/* Copyright (C) 1996-2001 Id Software, Inc. Copyright (C) 2002-2009 John Fitzgibbons and others Copyright (C) 2010-2014 QuakeSpasm developers This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // sv_phys.c #include "quakedef.h" /* pushmove objects do not obey gravity, and do not interact with each other or trigger fields, but block normal movement and push normal objects when they move. onground is set for toss objects when they come to a complete rest. it is set for steping or walking objects doors, plats, etc are SOLID_BSP, and MOVETYPE_PUSH bonus items are SOLID_TRIGGER touch, and MOVETYPE_TOSS corpses are SOLID_NOT and MOVETYPE_TOSS crates are SOLID_BBOX and MOVETYPE_TOSS walking monsters are SOLID_SLIDEBOX and MOVETYPE_STEP flying/floating monsters are SOLID_SLIDEBOX and MOVETYPE_FLY solid_edge items only clip against bsp models. */ cvar_t sv_friction = {"sv_friction","4",CVAR_NOTIFY|CVAR_SERVERINFO}; cvar_t sv_stopspeed = {"sv_stopspeed","100",CVAR_NONE}; cvar_t sv_gravity = {"sv_gravity","800",CVAR_NOTIFY|CVAR_SERVERINFO}; cvar_t sv_maxvelocity = {"sv_maxvelocity","2000",CVAR_NONE}; cvar_t sv_nostep = {"sv_nostep","0",CVAR_NONE}; cvar_t sv_freezenonclients = {"sv_freezenonclients","0",CVAR_NONE}; #define MOVE_EPSILON 0.01 void SV_Physics_Toss (edict_t *ent); /* ================ SV_CheckAllEnts ================ */ void SV_CheckAllEnts (void) { int e; edict_t *check; // see if any solid entities are inside the final position check = NEXT_EDICT(sv.edicts); for (e=1 ; efree) continue; if (check->v.movetype == MOVETYPE_PUSH || check->v.movetype == MOVETYPE_NONE || check->v.movetype == MOVETYPE_FOLLOW || check->v.movetype == MOVETYPE_NOCLIP) continue; if (SV_TestEntityPosition (check)) Con_Printf ("entity in invalid position\n"); } } /* ================ SV_CheckVelocity ================ */ void SV_CheckVelocity (edict_t *ent) { int i; // // bound velocity // for (i=0 ; i<3 ; i++) { if (IS_NAN(ent->v.velocity[i])) { Con_Printf ("Got a NaN velocity on %s\n", PR_GetString(ent->v.classname)); ent->v.velocity[i] = 0; } if (IS_NAN(ent->v.origin[i])) { Con_Printf ("Got a NaN origin on %s\n", PR_GetString(ent->v.classname)); ent->v.origin[i] = 0; } if (ent->v.velocity[i] > sv_maxvelocity.value) ent->v.velocity[i] = sv_maxvelocity.value; else if (ent->v.velocity[i] < -sv_maxvelocity.value) ent->v.velocity[i] = -sv_maxvelocity.value; } } /* ============= SV_RunThink Runs thinking code if time. There is some play in the exact time the think function will be called, because it is called before any movement is done in a frame. Not used for pushmove objects, because they must be exact. Returns false if the entity removed itself. ============= */ qboolean SV_RunThink (edict_t *ent) { float thinktime; thinktime = ent->v.nextthink; if (thinktime <= 0 || thinktime > sv.time + host_frametime) return true; if (thinktime < sv.time) thinktime = sv.time; // don't let things stay in the past. // it is possible to start that way // by a trigger with a local time. ent->v.nextthink = 0; pr_global_struct->time = thinktime; pr_global_struct->self = EDICT_TO_PROG(ent); pr_global_struct->other = EDICT_TO_PROG(sv.edicts); PR_ExecuteProgram (ent->v.think); return !ent->free; } /* ================== SV_Impact Two entities have touched, so run their touch functions ================== */ void SV_Impact (edict_t *e1, edict_t *e2) { int old_self, old_other; old_self = pr_global_struct->self; old_other = pr_global_struct->other; pr_global_struct->time = sv.time; if (e1->v.touch && e1->v.solid != SOLID_NOT) { pr_global_struct->self = EDICT_TO_PROG(e1); pr_global_struct->other = EDICT_TO_PROG(e2); PR_ExecuteProgram (e1->v.touch); } if (e2->v.touch && e2->v.solid != SOLID_NOT) { pr_global_struct->self = EDICT_TO_PROG(e2); pr_global_struct->other = EDICT_TO_PROG(e1); PR_ExecuteProgram (e2->v.touch); } pr_global_struct->self = old_self; pr_global_struct->other = old_other; } /* ================== ClipVelocity Slide off of the impacting object returns the blocked flags (1 = floor, 2 = step / wall) ================== */ #define STOP_EPSILON 0.1 int ClipVelocity (vec3_t in, vec3_t normal, vec3_t out, float overbounce) { float backoff; float change; int i, blocked; blocked = 0; if (normal[2] > 0) blocked |= 1; // floor if (!normal[2]) blocked |= 2; // step backoff = DotProduct (in, normal) * overbounce; for (i=0 ; i<3 ; i++) { change = normal[i]*backoff; out[i] = in[i] - change; if (out[i] > -STOP_EPSILON && out[i] < STOP_EPSILON) out[i] = 0; } return blocked; } /* ============ SV_FlyMove The basic solid body movement clip that slides along multiple planes Returns the clipflags if the velocity was modified (hit something solid) 1 = floor 2 = wall / step 4 = dead stop If steptrace is not NULL, the trace of any vertical wall hit will be stored ============ */ #define MAX_CLIP_PLANES 5 int SV_FlyMove (edict_t *ent, float time, trace_t *steptrace) { int bumpcount, numbumps; vec3_t dir; float d; int numplanes; vec3_t planes[MAX_CLIP_PLANES]; vec3_t primal_velocity, original_velocity, new_velocity; int i, j; trace_t trace; vec3_t end; float time_left; int blocked; numbumps = 4; blocked = 0; VectorCopy (ent->v.velocity, original_velocity); VectorCopy (ent->v.velocity, primal_velocity); numplanes = 0; time_left = time; for (bumpcount=0 ; bumpcountv.velocity[0] && !ent->v.velocity[1] && !ent->v.velocity[2]) break; for (i=0 ; i<3 ; i++) end[i] = ent->v.origin[i] + time_left * ent->v.velocity[i]; trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, end, MOVE_NOMONSTERS, ent);//Editted by blubs, we do want to ignore monsters in the trace if (trace.allsolid) { // entity is trapped in another solid VectorCopy (vec3_origin, ent->v.velocity); return 3; } if (trace.fraction > 0) { // actually covered some distance VectorCopy (trace.endpos, ent->v.origin); VectorCopy (ent->v.velocity, original_velocity); numplanes = 0; } if (trace.fraction == 1) break; // moved the entire distance if (!trace.ent) Sys_Error ("SV_FlyMove: !trace.ent"); if (trace.plane.normal[2] > 0.7) { blocked |= 1; // floor if (trace.ent->v.solid == SOLID_BSP) { ent->v.flags = (int)ent->v.flags | FL_ONGROUND; ent->v.groundentity = EDICT_TO_PROG(trace.ent); } } if (!trace.plane.normal[2]) { blocked |= 2; // step if (steptrace) *steptrace = trace; // save for player extrafriction } // // run the impact function // SV_Impact (ent, trace.ent); if (ent->free) break; // removed by the impact function time_left -= time_left * trace.fraction; // cliped to another plane if (numplanes >= MAX_CLIP_PLANES) { // this shouldn't really happen VectorCopy (vec3_origin, ent->v.velocity); return 3; } VectorCopy (trace.plane.normal, planes[numplanes]); numplanes++; // // modify original_velocity so it parallels all of the clip planes // for (i=0 ; iv.velocity); } else { // go along the crease if (numplanes != 2) { // Con_Printf ("clip velocity, numplanes == %i\n",numplanes); VectorCopy (vec3_origin, ent->v.velocity); return 7; } CrossProduct (planes[0], planes[1], dir); d = DotProduct (dir, ent->v.velocity); VectorScale (dir, d, ent->v.velocity); } // // if original velocity is against the original velocity, stop dead // to avoid tiny occilations in sloping corners // if (DotProduct (ent->v.velocity, primal_velocity) <= 0) { VectorCopy (vec3_origin, ent->v.velocity); return blocked; } } return blocked; } /* ============ SV_AddGravity ============ */ void SV_AddGravity (edict_t *ent) { float ent_gravity; eval_t *val; val = GetEdictFieldValue(ent, "gravity"); if (val && val->_float) ent_gravity = val->_float; else ent_gravity = 1.0; ent->v.velocity[2] -= ent_gravity * sv_gravity.value * host_frametime; } /* =============================================================================== PUSHMOVE =============================================================================== */ /* ============ SV_AllowPushRotate Allows to change entity yaw? ============ */ qboolean SV_AllowPushRotate( edict_t *ent ) { qmodel_t *mod; mod = sv.models[ (int)ent->v.modelindex ]; if(!mod || mod->type != mod_brush) return true; return /*(mod->flags & MODEL_HAS_ORIGIN) ? true :*/ false; } /* ============ SV_PushEntity Does not change the entities velocity at all ============ */ trace_t SV_PushEntity (edict_t *ent, vec3_t push, vec3_t apush) { trace_t trace; vec3_t end; VectorAdd (ent->v.origin, push, end); if (ent->v.movetype == MOVETYPE_FLYMISSILE) trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, end, MOVE_MISSILE, ent); else if (ent->v.solid == SOLID_TRIGGER || ent->v.solid == SOLID_NOT) // only clip against bmodels trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, end, MOVE_NOMONSTERS, ent); else trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, end, MOVE_NORMAL, ent); if( trace.fraction != 0.0f ) { VectorCopy( trace.endpos, ent->v.origin ); if( apush[YAW] && ( (int)ent->v.flags & FL_CLIENT )) { ent->v.avelocity[1] += apush[1]; ent->v.fixangle = 2; } // don't rotate pushables! if( SV_AllowPushRotate( ent )) ent->v.angles[YAW] += trace.fraction * apush[YAW]; } SV_LinkEdict (ent, true); if (trace.ent) SV_Impact (ent, trace.ent); return trace; } /* ============ SV_PushMove ============ */ edict_t *moved_edict[MAX_EDICTS]; vec3_t moved_from[MAX_EDICTS]; edict_t * SV_PushMove (edict_t *pusher, float movetime) //sB modified to match dquake { int i, e, oldsolid; edict_t *check, *block; vec3_t mins, maxs, move; vec3_t entorig, pushorig; int num_moved; edict_t **moved_edict; //johnfitz -- dynamically allocate vec3_t *moved_from; //johnfitz -- dynamically allocate int mark; //johnfitz if (!pusher->v.velocity[0] && !pusher->v.velocity[1] && !pusher->v.velocity[2]) { pusher->v.ltime += movetime; return NULL; } for (i=0 ; i<3 ; i++) { move[i] = pusher->v.velocity[i] * movetime; mins[i] = pusher->v.absmin[i] + move[i]; maxs[i] = pusher->v.absmax[i] + move[i]; } VectorCopy (pusher->v.origin, pushorig); // move the pusher to it's final position VectorAdd (pusher->v.origin, move, pusher->v.origin); SV_LinkEdict (pusher, false); pusher->v.ltime += movetime; oldsolid = pusher->v.solid; // non-solid pushers can't push anything if( pusher->v.solid == SOLID_NOT ) return NULL; /* //johnfitz -- dynamically allocate mark = Hunk_LowMark (); moved_edict = (edict_t **) Hunk_Alloc (sv.num_edicts*sizeof(edict_t *)); moved_from = (vec3_t *) Hunk_Alloc (sv.num_edicts*sizeof(vec3_t)); //johnfitz */ // see if any solid entities are inside the final position num_moved = 0; check = NEXT_EDICT(sv.edicts); for (e=1 ; efree) continue; if (check->v.movetype == MOVETYPE_PUSH || check->v.movetype == MOVETYPE_NONE || check->v.movetype == MOVETYPE_NOCLIP) continue; // if the entity is standing on the pusher, it will definately be moved if ( ! ( ((int)check->v.flags & FL_ONGROUND) && PROG_TO_EDICT(check->v.groundentity) == pusher) ) { if ( check->v.absmin[0] >= maxs[0] || check->v.absmin[1] >= maxs[1] || check->v.absmin[2] >= maxs[2] || check->v.absmax[0] <= mins[0] || check->v.absmax[1] <= mins[1] || check->v.absmax[2] <= mins[2] ) continue; // see if the ent's bbox is inside the pusher's final position if (!SV_TestEntityPosition (check)) continue; } // remove the onground flag for non-players if (check->v.movetype != MOVETYPE_WALK) check->v.flags = (int)check->v.flags & ~FL_ONGROUND; VectorCopy (check->v.origin, entorig); VectorCopy (check->v.origin, moved_from[num_moved]); moved_edict[num_moved] = check; num_moved++; // try moving the contacted entity pusher->v.solid = SOLID_NOT; SV_PushEntity (check, move, vec3_origin); pusher->v.solid = oldsolid; // if it is still inside the pusher, block block = SV_TestEntityPosition (check); if (block) { // fail the move if (check->v.mins[0] == check->v.maxs[0]) continue; if (check->v.solid == SOLID_NOT || check->v.solid == SOLID_TRIGGER) { // corpse check->v.mins[0] = check->v.mins[1] = 0; VectorCopy (check->v.mins, check->v.maxs); continue; } VectorCopy (entorig, check->v.origin); SV_LinkEdict (check, true); VectorCopy (pushorig, pusher->v.origin); SV_LinkEdict (pusher, false); pusher->v.ltime -= movetime; // if the pusher has a "blocked" function, call it // otherwise, just stay in place until the obstacle is gone if (pusher->v.blocked) { pr_global_struct->self = EDICT_TO_PROG(pusher); pr_global_struct->other = EDICT_TO_PROG(check); PR_ExecuteProgram (pusher->v.blocked); } // move back any entities we already moved for (i=0 ; iv.origin); SV_LinkEdict (moved_edict[i], (moved_edict[i] == check) ? true : false); } //Hunk_FreeToLowMark (mark); //johnfitz return check; } } //Hunk_FreeToLowMark (mark); //johnfitz return NULL; } /* ============ SV_PushRotate ============ */ edict_t * SV_PushRotate (edict_t *pusher, float movetime) { int i, e, oldsolid; matrix4x4 start_l, end_l;; edict_t *check, *block; vec3_t move, amove; vec3_t entorig, pushorig; int num_moved; vec3_t org, org2, temp; if (!pusher->v.avelocity[0] && !pusher->v.avelocity[1] && !pusher->v.avelocity[2]) { pusher->v.ltime += movetime; return NULL; } for (i = 0; i < 3; i++) amove[i] = pusher->v.avelocity[i] * movetime; // create pusher initial position Matrix4x4_CreateFromEntity( start_l, pusher->v.angles, pusher->v.origin, 1.0f ); VectorCopy (pusher->v.angles, pushorig); // move the pusher to it's final position VectorAdd (pusher->v.angles, amove, pusher->v.angles); pusher->v.ltime += movetime; SV_LinkEdict (pusher, false); oldsolid = pusher->v.solid; // non-solid pushers can't push anything if( pusher->v.solid == SOLID_NOT ) return NULL; // create pusher final position Matrix4x4_CreateFromEntity( end_l, pusher->v.angles, pusher->v.origin, 1.0f ); // see if any solid entities are inside the final position num_moved = 0; check = NEXT_EDICT (sv.edicts); for (e = 1; e < sv.num_edicts; e++, check = NEXT_EDICT (check)) { if (check->free) continue; if (check->v.movetype == MOVETYPE_PUSH || check->v.movetype == MOVETYPE_NONE || check->v.movetype == MOVETYPE_FOLLOW || check->v.movetype == MOVETYPE_NOCLIP) continue; // if the entity is standing on the pusher, it will definately be moved if (!(((int) check->v.flags & FL_ONGROUND) && PROG_TO_EDICT (check->v.groundentity) == pusher)) { if (check->v.absmin[0] >= pusher->v.absmax[0] || check->v.absmin[1] >= pusher->v.absmax[1] || check->v.absmin[2] >= pusher->v.absmax[2] || check->v.absmax[0] <= pusher->v.absmin[0] || check->v.absmax[1] <= pusher->v.absmin[1] || check->v.absmax[2] <= pusher->v.absmin[2]) continue; // see if the ent's bbox is inside the pusher's final position if (!SV_TestEntityPosition (check)) continue; } // remove the onground flag for non-players if (check->v.movetype != MOVETYPE_WALK) check->v.flags = (int) check->v.flags & ~FL_ONGROUND; VectorCopy (check->v.origin, entorig); VectorCopy (check->v.origin, moved_from[num_moved]); moved_edict[num_moved] = check; num_moved++; // calculate destination position //if( check->v.movetype == MOVETYPE_PUSHSTEP ) // VectorAverage( check->v.absmin, check->v.absmax, org ); //else VectorCopy( check->v.origin, org ); Matrix4x4_VectorITransform( start_l, org, temp ); Matrix4x4_VectorTransform( end_l, temp, org2 ); VectorSubtract( org2, org, move ); // try moving the contacted entity pusher->v.solid = SOLID_NOT; SV_PushEntity (check, move, amove); pusher->v.solid = oldsolid; // if it is still inside the pusher, block block = SV_TestEntityPosition (check); if (block) { // fail the move if (check->v.mins[0] == check->v.maxs[0]) continue; if (check->v.solid == SOLID_NOT || check->v.solid == SOLID_TRIGGER) { // corpse check->v.mins[0] = check->v.mins[1] = 0; VectorCopy (check->v.mins, check->v.maxs); continue; } VectorCopy (entorig, check->v.origin); SV_LinkEdict (check, true); VectorCopy (pushorig, pusher->v.angles); SV_LinkEdict (pusher, false); pusher->v.ltime -= movetime; // if the pusher has a "blocked" function, call it // otherwise, just stay in place until the obstacle is gone if (pusher->v.blocked) { pr_global_struct->self = EDICT_TO_PROG (pusher); pr_global_struct->other = EDICT_TO_PROG (check); PR_ExecuteProgram (pusher->v.blocked); } // move back any entities we already moved for (i = 0; i < num_moved; i++) { VectorCopy (moved_from[i], moved_edict[i]->v.origin); VectorSubtract (moved_edict[i]->v.angles, amove, moved_edict[i]->v.angles); SV_LinkEdict (moved_edict[i], (moved_edict[i] == check) ? true : false); } return check; } else { VectorAdd (check->v.angles, amove, check->v.angles); } } return NULL; } /* ================ SV_Physics_Pusher ================ */ void SV_Physics_Pusher (edict_t *ent) //sB modified to match dquake { float thinktime; float oldltime; float movetime; oldltime = ent->v.ltime; thinktime = ent->v.nextthink; if (thinktime < ent->v.ltime + host_frametime) { movetime = thinktime - ent->v.ltime; if (movetime < 0) movetime = 0; } else movetime = host_frametime; if (ent->v.avelocity[0] || ent->v.avelocity[1] || ent->v.avelocity[2]) SV_PushRotate (ent, host_frametime); if (movetime) SV_PushMove (ent, movetime); // advances ent->v.ltime if not blocked if (thinktime > oldltime && thinktime <= ent->v.ltime) { ent->v.nextthink = 0; pr_global_struct->time = sv.time; pr_global_struct->self = EDICT_TO_PROG(ent); pr_global_struct->other = EDICT_TO_PROG(sv.edicts); PR_ExecuteProgram (ent->v.think); if (ent->free) return; } } /* =============================================================================== CLIENT MOVEMENT =============================================================================== */ /* ============= SV_CheckStuck This is a big hack to try and fix the rare case of getting stuck in the world clipping hull. ============= */ void SV_CheckStuck (edict_t *ent) { int i, j; int z; vec3_t org; if (!SV_TestEntityPosition(ent)) { VectorCopy (ent->v.origin, ent->v.oldorigin); return; } VectorCopy (ent->v.origin, org); VectorCopy (ent->v.oldorigin, ent->v.origin); if (!SV_TestEntityPosition(ent)) { Con_DPrintf ("Unstuck.\n"); SV_LinkEdict (ent, true); return; } for (z=0 ; z< 18 ; z++) for (i=-1 ; i <= 1 ; i++) for (j=-1 ; j <= 1 ; j++) { ent->v.origin[0] = org[0] + i; ent->v.origin[1] = org[1] + j; ent->v.origin[2] = org[2] + z; if (!SV_TestEntityPosition(ent)) { Con_DPrintf ("Unstuck.\n"); SV_LinkEdict (ent, true); return; } } VectorCopy (org, ent->v.origin); Con_DPrintf ("player is stuck.\n"); } /* ============= SV_CheckWater ============= */ qboolean SV_CheckWater (edict_t *ent) { vec3_t point; int cont; point[0] = ent->v.origin[0]; point[1] = ent->v.origin[1]; point[2] = ent->v.origin[2] + ent->v.mins[2] + 1; ent->v.waterlevel = 0; ent->v.watertype = CONTENTS_EMPTY; cont = SV_PointContents (point); if (cont <= CONTENTS_WATER) { ent->v.watertype = cont; ent->v.waterlevel = 1; point[2] = ent->v.origin[2] + (ent->v.mins[2] + ent->v.maxs[2])*0.5; cont = SV_PointContents (point); if (cont <= CONTENTS_WATER) { ent->v.waterlevel = 2; point[2] = ent->v.origin[2] + ent->v.view_ofs[2]; cont = SV_PointContents (point); if (cont <= CONTENTS_WATER) ent->v.waterlevel = 3; } } return ent->v.waterlevel > 1; } /* ============ SV_WallFriction ============ */ void SV_WallFriction (edict_t *ent, trace_t *trace) { vec3_t forward, right, up; float d, i; vec3_t into, side; AngleVectors (ent->v.v_angle, forward, right, up); d = DotProduct (trace->plane.normal, forward); d += 0.5; if (d >= 0) return; // cut the tangential velocity i = DotProduct (trace->plane.normal, ent->v.velocity); VectorScale (trace->plane.normal, i, into); VectorSubtract (ent->v.velocity, into, side); ent->v.velocity[0] = side[0] * (1 + d); ent->v.velocity[1] = side[1] * (1 + d); } /* ===================== SV_TryUnstick Player has come to a dead stop, possibly due to the problem with limited float precision at some angle joins in the BSP hull. Try fixing by pushing one pixel in each direction. This is a hack, but in the interest of good gameplay... ====================== */ int SV_TryUnstick (edict_t *ent, vec3_t oldvel) { int i; vec3_t oldorg; vec3_t dir; int clip; trace_t steptrace; VectorCopy (ent->v.origin, oldorg); VectorCopy (vec3_origin, dir); for (i=0 ; i<8 ; i++) { // try pushing a little in an axial direction switch (i) { case 0: dir[0] = 2; dir[1] = 0; break; case 1: dir[0] = 0; dir[1] = 2; break; case 2: dir[0] = -2; dir[1] = 0; break; case 3: dir[0] = 0; dir[1] = -2; break; case 4: dir[0] = 2; dir[1] = 2; break; case 5: dir[0] = -2; dir[1] = 2; break; case 6: dir[0] = 2; dir[1] = -2; break; case 7: dir[0] = -2; dir[1] = -2; break; } SV_PushEntity (ent, dir, vec3_origin); // retry the original move ent->v.velocity[0] = oldvel[0]; ent->v. velocity[1] = oldvel[1]; ent->v. velocity[2] = 0; clip = SV_FlyMove (ent, 0.1, &steptrace); if ( fabs(oldorg[1] - ent->v.origin[1]) > 4 || fabs(oldorg[0] - ent->v.origin[0]) > 4 ) { //Con_DPrintf ("unstuck!\n"); return clip; } // go back to the original pos and try again VectorCopy (oldorg, ent->v.origin); } VectorCopy (vec3_origin, ent->v.velocity); return 7; // still not moving } /* ===================== SV_WalkMove Only used by players ====================== */ #define STEPSIZE 18 void SV_WalkMove (edict_t *ent) { vec3_t upmove, downmove; vec3_t oldorg, oldvel; vec3_t nosteporg, nostepvel; int clip; int oldonground; trace_t steptrace, downtrace; // // do a regular slide move unless it looks like you ran into a step // oldonground = (int)ent->v.flags & FL_ONGROUND; ent->v.flags = (int)ent->v.flags & ~FL_ONGROUND; VectorCopy (ent->v.origin, oldorg); VectorCopy (ent->v.velocity, oldvel); clip = SV_FlyMove (ent, host_frametime, &steptrace); if ( !(clip & 2) ) return; // move didn't block on a step if (!oldonground && ent->v.waterlevel == 0) return; // don't stair up while jumping if (ent->v.movetype != MOVETYPE_WALK) return; // gibbed by a trigger if (sv_nostep.value) return; if ( (int)sv_player->v.flags & FL_WATERJUMP ) return; VectorCopy (ent->v.origin, nosteporg); VectorCopy (ent->v.velocity, nostepvel); // // try moving up and forward to go up a step // VectorCopy (oldorg, ent->v.origin); // back to start pos VectorCopy (vec3_origin, upmove); VectorCopy (vec3_origin, downmove); upmove[2] = STEPSIZE; downmove[2] = -STEPSIZE + oldvel[2]*host_frametime; // move up SV_PushEntity (ent, upmove, vec3_origin); // FIXME: don't link? // move forward ent->v.velocity[0] = oldvel[0]; ent->v. velocity[1] = oldvel[1]; ent->v. velocity[2] = 0; clip = SV_FlyMove (ent, host_frametime, &steptrace); // check for stuckness, possibly due to the limited precision of floats // in the clipping hulls if (clip) { if ( fabs(oldorg[1] - ent->v.origin[1]) < 0.03125 && fabs(oldorg[0] - ent->v.origin[0]) < 0.03125 ) { // stepping up didn't make any progress clip = SV_TryUnstick (ent, oldvel); } } // extra friction based on view angle if ( clip & 2 ) SV_WallFriction (ent, &steptrace); // move down downtrace = SV_PushEntity (ent, downmove, vec3_origin); // FIXME: don't link? if (downtrace.plane.normal[2] > 0.7) { if (ent->v.solid == SOLID_BSP) { ent->v.flags = (int)ent->v.flags | FL_ONGROUND; ent->v.groundentity = EDICT_TO_PROG(downtrace.ent); } } else { // if the push down didn't end up on good ground, use the move without // the step up. This happens near wall / slope combinations, and can // cause the player to hop up higher on a slope too steep to climb VectorCopy (nosteporg, ent->v.origin); VectorCopy (nostepvel, ent->v.velocity); } } /* ================= SV_Physics_Walk Blubswillrule A physics/velocity based walking method for monsters (zombies) The following functions are duplicates from player modified for use by monsters ======================================================================================================================================================== */ /* ============ SV_PushMonsterEntity duplicate of SV_PushEntity: used for monster velocities. Does not change the entities velocity at all ============ */ trace_t SV_PushMonsterEntity (edict_t *ent, vec3_t push) { trace_t trace; vec3_t end; VectorAdd (ent->v.origin, push, end); trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, end, MOVE_NOMONSTERS, ent); VectorCopy (trace.endpos, ent->v.origin); //SV_LinkEdict (ent, true); we don't need to link it here if (trace.ent) SV_Impact (ent, trace.ent); return trace; } /* ===================== SV_MonsterWalkMove duplicate SV_WalkMove: Only used by monsters who move by velocity ====================== */ void SV_MonsterWalkMove (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 VectorCopy (ent->v.origin, nosteporg); VectorCopy (ent->v.velocity, nostepvel); // // try moving up and forward to go up a step // VectorCopy (oldorg, ent->v.origin); // back to start pos VectorCopy (vec3_origin, upmove); VectorCopy (vec3_origin, downmove); upmove[2] = STEPSIZE; downmove[2] = -STEPSIZE + oldvel[2]*host_frametime; // move up SV_PushMonsterEntity (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 ( fabsf(oldorg[1] - ent->v.origin[1]) < 0.03125 && fabsf(oldorg[0] - ent->v.origin[0]) < 0.03125 ) { // stepping up didn't make any progress clip = SV_TryUnstick (ent, oldvel); } }*/ // extra friction based on view angle if ( clip & 2 ) SV_WallFriction (ent, &steptrace); // move down downtrace = SV_PushMonsterEntity (ent, downmove); // FIXME: don't link? if (downtrace.plane.normal[2] > 0.7) { if (downtrace.ent->v.solid == SOLID_BSP) { ent->v.flags = (int)ent->v.flags | FL_ONGROUND; ent->v.groundentity = EDICT_TO_PROG(downtrace.ent); } } else { // if the push down didn't end up on good ground, use the move without // the step up. This happens near wall / slope combinations, and can // cause the player to hop up higher on a slope too steep to climb VectorCopy (nosteporg, ent->v.origin); VectorCopy (nostepvel, ent->v.velocity); } } //Creating a duplicate SV_TestEntityPosition, one that does not check for monsters. //============= edict_t *SV_TestEntityPosition_NOMONSTERS(edict_t *ent) { trace_t trace; trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, ent->v.origin, MOVE_NOMONSTERS, ent); if (trace.startsolid) return sv.edicts; return NULL; } //============= //Creating a duplicate checkstuck that uses the above modified SV_TestEntityPosition_NOMONSTERS //Also adds checking of the entities v.zoom value //1: used setorigin, so don't adjust for a collision //0: not in collision //============= void SV_CheckStuck_IgnoreMonsters (edict_t *ent) { int i, j; int z; vec3_t org; if (!SV_TestEntityPosition_NOMONSTERS(ent)) { VectorCopy (ent->v.origin, ent->v.oldorigin); ent->v.zoom = 0; return; } if(ent->v.zoom == 1)//if used setorigin { VectorCopy (ent->v.origin, ent->v.oldorigin); return;//we don't care to adjust for stuckness, whoever used setorigin in qc better handle that } VectorCopy (ent->v.origin, org); VectorCopy (ent->v.oldorigin, ent->v.origin); if (!SV_TestEntityPosition_NOMONSTERS(ent)) { Con_DPrintf ("zombie unstuck from bsp hull or non-monster entity.\n"); SV_LinkEdict (ent, true); return; } for (z=0 ; z< 18 ; z++) for (i=-1 ; i <= 1 ; i++) for (j=-1 ; j <= 1 ; j++) { ent->v.origin[0] = org[0] + i; ent->v.origin[1] = org[1] + j; ent->v.origin[2] = org[2] + z; if (!SV_TestEntityPosition_NOMONSTERS(ent)) { Con_DPrintf ("zombie unstuck from bsp hull or non-monster entity.\n"); SV_LinkEdict (ent, true); return; } } VectorCopy (org, ent->v.origin); Con_DPrintf ("zombie is stuck in bsp hull or non-monster entity.\n"); } //============================= //PushAwayZombies //blubswillrule //Makes sure zombies are not inside of each other //glorified version of PF_FindRadius //============================= void SV_PushAwayZombies(edict_t *ent) { edict_t *other_ent; float rad = 23;//approx. length of bbox corner float *org = ent->v.origin; vec3_t eorg; int i, j; other_ent = NEXT_EDICT(sv.edicts); for (i=1 ; ifree) continue; //if (ent->v.solid == SOLID_NOT) // continue; if( other_ent->v.solid != SOLID_CORPSE) continue; if( other_ent->v.movetype != MOVETYPE_WALK) continue; for (j=0 ; j<3 ; j++) eorg[j] = org[j] - (other_ent->v.origin[j] + (other_ent->v.mins[j] + other_ent->v.maxs[j])*0.5); if (Length(eorg) > rad) { //Con_Printf ("Length Greater than bbox corner. \n"); continue; } //Process nearby zombie for(j = 0; j < 2; j++)//only x & y { Con_Printf ("Pushing Zombie \n"); other_ent->v.velocity[j] += (other_ent->v.origin[j] - ent->v.origin[j]) * 0.01;//push away other zombie was 0.001 //ent->v.velocity[j] += (ent->v.origin[j] - other_ent->v.origin[j]) * 0.01;//push away self } } } //============================= void SV_Physics_Walk(edict_t *ent) { //if (!SV_CheckWater (ent) && ! ((int)ent->v.flags & FL_WATERJUMP) ) // SV_AddGravity (ent); //Slight modification of AddGravity below //Zombie bbox is actually smaller, but the movement needs to pretend it is bigger vec3_t old_mins; vec3_t old_maxs; if(!SV_RunThink(ent)) return; VectorCopy(ent->v.mins,old_mins); VectorCopy(ent->v.maxs,old_maxs); //'-16,-16,-32', '16,16,40' sB reenabled PushAwayZombies ent->v.mins[0] = -16; ent->v.mins[1] = -16; ent->v.mins[2] = -32; ent->v.maxs[0] = 16; ent->v.maxs[1] = 16; ent->v.maxs[2] = 40; //if (!((int)ent->v.flags & (FL_ONGROUND))) //{ ent->v.velocity[2] -= 1.0 * sv_gravity.value * host_frametime; SV_CheckVelocity (ent); //} //SV_CheckStuck_IgnoreMonsters(ent); //PushAwayZombies causes too high of a drop in framerate //SV_PushAwayZombies(ent); SV_MonsterWalkMove(ent); //checking for ground beneath us trace_t downtrace; vec3_t groundlocation; VectorCopy(ent->v.origin,groundlocation); groundlocation[2] = -STEPSIZE + ent->v.velocity[2]*host_frametime; downtrace = SV_Move(ent->v.origin,ent->v.mins,ent->v.maxs,groundlocation, MOVE_NOMONSTERS,ent); if(!downtrace.allsolid && !downtrace.startsolid) { VectorCopy (downtrace.endpos, ent->v.origin); ent->v.flags = (int) ent->v.flags & ~FL_ONGROUND; if (downtrace.plane.normal[2] > 0.7) { if(downtrace.ent) { if (downtrace.ent->v.solid == SOLID_BSP) { ent->v.flags = (int) ent->v.flags | FL_ONGROUND; ent->v.groundentity = EDICT_TO_PROG(downtrace.ent); ent->v.velocity[2] = 0; } } } } //restoring the bounding boxes VectorCopy(old_mins,ent->v.mins); VectorCopy(old_maxs,ent->v.maxs); SV_LinkEdict(ent,true); } /* ================ SV_Physics_Client Player character actions ================ */ void SV_Physics_Client (edict_t *ent, int num) { if ( ! svs.clients[num-1].active ) return; // unconnected slot // // call standard client pre-think // pr_global_struct->time = sv.time; pr_global_struct->self = EDICT_TO_PROG(ent); PR_ExecuteProgram (pr_global_struct->PlayerPreThink); // // do a move // SV_CheckVelocity (ent); // // decide which move function to call // switch ((int)ent->v.movetype) { case MOVETYPE_NONE: if (!SV_RunThink (ent)) return; break; case MOVETYPE_WALK: if (!SV_RunThink (ent)) return; if (!SV_CheckWater (ent) && ! ((int)ent->v.flags & FL_WATERJUMP) ) SV_AddGravity (ent); SV_CheckStuck (ent); SV_WalkMove (ent); break; case MOVETYPE_TOSS: case MOVETYPE_BOUNCE: SV_Physics_Toss (ent); break; case MOVETYPE_FLY: if (!SV_RunThink (ent)) return; SV_FlyMove (ent, host_frametime, NULL); break; case MOVETYPE_NOCLIP: if (!SV_RunThink (ent)) return; VectorMA (ent->v.origin, host_frametime, ent->v.velocity, ent->v.origin); break; default: Sys_Error ("SV_Physics_client: bad movetype %i", (int)ent->v.movetype); } // // call standard player post-think // SV_LinkEdict (ent, true); pr_global_struct->time = sv.time; pr_global_struct->self = EDICT_TO_PROG(ent); PR_ExecuteProgram (pr_global_struct->PlayerPostThink); } //============================================================================ /* ============= SV_Physics_None Non moving objects can only think ============= */ void SV_Physics_None (edict_t *ent) { // regular thinking SV_RunThink (ent); } /* ============= SV_Physics_Noclip A moving object that doesn't obey physics ============= */ void SV_Physics_Noclip (edict_t *ent) { // regular thinking if (!SV_RunThink (ent)) return; VectorMA (ent->v.angles, host_frametime, ent->v.avelocity, ent->v.angles); VectorMA (ent->v.origin, host_frametime, ent->v.velocity, ent->v.origin); SV_LinkEdict (ent, false); } /* ============================================================================== TOSS / BOUNCE ============================================================================== */ /* ============= SV_CheckWaterTransition ============= */ void SV_CheckWaterTransition (edict_t *ent) { int cont; cont = SV_PointContents (ent->v.origin); if (!ent->v.watertype) { // just spawned here ent->v.watertype = cont; ent->v.waterlevel = 1; return; } if (cont <= CONTENTS_WATER) { if (ent->v.watertype == CONTENTS_EMPTY) { // just crossed into water //SV_StartSound (ent, 0, "misc/h2ohit1.wav", 255, 1); } ent->v.watertype = cont; ent->v.waterlevel = 1; } else { if (ent->v.watertype != CONTENTS_EMPTY) { // just crossed into water //SV_StartSound (ent, 0, "misc/h2ohit1.wav", 255, 1); } ent->v.watertype = CONTENTS_EMPTY; ent->v.waterlevel = cont; } } /* ============= SV_Physics_Toss Toss, bounce, and fly movement. When onground, do nothing. ============= */ void SV_Physics_Toss (edict_t *ent) { trace_t trace; vec3_t move; float backoff; // regular thinking if (!SV_RunThink (ent)) return; // if onground, return without moving if ( ((int)ent->v.flags & FL_ONGROUND) ) return; SV_CheckVelocity (ent); // add gravity if (ent->v.movetype != MOVETYPE_FLY && ent->v.movetype != MOVETYPE_FLYMISSILE) SV_AddGravity (ent); // move angles VectorMA (ent->v.angles, host_frametime, ent->v.avelocity, ent->v.angles); // move origin VectorScale (ent->v.velocity, host_frametime, move); trace = SV_PushEntity (ent, move, vec3_origin); if (trace.fraction == 1) return; if (ent->free) return; if (ent->v.movetype == MOVETYPE_BOUNCE) backoff = 1.5; else backoff = 1; ClipVelocity (ent->v.velocity, trace.plane.normal, ent->v.velocity, backoff); // stop if on ground if (trace.plane.normal[2] > 0.7) { if (ent->v.velocity[2] < 60 || ent->v.movetype != MOVETYPE_BOUNCE) { ent->v.flags = (int)ent->v.flags | FL_ONGROUND; ent->v.groundentity = EDICT_TO_PROG(trace.ent); VectorCopy (vec3_origin, ent->v.velocity); VectorCopy (vec3_origin, ent->v.avelocity); } } // check for in water SV_CheckWaterTransition (ent); } /* =============================================================================== STEPPING MOVEMENT =============================================================================== */ /* ============= SV_Physics_Step Monsters freefall when they don't have a ground entity, otherwise all movement is done with discrete steps. This is also used for objects that have become still on the ground, but will fall if the floor is pulled out from under them. ============= */ void SV_Physics_Step (edict_t *ent) { qboolean hitsound; // freefall if not onground if ( ! ((int)ent->v.flags & (FL_ONGROUND | FL_FLY | FL_SWIM) ) ) { if (ent->v.velocity[2] < sv_gravity.value*-0.1) hitsound = true; else hitsound = false; SV_AddGravity (ent); SV_CheckVelocity (ent); SV_FlyMove (ent, host_frametime, NULL); SV_LinkEdict (ent, true); if ( (int)ent->v.flags & FL_ONGROUND ) // just hit ground { //if (hitsound) // SV_StartSound (ent, 0, "demon/dland2.wav", 255, 1); } } // regular thinking SV_RunThink (ent); SV_CheckWaterTransition (ent); } //============================================================================ /* ================ SV_Physics ================ */ void SV_Physics (void) { int i; int entity_cap; // For sv_freezenonclients edict_t *ent; // let the progs know that a new frame has started pr_global_struct->self = EDICT_TO_PROG(sv.edicts); pr_global_struct->other = EDICT_TO_PROG(sv.edicts); pr_global_struct->time = sv.time; PR_ExecuteProgram (pr_global_struct->StartFrame); //SV_CheckAllEnts (); // // treat each object in turn // ent = sv.edicts; if (sv_freezenonclients.value) entity_cap = svs.maxclients + 1; // Only run physics on clients and the world else entity_cap = sv.num_edicts; //for (i=0 ; ifree) continue; if (pr_global_struct->force_retouch) { SV_LinkEdict (ent, true); // force retouch even for stationary } if (i > 0 && i <= svs.maxclients) SV_Physics_Client (ent, i); else if (ent->v.movetype == MOVETYPE_PUSH) SV_Physics_Pusher (ent); else if (ent->v.movetype == MOVETYPE_NONE) SV_Physics_None (ent); else if (ent->v.movetype == MOVETYPE_NOCLIP) SV_Physics_Noclip (ent); else if (ent->v.movetype == MOVETYPE_STEP) SV_Physics_Step (ent); else if(ent->v.movetype == MOVETYPE_WALK) SV_Physics_Walk(ent); else if (ent->v.movetype == MOVETYPE_TOSS || ent->v.movetype == MOVETYPE_BOUNCE || ent->v.movetype == MOVETYPE_FLY || ent->v.movetype == MOVETYPE_FLYMISSILE) SV_Physics_Toss (ent); else Sys_Error ("SV_Physics: bad movetype %i", (int)ent->v.movetype); } if (EndFrame) { // let the progs know that the frame has ended pr_global_struct->self = EDICT_TO_PROG(sv.edicts); pr_global_struct->other = EDICT_TO_PROG(sv.edicts); pr_global_struct->time = sv.time; PR_ExecuteProgram (EndFrame); } if (pr_global_struct->force_retouch) pr_global_struct->force_retouch--; if (!sv_freezenonclients.value) sv.time += host_frametime; }