mirror of
https://github.com/nzp-team/fteqw.git
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fe23d72d69
memory freeing tweeks batch data rearranged a little (to try to reduce memory). RBSP/FBSP fixed. lightstyles now supported. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4059 fc73d0e0-1445-4013-8a0c-d673dee63da5
1864 lines
46 KiB
C
1864 lines
46 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 "qwsvdef.h"
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#ifdef HLSERVER
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#include "svhl_gcapi.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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extern cvar_t sv_maxvelocity;
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extern cvar_t sv_gravity;
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extern cvar_t sv_stopspeed;
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extern cvar_t sv_maxspeed;
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extern cvar_t sv_spectatormaxspeed;
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extern cvar_t sv_accelerate;
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extern cvar_t sv_airaccelerate;
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extern cvar_t sv_wateraccelerate;
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extern cvar_t sv_friction;
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extern cvar_t sv_waterfriction;
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extern cvar_t sv_gameplayfix_noairborncorpse;
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#define MOVE_EPSILON 0.01
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void SVHL_Physics_Toss (hledict_t *ent);
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void SVHL_StartSound (hledict_t *entity, int channel, char *sample, int volume, float attenuation)
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{
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}
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/*
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================
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SV_CheckAllEnts
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================
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*/
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void SVHL_CheckAllEnts (void)
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{
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int e;
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hledict_t *check;
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// see if any solid entities are inside the final position
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for (e=1 ; e<SVHL_NumActiveEnts ; e++)
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{
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check = &SVHL_Edict[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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continue;
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if (SVHL_TestEntityPosition (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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SV_CheckVelocity
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================
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*/
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void SVHL_CheckVelocity (hledict_t *ent)
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{
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int i;
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//
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// bound velocity
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//
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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_Printf ("Got a NaN velocity on %s\n", SVHL_Globals.stringbase+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 %s\n", SVHL_Globals.stringbase+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", SVHL_Globals.stringbase+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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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 SVHL_RunThink (hledict_t *ent)
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{
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float thinktime;
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if (1) //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 > sv.world.physicstime + host_frametime)
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return true;
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if (thinktime < sv.world.physicstime)
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thinktime = sv.world.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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SVHL_Globals.time = thinktime;
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SVHL_GameFuncs.DispatchThink(ent);
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return !ent->isfree;
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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 > sv.world.physicstime + host_frametime)
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return true;
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if (thinktime < sv.world.physicstime)
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thinktime = sv.world.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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SVHL_Globals.time = thinktime;
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SVHL_GameFuncs.DispatchThink(ent);
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if (ent->isfree)
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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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void SVHL_Impact (hledict_t *e1, hledict_t *e2)
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{
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SVHL_Globals.time = sv.world.physicstime;
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if (e1->v.solid != SOLID_NOT)
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{
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SVHL_GameFuncs.DispatchTouch(e1, e2);
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}
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if (e2->v.solid != SOLID_NOT)
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{
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SVHL_GameFuncs.DispatchTouch(e2, e1);
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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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/*
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============
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SV_FlyMove
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The basic solid body movement clip that slides along multiple planes
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Returns the clipflags if the velocity was modified (hit something solid)
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1 = floor
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2 = wall / step
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4 = dead stop
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If steptrace is not NULL, the trace of any vertical wall hit will be stored
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============
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*/
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#define MAX_CLIP_PLANES 5
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int SVHL_FlyMove (hledict_t *ent, float time, trace_t *steptrace)
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{
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int bumpcount, numbumps;
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vec3_t dir;
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float d;
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int numplanes;
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vec3_t planes[MAX_CLIP_PLANES];
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vec3_t primal_velocity, original_velocity, new_velocity;
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int i, j;
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trace_t trace;
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vec3_t end;
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float time_left;
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int blocked;
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vec3_t diff;
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vec3_t startorg;
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numbumps = 4;
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blocked = 0;
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VectorCopy (ent->v.velocity, original_velocity);
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VectorCopy (ent->v.velocity, primal_velocity);
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numplanes = 0;
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time_left = time;
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VectorCopy (ent->v.origin, startorg);
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for (bumpcount=0 ; bumpcount<numbumps ; bumpcount++)
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{
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for (i=0 ; i<3 ; i++)
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end[i] = ent->v.origin[i] + time_left * ent->v.velocity[i];
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trace = SVHL_Move (ent->v.origin, ent->v.mins, ent->v.maxs, end, false, 0, ent);
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if (trace.startsolid)
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{ // entity is trapped in another solid
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VectorClear (ent->v.velocity);
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return 3;
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}
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if (trace.fraction > 0)
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{ // actually covered some distance
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VectorCopy (trace.endpos, ent->v.origin);
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VectorCopy (ent->v.velocity, original_velocity);
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numplanes = 0;
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}
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if (trace.fraction == 1)
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break; // moved the entire distance
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if (!trace.ent)
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SV_Error ("SV_FlyMove: !trace.ent");
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if (trace.plane.normal[2] > 0.7)
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{
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blocked |= 1; // floor
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if (((hledict_t *)trace.ent)->v.solid == SOLID_BSP)
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{
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ent->v.flags = (int)ent->v.flags | FL_ONGROUND;
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ent->v.groundentity = trace.ent;
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}
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}
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if (!trace.plane.normal[2])
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{
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blocked |= 2; // step
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if (steptrace)
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*steptrace = trace; // save for player extrafriction
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}
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//
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// run the impact function
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//
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SVHL_Impact (ent, trace.ent);
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if (ent->isfree)
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break; // removed by the impact function
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time_left -= time_left * trace.fraction;
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// cliped to another plane
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if (numplanes >= MAX_CLIP_PLANES)
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{ // this shouldn't really happen
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VectorClear (ent->v.velocity);
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if (steptrace)
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*steptrace = trace; // save for player extrafriction
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return 3;
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}
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if (0)
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{
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ClipVelocity(ent->v.velocity, trace.plane.normal, ent->v.velocity, 1);
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break;
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}
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else
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{
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if (numplanes)
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{
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VectorSubtract(planes[0], trace.plane.normal, diff);
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if (Length(diff) < 0.01)
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continue; //hit this plane already
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}
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VectorCopy (trace.plane.normal, planes[numplanes]);
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numplanes++;
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//
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// modify original_velocity so it parallels all of the clip planes
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//
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for (i=0 ; i<numplanes ; i++)
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{
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ClipVelocity (original_velocity, planes[i], new_velocity, 1);
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for (j=0 ; j<numplanes ; j++)
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if (j != i)
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{
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if (DotProduct (new_velocity, planes[j]) < 0)
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break; // not ok
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}
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if (j == numplanes)
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break;
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}
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if (i != numplanes)
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{ // go along this plane
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// Con_Printf ("%5.1f %5.1f %5.1f ",ent->v.velocity[0], ent->v.velocity[1], ent->v.velocity[2]);
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VectorCopy (new_velocity, ent->v.velocity);
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// Con_Printf ("%5.1f %5.1f %5.1f\n",ent->v.velocity[0], ent->v.velocity[1], ent->v.velocity[2]);
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}
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else
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{ // go along the crease
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if (numplanes != 2)
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{
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// Con_Printf ("clip velocity, numplanes == %i\n",numplanes);
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// Con_Printf ("%5.1f %5.1f %5.1f ",ent->v.velocity[0], ent->v.velocity[1], ent->v.velocity[2]);
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VectorClear (ent->v.velocity);
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// Con_Printf ("%5.1f %5.1f %5.1f\n",ent->v.velocity[0], ent->v.velocity[1], ent->v.velocity[2]);
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return 7;
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}
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// Con_Printf ("%5.1f %5.1f %5.1f ",ent->v.velocity[0], ent->v.velocity[1], ent->v.velocity[2]);
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CrossProduct (planes[0], planes[1], dir);
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VectorNormalize(dir); //fixes slow falling in corners
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d = DotProduct (dir, ent->v.velocity);
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VectorScale (dir, d, ent->v.velocity);
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// Con_Printf ("%5.1f %5.1f %5.1f\n",ent->v.velocity[0], ent->v.velocity[1], ent->v.velocity[2]);
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}
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}
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//
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// if original velocity is against the original velocity, stop dead
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// to avoid tiny occilations in sloping corners
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//
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if (DotProduct (ent->v.velocity, primal_velocity) <= 0)
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{
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VectorClear (ent->v.velocity);
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return blocked;
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}
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}
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return blocked;
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}
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/*
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============
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SV_AddGravity
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============
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*/
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void SVHL_AddGravity (hledict_t *ent, float scale)
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{
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if (!scale && progstype != PROG_QW)
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scale = 1;
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ent->v.velocity[2] -= scale * sv_gravity.value/*movevars.gravity*/ * host_frametime;
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}
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/*
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===============================================================================
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PUSHMOVE
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===============================================================================
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*/
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/*
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============
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SV_PushEntity
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Does not change the entities velocity at all
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============
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*/
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trace_t SVHL_PushEntity (hledict_t *ent, vec3_t push)
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{
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trace_t trace;
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vec3_t end;
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VectorAdd (ent->v.origin, push, end);
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if (ent->v.movetype == MOVETYPE_FLYMISSILE)
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trace = SVHL_Move (ent->v.origin, ent->v.mins, ent->v.maxs, end, MOVE_MISSILE, 0, ent);
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else if (ent->v.solid == SOLID_TRIGGER || ent->v.solid == SOLID_NOT)
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// only clip against bmodels
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trace = SVHL_Move (ent->v.origin, ent->v.mins, ent->v.maxs, end, MOVE_NOMONSTERS, 0, ent);
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else
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trace = SVHL_Move (ent->v.origin, ent->v.mins, ent->v.maxs, end, MOVE_NORMAL, 0, ent);
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// if (trace.ent)
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// VectorMA(trace.endpos, sv_impactpush.value, trace.plane.normal, ent->v.origin);
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// else
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VectorCopy (trace.endpos, ent->v.origin);
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SVHL_LinkEdict (ent, true);
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if (trace.ent)
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SVHL_Impact (ent, trace.ent);
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return trace;
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}
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typedef struct
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{
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hledict_t *ent;
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vec3_t origin;
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vec3_t angles;
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// float deltayaw;
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} hlpushed_t;
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hlpushed_t pushed[MAX_EDICTS], *pushed_p;
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/*
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============
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SV_Push
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Objects need to be moved back on a failed push,
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otherwise riders would continue to slide.
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============
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*/
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qboolean SVHL_PushAngles (hledict_t *pusher, vec3_t move, vec3_t amove)
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{
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int i, e;
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hledict_t *check, *block;
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vec3_t mins, maxs;
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float oldsolid;
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hlpushed_t *p;
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vec3_t org, org2, move2, forward, right, up;
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pushed_p = pushed;
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// find the bounding box
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for (i=0 ; i<3 ; i++)
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{
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mins[i] = pusher->v.absmin[i] + move[i];
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maxs[i] = pusher->v.absmax[i] + move[i];
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}
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// we need this for pushing things later
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VectorNegate (amove, org);
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AngleVectors (org, forward, right, up);
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// save the pusher's original position
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pushed_p->ent = pusher;
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VectorCopy (pusher->v.origin, pushed_p->origin);
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VectorCopy (pusher->v.angles, pushed_p->angles);
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// if (pusher->client)
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// pushed_p->deltayaw = pusher->client->ps.pmove.delta_angles[YAW];
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pushed_p++;
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// move the pusher to it's final position
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VectorAdd (pusher->v.origin, move, pusher->v.origin);
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VectorAdd (pusher->v.angles, amove, pusher->v.angles);
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SVHL_LinkEdict (pusher, false);
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|
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// see if any solid entities are inside the final position
|
|
for (e = 1; e < SVHL_NumActiveEnts; e++)
|
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{
|
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check = &SVHL_Edict[e];
|
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if (check->isfree)
|
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continue;
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|
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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_NOCLIP)
|
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continue;
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|
|
#if 1
|
|
oldsolid = pusher->v.solid;
|
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pusher->v.solid = SOLID_NOT;
|
|
block = SVHL_TestEntityPosition (check);
|
|
pusher->v.solid = oldsolid;
|
|
if (block)
|
|
continue;
|
|
#else
|
|
if (!check->area.prev)
|
|
continue; // not linked in anywhere
|
|
#endif
|
|
|
|
// if the entity is standing on the pusher, it will definitely be moved
|
|
if ( ! ( ((int)check->v.flags & FL_ONGROUND)
|
|
&& 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 (!SVHL_TestEntityPosition (check))
|
|
// continue;
|
|
}
|
|
|
|
if ((pusher->v.movetype == MOVETYPE_PUSH) || (check->v.groundentity == pusher))
|
|
{
|
|
// move this entity
|
|
pushed_p->ent = check;
|
|
VectorCopy (check->v.origin, pushed_p->origin);
|
|
VectorCopy (check->v.angles, pushed_p->angles);
|
|
pushed_p++;
|
|
|
|
// try moving the contacted entity
|
|
VectorAdd (check->v.origin, move, check->v.origin);
|
|
// if (check->client)
|
|
// { // FIXME: doesn't rotate monsters?
|
|
// check->client->ps.pmove.delta_angles[YAW] += amove[YAW];
|
|
// }
|
|
VectorAdd (check->v.angles, amove, check->v.angles);
|
|
|
|
// figure movement due to the pusher's amove
|
|
VectorSubtract (check->v.origin, pusher->v.origin, org);
|
|
org2[0] = DotProduct (org, forward);
|
|
org2[1] = -DotProduct (org, right);
|
|
org2[2] = DotProduct (org, up);
|
|
VectorSubtract (org2, org, move2);
|
|
VectorAdd (check->v.origin, move2, check->v.origin);
|
|
|
|
check->v.flags = (int)check->v.flags & ~FL_ONGROUND;
|
|
|
|
// may have pushed them off an edge
|
|
if (check->v.groundentity != pusher)
|
|
check->v.groundentity = 0;
|
|
|
|
block = SVHL_TestEntityPosition (check);
|
|
if (!block)
|
|
{ // pushed ok
|
|
SVHL_LinkEdict (check, false);
|
|
// impact?
|
|
continue;
|
|
}
|
|
|
|
|
|
|
|
// if it is ok to leave in the old position, do it
|
|
// this is only relevent for riding entities, not pushed
|
|
// FIXME: this doesn't acount for rotation
|
|
VectorSubtract (check->v.origin, move, check->v.origin);
|
|
block = SVHL_TestEntityPosition (check);
|
|
if (!block)
|
|
{
|
|
pushed_p--;
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// if it is sitting on top. Do not block.
|
|
if (check->v.mins[0] == check->v.maxs[0])
|
|
{
|
|
SVHL_LinkEdict (check, false);
|
|
continue;
|
|
}
|
|
|
|
// Con_Printf("Pusher hit %s\n", PR_GetString(svprogfuncs, check->v.classname));
|
|
SVHL_GameFuncs.DispatchBlocked(pusher, check);
|
|
|
|
// move back any entities we already moved
|
|
// go backwards, so if the same entity was pushed
|
|
// twice, it goes back to the original position
|
|
for (p=pushed_p-1 ; p>=pushed ; p--)
|
|
{
|
|
VectorCopy (p->origin, p->ent->v.origin);
|
|
VectorCopy (p->angles, p->ent->v.angles);
|
|
// if (p->ent->client)
|
|
// {
|
|
// p->ent->client->ps.pmove.delta_angles[YAW] = p->deltayaw;
|
|
// }
|
|
SVHL_LinkEdict (p->ent, false);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//FIXME: is there a better way to handle this?
|
|
// see if anything we moved has touched a trigger
|
|
for (p=pushed_p-1 ; p>=pushed ; p--)
|
|
SVHL_TouchLinks ( p->ent, sv.world.areanodes );
|
|
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
============
|
|
SV_Push
|
|
|
|
============
|
|
*/
|
|
qboolean SVHL_Push (hledict_t *pusher, vec3_t move, vec3_t amove)
|
|
{
|
|
int i, e;
|
|
hledict_t *check, *block;
|
|
vec3_t mins, maxs;
|
|
vec3_t pushorig;
|
|
int num_moved;
|
|
hledict_t *moved_edict[MAX_EDICTS];
|
|
vec3_t moved_from[MAX_EDICTS];
|
|
float oldsolid;
|
|
|
|
if (amove[0] || amove[1] || amove[2])
|
|
{
|
|
return SVHL_PushAngles(pusher, move, amove);
|
|
}
|
|
|
|
for (i=0 ; i<3 ; i++)
|
|
{
|
|
mins[i] = pusher->v.absmin[i] + move[i];
|
|
maxs[i] = pusher->v.absmax[i] + move[i];
|
|
}
|
|
|
|
VectorCopy (pusher->v.origin, pushorig);
|
|
|
|
// move the pusher to it's final position
|
|
|
|
VectorAdd (pusher->v.origin, move, pusher->v.origin);
|
|
SVHL_LinkEdict (pusher, false);
|
|
|
|
// see if any solid entities are inside the final position
|
|
num_moved = 0;
|
|
for (e=1 ; e<SVHL_NumActiveEnts ; e++)
|
|
{
|
|
check = &SVHL_Edict[e];
|
|
if (check->isfree)
|
|
continue;
|
|
if (check->v.movetype == MOVETYPE_PUSH
|
|
|| check->v.movetype == MOVETYPE_NONE
|
|
|| check->v.movetype == MOVETYPE_FOLLOW
|
|
|| check->v.movetype == MOVETYPE_NOCLIP)
|
|
continue;
|
|
|
|
oldsolid = pusher->v.solid;
|
|
pusher->v.solid = SOLID_NOT;
|
|
block = SVHL_TestEntityPosition (check);
|
|
pusher->v.solid = oldsolid;
|
|
if (block)
|
|
continue;
|
|
|
|
// if the entity is standing on the pusher, it will definately be moved
|
|
if ( ! ( ((int)check->v.flags & FL_ONGROUND)
|
|
&&
|
|
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 (!SVHL_TestEntityPosition (check))
|
|
continue;
|
|
}
|
|
|
|
VectorCopy (check->v.origin, moved_from[num_moved]);
|
|
moved_edict[num_moved] = check;
|
|
num_moved++;
|
|
|
|
// check->v.flags = (int)check->v.flags & ~FL_ONGROUND;
|
|
|
|
// try moving the contacted entity
|
|
VectorAdd (check->v.origin, move, check->v.origin);
|
|
block = SVHL_TestEntityPosition (check);
|
|
if (!block)
|
|
{ // pushed ok
|
|
SVHL_LinkEdict (check, false);
|
|
continue;
|
|
}
|
|
|
|
// if it is ok to leave in the old position, do it
|
|
VectorSubtract (check->v.origin, move, check->v.origin);
|
|
block = SVHL_TestEntityPosition (check);
|
|
if (!block)
|
|
{
|
|
//if leaving it where it was, allow it to drop to the floor again (useful for plats that move downward)
|
|
check->v.flags = (int)check->v.flags & ~FL_ONGROUND;
|
|
|
|
num_moved--;
|
|
continue;
|
|
}
|
|
|
|
// if it is still inside the pusher, block
|
|
if (check->v.mins[0] == check->v.maxs[0])
|
|
{
|
|
SVHL_LinkEdict (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);
|
|
SVHL_LinkEdict (check, false);
|
|
continue;
|
|
}
|
|
|
|
VectorCopy (pushorig, pusher->v.origin);
|
|
SVHL_LinkEdict (pusher, false);
|
|
|
|
// if the pusher has a "blocked" function, call it
|
|
// otherwise, just stay in place until the obstacle is gone
|
|
SVHL_GameFuncs.DispatchBlocked(pusher, check);
|
|
|
|
// move back any entities we already moved
|
|
for (i=0 ; i<num_moved ; i++)
|
|
{
|
|
VectorCopy (moved_from[i], moved_edict[i]->v.origin);
|
|
SVHL_LinkEdict (moved_edict[i], false);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
/*
|
|
============
|
|
SV_PushMove
|
|
|
|
============
|
|
*/
|
|
void SVHL_PushMove (hledict_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 (SVHL_Push (pusher, move, amove))
|
|
pusher->v.ltime += movetime;
|
|
}
|
|
|
|
|
|
/*
|
|
================
|
|
SV_Physics_Pusher
|
|
|
|
================
|
|
*/
|
|
void SVHL_Physics_Pusher (hledict_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)
|
|
{
|
|
SVHL_PushMove (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;
|
|
SVHL_Globals.time = sv.world.physicstime;
|
|
SVHL_GameFuncs.DispatchThink(ent);
|
|
if (ent->isfree)
|
|
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);
|
|
SVHL_Push (ent, move, amove);
|
|
}
|
|
|
|
}
|
|
else if (ent->v.flags & (1<<21))
|
|
{
|
|
ent->v.nextthink = 0;
|
|
SVHL_Globals.time = sv.world.physicstime;
|
|
SVHL_GameFuncs.DispatchThink(ent);
|
|
if (ent->isfree)
|
|
return;
|
|
}
|
|
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
SV_Physics_Follow
|
|
|
|
Entities that are "stuck" to another entity
|
|
=============
|
|
*/
|
|
void SVHL_Physics_Follow (hledict_t *ent)
|
|
{
|
|
vec3_t vf, vr, vu, angles, v;
|
|
hledict_t *e;
|
|
|
|
// regular thinking
|
|
if (!SVHL_RunThink (ent))
|
|
return;
|
|
|
|
// LordHavoc: implemented rotation on MOVETYPE_FOLLOW objects
|
|
e = ent->v.aiment;
|
|
// if (e->v.angles[0] == ent->xv->punchangle[0] && e->v.angles[1] == ent->xv->punchangle[1] && e->v.angles[2] == ent->xv->punchangle[2])
|
|
{
|
|
// quick case for no rotation
|
|
VectorAdd(e->v.origin, ent->v.view_ofs, ent->v.origin);
|
|
}
|
|
/* else
|
|
{
|
|
angles[0] = -ent->xv->punchangle[0];
|
|
angles[1] = ent->xv->punchangle[1];
|
|
angles[2] = ent->xv->punchangle[2];
|
|
AngleVectors (angles, vf, vr, vu);
|
|
v[0] = ent->v.view_ofs[0] * vf[0] + ent->v.view_ofs[1] * vr[0] + ent->v.view_ofs[2] * vu[0];
|
|
v[1] = ent->v.view_ofs[0] * vf[1] + ent->v.view_ofs[1] * vr[1] + ent->v.view_ofs[2] * vu[1];
|
|
v[2] = ent->v.view_ofs[0] * vf[2] + ent->v.view_ofs[1] * vr[2] + ent->v.view_ofs[2] * vu[2];
|
|
angles[0] = -e->v.angles[0];
|
|
angles[1] = e->v.angles[1];
|
|
angles[2] = e->v.angles[2];
|
|
AngleVectors (angles, vf, vr, vu);
|
|
ent->v.origin[0] = v[0] * vf[0] + v[1] * vf[1] + v[2] * vf[2] + e->v.origin[0];
|
|
ent->v.origin[1] = v[0] * vr[0] + v[1] * vr[1] + v[2] * vr[2] + e->v.origin[1];
|
|
ent->v.origin[2] = v[0] * vu[0] + v[1] * vu[1] + v[2] * vu[2] + e->v.origin[2];
|
|
}
|
|
*/ VectorAdd (e->v.angles, ent->v.v_angle, ent->v.angles);
|
|
SVHL_LinkEdict (ent, true);
|
|
}
|
|
|
|
/*
|
|
=============
|
|
SV_Physics_Noclip
|
|
|
|
A moving object that doesn't obey physics
|
|
=============
|
|
*/
|
|
void SVHL_Physics_Noclip (hledict_t *ent)
|
|
{
|
|
// regular thinking
|
|
if (!SVHL_RunThink (ent))
|
|
return;
|
|
|
|
VectorMA (ent->v.angles, host_frametime, ent->v.avelocity, ent->v.angles);
|
|
VectorMA (ent->v.origin, host_frametime, ent->v.velocity, ent->v.origin);
|
|
|
|
SVHL_LinkEdict (ent, false);
|
|
}
|
|
|
|
/*
|
|
==============================================================================
|
|
|
|
TOSS / BOUNCE
|
|
|
|
==============================================================================
|
|
*/
|
|
|
|
/*
|
|
=============
|
|
SV_CheckWaterTransition
|
|
|
|
=============
|
|
*/
|
|
void SVHL_CheckWaterTransition (hledict_t *ent)
|
|
{
|
|
int cont;
|
|
|
|
cont = SVHL_PointContents (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 (cont <= Q1CONTENTS_WATER)
|
|
{
|
|
if (ent->v.watertype == Q1CONTENTS_EMPTY)
|
|
{ // just crossed into water
|
|
SVHL_StartSound (ent, 0, "misc/h2ohit1.wav", 255, 1);
|
|
}
|
|
ent->v.watertype = cont;
|
|
ent->v.waterlevel = 1;
|
|
}
|
|
else
|
|
{
|
|
if (ent->v.watertype != Q1CONTENTS_EMPTY)
|
|
{ // just crossed into open
|
|
SVHL_StartSound (ent, 0, "misc/h2ohit1.wav", 255, 1);
|
|
}
|
|
ent->v.watertype = Q1CONTENTS_EMPTY;
|
|
ent->v.waterlevel = cont;
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============
|
|
SV_Physics_Toss
|
|
|
|
Toss, bounce, and fly movement. When onground, do nothing.
|
|
=============
|
|
*/
|
|
void SVHL_Physics_Toss (hledict_t *ent)
|
|
{
|
|
trace_t trace;
|
|
vec3_t move;
|
|
float backoff;
|
|
|
|
vec3_t temporg;
|
|
|
|
SVHL_CheckVelocity (ent);
|
|
|
|
// regular thinking
|
|
if (!SVHL_RunThink (ent))
|
|
return;
|
|
|
|
// if onground, return without moving
|
|
if ( ((int)ent->v.flags & FL_ONGROUND) )
|
|
{
|
|
if (ent->v.velocity[2] >= (1.0f/32.0f))
|
|
ent->v.flags = (int)ent->v.flags & ~FL_ONGROUND;
|
|
else
|
|
{
|
|
if (sv_gameplayfix_noairborncorpse.value)
|
|
{
|
|
hledict_t *onent;
|
|
onent = ent->v.groundentity;
|
|
if (!onent->isfree)
|
|
return; //don't drop if our fround is still valid
|
|
}
|
|
else
|
|
return; //don't drop, even if the item we were on was removed (certain dm maps do this for q3 style stuff).
|
|
}
|
|
}
|
|
|
|
// add gravity
|
|
if (ent->v.movetype != MOVETYPE_FLY
|
|
&& ent->v.movetype != MOVETYPE_FLYMISSILE
|
|
&& ent->v.movetype != MOVETYPE_BOUNCEMISSILE
|
|
&& ent->v.movetype != MOVETYPE_H2SWIM)
|
|
SVHL_AddGravity (ent, 1.0);
|
|
|
|
// move angles
|
|
VectorMA (ent->v.angles, host_frametime, ent->v.avelocity, ent->v.angles);
|
|
|
|
// move origin
|
|
VectorScale (ent->v.velocity, host_frametime, move);
|
|
VectorCopy(ent->v.origin, temporg);
|
|
VectorCopy(temporg, ent->v.origin);
|
|
trace = SVHL_PushEntity (ent, move);
|
|
|
|
if (trace.allsolid)
|
|
trace.fraction = 0;
|
|
if (trace.fraction == 1)
|
|
return;
|
|
if (ent->isfree)
|
|
return;
|
|
|
|
VectorCopy(trace.endpos, move);
|
|
|
|
if (ent->v.movetype == MOVETYPE_BOUNCE)
|
|
backoff = 1.5;
|
|
else if (ent->v.movetype == MOVETYPE_BOUNCEMISSILE)
|
|
backoff = 2;
|
|
else
|
|
backoff = 1;
|
|
|
|
ClipVelocity (ent->v.velocity, trace.plane.normal, ent->v.velocity, backoff);
|
|
|
|
|
|
// stop if on ground
|
|
if ((trace.plane.normal[2] > 0.7) && (ent->v.movetype != MOVETYPE_BOUNCEMISSILE))
|
|
{
|
|
if (ent->v.velocity[2] < 60 || ent->v.movetype != MOVETYPE_BOUNCE )
|
|
{
|
|
ent->v.flags = (int)ent->v.flags | FL_ONGROUND;
|
|
ent->v.groundentity = trace.ent;
|
|
VectorClear (ent->v.velocity);
|
|
VectorClear (ent->v.avelocity);
|
|
}
|
|
}
|
|
|
|
// check for in water
|
|
SVHL_CheckWaterTransition (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?
|
|
=============
|
|
*/
|
|
void SVHL_Physics_Step (hledict_t *ent)
|
|
{
|
|
qboolean hitsound;
|
|
|
|
if (ent->v.velocity[2] >= (1.0 / 32.0) && ((int)ent->v.flags & FL_ONGROUND))
|
|
ent->v.flags = (int)ent->v.flags & ~FL_ONGROUND;
|
|
|
|
// frefall if not onground
|
|
if ( ! ((int)ent->v.flags & (FL_ONGROUND | FL_FLY | FL_SWIM) ) )
|
|
{
|
|
hitsound = ent->v.velocity[2] < movevars.gravity*-0.1;
|
|
|
|
SVHL_AddGravity (ent, 1.0);
|
|
SVHL_CheckVelocity (ent);
|
|
SVHL_FlyMove (ent, host_frametime, NULL);
|
|
SVHL_LinkEdict (ent, true);
|
|
|
|
if ( (int)ent->v.flags & FL_ONGROUND ) // just hit ground
|
|
{
|
|
if (hitsound)
|
|
{
|
|
SVHL_StartSound (ent, 0, "demon/dland2.wav", 255, 1);
|
|
}
|
|
}
|
|
}
|
|
|
|
// regular thinking
|
|
SVHL_RunThink (ent);
|
|
|
|
SVHL_CheckWaterTransition (ent);
|
|
}
|
|
|
|
//============================================================================
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
=============
|
|
SV_CheckStuck
|
|
|
|
This is a big hack to try and fix the rare case of getting stuck in the world
|
|
clipping hull.
|
|
=============
|
|
*/
|
|
void SVHL_CheckStuck (hledict_t *ent)
|
|
{
|
|
int i, j;
|
|
int z;
|
|
vec3_t org;
|
|
//return;
|
|
if (!SVHL_TestEntityPosition(ent))
|
|
{
|
|
VectorCopy (ent->v.origin, ent->v.oldorigin);
|
|
return;
|
|
}
|
|
|
|
VectorCopy (ent->v.origin, org);
|
|
VectorCopy (ent->v.oldorigin, ent->v.origin);
|
|
if (!SVHL_TestEntityPosition(ent))
|
|
{
|
|
Con_DPrintf ("Unstuck.\n");
|
|
SVHL_LinkEdict (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 (!SVHL_TestEntityPosition(ent))
|
|
{
|
|
Con_DPrintf ("Unstuck.\n");
|
|
SVHL_LinkEdict (ent, true);
|
|
return;
|
|
}
|
|
}
|
|
|
|
VectorCopy (org, ent->v.origin);
|
|
Con_DPrintf ("player is stuck.\n");
|
|
}
|
|
|
|
/*
|
|
=============
|
|
SV_CheckWater
|
|
=============
|
|
*/
|
|
qboolean SVHL_CheckWater (hledict_t *ent)
|
|
{
|
|
vec3_t point;
|
|
int cont;
|
|
|
|
point[0] = ent->v.origin[0];
|
|
point[1] = ent->v.origin[1];
|
|
point[2] = ent->v.origin[2] + ent->v.mins[2] + 1;
|
|
|
|
ent->v.waterlevel = 0;
|
|
ent->v.watertype = Q1CONTENTS_EMPTY;
|
|
cont = SVHL_PointContents (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 = SVHL_PointContents (point);
|
|
if (cont & FTECONTENTS_FLUID)
|
|
{
|
|
ent->v.waterlevel = 2;
|
|
point[2] = ent->v.origin[2] + ent->v.view_ofs[2];
|
|
cont = SVHL_PointContents (point);
|
|
if (cont & FTECONTENTS_FLUID)
|
|
ent->v.waterlevel = 3;
|
|
}
|
|
}
|
|
|
|
return ent->v.waterlevel > 1;
|
|
}
|
|
|
|
|
|
/*
|
|
============
|
|
SV_WallFriction
|
|
|
|
============
|
|
*/
|
|
void SVHL_WallFriction (hledict_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...
|
|
======================
|
|
*/
|
|
int SVHL_TryUnstick (hledict_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;
|
|
}
|
|
|
|
SVHL_PushEntity (ent, dir);
|
|
|
|
// retry the original move
|
|
ent->v.velocity[0] = oldvel[0];
|
|
ent->v. velocity[1] = oldvel[1];
|
|
ent->v. velocity[2] = 0;
|
|
clip = SVHL_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
|
|
void SVHL_WalkMove (hledict_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 = SVHL_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
|
|
SVHL_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 = SVHL_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 = SVHL_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
|
|
SVHL_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 = SVHL_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 = SVHL_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);
|
|
|
|
SVHL_WallFriction (ent, &steptrace);
|
|
|
|
// Con_Printf("wall friction\n");
|
|
}
|
|
|
|
else if (clip & 2)
|
|
{
|
|
SVHL_WallFriction (ent, &steptrace);
|
|
// Con_Printf("wall friction 2\n");
|
|
}
|
|
}
|
|
|
|
// move down
|
|
downtrace = SVHL_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)
|
|
int SVHL_SetOnGround (hledict_t *ent)
|
|
{
|
|
vec3_t end;
|
|
trace_t trace;
|
|
if ((int)ent->v.flags & FL_ONGROUND)
|
|
return 1;
|
|
end[0] = ent->v.origin[0];
|
|
end[1] = ent->v.origin[1];
|
|
end[2] = ent->v.origin[2] - 1;
|
|
trace = SVHL_Move(ent->v.origin, ent->v.mins, ent->v.maxs, end, MOVE_NORMAL, 0, ent);
|
|
if (trace.fraction <= DIST_EPSILON && trace.plane.normal[2] >= 0.7)
|
|
{
|
|
ent->v.flags = (int)ent->v.flags | FL_ONGROUND;
|
|
ent->v.groundentity = trace.ent;
|
|
return 1;
|
|
}
|
|
return 0;
|
|
}
|
|
void SVHL_WalkMove (hledict_t *ent)
|
|
{
|
|
int clip, oldonground, originalmove_clip, originalmove_flags;
|
|
hledict_t *originalmove_groundentity;
|
|
vec3_t upmove, downmove, start_origin, start_velocity, originalmove_origin, originalmove_velocity;
|
|
trace_t downtrace, steptrace;
|
|
|
|
SVHL_CheckVelocity(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 = SVHL_FlyMove (ent, host_frametime, NULL);
|
|
|
|
SVHL_SetOnGround (ent);
|
|
SVHL_CheckVelocity(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)
|
|
{
|
|
// return if gibbed by a trigger
|
|
if (ent->v.movetype != MOVETYPE_WALK)
|
|
return;
|
|
|
|
// only step up while jumping if that is enabled
|
|
// if (!(sv_jumpstep.value && sv_gameplayfix_stepwhilejumping.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
|
|
VectorClear (upmove);
|
|
upmove[2] = movevars.stepheight;
|
|
// FIXME: don't link?
|
|
SVHL_PushEntity(ent, upmove);
|
|
|
|
// move forward
|
|
ent->v.velocity[2] = 0;
|
|
clip = SVHL_FlyMove (ent, host_frametime, &steptrace);
|
|
ent->v.velocity[2] += start_velocity[2];
|
|
|
|
SVHL_CheckVelocity(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 = SVHL_TryUnstick (ent, oldvel);
|
|
return;
|
|
}
|
|
|
|
//Con_Printf("step - ");
|
|
|
|
// extra friction based on view angle
|
|
if (clip & 2)// && sv_wallfriction.value)
|
|
{
|
|
// Con_Printf("wall\n");
|
|
SVHL_WallFriction (ent, &steptrace);
|
|
}
|
|
}
|
|
else if (/*!sv_gameplayfix_stepdown.integer || */!oldonground || start_velocity[2] > 0 || ((int)ent->v.flags & FL_ONGROUND) || ent->v.waterlevel >= 2)
|
|
return;
|
|
|
|
// move down
|
|
VectorClear (downmove);
|
|
downmove[2] = -movevars.stepheight + start_velocity[2]*host_frametime;
|
|
// FIXME: don't link?
|
|
downtrace = SVHL_PushEntity (ent, downmove);
|
|
|
|
if (downtrace.fraction < 1 && downtrace.plane.normal[2] > 0.7)
|
|
{
|
|
// 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 = 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;
|
|
}
|
|
|
|
SVHL_SetOnGround (ent);
|
|
SVHL_CheckVelocity(ent);
|
|
}
|
|
#endif
|
|
|
|
/*
|
|
================
|
|
SV_RunEntity
|
|
|
|
================
|
|
*/
|
|
void SVHL_RunEntity (hledict_t *ent)
|
|
{
|
|
if (ent-SVHL_Edict > 0 && ent-SVHL_Edict <= sv.allocated_client_slots)
|
|
{ //a client woo.
|
|
/* if ( svs.clients[ent->entnum-1].state < cs_spawned )
|
|
return; // unconnected slot
|
|
|
|
|
|
if (svs.clients[ent->entnum-1].protocol == SCP_BAD)
|
|
svs.clients[ent->entnum-1].edict->v.fixangle = 0; //bots never get fixangle cleared otherwise
|
|
|
|
host_client = &svs.clients[ent->entnum-1];
|
|
SVHL_ClientThink();
|
|
|
|
//
|
|
// call standard client pre-think
|
|
//
|
|
pr_global_struct->time = sv.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_struct->PlayerPreThink)
|
|
PR_ExecuteProgram (svprogfuncs, pr_global_struct->PlayerPreThink);
|
|
|
|
*/
|
|
}
|
|
|
|
if (ent->v.flags & (1<<30))
|
|
{
|
|
GHL_RemoveEntity(ent);
|
|
return;
|
|
}
|
|
|
|
switch ( (int)ent->v.movetype)
|
|
{
|
|
case MOVETYPE_PUSH:
|
|
SVHL_Physics_Pusher (ent);
|
|
break;
|
|
case MOVETYPE_NONE:
|
|
if (!SVHL_RunThink (ent))
|
|
return;
|
|
break;
|
|
case MOVETYPE_NOCLIP:
|
|
SVHL_Physics_Noclip (ent);
|
|
break;
|
|
case MOVETYPE_STEP:
|
|
case MOVETYPE_H2PUSHPULL:
|
|
SVHL_Physics_Step (ent);
|
|
break;
|
|
case MOVETYPE_FOLLOW:
|
|
SVHL_Physics_Follow (ent);
|
|
break;
|
|
case MOVETYPE_TOSS:
|
|
case MOVETYPE_BOUNCE:
|
|
case MOVETYPE_BOUNCEMISSILE:
|
|
case MOVETYPE_FLY:
|
|
case MOVETYPE_FLYMISSILE:
|
|
case MOVETYPE_H2SWIM:
|
|
SVHL_Physics_Toss (ent);
|
|
break;
|
|
case MOVETYPE_WALK:
|
|
if (!SVHL_RunThink (ent))
|
|
return;
|
|
if (!SVHL_CheckWater (ent) && ! ((int)ent->v.flags & FL_WATERJUMP) )
|
|
SVHL_AddGravity (ent, ent->v.gravity);
|
|
SVHL_CheckStuck (ent);
|
|
|
|
SVHL_WalkMove (ent);
|
|
|
|
// if (!(ent->entnum > 0 && ent->entnum <= sv.allocated_client_slots))
|
|
SVHL_LinkEdict (ent, true);
|
|
|
|
break;
|
|
default:
|
|
SV_Error ("SV_Physics: bad movetype %i on %s", (int)ent->v.movetype, SVHL_Globals.stringbase+ent->v.classname);
|
|
}
|
|
|
|
/*
|
|
if (ent->entnum > 0 && ent->entnum <= sv.allocated_client_slots)
|
|
{
|
|
SVhL_LinkEdict (ent, true);
|
|
|
|
pr_global_struct->time = sv.physicstime;
|
|
pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, ent);
|
|
#ifdef VM_Q1
|
|
if (svs.gametype == GT_Q1QVM)
|
|
Q1QVM_PostThink();
|
|
else
|
|
#endif
|
|
{
|
|
if (pr_global_struct->PlayerPostThink)
|
|
PR_ExecuteProgram (svprogfuncs, pr_global_struct->PlayerPostThink);
|
|
}
|
|
}
|
|
*/
|
|
}
|
|
|
|
trace_t SVHL_Trace_Toss (hledict_t *tossent, hledict_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->v.gravity;
|
|
if (!gravity)
|
|
gravity = 1.0;
|
|
gravity *= sv_gravity.value * 0.05;
|
|
|
|
VectorCopy (tossent->v.origin, origin);
|
|
VectorCopy (tossent->v.velocity, velocity);
|
|
|
|
SVHL_CheckVelocity (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 = SVHL_Move (origin, tossent->v.mins, tossent->v.maxs, end, MOVE_NORMAL, 0, 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(svprogfuncs, tossent->v.classname));
|
|
VectorScale (velocity, sv_maxvelocity.value/Length(velocity), velocity);
|
|
}
|
|
}
|
|
|
|
trace.fraction = 0; // not relevant
|
|
return trace;
|
|
}
|
|
|
|
/*
|
|
================
|
|
SV_Physics
|
|
|
|
================
|
|
*/
|
|
void SVHL_RunFrame (void)
|
|
{
|
|
qboolean retouch;
|
|
int i;
|
|
hledict_t *ent;
|
|
|
|
//only run physics tics if there's a client on the server.
|
|
//this fixes the bug where the train moves out before the player spawns, so the player doesn't fall to his death
|
|
for (i = 0; i < sv.allocated_client_slots; i++)
|
|
{
|
|
if (svs.clients[i].state == cs_spawned)
|
|
break;
|
|
}
|
|
if (i == sv.allocated_client_slots)
|
|
return;
|
|
|
|
|
|
SVHL_Globals.frametime = host_frametime;
|
|
SVHL_Globals.time = sv.world.physicstime;
|
|
|
|
SVHL_GameFuncs.StartFrame ();
|
|
|
|
|
|
retouch = SVHL_Globals.force_retouch;
|
|
|
|
//
|
|
// treat each object in turn
|
|
// even the world gets a chance to think
|
|
//
|
|
for (i=0 ; i<SVHL_NumActiveEnts ; i++)
|
|
{
|
|
ent = &SVHL_Edict[i];
|
|
if (ent->isfree)
|
|
continue;
|
|
|
|
if (retouch)
|
|
SVHL_LinkEdict (ent, true); // force retouch even for stationary
|
|
|
|
if (i > 0 && i <= sv.allocated_client_slots)
|
|
{
|
|
if (!svs.clients[i-1].isindependant)
|
|
{
|
|
// SVHL_RunEntity(ent);
|
|
}
|
|
else
|
|
SVHL_LinkEdict(ent, true);
|
|
continue; // clients are run directly from packets
|
|
}
|
|
|
|
SVHL_RunEntity (ent);
|
|
}
|
|
|
|
if (retouch)
|
|
SVHL_Globals.force_retouch-=1;
|
|
}
|
|
|
|
#endif
|