mirror of
https://github.com/nzp-team/fteqw.git
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8dadfb4878
Cmake: Add FTE_WERROR option, defaults to true in debug builds and off in release builds (in case future compilers have issues). Cmake: Pull in libXscreensaver so we don't get interrupted by screensavers when playing demos. Make: Added `make webcl-rel` for a web build without server bloat (eg for sites focused on demo playback. Yes, this means you XantoM). fteqcc: Include the decompiler in fteqcc (non-gui) builds ('-d' arg). fteqcc: Decompiler can now mostly handle hexen2 mods without any unknown opcodes. Allow ezHud and OpenSSL to be compiled as in-engine plugins, potentially for web and windows ports respectively. Web: Fix support for ogg vorbis. Add support for voip. Web: Added basic support for WebXR. QTV: Don't try seeking on unseekable qtv streams. Don't spam when developer 1 is set. QTV: add support for some eztv extensions. MVD: added hack to use ktx's vweps in mvd where mvdsv doesn't bother to record the info. qwfwd: hack around a hack in qwfwd, allowing it to work again. recording: favour qwd in single player, instead of mvd. Protocol: reduce client memory used for precache names. Bump maximum precache counts - some people are just abusive, yes you Orl. hexen2: add enough clientside protocol compat to play the demo included with h2mp. lacks effects. in_xflip: restored this setting. fs_hidesyspaths: new cvar, defaults to enabled so you won't find your username or whatever turning up in screenshots or the like. change it to 0 before debuging stuff eg via 'path'. gl_overbright_models: Added cvar to match QS. netchan: Added MTU determination, we'll no longer fail to connect when routers stupidly drop icmp packets. Win: try a few other versions of xinput too. CSQC: Added a CSQC_GenerateMaterial function, to give the csqc a chance to generate custom materials. MenuQC: Added support for the skeletal objects API.
2790 lines
79 KiB
C
2790 lines
79 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// sv_phys.c
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#include "quakedef.h"
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#if !defined(CLIENTONLY) || defined(CSQC_DAT)
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#include "pr_common.h"
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/*
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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.
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onground is set for toss objects when they come to a complete rest. it is set for steping or walking objects
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doors, plats, etc are SOLID_BSP, and MOVETYPE_PUSH
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bonus items are SOLID_TRIGGER touch, and MOVETYPE_TOSS
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corpses are SOLID_NOT and MOVETYPE_TOSS
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crates are SOLID_BBOX and MOVETYPE_TOSS
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walking monsters are SOLID_SLIDEBOX and MOVETYPE_STEP
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flying/floating monsters are SOLID_SLIDEBOX and MOVETYPE_FLY
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solid_edge items only clip against bsp models.
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*/
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cvar_t sv_maxvelocity = CVAR("sv_maxvelocity","10000");
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cvar_t sv_gravity = CVAR( "sv_gravity", "800");
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cvar_t sv_stopspeed = CVAR( "sv_stopspeed", "100");
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cvar_t sv_maxspeed = CVAR( "sv_maxspeed", "320");
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cvar_t sv_spectatormaxspeed = CVAR( "sv_spectatormaxspeed", "500");
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cvar_t sv_accelerate = CVAR( "sv_accelerate", "10");
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cvar_t sv_airaccelerate = CVAR( "sv_airaccelerate", "0.7");
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cvar_t sv_wateraccelerate = CVAR( "sv_wateraccelerate", "10");
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cvar_t sv_friction = CVAR( "sv_friction", "4");
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cvar_t sv_waterfriction = CVAR( "sv_waterfriction", "4");
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cvar_t sv_wallfriction = CVARD( "sv_wallfriction", "1", "Additional friction when running into walls");
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cvar_t sv_gameplayfix_noairborncorpse = CVAR( "sv_gameplayfix_noairborncorpse", "0");
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cvar_t sv_gameplayfix_multiplethinks = CVARAD("sv_gameplayfix_multiplethinks", "1", /*dp*/"sv_gameplayfix_multiplethinksperframe", "Enables multiple thinks per entity per frame so small nextthink times are accurate. QuakeWorld mods expect a value of 1, while NQ expects 0.");
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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.");
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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.");
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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.");
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//cvar_t sv_gameplayfix_radialmaxvelocity = CVARD( "sv_gameplayfix_radialmaxvelocity", "0", "Applies maxvelocity radially instead of axially.");
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#if !defined(CLIENTONLY) && defined(NQPROT) && defined(HAVE_LEGACY)
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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.");
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#endif
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cvar_t dpcompat_noretouchground = CVARD( "dpcompat_noretouchground", "0", "Prevents entities that are already standing on an entity from touching the same entity again.");
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cvar_t sv_sound_watersplash = CVAR( "sv_sound_watersplash", "misc/h2ohit1.wav");
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cvar_t sv_sound_land = CVAR( "sv_sound_land", "demon/dland2.wav");
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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.");
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extern cvar_t sv_nqplayerphysics;
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cvar_t pm_ktjump = CVARF("pm_ktjump", "", CVAR_SERVERINFO);
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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.");
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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.");
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cvar_t pm_flyfriction = CVARFD("pm_flyfriction", "", CVAR_SERVERINFO, "Amount of friction that applies in fly or 6dof mode. Empty means 4.");
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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)");
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cvar_t pm_slidyslopes = CVARFD("pm_slidyslopes", "", CVAR_SERVERINFO, "Replicates NQ behaviour, where players will slowly slide down ramps. Generally requires 'pm_noround 1' too, otherwise the effect rounds to nothing.");
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cvar_t pm_bunnyfriction = CVARFD("pm_bunnyfriction", "", CVAR_SERVERINFO, "Replicates NQ behaviour, ensuring that there's at least a frame of friction while jumping - friction is proportional to tick rate.");
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cvar_t pm_autobunny = CVARFD("pm_autobunny", "", CVAR_SERVERINFO, "Players will continue jumping without needing to release the jump button.");
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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.");
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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.");
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cvar_t pm_stepdown = CVARFD("pm_stepdown", "", CVAR_SERVERINFO, "Causes physics to stick to the ground, instead of constantly losing traction while going down steps.");
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cvar_t pm_walljump = CVARFD("pm_walljump", "", CVAR_SERVERINFO, "Allows the player to bounce off walls while arborne.");
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cvar_t pm_edgefriction = CVARAFD("pm_edgefriction", "", /*nq*/"edgefriction", CVAR_SERVERINFO, "Increases friction when about to walk over a cliff, so you're less likely to plummet by mistake. When empty defaults to 2, but uses a tracebox instead of a traceline to detect the drop.");
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#define cvargroup_serverphysics "server physics variables"
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void WPhys_Init(void)
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{
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Cvar_Register (&sv_maxvelocity, cvargroup_serverphysics);
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Cvar_Register (&sv_gravity, cvargroup_serverphysics);
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Cvar_Register (&sv_stopspeed, cvargroup_serverphysics);
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Cvar_Register (&sv_maxspeed, cvargroup_serverphysics);
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Cvar_Register (&sv_spectatormaxspeed, cvargroup_serverphysics);
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Cvar_Register (&sv_accelerate, cvargroup_serverphysics);
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Cvar_Register (&sv_airaccelerate, cvargroup_serverphysics);
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Cvar_Register (&sv_wateraccelerate, cvargroup_serverphysics);
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Cvar_Register (&sv_friction, cvargroup_serverphysics);
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Cvar_Register (&sv_waterfriction, cvargroup_serverphysics);
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Cvar_Register (&sv_wallfriction, cvargroup_serverphysics);
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Cvar_Register (&sv_sound_watersplash, cvargroup_serverphysics);
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Cvar_Register (&sv_sound_land, cvargroup_serverphysics);
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Cvar_Register (&sv_stepheight, cvargroup_serverphysics);
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Cvar_Register (&sv_gameplayfix_noairborncorpse, cvargroup_serverphysics);
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Cvar_Register (&sv_gameplayfix_multiplethinks, cvargroup_serverphysics);
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Cvar_Register (&sv_gameplayfix_stepdown, cvargroup_serverphysics);
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Cvar_Register (&sv_gameplayfix_bouncedownslopes, cvargroup_serverphysics);
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Cvar_Register (&sv_gameplayfix_trappedwithin, cvargroup_serverphysics);
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Cvar_Register (&dpcompat_noretouchground, cvargroup_serverphysics);
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#if !defined(CLIENTONLY) && defined(NQPROT) && defined(HAVE_LEGACY)
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Cvar_Register (&sv_gameplayfix_spawnbeforethinks, cvargroup_serverphysics);
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#endif
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}
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#define MOVE_EPSILON 0.01
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static void WPhys_Physics_Toss (world_t *w, wedict_t *ent);
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/*
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================
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SV_CheckAllEnts
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================
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static void SV_CheckAllEnts (void)
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{
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int e;
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edict_t *check;
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// see if any solid entities are inside the final position
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for (e=1 ; e<sv.world.num_edicts ; e++)
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{
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check = EDICT_NUM(svprogfuncs, e);
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if (check->isfree)
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continue;
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if (check->v->movetype == MOVETYPE_PUSH
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|| check->v->movetype == MOVETYPE_NONE
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|| check->v->movetype == MOVETYPE_FOLLOW
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|| check->v->movetype == MOVETYPE_NOCLIP
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|| check->v->movetype == MOVETYPE_ANGLENOCLIP)
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continue;
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if (World_TestEntityPosition (&sv.world, (wedict_t*)check))
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Con_Printf ("entity in invalid position\n");
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}
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}
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*/
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/*
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================
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SV_CheckVelocity
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================
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*/
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void WPhys_CheckVelocity (world_t *w, wedict_t *ent)
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{
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int i;
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#ifdef HAVE_SERVER
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if (sv_nqplayerphysics.ival)
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{ //bound axially (like vanilla)
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for (i=0 ; i<3 ; i++)
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{
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if (IS_NAN(ent->v->velocity[i]))
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{
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Con_DPrintf ("Got a NaN velocity on entity %i (%s)\n", ent->entnum, PR_GetString(w->progs, ent->v->classname));
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ent->v->velocity[i] = 0;
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}
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if (IS_NAN(ent->v->origin[i]))
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{
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Con_Printf ("Got a NaN origin on entity %i (%s)\n", ent->entnum, PR_GetString(w->progs, ent->v->classname));
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ent->v->origin[i] = 0;
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}
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if (ent->v->velocity[i] > sv_maxvelocity.value)
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ent->v->velocity[i] = sv_maxvelocity.value;
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else if (ent->v->velocity[i] < -sv_maxvelocity.value)
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ent->v->velocity[i] = -sv_maxvelocity.value;
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}
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}
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else
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#endif
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{ //bound radially (for sanity)
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for (i=0 ; i<3 ; i++)
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{
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if (IS_NAN(ent->v->velocity[i]))
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{
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Con_DPrintf ("Got a NaN velocity on entity %i (%s)\n", ent->entnum, PR_GetString(w->progs, ent->v->classname));
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ent->v->velocity[i] = 0;
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}
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if (IS_NAN(ent->v->origin[i]))
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{
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Con_Printf ("Got a NaN origin on entity %i (%s)\n", ent->entnum, PR_GetString(w->progs, ent->v->classname));
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ent->v->origin[i] = 0;
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}
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}
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if (Length(ent->v->velocity) > sv_maxvelocity.value)
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{
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// Con_DPrintf("Slowing %s\n", PR_GetString(w->progs, ent->v->classname));
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VectorScale (ent->v->velocity, sv_maxvelocity.value/Length(ent->v->velocity), ent->v->velocity);
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}
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}
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}
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/*
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=============
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SV_RunThink
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Runs thinking code if time. There is some play in the exact time the think
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function will be called, because it is called before any movement is done
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in a frame. Not used for pushmove objects, because they must be exact.
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Returns false if the entity removed itself.
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=============
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*/
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qboolean WPhys_RunThink (world_t *w, wedict_t *ent)
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{
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float thinktime;
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if (!sv_gameplayfix_multiplethinks.ival) //try and imitate nq as closeley as possible
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{
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thinktime = ent->v->nextthink;
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if (thinktime <= 0 || thinktime > w->physicstime + host_frametime)
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return true;
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if (thinktime < w->physicstime)
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thinktime = w->physicstime; // don't let things stay in the past.
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// it is possible to start that way
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// by a trigger with a local time.
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ent->v->nextthink = 0;
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*w->g.time = thinktime;
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w->Event_Think(w, ent);
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return !ED_ISFREE(ent);
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}
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do
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{
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thinktime = ent->v->nextthink;
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if (thinktime <= 0)
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return true;
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if (thinktime > w->physicstime + host_frametime)
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return true;
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if (thinktime < w->physicstime)
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thinktime = w->physicstime; // don't let things stay in the past.
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// it is possible to start that way
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// by a trigger with a local time.
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ent->v->nextthink = 0;
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*w->g.time = thinktime;
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w->Event_Think(w, ent);
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if (ED_ISFREE(ent))
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return false;
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if (ent->v->nextthink <= thinktime) //hmm... infinate loop was possible here.. Quite a few non-QW mods do this.
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return true;
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} while (1);
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return true;
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}
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/*
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==================
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SV_Impact
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Two entities have touched, so run their touch functions
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==================
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*/
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static void WPhys_Impact (world_t *w, wedict_t *e1, trace_t *trace)
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{
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wedict_t *e2 = trace->ent;
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*w->g.time = w->physicstime;
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if (e1->v->touch && e1->v->solid != SOLID_NOT)
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{
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w->Event_Touch(w, e1, e2, trace);
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}
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if (e2->v->touch && e2->v->solid != SOLID_NOT)
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{
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w->Event_Touch(w, e2, e1, trace);
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}
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}
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/*
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==================
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ClipVelocity
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Slide off of the impacting object
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==================
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*/
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#define STOP_EPSILON 0.1
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//courtesy of darkplaces, it's just more efficient.
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static void ClipVelocity (vec3_t in, vec3_t normal, vec3_t out, float overbounce)
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{
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int i;
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float backoff;
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backoff = -DotProduct (in, normal) * overbounce;
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VectorMA(in, backoff, normal, out);
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for (i = 0;i < 3;i++)
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if (out[i] > -STOP_EPSILON && out[i] < STOP_EPSILON)
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out[i] = 0;
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}
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static void WPhys_PortalTransform(world_t *w, wedict_t *ent, wedict_t *portal, vec3_t org, vec3_t move)
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{
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int oself = *w->g.self;
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void *pr_globals = PR_globals(w->progs, PR_CURRENT);
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*w->g.self = EDICT_TO_PROG(w->progs, portal);
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//transform origin+velocity etc
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VectorCopy(org, G_VECTOR(OFS_PARM0));
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VectorCopy(ent->v->angles, G_VECTOR(OFS_PARM1));
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VectorCopy(ent->v->velocity, w->g.v_forward);
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VectorCopy(move, w->g.v_right);
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VectorCopy(ent->xv->gravitydir, w->g.v_up);
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if (!DotProduct(w->g.v_up, w->g.v_up))
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w->g.v_up[2] = -1;
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PR_ExecuteProgram (w->progs, portal->xv->camera_transform);
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VectorCopy(G_VECTOR(OFS_RETURN), org);
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VectorCopy(w->g.v_forward, ent->v->velocity);
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VectorCopy(w->g.v_right, move);
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// VectorCopy(w->g.v_up, ent->xv->gravitydir);
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//monsters get their gravitydir set if it isn't already, to ensure that they still work (angle issues).
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if ((int)ent->v->flags & FL_MONSTER)
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if (!ent->xv->gravitydir[0] && !ent->xv->gravitydir[1] && !ent->xv->gravitydir[2])
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ent->xv->gravitydir[2] = -1;
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//transform the angles too
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VectorCopy(org, G_VECTOR(OFS_PARM0));
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#ifndef CLIENTONLY
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if (w == &sv.world && ent->entnum <= svs.allocated_client_slots)
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{
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VectorCopy(ent->v->v_angle, ent->v->angles);
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}
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else
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#endif
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ent->v->angles[0] *= r_meshpitch.value;
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VectorCopy(ent->v->angles, G_VECTOR(OFS_PARM1));
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AngleVectors(ent->v->angles, w->g.v_forward, w->g.v_right, w->g.v_up);
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PR_ExecuteProgram (w->progs, portal->xv->camera_transform);
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VectorAngles(w->g.v_forward, w->g.v_up, ent->v->angles, true);
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#ifndef CLIENTONLY
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if (ent->entnum > 0 && ent->entnum <= svs.allocated_client_slots)
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{
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client_t *cl = &svs.clients[ent->entnum-1];
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ent->v->angles[0] *= r_meshpitch.value;
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VectorCopy(ent->v->angles, ent->v->v_angle);
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ent->v->angles[0] *= r_meshpitch.value;
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SV_SendFixAngle(cl, NULL, FIXANGLE_AUTO, true);
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}
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#endif
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/*
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avelocity is horribly dependant upon eular angles. trying to treat it as a matrix is folly.
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if (DotProduct(ent->v->avelocity, ent->v->avelocity))
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{
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ent->v->avelocity[0] *= r_meshpitch.value;
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AngleVectors(ent->v->avelocity, w->g.v_forward, w->g.v_right, w->g.v_up);
|
|
PR_ExecuteProgram (w->progs, portal->xv->camera_transform);
|
|
VectorAngles(w->g.v_forward, w->g.v_up, ent->v->avelocity);
|
|
ent->v->avelocity[0] *= r_meshpitch.value;
|
|
}
|
|
*/
|
|
|
|
*w->g.self = oself;
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
============
|
|
SV_FlyMove
|
|
|
|
The basic solid body movement clip that slides along multiple planes
|
|
Returns the clipflags if the velocity was modified (hit something solid)
|
|
1 = floor
|
|
2 = wall / step
|
|
4 = dead stop
|
|
If steptrace is not NULL, the trace of any vertical wall hit will be stored
|
|
============
|
|
*/
|
|
#define MAX_CLIP_PLANES 5
|
|
static int WPhys_FlyMove (world_t *w, wedict_t *ent, const vec3_t gravitydir, float time, trace_t *steptrace)
|
|
{
|
|
int bumpcount, numbumps;
|
|
vec3_t dir;
|
|
float d;
|
|
int numplanes;
|
|
vec3_t planes[MAX_CLIP_PLANES];
|
|
vec3_t primal_velocity, original_velocity, new_velocity;
|
|
int i, j;
|
|
trace_t trace;
|
|
vec3_t end;
|
|
float time_left;
|
|
int blocked;
|
|
wedict_t *impact;
|
|
vec3_t diff;
|
|
|
|
numbumps = 4;
|
|
|
|
blocked = 0;
|
|
VectorCopy (ent->v->velocity, original_velocity);
|
|
VectorCopy (ent->v->velocity, primal_velocity);
|
|
numplanes = 0;
|
|
|
|
time_left = time;
|
|
|
|
for (bumpcount=0 ; bumpcount<numbumps ; bumpcount++)
|
|
{
|
|
for (i=0 ; i<3 ; i++)
|
|
end[i] = ent->v->origin[i] + time_left * ent->v->velocity[i];
|
|
|
|
trace = World_Move (w, ent->v->origin, ent->v->mins, ent->v->maxs, end, MOVE_NORMAL, (wedict_t*)ent);
|
|
|
|
impact = trace.ent;
|
|
if (impact && impact->v->solid == SOLID_PORTAL)
|
|
{
|
|
vec3_t move;
|
|
vec3_t from;
|
|
|
|
VectorCopy(trace.endpos, from); //just in case
|
|
VectorSubtract(end, trace.endpos, move);
|
|
WPhys_PortalTransform(w, ent, impact, from, move);
|
|
VectorAdd(from, move, end);
|
|
|
|
//if we follow the portal, then we basically need to restart from the other side.
|
|
time_left -= time_left * trace.fraction;
|
|
VectorCopy (ent->v->velocity, primal_velocity);
|
|
VectorCopy (ent->v->velocity, original_velocity);
|
|
numplanes = 0;
|
|
|
|
trace = World_Move (w, from, ent->v->mins, ent->v->maxs, end, MOVE_NORMAL, (wedict_t*)ent);
|
|
impact = trace.ent;
|
|
}
|
|
|
|
if (trace.allsolid)//should be (trace.startsolid), but that breaks compat. *sigh*
|
|
{ // entity is trapped in another solid
|
|
VectorClear (ent->v->velocity);
|
|
return 3;
|
|
}
|
|
|
|
if (trace.fraction > 0)
|
|
{ // actually covered some distance
|
|
VectorCopy (trace.endpos, ent->v->origin);
|
|
VectorCopy (ent->v->velocity, original_velocity);
|
|
numplanes = 0;
|
|
}
|
|
|
|
if (trace.fraction == 1)
|
|
break; // moved the entire distance
|
|
|
|
if (!trace.ent)
|
|
Host_Error ("SV_FlyMove: !trace.ent");
|
|
|
|
if (dpcompat_noretouchground.ival)
|
|
{ //note: also sets onground AFTER the touch event.
|
|
if (!((int)ent->v->flags&FL_ONGROUND) || ent->v->groundentity!=EDICT_TO_PROG(w->progs, trace.ent))
|
|
WPhys_Impact (w, ent, &trace);
|
|
}
|
|
|
|
if (-DotProduct(gravitydir, trace.plane.normal) > 0.7)
|
|
{
|
|
blocked |= 1; // floor
|
|
if (((wedict_t *)trace.ent)->v->solid == SOLID_BSP || dpcompat_noretouchground.ival)
|
|
{
|
|
ent->v->flags = (int)ent->v->flags | FL_ONGROUND;
|
|
ent->v->groundentity = EDICT_TO_PROG(w->progs, trace.ent);
|
|
}
|
|
}
|
|
if (!DotProduct(gravitydir, trace.plane.normal))
|
|
{
|
|
blocked |= 2; // step
|
|
if (steptrace)
|
|
*steptrace = trace; // save for player extrafriction
|
|
}
|
|
|
|
//
|
|
// run the impact function
|
|
//
|
|
if (!dpcompat_noretouchground.ival)
|
|
WPhys_Impact (w, ent, &trace);
|
|
if (ED_ISFREE(ent))
|
|
break; // removed by the impact function
|
|
|
|
|
|
time_left -= time_left * trace.fraction;
|
|
|
|
// cliped to another plane
|
|
if (numplanes >= MAX_CLIP_PLANES)
|
|
{ // this shouldn't really happen
|
|
VectorClear (ent->v->velocity);
|
|
if (steptrace)
|
|
*steptrace = trace; // save for player extrafriction
|
|
return 3;
|
|
}
|
|
|
|
if (0)
|
|
{
|
|
ClipVelocity(ent->v->velocity, trace.plane.normal, ent->v->velocity, 1);
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
if (numplanes)
|
|
{
|
|
VectorSubtract(planes[0], trace.plane.normal, diff);
|
|
if (Length(diff) < 0.01)
|
|
continue; //hit this plane already
|
|
}
|
|
|
|
VectorCopy (trace.plane.normal, planes[numplanes]);
|
|
numplanes++;
|
|
|
|
//
|
|
// modify original_velocity so it parallels all of the clip planes
|
|
//
|
|
for (i=0 ; i<numplanes ; i++)
|
|
{
|
|
ClipVelocity (original_velocity, planes[i], new_velocity, 1);
|
|
for (j=0 ; j<numplanes ; j++)
|
|
if (j != i)
|
|
{
|
|
if (DotProduct (new_velocity, planes[j]) < 0)
|
|
break; // not ok
|
|
}
|
|
if (j == numplanes)
|
|
break;
|
|
}
|
|
|
|
if (i != numplanes)
|
|
{ // go along this plane
|
|
// Con_Printf ("%5.1f %5.1f %5.1f ",ent->v->velocity[0], ent->v->velocity[1], ent->v->velocity[2]);
|
|
VectorCopy (new_velocity, ent->v->velocity);
|
|
// Con_Printf ("%5.1f %5.1f %5.1f\n",ent->v->velocity[0], ent->v->velocity[1], ent->v->velocity[2]);
|
|
}
|
|
else
|
|
{ // go along the crease
|
|
if (numplanes != 2)
|
|
{
|
|
// Con_Printf ("clip velocity, numplanes == %i\n",numplanes);
|
|
// Con_Printf ("%5.1f %5.1f %5.1f ",ent->v->velocity[0], ent->v->velocity[1], ent->v->velocity[2]);
|
|
VectorClear (ent->v->velocity);
|
|
// Con_Printf ("%5.1f %5.1f %5.1f\n",ent->v->velocity[0], ent->v->velocity[1], ent->v->velocity[2]);
|
|
return 7;
|
|
}
|
|
// Con_Printf ("%5.1f %5.1f %5.1f ",ent->v->velocity[0], ent->v->velocity[1], ent->v->velocity[2]);
|
|
CrossProduct (planes[0], planes[1], dir);
|
|
VectorNormalize(dir); //fixes slow falling in corners
|
|
d = DotProduct (dir, ent->v->velocity);
|
|
VectorScale (dir, d, ent->v->velocity);
|
|
// Con_Printf ("%5.1f %5.1f %5.1f\n",ent->v->velocity[0], ent->v->velocity[1], ent->v->velocity[2]);
|
|
}
|
|
}
|
|
|
|
//
|
|
// if original velocity is against the original velocity, stop dead
|
|
// to avoid tiny occilations in sloping corners
|
|
//
|
|
if (DotProduct (ent->v->velocity, primal_velocity) <= 0)
|
|
{
|
|
VectorClear (ent->v->velocity);
|
|
return blocked;
|
|
}
|
|
}
|
|
|
|
return blocked;
|
|
}
|
|
|
|
|
|
/*
|
|
============
|
|
SV_AddGravity
|
|
|
|
============
|
|
*/
|
|
static void WPhys_AddGravity (world_t *w, wedict_t *ent, const float *gravitydir)
|
|
{
|
|
float scale = ent->xv->gravity;
|
|
if (!scale)
|
|
scale = (ent->v->movetype == MOVETYPE_BOUNCEMISSILE)?0.5:1.0;
|
|
|
|
VectorMA(ent->v->velocity, scale * movevars.gravity * host_frametime, gravitydir, ent->v->velocity);
|
|
}
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
PUSHMOVE
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
/*
|
|
============
|
|
SV_PushEntity
|
|
|
|
Does not change the entities velocity at all
|
|
============
|
|
*/
|
|
static trace_t WPhys_PushEntity (world_t *w, wedict_t *ent, vec3_t push, unsigned int traceflags)
|
|
{
|
|
trace_t trace;
|
|
vec3_t end;
|
|
wedict_t *impact;
|
|
|
|
VectorAdd (ent->v->origin, push, end);
|
|
|
|
if ((int)ent->v->flags&FLQW_LAGGEDMOVE)
|
|
traceflags |= MOVE_LAGGED;
|
|
|
|
if (ent->v->movetype == MOVETYPE_FLYMISSILE)
|
|
traceflags |= MOVE_MISSILE;
|
|
else if (ent->v->solid == SOLID_TRIGGER || ent->v->solid == SOLID_NOT)
|
|
// only clip against bmodels
|
|
traceflags |= MOVE_NOMONSTERS;
|
|
else
|
|
traceflags |= MOVE_NORMAL;
|
|
|
|
trace = World_Move (w, ent->v->origin, ent->v->mins, ent->v->maxs, end, traceflags, (wedict_t*)ent);
|
|
|
|
impact = trace.ent;
|
|
if (impact && impact->v->solid == SOLID_PORTAL)
|
|
{
|
|
vec3_t move;
|
|
vec3_t from;
|
|
float firstfrac = trace.fraction;
|
|
VectorCopy(trace.endpos, from); //just in case
|
|
VectorSubtract(end, trace.endpos, move);
|
|
WPhys_PortalTransform(w, ent, impact, from, move);
|
|
VectorAdd(from, move, end);
|
|
trace = World_Move (w, from, ent->v->mins, ent->v->maxs, end, traceflags, (wedict_t*)ent);
|
|
trace.fraction = firstfrac + (1-firstfrac)*trace.fraction;
|
|
}
|
|
|
|
/*hexen2's movetype_swim does not allow swimming entities to move out of water. this implementation is quite hacky, but matches hexen2 well enough*/
|
|
if (ent->v->movetype == MOVETYPE_H2SWIM)
|
|
{
|
|
if (!(w->worldmodel->funcs.PointContents(w->worldmodel, NULL, trace.endpos) & (FTECONTENTS_WATER|FTECONTENTS_SLIME|FTECONTENTS_LAVA)))
|
|
{
|
|
VectorCopy(ent->v->origin, trace.endpos);
|
|
trace.fraction = 0;
|
|
trace.ent = w->edicts;
|
|
}
|
|
}
|
|
#if defined(HAVE_SERVER) && defined(HEXEN2)
|
|
else if (ent->v->solid == SOLID_PHASEH2 && progstype == PROG_H2 && w == &sv.world && trace.fraction != 1 && trace.ent &&
|
|
(((int)((wedict_t*)trace.ent)->v->flags & FL_MONSTER) || (int)((wedict_t*)trace.ent)->v->movetype == MOVETYPE_WALK))
|
|
{ //hexen2's SOLID_PHASEH2 ents should pass through players+monsters, yet still trigger impacts. I would use MOVE_ENTCHAIN but that would corrupt .chain, perhaps that's okay though?
|
|
|
|
//continue the trace on to where we wold be if there had been no impact
|
|
trace_t trace2 = World_Move (w, trace.endpos, ent->v->mins, ent->v->maxs, end, traceflags|MOVE_NOMONSTERS|MOVE_MISSILE|MOVE_RESERVED/*Don't fuck up in the face of dp's MOVE_WORLDONLY*/, (wedict_t*)ent);
|
|
|
|
//do the first non-world impact
|
|
// if (trace.ent)
|
|
// VectorMA(trace.endpos, sv_impactpush.value, trace.plane.normal, ent->v->origin);
|
|
// else
|
|
VectorCopy (trace.endpos, ent->v->origin);
|
|
World_LinkEdict (w, ent, true);
|
|
|
|
if (trace.ent)
|
|
{
|
|
WPhys_Impact (w, ent, &trace);
|
|
if (ent->ereftype != ER_ENTITY)
|
|
return trace; //someone remove()d it. don't do weird stuff.
|
|
}
|
|
|
|
//and use our regular impact logic for the rest of it.
|
|
trace = trace2;
|
|
}
|
|
#endif
|
|
|
|
// if (trace.ent)
|
|
// VectorMA(trace.endpos, sv_impactpush.value, trace.plane.normal, ent->v->origin);
|
|
// else
|
|
VectorCopy (trace.endpos, ent->v->origin);
|
|
World_LinkEdict (w, ent, true);
|
|
|
|
if (trace.ent)
|
|
WPhys_Impact (w, ent, &trace);
|
|
|
|
return trace;
|
|
}
|
|
|
|
|
|
|
|
|
|
typedef struct
|
|
{
|
|
wedict_t *ent;
|
|
vec3_t origin;
|
|
vec3_t angles;
|
|
} pushed_t;
|
|
static pushed_t pushed[1024], *pushed_p;
|
|
|
|
/*
|
|
============
|
|
SV_Push
|
|
|
|
Objects need to be moved back on a failed push,
|
|
otherwise riders would continue to slide.
|
|
============
|
|
*/
|
|
static qboolean WPhys_PushAngles (world_t *w, wedict_t *pusher, vec3_t move, vec3_t amove)
|
|
{
|
|
int i, e;
|
|
wedict_t *check, *block;
|
|
vec3_t mins, maxs;
|
|
//float oldsolid;
|
|
pushed_t *p;
|
|
vec3_t org, org2, move2, forward, right, up;
|
|
#ifdef HAVE_SERVER
|
|
short yawchange = (amove[PITCH]||amove[ROLL])?0:ANGLE2SHORT(amove[YAW]);
|
|
#endif
|
|
|
|
pushed_p = pushed;
|
|
|
|
// find the bounding box
|
|
for (i=0 ; i<3 ; i++)
|
|
{
|
|
mins[i] = pusher->v->absmin[i] + move[i];
|
|
maxs[i] = pusher->v->absmax[i] + move[i];
|
|
}
|
|
|
|
// we need this for pushing things later
|
|
VectorNegate (amove, org);
|
|
AngleVectors (org, forward, right, up);
|
|
|
|
// save the pusher's original position
|
|
pushed_p->ent = pusher;
|
|
VectorCopy (pusher->v->origin, pushed_p->origin);
|
|
VectorCopy (pusher->v->angles, pushed_p->angles);
|
|
pushed_p++;
|
|
|
|
// move the pusher to it's final position
|
|
VectorAdd (pusher->v->origin, move, pusher->v->origin);
|
|
VectorAdd (pusher->v->angles, amove, pusher->v->angles);
|
|
World_LinkEdict (w, pusher, false);
|
|
|
|
// see if any solid entities are inside the final position
|
|
if (pusher->v->movetype != MOVETYPE_H2PUSHPULL)
|
|
for (e = 1; e < w->num_edicts; e++)
|
|
{
|
|
check = WEDICT_NUM_PB(w->progs, e);
|
|
if (ED_ISFREE(check))
|
|
continue;
|
|
|
|
if (check->v->movetype == MOVETYPE_PUSH
|
|
|| check->v->movetype == MOVETYPE_NONE
|
|
|| check->v->movetype == MOVETYPE_NOCLIP
|
|
|| check->v->movetype == MOVETYPE_ANGLENOCLIP)
|
|
continue;
|
|
/*
|
|
oldsolid = pusher->v->solid;
|
|
pusher->v->solid = SOLID_NOT;
|
|
block = World_TestEntityPosition (w, check);
|
|
pusher->v->solid = oldsolid;
|
|
if (block)
|
|
continue;
|
|
*/
|
|
// if the entity is standing on the pusher, it will definitely be moved
|
|
if ( ! ( ((int)check->v->flags & FL_ONGROUND)
|
|
&& PROG_TO_WEDICT(w->progs, check->v->groundentity) == pusher) )
|
|
{
|
|
// see if the ent needs to be tested
|
|
if ( check->v->absmin[0] >= maxs[0]
|
|
|| check->v->absmin[1] >= maxs[1]
|
|
|| check->v->absmin[2] >= maxs[2]
|
|
|| check->v->absmax[0] <= mins[0]
|
|
|| check->v->absmax[1] <= mins[1]
|
|
|| check->v->absmax[2] <= mins[2] )
|
|
continue;
|
|
|
|
|
|
// see if the ent's bbox is inside the pusher's final position
|
|
if (!World_TestEntityPosition (w, (wedict_t*)check))
|
|
continue;
|
|
}
|
|
|
|
if ((pusher->v->movetype == MOVETYPE_PUSH) || (PROG_TO_WEDICT(w->progs, check->v->groundentity) == pusher))
|
|
{
|
|
if (pushed_p == (pushed+(sizeof(pushed)/sizeof(pushed[0]))))
|
|
continue;
|
|
// move this entity
|
|
pushed_p->ent = check;
|
|
VectorCopy (check->v->origin, pushed_p->origin);
|
|
VectorCopy (check->v->angles, pushed_p->angles);
|
|
pushed_p++;
|
|
|
|
// try moving the contacted entity
|
|
VectorAdd (check->v->origin, move, check->v->origin);
|
|
VectorAdd (check->v->angles, amove, check->v->angles);
|
|
#ifdef HAVE_SERVER
|
|
if (w == &sv.world && check->entnum>0&&(check->entnum)<=sv.allocated_client_slots)
|
|
svs.clients[check->entnum-1].baseangles[YAW] += yawchange;
|
|
#endif
|
|
|
|
// figure movement due to the pusher's amove
|
|
VectorSubtract (check->v->origin, pusher->v->origin, org);
|
|
org2[0] = DotProduct (org, forward);
|
|
org2[1] = -DotProduct (org, right);
|
|
org2[2] = DotProduct (org, up);
|
|
VectorSubtract (org2, org, move2);
|
|
VectorAdd (check->v->origin, move2, check->v->origin);
|
|
|
|
if (check->v->movetype != MOVETYPE_WALK)
|
|
check->v->flags = (int)check->v->flags & ~FL_ONGROUND;
|
|
|
|
// may have pushed them off an edge
|
|
if (PROG_TO_WEDICT(w->progs, check->v->groundentity) != pusher)
|
|
check->v->groundentity = 0;
|
|
|
|
block = World_TestEntityPosition (w, check);
|
|
if (!block)
|
|
{ // pushed ok
|
|
World_LinkEdict (w, check, false);
|
|
// impact?
|
|
continue;
|
|
}
|
|
|
|
|
|
|
|
// if it is ok to leave in the old position, do it
|
|
// this is only relevent for riding entities, not pushed
|
|
// FIXME: this doesn't acount for rotation
|
|
VectorCopy (pushed_p[-1].origin, check->v->origin);
|
|
block = World_TestEntityPosition (w, check);
|
|
if (!block)
|
|
{
|
|
pushed_p--;
|
|
continue;
|
|
}
|
|
|
|
//okay, that didn't work, try pushing the against stuff
|
|
WPhys_PushEntity(w, check, move, 0);
|
|
block = World_TestEntityPosition (w, check);
|
|
if (!block)
|
|
continue;
|
|
|
|
VectorCopy(check->v->origin, move);
|
|
for (i = 0; i < 8 && block; i++)
|
|
{
|
|
//precision errors can strike when you least expect it. lets try and reduce them.
|
|
check->v->origin[0] = move[0] + ((i&1)?-1:1)/8.0;
|
|
check->v->origin[1] = move[1] + ((i&2)?-1:1)/8.0;
|
|
check->v->origin[2] = move[2] + ((i&4)?-1:1)/8.0;
|
|
block = World_TestEntityPosition (w, check);
|
|
}
|
|
if (!block)
|
|
{
|
|
World_LinkEdict (w, check, false);
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// if it is sitting on top. Do not block.
|
|
if (check->v->mins[0] == check->v->maxs[0])
|
|
{
|
|
World_LinkEdict (w, check, false);
|
|
continue;
|
|
}
|
|
|
|
//some pushers are contents brushes, and are not solid. water cannot crush. the player just enters the water.
|
|
//but, the player will be moved along with the water if possible.
|
|
if (pusher->v->skin < 0)
|
|
continue;
|
|
|
|
if (check->v->solid == SOLID_NOT || check->v->solid == SOLID_TRIGGER)
|
|
{ // corpse
|
|
check->v->mins[0] = check->v->mins[1] = 0;
|
|
VectorCopy (check->v->mins, check->v->maxs);
|
|
World_LinkEdict (w, check, false);
|
|
continue;
|
|
}
|
|
|
|
// Con_Printf("Pusher hit %s\n", PR_GetString(w->progs, check->v->classname));
|
|
if (pusher->v->blocked)
|
|
{
|
|
*w->g.self = EDICT_TO_PROG(w->progs, pusher);
|
|
*w->g.other = EDICT_TO_PROG(w->progs, check);
|
|
#ifdef VM_Q1
|
|
if (w==&sv.world && svs.gametype == GT_Q1QVM)
|
|
Q1QVM_Blocked();
|
|
else
|
|
#endif
|
|
PR_ExecuteProgram (w->progs, pusher->v->blocked);
|
|
}
|
|
|
|
// move back any entities we already moved
|
|
// go backwards, so if the same entity was pushed
|
|
// twice, it goes back to the original position
|
|
for (p=pushed_p-1 ; p>=pushed ; p--)
|
|
{
|
|
VectorCopy (p->origin, p->ent->v->origin);
|
|
VectorCopy (p->angles, p->ent->v->angles);
|
|
World_LinkEdict (w, p->ent, false);
|
|
|
|
#ifdef HAVE_SERVER
|
|
if (w==&sv.world && p->ent->entnum>0&&(p->ent->entnum)<=sv.allocated_client_slots)
|
|
svs.clients[p->ent->entnum-1].baseangles[YAW] -= yawchange;
|
|
#endif
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//FIXME: is there a better way to handle this?
|
|
// see if anything we moved has touched a trigger
|
|
for (p=pushed_p-1 ; p>=pushed ; p--)
|
|
World_TouchAllLinks (w, p->ent);
|
|
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
============
|
|
SV_Push
|
|
|
|
============
|
|
*/
|
|
qboolean WPhys_Push (world_t *w, wedict_t *pusher, vec3_t move, vec3_t amove)
|
|
{
|
|
#define PUSHABLE_LIMIT 8192
|
|
int i, e;
|
|
wedict_t *check, *block;
|
|
vec3_t mins, maxs;
|
|
vec3_t pushorig;
|
|
int num_moved;
|
|
wedict_t *moved_edict[PUSHABLE_LIMIT];
|
|
vec3_t moved_from[PUSHABLE_LIMIT];
|
|
float oldsolid;
|
|
|
|
if ((amove[0] || amove[1] || amove[2]) && !w->remasterlogic)
|
|
{
|
|
return WPhys_PushAngles(w, pusher, move, amove);
|
|
}
|
|
|
|
for (i=0 ; i<3 ; i++)
|
|
{
|
|
mins[i] = pusher->v->absmin[i] + move[i]-(1/32.0);
|
|
maxs[i] = pusher->v->absmax[i] + move[i]+(1/32.0);
|
|
}
|
|
|
|
VectorCopy (pusher->v->origin, pushorig);
|
|
|
|
// move the pusher to it's final position
|
|
|
|
VectorAdd (pusher->v->origin, move, pusher->v->origin);
|
|
World_LinkEdict (w, pusher, false);
|
|
|
|
// see if any solid entities are inside the final position
|
|
num_moved = 0;
|
|
for (e=1 ; e<w->num_edicts ; e++)
|
|
{
|
|
check = WEDICT_NUM_PB(w->progs, e);
|
|
if (ED_ISFREE(check))
|
|
continue;
|
|
if (check->v->movetype == MOVETYPE_PUSH
|
|
|| check->v->movetype == MOVETYPE_NONE
|
|
|| check->v->movetype == MOVETYPE_FOLLOW
|
|
|| check->v->movetype == MOVETYPE_NOCLIP
|
|
|| check->v->movetype == MOVETYPE_ANGLENOCLIP)
|
|
continue;
|
|
|
|
// if the entity is standing on the pusher, it will definately be moved
|
|
if ( ! ( ((int)check->v->flags & FL_ONGROUND)
|
|
&&
|
|
PROG_TO_WEDICT(w->progs, check->v->groundentity) == pusher) )
|
|
{
|
|
if ( check->v->absmin[0] >= maxs[0]
|
|
|| check->v->absmin[1] >= maxs[1]
|
|
|| check->v->absmin[2] >= maxs[2]
|
|
|| check->v->absmax[0] <= mins[0]
|
|
|| check->v->absmax[1] <= mins[1]
|
|
|| check->v->absmax[2] <= mins[2] )
|
|
continue;
|
|
|
|
// see if the ent's bbox is inside the pusher's final position
|
|
if (!World_TestEntityPosition (w, check))
|
|
continue;
|
|
}
|
|
|
|
oldsolid = pusher->v->solid;
|
|
pusher->v->solid = SOLID_NOT;
|
|
block = World_TestEntityPosition (w, check);
|
|
pusher->v->solid = oldsolid;
|
|
if (block)
|
|
continue;
|
|
|
|
if (num_moved == PUSHABLE_LIMIT)
|
|
break;
|
|
|
|
VectorCopy (check->v->origin, moved_from[num_moved]);
|
|
moved_edict[num_moved] = check;
|
|
num_moved++;
|
|
|
|
if (check->v->groundentity != pusher->entnum)
|
|
check->v->flags = (int)check->v->flags & ~FL_ONGROUND;
|
|
|
|
// try moving the contacted entity
|
|
VectorAdd (check->v->origin, move, check->v->origin);
|
|
if (pusher->v->skin < 0)
|
|
{
|
|
pusher->v->solid = SOLID_NOT;
|
|
block = World_TestEntityPosition (w, check);
|
|
pusher->v->solid = oldsolid;
|
|
}
|
|
else
|
|
block = World_TestEntityPosition (w, check);
|
|
if (!block)
|
|
{ // pushed ok
|
|
World_LinkEdict (w, check, false);
|
|
continue;
|
|
}
|
|
|
|
if (block)
|
|
{
|
|
//try to nudge it forward by an epsilon to avoid precision issues
|
|
float movelen = VectorLength(move);
|
|
VectorMA(check->v->origin, (1/8.0)/movelen, move, check->v->origin);
|
|
block = World_TestEntityPosition (w, check);
|
|
if (!block)
|
|
{ //okay, that got it. we're all good.
|
|
World_LinkEdict (w, check, false);
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// if it is ok to leave in the old position, do it
|
|
VectorCopy (moved_from[num_moved-1], check->v->origin);
|
|
block = World_TestEntityPosition (w, check);
|
|
if (!block)
|
|
{
|
|
//if leaving it where it was, allow it to drop to the floor again (useful for plats that move downward)
|
|
if (check->v->movetype != MOVETYPE_WALK)
|
|
check->v->flags = (int)check->v->flags & ~FL_ONGROUND;
|
|
|
|
num_moved--;
|
|
continue;
|
|
}
|
|
|
|
// its blocking us. this is probably a problem.
|
|
|
|
//corpses
|
|
if (check->v->mins[0] == check->v->maxs[0])
|
|
{
|
|
World_LinkEdict (w, check, false);
|
|
continue;
|
|
}
|
|
if (check->v->solid == SOLID_NOT || check->v->solid == SOLID_TRIGGER)
|
|
{ // corpse
|
|
check->v->mins[0] = check->v->mins[1] = 0;
|
|
VectorCopy (check->v->mins, check->v->maxs);
|
|
World_LinkEdict (w, check, false);
|
|
continue;
|
|
}
|
|
|
|
//these pushers are contents brushes, and are not solid. water cannot crush. the player just enters the water.
|
|
//but, the player will be moved along with the water.
|
|
if (pusher->v->skin < 0)
|
|
continue;
|
|
|
|
VectorCopy (pushorig, pusher->v->origin);
|
|
World_LinkEdict (w, pusher, false);
|
|
|
|
// if the pusher has a "blocked" function, call it
|
|
// otherwise, just stay in place until the obstacle is gone
|
|
if (pusher->v->blocked)
|
|
{
|
|
*w->g.self = EDICT_TO_PROG(w->progs, pusher);
|
|
*w->g.other = EDICT_TO_PROG(w->progs, check);
|
|
#ifdef VM_Q1
|
|
if (w==&sv.world && svs.gametype == GT_Q1QVM)
|
|
Q1QVM_Blocked();
|
|
else
|
|
#endif
|
|
PR_ExecuteProgram (w->progs, pusher->v->blocked);
|
|
} else {
|
|
*w->g.other = 0;
|
|
}
|
|
|
|
// move back any entities we already moved
|
|
for (i=0 ; i<num_moved ; i++)
|
|
{
|
|
VectorCopy (moved_from[i], moved_edict[i]->v->origin);
|
|
World_LinkEdict (w, moved_edict[i], false);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
/*
|
|
============
|
|
SV_PushMove
|
|
|
|
============
|
|
*/
|
|
static void WPhys_PushMove (world_t *w, wedict_t *pusher, float movetime)
|
|
{
|
|
int i;
|
|
vec3_t move;
|
|
vec3_t amove;
|
|
|
|
if (!pusher->v->velocity[0] && !pusher->v->velocity[1] && !pusher->v->velocity[2]
|
|
&& !pusher->v->avelocity[0] && !pusher->v->avelocity[1] && !pusher->v->avelocity[2])
|
|
{
|
|
pusher->v->ltime += movetime;
|
|
return;
|
|
}
|
|
|
|
for (i=0 ; i<3 ; i++)
|
|
{
|
|
move[i] = pusher->v->velocity[i] * movetime;
|
|
amove[i] = pusher->v->avelocity[i] * movetime;
|
|
}
|
|
|
|
if (WPhys_Push (w, pusher, move, amove))
|
|
pusher->v->ltime += movetime;
|
|
}
|
|
|
|
|
|
/*
|
|
================
|
|
SV_Physics_Pusher
|
|
|
|
================
|
|
*/
|
|
static void WPhys_Physics_Pusher (world_t *w, wedict_t *ent)
|
|
{
|
|
float thinktime;
|
|
float oldltime;
|
|
float movetime;
|
|
vec3_t oldorg, move;
|
|
vec3_t oldang, amove;
|
|
float l;
|
|
|
|
oldltime = ent->v->ltime;
|
|
|
|
thinktime = ent->v->nextthink;
|
|
if (thinktime < ent->v->ltime + host_frametime)
|
|
{
|
|
movetime = thinktime - ent->v->ltime;
|
|
if (movetime < 0)
|
|
movetime = 0;
|
|
}
|
|
else
|
|
movetime = host_frametime;
|
|
|
|
if (movetime)
|
|
{
|
|
WPhys_PushMove (w, ent, movetime); // advances ent->v->ltime if not blocked
|
|
}
|
|
|
|
if (thinktime > oldltime && thinktime <= ent->v->ltime)
|
|
{
|
|
VectorCopy (ent->v->origin, oldorg);
|
|
VectorCopy (ent->v->angles, oldang);
|
|
ent->v->nextthink = 0;
|
|
#if 1
|
|
*w->g.time = w->physicstime;
|
|
w->Event_Think(w, ent);
|
|
#else
|
|
pr_global_struct->time = sv.world.physicstime;
|
|
pr_global_struct->self = EDICT_TO_PROG(w->progs, ent);
|
|
pr_global_struct->other = EDICT_TO_PROG(w->progs, w->edicts);
|
|
#ifdef VM_Q1
|
|
if (svs.gametype == GT_Q1QVM)
|
|
Q1QVM_Think();
|
|
else
|
|
#endif
|
|
PR_ExecuteProgram (svprogfuncs, ent->v->think);
|
|
#endif
|
|
if (ED_ISFREE(ent))
|
|
return;
|
|
VectorSubtract (ent->v->origin, oldorg, move);
|
|
VectorSubtract (ent->v->angles, oldang, amove);
|
|
|
|
l = Length(move)+Length(amove);
|
|
if (l > 1.0/64)
|
|
{
|
|
// Con_Printf ("**** snap: %f\n", Length (l));
|
|
VectorCopy (oldorg, ent->v->origin);
|
|
VectorCopy (oldang, ent->v->angles);
|
|
WPhys_Push (w, ent, move, amove);
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
SV_Physics_Follow
|
|
|
|
Entities that are "stuck" to another entity
|
|
=============
|
|
*/
|
|
static void WPhys_Physics_Follow (world_t *w, wedict_t *ent)
|
|
{
|
|
vec3_t vf, vr, vu, angles, v;
|
|
wedict_t *e;
|
|
|
|
// regular thinking
|
|
if (!WPhys_RunThink (w, ent))
|
|
return;
|
|
|
|
// LordHavoc: implemented rotation on MOVETYPE_FOLLOW objects
|
|
e = PROG_TO_WEDICT(w->progs, ent->v->aiment);
|
|
if (e->v->angles[0] == ent->xv->punchangle[0] && e->v->angles[1] == ent->xv->punchangle[1] && e->v->angles[2] == ent->xv->punchangle[2])
|
|
{
|
|
// quick case for no rotation
|
|
VectorAdd(e->v->origin, ent->v->view_ofs, ent->v->origin);
|
|
}
|
|
else
|
|
{
|
|
angles[0] = ent->xv->punchangle[0] * r_meshpitch.value;
|
|
angles[1] = ent->xv->punchangle[1];
|
|
angles[2] = ent->xv->punchangle[2] * r_meshroll.value;
|
|
AngleVectors (angles, vf, vr, vu);
|
|
v[0] = ent->v->view_ofs[0] * vf[0] + ent->v->view_ofs[1] * vr[0] + ent->v->view_ofs[2] * vu[0];
|
|
v[1] = ent->v->view_ofs[0] * vf[1] + ent->v->view_ofs[1] * vr[1] + ent->v->view_ofs[2] * vu[1];
|
|
v[2] = ent->v->view_ofs[0] * vf[2] + ent->v->view_ofs[1] * vr[2] + ent->v->view_ofs[2] * vu[2];
|
|
angles[0] = e->v->angles[0] * r_meshpitch.value;
|
|
angles[1] = e->v->angles[1];
|
|
angles[2] = e->v->angles[2] * r_meshroll.value;
|
|
AngleVectors (angles, vf, vr, vu);
|
|
ent->v->origin[0] = v[0] * vf[0] + v[1] * vf[1] + v[2] * vf[2] + e->v->origin[0];
|
|
ent->v->origin[1] = v[0] * vr[0] + v[1] * vr[1] + v[2] * vr[2] + e->v->origin[1];
|
|
ent->v->origin[2] = v[0] * vu[0] + v[1] * vu[1] + v[2] * vu[2] + e->v->origin[2];
|
|
}
|
|
VectorAdd (e->v->angles, ent->v->v_angle, ent->v->angles);
|
|
World_LinkEdict (w, ent, true);
|
|
}
|
|
|
|
/*
|
|
=============
|
|
SV_Physics_Noclip
|
|
|
|
A moving object that doesn't obey physics
|
|
=============
|
|
*/
|
|
static void WPhys_Physics_Noclip (world_t *w, wedict_t *ent)
|
|
{
|
|
vec3_t end;
|
|
#ifdef HAVE_SERVER
|
|
trace_t trace;
|
|
wedict_t *impact;
|
|
#endif
|
|
|
|
// regular thinking
|
|
if (!WPhys_RunThink (w, ent))
|
|
return;
|
|
|
|
VectorMA (ent->v->angles, host_frametime, ent->v->avelocity, ent->v->angles);
|
|
VectorMA (ent->v->origin, host_frametime, ent->v->velocity, end);
|
|
|
|
#ifdef HAVE_SERVER
|
|
//allow spectators to no-clip through portals without bogging down sock's mods.
|
|
if (ent->entnum > 0 && ent->entnum <= sv.allocated_client_slots && w == &sv.world)
|
|
{
|
|
trace = World_Move (w, ent->v->origin, ent->v->mins, ent->v->maxs, end, MOVE_NOMONSTERS, (wedict_t*)ent);
|
|
impact = trace.ent;
|
|
if (impact && impact->v->solid == SOLID_PORTAL)
|
|
{
|
|
vec3_t move;
|
|
vec3_t from;
|
|
VectorCopy(trace.endpos, from); //just in case
|
|
VectorSubtract(end, trace.endpos, move);
|
|
WPhys_PortalTransform(w, ent, impact, from, move);
|
|
VectorAdd(from, move, end);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
VectorCopy(end, ent->v->origin);
|
|
|
|
World_LinkEdict (w, (wedict_t*)ent, false);
|
|
}
|
|
|
|
/*
|
|
==============================================================================
|
|
|
|
TOSS / BOUNCE
|
|
|
|
==============================================================================
|
|
*/
|
|
|
|
/*
|
|
=============
|
|
SV_CheckWaterTransition
|
|
|
|
=============
|
|
*/
|
|
static void WPhys_CheckWaterTransition (world_t *w, wedict_t *ent)
|
|
{
|
|
int cont;
|
|
|
|
cont = World_PointContentsWorldOnly (w, ent->v->origin);
|
|
|
|
//needs to be q1 progs compatible
|
|
if (cont & FTECONTENTS_LAVA)
|
|
cont = Q1CONTENTS_LAVA;
|
|
else if (cont & FTECONTENTS_SLIME)
|
|
cont = Q1CONTENTS_SLIME;
|
|
else if (cont & FTECONTENTS_WATER)
|
|
cont = Q1CONTENTS_WATER;
|
|
else
|
|
cont = Q1CONTENTS_EMPTY;
|
|
|
|
if (!ent->v->watertype)
|
|
{ // just spawned here
|
|
ent->v->watertype = cont;
|
|
ent->v->waterlevel = 1;
|
|
return;
|
|
}
|
|
|
|
if (ent->v->watertype != cont && w->Event_ContentsTransition(w, ent, ent->v->watertype, cont))
|
|
{
|
|
ent->v->watertype = cont;
|
|
ent->v->waterlevel = 1;
|
|
}
|
|
|
|
else if (cont <= Q1CONTENTS_WATER)
|
|
{
|
|
if (ent->v->watertype == Q1CONTENTS_EMPTY && *sv_sound_watersplash.string)
|
|
{ // just crossed into water
|
|
w->Event_Sound(NULL, ent, 0, sv_sound_watersplash.string, 255, 1, 0, 0, 0);
|
|
}
|
|
ent->v->watertype = cont;
|
|
ent->v->waterlevel = 1;
|
|
}
|
|
else
|
|
{
|
|
if (ent->v->watertype != Q1CONTENTS_EMPTY && *sv_sound_watersplash.string)
|
|
{ // just crossed into open
|
|
w->Event_Sound(NULL, ent, 0, sv_sound_watersplash.string, 255, 1, 0, 0, 0);
|
|
}
|
|
ent->v->watertype = Q1CONTENTS_EMPTY;
|
|
ent->v->waterlevel = cont;
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============
|
|
SV_Physics_Toss
|
|
|
|
Toss, bounce, and fly movement. When onground, do nothing.
|
|
=============
|
|
*/
|
|
static void WPhys_Physics_Toss (world_t *w, wedict_t *ent)
|
|
{
|
|
trace_t trace;
|
|
vec3_t move;
|
|
float backoff;
|
|
|
|
int fl;
|
|
const float *gravitydir;
|
|
int movetype;
|
|
|
|
WPhys_CheckVelocity (w, ent);
|
|
|
|
// regular thinking
|
|
if (!WPhys_RunThink (w, ent))
|
|
return;
|
|
|
|
if (ent->xv->gravitydir[2] || ent->xv->gravitydir[1] || ent->xv->gravitydir[0])
|
|
gravitydir = ent->xv->gravitydir;
|
|
else
|
|
gravitydir = w->g.defaultgravitydir;
|
|
|
|
// if onground, return without moving
|
|
if ( ((int)ent->v->flags & FL_ONGROUND) )
|
|
{
|
|
if (-DotProduct(gravitydir, ent->v->velocity) >= (1.0f/32.0f))
|
|
ent->v->flags = (int)ent->v->flags & ~FL_ONGROUND;
|
|
else
|
|
{
|
|
if (sv_gameplayfix_noairborncorpse.value)
|
|
{
|
|
wedict_t *onent;
|
|
onent = PROG_TO_WEDICT(w->progs, ent->v->groundentity);
|
|
if (!ED_ISFREE(onent))
|
|
return; //don't drop if our fround is still valid
|
|
}
|
|
else
|
|
return; //don't drop, even if the item we were on was removed (certain dm maps do this for q3 style stuff).
|
|
}
|
|
}
|
|
|
|
// add gravity
|
|
movetype = ent->v->movetype;
|
|
if (movetype != MOVETYPE_FLY
|
|
&& movetype != MOVETYPE_FLY_WORLDONLY
|
|
&& movetype != MOVETYPE_FLYMISSILE
|
|
&& (movetype != MOVETYPE_BOUNCEMISSILE || w->remasterlogic/*gib*/)
|
|
&& movetype != MOVETYPE_H2SWIM)
|
|
WPhys_AddGravity (w, ent, gravitydir);
|
|
|
|
// move angles
|
|
VectorMA (ent->v->angles, host_frametime, ent->v->avelocity, ent->v->angles);
|
|
|
|
// move origin
|
|
VectorScale (ent->v->velocity, host_frametime, move);
|
|
if (!DotProduct(move, move))
|
|
{
|
|
//rogue buzzsaws are vile and jerkily move via setorigin, and need to be relinked so that they can touch path corners.
|
|
if (ent->v->solid && ent->v->nextthink)
|
|
World_LinkEdict (w, ent, true);
|
|
return;
|
|
}
|
|
|
|
fl = 0;
|
|
#ifndef CLIENTONLY
|
|
/*doesn't affect csqc, as it has no lagged ents registered anywhere*/
|
|
if (sv_antilag.ival==2)
|
|
fl |= MOVE_LAGGED;
|
|
#endif
|
|
|
|
trace = WPhys_PushEntity (w, ent, move, fl);
|
|
|
|
if (trace.allsolid && sv_gameplayfix_trappedwithin.ival && ent->v->solid != SOLID_NOT && ent->v->solid != SOLID_TRIGGER)
|
|
{
|
|
trace.fraction = 0; //traces that start in solid report a fraction of 0. this is to prevent things from dropping out of the world completely. at least this way they ought to still be shootable etc
|
|
|
|
#pragma warningmsg("The following line might help boost framerates a lot in rmq, not sure if they violate expected behaviour in other mods though - check that they're safe.")
|
|
VectorNegate(gravitydir, trace.plane.normal);
|
|
}
|
|
if (trace.fraction == 1 || !trace.ent)
|
|
return;
|
|
if (ED_ISFREE(ent))
|
|
return;
|
|
|
|
VectorCopy(trace.endpos, move);
|
|
|
|
movetype = ent->v->movetype;
|
|
if (movetype == MOVETYPE_BOUNCEMISSILE && w->remasterlogic)
|
|
movetype = MOVETYPE_BOUNCE; //'gib'...
|
|
if (movetype == MOVETYPE_BOUNCE)
|
|
{
|
|
if (ent->xv->bouncefactor)
|
|
backoff = 1 + ent->xv->bouncefactor;
|
|
else
|
|
backoff = 1.5;
|
|
}
|
|
else if (movetype == MOVETYPE_BOUNCEMISSILE)
|
|
{
|
|
if (ent->xv->bouncefactor)
|
|
backoff = 1 + ent->xv->bouncefactor;
|
|
// else if (progstype == PROG_H2 && ent->v->solid == SOLID_PHASEH2 && ((int)((wedict_t*)trace.ent)->v->flags & (FL_MONSTER|FL_CLIENT)))
|
|
// backoff = 0; //don't bounce/slide, just pass straight through.
|
|
else
|
|
backoff = w->remasterlogic?1.5/*gib...*/:2;
|
|
}
|
|
else
|
|
backoff = 1;
|
|
|
|
if (backoff)
|
|
ClipVelocity (ent->v->velocity, trace.plane.normal, ent->v->velocity, backoff);
|
|
|
|
|
|
// stop if on ground
|
|
if ((-DotProduct(gravitydir, trace.plane.normal) > 0.7) && (movetype != MOVETYPE_BOUNCEMISSILE))
|
|
{
|
|
float bouncespeed;
|
|
float bouncestop = ent->xv->bouncestop;
|
|
if (!bouncestop)
|
|
bouncestop = 60;
|
|
else
|
|
bouncestop *= movevars.gravity * (ent->xv->gravity?ent->xv->gravity:1);
|
|
if (sv_gameplayfix_bouncedownslopes.ival)
|
|
bouncespeed = DotProduct(trace.plane.normal, ent->v->velocity);
|
|
else
|
|
bouncespeed = -DotProduct(gravitydir, ent->v->velocity);
|
|
if (bouncespeed < bouncestop || movetype != MOVETYPE_BOUNCE )
|
|
{
|
|
ent->v->flags = (int)ent->v->flags | FL_ONGROUND;
|
|
ent->v->groundentity = EDICT_TO_PROG(w->progs, trace.ent);
|
|
VectorClear (ent->v->velocity);
|
|
VectorClear (ent->v->avelocity);
|
|
}
|
|
}
|
|
|
|
// check for in water
|
|
WPhys_CheckWaterTransition (w, ent);
|
|
}
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
STEPPING MOVEMENT
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
/*
|
|
=============
|
|
SV_Physics_Step
|
|
|
|
Monsters freefall when they don't have a ground entity, otherwise
|
|
all movement is done with discrete steps.
|
|
|
|
This is also used for objects that have become still on the ground, but
|
|
will fall if the floor is pulled out from under them.
|
|
FIXME: is this true?
|
|
=============
|
|
*/
|
|
static void WPhys_Physics_Step (world_t *w, wedict_t *ent)
|
|
{
|
|
qboolean hitsound;
|
|
qboolean freefall;
|
|
int fl = ent->v->flags;
|
|
const float *gravitydir;
|
|
vec3_t oldorg;
|
|
VectorCopy(ent->v->origin, oldorg);
|
|
|
|
if (ent->xv->gravitydir[2] || ent->xv->gravitydir[1] || ent->xv->gravitydir[0])
|
|
gravitydir = ent->xv->gravitydir;
|
|
else
|
|
gravitydir = w->g.defaultgravitydir;
|
|
|
|
if (-DotProduct(gravitydir, ent->v->velocity) >= (1.0 / 32.0) && (fl & FL_ONGROUND))
|
|
{
|
|
fl &= ~FL_ONGROUND;
|
|
ent->v->flags = fl;
|
|
}
|
|
|
|
// frefall if not onground
|
|
if (fl & (FL_ONGROUND | FL_FLY))
|
|
freefall = false;
|
|
else
|
|
freefall = true;
|
|
if (fl & FL_SWIM)
|
|
freefall = ent->v->waterlevel <= 0;
|
|
if (freefall)
|
|
{
|
|
hitsound = -DotProduct(gravitydir, ent->v->velocity) < movevars.gravity*-0.1;
|
|
|
|
WPhys_AddGravity (w, ent, gravitydir);
|
|
WPhys_CheckVelocity (w, ent);
|
|
WPhys_FlyMove (w, ent, gravitydir, host_frametime, NULL);
|
|
World_LinkEdict (w, ent, true);
|
|
|
|
if ( (int)ent->v->flags & FL_ONGROUND ) // just hit ground
|
|
{
|
|
#if defined(HEXEN2) && defined(HAVE_SERVER)
|
|
if (w==&sv.world && progstype == PROG_H2 && ((int)ent->v->flags & FL_MONSTER))
|
|
; //hexen2 monsters do not make landing sounds.
|
|
else
|
|
#endif
|
|
if (hitsound && *sv_sound_land.string)
|
|
{
|
|
w->Event_Sound(NULL, ent, 0, sv_sound_land.string, 255, 1, 0, 0, 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
// regular thinking
|
|
WPhys_RunThink (w, ent);
|
|
|
|
if (!VectorEquals(ent->v->origin, oldorg))
|
|
WPhys_CheckWaterTransition (w, ent);
|
|
}
|
|
|
|
//============================================================================
|
|
|
|
#ifndef CLIENTONLY
|
|
void SV_ProgStartFrame (void)
|
|
{
|
|
|
|
// let the progs know that a new frame has started
|
|
pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, sv.world.edicts);
|
|
pr_global_struct->other = EDICT_TO_PROG(svprogfuncs, sv.world.edicts);
|
|
pr_global_struct->time = sv.world.physicstime;
|
|
#ifdef VM_Q1
|
|
if (svs.gametype == GT_Q1QVM)
|
|
Q1QVM_StartFrame(false);
|
|
else
|
|
#endif
|
|
{
|
|
if (pr_global_ptrs->StartFrame)
|
|
PR_ExecuteProgram (svprogfuncs, *pr_global_ptrs->StartFrame);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
=============
|
|
SV_CheckStuck
|
|
|
|
This is a big hack to try and fix the rare case of getting stuck in the world
|
|
clipping hull.
|
|
=============
|
|
*/
|
|
static void WPhys_CheckStuck (world_t *w, wedict_t *ent)
|
|
{
|
|
int i, j;
|
|
int z;
|
|
vec3_t org;
|
|
//return;
|
|
if (!World_TestEntityPosition (w, ent))
|
|
{
|
|
VectorCopy (ent->v->origin, ent->v->oldorigin);
|
|
return;
|
|
}
|
|
|
|
VectorCopy (ent->v->origin, org);
|
|
VectorCopy (ent->v->oldorigin, ent->v->origin);
|
|
if (!World_TestEntityPosition (w, ent))
|
|
{
|
|
Con_DPrintf ("Unstuck.\n");
|
|
World_LinkEdict (w, ent, true);
|
|
return;
|
|
}
|
|
|
|
for (z=0 ; z < movevars.stepheight ; z++)
|
|
for (i=-1 ; i <= 1 ; i++)
|
|
for (j=-1 ; j <= 1 ; j++)
|
|
{
|
|
ent->v->origin[0] = org[0] + i;
|
|
ent->v->origin[1] = org[1] + j;
|
|
ent->v->origin[2] = org[2] + z;
|
|
if (!World_TestEntityPosition (w, ent))
|
|
{
|
|
Con_DPrintf ("Unstuck.\n");
|
|
World_LinkEdict (w, ent, true);
|
|
return;
|
|
}
|
|
}
|
|
|
|
VectorCopy (org, ent->v->origin);
|
|
Con_DPrintf ("player is stuck.\n");
|
|
}
|
|
|
|
/*
|
|
=============
|
|
SV_CheckWater
|
|
=============
|
|
|
|
for players
|
|
*/
|
|
static qboolean WPhys_CheckWater (world_t *w, wedict_t *ent)
|
|
{
|
|
vec3_t point;
|
|
int cont;
|
|
int hc;
|
|
trace_t tr;
|
|
|
|
//check if we're on a ladder, and if so fire a trace forwards to ensure its a valid ladder instead of a random volume
|
|
hc = ent->xv->hitcontentsmaski; //lame
|
|
ent->xv->hitcontentsmaski = ~0;
|
|
tr = World_Move(w, ent->v->origin, ent->v->mins, ent->v->maxs, ent->v->origin, 0, ent);
|
|
ent->xv->hitcontentsmaski = hc;
|
|
if (tr.contents & FTECONTENTS_LADDER)
|
|
{
|
|
vec3_t flatforward;
|
|
flatforward[0] = cos((M_PI/180)*ent->v->angles[1]);
|
|
flatforward[1] = sin((M_PI/180)*ent->v->angles[1]);
|
|
flatforward[2] = 0;
|
|
VectorMA (ent->v->origin, 24, flatforward, point);
|
|
|
|
tr = World_Move(w, ent->v->origin, ent->v->mins, ent->v->maxs, point, 0, ent);
|
|
if (tr.fraction < 1)
|
|
ent->xv->pmove_flags = (int)ent->xv->pmove_flags|PMF_LADDER;
|
|
else if ((int)ent->xv->pmove_flags & PMF_LADDER)
|
|
ent->xv->pmove_flags -= PMF_LADDER;
|
|
}
|
|
else if ((int)ent->xv->pmove_flags & PMF_LADDER)
|
|
ent->xv->pmove_flags -= PMF_LADDER;
|
|
|
|
|
|
point[0] = ent->v->origin[0];
|
|
point[1] = ent->v->origin[1];
|
|
point[2] = ent->v->origin[2] + ent->v->mins[2] + 1;
|
|
|
|
ent->v->waterlevel = 0;
|
|
ent->v->watertype = Q1CONTENTS_EMPTY;
|
|
cont = World_PointContentsAllBSPs (w, point);
|
|
if (cont & FTECONTENTS_FLUID)
|
|
{
|
|
if (cont & FTECONTENTS_LAVA)
|
|
ent->v->watertype = Q1CONTENTS_LAVA;
|
|
else if (cont & FTECONTENTS_SLIME)
|
|
ent->v->watertype = Q1CONTENTS_SLIME;
|
|
else if (cont & FTECONTENTS_WATER)
|
|
ent->v->watertype = Q1CONTENTS_WATER;
|
|
else
|
|
ent->v->watertype = Q1CONTENTS_SKY;
|
|
ent->v->waterlevel = 1;
|
|
point[2] = ent->v->origin[2] + (ent->v->mins[2] + ent->v->maxs[2])*0.5;
|
|
cont = World_PointContentsAllBSPs (w, point);
|
|
if (cont & FTECONTENTS_FLUID)
|
|
{
|
|
ent->v->waterlevel = 2;
|
|
point[2] = ent->v->origin[2] + ent->v->view_ofs[2];
|
|
cont = World_PointContentsAllBSPs (w, point);
|
|
if (cont & FTECONTENTS_FLUID)
|
|
ent->v->waterlevel = 3;
|
|
}
|
|
}
|
|
|
|
return ent->v->waterlevel > 1;
|
|
}
|
|
|
|
|
|
/*
|
|
============
|
|
SV_WallFriction
|
|
|
|
============
|
|
*/
|
|
static void WPhys_WallFriction (wedict_t *ent, trace_t *trace)
|
|
{
|
|
vec3_t forward, right, up;
|
|
float d, i;
|
|
vec3_t into, side;
|
|
|
|
AngleVectors (ent->v->v_angle, forward, right, up);
|
|
d = DotProduct (trace->plane.normal, forward);
|
|
|
|
d += 0.5;
|
|
if (d >= 0 || IS_NAN(d))
|
|
return;
|
|
|
|
// cut the tangential velocity
|
|
i = DotProduct (trace->plane.normal, ent->v->velocity);
|
|
VectorScale (trace->plane.normal, i, into);
|
|
VectorSubtract (ent->v->velocity, into, side);
|
|
|
|
ent->v->velocity[0] = side[0] * (1 + d);
|
|
ent->v->velocity[1] = side[1] * (1 + d);
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
SV_TryUnstick
|
|
|
|
Player has come to a dead stop, possibly due to the problem with limited
|
|
float precision at some angle joins in the BSP hull.
|
|
|
|
Try fixing by pushing one pixel in each direction.
|
|
|
|
This is a hack, but in the interest of good gameplay...
|
|
======================
|
|
|
|
static int SV_TryUnstick (edict_t *ent, vec3_t oldvel)
|
|
{
|
|
int i;
|
|
vec3_t oldorg;
|
|
vec3_t dir;
|
|
int clip;
|
|
trace_t steptrace;
|
|
|
|
VectorCopy (ent->v->origin, oldorg);
|
|
VectorClear (dir);
|
|
|
|
for (i=0 ; i<8 ; i++)
|
|
{
|
|
// try pushing a little in an axial direction
|
|
switch (i)
|
|
{
|
|
case 0: dir[0] = 2; dir[1] = 0; break;
|
|
case 1: dir[0] = 0; dir[1] = 2; break;
|
|
case 2: dir[0] = -2; dir[1] = 0; break;
|
|
case 3: dir[0] = 0; dir[1] = -2; break;
|
|
case 4: dir[0] = 2; dir[1] = 2; break;
|
|
case 5: dir[0] = -2; dir[1] = 2; break;
|
|
case 6: dir[0] = 2; dir[1] = -2; break;
|
|
case 7: dir[0] = -2; dir[1] = -2; break;
|
|
}
|
|
|
|
SV_PushEntity (ent, dir, MOVE_NORMAL);
|
|
|
|
// retry the original move
|
|
ent->v->velocity[0] = oldvel[0];
|
|
ent->v-> velocity[1] = oldvel[1];
|
|
ent->v-> velocity[2] = 0;
|
|
clip = SV_FlyMove (ent, 0.1, &steptrace);
|
|
|
|
if ( fabs(oldorg[1] - ent->v->origin[1]) > 4
|
|
|| fabs(oldorg[0] - ent->v->origin[0]) > 4 )
|
|
{
|
|
//Con_DPrintf ("unstuck!\n");
|
|
return clip;
|
|
}
|
|
|
|
// go back to the original pos and try again
|
|
VectorCopy (oldorg, ent->v->origin);
|
|
}
|
|
|
|
VectorClear (ent->v->velocity);
|
|
return 7; // still not moving
|
|
}
|
|
*/
|
|
|
|
/*
|
|
=====================
|
|
SV_WalkMove
|
|
|
|
Only used by players
|
|
======================
|
|
*/
|
|
#if 0
|
|
#define SMSTEPSIZE 4
|
|
static void SV_WalkMove (edict_t *ent)
|
|
{
|
|
vec3_t upmove, downmove;
|
|
vec3_t oldorg, oldvel;
|
|
vec3_t nosteporg, nostepvel;
|
|
int clip;
|
|
int oldonground;
|
|
trace_t steptrace, downtrace;
|
|
|
|
//
|
|
// do a regular slide move unless it looks like you ran into a step
|
|
//
|
|
oldonground = (int)ent->v->flags & FL_ONGROUND;
|
|
ent->v->flags = (int)ent->v->flags & ~FL_ONGROUND;
|
|
|
|
VectorCopy (ent->v->origin, oldorg);
|
|
VectorCopy (ent->v->velocity, oldvel);
|
|
|
|
clip = SV_FlyMove (ent, host_frametime, &steptrace);
|
|
|
|
if ( !(clip & 2) )
|
|
return; // move didn't block on a step
|
|
|
|
if (!oldonground && ent->v->waterlevel == 0)
|
|
return; // don't stair up while jumping
|
|
|
|
if (ent->v->movetype != MOVETYPE_WALK)
|
|
return; // gibbed by a trigger
|
|
|
|
// if (sv_nostep.value)
|
|
// return;
|
|
|
|
if ( (int)ent->v->flags & FL_WATERJUMP )
|
|
return;
|
|
|
|
VectorCopy (ent->v->origin, nosteporg);
|
|
VectorCopy (ent->v->velocity, nostepvel);
|
|
|
|
//
|
|
// try moving up and forward to go up a step
|
|
//
|
|
VectorCopy (oldorg, ent->v->origin); // back to start pos
|
|
|
|
VectorCopy (vec3_origin, upmove);
|
|
VectorCopy (vec3_origin, downmove);
|
|
upmove[2] = movevars.stepheight;
|
|
downmove[2] = -movevars.stepheight + oldvel[2]*host_frametime;
|
|
|
|
// move up
|
|
SV_PushEntity (ent, upmove); // FIXME: don't link?
|
|
|
|
// move forward
|
|
ent->v->velocity[0] = oldvel[0];
|
|
ent->v->velocity[1] = oldvel[1];
|
|
ent->v->velocity[2] = 0;
|
|
clip = SV_FlyMove (ent, host_frametime, &steptrace);
|
|
|
|
// check for stuckness, possibly due to the limited precision of floats
|
|
// in the clipping hulls
|
|
if (clip)
|
|
{
|
|
if ( fabs(oldorg[1] - ent->v->origin[1]) < 0.03125
|
|
&& fabs(oldorg[0] - ent->v->origin[0]) < 0.03125 )
|
|
{ // stepping up didn't make any progress
|
|
clip = SV_TryUnstick (ent, oldvel);
|
|
|
|
// Con_Printf("Try unstick fwd\n");
|
|
}
|
|
}
|
|
|
|
// extra friction based on view angle
|
|
if ( clip & 2 )
|
|
{
|
|
vec3_t lastpos, lastvel, lastdown;
|
|
|
|
// Con_Printf("couldn't do it\n");
|
|
|
|
//retry with a smaller step (allows entering smaller areas with a step of 4)
|
|
VectorCopy (downmove, lastdown);
|
|
VectorCopy (ent->v->origin, lastpos);
|
|
VectorCopy (ent->v->velocity, lastvel);
|
|
|
|
//
|
|
// try moving up and forward to go up a step
|
|
//
|
|
VectorCopy (oldorg, ent->v->origin); // back to start pos
|
|
|
|
VectorCopy (vec3_origin, upmove);
|
|
VectorCopy (vec3_origin, downmove);
|
|
upmove[2] = SMSTEPSIZE;
|
|
downmove[2] = -SMSTEPSIZE + oldvel[2]*host_frametime;
|
|
|
|
// move up
|
|
SV_PushEntity (ent, upmove); // FIXME: don't link?
|
|
|
|
// move forward
|
|
ent->v->velocity[0] = oldvel[0];
|
|
ent->v->velocity[1] = oldvel[1];
|
|
ent->v->velocity[2] = 0;
|
|
clip = SV_FlyMove (ent, host_frametime, &steptrace);
|
|
|
|
// check for stuckness, possibly due to the limited precision of floats
|
|
// in the clipping hulls
|
|
if (clip)
|
|
{
|
|
if ( fabs(oldorg[1] - ent->v->origin[1]) < 0.03125
|
|
&& fabs(oldorg[0] - ent->v->origin[0]) < 0.03125 )
|
|
{ // stepping up didn't make any progress
|
|
clip = SV_TryUnstick (ent, oldvel);
|
|
|
|
// Con_Printf("Try unstick up\n");
|
|
}
|
|
}
|
|
|
|
if ( fabs(oldorg[1] - ent->v->origin[1])+fabs(oldorg[0] - ent->v->origin[0]) < fabs(oldorg[1] - lastpos[1])+fabs(oldorg[1] - lastpos[1]))
|
|
{ // stepping up didn't make any progress
|
|
//go back
|
|
VectorCopy (lastdown, downmove);
|
|
VectorCopy (lastpos, ent->v->origin);
|
|
VectorCopy (lastvel, ent->v->velocity);
|
|
|
|
SV_WallFriction (ent, &steptrace);
|
|
|
|
// Con_Printf("wall friction\n");
|
|
}
|
|
|
|
else if (clip & 2)
|
|
{
|
|
SV_WallFriction (ent, &steptrace);
|
|
// Con_Printf("wall friction 2\n");
|
|
}
|
|
}
|
|
|
|
// move down
|
|
downtrace = SV_PushEntity (ent, downmove); // FIXME: don't link?
|
|
|
|
if (downtrace.plane.normal[2] > 0.7)
|
|
{
|
|
if (ent->v->solid == SOLID_BSP)
|
|
{
|
|
ent->v->flags = (int)ent->v->flags | FL_ONGROUND;
|
|
ent->v->groundentity = EDICT_TO_PROG(svprogfuncs, downtrace.ent);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// if the push down didn't end up on good ground, use the move without
|
|
// the step up. This happens near wall / slope combinations, and can
|
|
// cause the player to hop up higher on a slope too steep to climb
|
|
VectorCopy (nosteporg, ent->v->origin);
|
|
VectorCopy (nostepvel, ent->v->velocity);
|
|
|
|
// Con_Printf("down not good\n");
|
|
}
|
|
}
|
|
#else
|
|
|
|
// 1/32 epsilon to keep floating point happy
|
|
/*#define DIST_EPSILON (0.03125)
|
|
static int WPhys_SetOnGround (world_t *w, wedict_t *ent, const float *gravitydir)
|
|
{
|
|
vec3_t end;
|
|
trace_t trace;
|
|
if ((int)ent->v->flags & FL_ONGROUND)
|
|
return 1;
|
|
VectorMA(ent->v->origin, 1, gravitydir, end);
|
|
trace = World_Move(w, ent->v->origin, ent->v->mins, ent->v->maxs, end, MOVE_NORMAL, (wedict_t*)ent);
|
|
if (DotProduct(trace.plane.normal, ent->v->velocity) > 0)
|
|
return 0; //velocity is away from the plane normal, so this does not count as a contact.
|
|
if (trace.fraction <= DIST_EPSILON && -DotProduct(gravitydir, trace.plane.normal) >= 0.7)
|
|
{
|
|
ent->v->flags = (int)ent->v->flags | FL_ONGROUND;
|
|
ent->v->groundentity = EDICT_TO_PROG(w->progs, trace.ent);
|
|
return 1;
|
|
}
|
|
return 0;
|
|
}*/
|
|
static void WPhys_WalkMove (world_t *w, wedict_t *ent, const float *gravitydir)
|
|
{
|
|
//int originalmove_clip;
|
|
int clip, oldonground, originalmove_flags, originalmove_groundentity;
|
|
vec3_t upmove, downmove, start_origin, start_velocity, originalmove_origin, originalmove_velocity;
|
|
trace_t downtrace, steptrace;
|
|
|
|
WPhys_CheckVelocity(w, ent);
|
|
|
|
// do a regular slide move unless it looks like you ran into a step
|
|
oldonground = (int)ent->v->flags & FL_ONGROUND;
|
|
ent->v->flags = (int)ent->v->flags & ~FL_ONGROUND;
|
|
|
|
VectorCopy (ent->v->origin, start_origin);
|
|
VectorCopy (ent->v->velocity, start_velocity);
|
|
|
|
clip = WPhys_FlyMove (w, ent, gravitydir, host_frametime, NULL);
|
|
|
|
// WPhys_SetOnGround (w, ent, gravitydir);
|
|
WPhys_CheckVelocity(w, ent);
|
|
|
|
VectorCopy(ent->v->origin, originalmove_origin);
|
|
VectorCopy(ent->v->velocity, originalmove_velocity);
|
|
//originalmove_clip = clip;
|
|
originalmove_flags = (int)ent->v->flags;
|
|
originalmove_groundentity = ent->v->groundentity;
|
|
|
|
if ((int)ent->v->flags & FL_WATERJUMP)
|
|
return;
|
|
|
|
// if (sv_nostep.value)
|
|
// return;
|
|
|
|
// if move didn't block on a step, return
|
|
if (clip & 2)
|
|
{
|
|
// if move was not trying to move into the step, return
|
|
if (fabs(start_velocity[0]) < 0.03125 && fabs(start_velocity[1]) < 0.03125)
|
|
return;
|
|
|
|
if (ent->v->movetype != MOVETYPE_FLY && ent->v->movetype != MOVETYPE_FLY_WORLDONLY)
|
|
{
|
|
// return if gibbed by a trigger
|
|
if (ent->v->movetype != MOVETYPE_WALK)
|
|
return;
|
|
|
|
// only step up while jumping if that is enabled
|
|
if (!pm_airstep.value)
|
|
if (!oldonground && ent->v->waterlevel == 0)
|
|
return;
|
|
}
|
|
|
|
// try moving up and forward to go up a step
|
|
// back to start pos
|
|
VectorCopy (start_origin, ent->v->origin);
|
|
VectorCopy (start_velocity, ent->v->velocity);
|
|
|
|
// move up
|
|
VectorScale(gravitydir, -movevars.stepheight, upmove);
|
|
// FIXME: don't link?
|
|
WPhys_PushEntity(w, ent, upmove, MOVE_NORMAL);
|
|
|
|
// move forward
|
|
VectorMA(ent->v->velocity, -DotProduct(gravitydir, ent->v->velocity), gravitydir, ent->v->velocity); //ent->v->velocity[2] = 0;
|
|
clip = WPhys_FlyMove (w, ent, gravitydir, host_frametime, &steptrace);
|
|
VectorMA(ent->v->velocity, DotProduct(gravitydir, start_velocity), gravitydir, ent->v->velocity); //ent->v->velocity[2] += start_velocity[2];
|
|
|
|
WPhys_CheckVelocity(w, ent);
|
|
|
|
// check for stuckness, possibly due to the limited precision of floats
|
|
// in the clipping hulls
|
|
if (clip
|
|
&& fabs(originalmove_origin[1] - ent->v->origin[1]) < 0.03125
|
|
&& fabs(originalmove_origin[0] - ent->v->origin[0]) < 0.03125)
|
|
{
|
|
// Con_Printf("wall\n");
|
|
// stepping up didn't make any progress, revert to original move
|
|
VectorCopy(originalmove_origin, ent->v->origin);
|
|
VectorCopy(originalmove_velocity, ent->v->velocity);
|
|
//clip = originalmove_clip;
|
|
ent->v->flags = originalmove_flags;
|
|
ent->v->groundentity = originalmove_groundentity;
|
|
// now try to unstick if needed
|
|
//clip = SV_TryUnstick (ent, oldvel);
|
|
return;
|
|
}
|
|
|
|
//Con_Printf("step - ");
|
|
|
|
// extra friction based on view angle
|
|
if ((clip & 2) && sv_wallfriction.value)
|
|
{
|
|
// Con_Printf("wall\n");
|
|
WPhys_WallFriction (ent, &steptrace);
|
|
}
|
|
}
|
|
else if (!sv_gameplayfix_stepdown.ival || !oldonground || -DotProduct(gravitydir,start_velocity) > 0 || ((int)ent->v->flags & FL_ONGROUND) || ent->v->waterlevel >= 2)
|
|
return;
|
|
|
|
// move down
|
|
VectorScale(gravitydir, movevars.stepheight + (1/32.0) - DotProduct(gravitydir,start_velocity)*host_frametime, downmove);
|
|
// FIXME: don't link?
|
|
downtrace = WPhys_PushEntity (w, ent, downmove, MOVE_NORMAL);
|
|
|
|
if (downtrace.fraction < 1 && -DotProduct(gravitydir, downtrace.plane.normal) > 0.7)
|
|
{
|
|
if (DotProduct(downtrace.plane.normal, ent->v->velocity)<=0) //Spike: moving away from the surface should not count as onground.
|
|
// LordHavoc: disabled this check so you can walk on monsters/players
|
|
//if (ent->v->solid == SOLID_BSP)
|
|
{
|
|
//Con_Printf("onground\n");
|
|
ent->v->flags = (int)ent->v->flags | FL_ONGROUND;
|
|
ent->v->groundentity = EDICT_TO_PROG(w->progs, downtrace.ent);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
//Con_Printf("slope\n");
|
|
// if the push down didn't end up on good ground, use the move without
|
|
// the step up. This happens near wall / slope combinations, and can
|
|
// cause the player to hop up higher on a slope too steep to climb
|
|
VectorCopy(originalmove_origin, ent->v->origin);
|
|
VectorCopy(originalmove_velocity, ent->v->velocity);
|
|
//clip = originalmove_clip;
|
|
ent->v->flags = originalmove_flags;
|
|
ent->v->groundentity = originalmove_groundentity;
|
|
}
|
|
|
|
// WPhys_SetOnGround (w, ent, gravitydir);
|
|
WPhys_CheckVelocity(w, ent);
|
|
}
|
|
#endif
|
|
|
|
#ifdef HEXEN2
|
|
void WPhys_MoveChain(world_t *w, wedict_t *ent, wedict_t *movechain, float *initial_origin, float *initial_angle)
|
|
{
|
|
qboolean orgunchanged;
|
|
vec3_t moveorg, moveang;
|
|
VectorSubtract(ent->v->origin, initial_origin, moveorg);
|
|
VectorSubtract(ent->v->angles, initial_angle, moveang);
|
|
orgunchanged=!DotProduct(moveorg,moveorg);
|
|
if (!orgunchanged || DotProduct(moveang,moveang))
|
|
{
|
|
int i;
|
|
for(i=16; i && movechain != w->edicts && !ED_ISFREE(movechain); i--, movechain = PROG_TO_WEDICT(w->progs, movechain->xv->movechain))
|
|
{
|
|
if ((int)movechain->v->flags & FL_MOVECHAIN_ANGLE)
|
|
VectorAdd(movechain->v->angles, moveang, movechain->v->angles); //FIXME: axial only
|
|
if (!orgunchanged)
|
|
{
|
|
VectorAdd(movechain->v->origin, moveorg, movechain->v->origin);
|
|
World_LinkEdict(w, movechain, false);
|
|
|
|
//chainmoved is called only for origin changes, not angle ones, apparently.
|
|
if (movechain->xv->chainmoved)
|
|
{
|
|
*w->g.self = EDICT_TO_PROG(w->progs, movechain);
|
|
*w->g.other = EDICT_TO_PROG(w->progs, ent);
|
|
#ifdef VM_Q1
|
|
if (svs.gametype == GT_Q1QVM && w == &sv.world)
|
|
Q1QVM_ChainMoved();
|
|
else
|
|
#endif
|
|
PR_ExecuteProgram(w->progs, movechain->xv->chainmoved);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
/*
|
|
================
|
|
SV_RunEntity
|
|
|
|
================
|
|
*/
|
|
void WPhys_RunEntity (world_t *w, wedict_t *ent)
|
|
{
|
|
#ifdef HEXEN2
|
|
wedict_t *movechain;
|
|
vec3_t initial_origin = {0},initial_angle = {0};
|
|
#endif
|
|
const float *gravitydir;
|
|
|
|
#ifndef CLIENTONLY
|
|
edict_t *svent = (edict_t*)ent;
|
|
if (ent->entnum > 0 && ent->entnum <= sv.allocated_client_slots && w == &sv.world)
|
|
{ //a client woo.
|
|
qboolean readyforjump = false;
|
|
|
|
#if defined(NQPROT) && defined(HAVE_LEGACY)
|
|
if (svs.clients[ent->entnum-1].state == cs_connected)
|
|
{ //nq is buggy and calls playerprethink/etc while the player is still connecting.
|
|
//some mods depend on this, hopefully unintentionally (as is the case with Arcane Dimensions).
|
|
//so don't do anything if we're qw, but use crappy behaviour for nq+h2.
|
|
if (progstype != PROG_NQ || sv_gameplayfix_spawnbeforethinks.ival)
|
|
return;
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
if (svs.clients[ent->entnum-1].state < cs_spawned)
|
|
return; // unconnected slot
|
|
}
|
|
|
|
if (svs.clients[ent->entnum-1].protocol == SCP_BAD)
|
|
svent->v->fixangle = FIXANGLE_NO; //bots never get fixangle cleared otherwise
|
|
|
|
host_client = &svs.clients[ent->entnum-1];
|
|
SV_ClientThink();
|
|
|
|
if (!host_client->spectator)
|
|
{
|
|
if (progstype == PROG_QW) //detect if the mod should do a jump
|
|
if (svent->v->button2)
|
|
if ((int)svent->v->flags & FL_JUMPRELEASED)
|
|
readyforjump = true;
|
|
|
|
//
|
|
// call standard client pre-think
|
|
//
|
|
pr_global_struct->time = sv.world.physicstime;
|
|
pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, ent);
|
|
#ifdef VM_Q1
|
|
if (svs.gametype == GT_Q1QVM)
|
|
Q1QVM_PlayerPreThink();
|
|
else
|
|
#endif
|
|
if (pr_global_ptrs->PlayerPreThink)
|
|
PR_ExecuteProgram (svprogfuncs, *pr_global_ptrs->PlayerPreThink);
|
|
|
|
if (readyforjump) //qw progs can't jump for themselves...
|
|
{
|
|
if (!svent->v->button2 && !((int)ent->v->flags & FL_JUMPRELEASED) && ent->v->velocity[2] <= 0)
|
|
svent->v->velocity[2] += 270;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
if (ent->lastruntime == w->framenum)
|
|
return;
|
|
ent->lastruntime = w->framenum;
|
|
#ifndef CLIENTONLY
|
|
if (progstype == PROG_QW && w == &sv.world) //we don't use the field any more, but qw mods might.
|
|
ent->v->lastruntime = w->physicstime;
|
|
svent = NULL;
|
|
#endif
|
|
}
|
|
|
|
|
|
#ifdef HEXEN2
|
|
movechain = PROG_TO_WEDICT(w->progs, ent->xv->movechain);
|
|
if (movechain != w->edicts)
|
|
{
|
|
VectorCopy(ent->v->origin,initial_origin);
|
|
VectorCopy(ent->v->angles,initial_angle);
|
|
}
|
|
#endif
|
|
|
|
|
|
if (ent->xv->customphysics)
|
|
{
|
|
*w->g.time = w->physicstime;
|
|
*w->g.self = EDICT_TO_PROG(w->progs, ent);
|
|
PR_ExecuteProgram (w->progs, ent->xv->customphysics);
|
|
}
|
|
else switch ( (int)ent->v->movetype)
|
|
{
|
|
case MOVETYPE_PUSH:
|
|
WPhys_Physics_Pusher (w, ent);
|
|
break;
|
|
case MOVETYPE_NONE:
|
|
if (!WPhys_RunThink (w, ent))
|
|
return;
|
|
break;
|
|
case MOVETYPE_NOCLIP:
|
|
case MOVETYPE_ANGLENOCLIP:
|
|
WPhys_Physics_Noclip (w, ent);
|
|
break;
|
|
case MOVETYPE_H2PUSHPULL:
|
|
#if defined(HEXEN2) && !defined(CLIENTONLY)
|
|
if (w == &sv.world && progstype == PROG_H2)
|
|
WPhys_Physics_Step (w, ent); //hexen2 pushable object (basically exactly movetype_step)
|
|
else
|
|
#endif
|
|
WPhys_Physics_Pusher (w, ent); //non-solid pusher, for tenebrae compat
|
|
break;
|
|
case MOVETYPE_STEP:
|
|
WPhys_Physics_Step (w, ent);
|
|
break;
|
|
case MOVETYPE_FOLLOW:
|
|
WPhys_Physics_Follow (w, ent);
|
|
break;
|
|
case MOVETYPE_FLY_WORLDONLY:
|
|
case MOVETYPE_FLY:
|
|
#ifndef CLIENTONLY
|
|
if (svent)
|
|
{ //NQ players with movetype_fly are not like non-players.
|
|
if (!WPhys_RunThink (w, ent))
|
|
return;
|
|
if (ent->xv->gravitydir[2] || ent->xv->gravitydir[1] || ent->xv->gravitydir[0])
|
|
gravitydir = ent->xv->gravitydir;
|
|
else
|
|
gravitydir = w->g.defaultgravitydir;
|
|
WPhys_CheckStuck (w, ent);
|
|
WPhys_WalkMove (w, ent, gravitydir);
|
|
break;
|
|
}
|
|
#endif
|
|
//fallthrough
|
|
case MOVETYPE_H2SWIM:
|
|
case MOVETYPE_TOSS:
|
|
case MOVETYPE_BOUNCE:
|
|
case MOVETYPE_BOUNCEMISSILE:
|
|
case MOVETYPE_FLYMISSILE:
|
|
WPhys_Physics_Toss (w, ent);
|
|
break;
|
|
case MOVETYPE_WALK:
|
|
if (!WPhys_RunThink (w, ent))
|
|
return;
|
|
|
|
if (ent->xv->gravitydir[2] || ent->xv->gravitydir[1] || ent->xv->gravitydir[0])
|
|
gravitydir = ent->xv->gravitydir;
|
|
else
|
|
gravitydir = w->g.defaultgravitydir;
|
|
|
|
if (!WPhys_CheckWater (w, ent) && ! ((int)ent->v->flags & FL_WATERJUMP) ) //Vanilla Bug: the QC checks waterlevel inside PlayerPreThink, with waterlevel from a different position from the origin.
|
|
if (!((int)ent->xv->pmove_flags & PMF_LADDER))
|
|
WPhys_AddGravity (w, ent, gravitydir);
|
|
WPhys_CheckStuck (w, ent);
|
|
|
|
WPhys_WalkMove (w, ent, gravitydir);
|
|
|
|
#ifndef CLIENTONLY
|
|
if (!svent)
|
|
#endif
|
|
World_LinkEdict (w, ent, true);
|
|
break;
|
|
#ifdef USERBE
|
|
case MOVETYPE_PHYSICS:
|
|
if (WPhys_RunThink(w, ent))
|
|
World_LinkEdict (w, ent, true);
|
|
w->rbe_hasphysicsents = true;
|
|
break;
|
|
#endif
|
|
default:
|
|
// SV_Error ("SV_Physics: bad movetype %i on %s", (int)ent->v->movetype, PR_GetString(w->progs, ent->v->classname));
|
|
break;
|
|
}
|
|
|
|
#ifdef HEXEN2
|
|
if (movechain != w->edicts)
|
|
WPhys_MoveChain(w, ent, movechain, initial_origin, initial_angle);
|
|
#endif
|
|
|
|
#ifndef CLIENTONLY
|
|
if (svent)
|
|
{
|
|
World_LinkEdict (w, ent, true);
|
|
|
|
if (!host_client->spectator)
|
|
{
|
|
pr_global_struct->time = w->physicstime;
|
|
pr_global_struct->self = EDICT_TO_PROG(w->progs, ent);
|
|
#ifdef VM_Q1
|
|
if (svs.gametype == GT_Q1QVM)
|
|
Q1QVM_PostThink();
|
|
else
|
|
#endif
|
|
{
|
|
if (pr_global_ptrs->PlayerPostThink)
|
|
PR_ExecuteProgram (w->progs, *pr_global_ptrs->PlayerPostThink);
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
/*
|
|
================
|
|
SV_RunNewmis
|
|
|
|
================
|
|
*/
|
|
void WPhys_RunNewmis (world_t *w)
|
|
{
|
|
wedict_t *ent;
|
|
|
|
if (!w->g.newmis) //newmis variable is not exported.
|
|
return;
|
|
|
|
if (!sv_gameplayfix_multiplethinks.ival)
|
|
return;
|
|
|
|
if (!*w->g.newmis)
|
|
return;
|
|
ent = PROG_TO_WEDICT(w->progs, *w->g.newmis);
|
|
host_frametime = 0.05;
|
|
*w->g.newmis = 0;
|
|
|
|
WPhys_RunEntity (w, ent);
|
|
|
|
host_frametime = *w->g.frametime;
|
|
}
|
|
|
|
trace_t WPhys_Trace_Toss (world_t *w, wedict_t *tossent, wedict_t *ignore)
|
|
{
|
|
int i;
|
|
float gravity;
|
|
vec3_t move, end;
|
|
trace_t trace;
|
|
|
|
vec3_t origin, velocity;
|
|
|
|
// this has to fetch the field from the original edict, since our copy is truncated
|
|
gravity = tossent->xv->gravity;
|
|
if (!gravity)
|
|
gravity = 1.0;
|
|
gravity *= sv_gravity.value * 0.05;
|
|
|
|
VectorCopy (tossent->v->origin, origin);
|
|
VectorCopy (tossent->v->velocity, velocity);
|
|
|
|
WPhys_CheckVelocity (w, tossent);
|
|
|
|
for (i = 0;i < 200;i++) // LordHavoc: sanity check; never trace more than 10 seconds
|
|
{
|
|
velocity[2] -= gravity;
|
|
VectorScale (velocity, 0.05, move);
|
|
VectorAdd (origin, move, end);
|
|
trace = World_Move (w, origin, tossent->v->mins, tossent->v->maxs, end, MOVE_NORMAL, tossent);
|
|
VectorCopy (trace.endpos, origin);
|
|
|
|
if (trace.fraction < 1 && trace.ent && trace.ent != ignore)
|
|
break;
|
|
|
|
if (Length(velocity) > sv_maxvelocity.value)
|
|
{
|
|
// Con_DPrintf("Slowing %s\n", PR_GetString(w->progs, tossent->v->classname));
|
|
VectorScale (velocity, sv_maxvelocity.value/Length(velocity), velocity);
|
|
}
|
|
}
|
|
|
|
trace.fraction = 0; // not relevant
|
|
return trace;
|
|
}
|
|
|
|
/*
|
|
Run an individual physics frame. This might be run multiple times in one frame if we're running slow, or not at all.
|
|
*/
|
|
void World_Physics_Frame(world_t *w)
|
|
{
|
|
int i;
|
|
qboolean retouch;
|
|
wedict_t *ent;
|
|
|
|
w->framenum++;
|
|
|
|
i = *w->g.physics_mode;
|
|
if (i == 0)
|
|
{
|
|
/*physics mode 0 = none*/
|
|
return;
|
|
}
|
|
if (i == 1)
|
|
{
|
|
/*physics mode 1 = thinks only*/
|
|
for (i=0 ; i<w->num_edicts ; i++)
|
|
{
|
|
ent = (wedict_t*)EDICT_NUM_PB(w->progs, i);
|
|
if (ED_ISFREE(ent))
|
|
continue;
|
|
|
|
WPhys_RunThink (w, ent);
|
|
}
|
|
return;
|
|
}
|
|
/*physics mode 2 = normal movetypes*/
|
|
|
|
retouch = (w->g.force_retouch && (*w->g.force_retouch >= 1));
|
|
|
|
//
|
|
// treat each object in turn
|
|
// even the world gets a chance to think
|
|
//
|
|
for (i=0 ; i<w->num_edicts ; i++)
|
|
{
|
|
ent = (wedict_t*)EDICT_NUM_PB(w->progs, i);
|
|
if (ED_ISFREE(ent))
|
|
continue;
|
|
|
|
if (retouch)
|
|
World_LinkEdict (w, ent, true); // force retouch even for stationary
|
|
|
|
#ifdef HAVE_SERVER
|
|
if (i > 0 && i <= sv.allocated_client_slots && w == &sv.world)
|
|
{
|
|
if (!svs.clients[i-1].isindependant)
|
|
{
|
|
if (sv_nqplayerphysics.ival || SV_PlayerPhysicsQC || svs.clients[i-1].state < cs_spawned)
|
|
{
|
|
WPhys_RunEntity (w, ent);
|
|
WPhys_RunNewmis (w);
|
|
}
|
|
else
|
|
{
|
|
unsigned int newt;
|
|
unsigned int delt;
|
|
newt = sv.time*1000;
|
|
delt = newt - svs.clients[i-1].lastruncmd;
|
|
if (delt > (int)(1000/77.0) || delt < -10)
|
|
{
|
|
float ft = host_frametime;
|
|
host_client = &svs.clients[i-1];
|
|
sv_player = svs.clients[i-1].edict;
|
|
|
|
SV_PreRunCmd();
|
|
#ifndef NEWSPEEDCHEATPROT
|
|
svs.clients[i-1].last_check = 0;
|
|
#endif
|
|
svs.clients[i-1].lastcmd.msec = bound(0, delt, 255);
|
|
SV_RunCmd (&svs.clients[i-1].lastcmd, true);
|
|
svs.clients[i-1].lastcmd.impulse = 0;
|
|
SV_PostRunCmd();
|
|
host_client->lastruncmd = sv.time*1000;
|
|
*w->g.frametime = host_frametime = ft;
|
|
}
|
|
}
|
|
}
|
|
// else
|
|
// World_LinkEdict(w, (wedict_t*)ent, true);
|
|
continue; // clients are run directly from packets
|
|
}
|
|
#endif
|
|
|
|
WPhys_RunEntity (w, ent);
|
|
WPhys_RunNewmis (w);
|
|
}
|
|
|
|
if (retouch)
|
|
*w->g.force_retouch-=1;
|
|
}
|
|
|
|
#ifdef HAVE_SERVER
|
|
/*
|
|
================
|
|
SV_Physics
|
|
|
|
================
|
|
*/
|
|
qboolean SV_Physics (void)
|
|
{
|
|
int i;
|
|
qboolean moved = false;
|
|
int maxtics = sv_limittics.ival;
|
|
double trueframetime = host_frametime;
|
|
double maxtic = sv_maxtic.value;
|
|
double mintic = sv_mintic.value;
|
|
if (sv_nqplayerphysics.ival)
|
|
if (mintic < 0.013)
|
|
mintic = 0.013; //NQ physics can't cope with low rates and just generally bugs out.
|
|
if (maxtic < mintic)
|
|
maxtic = mintic;
|
|
|
|
if (maxtics>1&&sv.spawned_observer_slots==0&&sv.spawned_client_slots==0)
|
|
maxtics = 1; //no players on the server. let timings slide
|
|
|
|
//keep gravity tracking the cvar properly
|
|
movevars.gravity = sv_gravity.value;
|
|
|
|
if (svs.gametype != GT_PROGS && svs.gametype != GT_Q1QVM && svs.gametype != GT_HALFLIFE
|
|
#ifdef VM_LUA
|
|
&& svs.gametype != GT_LUA
|
|
#endif
|
|
) //make tics multiples of sv_maxtic (defaults to 0.1)
|
|
{
|
|
if (svs.gametype == GT_QUAKE2)
|
|
mintic = maxtic = 0.1; //fucking fuckity fuck. we should warn about this.
|
|
mintic = max(mintic, 1/1000.0);
|
|
|
|
for(;;)
|
|
{
|
|
host_frametime = sv.time - sv.world.physicstime;
|
|
if (host_frametime<0)
|
|
{
|
|
if (host_frametime < -1)
|
|
sv.world.physicstime = sv.time;
|
|
host_frametime = 0;
|
|
}
|
|
if (!maxtics--)
|
|
{ //don't loop infinitely if we froze (eg debugger or suspend/hibernate)
|
|
sv.world.physicstime = sv.time;
|
|
break;
|
|
}
|
|
if (!host_frametime || (host_frametime < mintic && realtime))
|
|
break;
|
|
if (host_frametime > maxtic)
|
|
host_frametime = maxtic;
|
|
sv.world.physicstime += host_frametime;
|
|
moved = true;
|
|
|
|
switch(svs.gametype)
|
|
{
|
|
#ifdef Q2SERVER
|
|
case GT_QUAKE2:
|
|
ge->RunFrame();
|
|
break;
|
|
#endif
|
|
#ifdef Q3SERVER
|
|
case GT_QUAKE3:
|
|
q3->sv.RunFrame();
|
|
break;
|
|
#endif
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
host_frametime = trueframetime;
|
|
return moved;
|
|
}
|
|
|
|
if (svs.gametype != GT_HALFLIFE && /*sv.botsonthemap &&*/ progstype == PROG_QW)
|
|
{
|
|
//DP_SV_BOTCLIENT - make the bots move with qw physics.
|
|
//They only move when there arn't any players on the server, but they should move at the right kind of speed if there are... hopefully
|
|
//they might just be a bit lagged. they will at least be as smooth as other players are.
|
|
|
|
usercmd_t ucmd;
|
|
client_t *oldhost;
|
|
edict_t *oldplayer;
|
|
|
|
#ifdef VM_Q1
|
|
if (svs.gametype == GT_Q1QVM)
|
|
{
|
|
pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, sv.world.edicts);
|
|
pr_global_struct->other = EDICT_TO_PROG(svprogfuncs, sv.world.edicts);
|
|
pr_global_struct->time = sv.world.physicstime;
|
|
Q1QVM_StartFrame(true);
|
|
}
|
|
#endif
|
|
if (1)
|
|
{
|
|
memset(&ucmd, 0, sizeof(ucmd));
|
|
for (i = 0; i < sv.allocated_client_slots; i++)
|
|
{
|
|
if (svs.clients[i].state > cs_zombie && svs.clients[i].protocol == SCP_BAD && svs.clients[i].msecs >= 1000.0/77)
|
|
{ //then this is a bot
|
|
oldhost = host_client;
|
|
oldplayer = sv_player;
|
|
host_client = &svs.clients[i];
|
|
host_client->isindependant = true;
|
|
sv_player = host_client->edict;
|
|
host_client->localtime = sv.time;
|
|
|
|
SV_PreRunCmd();
|
|
|
|
if (svs.gametype == GT_Q1QVM)
|
|
{
|
|
ucmd = svs.clients[i].lastcmd;
|
|
ucmd.msec = svs.clients[i].msecs;
|
|
}
|
|
else
|
|
{
|
|
ucmd.msec = svs.clients[i].msecs;
|
|
ucmd.angles[0] = (short)(sv_player->v->v_angle[0] * (65535/360.0f));
|
|
ucmd.angles[1] = (short)(sv_player->v->v_angle[1] * (65535/360.0f));
|
|
ucmd.angles[2] = (short)(sv_player->v->v_angle[2] * (65535/360.0f));
|
|
ucmd.forwardmove = sv_player->xv->movement[0];
|
|
ucmd.sidemove = sv_player->xv->movement[1];
|
|
ucmd.upmove = sv_player->xv->movement[2];
|
|
ucmd.buttons = (sv_player->v->button0?1:0) | (sv_player->v->button2?2:0);
|
|
}
|
|
ucmd.msec = min(ucmd.msec, 250);
|
|
|
|
SV_RunCmd(&ucmd, false);
|
|
SV_PostRunCmd();
|
|
|
|
host_client->lastcmd = ucmd; //allow the other clients to predict this bot.
|
|
|
|
host_client = oldhost;
|
|
sv_player = oldplayer;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// don't bother running a frame if sys_ticrate seconds haven't passed
|
|
while (1)
|
|
{
|
|
host_frametime = sv.time - sv.world.physicstime;
|
|
if (host_frametime < 0)
|
|
{
|
|
sv.world.physicstime = sv.time;
|
|
break;
|
|
}
|
|
if (host_frametime <= 0 || host_frametime < mintic)
|
|
break;
|
|
if (host_frametime > maxtic && maxtic>0)
|
|
{
|
|
if (maxtics-- <= 0)
|
|
{
|
|
//timewarp, as we're running too slowly
|
|
sv.world.physicstime = sv.time;
|
|
break;
|
|
}
|
|
host_frametime = maxtic;
|
|
}
|
|
if (!host_frametime)
|
|
continue;
|
|
|
|
moved = true;
|
|
|
|
#ifdef HLSERVER
|
|
if (svs.gametype == GT_HALFLIFE)
|
|
{
|
|
SVHL_RunFrame();
|
|
sv.world.physicstime += host_frametime;
|
|
continue;
|
|
}
|
|
#endif
|
|
|
|
pr_global_struct->frametime = host_frametime;
|
|
|
|
SV_ProgStartFrame ();
|
|
|
|
PRSV_RunThreads();
|
|
|
|
#ifdef USERBE
|
|
if (sv.world.rbe)
|
|
{
|
|
#ifdef RAGDOLL
|
|
rag_doallanimations(&sv.world);
|
|
#endif
|
|
sv.world.rbe->RunFrame(&sv.world, host_frametime, sv_gravity.value);
|
|
}
|
|
#endif
|
|
|
|
|
|
World_Physics_Frame(&sv.world);
|
|
|
|
#ifdef VM_Q1
|
|
if (svs.gametype == GT_Q1QVM)
|
|
{
|
|
pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, sv.world.edicts);
|
|
pr_global_struct->other = EDICT_TO_PROG(svprogfuncs, sv.world.edicts);
|
|
pr_global_struct->time = sv.world.physicstime+host_frametime;
|
|
Q1QVM_EndFrame();
|
|
}
|
|
else
|
|
#endif
|
|
if (EndFrameQC)
|
|
{
|
|
pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, sv.world.edicts);
|
|
pr_global_struct->other = EDICT_TO_PROG(svprogfuncs, sv.world.edicts);
|
|
pr_global_struct->time = sv.world.physicstime+host_frametime;
|
|
PR_ExecuteProgram (svprogfuncs, EndFrameQC);
|
|
}
|
|
|
|
#ifdef NETPREPARSE
|
|
NPP_Flush(); //flush it just in case there was an error and we stopped preparsing. This is only really needed while debugging.
|
|
#endif
|
|
|
|
sv.world.physicstime += host_frametime;
|
|
}
|
|
host_frametime = trueframetime;
|
|
return moved;
|
|
}
|
|
#endif
|
|
|
|
void SV_SetMoveVars(void)
|
|
{
|
|
movevars.stopspeed = sv_stopspeed.value;
|
|
movevars.maxspeed = sv_maxspeed.value;
|
|
movevars.spectatormaxspeed = sv_spectatormaxspeed.value;
|
|
movevars.accelerate = sv_accelerate.value;
|
|
movevars.airaccelerate = sv_airaccelerate.value;
|
|
movevars.wateraccelerate = sv_wateraccelerate.value;
|
|
movevars.friction = sv_friction.value;
|
|
movevars.waterfriction = sv_waterfriction.value;
|
|
movevars.entgravity = 1.0;
|
|
movevars.stepheight = *sv_stepheight.string?sv_stepheight.value:PM_DEFAULTSTEPHEIGHT;
|
|
movevars.watersinkspeed = *pm_watersinkspeed.string?pm_watersinkspeed.value:60;
|
|
movevars.flyfriction = *pm_flyfriction.string?pm_flyfriction.value:4;
|
|
movevars.edgefriction = *pm_edgefriction.string?pm_edgefriction.value:2;
|
|
movevars.flags = MOVEFLAG_VALID|MOVEFLAG_NOGRAVITYONGROUND|(*pm_edgefriction.string?0:MOVEFLAG_QWEDGEBOX);
|
|
}
|
|
#endif
|