff = 1.5;
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.velocity[2] < 60 || ent->v.movetype != MOVETYPE_BOUNCE)
{
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)
SV_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;
// let the progs know that a new frame has started
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)
entity_cap = svs.maxclients + 1; // Only run physics on clients and the world
else
entity_cap = qcvm->num_edicts;
//for (i=0 ; i<sv.num_edicts ; i++, ent = NEXT_EDICT(ent))
for (i=0 ; i<entity_cap ; i++, ent = NEXT_EDICT(ent))
{
if (ent->free)
continue;
if (pr_global_struct->force_retouch)
{
SV_LinkEdict (ent, true); // force retouch even for stationary
}
if (i > 0 && i <= svs.maxclients)
SV_Physics_Client (ent, i);
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_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->time += host_frametime;
}