/* Copyright (C) 1996-1997 Id Software, Inc. Copyright (C) 1999,2000 contributors of the QuakeForge project Please see the file "AUTHORS" for a list of contributors 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 "qwsvdef.h" /* pushmove objects do not obey gravity, and do not interact with each other or trigger fields, but block normal movement and push normal objects when they move. onground is set for toss objects when they come to a complete rest. it is set for steping or walking objects doors, plats, etc are SOLID_BSP, and MOVETYPE_PUSH bonus items are SOLID_TRIGGER touch, and MOVETYPE_TOSS corpses are SOLID_NOT and MOVETYPE_TOSS crates are SOLID_BBOX and MOVETYPE_TOSS walking monsters are SOLID_SLIDEBOX and MOVETYPE_STEP flying/floating monsters are SOLID_SLIDEBOX and MOVETYPE_FLY solid_edge items only clip against bsp models. */ cvar_t sv_maxvelocity = {"sv_maxvelocity","2000"}; cvar_t sv_gravity = { "sv_gravity", "800"}; cvar_t sv_stopspeed = { "sv_stopspeed", "100"}; cvar_t sv_maxspeed = { "sv_maxspeed", "320"}; cvar_t sv_spectatormaxspeed = { "sv_spectatormaxspeed", "500"}; cvar_t sv_accelerate = { "sv_accelerate", "10"}; cvar_t sv_airaccelerate = { "sv_airaccelerate", "0.7"}; cvar_t sv_wateraccelerate = { "sv_wateraccelerate", "10"}; cvar_t sv_friction = { "sv_friction", "4"}; cvar_t sv_waterfriction = { "sv_waterfriction", "4"}; #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_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; do { thinktime = ent->v.nextthink; if (thinktime <= 0) return true; if (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); if (ent->free) return false; } while (1); return true; } /* ================== 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.origin[i] + time_left * ent->v.velocity[i]; trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, end, false, ent); 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) SV_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 scale) { ent->v.velocity[2] -= scale * movevars.gravity * host_frametime; } /* =============================================================================== PUSHMOVE =============================================================================== */ /* ============ SV_PushEntity Does not change the entities velocity at all ============ */ trace_t SV_PushEntity (edict_t *ent, vec3_t push) { 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); VectorCopy (trace.endpos, ent->v.origin); SV_LinkEdict (ent, true); if (trace.ent) SV_Impact (ent, trace.ent); return trace; } /* ============ 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]; 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); SV_LinkEdict (pusher, false); // 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; pusher->v.solid = SOLID_NOT; block = SV_TestEntityPosition (check); pusher->v.solid = SOLID_BSP; if (block) 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; } VectorCopy (check->v.origin, moved_from[num_moved]); moved_edict[num_moved] = check; num_moved++; // try moving the contacted entity VectorAdd (check->v.origin, move, check->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.origin, move, check->v.origin); block = SV_TestEntityPosition (check); if (!block) { num_moved--; continue; } // if it is still inside the pusher, block if (check->v.mins[0] == check->v.maxs[0]) { SV_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); SV_LinkEdict (check, false); continue; } VectorCopy (pushorig, pusher->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.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], false); } return false; } return true; } /* ============ SV_PushMove ============ */ void SV_PushMove (edict_t *pusher, float movetime) { int i; vec3_t move; if (!pusher->v.velocity[0] && !pusher->v.velocity[1] && !pusher->v.velocity[2]) { pusher->v.ltime += movetime; return; } for (i=0 ; i<3 ; i++) move[i] = pusher->v.velocity[i] * movetime; if (SV_Push (pusher, move)) pusher->v.ltime += movetime; } /* ================ SV_Physics_Pusher ================ */ void SV_Physics_Pusher (edict_t *ent) { float thinktime; float oldltime; float movetime; vec3_t oldorg, move; 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) { SV_PushMove (ent, movetime); // advances ent->v.ltime if not blocked } if (thinktime > oldltime && thinktime <= ent->v.ltime) { VectorCopy (ent->v.origin, oldorg); 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; VectorSubtract (ent->v.origin, oldorg, move); l = Length(move); if (l > 1.0/64) { // Con_Printf ("**** snap: %f\n", Length (l)); VectorCopy (oldorg, ent->v.origin); SV_Push (ent, move); } } } /* ============= 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 (ent->v.velocity[2] > 0) ent->v.flags = (int)ent->v.flags & ~FL_ONGROUND; // 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, 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); trace = SV_PushEntity (ent, move); 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. FIXME: is this true? ============= */ void SV_Physics_Step (edict_t *ent) { qboolean hitsound; // frefall if not onground if ( ! ((int)ent->v.flags & (FL_ONGROUND | FL_FLY | FL_SWIM) ) ) { if (ent->v.velocity[2] < movevars.gravity*-0.1) hitsound = true; else hitsound = false; SV_AddGravity (ent, 1.0); 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); } //============================================================================ void SV_ProgStartFrame (void) { // 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_RunEntity ================ */ void SV_RunEntity (edict_t *ent) { if (ent->v.lastruntime == (float)realtime) return; ent->v.lastruntime = (float)realtime; switch ( (int)ent->v.movetype) { case MOVETYPE_PUSH: SV_Physics_Pusher (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.movetype); } } /* ================ SV_RunNewmis ================ */ void SV_RunNewmis (void) { edict_t *ent; if (!pr_global_struct->newmis) return; ent = PROG_TO_EDICT(pr_global_struct->newmis); host_frametime = 0.05; pr_global_struct->newmis = 0; SV_RunEntity (ent); } /* ================ SV_Physics ================ */ void SV_Physics (void) { int i; edict_t *ent; static double old_time; // don't bother running a frame if sys_ticrate seconds haven't passed host_frametime = realtime - old_time; if (host_frametime < sv_mintic.value) return; if (host_frametime > sv_maxtic.value) host_frametime = sv_maxtic.value; old_time = realtime; pr_global_struct->frametime = host_frametime; SV_ProgStartFrame (); // // treat each object in turn // even the world gets a chance to think // ent = sv.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 <= MAX_CLIENTS) continue; // clients are run directly from packets SV_RunEntity (ent); SV_RunNewmis (); } if (pr_global_struct->force_retouch) pr_global_struct->force_retouch--; } 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; }