fteqw/engine/server/sv_phys.c

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/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// sv_phys.c
#include "quakedef.h"
#if !defined(CLIENTONLY) || defined(CSQC_DAT)
#include "pr_common.h"
/*
pushmove objects do not obey gravity, and do not interact with each other or trigger fields, but block normal movement and push normal objects when they move.
onground is set for toss objects when they come to a complete rest. it is set for steping or walking objects
doors, plats, etc are SOLID_BSP, and MOVETYPE_PUSH
bonus items are SOLID_TRIGGER touch, and MOVETYPE_TOSS
corpses are SOLID_NOT and MOVETYPE_TOSS
crates are SOLID_BBOX and MOVETYPE_TOSS
walking monsters are SOLID_SLIDEBOX and MOVETYPE_STEP
flying/floating monsters are SOLID_SLIDEBOX and MOVETYPE_FLY
solid_edge items only clip against bsp models.
*/
cvar_t sv_maxvelocity = CVAR("sv_maxvelocity","10000");
cvar_t sv_gravity = CVAR( "sv_gravity", "800");
cvar_t sv_stopspeed = CVAR( "sv_stopspeed", "100");
cvar_t sv_maxspeed = CVAR( "sv_maxspeed", "320");
cvar_t sv_spectatormaxspeed = CVAR( "sv_spectatormaxspeed", "500");
cvar_t sv_accelerate = CVAR( "sv_accelerate", "10");
cvar_t sv_airaccelerate = CVAR( "sv_airaccelerate", "0.7");
cvar_t sv_wateraccelerate = CVAR( "sv_wateraccelerate", "10");
cvar_t sv_friction = CVAR( "sv_friction", "4");
cvar_t sv_waterfriction = CVAR( "sv_waterfriction", "4");
cvar_t sv_wallfriction = CVARD( "sv_wallfriction", "1", "Additional friction when running into walls");
cvar_t sv_gameplayfix_noairborncorpse = CVAR( "sv_gameplayfix_noairborncorpse", "0");
cvar_t sv_gameplayfix_multiplethinks = CVARD( "sv_gameplayfix_multiplethinks", "1", "Enables multiple thinks per entity per frame so small nextthink times are accurate. QuakeWorld mods expect a value of 1, while NQ expects 0.");
cvar_t sv_gameplayfix_stepdown = CVARD( "sv_gameplayfix_stepdown", "0", "Attempt to step down steps, instead of only up them. Affects non-predicted movetype_walk.");
cvar_t sv_gameplayfix_bouncedownslopes = CVARD( "sv_gameplayfix_grenadebouncedownslopes", "0", "MOVETYPE_BOUNCE speeds are calculated relative to the impacted surface, instead of the vertical, reducing the chance of grenades just sitting there on slopes.");
cvar_t sv_gameplayfix_trappedwithin = CVARD( "sv_gameplayfix_trappedwithin", "0", "Blocks further entity movement when an entity is already inside another entity. This ensures that bsp precision issues cannot allow the entity to completely pass through eg the world.");
#if !defined(CLIENTONLY) && defined(NQPROT) && defined(HAVE_LEGACY)
cvar_t sv_gameplayfix_spawnbeforethinks = CVARD( "sv_gameplayfix_spawnbeforethinks", "0", "Fixes an issue where player thinks (including Pre+Post) can be called before PutClientInServer. Unfortunately at least one mod depends upon PreThink being called first in order to correctly determine spawn positions.");
#endif
cvar_t dpcompat_noretouchground = CVARD( "dpcompat_noretouchground", "0", "Prevents entities that are already standing on an entity from touching the same entity again.");
cvar_t sv_sound_watersplash = CVAR( "sv_sound_watersplash", "misc/h2ohit1.wav");
cvar_t sv_sound_land = CVAR( "sv_sound_land", "demon/dland2.wav");
cvar_t sv_stepheight = CVARAFD("pm_stepheight", "", /*dp*/"sv_stepheight", CVAR_SERVERINFO, "If empty, the value "STRINGIFY(PM_DEFAULTSTEPHEIGHT)" will be used instead. This is the size of the step you can step up or down.");
cvar_t pm_ktjump = CVARF("pm_ktjump", "", CVAR_SERVERINFO);
cvar_t pm_bunnyspeedcap = CVARFD("pm_bunnyspeedcap", "", CVAR_SERVERINFO, "0 or 1, ish. If the player is traveling faster than this speed while turning, their velocity will be gracefully reduced to match their current maxspeed. You can still rocket-jump to gain high velocity, but turning will reduce your speed back to the max. This can be used to disable bunny hopping.");
cvar_t pm_watersinkspeed = CVARFD("pm_watersinkspeed", "", CVAR_SERVERINFO, "This is the speed that players will sink at while inactive in water. Empty means 60.");
cvar_t pm_flyfriction = CVARFD("pm_flyfriction", "", CVAR_SERVERINFO, "Amount of friction that applies in fly or 6dof mode. Empty means 4.");
cvar_t pm_slidefix = CVARFD("pm_slidefix", "", CVAR_SERVERINFO, "Fixes an issue when walking down slopes (ie: so they act more like slopes and not a series of steps)");
Added pm_pground cvar for compat with mvdsv/ezquake. Do not use it with NQ mods however, as the QC will interfere with the onground state (QW mods are okay). Added Z_EXT_PF_ONGROUND + Z_EXT_PF_SOLID for compat (not enabled serverside due to conflicts with pext - just a define away). Fixed bug with loading screens switching sizes part way through loading. Added hexen2 rain effect. Fix hexen2 model texture alphas not working. Fix potential linux crash from excessively long stdin lines. Added cl_rollalpha cvar. Fixed quirk where the player would slide along the base of steep walls/slopes. Tweaked PM_NudgePosition to be more precise, giving more reliable prediction. Fixed fread qc builtin. Tweaked random() builtin to bias slightly away from 0, so that nextthink=random()*foo; will never cause statue-monsters. Check for GL_WEBGL_depth_texture instead of just GL_OES_depth_texture, to fix compressedTex2d errors in firefox. Second attempt at blocking invariant keyword with mesa. Use xrandr for gamma where possible. This prevents reading stale XF86 gamma ramps and restoring those invalid ramps when quitting. Try to grab mouse pointers slightly faster in x11. Don't call XIFreeDeviceInfo if XIQueryDevice returned NULL. Document parm_string and startspot qc globals. Fix possible infinite loop from physics frames. QTV: stripped most of the old plugin code (because really, who has a browser that still supports either ActiveX or NPAPI). Fixed up emscripten port references. QTV: fix bug with protocol extensions not being reported to viewers. QTV: use binary websockets instead of text. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5419 fc73d0e0-1445-4013-8a0c-d673dee63da5
2019-03-01 22:39:30 +00:00
cvar_t pm_slidyslopes = CVARFD("pm_slidyslopes", "", CVAR_SERVERINFO, "Replicates NQ behaviour, where players will slowly slide down ramps");
cvar_t pm_airstep = CVARAFD("pm_airstep", "", /*dp*/"sv_jumpstep", CVAR_SERVERINFO, "Allows players to step up while jumping. This makes stairs more graceful but also increases potential jump heights.");
cvar_t pm_pground = CVARFD("pm_pground", "", CVAR_SERVERINFO, "Use persisten onground state instead of recalculating every frame."CON_WARNING"Do NOT use with nq mods, as most nq mods will interfere with onground state, resulting in glitches.");
cvar_t pm_stepdown = CVARFD("pm_stepdown", "", CVAR_SERVERINFO, "Causes physics to stick to the ground, instead of constantly losing traction whiloe going down steps.");
cvar_t pm_walljump = CVARFD("pm_walljump", "", CVAR_SERVERINFO, "Allows the player to bounce off walls while arborne.");
cvar_t pm_edgefriction = CVARAFD("pm_edgefriction", "", /*nq*/"edgefriction", CVAR_SERVERINFO, "Default value of 2");
#define cvargroup_serverphysics "server physics variables"
void WPhys_Init(void)
{
Cvar_Register (&sv_maxvelocity, cvargroup_serverphysics);
Cvar_Register (&sv_gravity, cvargroup_serverphysics);
Cvar_Register (&sv_stopspeed, cvargroup_serverphysics);
Cvar_Register (&sv_maxspeed, cvargroup_serverphysics);
Cvar_Register (&sv_spectatormaxspeed, cvargroup_serverphysics);
Cvar_Register (&sv_accelerate, cvargroup_serverphysics);
Cvar_Register (&sv_airaccelerate, cvargroup_serverphysics);
Cvar_Register (&sv_wateraccelerate, cvargroup_serverphysics);
Cvar_Register (&sv_friction, cvargroup_serverphysics);
Cvar_Register (&sv_waterfriction, cvargroup_serverphysics);
Cvar_Register (&sv_wallfriction, cvargroup_serverphysics);
Cvar_Register (&sv_sound_watersplash, cvargroup_serverphysics);
Cvar_Register (&sv_sound_land, cvargroup_serverphysics);
Cvar_Register (&sv_stepheight, cvargroup_serverphysics);
Cvar_Register (&sv_gameplayfix_noairborncorpse, cvargroup_serverphysics);
Cvar_Register (&sv_gameplayfix_multiplethinks, cvargroup_serverphysics);
Cvar_Register (&sv_gameplayfix_stepdown, cvargroup_serverphysics);
Cvar_Register (&sv_gameplayfix_bouncedownslopes, cvargroup_serverphysics);
Cvar_Register (&sv_gameplayfix_trappedwithin, cvargroup_serverphysics);
Cvar_Register (&dpcompat_noretouchground, cvargroup_serverphysics);
#if !defined(CLIENTONLY) && defined(NQPROT) && defined(HAVE_LEGACY)
Cvar_Register (&sv_gameplayfix_spawnbeforethinks, cvargroup_serverphysics);
#endif
}
#define MOVE_EPSILON 0.01
static void WPhys_Physics_Toss (world_t *w, wedict_t *ent);
/*
================
SV_CheckAllEnts
================
static void SV_CheckAllEnts (void)
{
int e;
edict_t *check;
// see if any solid entities are inside the final position
for (e=1 ; e<sv.world.num_edicts ; e++)
{
check = EDICT_NUM(svprogfuncs, e);
if (check->isfree)
continue;
if (check->v->movetype == MOVETYPE_PUSH
|| check->v->movetype == MOVETYPE_NONE
|| check->v->movetype == MOVETYPE_FOLLOW
|| check->v->movetype == MOVETYPE_NOCLIP
|| check->v->movetype == MOVETYPE_ANGLENOCLIP)
continue;
if (World_TestEntityPosition (&sv.world, (wedict_t*)check))
Con_Printf ("entity in invalid position\n");
}
}
*/
/*
================
SV_CheckVelocity
================
*/
void WPhys_CheckVelocity (world_t *w, wedict_t *ent)
{
int i;
//
// bound velocity
//
for (i=0 ; i<3 ; i++)
{
if (IS_NAN(ent->v->velocity[i]))
{
Con_DPrintf ("Got a NaN velocity on entity %i (%s)\n", ent->entnum, PR_GetString(w->progs, ent->v->classname));
ent->v->velocity[i] = 0;
}
if (IS_NAN(ent->v->origin[i]))
{
Con_Printf ("Got a NaN origin on entity %i (%s)\n", ent->entnum, PR_GetString(w->progs, ent->v->classname));
ent->v->origin[i] = 0;
}
}
if (Length(ent->v->velocity) > sv_maxvelocity.value)
{
// Con_DPrintf("Slowing %s\n", PR_GetString(w->progs, ent->v->classname));
VectorScale (ent->v->velocity, sv_maxvelocity.value/Length(ent->v->velocity), ent->v->velocity);
}
}
/*
=============
SV_RunThink
Runs thinking code if time. There is some play in the exact time the think
function will be called, because it is called before any movement is done
in a frame. Not used for pushmove objects, because they must be exact.
Returns false if the entity removed itself.
=============
*/
qboolean WPhys_RunThink (world_t *w, wedict_t *ent)
{
float thinktime;
if (!sv_gameplayfix_multiplethinks.ival) //try and imitate nq as closeley as possible
{
thinktime = ent->v->nextthink;
if (thinktime <= 0 || thinktime > w->physicstime + host_frametime)
return true;
if (thinktime < w->physicstime)
thinktime = w->physicstime; // don't let things stay in the past.
// it is possible to start that way
// by a trigger with a local time.
ent->v->nextthink = 0;
*w->g.time = thinktime;
w->Event_Think(w, ent);
return !ED_ISFREE(ent);
}
do
{
thinktime = ent->v->nextthink;
if (thinktime <= 0)
return true;
if (thinktime > w->physicstime + host_frametime)
return true;
if (thinktime < w->physicstime)
thinktime = w->physicstime; // don't let things stay in the past.
// it is possible to start that way
// by a trigger with a local time.
ent->v->nextthink = 0;
*w->g.time = thinktime;
w->Event_Think(w, ent);
if (ED_ISFREE(ent))
return false;
if (ent->v->nextthink <= thinktime) //hmm... infinate loop was possible here.. Quite a few non-QW mods do this.
return true;
} while (1);
return true;
}
/*
==================
SV_Impact
Two entities have touched, so run their touch functions
==================
*/
static void WPhys_Impact (world_t *w, wedict_t *e1, trace_t *trace)
{
wedict_t *e2 = trace->ent;
*w->g.time = w->physicstime;
if (e1->v->touch && e1->v->solid != SOLID_NOT)
{
w->Event_Touch(w, e1, e2, trace);
}
if (e2->v->touch && e2->v->solid != SOLID_NOT)
{
w->Event_Touch(w, e2, e1, trace);
}
}
/*
==================
ClipVelocity
Slide off of the impacting object
==================
*/
#define STOP_EPSILON 0.1
//courtesy of darkplaces, it's just more efficient.
static void ClipVelocity (vec3_t in, vec3_t normal, vec3_t out, float overbounce)
{
int i;
float backoff;
backoff = -DotProduct (in, normal) * overbounce;
VectorMA(in, backoff, normal, out);
for (i = 0;i < 3;i++)
if (out[i] > -STOP_EPSILON && out[i] < STOP_EPSILON)
out[i] = 0;
}
static void WPhys_PortalTransform(world_t *w, wedict_t *ent, wedict_t *portal, vec3_t org, vec3_t move)
{
int oself = *w->g.self;
void *pr_globals = PR_globals(w->progs, PR_CURRENT);
*w->g.self = EDICT_TO_PROG(w->progs, portal);
//transform origin+velocity etc
VectorCopy(org, G_VECTOR(OFS_PARM0));
VectorCopy(ent->v->angles, G_VECTOR(OFS_PARM1));
VectorCopy(ent->v->velocity, w->g.v_forward);
VectorCopy(move, w->g.v_right);
VectorCopy(ent->xv->gravitydir, w->g.v_up);
if (!DotProduct(w->g.v_up, w->g.v_up))
w->g.v_up[2] = -1;
PR_ExecuteProgram (w->progs, portal->xv->camera_transform);
VectorCopy(G_VECTOR(OFS_RETURN), org);
VectorCopy(w->g.v_forward, ent->v->velocity);
VectorCopy(w->g.v_right, move);
// VectorCopy(w->g.v_up, ent->xv->gravitydir);
//monsters get their gravitydir set if it isn't already, to ensure that they still work (angle issues).
if ((int)ent->v->flags & FL_MONSTER)
if (!ent->xv->gravitydir[0] && !ent->xv->gravitydir[1] && !ent->xv->gravitydir[2])
ent->xv->gravitydir[2] = -1;
//transform the angles too
VectorCopy(org, G_VECTOR(OFS_PARM0));
#ifndef CLIENTONLY
if (w == &sv.world && ent->entnum <= svs.allocated_client_slots)
{
VectorCopy(ent->v->v_angle, ent->v->angles);
}
else
#endif
added r_meshpitch cvar that allows for fixing the unfixable mesh pitch bug from vanilla... needs a better name... do note that this will break pretty much any mod, so this is really only for TCs designed to use it. Its likely that I missed places. nqsv: added support for spectators with nq clients. the angles are a bit rough, but hey. need to do something about frags so nq clients know who's a spectator. use 'cmd observe' to get an nq client to spectate on an fte server (then attack/jump behave the same as in qw clients). nqsv: rewrote EF_MUZZLEFLASH handling, so svc_muzzleflash is now translated properly to EF_MUZZLEFLASH, and vice versa. No more missing muzzleflashes! added screenshot_cubemap, so you can actually pre-generate cubemaps with fte (which can be used for reflections or whatever). misc fixes (server crash, a couple of other less important ones). external files based on a model's name will now obey r_replacemodels properly, instead of needing to use foo.mdl_0.skin for foo.md3. identify <playernum> should now use the correct masked ip, instead of abrubtly failing (reported by kt) vid_toggle console command should now obey vid_width and vid_height when switching to fullscreen, but only if vid_fullscreen is actually set, which should make it seem better behaved (reported by kt). qcc: cleaned up sym->symboldata[sym->ofs] to be more consistent at all stages. qcc: typedef float vec4[4]; now works to define a float array with 4 elements (however, it will be passed by-value rather than by-reference). qcc: cleaned up optional vs __out ordering issues. qccgui: shift+f3 searches backwards git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5064 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-02-27 09:34:35 +00:00
ent->v->angles[0] *= r_meshpitch.value;
VectorCopy(ent->v->angles, G_VECTOR(OFS_PARM1));
AngleVectors(ent->v->angles, w->g.v_forward, w->g.v_right, w->g.v_up);
PR_ExecuteProgram (w->progs, portal->xv->camera_transform);
added r_meshpitch cvar that allows for fixing the unfixable mesh pitch bug from vanilla... needs a better name... do note that this will break pretty much any mod, so this is really only for TCs designed to use it. Its likely that I missed places. nqsv: added support for spectators with nq clients. the angles are a bit rough, but hey. need to do something about frags so nq clients know who's a spectator. use 'cmd observe' to get an nq client to spectate on an fte server (then attack/jump behave the same as in qw clients). nqsv: rewrote EF_MUZZLEFLASH handling, so svc_muzzleflash is now translated properly to EF_MUZZLEFLASH, and vice versa. No more missing muzzleflashes! added screenshot_cubemap, so you can actually pre-generate cubemaps with fte (which can be used for reflections or whatever). misc fixes (server crash, a couple of other less important ones). external files based on a model's name will now obey r_replacemodels properly, instead of needing to use foo.mdl_0.skin for foo.md3. identify <playernum> should now use the correct masked ip, instead of abrubtly failing (reported by kt) vid_toggle console command should now obey vid_width and vid_height when switching to fullscreen, but only if vid_fullscreen is actually set, which should make it seem better behaved (reported by kt). qcc: cleaned up sym->symboldata[sym->ofs] to be more consistent at all stages. qcc: typedef float vec4[4]; now works to define a float array with 4 elements (however, it will be passed by-value rather than by-reference). qcc: cleaned up optional vs __out ordering issues. qccgui: shift+f3 searches backwards git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5064 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-02-27 09:34:35 +00:00
VectorAngles(w->g.v_forward, w->g.v_up, ent->v->angles, true);
#ifndef CLIENTONLY
if (ent->entnum > 0 && ent->entnum <= svs.allocated_client_slots)
{
client_t *cl = &svs.clients[ent->entnum-1];
int i;
vec3_t delta;
added r_meshpitch cvar that allows for fixing the unfixable mesh pitch bug from vanilla... needs a better name... do note that this will break pretty much any mod, so this is really only for TCs designed to use it. Its likely that I missed places. nqsv: added support for spectators with nq clients. the angles are a bit rough, but hey. need to do something about frags so nq clients know who's a spectator. use 'cmd observe' to get an nq client to spectate on an fte server (then attack/jump behave the same as in qw clients). nqsv: rewrote EF_MUZZLEFLASH handling, so svc_muzzleflash is now translated properly to EF_MUZZLEFLASH, and vice versa. No more missing muzzleflashes! added screenshot_cubemap, so you can actually pre-generate cubemaps with fte (which can be used for reflections or whatever). misc fixes (server crash, a couple of other less important ones). external files based on a model's name will now obey r_replacemodels properly, instead of needing to use foo.mdl_0.skin for foo.md3. identify <playernum> should now use the correct masked ip, instead of abrubtly failing (reported by kt) vid_toggle console command should now obey vid_width and vid_height when switching to fullscreen, but only if vid_fullscreen is actually set, which should make it seem better behaved (reported by kt). qcc: cleaned up sym->symboldata[sym->ofs] to be more consistent at all stages. qcc: typedef float vec4[4]; now works to define a float array with 4 elements (however, it will be passed by-value rather than by-reference). qcc: cleaned up optional vs __out ordering issues. qccgui: shift+f3 searches backwards git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5064 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-02-27 09:34:35 +00:00
ent->v->angles[0] *= r_meshpitch.value;
if (!cl->lockangles && (cl->fteprotocolextensions2 & PEXT2_SETANGLEDELTA))
{
cl = ClientReliableWrite_BeginSplit(cl, svcfte_setangledelta, 7);
VectorSubtract(ent->v->angles, ent->v->v_angle, delta);
delta[2] = anglemod(delta[2]);
if (delta[2] > 90 && delta[2] < 270)
{
delta[2] -= 180;
delta[1] -= 180;
delta[0] -= -180;
}
for (i=0 ; i < 3 ; i++)
ClientReliableWrite_Angle16 (cl, delta[i]);
}
else
{
cl = ClientReliableWrite_BeginSplit (cl, svc_setangle, 7);
for (i=0 ; i < 3 ; i++)
ClientReliableWrite_Angle (cl, ent->v->angles[i]);
}
VectorCopy(ent->v->angles, ent->v->v_angle);
added r_meshpitch cvar that allows for fixing the unfixable mesh pitch bug from vanilla... needs a better name... do note that this will break pretty much any mod, so this is really only for TCs designed to use it. Its likely that I missed places. nqsv: added support for spectators with nq clients. the angles are a bit rough, but hey. need to do something about frags so nq clients know who's a spectator. use 'cmd observe' to get an nq client to spectate on an fte server (then attack/jump behave the same as in qw clients). nqsv: rewrote EF_MUZZLEFLASH handling, so svc_muzzleflash is now translated properly to EF_MUZZLEFLASH, and vice versa. No more missing muzzleflashes! added screenshot_cubemap, so you can actually pre-generate cubemaps with fte (which can be used for reflections or whatever). misc fixes (server crash, a couple of other less important ones). external files based on a model's name will now obey r_replacemodels properly, instead of needing to use foo.mdl_0.skin for foo.md3. identify <playernum> should now use the correct masked ip, instead of abrubtly failing (reported by kt) vid_toggle console command should now obey vid_width and vid_height when switching to fullscreen, but only if vid_fullscreen is actually set, which should make it seem better behaved (reported by kt). qcc: cleaned up sym->symboldata[sym->ofs] to be more consistent at all stages. qcc: typedef float vec4[4]; now works to define a float array with 4 elements (however, it will be passed by-value rather than by-reference). qcc: cleaned up optional vs __out ordering issues. qccgui: shift+f3 searches backwards git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5064 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-02-27 09:34:35 +00:00
ent->v->angles[0] *= r_meshpitch.value;
}
#endif
/*
avelocity is horribly dependant upon eular angles. trying to treat it as a matrix is folly.
if (DotProduct(ent->v->avelocity, ent->v->avelocity))
{
added r_meshpitch cvar that allows for fixing the unfixable mesh pitch bug from vanilla... needs a better name... do note that this will break pretty much any mod, so this is really only for TCs designed to use it. Its likely that I missed places. nqsv: added support for spectators with nq clients. the angles are a bit rough, but hey. need to do something about frags so nq clients know who's a spectator. use 'cmd observe' to get an nq client to spectate on an fte server (then attack/jump behave the same as in qw clients). nqsv: rewrote EF_MUZZLEFLASH handling, so svc_muzzleflash is now translated properly to EF_MUZZLEFLASH, and vice versa. No more missing muzzleflashes! added screenshot_cubemap, so you can actually pre-generate cubemaps with fte (which can be used for reflections or whatever). misc fixes (server crash, a couple of other less important ones). external files based on a model's name will now obey r_replacemodels properly, instead of needing to use foo.mdl_0.skin for foo.md3. identify <playernum> should now use the correct masked ip, instead of abrubtly failing (reported by kt) vid_toggle console command should now obey vid_width and vid_height when switching to fullscreen, but only if vid_fullscreen is actually set, which should make it seem better behaved (reported by kt). qcc: cleaned up sym->symboldata[sym->ofs] to be more consistent at all stages. qcc: typedef float vec4[4]; now works to define a float array with 4 elements (however, it will be passed by-value rather than by-reference). qcc: cleaned up optional vs __out ordering issues. qccgui: shift+f3 searches backwards git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5064 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-02-27 09:34:35 +00:00
ent->v->avelocity[0] *= r_meshpitch.value;
AngleVectors(ent->v->avelocity, w->g.v_forward, w->g.v_right, w->g.v_up);
PR_ExecuteProgram (w->progs, portal->xv->camera_transform);
VectorAngles(w->g.v_forward, w->g.v_up, ent->v->avelocity);
added r_meshpitch cvar that allows for fixing the unfixable mesh pitch bug from vanilla... needs a better name... do note that this will break pretty much any mod, so this is really only for TCs designed to use it. Its likely that I missed places. nqsv: added support for spectators with nq clients. the angles are a bit rough, but hey. need to do something about frags so nq clients know who's a spectator. use 'cmd observe' to get an nq client to spectate on an fte server (then attack/jump behave the same as in qw clients). nqsv: rewrote EF_MUZZLEFLASH handling, so svc_muzzleflash is now translated properly to EF_MUZZLEFLASH, and vice versa. No more missing muzzleflashes! added screenshot_cubemap, so you can actually pre-generate cubemaps with fte (which can be used for reflections or whatever). misc fixes (server crash, a couple of other less important ones). external files based on a model's name will now obey r_replacemodels properly, instead of needing to use foo.mdl_0.skin for foo.md3. identify <playernum> should now use the correct masked ip, instead of abrubtly failing (reported by kt) vid_toggle console command should now obey vid_width and vid_height when switching to fullscreen, but only if vid_fullscreen is actually set, which should make it seem better behaved (reported by kt). qcc: cleaned up sym->symboldata[sym->ofs] to be more consistent at all stages. qcc: typedef float vec4[4]; now works to define a float array with 4 elements (however, it will be passed by-value rather than by-reference). qcc: cleaned up optional vs __out ordering issues. qccgui: shift+f3 searches backwards git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5064 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-02-27 09:34:35 +00:00
ent->v->avelocity[0] *= r_meshpitch.value;
}
*/
*w->g.self = oself;
}
/*
============
SV_FlyMove
The basic solid body movement clip that slides along multiple planes
Returns the clipflags if the velocity was modified (hit something solid)
1 = floor
2 = wall / step
4 = dead stop
If steptrace is not NULL, the trace of any vertical wall hit will be stored
============
*/
#define MAX_CLIP_PLANES 5
static int WPhys_FlyMove (world_t *w, wedict_t *ent, const vec3_t gravitydir, float time, trace_t *steptrace)
{
int bumpcount, numbumps;
vec3_t dir;
float d;
int numplanes;
vec3_t planes[MAX_CLIP_PLANES];
vec3_t primal_velocity, original_velocity, new_velocity;
int i, j;
trace_t trace;
vec3_t end;
float time_left;
int blocked;
wedict_t *impact;
vec3_t diff;
numbumps = 4;
blocked = 0;
VectorCopy (ent->v->velocity, original_velocity);
VectorCopy (ent->v->velocity, primal_velocity);
numplanes = 0;
time_left = time;
for (bumpcount=0 ; bumpcount<numbumps ; bumpcount++)
{
for (i=0 ; i<3 ; i++)
end[i] = ent->v->origin[i] + time_left * ent->v->velocity[i];
trace = World_Move (w, ent->v->origin, ent->v->mins, ent->v->maxs, end, MOVE_NORMAL, (wedict_t*)ent);
impact = trace.ent;
if (impact && impact->v->solid == SOLID_PORTAL)
{
vec3_t move;
vec3_t from;
VectorCopy(trace.endpos, from); //just in case
VectorSubtract(end, trace.endpos, move);
WPhys_PortalTransform(w, ent, impact, from, move);
VectorAdd(from, move, end);
//if we follow the portal, then we basically need to restart from the other side.
time_left -= time_left * trace.fraction;
VectorCopy (ent->v->velocity, primal_velocity);
VectorCopy (ent->v->velocity, original_velocity);
numplanes = 0;
trace = World_Move (w, from, ent->v->mins, ent->v->maxs, end, MOVE_NORMAL, (wedict_t*)ent);
impact = trace.ent;
}
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
if (trace.allsolid)//should be (trace.startsolid), but that breaks compat. *sigh*
{ // entity is trapped in another solid
VectorClear (ent->v->velocity);
return 3;
}
if (trace.fraction > 0)
{ // actually covered some distance
VectorCopy (trace.endpos, ent->v->origin);
VectorCopy (ent->v->velocity, original_velocity);
numplanes = 0;
}
if (trace.fraction == 1)
break; // moved the entire distance
if (!trace.ent)
Host_Error ("SV_FlyMove: !trace.ent");
if (dpcompat_noretouchground.ival)
{ //note: also sets onground AFTER the touch event.
if (!((int)ent->v->flags&FL_ONGROUND) || ent->v->groundentity!=EDICT_TO_PROG(w->progs, trace.ent))
WPhys_Impact (w, ent, &trace);
}
if (-DotProduct(gravitydir, trace.plane.normal) > 0.7)
{
blocked |= 1; // floor
if (((wedict_t *)trace.ent)->v->solid == SOLID_BSP)
{
ent->v->flags = (int)ent->v->flags | FL_ONGROUND;
ent->v->groundentity = EDICT_TO_PROG(w->progs, trace.ent);
}
}
if (!DotProduct(gravitydir, trace.plane.normal))
{
blocked |= 2; // step
if (steptrace)
*steptrace = trace; // save for player extrafriction
}
//
// run the impact function
//
if (!dpcompat_noretouchground.ival)
WPhys_Impact (w, ent, &trace);
if (ED_ISFREE(ent))
break; // removed by the impact function
time_left -= time_left * trace.fraction;
// cliped to another plane
if (numplanes >= MAX_CLIP_PLANES)
{ // this shouldn't really happen
VectorClear (ent->v->velocity);
if (steptrace)
*steptrace = trace; // save for player extrafriction
return 3;
}
if (0)
{
ClipVelocity(ent->v->velocity, trace.plane.normal, ent->v->velocity, 1);
break;
}
else
{
if (numplanes)
{
VectorSubtract(planes[0], trace.plane.normal, diff);
if (Length(diff) < 0.01)
continue; //hit this plane already
}
VectorCopy (trace.plane.normal, planes[numplanes]);
numplanes++;
//
// modify original_velocity so it parallels all of the clip planes
//
for (i=0 ; i<numplanes ; i++)
{
ClipVelocity (original_velocity, planes[i], new_velocity, 1);
for (j=0 ; j<numplanes ; j++)
if (j != i)
{
if (DotProduct (new_velocity, planes[j]) < 0)
break; // not ok
}
if (j == numplanes)
break;
}
if (i != numplanes)
{ // go along this plane
// Con_Printf ("%5.1f %5.1f %5.1f ",ent->v->velocity[0], ent->v->velocity[1], ent->v->velocity[2]);
VectorCopy (new_velocity, ent->v->velocity);
// Con_Printf ("%5.1f %5.1f %5.1f\n",ent->v->velocity[0], ent->v->velocity[1], ent->v->velocity[2]);
}
else
{ // go along the crease
if (numplanes != 2)
{
// Con_Printf ("clip velocity, numplanes == %i\n",numplanes);
// Con_Printf ("%5.1f %5.1f %5.1f ",ent->v->velocity[0], ent->v->velocity[1], ent->v->velocity[2]);
VectorClear (ent->v->velocity);
// Con_Printf ("%5.1f %5.1f %5.1f\n",ent->v->velocity[0], ent->v->velocity[1], ent->v->velocity[2]);
return 7;
}
// Con_Printf ("%5.1f %5.1f %5.1f ",ent->v->velocity[0], ent->v->velocity[1], ent->v->velocity[2]);
CrossProduct (planes[0], planes[1], dir);
VectorNormalize(dir); //fixes slow falling in corners
d = DotProduct (dir, ent->v->velocity);
VectorScale (dir, d, ent->v->velocity);
// Con_Printf ("%5.1f %5.1f %5.1f\n",ent->v->velocity[0], ent->v->velocity[1], ent->v->velocity[2]);
}
}
//
// if original velocity is against the original velocity, stop dead
// to avoid tiny occilations in sloping corners
//
if (DotProduct (ent->v->velocity, primal_velocity) <= 0)
{
VectorClear (ent->v->velocity);
return blocked;
}
}
return blocked;
}
/*
============
SV_AddGravity
============
*/
static void WPhys_AddGravity (world_t *w, wedict_t *ent, const float *gravitydir)
{
float scale = ent->xv->gravity;
if (!scale)
scale = 1.0;
VectorMA(ent->v->velocity, scale * movevars.gravity * host_frametime, gravitydir, ent->v->velocity);
}
/*
===============================================================================
PUSHMOVE
===============================================================================
*/
/*
============
SV_PushEntity
Does not change the entities velocity at all
============
*/
static trace_t WPhys_PushEntity (world_t *w, wedict_t *ent, vec3_t push, unsigned int traceflags)
{
trace_t trace;
vec3_t end;
wedict_t *impact;
VectorAdd (ent->v->origin, push, end);
if ((int)ent->v->flags&FLQW_LAGGEDMOVE)
traceflags |= MOVE_LAGGED;
if (ent->v->movetype == MOVETYPE_FLYMISSILE)
traceflags |= MOVE_MISSILE;
else if (ent->v->solid == SOLID_TRIGGER || ent->v->solid == SOLID_NOT)
// only clip against bmodels
traceflags |= MOVE_NOMONSTERS;
else
traceflags |= MOVE_NORMAL;
trace = World_Move (w, ent->v->origin, ent->v->mins, ent->v->maxs, end, traceflags, (wedict_t*)ent);
impact = trace.ent;
if (impact && impact->v->solid == SOLID_PORTAL)
{
vec3_t move;
vec3_t from;
float firstfrac = trace.fraction;
VectorCopy(trace.endpos, from); //just in case
VectorSubtract(end, trace.endpos, move);
WPhys_PortalTransform(w, ent, impact, from, move);
VectorAdd(from, move, end);
trace = World_Move (w, from, ent->v->mins, ent->v->maxs, end, traceflags, (wedict_t*)ent);
trace.fraction = firstfrac + (1-firstfrac)*trace.fraction;
}
/*hexen2's movetype_swim does not allow swimming entities to move out of water. this implementation is quite hacky, but matches hexen2 well enough*/
if (ent->v->movetype == MOVETYPE_H2SWIM)
{
if (!(w->worldmodel->funcs.PointContents(w->worldmodel, NULL, trace.endpos) & (FTECONTENTS_WATER|FTECONTENTS_SLIME|FTECONTENTS_LAVA)))
{
VectorCopy(ent->v->origin, trace.endpos);
trace.fraction = 0;
trace.ent = w->edicts;
}
}
// if (trace.ent)
// VectorMA(trace.endpos, sv_impactpush.value, trace.plane.normal, ent->v->origin);
// else
VectorCopy (trace.endpos, ent->v->origin);
World_LinkEdict (w, ent, true);
if (trace.ent)
WPhys_Impact (w, ent, &trace);
return trace;
}
typedef struct
{
wedict_t *ent;
vec3_t origin;
vec3_t angles;
// float deltayaw;
} pushed_t;
static pushed_t pushed[1024], *pushed_p;
/*
============
SV_Push
Objects need to be moved back on a failed push,
otherwise riders would continue to slide.
============
*/
static qboolean WPhys_PushAngles (world_t *w, wedict_t *pusher, vec3_t move, vec3_t amove)
{
int i, e;
wedict_t *check, *block;
vec3_t mins, maxs;
//float oldsolid;
pushed_t *p;
vec3_t org, org2, move2, forward, right, up;
pushed_p = pushed;
// find the bounding box
for (i=0 ; i<3 ; i++)
{
mins[i] = pusher->v->absmin[i] + move[i];
maxs[i] = pusher->v->absmax[i] + move[i];
}
// we need this for pushing things later
VectorNegate (amove, org);
AngleVectors (org, forward, right, up);
// save the pusher's original position
pushed_p->ent = pusher;
VectorCopy (pusher->v->origin, pushed_p->origin);
VectorCopy (pusher->v->angles, pushed_p->angles);
pushed_p++;
// move the pusher to it's final position
VectorAdd (pusher->v->origin, move, pusher->v->origin);
VectorAdd (pusher->v->angles, amove, pusher->v->angles);
World_LinkEdict (w, pusher, false);
// see if any solid entities are inside the final position
if (pusher->v->movetype != MOVETYPE_H2PUSHPULL)
for (e = 1; e < w->num_edicts; e++)
{
check = WEDICT_NUM_PB(w->progs, e);
if (ED_ISFREE(check))
continue;
if (check->v->movetype == MOVETYPE_PUSH
|| check->v->movetype == MOVETYPE_NONE
|| check->v->movetype == MOVETYPE_NOCLIP
|| check->v->movetype == MOVETYPE_ANGLENOCLIP)
continue;
/*
oldsolid = pusher->v->solid;
pusher->v->solid = SOLID_NOT;
block = World_TestEntityPosition (w, check);
pusher->v->solid = oldsolid;
if (block)
continue;
*/
// if the entity is standing on the pusher, it will definitely be moved
if ( ! ( ((int)check->v->flags & FL_ONGROUND)
&& PROG_TO_WEDICT(w->progs, check->v->groundentity) == pusher) )
{
// see if the ent needs to be tested
if ( check->v->absmin[0] >= maxs[0]
|| check->v->absmin[1] >= maxs[1]
|| check->v->absmin[2] >= maxs[2]
|| check->v->absmax[0] <= mins[0]
|| check->v->absmax[1] <= mins[1]
|| check->v->absmax[2] <= mins[2] )
continue;
// see if the ent's bbox is inside the pusher's final position
if (!World_TestEntityPosition (w, (wedict_t*)check))
continue;
}
if ((pusher->v->movetype == MOVETYPE_PUSH) || (PROG_TO_WEDICT(w->progs, check->v->groundentity) == pusher))
{
if (pushed_p == (pushed+(sizeof(pushed)/sizeof(pushed[0]))))
continue;
// move this entity
pushed_p->ent = check;
VectorCopy (check->v->origin, pushed_p->origin);
VectorCopy (check->v->angles, pushed_p->angles);
pushed_p++;
// try moving the contacted entity
VectorAdd (check->v->origin, move, check->v->origin);
VectorAdd (check->v->angles, amove, check->v->angles);
// figure movement due to the pusher's amove
VectorSubtract (check->v->origin, pusher->v->origin, org);
org2[0] = DotProduct (org, forward);
org2[1] = -DotProduct (org, right);
org2[2] = DotProduct (org, up);
VectorSubtract (org2, org, move2);
VectorAdd (check->v->origin, move2, check->v->origin);
if (check->v->movetype != MOVETYPE_WALK)
check->v->flags = (int)check->v->flags & ~FL_ONGROUND;
// may have pushed them off an edge
if (PROG_TO_WEDICT(w->progs, check->v->groundentity) != pusher)
check->v->groundentity = 0;
block = World_TestEntityPosition (w, check);
if (!block)
{ // pushed ok
World_LinkEdict (w, check, false);
// impact?
continue;
}
// if it is ok to leave in the old position, do it
// this is only relevent for riding entities, not pushed
// FIXME: this doesn't acount for rotation
VectorCopy (pushed_p[-1].origin, check->v->origin);
block = World_TestEntityPosition (w, check);
if (!block)
{
pushed_p--;
continue;
}
//okay, that didn't work, try pushing the against stuff
WPhys_PushEntity(w, check, move, 0);
block = World_TestEntityPosition (w, check);
if (!block)
continue;
VectorCopy(check->v->origin, move);
for (i = 0; i < 8 && block; i++)
{
//precision errors can strike when you least expect it. lets try and reduce them.
check->v->origin[0] = move[0] + ((i&1)?-1:1)/8.0;
check->v->origin[1] = move[1] + ((i&2)?-1:1)/8.0;
check->v->origin[2] = move[2] + ((i&4)?-1:1)/8.0;
block = World_TestEntityPosition (w, check);
}
if (!block)
{
World_LinkEdict (w, check, false);
continue;
}
}
// if it is sitting on top. Do not block.
if (check->v->mins[0] == check->v->maxs[0])
{
World_LinkEdict (w, check, false);
continue;
}
//some pushers are contents brushes, and are not solid. water cannot crush. the player just enters the water.
//but, the player will be moved along with the water if possible.
if (pusher->v->skin < 0)
continue;
if (check->v->solid == SOLID_NOT || check->v->solid == SOLID_TRIGGER)
{ // corpse
check->v->mins[0] = check->v->mins[1] = 0;
VectorCopy (check->v->mins, check->v->maxs);
World_LinkEdict (w, check, false);
continue;
}
// Con_Printf("Pusher hit %s\n", PR_GetString(w->progs, check->v->classname));
if (pusher->v->blocked)
{
*w->g.self = EDICT_TO_PROG(w->progs, pusher);
*w->g.other = EDICT_TO_PROG(w->progs, check);
#ifdef VM_Q1
if (w==&sv.world && svs.gametype == GT_Q1QVM)
Q1QVM_Blocked();
else
#endif
PR_ExecuteProgram (w->progs, pusher->v->blocked);
}
// move back any entities we already moved
// go backwards, so if the same entity was pushed
// twice, it goes back to the original position
for (p=pushed_p-1 ; p>=pushed ; p--)
{
VectorCopy (p->origin, p->ent->v->origin);
VectorCopy (p->angles, p->ent->v->angles);
World_LinkEdict (w, p->ent, false);
}
return false;
}
//FIXME: is there a better way to handle this?
// see if anything we moved has touched a trigger
for (p=pushed_p-1 ; p>=pushed ; p--)
World_TouchAllLinks (w, p->ent);
return true;
}
/*
============
SV_Push
============
*/
qboolean WPhys_Push (world_t *w, wedict_t *pusher, vec3_t move, vec3_t amove)
{
#define PUSHABLE_LIMIT 8192
int i, e;
wedict_t *check, *block;
vec3_t mins, maxs;
vec3_t pushorig;
int num_moved;
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
wedict_t *moved_edict[PUSHABLE_LIMIT];
vec3_t moved_from[PUSHABLE_LIMIT];
float oldsolid;
if (amove[0] || amove[1] || amove[2])
{
return WPhys_PushAngles(w, pusher, move, amove);
}
for (i=0 ; i<3 ; i++)
{
mins[i] = pusher->v->absmin[i] + move[i]-(1/32.0);
maxs[i] = pusher->v->absmax[i] + move[i]+(1/32.0);
}
VectorCopy (pusher->v->origin, pushorig);
// move the pusher to it's final position
VectorAdd (pusher->v->origin, move, pusher->v->origin);
World_LinkEdict (w, pusher, false);
// see if any solid entities are inside the final position
num_moved = 0;
for (e=1 ; e<w->num_edicts ; e++)
{
check = WEDICT_NUM_PB(w->progs, e);
if (ED_ISFREE(check))
continue;
if (check->v->movetype == MOVETYPE_PUSH
|| check->v->movetype == MOVETYPE_NONE
|| check->v->movetype == MOVETYPE_FOLLOW
|| check->v->movetype == MOVETYPE_NOCLIP
|| check->v->movetype == MOVETYPE_ANGLENOCLIP)
continue;
// if the entity is standing on the pusher, it will definately be moved
if ( ! ( ((int)check->v->flags & FL_ONGROUND)
&&
PROG_TO_WEDICT(w->progs, check->v->groundentity) == pusher) )
{
if ( check->v->absmin[0] >= maxs[0]
|| check->v->absmin[1] >= maxs[1]
|| check->v->absmin[2] >= maxs[2]
|| check->v->absmax[0] <= mins[0]
|| check->v->absmax[1] <= mins[1]
|| check->v->absmax[2] <= mins[2] )
continue;
// see if the ent's bbox is inside the pusher's final position
if (!World_TestEntityPosition (w, check))
continue;
}
oldsolid = pusher->v->solid;
pusher->v->solid = SOLID_NOT;
block = World_TestEntityPosition (w, check);
pusher->v->solid = oldsolid;
if (block)
continue;
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
if (num_moved == PUSHABLE_LIMIT)
break;
VectorCopy (check->v->origin, moved_from[num_moved]);
moved_edict[num_moved] = check;
num_moved++;
if (check->v->groundentity != pusher->entnum)
check->v->flags = (int)check->v->flags & ~FL_ONGROUND;
// try moving the contacted entity
VectorAdd (check->v->origin, move, check->v->origin);
if (pusher->v->skin < 0)
{
pusher->v->solid = SOLID_NOT;
block = World_TestEntityPosition (w, check);
pusher->v->solid = oldsolid;
}
else
block = World_TestEntityPosition (w, check);
if (!block)
{ // pushed ok
World_LinkEdict (w, check, false);
continue;
}
if (block)
{
//try to nudge it forward by an epsilon to avoid precision issues
float movelen = VectorLength(move);
VectorMA(check->v->origin, (1/8.0)/movelen, move, check->v->origin);
block = World_TestEntityPosition (w, check);
if (!block)
{ //okay, that got it. we're all good.
World_LinkEdict (w, check, false);
continue;
}
}
// if it is ok to leave in the old position, do it
VectorCopy (moved_from[num_moved-1], check->v->origin);
block = World_TestEntityPosition (w, check);
if (!block)
{
//if leaving it where it was, allow it to drop to the floor again (useful for plats that move downward)
if (check->v->movetype != MOVETYPE_WALK)
check->v->flags = (int)check->v->flags & ~FL_ONGROUND;
num_moved--;
continue;
}
// its blocking us. this is probably a problem.
//corpses
if (check->v->mins[0] == check->v->maxs[0])
{
World_LinkEdict (w, check, false);
continue;
}
if (check->v->solid == SOLID_NOT || check->v->solid == SOLID_TRIGGER)
{ // corpse
check->v->mins[0] = check->v->mins[1] = 0;
VectorCopy (check->v->mins, check->v->maxs);
World_LinkEdict (w, check, false);
continue;
}
//these pushers are contents brushes, and are not solid. water cannot crush. the player just enters the water.
//but, the player will be moved along with the water.
if (pusher->v->skin < 0)
continue;
VectorCopy (pushorig, pusher->v->origin);
World_LinkEdict (w, pusher, false);
// if the pusher has a "blocked" function, call it
// otherwise, just stay in place until the obstacle is gone
if (pusher->v->blocked)
{
*w->g.self = EDICT_TO_PROG(w->progs, pusher);
*w->g.other = EDICT_TO_PROG(w->progs, check);
#ifdef VM_Q1
if (w==&sv.world && svs.gametype == GT_Q1QVM)
Q1QVM_Blocked();
else
#endif
PR_ExecuteProgram (w->progs, pusher->v->blocked);
} else {
*w->g.other = 0;
}
// move back any entities we already moved
for (i=0 ; i<num_moved ; i++)
{
VectorCopy (moved_from[i], moved_edict[i]->v->origin);
World_LinkEdict (w, moved_edict[i], false);
}
return false;
}
return true;
}
/*
============
SV_PushMove
============
*/
static void WPhys_PushMove (world_t *w, wedict_t *pusher, float movetime)
{
int i;
vec3_t move;
vec3_t amove;
if (!pusher->v->velocity[0] && !pusher->v->velocity[1] && !pusher->v->velocity[2]
&& !pusher->v->avelocity[0] && !pusher->v->avelocity[1] && !pusher->v->avelocity[2])
{
pusher->v->ltime += movetime;
return;
}
for (i=0 ; i<3 ; i++)
{
move[i] = pusher->v->velocity[i] * movetime;
amove[i] = pusher->v->avelocity[i] * movetime;
}
if (WPhys_Push (w, pusher, move, amove))
pusher->v->ltime += movetime;
}
/*
================
SV_Physics_Pusher
================
*/
static void WPhys_Physics_Pusher (world_t *w, wedict_t *ent)
{
float thinktime;
float oldltime;
float movetime;
vec3_t oldorg, move;
vec3_t oldang, amove;
float l;
oldltime = ent->v->ltime;
thinktime = ent->v->nextthink;
if (thinktime < ent->v->ltime + host_frametime)
{
movetime = thinktime - ent->v->ltime;
if (movetime < 0)
movetime = 0;
}
else
movetime = host_frametime;
if (movetime)
{
WPhys_PushMove (w, ent, movetime); // advances ent->v->ltime if not blocked
}
if (thinktime > oldltime && thinktime <= ent->v->ltime)
{
VectorCopy (ent->v->origin, oldorg);
VectorCopy (ent->v->angles, oldang);
ent->v->nextthink = 0;
#if 1
*w->g.time = w->physicstime;
w->Event_Think(w, ent);
#else
pr_global_struct->time = sv.world.physicstime;
pr_global_struct->self = EDICT_TO_PROG(w->progs, ent);
pr_global_struct->other = EDICT_TO_PROG(w->progs, w->edicts);
#ifdef VM_Q1
if (svs.gametype == GT_Q1QVM)
Q1QVM_Think();
else
#endif
PR_ExecuteProgram (svprogfuncs, ent->v->think);
#endif
if (ED_ISFREE(ent))
return;
VectorSubtract (ent->v->origin, oldorg, move);
VectorSubtract (ent->v->angles, oldang, amove);
l = Length(move)+Length(amove);
if (l > 1.0/64)
{
// Con_Printf ("**** snap: %f\n", Length (l));
VectorCopy (oldorg, ent->v->origin);
VectorCopy (oldang, ent->v->angles);
WPhys_Push (w, ent, move, amove);
}
}
}
/*
=============
SV_Physics_Follow
Entities that are "stuck" to another entity
=============
*/
static void WPhys_Physics_Follow (world_t *w, wedict_t *ent)
{
vec3_t vf, vr, vu, angles, v;
wedict_t *e;
// regular thinking
if (!WPhys_RunThink (w, ent))
return;
// LordHavoc: implemented rotation on MOVETYPE_FOLLOW objects
e = PROG_TO_WEDICT(w->progs, ent->v->aiment);
if (e->v->angles[0] == ent->xv->punchangle[0] && e->v->angles[1] == ent->xv->punchangle[1] && e->v->angles[2] == ent->xv->punchangle[2])
{
// quick case for no rotation
VectorAdd(e->v->origin, ent->v->view_ofs, ent->v->origin);
}
else
{
angles[0] = -ent->xv->punchangle[0];
angles[1] = ent->xv->punchangle[1];
angles[2] = ent->xv->punchangle[2];
AngleVectors (angles, vf, vr, vu);
v[0] = ent->v->view_ofs[0] * vf[0] + ent->v->view_ofs[1] * vr[0] + ent->v->view_ofs[2] * vu[0];
v[1] = ent->v->view_ofs[0] * vf[1] + ent->v->view_ofs[1] * vr[1] + ent->v->view_ofs[2] * vu[1];
v[2] = ent->v->view_ofs[0] * vf[2] + ent->v->view_ofs[1] * vr[2] + ent->v->view_ofs[2] * vu[2];
angles[0] = -e->v->angles[0];
angles[1] = e->v->angles[1];
angles[2] = e->v->angles[2];
AngleVectors (angles, vf, vr, vu);
ent->v->origin[0] = v[0] * vf[0] + v[1] * vf[1] + v[2] * vf[2] + e->v->origin[0];
ent->v->origin[1] = v[0] * vr[0] + v[1] * vr[1] + v[2] * vr[2] + e->v->origin[1];
ent->v->origin[2] = v[0] * vu[0] + v[1] * vu[1] + v[2] * vu[2] + e->v->origin[2];
}
VectorAdd (e->v->angles, ent->v->v_angle, ent->v->angles);
World_LinkEdict (w, ent, true);
}
/*
=============
SV_Physics_Noclip
A moving object that doesn't obey physics
=============
*/
static void WPhys_Physics_Noclip (world_t *w, wedict_t *ent)
{
vec3_t end;
trace_t trace;
wedict_t *impact;
// regular thinking
if (!WPhys_RunThink (w, ent))
return;
VectorMA (ent->v->angles, host_frametime, ent->v->avelocity, ent->v->angles);
VectorMA (ent->v->origin, host_frametime, ent->v->velocity, end);
#ifndef CLIENTONLY
//allow spectators to no-clip through portals without bogging down sock's mods.
if (ent->entnum > 0 && ent->entnum <= sv.allocated_client_slots && w == &sv.world)
{
trace = World_Move (w, ent->v->origin, ent->v->mins, ent->v->maxs, end, MOVE_NOMONSTERS, (wedict_t*)ent);
impact = trace.ent;
if (impact && impact->v->solid == SOLID_PORTAL)
{
vec3_t move;
vec3_t from;
VectorCopy(trace.endpos, from); //just in case
VectorSubtract(end, trace.endpos, move);
WPhys_PortalTransform(w, ent, impact, from, move);
VectorAdd(from, move, end);
}
}
#endif
VectorCopy(end, ent->v->origin);
World_LinkEdict (w, (wedict_t*)ent, false);
}
/*
==============================================================================
TOSS / BOUNCE
==============================================================================
*/
/*
=============
SV_CheckWaterTransition
=============
*/
static void WPhys_CheckWaterTransition (world_t *w, wedict_t *ent)
{
int cont;
cont = World_PointContents (w, ent->v->origin);
//needs to be q1 progs compatible
if (cont & FTECONTENTS_LAVA)
cont = Q1CONTENTS_LAVA;
else if (cont & FTECONTENTS_SLIME)
cont = Q1CONTENTS_SLIME;
else if (cont & FTECONTENTS_WATER)
cont = Q1CONTENTS_WATER;
else
cont = Q1CONTENTS_EMPTY;
if (!ent->v->watertype)
{ // just spawned here
ent->v->watertype = cont;
ent->v->waterlevel = 1;
return;
}
if (ent->v->watertype != cont && w->Event_ContentsTransition(w, ent, ent->v->watertype, cont))
{
ent->v->watertype = cont;
ent->v->waterlevel = 1;
}
else if (cont <= Q1CONTENTS_WATER)
{
if (ent->v->watertype == Q1CONTENTS_EMPTY && *sv_sound_watersplash.string)
{ // just crossed into water
w->Event_Sound(NULL, ent, 0, sv_sound_watersplash.string, 255, 1, 0, 0, 0);
}
ent->v->watertype = cont;
ent->v->waterlevel = 1;
}
else
{
if (ent->v->watertype != Q1CONTENTS_EMPTY && *sv_sound_watersplash.string)
{ // just crossed into open
w->Event_Sound(NULL, ent, 0, sv_sound_watersplash.string, 255, 1, 0, 0, 0);
}
ent->v->watertype = Q1CONTENTS_EMPTY;
ent->v->waterlevel = cont;
}
}
/*
=============
SV_Physics_Toss
Toss, bounce, and fly movement. When onground, do nothing.
=============
*/
static void WPhys_Physics_Toss (world_t *w, wedict_t *ent)
{
trace_t trace;
vec3_t move;
float backoff;
int fl;
const float *gravitydir;
WPhys_CheckVelocity (w, ent);
// regular thinking
if (!WPhys_RunThink (w, ent))
return;
if (ent->xv->gravitydir[2] || ent->xv->gravitydir[1] || ent->xv->gravitydir[0])
gravitydir = ent->xv->gravitydir;
else
gravitydir = w->g.defaultgravitydir;
// if onground, return without moving
if ( ((int)ent->v->flags & FL_ONGROUND) )
{
if (-DotProduct(gravitydir, ent->v->velocity) >= (1.0f/32.0f))
ent->v->flags = (int)ent->v->flags & ~FL_ONGROUND;
else
{
if (sv_gameplayfix_noairborncorpse.value)
{
wedict_t *onent;
onent = PROG_TO_WEDICT(w->progs, ent->v->groundentity);
if (!ED_ISFREE(onent))
return; //don't drop if our fround is still valid
}
else
return; //don't drop, even if the item we were on was removed (certain dm maps do this for q3 style stuff).
}
}
// add gravity
if (ent->v->movetype != MOVETYPE_FLY
&& ent->v->movetype != MOVETYPE_FLY_WORLDONLY
&& ent->v->movetype != MOVETYPE_FLYMISSILE
&& ent->v->movetype != MOVETYPE_BOUNCEMISSILE
&& ent->v->movetype != MOVETYPE_H2SWIM)
WPhys_AddGravity (w, ent, gravitydir);
// move angles
VectorMA (ent->v->angles, host_frametime, ent->v->avelocity, ent->v->angles);
// move origin
VectorScale (ent->v->velocity, host_frametime, move);
if (!DotProduct(move, move))
{
//rogue buzzsaws are vile and jerkily move via setorigin, and need to be relinked so that they can touch path corners.
if (ent->v->solid && ent->v->nextthink)
World_LinkEdict (w, ent, true);
return;
}
fl = 0;
#ifndef CLIENTONLY
/*doesn't affect csqc, as it has no lagged ents registered anywhere*/
if (sv_antilag.ival==2)
fl |= MOVE_LAGGED;
#endif
trace = WPhys_PushEntity (w, ent, move, fl);
if (trace.allsolid && sv_gameplayfix_trappedwithin.ival && ent->v->solid != SOLID_NOT && ent->v->solid != SOLID_TRIGGER)
{
trace.fraction = 0; //traces that start in solid report a fraction of 0. this is to prevent things from dropping out of the world completely. at least this way they ought to still be shootable etc
#pragma warningmsg("The following line might help boost framerates a lot in rmq, not sure if they violate expected behaviour in other mods though - check that they're safe.")
VectorNegate(gravitydir, trace.plane.normal);
}
if (trace.fraction == 1 || !trace.ent)
return;
if (ED_ISFREE(ent))
return;
VectorCopy(trace.endpos, move);
if (ent->v->movetype == MOVETYPE_BOUNCE)
{
if (ent->xv->bouncefactor)
backoff = 1 + ent->xv->bouncefactor;
else
backoff = 1.5;
}
else if (ent->v->movetype == MOVETYPE_BOUNCEMISSILE)
{
if (ent->xv->bouncefactor)
backoff = 1 + ent->xv->bouncefactor;
// else if (progstype == PROG_H2 && ent->v->solid == SOLID_PHASEH2 && ((int)((wedict_t*)trace.ent)->v->flags & (FL_MONSTER|FL_CLIENT)))
// backoff = 0;
else
backoff = 2;
}
else
backoff = 1;
if (backoff)
ClipVelocity (ent->v->velocity, trace.plane.normal, ent->v->velocity, backoff);
// stop if on ground
if ((-DotProduct(gravitydir, trace.plane.normal) > 0.7) && (ent->v->movetype != MOVETYPE_BOUNCEMISSILE))
{
float bouncespeed;
float bouncestop = ent->xv->bouncestop;
if (!bouncestop)
bouncestop = 60;
else
bouncestop *= movevars.gravity * (ent->xv->gravity?ent->xv->gravity:1);
if (sv_gameplayfix_bouncedownslopes.ival)
bouncespeed = DotProduct(trace.plane.normal, ent->v->velocity);
else
bouncespeed = -DotProduct(gravitydir, ent->v->velocity);
if (bouncespeed < bouncestop || ent->v->movetype != MOVETYPE_BOUNCE )
{
ent->v->flags = (int)ent->v->flags | FL_ONGROUND;
ent->v->groundentity = EDICT_TO_PROG(w->progs, trace.ent);
VectorClear (ent->v->velocity);
VectorClear (ent->v->avelocity);
}
}
// check for in water
WPhys_CheckWaterTransition (w, ent);
}
/*
===============================================================================
STEPPING MOVEMENT
===============================================================================
*/
/*
=============
SV_Physics_Step
Monsters freefall when they don't have a ground entity, otherwise
all movement is done with discrete steps.
This is also used for objects that have become still on the ground, but
will fall if the floor is pulled out from under them.
FIXME: is this true?
=============
*/
static void WPhys_Physics_Step (world_t *w, wedict_t *ent)
{
qboolean hitsound;
qboolean freefall;
int fl = ent->v->flags;
const float *gravitydir;
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
vec3_t oldorg;
VectorCopy(ent->v->origin, oldorg);
if (ent->xv->gravitydir[2] || ent->xv->gravitydir[1] || ent->xv->gravitydir[0])
gravitydir = ent->xv->gravitydir;
else
gravitydir = w->g.defaultgravitydir;
if (-DotProduct(gravitydir, ent->v->velocity) >= (1.0 / 32.0) && (fl & FL_ONGROUND))
{
fl &= ~FL_ONGROUND;
ent->v->flags = fl;
}
// frefall if not onground
if (fl & (FL_ONGROUND | FL_FLY))
freefall = false;
else
freefall = true;
if (fl & FL_SWIM)
freefall = ent->v->waterlevel <= 0;
if (freefall)
{
hitsound = -DotProduct(gravitydir, ent->v->velocity) < movevars.gravity*-0.1;
WPhys_AddGravity (w, ent, gravitydir);
WPhys_CheckVelocity (w, ent);
WPhys_FlyMove (w, ent, gravitydir, host_frametime, NULL);
World_LinkEdict (w, ent, true);
if ( (int)ent->v->flags & FL_ONGROUND ) // just hit ground
{
if (hitsound && *sv_sound_land.string)
{
w->Event_Sound(NULL, ent, 0, sv_sound_land.string, 255, 1, 0, 0, 0);
}
}
}
// regular thinking
WPhys_RunThink (w, ent);
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
if (!VectorEquals(ent->v->origin, oldorg))
WPhys_CheckWaterTransition (w, ent);
}
//============================================================================
#ifndef CLIENTONLY
void SV_ProgStartFrame (void)
{
// let the progs know that a new frame has started
pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, sv.world.edicts);
pr_global_struct->other = EDICT_TO_PROG(svprogfuncs, sv.world.edicts);
pr_global_struct->time = sv.world.physicstime;
#ifdef VM_Q1
if (svs.gametype == GT_Q1QVM)
Q1QVM_StartFrame(false);
else
#endif
{
if (pr_global_ptrs->StartFrame)
PR_ExecuteProgram (svprogfuncs, *pr_global_ptrs->StartFrame);
}
}
#endif
/*
=============
SV_CheckStuck
This is a big hack to try and fix the rare case of getting stuck in the world
clipping hull.
=============
*/
static void WPhys_CheckStuck (world_t *w, wedict_t *ent)
{
int i, j;
int z;
vec3_t org;
//return;
if (!World_TestEntityPosition (w, ent))
{
VectorCopy (ent->v->origin, ent->v->oldorigin);
return;
}
VectorCopy (ent->v->origin, org);
VectorCopy (ent->v->oldorigin, ent->v->origin);
if (!World_TestEntityPosition (w, ent))
{
Con_DPrintf ("Unstuck.\n");
World_LinkEdict (w, ent, true);
return;
}
for (z=0 ; z < movevars.stepheight ; z++)
for (i=-1 ; i <= 1 ; i++)
for (j=-1 ; j <= 1 ; j++)
{
ent->v->origin[0] = org[0] + i;
ent->v->origin[1] = org[1] + j;
ent->v->origin[2] = org[2] + z;
if (!World_TestEntityPosition (w, ent))
{
Con_DPrintf ("Unstuck.\n");
World_LinkEdict (w, ent, true);
return;
}
}
VectorCopy (org, ent->v->origin);
Con_DPrintf ("player is stuck.\n");
}
/*
=============
SV_CheckWater
=============
*/
static qboolean WPhys_CheckWater (world_t *w, wedict_t *ent)
{
vec3_t point;
int cont;
point[0] = ent->v->origin[0];
point[1] = ent->v->origin[1];
point[2] = ent->v->origin[2] + ent->v->mins[2] + 1;
ent->v->waterlevel = 0;
ent->v->watertype = Q1CONTENTS_EMPTY;
cont = World_PointContents (w, point);
if (cont & FTECONTENTS_FLUID)
{
if (cont & FTECONTENTS_LAVA)
ent->v->watertype = Q1CONTENTS_LAVA;
else if (cont & FTECONTENTS_SLIME)
ent->v->watertype = Q1CONTENTS_SLIME;
else if (cont & FTECONTENTS_WATER)
ent->v->watertype = Q1CONTENTS_WATER;
else
ent->v->watertype = Q1CONTENTS_SKY;
ent->v->waterlevel = 1;
point[2] = ent->v->origin[2] + (ent->v->mins[2] + ent->v->maxs[2])*0.5;
cont = World_PointContents (w, point);
if (cont & FTECONTENTS_FLUID)
{
ent->v->waterlevel = 2;
point[2] = ent->v->origin[2] + ent->v->view_ofs[2];
cont = World_PointContents (w, point);
if (cont & FTECONTENTS_FLUID)
ent->v->waterlevel = 3;
}
}
return ent->v->waterlevel > 1;
}
/*
============
SV_WallFriction
============
*/
static void WPhys_WallFriction (wedict_t *ent, trace_t *trace)
{
vec3_t forward, right, up;
float d, i;
vec3_t into, side;
AngleVectors (ent->v->v_angle, forward, right, up);
d = DotProduct (trace->plane.normal, forward);
d += 0.5;
if (d >= 0 || IS_NAN(d))
return;
// cut the tangential velocity
i = DotProduct (trace->plane.normal, ent->v->velocity);
VectorScale (trace->plane.normal, i, into);
VectorSubtract (ent->v->velocity, into, side);
ent->v->velocity[0] = side[0] * (1 + d);
ent->v->velocity[1] = side[1] * (1 + d);
}
/*
=====================
SV_TryUnstick
Player has come to a dead stop, possibly due to the problem with limited
float precision at some angle joins in the BSP hull.
Try fixing by pushing one pixel in each direction.
This is a hack, but in the interest of good gameplay...
======================
static int SV_TryUnstick (edict_t *ent, vec3_t oldvel)
{
int i;
vec3_t oldorg;
vec3_t dir;
int clip;
trace_t steptrace;
VectorCopy (ent->v->origin, oldorg);
VectorClear (dir);
for (i=0 ; i<8 ; i++)
{
// try pushing a little in an axial direction
switch (i)
{
case 0: dir[0] = 2; dir[1] = 0; break;
case 1: dir[0] = 0; dir[1] = 2; break;
case 2: dir[0] = -2; dir[1] = 0; break;
case 3: dir[0] = 0; dir[1] = -2; break;
case 4: dir[0] = 2; dir[1] = 2; break;
case 5: dir[0] = -2; dir[1] = 2; break;
case 6: dir[0] = 2; dir[1] = -2; break;
case 7: dir[0] = -2; dir[1] = -2; break;
}
SV_PushEntity (ent, dir, MOVE_NORMAL);
// retry the original move
ent->v->velocity[0] = oldvel[0];
ent->v-> velocity[1] = oldvel[1];
ent->v-> velocity[2] = 0;
clip = SV_FlyMove (ent, 0.1, &steptrace);
if ( fabs(oldorg[1] - ent->v->origin[1]) > 4
|| fabs(oldorg[0] - ent->v->origin[0]) > 4 )
{
//Con_DPrintf ("unstuck!\n");
return clip;
}
// go back to the original pos and try again
VectorCopy (oldorg, ent->v->origin);
}
VectorClear (ent->v->velocity);
return 7; // still not moving
}
*/
/*
=====================
SV_WalkMove
Only used by players
======================
*/
#if 0
#define SMSTEPSIZE 4
static void SV_WalkMove (edict_t *ent)
{
vec3_t upmove, downmove;
vec3_t oldorg, oldvel;
vec3_t nosteporg, nostepvel;
int clip;
int oldonground;
trace_t steptrace, downtrace;
//
// do a regular slide move unless it looks like you ran into a step
//
oldonground = (int)ent->v->flags & FL_ONGROUND;
ent->v->flags = (int)ent->v->flags & ~FL_ONGROUND;
VectorCopy (ent->v->origin, oldorg);
VectorCopy (ent->v->velocity, oldvel);
clip = SV_FlyMove (ent, host_frametime, &steptrace);
if ( !(clip & 2) )
return; // move didn't block on a step
if (!oldonground && ent->v->waterlevel == 0)
return; // don't stair up while jumping
if (ent->v->movetype != MOVETYPE_WALK)
return; // gibbed by a trigger
// if (sv_nostep.value)
// return;
if ( (int)ent->v->flags & FL_WATERJUMP )
return;
VectorCopy (ent->v->origin, nosteporg);
VectorCopy (ent->v->velocity, nostepvel);
//
// try moving up and forward to go up a step
//
VectorCopy (oldorg, ent->v->origin); // back to start pos
VectorCopy (vec3_origin, upmove);
VectorCopy (vec3_origin, downmove);
upmove[2] = movevars.stepheight;
downmove[2] = -movevars.stepheight + oldvel[2]*host_frametime;
// move up
SV_PushEntity (ent, upmove); // FIXME: don't link?
// move forward
ent->v->velocity[0] = oldvel[0];
ent->v->velocity[1] = oldvel[1];
ent->v->velocity[2] = 0;
clip = SV_FlyMove (ent, host_frametime, &steptrace);
// check for stuckness, possibly due to the limited precision of floats
// in the clipping hulls
if (clip)
{
if ( fabs(oldorg[1] - ent->v->origin[1]) < 0.03125
&& fabs(oldorg[0] - ent->v->origin[0]) < 0.03125 )
{ // stepping up didn't make any progress
clip = SV_TryUnstick (ent, oldvel);
// Con_Printf("Try unstick fwd\n");
}
}
// extra friction based on view angle
if ( clip & 2 )
{
vec3_t lastpos, lastvel, lastdown;
// Con_Printf("couldn't do it\n");
//retry with a smaller step (allows entering smaller areas with a step of 4)
VectorCopy (downmove, lastdown);
VectorCopy (ent->v->origin, lastpos);
VectorCopy (ent->v->velocity, lastvel);
//
// try moving up and forward to go up a step
//
VectorCopy (oldorg, ent->v->origin); // back to start pos
VectorCopy (vec3_origin, upmove);
VectorCopy (vec3_origin, downmove);
upmove[2] = SMSTEPSIZE;
downmove[2] = -SMSTEPSIZE + oldvel[2]*host_frametime;
// move up
SV_PushEntity (ent, upmove); // FIXME: don't link?
// move forward
ent->v->velocity[0] = oldvel[0];
ent->v->velocity[1] = oldvel[1];
ent->v->velocity[2] = 0;
clip = SV_FlyMove (ent, host_frametime, &steptrace);
// check for stuckness, possibly due to the limited precision of floats
// in the clipping hulls
if (clip)
{
if ( fabs(oldorg[1] - ent->v->origin[1]) < 0.03125
&& fabs(oldorg[0] - ent->v->origin[0]) < 0.03125 )
{ // stepping up didn't make any progress
clip = SV_TryUnstick (ent, oldvel);
// Con_Printf("Try unstick up\n");
}
}
if ( fabs(oldorg[1] - ent->v->origin[1])+fabs(oldorg[0] - ent->v->origin[0]) < fabs(oldorg[1] - lastpos[1])+fabs(oldorg[1] - lastpos[1]))
{ // stepping up didn't make any progress
//go back
VectorCopy (lastdown, downmove);
VectorCopy (lastpos, ent->v->origin);
VectorCopy (lastvel, ent->v->velocity);
SV_WallFriction (ent, &steptrace);
// Con_Printf("wall friction\n");
}
else if (clip & 2)
{
SV_WallFriction (ent, &steptrace);
// Con_Printf("wall friction 2\n");
}
}
// move down
downtrace = SV_PushEntity (ent, downmove); // FIXME: don't link?
if (downtrace.plane.normal[2] > 0.7)
{
if (ent->v->solid == SOLID_BSP)
{
ent->v->flags = (int)ent->v->flags | FL_ONGROUND;
ent->v->groundentity = EDICT_TO_PROG(svprogfuncs, downtrace.ent);
}
}
else
{
// if the push down didn't end up on good ground, use the move without
// the step up. This happens near wall / slope combinations, and can
// cause the player to hop up higher on a slope too steep to climb
VectorCopy (nosteporg, ent->v->origin);
VectorCopy (nostepvel, ent->v->velocity);
// Con_Printf("down not good\n");
}
}
#else
// 1/32 epsilon to keep floating point happy
/*#define DIST_EPSILON (0.03125)
static int WPhys_SetOnGround (world_t *w, wedict_t *ent, const float *gravitydir)
{
vec3_t end;
trace_t trace;
if ((int)ent->v->flags & FL_ONGROUND)
return 1;
VectorMA(ent->v->origin, 1, gravitydir, end);
trace = World_Move(w, ent->v->origin, ent->v->mins, ent->v->maxs, end, MOVE_NORMAL, (wedict_t*)ent);
if (DotProduct(trace.plane.normal, ent->v->velocity) > 0)
return 0; //velocity is away from the plane normal, so this does not count as a contact.
if (trace.fraction <= DIST_EPSILON && -DotProduct(gravitydir, trace.plane.normal) >= 0.7)
{
ent->v->flags = (int)ent->v->flags | FL_ONGROUND;
ent->v->groundentity = EDICT_TO_PROG(w->progs, trace.ent);
return 1;
}
return 0;
}*/
static void WPhys_WalkMove (world_t *w, wedict_t *ent, const float *gravitydir)
{
//int originalmove_clip;
int clip, oldonground, originalmove_flags, originalmove_groundentity;
vec3_t upmove, downmove, start_origin, start_velocity, originalmove_origin, originalmove_velocity;
trace_t downtrace, steptrace;
WPhys_CheckVelocity(w, ent);
// do a regular slide move unless it looks like you ran into a step
oldonground = (int)ent->v->flags & FL_ONGROUND;
ent->v->flags = (int)ent->v->flags & ~FL_ONGROUND;
VectorCopy (ent->v->origin, start_origin);
VectorCopy (ent->v->velocity, start_velocity);
clip = WPhys_FlyMove (w, ent, gravitydir, host_frametime, NULL);
// WPhys_SetOnGround (w, ent, gravitydir);
WPhys_CheckVelocity(w, ent);
VectorCopy(ent->v->origin, originalmove_origin);
VectorCopy(ent->v->velocity, originalmove_velocity);
//originalmove_clip = clip;
originalmove_flags = (int)ent->v->flags;
originalmove_groundentity = ent->v->groundentity;
if ((int)ent->v->flags & FL_WATERJUMP)
return;
// if (sv_nostep.value)
// return;
// if move didn't block on a step, return
if (clip & 2)
{
// if move was not trying to move into the step, return
if (fabs(start_velocity[0]) < 0.03125 && fabs(start_velocity[1]) < 0.03125)
return;
if (ent->v->movetype != MOVETYPE_FLY && ent->v->movetype != MOVETYPE_FLY_WORLDONLY)
{
// return if gibbed by a trigger
if (ent->v->movetype != MOVETYPE_WALK)
return;
// only step up while jumping if that is enabled
if (!pm_airstep.value)
if (!oldonground && ent->v->waterlevel == 0)
return;
}
// try moving up and forward to go up a step
// back to start pos
VectorCopy (start_origin, ent->v->origin);
VectorCopy (start_velocity, ent->v->velocity);
// move up
VectorScale(gravitydir, -movevars.stepheight, upmove);
// FIXME: don't link?
WPhys_PushEntity(w, ent, upmove, MOVE_NORMAL);
// move forward
VectorMA(ent->v->velocity, -DotProduct(gravitydir, ent->v->velocity), gravitydir, ent->v->velocity); //ent->v->velocity[2] = 0;
clip = WPhys_FlyMove (w, ent, gravitydir, host_frametime, &steptrace);
VectorMA(ent->v->velocity, DotProduct(gravitydir, start_velocity), gravitydir, ent->v->velocity); //ent->v->velocity[2] += start_velocity[2];
WPhys_CheckVelocity(w, ent);
// check for stuckness, possibly due to the limited precision of floats
// in the clipping hulls
if (clip
&& fabs(originalmove_origin[1] - ent->v->origin[1]) < 0.03125
&& fabs(originalmove_origin[0] - ent->v->origin[0]) < 0.03125)
{
// Con_Printf("wall\n");
// stepping up didn't make any progress, revert to original move
VectorCopy(originalmove_origin, ent->v->origin);
VectorCopy(originalmove_velocity, ent->v->velocity);
//clip = originalmove_clip;
ent->v->flags = originalmove_flags;
ent->v->groundentity = originalmove_groundentity;
// now try to unstick if needed
//clip = SV_TryUnstick (ent, oldvel);
return;
}
//Con_Printf("step - ");
// extra friction based on view angle
if ((clip & 2) && sv_wallfriction.value)
{
// Con_Printf("wall\n");
WPhys_WallFriction (ent, &steptrace);
}
}
else if (!sv_gameplayfix_stepdown.ival || !oldonground || -DotProduct(gravitydir,start_velocity) > 0 || ((int)ent->v->flags & FL_ONGROUND) || ent->v->waterlevel >= 2)
return;
// move down
VectorScale(gravitydir, movevars.stepheight + (1/32.0) - DotProduct(gravitydir,start_velocity)*host_frametime, downmove);
// FIXME: don't link?
downtrace = WPhys_PushEntity (w, ent, downmove, MOVE_NORMAL);
if (downtrace.fraction < 1 && -DotProduct(gravitydir, downtrace.plane.normal) > 0.7)
{
if (DotProduct(downtrace.plane.normal, ent->v->velocity)<=0) //Spike: moving away from the surface should not count as onground.
// LordHavoc: disabled this check so you can walk on monsters/players
//if (ent->v->solid == SOLID_BSP)
{
//Con_Printf("onground\n");
ent->v->flags = (int)ent->v->flags | FL_ONGROUND;
ent->v->groundentity = EDICT_TO_PROG(w->progs, downtrace.ent);
}
}
else
{
//Con_Printf("slope\n");
// if the push down didn't end up on good ground, use the move without
// the step up. This happens near wall / slope combinations, and can
// cause the player to hop up higher on a slope too steep to climb
VectorCopy(originalmove_origin, ent->v->origin);
VectorCopy(originalmove_velocity, ent->v->velocity);
//clip = originalmove_clip;
ent->v->flags = originalmove_flags;
ent->v->groundentity = originalmove_groundentity;
}
// WPhys_SetOnGround (w, ent, gravitydir);
WPhys_CheckVelocity(w, ent);
}
#endif
#ifdef HEXEN2
void WPhys_MoveChain(world_t *w, wedict_t *ent, wedict_t *movechain, float *initial_origin, float *initial_angle)
{
qboolean callfunc;
if ((callfunc=DotProduct(ent->v->origin, initial_origin)) || DotProduct(ent->v->angles, initial_angle))
{
vec3_t moveang, moveorg;
int i;
VectorSubtract(ent->v->angles, initial_angle, moveang);
VectorSubtract(ent->v->origin, initial_origin, moveorg);
for(i=16;i && movechain != w->edicts && !ED_ISFREE(movechain);i--, movechain = PROG_TO_WEDICT(w->progs, movechain->xv->movechain))
{
if ((int)movechain->v->flags & FL_MOVECHAIN_ANGLE)
VectorAdd(movechain->v->angles, moveang, movechain->v->angles); //FIXME: axial only
VectorAdd(movechain->v->origin, moveorg, movechain->v->origin);
if (movechain->xv->chainmoved && callfunc)
{
*w->g.self = EDICT_TO_PROG(w->progs, movechain);
*w->g.other = EDICT_TO_PROG(w->progs, ent);
#ifdef VM_Q1
if (svs.gametype == GT_Q1QVM && w == &sv.world)
Q1QVM_ChainMoved();
else
#endif
PR_ExecuteProgram(w->progs, movechain->xv->chainmoved);
}
}
}
}
#endif
/*
================
SV_RunEntity
================
*/
void WPhys_RunEntity (world_t *w, wedict_t *ent)
{
#ifdef HEXEN2
wedict_t *movechain;
vec3_t initial_origin = {0},initial_angle = {0};
#endif
const float *gravitydir;
#ifndef CLIENTONLY
edict_t *svent = (edict_t*)ent;
if (ent->entnum > 0 && ent->entnum <= sv.allocated_client_slots && w == &sv.world)
{ //a client woo.
qboolean readyforjump = false;
#if defined(NQPROT) && defined(HAVE_LEGACY)
if (svs.clients[ent->entnum-1].state == cs_connected)
{ //nq is buggy and calls playerprethink/etc while the player is still connecting.
//some mods depend on this, hopefully unintentionally (as is the case with Arcane Dimensions).
//so don't do anything if we're qw, but use crappy behaviour for nq+h2.
if (progstype != PROG_NQ || sv_gameplayfix_spawnbeforethinks.ival)
return;
}
else
#endif
if (svs.clients[ent->entnum-1].state < cs_spawned)
return; // unconnected slot
if (svs.clients[ent->entnum-1].protocol == SCP_BAD)
svent->v->fixangle = 0; //bots never get fixangle cleared otherwise
host_client = &svs.clients[ent->entnum-1];
SV_ClientThink();
if (!host_client->spectator)
{
if (progstype == PROG_QW) //detect if the mod should do a jump
if (svent->v->button2)
if ((int)svent->v->flags & FL_JUMPRELEASED)
readyforjump = true;
//
// call standard client pre-think
//
pr_global_struct->time = sv.world.physicstime;
pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, ent);
#ifdef VM_Q1
if (svs.gametype == GT_Q1QVM)
Q1QVM_PlayerPreThink();
else
#endif
if (pr_global_ptrs->PlayerPreThink)
PR_ExecuteProgram (svprogfuncs, *pr_global_ptrs->PlayerPreThink);
if (readyforjump) //qw progs can't jump for themselves...
{
if (!svent->v->button2 && !((int)ent->v->flags & FL_JUMPRELEASED) && ent->v->velocity[2] <= 0)
svent->v->velocity[2] += 270;
}
}
}
else
#endif
{
if (ent->lastruntime == w->framenum)
return;
ent->lastruntime = w->framenum;
#ifndef CLIENTONLY
if (progstype == PROG_QW && w == &sv.world) //we don't use the field any more, but qw mods might.
ent->v->lastruntime = w->physicstime;
svent = NULL;
#endif
}
#ifdef HEXEN2
movechain = PROG_TO_WEDICT(w->progs, ent->xv->movechain);
if (movechain != w->edicts)
{
VectorCopy(ent->v->origin,initial_origin);
VectorCopy(ent->v->angles,initial_angle);
}
#endif
if (ent->xv->customphysics)
{
*w->g.time = w->physicstime;
*w->g.self = EDICT_TO_PROG(w->progs, ent);
PR_ExecuteProgram (w->progs, ent->xv->customphysics);
}
else switch ( (int)ent->v->movetype)
{
case MOVETYPE_PUSH:
WPhys_Physics_Pusher (w, ent);
break;
case MOVETYPE_NONE:
if (!WPhys_RunThink (w, ent))
return;
break;
case MOVETYPE_NOCLIP:
case MOVETYPE_ANGLENOCLIP:
WPhys_Physics_Noclip (w, ent);
break;
case MOVETYPE_H2PUSHPULL:
#if defined(HEXEN2) && !defined(CLIENTONLY)
if (w == &sv.world && progstype == PROG_H2)
WPhys_Physics_Step (w, ent); //hexen2 pushable object (basically exactly movetype_step)
else
#endif
WPhys_Physics_Pusher (w, ent); //non-solid pusher, for tenebrae compat
break;
case MOVETYPE_STEP:
WPhys_Physics_Step (w, ent);
break;
case MOVETYPE_FOLLOW:
WPhys_Physics_Follow (w, ent);
break;
case MOVETYPE_FLY_WORLDONLY:
case MOVETYPE_FLY:
#ifndef CLIENTONLY
if (svent)
{ //NQ players with movetype_fly are not like non-players.
if (!WPhys_RunThink (w, ent))
return;
if (ent->xv->gravitydir[2] || ent->xv->gravitydir[1] || ent->xv->gravitydir[0])
gravitydir = ent->xv->gravitydir;
else
gravitydir = w->g.defaultgravitydir;
WPhys_CheckStuck (w, ent);
WPhys_WalkMove (w, ent, gravitydir);
break;
}
#endif
//fallthrough
case MOVETYPE_H2SWIM:
case MOVETYPE_TOSS:
case MOVETYPE_BOUNCE:
case MOVETYPE_BOUNCEMISSILE:
case MOVETYPE_FLYMISSILE:
WPhys_Physics_Toss (w, ent);
break;
case MOVETYPE_WALK:
if (!WPhys_RunThink (w, ent))
return;
if (ent->xv->gravitydir[2] || ent->xv->gravitydir[1] || ent->xv->gravitydir[0])
gravitydir = ent->xv->gravitydir;
else
gravitydir = w->g.defaultgravitydir;
if (!WPhys_CheckWater (w, ent) && ! ((int)ent->v->flags & FL_WATERJUMP) ) //Vanilla Bug: the QC checks waterlevel inside PlayerPreThink, with waterlevel from a different position from the origin.
WPhys_AddGravity (w, ent, gravitydir);
WPhys_CheckStuck (w, ent);
WPhys_WalkMove (w, ent, gravitydir);
#ifndef CLIENTONLY
if (!svent)
#endif
World_LinkEdict (w, ent, true);
break;
#ifdef USERBE
case MOVETYPE_PHYSICS:
if (WPhys_RunThink(w, ent))
World_LinkEdict (w, ent, true);
w->rbe_hasphysicsents = true;
break;
#endif
default:
// SV_Error ("SV_Physics: bad movetype %i on %s", (int)ent->v->movetype, PR_GetString(w->progs, ent->v->classname));
break;
}
#ifdef HEXEN2
if (movechain != w->edicts)
WPhys_MoveChain(w, ent, movechain, initial_origin, initial_angle);
#endif
#ifndef CLIENTONLY
if (svent)
{
World_LinkEdict (w, ent, true);
if (!host_client->spectator)
{
pr_global_struct->time = w->physicstime;
pr_global_struct->self = EDICT_TO_PROG(w->progs, ent);
#ifdef VM_Q1
if (svs.gametype == GT_Q1QVM)
Q1QVM_PostThink();
else
#endif
{
if (pr_global_ptrs->PlayerPostThink)
PR_ExecuteProgram (w->progs, *pr_global_ptrs->PlayerPostThink);
}
}
}
#endif
}
/*
================
SV_RunNewmis
================
*/
void WPhys_RunNewmis (world_t *w)
{
wedict_t *ent;
if (!w->g.newmis) //newmis variable is not exported.
return;
if (!sv_gameplayfix_multiplethinks.ival)
return;
if (!*w->g.newmis)
return;
ent = PROG_TO_WEDICT(w->progs, *w->g.newmis);
host_frametime = 0.05;
*w->g.newmis = 0;
WPhys_RunEntity (w, ent);
host_frametime = *w->g.frametime;
}
trace_t WPhys_Trace_Toss (world_t *w, wedict_t *tossent, wedict_t *ignore)
{
int i;
float gravity;
vec3_t move, end;
trace_t trace;
vec3_t origin, velocity;
// this has to fetch the field from the original edict, since our copy is truncated
gravity = tossent->xv->gravity;
if (!gravity)
gravity = 1.0;
gravity *= sv_gravity.value * 0.05;
VectorCopy (tossent->v->origin, origin);
VectorCopy (tossent->v->velocity, velocity);
WPhys_CheckVelocity (w, tossent);
for (i = 0;i < 200;i++) // LordHavoc: sanity check; never trace more than 10 seconds
{
velocity[2] -= gravity;
VectorScale (velocity, 0.05, move);
VectorAdd (origin, move, end);
trace = World_Move (w, origin, tossent->v->mins, tossent->v->maxs, end, MOVE_NORMAL, tossent);
VectorCopy (trace.endpos, origin);
if (trace.fraction < 1 && trace.ent && trace.ent != ignore)
break;
if (Length(velocity) > sv_maxvelocity.value)
{
// Con_DPrintf("Slowing %s\n", PR_GetString(w->progs, tossent->v->classname));
VectorScale (velocity, sv_maxvelocity.value/Length(velocity), velocity);
}
}
trace.fraction = 0; // not relevant
return trace;
}
/*
Run an individual physics frame. This might be run multiple times in one frame if we're running slow, or not at all.
*/
void World_Physics_Frame(world_t *w)
{
int i;
qboolean retouch;
wedict_t *ent;
extern cvar_t sv_nqplayerphysics;
w->framenum++;
i = *w->g.physics_mode;
if (i == 0)
{
/*physics mode 0 = none*/
return;
}
if (i == 1)
{
/*physics mode 1 = thinks only*/
for (i=0 ; i<w->num_edicts ; i++)
{
ent = (wedict_t*)EDICT_NUM_PB(w->progs, i);
if (ED_ISFREE(ent))
continue;
WPhys_RunThink (w, ent);
}
return;
}
/*physics mode 2 = normal movetypes*/
retouch = (w->g.force_retouch && (*w->g.force_retouch >= 1));
//
// treat each object in turn
// even the world gets a chance to think
//
for (i=0 ; i<w->num_edicts ; i++)
{
ent = (wedict_t*)EDICT_NUM_PB(w->progs, i);
if (ED_ISFREE(ent))
continue;
if (retouch)
World_LinkEdict (w, ent, true); // force retouch even for stationary
#ifndef CLIENTONLY
if (i > 0 && i <= sv.allocated_client_slots && w == &sv.world)
{
if (!svs.clients[i-1].isindependant)
{
if (sv_nqplayerphysics.ival || SV_PlayerPhysicsQC || svs.clients[i-1].state < cs_spawned)
{
WPhys_RunEntity (w, ent);
WPhys_RunNewmis (w);
}
else
{
unsigned int newt;
unsigned int delt;
newt = sv.time*1000;
delt = newt - svs.clients[i-1].lastruncmd;
if (delt > (int)(1000/77.0) || delt < -10)
{
float ft = host_frametime;
host_client = &svs.clients[i-1];
sv_player = svs.clients[i-1].edict;
SV_PreRunCmd();
qc: qc temp-strings are now garbage collected. this makes strzone redundant. net: revert the player angles inversion thing from last build. hack some angles. gonna need to tweak the protocol. net: cl_lerp_players is smoother, and defaulted. lets see how many people complain. cl: fix juddering with chase_active+prediction. cl: download progress where the total size is not known now displays something more sane. cl: fixed some issues with rawinput keyboards. cl: added autoupdate option to the menu. cl: autoupdate defaults to a new 'tested' set of builds, instead of the completely untested svn builds. cl: added 'borderless windowed' option to the menus. works on windows. cl: saved games save a preview screenshot. cl: fix some memory leaks on shutdown. cl: added 'setrenderer random' option, might be useful for modders in that it helps highlight bugs/differences between renderers... qc: r_showbboxes now displays the fields of the various entities. tweaked entity lighting to overbright more gracefully. gl: fixed crepuscular lighting. qcc: added % operator. qcc: added inline keyword. qcc: some fixes for accessors. qccgui: now prompts for exe+basedir. sv: added sv_specprint, ala mvdsv. sv: stats now sent over the unreliable channel instead of the reliable one. this allows them to change more frequently. sv: rewrote speedcheat detection. clients will be throttled instead of kicked. unresponsive clients will be simulated instead of freezing in mid-air. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4829 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-01-21 18:18:37 +00:00
#ifndef NEWSPEEDCHEATPROT
svs.clients[i-1].last_check = 0;
qc: qc temp-strings are now garbage collected. this makes strzone redundant. net: revert the player angles inversion thing from last build. hack some angles. gonna need to tweak the protocol. net: cl_lerp_players is smoother, and defaulted. lets see how many people complain. cl: fix juddering with chase_active+prediction. cl: download progress where the total size is not known now displays something more sane. cl: fixed some issues with rawinput keyboards. cl: added autoupdate option to the menu. cl: autoupdate defaults to a new 'tested' set of builds, instead of the completely untested svn builds. cl: added 'borderless windowed' option to the menus. works on windows. cl: saved games save a preview screenshot. cl: fix some memory leaks on shutdown. cl: added 'setrenderer random' option, might be useful for modders in that it helps highlight bugs/differences between renderers... qc: r_showbboxes now displays the fields of the various entities. tweaked entity lighting to overbright more gracefully. gl: fixed crepuscular lighting. qcc: added % operator. qcc: added inline keyword. qcc: some fixes for accessors. qccgui: now prompts for exe+basedir. sv: added sv_specprint, ala mvdsv. sv: stats now sent over the unreliable channel instead of the reliable one. this allows them to change more frequently. sv: rewrote speedcheat detection. clients will be throttled instead of kicked. unresponsive clients will be simulated instead of freezing in mid-air. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4829 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-01-21 18:18:37 +00:00
#endif
svs.clients[i-1].lastcmd.msec = bound(0, delt, 255);
SV_RunCmd (&svs.clients[i-1].lastcmd, true);
svs.clients[i-1].lastcmd.impulse = 0;
SV_PostRunCmd();
host_client->lastruncmd = sv.time*1000;
*w->g.frametime = host_frametime = ft;
}
}
}
// else
// World_LinkEdict(w, (wedict_t*)ent, true);
continue; // clients are run directly from packets
}
#endif
WPhys_RunEntity (w, ent);
WPhys_RunNewmis (w);
}
if (retouch)
*w->g.force_retouch-=1;
}
#ifndef CLIENTONLY
/*
================
SV_Physics
================
*/
qboolean SV_Physics (void)
{
int i;
qboolean moved = false;
int maxtics;
double trueframetime = host_frametime;
double maxtic = sv_maxtic.value;
if (maxtic < sv_mintic.value)
maxtic = sv_mintic.value;
//keep gravity tracking the cvar properly
movevars.gravity = sv_gravity.value;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
if (svs.gametype != GT_PROGS && svs.gametype != GT_Q1QVM && svs.gametype != GT_HALFLIFE
#ifdef VM_LUA
&& svs.gametype != GT_LUA
#endif
) //make tics multiples of sv_maxtic (defaults to 0.1)
{
if (svs.gametype == GT_QUAKE2)
maxtic = 0.1; //fucking fuckity fuck. we should warn about this.
host_frametime = sv.time - sv.world.physicstime;
if (host_frametime<0)
{
if (host_frametime < -1)
sv.world.physicstime = sv.time;
host_frametime = 0;
}
if (svs.gametype != GT_QUAKE3)
if (host_frametime < maxtic && realtime)
{
// sv.time+=host_frametime;
host_frametime = trueframetime;
return false; //don't bother with the whole server thing for a bit longer
}
if (host_frametime > maxtic)
host_frametime = maxtic;
sv.world.physicstime = sv.time;
switch(svs.gametype)
{
#ifdef Q2SERVER
case GT_QUAKE2:
ge->RunFrame();
break;
#endif
#ifdef Q3SERVER
case GT_QUAKE3:
SVQ3_RunFrame();
break;
#endif
default:
break;
}
host_frametime = trueframetime;
return true;
}
if (svs.gametype != GT_HALFLIFE && /*sv.botsonthemap &&*/ progstype == PROG_QW)
{
//DP_SV_BOTCLIENT - make the bots move with qw physics.
//They only move when there arn't any players on the server, but they should move at the right kind of speed if there are... hopefully
//they might just be a bit lagged. they will at least be as smooth as other players are.
usercmd_t ucmd;
static int old_bot_time; //I hate using floats for timers.
int newbottime, ms;
client_t *oldhost;
edict_t *oldplayer;
#ifdef VM_Q1
if (svs.gametype == GT_Q1QVM)
{
pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, sv.world.edicts);
pr_global_struct->other = EDICT_TO_PROG(svprogfuncs, sv.world.edicts);
pr_global_struct->time = sv.world.physicstime;
Q1QVM_StartFrame(true);
}
#endif
host_frametime = (Sys_Milliseconds() - old_bot_time) / 1000.0f;
if (1 || host_frametime >= 1 / 72.0f)
{
memset(&ucmd, 0, sizeof(ucmd));
newbottime = Sys_Milliseconds();
ms = newbottime - old_bot_time;
old_bot_time = newbottime;
for (i = 1; i <= sv.allocated_client_slots; i++)
{
if (svs.clients[i-1].state > cs_zombie && svs.clients[i-1].protocol == SCP_BAD)
{ //then this is a bot
oldhost = host_client;
oldplayer = sv_player;
host_client = &svs.clients[i-1];
host_client->isindependant = true;
sv_player = host_client->edict;
SV_PreRunCmd();
if (svs.gametype == GT_Q1QVM)
{
ucmd = svs.clients[i-1].lastcmd;
ucmd.msec = ms;
}
else
{
ucmd.msec = ms;
ucmd.angles[0] = (short)(sv_player->v->v_angle[0] * (65535/360.0f));
ucmd.angles[1] = (short)(sv_player->v->v_angle[1] * (65535/360.0f));
ucmd.angles[2] = (short)(sv_player->v->v_angle[2] * (65535/360.0f));
ucmd.forwardmove = sv_player->xv->movement[0];
ucmd.sidemove = sv_player->xv->movement[1];
ucmd.upmove = sv_player->xv->movement[2];
ucmd.buttons = (sv_player->v->button0?1:0) | (sv_player->v->button2?2:0);
svs.clients[i-1].lastcmd = ucmd; //allow the other clients to predict this bot.
}
SV_RunCmd(&ucmd, false);
SV_PostRunCmd();
host_client = oldhost;
sv_player = oldplayer;
}
}
old_bot_time = Sys_Milliseconds();
}
}
maxtics = sv_limittics.ival;
if (sv.spawned_observer_slots==0&&sv.spawned_client_slots==0)
maxtics = 1; //no players on the server. let timings slide
// don't bother running a frame if sys_ticrate seconds haven't passed
while (1)
{
host_frametime = sv.time - sv.world.physicstime;
if (host_frametime < 0)
{
sv.world.physicstime = sv.time;
break;
}
if (host_frametime <= 0 || host_frametime < sv_mintic.value)
break;
if (host_frametime > maxtic)
{
if (maxtics-- <= 0)
{
//timewarp, as we're running too slowly
sv.world.physicstime = sv.time;
break;
}
host_frametime = maxtic;
}
if (!host_frametime)
continue;
moved = true;
#ifdef HLSERVER
if (svs.gametype == GT_HALFLIFE)
{
SVHL_RunFrame();
sv.world.physicstime += host_frametime;
continue;
}
#endif
pr_global_struct->frametime = host_frametime;
SV_ProgStartFrame ();
PRSV_RunThreads();
#ifdef USERBE
if (sv.world.rbe)
{
#ifdef RAGDOLL
rag_doallanimations(&sv.world);
#endif
sv.world.rbe->RunFrame(&sv.world, host_frametime, sv_gravity.value);
}
#endif
World_Physics_Frame(&sv.world);
#ifdef VM_Q1
if (svs.gametype == GT_Q1QVM)
{
pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, sv.world.edicts);
pr_global_struct->other = EDICT_TO_PROG(svprogfuncs, sv.world.edicts);
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
pr_global_struct->time = sv.world.physicstime+host_frametime;
Q1QVM_EndFrame();
}
else
#endif
if (EndFrameQC)
{
pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, sv.world.edicts);
pr_global_struct->other = EDICT_TO_PROG(svprogfuncs, sv.world.edicts);
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
pr_global_struct->time = sv.world.physicstime+host_frametime;
PR_ExecuteProgram (svprogfuncs, EndFrameQC);
}
#ifdef NETPREPARSE
NPP_Flush(); //flush it just in case there was an error and we stopped preparsing. This is only really needed while debugging.
#endif
sv.world.physicstime += host_frametime;
}
host_frametime = trueframetime;
return moved;
}
#endif
void SV_SetMoveVars(void)
{
movevars.stopspeed = sv_stopspeed.value;
movevars.maxspeed = sv_maxspeed.value;
movevars.spectatormaxspeed = sv_spectatormaxspeed.value;
movevars.accelerate = sv_accelerate.value;
movevars.airaccelerate = sv_airaccelerate.value;
movevars.wateraccelerate = sv_wateraccelerate.value;
movevars.friction = sv_friction.value;
movevars.waterfriction = sv_waterfriction.value;
movevars.entgravity = 1.0;
movevars.stepheight = *sv_stepheight.string?sv_stepheight.value:PM_DEFAULTSTEPHEIGHT;
movevars.watersinkspeed = *pm_watersinkspeed.string?pm_watersinkspeed.value:60;
movevars.flyfriction = *pm_flyfriction.string?pm_flyfriction.value:4;
movevars.edgefriction = *pm_edgefriction.string?pm_edgefriction.value:2;
movevars.flags = MOVEFLAG_VALID|MOVEFLAG_NOGRAVITYONGROUND|(*pm_edgefriction.string?0:MOVEFLAG_QWEDGEBOX);
}
#endif