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
*/
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static const char rcsid[] =
"$Id$";
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
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#include "QF/console.h"
#include "QF/cvar.h"
#include "QF/sys.h"
#include "host.h"
#include "server.h"
#include "sv_progs.h"
#include "world.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
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solid_edge items only clip against bsp models.
*/
cvar_t *sv_friction;
cvar_t *sv_gravity;
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cvar_t *sv_stopspeed;
cvar_t *sv_maxvelocity;
cvar_t *sv_nostep;
#define MOVE_EPSILON 0.01
void SV_Physics_Toss (edict_t *ent);
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))
Con_Printf ("entity in invalid position\n");
}
}
void
SV_CheckVelocity (edict_t *ent)
{
int i;
// bound velocity
for (i = 0; i < 3; i++) {
if (IS_NAN (SVvector (ent, velocity)[i])) {
Con_Printf ("Got a NaN velocity on %s\n",
PR_GetString (&sv_pr_state, SVstring (ent,
classname)));
SVvector (ent, velocity)[i] = 0;
}
if (IS_NAN (SVvector (ent, origin)[i])) {
Con_Printf ("Got a NaN origin on %s\n",
PR_GetString (&sv_pr_state, SVstring (ent,
classname)));
SVvector (ent, origin)[i] = 0;
}
if (SVvector (ent, velocity)[i] > sv_maxvelocity->value)
SVvector (ent, velocity)[i] = sv_maxvelocity->value;
else if (SVvector (ent, velocity)[i] < -sv_maxvelocity->value)
SVvector (ent, 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 = SVfloat (ent, 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.
SVfloat (ent, nextthink) = 0;
*sv_globals.time = thinktime;
*sv_globals.self = EDICT_TO_PROG (&sv_pr_state, ent);
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*sv_globals.other = EDICT_TO_PROG (&sv_pr_state, sv.edicts);
PR_ExecuteProgram (&sv_pr_state, SVfunc (ent, think));
return !ent->free;
}
/*
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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)
{
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_globals.self = EDICT_TO_PROG (&sv_pr_state, e1);
*sv_globals.other = EDICT_TO_PROG (&sv_pr_state, e2);
PR_ExecuteProgram (&sv_pr_state, SVfunc (e1, touch));
}
if (SVfunc (e2, touch) && SVfloat (e2, solid) != SOLID_NOT) {
*sv_globals.self = EDICT_TO_PROG (&sv_pr_state, e2);
*sv_globals.other = EDICT_TO_PROG (&sv_pr_state, e1);
PR_ExecuteProgram (&sv_pr_state, SVfunc (e2, touch));
}
*sv_globals.self = old_self;
*sv_globals.other = old_other;
}
#define STOP_EPSILON 0.1
/*
ClipVelocity
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, 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;
}
#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;
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VectorMA (SVvector (ent, origin), time_left, SVvector (ent, velocity),
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
VectorCopy (vec3_origin, 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 (SVfloat (trace.ent, solid) == SOLID_BSP) {
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
VectorCopy (vec3_origin, 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) {
VectorCopy (vec3_origin, 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) {
VectorCopy (vec3_origin, SVvector (ent, velocity));
return blocked;
}
}
return blocked;
}
void
SV_AddGravity (edict_t *ent)
{
float ent_gravity;
pr_type_t *val;
val = GetEdictFieldValue (&sv_pr_state, ent, "gravity");
if (val && val->float_var)
ent_gravity = val->float_var;
else
ent_gravity = 1.0;
SVvector (ent, velocity)[2] -= ent_gravity * sv_gravity->value * host_frametime;
}
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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;
VectorAdd (SVvector (ent, origin), push, end);
if (SVfloat (ent, movetype) == MOVETYPE_FLYMISSILE)
trace = SV_Move (SVvector (ent, origin), SVvector (ent, mins),
SVvector (ent, maxs), end, MOVE_MISSILE, ent);
else if (SVfloat (ent, solid) == SOLID_TRIGGER || SVfloat (ent, solid) ==
SOLID_NOT)
// only clip against bmodels
trace = SV_Move (SVvector (ent, origin), SVvector (ent, mins),
SVvector (ent, maxs), end, MOVE_NOMONSTERS, ent);
else
trace = SV_Move (SVvector (ent, origin), SVvector (ent, mins),
SVvector (ent, maxs), end, MOVE_NORMAL, ent);
VectorCopy (trace.endpos, SVvector (ent, origin));
SV_LinkEdict (ent, true);
if (trace.ent)
SV_Impact (ent, trace.ent);
return trace;
}
void
SV_PushMove (edict_t *pusher, float movetime)
{
int i, e, num_moved;
edict_t *check, *block;
edict_t *moved_edict[MAX_EDICTS];
vec3_t entorig, pushorig, mins, maxs, move;
vec3_t moved_from[MAX_EDICTS];
if (!SVvector (pusher, velocity)[0] && !SVvector (pusher, velocity)[1]
&& !SVvector (pusher, velocity)[2]) {
SVfloat (pusher, ltime) += movetime;
return;
}
for (i = 0; i < 3; i++) {
move[i] = SVvector (pusher, velocity)[i] * movetime;
mins[i] = SVvector (pusher, absmin)[i] + move[i];
maxs[i] = SVvector (pusher, absmax)[i] + move[i];
}
VectorCopy (SVvector (pusher, origin), pushorig);
// move the pusher to it's final position
VectorAdd (SVvector (pusher, origin), move, SVvector (pusher, origin));
SVfloat (pusher, ltime) += movetime;
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 (SVfloat (check, movetype) == MOVETYPE_PUSH
|| SVfloat (check, movetype) == MOVETYPE_NONE
|| SVfloat (check, movetype) == MOVETYPE_NOCLIP)
continue;
// if the entity is standing on the pusher, it will definately be moved
if (!(((int) SVfloat (check, flags) & FL_ONGROUND)
&& PROG_TO_EDICT (&sv_pr_state,
SVentity (check, groundentity)) == pusher)) {
if (SVvector (check, absmin)[0] >= maxs[0]
|| SVvector (check, absmin)[1] >= maxs[1]
|| SVvector (check, absmin)[2] >= maxs[2]
|| SVvector (check, absmax)[0] <= mins[0]
|| SVvector (check, absmax)[1] <= mins[1]
|| SVvector (check, 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 (SVfloat (check, movetype) != MOVETYPE_WALK)
SVfloat (check, flags) = (int) SVfloat (check, flags) &
~FL_ONGROUND;
VectorCopy (SVvector (check, origin), entorig);
VectorCopy (SVvector (check, origin), moved_from[num_moved]);
moved_edict[num_moved] = check;
num_moved++;
// try moving the contacted entity
SVfloat (pusher, solid) = SOLID_NOT;
SV_PushEntity (check, move);
SVfloat (pusher, solid) = SOLID_BSP;
// if it is still inside the pusher, block
block = SV_TestEntityPosition (check);
if (block) { // fail the move
if (SVvector (check, mins)[0] == SVvector (check, maxs)[0])
continue;
if (SVfloat (check, solid) == SOLID_NOT || SVfloat (check, solid)
== SOLID_TRIGGER) { // corpse
SVvector (check, mins)[0] = SVvector (check, mins)[1] = 0;
VectorCopy (SVvector (check, mins), SVvector (check, maxs));
continue;
}
VectorCopy (entorig, SVvector (check, origin));
SV_LinkEdict (check, true);
VectorCopy (pushorig, SVvector (pusher, origin));
SV_LinkEdict (pusher, false);
SVfloat (pusher, ltime) -= movetime;
// if the pusher has a "blocked" function, call it
// otherwise, just stay in place until the obstacle is gone
if (SVfunc (pusher, blocked)) {
*sv_globals.self =
EDICT_TO_PROG (&sv_pr_state, pusher);
*sv_globals.other =
EDICT_TO_PROG (&sv_pr_state, check);
PR_ExecuteProgram (&sv_pr_state, SVfunc (pusher, blocked));
}
// move back any entities we already moved
for (i = 0; i < num_moved; i++) {
VectorCopy (moved_from[i], SVvector (moved_edict[i], origin));
SV_LinkEdict (moved_edict[i], false);
}
return;
}
}
}
void
SV_Physics_Pusher (edict_t *ent)
{
float movetime, oldltime, thinktime;
oldltime = SVfloat (ent, ltime);
thinktime = SVfloat (ent, nextthink);
if (thinktime < SVfloat (ent, ltime) + host_frametime) {
movetime = thinktime - SVfloat (ent, ltime);
if (movetime < 0)
movetime = 0;
} else
movetime = host_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)) {
SVfloat (ent, nextthink) = 0;
*sv_globals.time = sv.time;
*sv_globals.self = EDICT_TO_PROG (&sv_pr_state, ent);
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*sv_globals.other = EDICT_TO_PROG (&sv_pr_state, sv.edicts);
PR_ExecuteProgram (&sv_pr_state, SVfunc (ent, 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, z;
vec3_t org;
if (!SV_TestEntityPosition (ent)) {
VectorCopy (SVvector (ent, origin), SVvector (ent, oldorigin));
return;
}
VectorCopy (SVvector (ent, origin), org);
VectorCopy (SVvector (ent, oldorigin), SVvector (ent, 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++) {
SVvector (ent, origin)[0] = org[0] + i;
SVvector (ent, origin)[1] = org[1] + j;
SVvector (ent, origin)[2] = org[2] + z;
if (!SV_TestEntityPosition (ent)) {
Con_DPrintf ("Unstuck.\n");
SV_LinkEdict (ent, true);
return;
}
}
VectorCopy (org, SVvector (ent, origin));
Con_DPrintf ("player is stuck.\n");
}
qboolean
SV_CheckWater (edict_t *ent)
{
int cont;
vec3_t point;
point[0] = SVvector (ent, origin)[0];
point[1] = SVvector (ent, origin)[1];
point[2] = SVvector (ent, origin)[2] + SVvector (ent, mins)[2] + 1;
SVfloat (ent, waterlevel) = 0;
SVfloat (ent, watertype) = CONTENTS_EMPTY;
cont = SV_PointContents (point);
if (cont <= CONTENTS_WATER) {
SVfloat (ent, watertype) = cont;
SVfloat (ent, waterlevel) = 1;
point[2] = SVvector (ent, origin)[2] + (SVvector (ent, mins)[2] +
SVvector (ent, maxs)[2]) * 0.5;
cont = SV_PointContents (point);
if (cont <= CONTENTS_WATER) {
SVfloat (ent, waterlevel) = 2;
point[2] = SVvector (ent, origin)[2] + SVvector (ent, view_ofs)[2];
cont = SV_PointContents (point);
if (cont <= CONTENTS_WATER)
SVfloat (ent, waterlevel) = 3;
}
}
return SVfloat (ent, waterlevel) > 1;
}
void
SV_WallFriction (edict_t *ent, trace_t *trace)
{
float d, i;
vec3_t forward, right, up, into, side;
AngleVectors (SVvector (ent, 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, SVvector (ent, velocity));
VectorScale (trace->plane.normal, i, into);
VectorSubtract (SVvector (ent, velocity), into, side);
SVvector (ent, velocity)[0] = side[0] * (1 + d);
SVvector (ent, 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, clip;
vec3_t dir, oldorg;
trace_t steptrace;
VectorCopy (SVvector (ent, 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);
// retry the original move
SVvector (ent, velocity)[0] = oldvel[0];
SVvector (ent, velocity)[1] = oldvel[1];
SVvector (ent, velocity)[2] = 0;
clip = SV_FlyMove (ent, 0.1, &steptrace);
if (fabs (oldorg[1] - SVvector (ent, origin)[1]) > 4
|| fabs (oldorg[0] - SVvector (ent, origin)[0]) > 4) {
// Con_DPrintf ("unstuck!\n");
return clip;
}
// go back to the original pos and try again
VectorCopy (oldorg, SVvector (ent, origin));
}
VectorCopy (vec3_origin, SVvector (ent, velocity));
return 7; // still not moving
}
#define STEPSIZE 18
/*
SV_WalkMove
Only used by players
*/
void
SV_WalkMove (edict_t *ent)
{
int clip, oldonground;
vec3_t upmove, downmove, nosteporg, nostepvel, oldorg, oldvel;
trace_t steptrace, downtrace;
// do a regular slide move unless it looks like you ran into a step
oldonground = (int) SVfloat (ent, flags) & FL_ONGROUND;
SVfloat (ent, flags) = (int) SVfloat (ent, flags) & ~FL_ONGROUND;
VectorCopy (SVvector (ent, origin), oldorg);
VectorCopy (SVvector (ent, velocity), oldvel);
clip = SV_FlyMove (ent, host_frametime, &steptrace);
if (!(clip & 2))
return; // move didn't block on a step
if (!oldonground && SVfloat (ent, waterlevel) == 0)
return; // don't stair up while jumping
if (SVfloat (ent, movetype) != MOVETYPE_WALK)
return; // gibbed by a trigger
if (sv_nostep->int_val)
return;
if ((int) SVfloat (sv_player, flags) & FL_WATERJUMP)
return;
VectorCopy (SVvector (ent, origin), nosteporg);
VectorCopy (SVvector (ent, velocity), nostepvel);
// try moving up and forward to go up a step
VectorCopy (oldorg, SVvector (ent, 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); // FIXME: don't link?
// move forward
SVvector (ent, velocity)[0] = oldvel[0];
SVvector (ent, velocity)[1] = oldvel[1];
SVvector (ent, 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] - SVvector (ent, origin)[1]) < 0.03125
&& fabs (oldorg[0] - SVvector (ent, 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); // FIXME: don't link?
if (downtrace.plane.normal[2] > 0.7) {
if (SVfloat (ent, solid) == SOLID_BSP) {
SVfloat (ent, flags) = (int) SVfloat (ent, flags) | FL_ONGROUND;
SVfloat (ent, groundentity) = EDICT_TO_PROG (&sv_pr_state,
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, SVvector (ent, origin));
VectorCopy (nostepvel, SVvector (ent, velocity));
}
}
/*
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
*sv_globals.time = sv.time;
*sv_globals.self = EDICT_TO_PROG (&sv_pr_state, ent);
PR_ExecuteProgram (&sv_pr_state,
sv_funcs.PlayerPreThink);
// do a move
SV_CheckVelocity (ent);
// decide which move function to call
switch ((int) SVfloat (ent, movetype)) {
case MOVETYPE_NONE:
if (!SV_RunThink (ent))
return;
break;
case MOVETYPE_WALK:
if (!SV_RunThink (ent))
return;
if (!SV_CheckWater (ent) && !((int) SVfloat (ent, 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 (SVvector (ent, origin), host_frametime, SVvector (ent, velocity),
SVvector (ent, origin));
break;
default:
Sys_Error ("SV_Physics_client: bad movetype %i",
(int) SVfloat (ent, movetype));
}
// call standard player post-think
SV_LinkEdict (ent, true);
*sv_globals.time = sv.time;
*sv_globals.self = EDICT_TO_PROG (&sv_pr_state, ent);
PR_ExecuteProgram (&sv_pr_state,
sv_funcs.PlayerPostThink);
}
/*
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SV_Physics_None
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Non moving objects can only think
*/
void
SV_Physics_None (edict_t *ent)
{
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// regular thinking
SV_RunThink (ent);
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SV_LinkEdict (ent, false);
}
/*
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SV_Physics_Noclip
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A moving object that doesn't obey physics
*/
void
SV_Physics_Noclip (edict_t *ent)
{
// regular thinking
if (!SV_RunThink (ent))
return;
VectorMA (SVvector (ent, angles), host_frametime,
SVvector (ent, avelocity), SVvector (ent, angles));
VectorMA (SVvector (ent, origin), host_frametime, SVvector (ent, velocity),
SVvector (ent, origin));
SV_LinkEdict (ent, false);
}
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/* TOSS / BOUNCE */
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 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
VectorMA (SVvector (ent, angles), host_frametime,
SVvector (ent, avelocity), SVvector (ent, angles));
// move origin
VectorScale (SVvector (ent, velocity), host_frametime, 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) !=
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MOVETYPE_BOUNCE) {
SVfloat (ent, flags) = (int) SVfloat (ent, flags) | FL_ONGROUND;
SVentity (ent, groundentity) = EDICT_TO_PROG (&sv_pr_state,
trace.ent);
VectorCopy (vec3_origin, SVvector (ent, velocity));
VectorCopy (vec3_origin, 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.
*/
void
SV_Physics_Step (edict_t *ent)
{
qboolean 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->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) 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_Physics (void)
{
int i;
edict_t *ent;
// 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);
// SV_CheckAllEnts ();
// treat each object in turn
ent = sv.edicts;
for (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)
SV_Physics_Client (ent, i);
else if (SVfloat (ent, movetype) == MOVETYPE_PUSH)
SV_Physics_Pusher (ent);
else if (SVfloat (ent, movetype) == MOVETYPE_NONE)
SV_Physics_None (ent);
else if (SVfloat (ent, movetype) == MOVETYPE_NOCLIP)
SV_Physics_Noclip (ent);
else if (SVfloat (ent, movetype) == MOVETYPE_STEP)
SV_Physics_Step (ent);
else if (SVfloat (ent, movetype) == MOVETYPE_TOSS
|| SVfloat (ent, movetype) == MOVETYPE_BOUNCE
|| SVfloat (ent, movetype) == MOVETYPE_FLY
|| SVfloat (ent, movetype) == MOVETYPE_FLYMISSILE)
SV_Physics_Toss (ent);
else
Sys_Error ("SV_Physics: bad movetype %i",
(int) SVfloat (ent, movetype));
}
if (*sv_globals.force_retouch)
(*sv_globals.force_retouch)--;
sv.time += host_frametime;
}