quakeforge/nq/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
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
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#include "QF/cvar.h"
#include "QF/sys.h"
#include "world.h"
#include "nq/include/server.h"
#include "nq/include/sv_progs.h"
/*
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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
solid_edge items clip against only bsp models.
*/
float sv_friction;
static cvar_t sv_friction_cvar = {
.name = "sv_friction",
.description =
"Sets the friction value for the players",
.default_value = "4",
.flags = CVAR_SERVERINFO,
.value = { .type = &cexpr_float, .value = &sv_friction },
};
float sv_gravity;
static cvar_t sv_gravity_cvar = {
.name = "sv_gravity",
.description =
"Sets the global value for the amount of gravity",
.default_value = "800",
.flags = CVAR_SERVERINFO,
.value = { .type = &cexpr_float, .value = &sv_gravity },
};
int sv_jump_any;
static cvar_t sv_jump_any_cvar = {
.name = "sv_jump_any",
.description =
"None",
.default_value = "1",
.flags = CVAR_NONE,
.value = { .type = &cexpr_int, .value = &sv_jump_any },
};
float sv_maxvelocity;
static cvar_t sv_maxvelocity_cvar = {
.name = "sv_maxvelocity",
.description =
"Sets the maximum velocity an object can travel",
.default_value = "2000",
.flags = CVAR_NONE,
.value = { .type = &cexpr_float, .value = &sv_maxvelocity },
};
float sv_stopspeed;
static cvar_t sv_stopspeed_cvar = {
.name = "sv_stopspeed",
.description =
"Sets the value that determines how fast the player should come to a "
"complete stop",
.default_value = "100",
.flags = CVAR_NONE,
.value = { .type = &cexpr_float, .value = &sv_stopspeed },
};
#define MOVE_EPSILON 0.01
#if 0
static void
SV_CheckAllEnts (void)
{
edict_t *check;
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int e;
// 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)) {
if (check->free)
continue;
if (SVfloat (check, movetype) == MOVETYPE_PUSH
|| SVfloat (check, movetype) == MOVETYPE_NONE
|| SVfloat (check, movetype) == MOVETYPE_NOCLIP)
continue;
if (SV_TestEntityPosition (check))
Sys_Printf ("entity in invalid position\n");
}
}
#endif
void
SV_CheckVelocity (edict_t *ent)
{
float wishspeed;
// bound velocity
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#if 0
for (int i = 0; i < 3; i++) {
if (isnan (SVvector (ent, velocity)[i])) {
Sys_Printf ("Got a NaN velocity on %s\n",
PR_GetString (&sv_pr_state, SVstring (ent,
classname)));
SVvector (ent, velocity)[i] = 0;
}
if (isnan (SVvector (ent, origin)[i])) {
Sys_Printf ("Got a NaN origin on %s\n",
PR_GetString (&sv_pr_state, SVstring (ent,
classname)));
SVvector (ent, origin)[i] = 0;
}
}
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#endif
wishspeed = VectorLength (SVvector (ent, velocity));
if (wishspeed > sv_maxvelocity) {
VectorScale (SVvector (ent, velocity), sv_maxvelocity /
wishspeed, SVvector (ent, velocity));
}
}
/*
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.
*/
bool
SV_RunThink (edict_t *ent)
{
float thinktime;
do {
thinktime = SVfloat (ent, nextthink);
if (thinktime <= 0 || thinktime > sv.time + sv_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.
SVfloat (ent, nextthink) = 0;
*sv_globals.time = thinktime;
sv_pr_think (ent);
if (ent->free)
return false;
} while (SVfloat (ent, nextthink) > thinktime);
return true;
}
/*
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SV_Impact
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Two entities have touched, so run their touch functions
*/
static void
SV_Impact (edict_t *e1, edict_t *e2)
{
int old_self, old_other;
old_self = *sv_globals.self;
old_other = *sv_globals.other;
*sv_globals.time = sv.time;
if (SVfunc (e1, touch) && SVfloat (e1, solid) != SOLID_NOT) {
sv_pr_touch (e1, e2);
}
if (SVfunc (e2, touch) && SVfloat (e2, solid) != SOLID_NOT) {
sv_pr_touch (e2, e1);
}
*sv_globals.self = old_self;
*sv_globals.other = old_other;
}
/*
ClipVelocity
Slide off of the impacting object
returns the blocked flags (1 = floor, 2 = step / wall)
*/
static int
ClipVelocity (vec3_t in, vec3_t normal, vec3_t out, float overbounce)
{
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float backoff, 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;
}
int
SV_EntCanSupportJump (edict_t *ent)
{
int solid = SVfloat (ent, solid);
if (solid == SOLID_BSP)
return 1;
if (!sv_jump_any)
return 0;
if (solid == SOLID_NOT || solid == SOLID_SLIDEBOX)
return 0;
return 1;
}
#define MAX_CLIP_PLANES 5
/*
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
*/
int
SV_FlyMove (edict_t *ent, float time, trace_t *steptrace)
{
float d, time_left;
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int blocked, bumpcount, numbumps, numplanes, i, j;
trace_t trace;
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vec3_t dir, end;
vec3_t planes[MAX_CLIP_PLANES];
vec3_t primal_velocity, original_velocity, new_velocity;
numbumps = 4;
blocked = 0;
VectorCopy (SVvector (ent, velocity), original_velocity);
VectorCopy (SVvector (ent, velocity), primal_velocity);
numplanes = 0;
time_left = time;
for (bumpcount = 0; bumpcount < numbumps; bumpcount++) {
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if (VectorIsZero (SVvector (ent, velocity)))
break;
VectorMultAdd (SVvector (ent, origin), time_left,
SVvector (ent, velocity), end);
if (SVdata (ent)->add_grav) {
SVdata (ent)->add_grav = false;
SV_FinishGravity (ent, end);
}
trace = SV_Move (SVvector (ent, origin), SVvector (ent, mins),
SVvector (ent, maxs), end, false, ent);
if (trace.allsolid) { // entity is trapped in another solid
VectorZero (SVvector (ent, velocity));
return 3;
}
if (trace.fraction > 0) { // actually covered some distance
VectorCopy (trace.endpos, SVvector (ent, origin));
VectorCopy (SVvector (ent, 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 (SV_EntCanSupportJump (trace.ent)) {
SVfloat (ent, flags) = (int) SVfloat (ent, flags) |
FL_ONGROUND;
SVentity (ent, groundentity) = EDICT_TO_PROG (&sv_pr_state,
trace.ent);
}
}
if (!trace.plane.normal[2]) {
blocked |= 2; // step
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
time_left -= time_left * trace.fraction;
// cliped to another plane
if (numplanes >= MAX_CLIP_PLANES) { // this shouldn't really happen
VectorZero (SVvector (ent, velocity));
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++) {
ClipVelocity (original_velocity, planes[i], new_velocity, 1);
for (j = 0; j < numplanes; j++)
if (j != i) {
if (DotProduct (new_velocity, planes[j]) < 0)
break; // not ok
}
if (j == numplanes)
break;
}
if (i != numplanes) { // go along this plane
VectorCopy (new_velocity, SVvector (ent, velocity));
} else { // go along the crease
if (numplanes != 2) {
VectorZero (SVvector (ent, velocity));
return 7;
}
CrossProduct (planes[0], planes[1], dir);
d = DotProduct (dir, SVvector (ent, velocity));
VectorScale (dir, d, SVvector (ent, velocity));
}
// if original velocity is against the original velocity, stop dead
// to avoid tiny occilations in sloping corners
if (DotProduct (SVvector (ent, velocity), primal_velocity) <= 0) {
VectorZero (SVvector (ent, velocity));
return blocked;
}
}
return blocked;
}
void
SV_AddGravity (edict_t *ent)
{
float ent_grav;
if (sv_fields.gravity != -1 && SVfloat (ent, gravity))
ent_grav = SVfloat (ent, gravity);
else
ent_grav = 1.0;
SVvector (ent, velocity)[2] -= ent_grav * sv_gravity * sv_frametime;
SVdata (ent)->add_grav = true;
}
void
SV_FinishGravity (edict_t *ent, vec3_t move)
{
float ent_grav;
if (sv_fields.gravity != -1 && SVfloat (ent, gravity))
ent_grav = SVfloat (ent, gravity);
else
ent_grav = 1.0;
ent_grav *= sv_gravity;
move[2] += ent_grav * sv_frametime * sv_frametime / 2;
}
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/* PUSHMOVE */
/*
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SV_PushEntity
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Does not change the entities velocity at all
*/
trace_t
SV_PushEntity (edict_t *ent, vec3_t push)
{
trace_t trace;
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vec3_t end;
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vec_t *e_origin, *e_mins, *e_maxs;
int e_movetype, e_solid;
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e_origin = SVvector (ent, origin);
e_mins = SVvector (ent, mins);
e_maxs = SVvector (ent, maxs);
e_movetype = SVfloat (ent, movetype);
e_solid = SVfloat (ent, solid);
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VectorAdd (e_origin, push, end);
if (e_movetype == MOVETYPE_FLYMISSILE)
trace = SV_Move (e_origin, e_mins, e_maxs, end, MOVE_MISSILE, ent);
else if (e_solid == SOLID_TRIGGER || e_solid == SOLID_NOT)
// clip against only bmodels
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trace = SV_Move (e_origin, e_mins, e_maxs, end, MOVE_NOMONSTERS, ent);
else
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trace = SV_Move (e_origin, e_mins, e_maxs, end, MOVE_NORMAL, ent);
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VectorCopy (trace.endpos, e_origin);
SV_LinkEdict (ent, true);
if (trace.ent)
SV_Impact (ent, trace.ent);
return trace;
}
static bool
SV_Push (edict_t *pusher, const vec3_t tmove, const vec3_t amove)
{
float solid_save;
int num_moved, i;
edict_t *check, *block;
edict_t **moved_edict;
vec3_t move, org, org2;
vec3_t mins, maxs, pushtorig, pushaorig;
vec3_t *moved_from;
vec3_t forward = {1, 0, 0};
vec3_t left = {0, 1, 0};
vec3_t up = {0, 0, 1};
size_t mark;
int c_flags, c_movetype, c_groundentity, c_solid;
vec_t *c_absmin, *c_absmax, *c_origin, *c_angles, *c_mins, *c_maxs;
vec_t *p_origin, *p_angles;
VectorAdd (SVvector (pusher, absmin), tmove, mins);
VectorAdd (SVvector (pusher, absmax), tmove, maxs);
if (!VectorIsZero (amove)) {
vec3_t a;
VectorSubtract (vec3_origin, amove, a);
AngleVectors (a, forward, left, up);
VectorNegate (left, left); // AngleVectors is right-handed
}
p_origin = SVvector (pusher, origin);
p_angles = SVvector (pusher, angles);
VectorCopy (p_origin, pushtorig);
VectorCopy (p_angles, pushaorig);
// move the pusher to it's final position
VectorAdd (p_origin, tmove, p_origin);
VectorAdd (p_angles, amove, p_angles);
SV_LinkEdict (pusher, false);
mark = Hunk_LowMark (0);
moved_edict = Hunk_Alloc (0, sv.num_edicts * sizeof (edict_t *));
moved_from = Hunk_Alloc (0, sv.num_edicts * sizeof (vec_t));
// see if any solid entities are inside the final position
num_moved = 0;
check = NEXT_EDICT (&sv_pr_state, sv.edicts);
for (unsigned e = 1; e < sv.num_edicts;
e++, check = NEXT_EDICT (&sv_pr_state, check)) {
if (check->free)
continue;
c_movetype = SVfloat (check, movetype);
if (c_movetype == MOVETYPE_PUSH || c_movetype == MOVETYPE_NONE
|| c_movetype == MOVETYPE_NOCLIP)
continue;
// If the entity is in another solid, it's not free to move. Make the
// pusher non-solid to ensure it doesn't interfere with the check.
solid_save = SVfloat (pusher, solid);
SVfloat (pusher, solid) = SOLID_NOT;
block = SV_TestEntityPosition (check);
SVfloat (pusher, solid) = solid_save;
if (block)
continue;
// if the entity is standing on the pusher, it will definately be moved
c_flags = SVfloat (check, flags);
c_groundentity = SVentity (check, groundentity);
if (!(c_flags & FL_ONGROUND)
|| PROG_TO_EDICT (&sv_pr_state, c_groundentity) != pusher) {
// The entity is NOT standing on pusher, so check whether the
// entity is inside the pusher's final position.
// FIXME what if the pusher is moving so fast it skips past the
// entity?
c_absmin = SVvector (check, absmin);
c_absmax = SVvector (check, absmax);
if (VectorCompCompareAll (c_absmin, >=, maxs)
|| VectorCompCompareAll (c_absmax, <=, mins))
continue;
if (!SV_TestEntityPosition (check))
continue;
// The pusher and entity collide, so push the entity.
}
// remove the onground flag for non-players
if (c_movetype != MOVETYPE_WALK)
SVfloat (check, flags) = c_flags & ~FL_ONGROUND;
c_origin = SVvector (check, origin);
VectorCopy (c_origin, moved_from[num_moved]);
moved_edict[num_moved] = check;
num_moved++;
// calculate destination position
VectorSubtract (c_origin, p_origin, org);
org2[0] = DotProduct (org, forward);
org2[1] = DotProduct (org, left);
org2[2] = DotProduct (org, up);
VectorSubtract (org2, org, move);
VectorAdd (move, tmove, move);
// try moving the contacted entity
solid_save = SVfloat (pusher, solid);
SVfloat (pusher, solid) = SOLID_NOT;
SV_PushEntity (check, move);
SVfloat (pusher, solid) = solid_save;
block = SV_TestEntityPosition (check);
if (!block) {
c_angles = SVvector (check, angles);
VectorAdd (c_angles, amove, c_angles);
continue;
}
// if it is still inside the pusher, block
c_mins = SVvector (check, mins);
c_maxs = SVvector (check, maxs);
c_solid = SVfloat (check, solid);
if (c_mins[0] == c_maxs[0]
|| c_solid == SOLID_NOT || c_solid == SOLID_TRIGGER) { // corpse
c_mins[0] = c_mins[1] = 0;
VectorCopy (c_mins, c_maxs);
SV_LinkEdict (check, false);
continue;
}
VectorCopy (pushtorig, p_origin);
VectorCopy (pushaorig, p_angles);
SV_LinkEdict (pusher, false);
// if the pusher has a "blocked" function, call it
// otherwise, just stay in place until the obstacle is gone
if (SVfunc (pusher, blocked))
sv_pr_blocked (pusher, check);
// move back any entities we already moved
for (i = 0; i < num_moved; i++) {
vec_t *m_origin = SVvector (moved_edict[i], origin);
vec_t *m_angles = SVvector (moved_edict[i], angles);
VectorCopy (moved_from[i], m_origin);
VectorSubtract (m_angles, amove, m_angles);
SV_LinkEdict (moved_edict[i], false);
}
Hunk_FreeToLowMark (0, mark);
return false;
}
Hunk_FreeToLowMark (0, mark);
return true;
}
static void
SV_PushMove (edict_t *pusher, float movetime)
{
vec3_t move;
vec3_t amove;
if (VectorIsZero (SVvector (pusher, velocity))
&& VectorIsZero (SVvector (pusher, avelocity))) {
SVfloat (pusher, ltime) += movetime;
return;
}
VectorScale (SVvector (pusher, velocity), movetime, move);
//FIXME finish gravity
VectorScale (SVvector (pusher, avelocity), movetime, amove);
if (SV_Push (pusher, move, amove))
SVfloat (pusher, ltime) += movetime;
}
static void
SV_Physics_Pusher (edict_t *ent)
{
float movetime, oldltime, thinktime;
float l;
vec3_t oldorg, move;
oldltime = SVfloat (ent, ltime);
thinktime = SVfloat (ent, nextthink);
if (thinktime < SVfloat (ent, ltime) + sv_frametime) {
movetime = thinktime - SVfloat (ent, ltime);
if (movetime < 0)
movetime = 0;
} else
movetime = sv_frametime;
if (movetime) {
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SV_PushMove (ent, movetime); // advances SVfloat (ent, ltime) if not
// blocked
}
if (thinktime > oldltime && thinktime <= SVfloat (ent, ltime)) {
VectorCopy (SVvector (ent, origin), oldorg);
SVfloat (ent, nextthink) = 0;
*sv_globals.time = sv.time;
sv_pr_think (ent);
if (ent->free)
return;
VectorSubtract (SVvector (ent, origin), oldorg, move);
l = VectorLength (move);
if (l > (1.0 / 64.0)) {
VectorCopy (oldorg, SVvector (ent, origin));
SV_Push (ent, move, vec3_origin); //FIXME angle
}
}
}
/*
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SV_Physics_None
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Non moving objects can only think
*/
static void
SV_Physics_None (edict_t *ent)
{
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// regular thinking
if (SV_RunThink (ent))
SV_LinkEdict (ent, false);
}
/*
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SV_Physics_Noclip
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A moving object that doesn't obey physics
*/
static void
SV_Physics_Noclip (edict_t *ent)
{
// regular thinking
if (!SV_RunThink (ent))
return;
VectorMultAdd (SVvector (ent, angles), sv_frametime,
SVvector (ent, avelocity), SVvector (ent, angles));
VectorMultAdd (SVvector (ent, origin), sv_frametime,
SVvector (ent, velocity), SVvector (ent, origin));
SV_LinkEdict (ent, false);
}
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/* TOSS / BOUNCE */
static void
SV_CheckWaterTransition (edict_t *ent)
{
int cont;
cont = SV_PointContents (SVvector (ent, origin));
if (!SVfloat (ent, watertype)) { // just spawned here
SVfloat (ent, watertype) = cont;
SVfloat (ent, waterlevel) = 1;
return;
}
if (cont <= CONTENTS_WATER) {
if (SVfloat (ent, watertype) == CONTENTS_EMPTY) {
// just crossed into water
SV_StartSound (ent, 0, "misc/h2ohit1.wav", 255, 1);
}
SVfloat (ent, watertype) = cont;
SVfloat (ent, waterlevel) = 1;
} else {
if (SVfloat (ent, watertype) != CONTENTS_EMPTY) {
// just crossed into water
SV_StartSound (ent, 0, "misc/h2ohit1.wav", 255, 1);
}
SVfloat (ent, watertype) = CONTENTS_EMPTY;
SVfloat (ent, waterlevel) = cont;
}
}
/*
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SV_Physics_Toss
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Toss, bounce, and fly movement. When onground, do nothing.
*/
void
SV_Physics_Toss (edict_t *ent)
{
float backoff;
trace_t trace;
vec3_t move;
// regular thinking
if (!SV_RunThink (ent))
return;
if (SVvector (ent, velocity)[2] > 0)
SVfloat (ent, flags) = (int) SVfloat (ent, flags) & ~FL_ONGROUND;
// if onground, return without moving
if (((int) SVfloat (ent, flags) & FL_ONGROUND))
return;
SV_CheckVelocity (ent);
// add gravity
if (SVfloat (ent, movetype) != MOVETYPE_FLY
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&& SVfloat (ent, movetype) != MOVETYPE_FLYMISSILE)
SV_AddGravity (ent);
// move angles
VectorMultAdd (SVvector (ent, angles), sv_frametime,
SVvector (ent, avelocity), SVvector (ent, angles));
// move origin
VectorScale (SVvector (ent, velocity), sv_frametime, move);
if (SVdata (ent)->add_grav) {
SVdata (ent)->add_grav = false;
SV_FinishGravity (ent, move);
}
trace = SV_PushEntity (ent, move);
if (trace.fraction == 1)
return;
if (ent->free)
return;
if (SVfloat (ent, movetype) == MOVETYPE_BOUNCE)
backoff = 1.5;
else
backoff = 1;
ClipVelocity (SVvector (ent, velocity), trace.plane.normal,
SVvector (ent, velocity), backoff);
// stop if on ground
if (trace.plane.normal[2] > 0.7) {
if (SVvector (ent, velocity)[2] < 60
|| SVfloat (ent, movetype) != MOVETYPE_BOUNCE) {
SVfloat (ent, flags) = (int) SVfloat (ent, flags) | FL_ONGROUND;
SVentity (ent, groundentity) = EDICT_TO_PROG (&sv_pr_state,
trace.ent);
VectorZero (SVvector (ent, velocity));
VectorZero (SVvector (ent, avelocity));
}
}
// check for in water
SV_CheckWaterTransition (ent);
}
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/* STEPPING MOVEMENT */
/*
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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?
*/
static void
SV_Physics_Step (edict_t *ent)
{
bool hitsound;
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// freefall if not on ground
if (!((int) SVfloat (ent, flags) & (FL_ONGROUND | FL_FLY | FL_SWIM))) {
if (SVvector (ent, velocity)[2] < sv_gravity * -0.1)
hitsound = true;
else
hitsound = false;
SV_AddGravity (ent);
SV_CheckVelocity (ent);
SV_FlyMove (ent, sv_frametime, NULL);
SV_LinkEdict (ent, true);
if ((int) SVfloat (ent, 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
*sv_globals.self = EDICT_TO_PROG (&sv_pr_state, sv.edicts);
*sv_globals.other = EDICT_TO_PROG (&sv_pr_state, sv.edicts);
*sv_globals.time = sv.time;
PR_ExecuteProgram (&sv_pr_state, sv_funcs.StartFrame);
}
static void
SV_RunEntity (edict_t *ent)
{
if (sv_fields.lastruntime != -1) {
if (SVfloat (ent, lastruntime) == (float) sv.time)
return;
SVfloat (ent, lastruntime) = (float) sv.time;
}
SVdata (ent)->add_grav = false;
switch ((int) SVfloat (ent, 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:
Sys_Error ("SV_Physics: bad movetype %i",
(int) SVfloat (ent, movetype));
}
}
void
SV_RunNewmis (void)
{
edict_t *ent;
if (sv_fields.lastruntime == -1 || !sv_globals.newmis
|| !*sv_globals.newmis)
return;
ent = PROG_TO_EDICT (&sv_pr_state, *sv_globals.newmis);
sv_frametime = 0.05;
*sv_globals.newmis = 0;
SV_RunEntity (ent);
}
void
SV_Physics (void)
{
edict_t *ent;
SV_ProgStartFrame ();
// treat each object in turn
// even the world gets a chance to think
ent = sv.edicts;
for (unsigned i = 0; i < sv.num_edicts;
i++, ent = NEXT_EDICT (&sv_pr_state, ent)) {
if (ent->free)
continue;
if (*sv_globals.force_retouch) {
SV_LinkEdict (ent, true); // force retouch even for stationary
}
if (i > 0 && i <= svs.maxclients) {
if (svs.phys_client)
svs.phys_client (ent, i);
continue;
}
SV_RunEntity (ent);
SV_RunNewmis ();
}
if (*sv_globals.force_retouch)
(*sv_globals.force_retouch)--;
if (sv_funcs.EndFrame) {
// let the progs know that the frame has ended
*sv_globals.self = EDICT_TO_PROG (&sv_pr_state, sv.edicts);
*sv_globals.other = EDICT_TO_PROG (&sv_pr_state, sv.edicts);
*sv_globals.time = sv.time;
PR_ExecuteProgram (&sv_pr_state, sv_funcs.EndFrame);
}
}
void
SV_Physics_Init_Cvars (void)
{
Cvar_Register (&sv_friction_cvar, Cvar_Info, &sv_friction);
Cvar_Register (&sv_gravity_cvar, Cvar_Info, &sv_gravity);
Cvar_Register (&sv_jump_any_cvar, 0, 0);
Cvar_Register (&sv_maxvelocity_cvar, 0, 0);
Cvar_Register (&sv_stopspeed_cvar, 0, 0);
}