newtree/source/sv_phys.c

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/*
sv_phys.c
(description)
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
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#ifdef HAVE_CONFIG_H
# include "config.h"
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#endif
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#include "cvar.h"
#include "pmove.h"
#include "server.h"
#include "world.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
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
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solid_edge items only clip against bsp models.
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*/
cvar_t *sv_maxvelocity;
cvar_t *sv_gravity;
cvar_t *sv_stopspeed;
cvar_t *sv_maxspeed;
cvar_t *sv_spectatormaxspeed;
cvar_t *sv_accelerate;
cvar_t *sv_airaccelerate;
cvar_t *sv_wateraccelerate;
cvar_t *sv_friction;
cvar_t *sv_waterfriction;
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#define MOVE_EPSILON 0.01
void SV_Physics_Toss (edict_t *ent);
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/*
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SV_CheckAllEnts
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*/
void
SV_CheckAllEnts (void)
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{
int e;
edict_t *check;
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// see if any solid entities are inside the final position
check = NEXT_EDICT (&sv_pr_state, sv.edicts);
for (e = 1; e < sv.num_edicts; e++, check = NEXT_EDICT (&sv_pr_state, check)) {
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if (check->free)
continue;
if (check->v.v.movetype == MOVETYPE_PUSH
|| check->v.v.movetype == MOVETYPE_NONE
|| check->v.v.movetype == MOVETYPE_NOCLIP) continue;
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if (SV_TestEntityPosition (check))
Con_Printf ("entity in invalid position\n");
}
}
/*
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SV_CheckVelocity
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*/
void
SV_CheckVelocity (edict_t *ent)
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{
int i;
float wishspeed; // 1999-10-18 SV_MAXVELOCITY fix by Maddes
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//
// bound velocity
//
for (i = 0; i < 3; i++) {
if (IS_NAN (ent->v.v.velocity[i])) {
Con_Printf ("Got a NaN velocity on %s\n",
PR_GetString (&sv_pr_state, ent->v.v.classname));
ent->v.v.velocity[i] = 0;
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}
if (IS_NAN (ent->v.v.origin[i])) {
Con_Printf ("Got a NaN origin on %s\n",
PR_GetString (&sv_pr_state, ent->v.v.classname));
ent->v.v.origin[i] = 0;
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}
}
// 1999-10-18 SV_MAXVELOCITY fix by Maddes start
wishspeed = Length (ent->v.v.velocity);
if (wishspeed > sv_maxvelocity->value) {
VectorScale (ent->v.v.velocity, sv_maxvelocity->value / wishspeed,
ent->v.v.velocity);
}
// 1999-10-18 SV_MAXVELOCITY fix by Maddes end
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}
/*
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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)
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{
float thinktime;
do {
thinktime = ent->v.v.nextthink;
if (thinktime <= 0)
return true;
if (thinktime > sv.time + sv_frametime)
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return true;
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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.v.nextthink = 0;
sv_pr_state.pr_global_struct->time = thinktime;
sv_pr_state.pr_global_struct->self = EDICT_TO_PROG (&sv_pr_state, ent);
sv_pr_state.pr_global_struct->other = EDICT_TO_PROG (&sv_pr_state, sv.edicts);
PR_ExecuteProgram (&sv_pr_state, ent->v.v.think);
if (ent->free)
return false;
} while (1);
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return true;
}
/*
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SV_Impact
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Two entities have touched, so run their touch functions
*/
void
SV_Impact (edict_t *e1, edict_t *e2)
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{
int old_self, old_other;
old_self = sv_pr_state.pr_global_struct->self;
old_other = sv_pr_state.pr_global_struct->other;
sv_pr_state.pr_global_struct->time = sv.time;
if (e1->v.v.touch && e1->v.v.solid != SOLID_NOT) {
sv_pr_state.pr_global_struct->self = EDICT_TO_PROG (&sv_pr_state, e1);
sv_pr_state.pr_global_struct->other = EDICT_TO_PROG (&sv_pr_state, e2);
PR_ExecuteProgram (&sv_pr_state, e1->v.v.touch);
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}
if (e2->v.v.touch && e2->v.v.solid != SOLID_NOT) {
sv_pr_state.pr_global_struct->self = EDICT_TO_PROG (&sv_pr_state, e2);
sv_pr_state.pr_global_struct->other = EDICT_TO_PROG (&sv_pr_state, e1);
PR_ExecuteProgram (&sv_pr_state, e2->v.v.touch);
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}
sv_pr_state.pr_global_struct->self = old_self;
sv_pr_state.pr_global_struct->other = old_other;
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}
/*
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ClipVelocity
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Slide off of the impacting object
returns the blocked flags (1 = floor, 2 = step / wall)
*/
int
ClipVelocity (vec3_t in, vec3_t normal, vec3_t out, float overbounce)
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{
float backoff;
float change;
int i, blocked;
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blocked = 0;
if (normal[2] > 0)
blocked |= 1; // floor
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if (!normal[2])
blocked |= 2; // step
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backoff = DotProduct (in, normal) * overbounce;
for (i = 0; i < 3; i++) {
change = normal[i] * backoff;
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out[i] = in[i] - change;
if (out[i] > -STOP_EPSILON && out[i] < STOP_EPSILON)
out[i] = 0;
}
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return blocked;
}
/*
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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
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*/
#define MAX_CLIP_PLANES 5
int
SV_FlyMove (edict_t *ent, float time, trace_t *steptrace)
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{
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;
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numbumps = 4;
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blocked = 0;
VectorCopy (ent->v.v.velocity, original_velocity);
VectorCopy (ent->v.v.velocity, primal_velocity);
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numplanes = 0;
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time_left = time;
for (bumpcount = 0; bumpcount < numbumps; bumpcount++) {
for (i = 0; i < 3; i++)
end[i] = ent->v.v.origin[i] + time_left * ent->v.v.velocity[i];
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trace =
SV_Move (ent->v.v.origin, ent->v.v.mins, ent->v.v.maxs, end, false, ent);
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if (trace.allsolid) { // entity is trapped in another solid
VectorCopy (vec3_origin, ent->v.v.velocity);
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return 3;
}
if (trace.fraction > 0) { // actually covered some distance
VectorCopy (trace.endpos, ent->v.v.origin);
VectorCopy (ent->v.v.velocity, original_velocity);
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numplanes = 0;
}
if (trace.fraction == 1)
break; // moved the entire distance
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if (!trace.ent)
SV_Error ("SV_FlyMove: !trace.ent");
if (trace.plane.normal[2] > 0.7) {
blocked |= 1; // floor
if ((trace.ent->v.v.solid == SOLID_BSP)
|| (trace.ent->v.v.movetype == MOVETYPE_PPUSH)) {
ent->v.v.flags = (int) ent->v.v.flags | FL_ONGROUND;
ent->v.v.groundentity = EDICT_TO_PROG (&sv_pr_state, trace.ent);
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}
}
if (!trace.plane.normal[2]) {
blocked |= 2; // step
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if (steptrace)
*steptrace = trace; // save for player extrafriction
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}
//
// run the impact function
//
SV_Impact (ent, trace.ent);
if (ent->free)
break; // removed by the impact function
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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.v.velocity);
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return 3;
}
VectorCopy (trace.plane.normal, planes[numplanes]);
numplanes++;
//
// modify original_velocity so it parallels all of the clip planes
//
for (i = 0; i < numplanes; i++) {
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ClipVelocity (original_velocity, planes[i], new_velocity, 1);
for (j = 0; j < numplanes; j++)
if (j != i) {
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if (DotProduct (new_velocity, planes[j]) < 0)
break; // not ok
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}
if (j == numplanes)
break;
}
if (i != numplanes) { // go along this plane
VectorCopy (new_velocity, ent->v.v.velocity);
} else { // go along the crease
if (numplanes != 2) {
// Con_Printf ("clip velocity, numplanes == %i\n",numplanes);
VectorCopy (vec3_origin, ent->v.v.velocity);
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return 7;
}
CrossProduct (planes[0], planes[1], dir);
d = DotProduct (dir, ent->v.v.velocity);
VectorScale (dir, d, ent->v.v.velocity);
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}
//
// if original velocity is against the original velocity, stop dead
// to avoid tiny occilations in sloping corners
//
if (DotProduct (ent->v.v.velocity, primal_velocity) <= 0) {
VectorCopy (vec3_origin, ent->v.v.velocity);
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return blocked;
}
}
return blocked;
}
/*
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SV_AddGravity
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*/
void
SV_AddGravity (edict_t *ent, float scale)
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{
ent->v.v.velocity[2] -= scale * movevars.gravity * sv_frametime;
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}
/*
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PUSHMOVE
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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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*/
trace_t
SV_PushEntity (edict_t *ent, vec3_t push)
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{
trace_t trace;
vec3_t end;
VectorAdd (ent->v.v.origin, push, end);
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if (ent->v.v.movetype == MOVETYPE_FLYMISSILE)
trace =
SV_Move (ent->v.v.origin, ent->v.v.mins, ent->v.v.maxs, end, MOVE_MISSILE,
ent);
else if (ent->v.v.solid == SOLID_TRIGGER || ent->v.v.solid == SOLID_NOT)
// only clip against bmodels
trace =
SV_Move (ent->v.v.origin, ent->v.v.mins, ent->v.v.maxs, end,
MOVE_NOMONSTERS, ent);
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else
trace =
SV_Move (ent->v.v.origin, ent->v.v.mins, ent->v.v.maxs, end, MOVE_NORMAL,
ent);
VectorCopy (trace.endpos, ent->v.v.origin);
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SV_LinkEdict (ent, true);
if (trace.ent)
SV_Impact (ent, trace.ent);
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return trace;
}
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/*
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SV_Push
*/
qboolean
SV_Push (edict_t *pusher, vec3_t move)
{
int i, e;
edict_t *check, *block;
vec3_t mins, maxs;
vec3_t pushorig;
int num_moved;
edict_t *moved_edict[MAX_EDICTS];
vec3_t moved_from[MAX_EDICTS];
float solid_save; // for Lord Havoc's SOLID_BSP fix
// --KB
for (i = 0; i < 3; i++) {
mins[i] = pusher->v.v.absmin[i] + move[i];
maxs[i] = pusher->v.v.absmax[i] + move[i];
}
VectorCopy (pusher->v.v.origin, pushorig);
// move the pusher to it's final position
VectorAdd (pusher->v.v.origin, move, pusher->v.v.origin);
SV_LinkEdict (pusher, false);
// see if any solid entities are inside the final position
num_moved = 0;
check = NEXT_EDICT (&sv_pr_state, sv.edicts);
for (e = 1; e < sv.num_edicts; e++, check = NEXT_EDICT (&sv_pr_state, check)) {
if (check->free)
continue;
if (check->v.v.movetype == MOVETYPE_PUSH
|| check->v.v.movetype == MOVETYPE_NONE
|| check->v.v.movetype == MOVETYPE_PPUSH
|| check->v.v.movetype == MOVETYPE_NOCLIP) continue;
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// Don't assume SOLID_BSP ! --KB
solid_save = pusher->v.v.solid;
pusher->v.v.solid = SOLID_NOT;
block = SV_TestEntityPosition (check);
// pusher->v.v.solid = SOLID_BSP;
pusher->v.v.solid = solid_save;
if (block)
continue;
// if the entity is standing on the pusher, it will definately be
// moved
if (!(((int) check->v.v.flags & FL_ONGROUND)
&& PROG_TO_EDICT (&sv_pr_state, check->v.v.groundentity) == pusher)) {
if (check->v.v.absmin[0] >= maxs[0]
|| check->v.v.absmin[1] >= maxs[1]
|| check->v.v.absmin[2] >= maxs[2]
|| check->v.v.absmax[0] <= mins[0]
|| check->v.v.absmax[1] <= mins[1]
|| check->v.v.absmax[2] <= mins[2])
continue;
// see if the ent's bbox is inside the pusher's final position
if (!SV_TestEntityPosition (check))
continue;
}
VectorCopy (check->v.v.origin, moved_from[num_moved]);
moved_edict[num_moved] = check;
num_moved++;
// try moving the contacted entity
VectorAdd (check->v.v.origin, move, check->v.v.origin);
block = SV_TestEntityPosition (check);
if (!block) { // pushed ok
SV_LinkEdict (check, false);
continue;
}
// if it is ok to leave in the old position, do it
VectorSubtract (check->v.v.origin, move, check->v.v.origin);
block = SV_TestEntityPosition (check);
if (!block) {
num_moved--;
continue;
}
// if it is still inside the pusher, block
if (check->v.v.mins[0] == check->v.v.maxs[0]) {
SV_LinkEdict (check, false);
continue;
}
if (check->v.v.solid == SOLID_NOT || check->v.v.solid == SOLID_TRIGGER) { // corpse
check->v.v.mins[0] = check->v.v.mins[1] = 0;
VectorCopy (check->v.v.mins, check->v.v.maxs);
SV_LinkEdict (check, false);
continue;
}
VectorCopy (pushorig, pusher->v.v.origin);
SV_LinkEdict (pusher, false);
// if the pusher has a "blocked" function, call it
// otherwise, just stay in place until the obstacle is gone
if (pusher->v.v.blocked) {
sv_pr_state.pr_global_struct->self = EDICT_TO_PROG (&sv_pr_state, pusher);
sv_pr_state.pr_global_struct->other = EDICT_TO_PROG (&sv_pr_state, check);
PR_ExecuteProgram (&sv_pr_state, pusher->v.v.blocked);
}
// move back any entities we already moved
for (i = 0; i < num_moved; i++) {
VectorCopy (moved_from[i], moved_edict[i]->v.v.origin);
SV_LinkEdict (moved_edict[i], false);
}
return false;
}
return true;
}
/*
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SV_PushMove
*/
void
SV_PushMove (edict_t *pusher, float movetime)
{
int i;
vec3_t move;
if (VectorIsNull(pusher->v.v.velocity)) {
pusher->v.v.ltime += movetime;
return;
}
for (i = 0; i < 3; i++)
move[i] = pusher->v.v.velocity[i] * movetime;
if (SV_Push (pusher, move))
pusher->v.v.ltime += movetime;
}
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/*
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SV_Physics_Pusher
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*/
void
SV_Physics_Pusher (edict_t *ent)
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{
float thinktime;
float oldltime;
float movetime;
vec3_t oldorg, move;
float l;
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oldltime = ent->v.v.ltime;
thinktime = ent->v.v.nextthink;
if (thinktime < ent->v.v.ltime + sv_frametime) {
movetime = thinktime - ent->v.v.ltime;
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if (movetime < 0)
movetime = 0;
} else
movetime = sv_frametime;
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if (movetime) {
SV_PushMove (ent, movetime); // advances ent->v.v.ltime if not
// blocked
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}
if (thinktime > oldltime && thinktime <= ent->v.v.ltime) {
VectorCopy (ent->v.v.origin, oldorg);
ent->v.v.nextthink = 0;
sv_pr_state.pr_global_struct->time = sv.time;
sv_pr_state.pr_global_struct->self = EDICT_TO_PROG (&sv_pr_state, ent);
sv_pr_state.pr_global_struct->other = EDICT_TO_PROG (&sv_pr_state, sv.edicts);
PR_ExecuteProgram (&sv_pr_state, ent->v.v.think);
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if (ent->free)
return;
VectorSubtract (ent->v.v.origin, oldorg, move);
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l = Length (move);
if (l > 1.0 / 64) {
// Con_Printf ("**** snap: %f\n", Length (l));
VectorCopy (oldorg, ent->v.v.origin);
SV_Push (ent, move);
}
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}
}
/*
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SV_Physics_None
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Non moving objects can only think
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*/
void
SV_Physics_None (edict_t *ent)
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{
// regular thinking
SV_RunThink (ent);
SV_LinkEdict (ent, false);
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}
/*
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SV_Physics_Noclip
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A moving object that doesn't obey physics
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*/
void
SV_Physics_Noclip (edict_t *ent)
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{
// regular thinking
if (!SV_RunThink (ent))
return;
VectorMA (ent->v.v.angles, sv_frametime, ent->v.v.avelocity, ent->v.v.angles);
VectorMA (ent->v.v.origin, sv_frametime, ent->v.v.velocity, ent->v.v.origin);
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SV_LinkEdict (ent, false);
}
/*
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TOSS / BOUNCE
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*/
/*
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SV_CheckWaterTransition
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*/
void
SV_CheckWaterTransition (edict_t *ent)
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{
int cont;
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cont = SV_PointContents (ent->v.v.origin);
if (!ent->v.v.watertype) { // just spawned here
ent->v.v.watertype = cont;
ent->v.v.waterlevel = 1;
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return;
}
if (cont <= CONTENTS_WATER) {
if (ent->v.v.watertype == CONTENTS_EMPTY) { // just crossed into
// water
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SV_StartSound (ent, 0, "misc/h2ohit1.wav", 255, 1);
}
ent->v.v.watertype = cont;
ent->v.v.waterlevel = 1;
} else {
if (ent->v.v.watertype != CONTENTS_EMPTY) { // just crossed into
// water
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SV_StartSound (ent, 0, "misc/h2ohit1.wav", 255, 1);
}
ent->v.v.watertype = CONTENTS_EMPTY;
ent->v.v.waterlevel = cont;
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}
}
/*
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SV_Physics_Toss
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Toss, bounce, and fly movement. When onground, do nothing.
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*/
void
SV_Physics_Toss (edict_t *ent)
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{
trace_t trace;
vec3_t move;
float backoff;
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// regular thinking
if (!SV_RunThink (ent))
return;
if (ent->v.v.velocity[2] > 0)
ent->v.v.flags = (int) ent->v.v.flags & ~FL_ONGROUND;
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// if onground, return without moving
if (((int) ent->v.v.flags & FL_ONGROUND))
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return;
SV_CheckVelocity (ent);
// add gravity
if (ent->v.v.movetype != MOVETYPE_FLY
&& ent->v.v.movetype != MOVETYPE_FLYMISSILE) SV_AddGravity (ent, 1.0);
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// move angles
VectorMA (ent->v.v.angles, sv_frametime, ent->v.v.avelocity, ent->v.v.angles);
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// move origin
VectorScale (ent->v.v.velocity, sv_frametime, move);
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trace = SV_PushEntity (ent, move);
if (trace.fraction == 1)
return;
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if (ent->free)
return;
if (ent->v.v.movetype == MOVETYPE_BOUNCE)
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backoff = 1.5;
else
backoff = 1;
ClipVelocity (ent->v.v.velocity, trace.plane.normal, ent->v.v.velocity,
backoff);
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// stop if on ground
if (trace.plane.normal[2] > 0.7) {
if (ent->v.v.velocity[2] < 60 || ent->v.v.movetype != MOVETYPE_BOUNCE) {
ent->v.v.flags = (int) ent->v.v.flags | FL_ONGROUND;
ent->v.v.groundentity = EDICT_TO_PROG (&sv_pr_state, trace.ent);
VectorCopy (vec3_origin, ent->v.v.velocity);
VectorCopy (vec3_origin, ent->v.v.avelocity);
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}
}
// check for in water
SV_CheckWaterTransition (ent);
}
/*
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STEPPING MOVEMENT
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*/
/*
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SV_Physics_Step
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Monsters freefall when they don't have a ground entity, otherwise
all movement is done with discrete steps.
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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?
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*/
void
SV_Physics_Step (edict_t *ent)
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{
qboolean hitsound;
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// freefall if not on ground
if (!((int) ent->v.v.flags & (FL_ONGROUND | FL_FLY | FL_SWIM))) {
if (ent->v.v.velocity[2] < movevars.gravity * -0.1)
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hitsound = true;
else
hitsound = false;
SV_AddGravity (ent, 1.0);
SV_CheckVelocity (ent);
SV_FlyMove (ent, sv_frametime, NULL);
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SV_LinkEdict (ent, true);
if ((int) ent->v.v.flags & FL_ONGROUND) // just hit ground
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{
if (hitsound)
SV_StartSound (ent, 0, "demon/dland2.wav", 255, 1);
}
}
// regular thinking
SV_RunThink (ent);
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SV_CheckWaterTransition (ent);
}
void
SV_PPushMove (edict_t *pusher, float movetime) // player push
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{
int i, e;
edict_t *check;
vec3_t mins, maxs, move;
int oldsolid;
trace_t trace;
SV_CheckVelocity (pusher);
for (i = 0; i < 3; i++) {
move[i] = pusher->v.v.velocity[i] * movetime;
mins[i] = pusher->v.v.absmin[i] + move[i];
maxs[i] = pusher->v.v.absmax[i] + move[i];
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}
VectorCopy (pusher->v.v.origin, pusher->v.v.oldorigin); // Backup origin
trace =
SV_Move (pusher->v.v.origin, pusher->v.v.mins, pusher->v.v.maxs, move,
MOVE_NOMONSTERS, pusher);
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if (trace.fraction == 1) {
VectorCopy (pusher->v.v.origin, pusher->v.v.oldorigin); // Revert
return;
}
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VectorAdd (pusher->v.v.origin, move, pusher->v.v.origin); // Move
SV_LinkEdict (pusher, false);
pusher->v.v.ltime += movetime;
oldsolid = pusher->v.v.solid;
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check = NEXT_EDICT (&sv_pr_state, sv.edicts);
for (e = 1; e < sv.num_edicts; e++, check = NEXT_EDICT (&sv_pr_state, check)) {
if (check->free) // What entity?
continue;
// Stage 1: Is it in contact with me?
if (!SV_TestEntityPosition (check)) // Nope
continue;
// Stage 2: Is it a player we can push?
if (check->v.v.movetype == MOVETYPE_WALK) {
Con_Printf ("Pusher encountered a player\n"); // Yes!@#!@
pusher->v.v.solid = SOLID_NOT;
SV_PushEntity (check, move);
pusher->v.v.solid = oldsolid;
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continue;
}
// Stage 3: No.. Is it something that blocks us?
if (check->v.v.mins[0] == check->v.v.maxs[0])
continue;
if (check->v.v.solid == SOLID_NOT || check->v.v.solid == SOLID_TRIGGER)
continue;
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// Stage 4: Yes, it must be. Fail the move.
VectorCopy (pusher->v.v.origin, pusher->v.v.oldorigin); // Revert
if (pusher->v.v.blocked) { // Blocked func?
sv_pr_state.pr_global_struct->self = EDICT_TO_PROG (&sv_pr_state, pusher);
sv_pr_state.pr_global_struct->other = EDICT_TO_PROG (&sv_pr_state, check);
PR_ExecuteProgram (&sv_pr_state, pusher->v.v.blocked);
}
return;
}
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}
void
SV_Physics_PPusher (edict_t *ent)
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{
float thinktime;
float oldltime;
float movetime;
// float l;
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oldltime = ent->v.v.ltime;
thinktime = ent->v.v.nextthink;
if (thinktime < ent->v.v.ltime + sv_frametime) {
movetime = thinktime - ent->v.v.ltime;
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if (movetime < 0)
movetime = 0;
} else
movetime = sv_frametime;
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// if (movetime)
// {
SV_PPushMove (ent, 0.0009); // advances ent->v.v.ltime if not
// blocked
// }
if (thinktime > oldltime && thinktime <= ent->v.v.ltime) {
ent->v.v.nextthink = 0;
sv_pr_state.pr_global_struct->time = sv.time;
sv_pr_state.pr_global_struct->self = EDICT_TO_PROG (&sv_pr_state, ent);
sv_pr_state.pr_global_struct->other = EDICT_TO_PROG (&sv_pr_state, sv.edicts);
PR_ExecuteProgram (&sv_pr_state, ent->v.v.think);
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if (ent->free)
return;
}
}
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//============================================================================
void
SV_ProgStartFrame (void)
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{
// let the progs know that a new frame has started
sv_pr_state.pr_global_struct->self = EDICT_TO_PROG (&sv_pr_state, sv.edicts);
sv_pr_state.pr_global_struct->other = EDICT_TO_PROG (&sv_pr_state, sv.edicts);
sv_pr_state.pr_global_struct->time = sv.time;
PR_ExecuteProgram (&sv_pr_state, sv_pr_state.pr_global_struct->StartFrame);
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}
/*
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SV_RunEntity
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*/
void
SV_RunEntity (edict_t *ent)
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{
if (ent->v.v.lastruntime == (float) realtime)
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return;
ent->v.v.lastruntime = (float) realtime;
switch ((int) ent->v.v.movetype) {
case MOVETYPE_PUSH:
SV_Physics_Pusher (ent);
break;
case MOVETYPE_PPUSH:
SV_Physics_PPusher (ent);
break;
case MOVETYPE_NONE:
SV_Physics_None (ent);
break;
case MOVETYPE_NOCLIP:
SV_Physics_Noclip (ent);
break;
case MOVETYPE_STEP:
SV_Physics_Step (ent);
break;
case MOVETYPE_TOSS:
case MOVETYPE_BOUNCE:
case MOVETYPE_FLY:
case MOVETYPE_FLYMISSILE:
SV_Physics_Toss (ent);
break;
default:
SV_Error ("SV_Physics: bad movetype %i", (int) ent->v.v.movetype);
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}
}
/*
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SV_RunNewmis
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*/
void
SV_RunNewmis (void)
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{
edict_t *ent;
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if (!sv_pr_state.pr_global_struct->newmis)
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return;
ent = PROG_TO_EDICT (&sv_pr_state, sv_pr_state.pr_global_struct->newmis);
sv_frametime = 0.05;
sv_pr_state.pr_global_struct->newmis = 0;
SV_RunEntity (ent);
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}
/*
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SV_Physics
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*/
void
SV_Physics (void)
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{
int i;
edict_t *ent;
static double old_time;
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// don't bother running a frame if sys_ticrate seconds haven't passed
sv_frametime = realtime - old_time;
if (sv_frametime < sv_mintic->value)
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return;
if (sv_frametime > sv_maxtic->value)
sv_frametime = sv_maxtic->value;
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old_time = realtime;
sv_pr_state.pr_global_struct->frametime = sv_frametime;
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SV_ProgStartFrame ();
//
// treat each object in turn
// even the world gets a chance to think
//
ent = sv.edicts;
for (i = 0; i < sv.num_edicts; i++, ent = NEXT_EDICT (&sv_pr_state, ent)) {
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if (ent->free)
continue;
if (sv_pr_state.pr_global_struct->force_retouch)
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SV_LinkEdict (ent, true); // force retouch even for stationary
if (i > 0 && i <= MAX_CLIENTS)
continue; // clients are run directly from
// packets
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SV_RunEntity (ent);
SV_RunNewmis ();
}
if (sv_pr_state.pr_global_struct->force_retouch)
sv_pr_state.pr_global_struct->force_retouch--;
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// 2000-01-02 EndFrame function by Maddes/FrikaC start
if (EndFrame) {
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// let the progs know that the frame has ended
sv_pr_state.pr_global_struct->self = EDICT_TO_PROG (&sv_pr_state, sv.edicts);
sv_pr_state.pr_global_struct->other = EDICT_TO_PROG (&sv_pr_state, sv.edicts);
sv_pr_state.pr_global_struct->time = sv.time;
PR_ExecuteProgram (&sv_pr_state, EndFrame);
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}
// 2000-01-02 EndFrame function by Maddes/FrikaC end
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}
void
SV_SetMoveVars (void)
{
movevars.gravity = sv_gravity->value;
movevars.stopspeed = sv_stopspeed->value;
movevars.maxspeed = sv_maxspeed->value;
movevars.spectatormaxspeed = sv_spectatormaxspeed->value;
movevars.accelerate = sv_accelerate->value;
movevars.airaccelerate = sv_airaccelerate->value;
movevars.wateraccelerate = sv_wateraccelerate->value;
movevars.friction = sv_friction->value;
movevars.waterfriction = sv_waterfriction->value;
movevars.entgravity = 1.0;
}