quakeforge/nq/source/sv_cl_phys.c
Bill Currie 12c84046f3 [cvar] Make cvars properly typed
This is an extremely extensive patch as it hits every cvar, and every
usage of the cvars. Cvars no longer store the value they control,
instead, they use a cexpr value object to reference the value and
specify the value's type (currently, a null type is used for strings).
Non-string cvars are passed through cexpr, allowing expressions in the
cvars' settings. Also, cvars have returned to an enhanced version of the
original (id quake) registration scheme.

As a minor benefit, relevant code having direct access to the
cvar-controlled variables is probably a slight optimization as it
removed a pointer dereference, and the variables can be located for data
locality.

The static cvar descriptors are made private as an additional safety
layer, though there's nothing stopping external modification via
Cvar_FindVar (which is needed for adding listeners).

While not used yet (partly due to working out the design), cvars can
have a validation function.

Registering a cvar allows a primary listener (and its data) to be
specified: it will always be called first when the cvar is modified. The
combination of proper listeners and direct access to the controlled
variable greatly simplifies the more complex cvar interactions as much
less null checking is required, and there's no need for one cvar's
callback to call another's.

nq-x11 is known to work at least well enough for the demos. More testing
will come.
2022-04-24 19:15:22 +09:00

372 lines
9 KiB
C

/*
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
#include "QF/cvar.h"
#include "QF/sys.h"
#include "world.h"
#include "nq/include/host.h"
#include "nq/include/server.h"
#include "nq/include/sv_progs.h"
#define sv_frametime host_frametime
// CLIENT MOVEMENT ============================================================
/*
SV_CheckStuck
This is a big hack to try and fix the rare case of getting stuck in the world
clipping hull.
*/
static 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)) {
Sys_MaskPrintf (SYS_dev, "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)) {
Sys_MaskPrintf (SYS_dev, "Unstuck.\n");
SV_LinkEdict (ent, true);
return;
}
}
VectorCopy (org, SVvector (ent, origin));
Sys_MaskPrintf (SYS_dev, "player is stuck.\n");
}
static 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;
}
static 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...
*/
static int
SV_TryUnstick (edict_t *ent, vec3_t oldvel)
{
int i, clip;
vec3_t dir, oldorg;
trace_t steptrace;
VectorCopy (SVvector (ent, origin), oldorg);
VectorZero (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) {
// Sys_MaskPrintf (SYS_dev, "unstuck!\n");
return clip;
}
// go back to the original pos and try again
VectorCopy (oldorg, SVvector (ent, origin));
}
VectorZero (SVvector (ent, velocity));
return 7; // still not moving
}
#define STEPSIZE 18
/*
SV_WalkMove
Used only by players
*/
static 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, sv_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)
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
VectorZero (upmove);
VectorZero (downmove);
upmove[2] = STEPSIZE;
downmove[2] = -STEPSIZE + oldvel[2] * sv_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, sv_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 (SV_EntCanSupportJump (ent)) {
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);
SVdata (ent)->add_grav = false;
// 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, sv_frametime, NULL);
break;
case MOVETYPE_NOCLIP:
if (!SV_RunThink (ent))
return;
VectorMultAdd (SVvector (ent, origin), sv_frametime,
SVvector (ent, velocity), SVvector (ent, origin));
break;
default:
Sys_Error ("SV_Physics_client: bad movetype %i",
(int) SVfloat (ent, movetype));
}
SV_LinkEdict (ent, SVfloat (ent, movetype) != MOVETYPE_NOCLIP);
// call standard player post-think
*sv_globals.time = sv.time;
*sv_globals.self = EDICT_TO_PROG (&sv_pr_state, ent);
PR_ExecuteProgram (&sv_pr_state, sv_funcs.PlayerPostThink);
}