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
$Id$
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
2001-05-31 03:41:35 +00:00
#include "QF/console.h"
#include "QF/cvar.h"
#include "QF/sys.h"
#include "server.h"
#include "host.h"
#include "world.h"
#include "sv_progs.h"
/*
pushmove objects do not obey gravity, and do not interact with each other or trigger fields, but block normal movement and push normal objects when they move.
onground is set for toss objects when they come to a complete rest. it is set for steping or walking objects
doors, plats, etc are SOLID_BSP, and MOVETYPE_PUSH
bonus items are SOLID_TRIGGER touch, and MOVETYPE_TOSS
corpses are SOLID_NOT and MOVETYPE_TOSS
crates are SOLID_BBOX and MOVETYPE_TOSS
walking monsters are SOLID_SLIDEBOX and MOVETYPE_STEP
flying/floating monsters are SOLID_SLIDEBOX and MOVETYPE_FLY
solid_edge items only clip against bsp models.
*/
cvar_t *sv_friction;
cvar_t *sv_stopspeed;
cvar_t *sv_gravity;
cvar_t *sv_maxvelocity;
cvar_t *sv_nostep;
#ifdef QUAKE2
static vec3_t vec_origin = { 0.0, 0.0, 0.0 };
#endif
#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_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
#ifdef QUAKE2
|| SVfloat (check, movetype) == MOVETYPE_FOLLOW
#endif
|| SVfloat (check, 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 (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);
*sv_globals.other =
EDICT_TO_PROG (&sv_pr_state, sv.edicts);
PR_ExecuteProgram (&sv_pr_state, SVfunc (ent, think));
return !ent->free;
}
/*
==================
SV_Impact
Two entities have touched, so run their touch functions
==================
*/
void
SV_Impact (edict_t *e1, edict_t *e2)
{
int old_self, old_other;
old_self = *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;
}
/*
==================
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 (SVvector (ent, velocity), original_velocity);
VectorCopy (SVvector (ent, velocity), primal_velocity);
numplanes = 0;
time_left = time;
for (bumpcount = 0; bumpcount < numbumps; bumpcount++) {
if (!SVvector (ent, velocity)[0] && !SVvector (ent, velocity)[1]
&& !SVvector (ent, velocity)[2])
break;
for (i = 0; i < 3; i++)
end[i] = SVvector (ent, origin)[i] + time_left * SVvector (ent, velocity)[i];
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
}
//
// 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) {
// Con_Printf ("clip velocity, numplanes == %i\n",numplanes);
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;
}
/*
============
SV_AddGravity
============
*/
void
SV_AddGravity (edict_t *ent)
{
float ent_gravity;
#ifdef QUAKE2
if (SVfloat (ent, gravity))
ent_gravity = SVfloat (ent, gravity);
else
ent_gravity = 1.0;
#else
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;
#endif
SVvector (ent, velocity)[2] -= ent_gravity * sv_gravity->value * 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 (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;
}
/*
============
SV_PushMove
============
*/
void
SV_PushMove (edict_t *pusher, float movetime)
{
int i, e;
edict_t *check, *block;
vec3_t mins, maxs, move;
vec3_t entorig, pushorig;
int num_moved;
edict_t *moved_edict[MAX_EDICTS];
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
#ifdef QUAKE2
|| SVfloat (check, movetype) == MOVETYPE_FOLLOW
#endif
|| 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;
}
}
}
#ifdef QUAKE2
/*
============
SV_PushRotate
============
*/
void
SV_PushRotate (edict_t *pusher, float movetime)
{
int i, e;
edict_t *check, *block;
vec3_t move, a, amove;
vec3_t entorig, pushorig;
int num_moved;
edict_t *moved_edict[MAX_EDICTS];
vec3_t moved_from[MAX_EDICTS];
vec3_t org, org2;
vec3_t forward, right, up;
if (!SVfloat (pusher, avelocity)[0] && !SVfloat (pusher, avelocity)[1]
&& !SVfloat (pusher, avelocity)[2]) {
SVfloat (pusher, ltime) += movetime;
return;
}
for (i = 0; i < 3; i++)
amove[i] = SVfloat (pusher, avelocity)[i] * movetime;
VectorSubtract (vec3_origin, amove, a);
AngleVectors (a, forward, right, up);
VectorCopy (SVfloat (pusher, angles), pushorig);
// move the pusher to it's final position
VectorAdd (SVfloat (pusher, angles), amove, SVfloat (pusher, angles));
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_FOLLOW
|| 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,
SVfloat (check, groundentity)) == pusher)) {
if (SVfloat (check, absmin)[0] >= SVfloat (pusher, absmax)[0]
|| SVfloat (check, absmin)[1] >= SVfloat (pusher, absmax)[1]
|| SVfloat (check, absmin)[2] >= SVfloat (pusher, absmax)[2]
|| SVfloat (check, absmax)[0] <= SVfloat (pusher, absmin)[0]
|| SVfloat (check, absmax)[1] <= SVfloat (pusher, absmin)[1]
|| SVfloat (check, absmax)[2] <= SVfloat (pusher, absmin)[2])
continue;
// see if the ent's bbox is inside the pusher's final position
if (!SV_TestEntityPosition (check))
continue;
}
// remove the onground flag for non-players
if (SVfloat (check, movetype) != MOVETYPE_WALK)
SVfloat (check, flags) = (int) SVfloat (check, flags) & ~FL_ONGROUND;
VectorCopy (SVfloat (check, origin), entorig);
VectorCopy (SVfloat (check, origin), moved_from[num_moved]);
moved_edict[num_moved] = check;
num_moved++;
// calculate destination position
VectorSubtract (SVfloat (check, origin), SVfloat (pusher, origin), org);
org2[0] = DotProduct (org, forward);
org2[1] = -DotProduct (org, right);
org2[2] = DotProduct (org, up);
VectorSubtract (org2, org, move);
// 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 (SVfloat (check, mins)[0] == SVfloat (check, maxs)[0])
continue;
if (SVfloat (check, solid) == SOLID_NOT || SVfloat (check, solid) == SOLID_TRIGGER) { // corpse
SVfloat (check, mins)[0] = SVfloat (check, mins)[1] = 0;
VectorCopy (SVfloat (check, mins), SVfloat (check, maxs));
continue;
}
VectorCopy (entorig, SVfloat (check, origin));
SV_LinkEdict (check, true);
VectorCopy (pushorig, SVfloat (pusher, angles));
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 (SVfloat (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, SVfloat (pusher, 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);
VectorSubtract (moved_edict[i]->v.v.angles, amove,
moved_edict[i]->v.v.angles);
SV_LinkEdict (moved_edict[i], false);
}
return;
} else {
VectorAdd (SVfloat (check, angles), amove, SVfloat (check, angles));
}
}
}
#endif
/*
================
SV_Physics_Pusher
================
*/
void
SV_Physics_Pusher (edict_t *ent)
{
float thinktime;
float oldltime;
float movetime;
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) {
#ifdef QUAKE2
if (SVfloat (ent, avelocity)[0] || SVfloat (ent, avelocity)[1]
|| SVfloat (ent, avelocity)[2])
SV_PushRotate (ent, movetime);
else
#endif
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);
*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;
int 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");
}
/*
=============
SV_CheckWater
=============
*/
qboolean
SV_CheckWater (edict_t *ent)
{
vec3_t point;
int cont;
#ifdef QUAKE2
int truecont;
#endif
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) {
#ifdef QUAKE2
truecont = SV_TruePointContents (point);
#endif
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;
}
#ifdef QUAKE2
if (truecont <= CONTENTS_CURRENT_0 && truecont >= CONTENTS_CURRENT_DOWN) {
static vec3_t current_table[] = {
{1, 0, 0},
{0, 1, 0},
{-1, 0, 0},
{0, -1, 0},
{0, 0, 1},
{0, 0, -1}
};
VectorMA (SVfloat (ent, basevelocity), 150.0 * SVfloat (ent, waterlevel) / 3.0,
current_table[CONTENTS_CURRENT_0 - truecont],
SVfloat (ent, basevelocity));
}
#endif
}
return SVfloat (ent, waterlevel) > 1;
}
/*
============
SV_WallFriction
============
*/
void
SV_WallFriction (edict_t *ent, trace_t *trace)
{
vec3_t forward, right, up;
float d, i;
vec3_t into, side;
AngleVectors (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;
vec3_t oldorg;
vec3_t dir;
int clip;
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
}
/*
=====================
SV_WalkMove
Only used by players
======================
*/
#define STEPSIZE 18
void
SV_WalkMove (edict_t *ent)
{
vec3_t upmove, downmove;
vec3_t oldorg, oldvel;
vec3_t nosteporg, nostepvel;
int clip;
int oldonground;
trace_t steptrace, downtrace;
//
// do a regular slide move unless it looks like you ran into a step
//
oldonground = (int) 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);
#ifdef QUAKE2
VectorAdd (SVfloat (ent, velocity), SVfloat (ent, basevelocity), SVfloat (ent, velocity));
#endif
SV_WalkMove (ent);
#ifdef QUAKE2
VectorSubtract (SVfloat (ent, velocity), SVfloat (ent, basevelocity),
SVfloat (ent, velocity));
#endif
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);
}
//============================================================================
/*
=============
SV_Physics_None
Non moving objects can only think
=============
*/
void
SV_Physics_None (edict_t *ent)
{
// regular thinking
SV_RunThink (ent);
}
#ifdef QUAKE2
/*
=============
SV_Physics_Follow
Entities that are "stuck" to another entity
=============
*/
void
SV_Physics_Follow (edict_t *ent)
{
// regular thinking
SV_RunThink (ent);
VectorAdd (PROG_TO_EDICT (&sv_pr_state, SVfloat (ent, aiment))->v.v.origin,
SVfloat (ent, v_angle), SVfloat (ent, origin));
SV_LinkEdict (ent, true);
}
#endif
/*
=============
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 (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);
}
/*
==============================================================================
TOSS / BOUNCE
==============================================================================
*/
/*
=============
SV_CheckWaterTransition
=============
*/
void
SV_CheckWaterTransition (edict_t *ent)
{
int cont;
#ifdef QUAKE2
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;
cont = SV_PointContents (point);
#else
cont = SV_PointContents (SVvector (ent, origin));
#endif
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;
}
}
/*
=============
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;
#ifdef QUAKE2
edict_t *groundentity;
groundentity = PROG_TO_EDICT (&sv_pr_state, SVentity (ent, groundentity));
if ((int) SVfloat (groundentity, flags) & FL_CONVEYOR)
VectorScale (SVfloat (groundentity, movedir), SVfloat (groundentity, speed),
SVfloat (ent, basevelocity));
else
VectorCopy (vec_origin, SVfloat (ent, basevelocity));
SV_CheckWater (ent);
#endif
// regular thinking
if (!SV_RunThink (ent))
return;
#ifdef QUAKE2
if (SVfloat (ent, velocity)[2] > 0)
SVfloat (ent, flags) = (int) SVfloat (ent, flags) & ~FL_ONGROUND;
if (((int) SVfloat (ent, flags) & FL_ONGROUND))
//@@
if (VectorCompare (SVfloat (ent, basevelocity), vec_origin))
return;
SV_CheckVelocity (ent);
// add gravity
if (!((int) SVfloat (ent, flags) & FL_ONGROUND)
&& SVfloat (ent, movetype) != MOVETYPE_FLY
&& SVfloat (ent, movetype) != MOVETYPE_BOUNCEMISSILE
&& SVfloat (ent, movetype) != MOVETYPE_FLYMISSILE) SV_AddGravity (ent);
#else
// if onground, return without moving
if (((int) SVfloat (ent, flags) & FL_ONGROUND))
return;
SV_CheckVelocity (ent);
// add gravity
if (SVfloat (ent, movetype) != MOVETYPE_FLY
&& SVfloat (ent, movetype) != MOVETYPE_FLYMISSILE) SV_AddGravity (ent);
#endif
// move angles
VectorMA (SVvector (ent, angles), host_frametime, SVvector (ent, avelocity),
SVvector (ent, angles));
// move origin
#ifdef QUAKE2
VectorAdd (SVvector (ent, velocity), SVvector (ent, basevelocity), SVvector (ent, velocity));
#endif
VectorScale (SVvector (ent, velocity), host_frametime, move);
trace = SV_PushEntity (ent, move);
#ifdef QUAKE2
VectorSubtract (SVvector (ent, velocity), SVvector (ent, basevelocity),
SVvector (ent, velocity));
#endif
if (trace.fraction == 1)
return;
if (ent->free)
return;
if (SVfloat (ent, movetype) == MOVETYPE_BOUNCE)
backoff = 1.5;
#ifdef QUAKE2
else if (SVfloat (ent, movetype) == MOVETYPE_BOUNCEMISSILE)
backoff = 2.0;
#endif
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) {
#ifdef QUAKE2
if (SVvector (ent, velocity)[2] < 60
|| (SVfloat (ent, movetype) != MOVETYPE_BOUNCE
&& SVfloat (ent, movetype) != MOVETYPE_BOUNCEMISSILE))
#else
if (SVvector (ent, velocity)[2] < 60 || SVfloat (ent, movetype) != MOVETYPE_BOUNCE)
#endif
{
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);
}
/*
===============================================================================
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.
=============
*/
#ifdef QUAKE2
void
SV_Physics_Step (edict_t *ent)
{
qboolean wasonground;
qboolean inwater;
qboolean hitsound = false;
float *vel;
float speed, newspeed, control;
float friction;
edict_t *groundentity;
groundentity = PROG_TO_EDICT (&sv_pr_state, SVfloat (ent, groundentity));
if ((int) SVfloat (groundentity, flags) & FL_CONVEYOR)
VectorScale (SVfloat (groundentity, movedir), SVfloat (groundentity, speed),
SVfloat (ent, basevelocity));
else
VectorCopy (vec_origin, SVfloat (ent, basevelocity));
//@@
*sv_globals.time = sv.time;
*sv_globals.self = EDICT_TO_PROG (&sv_pr_state, ent);
PF_WaterMove (&sv_pr_state);
SV_CheckVelocity (ent);
wasonground = (int) SVfloat (ent, flags) & FL_ONGROUND;
// SVfloat (ent, flags) = (int)SVfloat (ent, flags) & ~FL_ONGROUND;
// add gravity except:
// flying monsters
// swimming monsters who are in the water
inwater = SV_CheckWater (ent);
if (!wasonground)
if (!((int) SVfloat (ent, flags) & FL_FLY))
if (!(((int) SVfloat (ent, flags) & FL_SWIM)
&& (SVfloat (ent, waterlevel) > 0))) {
if (SVfloat (ent, velocity)[2] < sv_gravity->value * -0.1)
hitsound = true;
if (!inwater)
SV_AddGravity (ent);
}
if (!VectorCompare (SVfloat (ent, velocity), vec_origin)
|| !VectorCompare (SVfloat (ent, basevelocity), vec_origin)) {
SVfloat (ent, flags) = (int) SVfloat (ent, flags) & ~FL_ONGROUND;
// apply friction
// let dead monsters who aren't completely onground slide
if (wasonground)
if (!(SVfloat (ent, health) <= 0.0 && !SV_CheckBottom (ent))) {
vel = SVfloat (ent, velocity);
speed = sqrt (vel[0] * vel[0] + vel[1] * vel[1]);
if (speed) {
friction = sv_friction->value;
control =
speed <
sv_stopspeed->value ? sv_stopspeed->value : speed;
newspeed = speed - host_frametime * control * friction;
if (newspeed < 0)
newspeed = 0;
newspeed /= speed;
vel[0] = vel[0] * newspeed;
vel[1] = vel[1] * newspeed;
}
}
VectorAdd (SVfloat (ent, velocity), SVfloat (ent, basevelocity), SVfloat (ent, velocity));
SV_FlyMove (ent, host_frametime, NULL);
VectorSubtract (SVfloat (ent, velocity), SVfloat (ent, basevelocity),
SVfloat (ent, velocity));
// determine if it's on solid ground at all
{
vec3_t mins, maxs, point;
int x, y;
VectorAdd (SVfloat (ent, origin), SVfloat (ent, mins), mins);
VectorAdd (SVfloat (ent, origin), SVfloat (ent, maxs), maxs);
point[2] = mins[2] - 1;
for (x = 0; x <= 1; x++)
for (y = 0; y <= 1; y++) {
point[0] = x ? maxs[0] : mins[0];
point[1] = y ? maxs[1] : mins[1];
if (SV_PointContents (point) == CONTENTS_SOLID) {
SVfloat (ent, flags) = (int) SVfloat (ent, flags) | FL_ONGROUND;
break;
}
}
}
SV_LinkEdict (ent, true);
if ((int) SVfloat (ent, flags) & FL_ONGROUND)
if (!wasonground)
if (hitsound)
SV_StartSound (ent, 0, "demon/dland2.wav", 255, 1);
}
// regular thinking
SV_RunThink (ent);
SV_CheckWaterTransition (ent);
}
#else
void
SV_Physics_Step (edict_t *ent)
{
qboolean hitsound;
// freefall if not onground
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);
}
#endif
//============================================================================
/*
================
SV_Physics
================
*/
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);
#ifdef QUAKE2
else if (SVfloat (ent, movetype) == MOVETYPE_FOLLOW)
SV_Physics_Follow (ent);
#endif
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
#ifdef QUAKE2
|| SVfloat (ent, movetype) == MOVETYPE_BOUNCEMISSILE
#endif
|| 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;
}
#ifdef QUAKE2
trace_t
SV_Trace_Toss (edict_t *ent, edict_t *ignore)
{
edict_t tempent, *tent;
trace_t trace;
vec3_t move;
vec3_t end;
double save_frametime;
// extern particle_t *active_particles, *free_particles;
// particle_t *p;
save_frametime = host_frametime;
host_frametime = 0.05;
memcpy (&tempent, ent, sizeof (edict_t));
tent = &tempent;
while (1) {
SV_CheckVelocity (tent);
SV_AddGravity (tent);
VectorMA (SVfloat (tent, angles), host_frametime, SVfloat (tent, avelocity),
SVfloat (tent, angles));
VectorScale (SVfloat (tent, velocity), host_frametime, move);
VectorAdd (SVfloat (tent, origin), move, end);
trace =
SV_Move (SVfloat (tent, origin), SVfloat (tent, mins), SVfloat (tent, maxs), end,
MOVE_NORMAL, tent);
VectorCopy (trace.endpos, SVfloat (tent, origin));
// p = free_particles;
// if (p)
// {
// free_particles = p->next;
// p->next = active_particles;
// active_particles = p;
//
// p->die = 256;
// p->color = 15;
// p->type = pt_static;
// VectorCopy (vec3_origin, p->vel);
// VectorCopy (SVfloat (tent, origin), p->org);
// }
if (trace.ent)
if (trace.ent != ignore)
break;
}
// p->color = 224;
host_frametime = save_frametime;
return trace;
}
#endif