mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-27 06:34:11 +00:00
373 lines
9 KiB
C
373 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
|
|
|
|
static __attribute__ ((used)) const char rcsid[] =
|
|
"$Id$";
|
|
|
|
#include "QF/cvar.h"
|
|
#include "QF/sys.h"
|
|
|
|
#include "host.h"
|
|
#include "server.h"
|
|
#include "sv_progs.h"
|
|
#include "world.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 by only 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->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
|
|
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 (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, 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, true);
|
|
|
|
// 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);
|
|
}
|