mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-14 17:01:22 +00:00
12c84046f3
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.
372 lines
9 KiB
C
372 lines
9 KiB
C
/*
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sv_phys.c
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@description@
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#include "QF/cvar.h"
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#include "QF/sys.h"
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#include "world.h"
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#include "nq/include/host.h"
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#include "nq/include/server.h"
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#include "nq/include/sv_progs.h"
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#define sv_frametime host_frametime
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// CLIENT MOVEMENT ============================================================
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/*
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SV_CheckStuck
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This is a big hack to try and fix the rare case of getting stuck in the world
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clipping hull.
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*/
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static void
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SV_CheckStuck (edict_t *ent)
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{
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int i, j, z;
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vec3_t org;
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if (!SV_TestEntityPosition (ent)) {
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VectorCopy (SVvector (ent, origin), SVvector (ent, oldorigin));
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return;
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}
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VectorCopy (SVvector (ent, origin), org);
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VectorCopy (SVvector (ent, oldorigin), SVvector (ent, origin));
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if (!SV_TestEntityPosition (ent)) {
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Sys_MaskPrintf (SYS_dev, "Unstuck.\n");
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SV_LinkEdict (ent, true);
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return;
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}
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for (z = 0; z < 18; z++)
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for (i = -1; i <= 1; i++)
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for (j = -1; j <= 1; j++) {
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SVvector (ent, origin)[0] = org[0] + i;
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SVvector (ent, origin)[1] = org[1] + j;
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SVvector (ent, origin)[2] = org[2] + z;
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if (!SV_TestEntityPosition (ent)) {
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Sys_MaskPrintf (SYS_dev, "Unstuck.\n");
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SV_LinkEdict (ent, true);
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return;
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}
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}
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VectorCopy (org, SVvector (ent, origin));
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Sys_MaskPrintf (SYS_dev, "player is stuck.\n");
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}
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static qboolean
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SV_CheckWater (edict_t *ent)
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{
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int cont;
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vec3_t point;
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point[0] = SVvector (ent, origin)[0];
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point[1] = SVvector (ent, origin)[1];
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point[2] = SVvector (ent, origin)[2] + SVvector (ent, mins)[2] + 1;
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SVfloat (ent, waterlevel) = 0;
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SVfloat (ent, watertype) = CONTENTS_EMPTY;
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cont = SV_PointContents (point);
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if (cont <= CONTENTS_WATER) {
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SVfloat (ent, watertype) = cont;
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SVfloat (ent, waterlevel) = 1;
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point[2] = SVvector (ent, origin)[2] + (SVvector (ent, mins)[2] +
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SVvector (ent, maxs)[2]) * 0.5;
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cont = SV_PointContents (point);
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if (cont <= CONTENTS_WATER) {
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SVfloat (ent, waterlevel) = 2;
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point[2] = SVvector (ent, origin)[2] + SVvector (ent, view_ofs)[2];
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cont = SV_PointContents (point);
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if (cont <= CONTENTS_WATER)
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SVfloat (ent, waterlevel) = 3;
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}
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}
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return SVfloat (ent, waterlevel) > 1;
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}
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static void
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SV_WallFriction (edict_t *ent, trace_t *trace)
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{
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float d, i;
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vec3_t forward, right, up, into, side;
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AngleVectors (SVvector (ent, v_angle), forward, right, up);
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d = DotProduct (trace->plane.normal, forward);
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d += 0.5;
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if (d >= 0)
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return;
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// cut the tangential velocity
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i = DotProduct (trace->plane.normal, SVvector (ent, velocity));
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VectorScale (trace->plane.normal, i, into);
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VectorSubtract (SVvector (ent, velocity), into, side);
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SVvector (ent, velocity)[0] = side[0] * (1 + d);
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SVvector (ent, velocity)[1] = side[1] * (1 + d);
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}
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/*
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SV_TryUnstick
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Player has come to a dead stop, possibly due to the problem with limited
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float precision at some angle joins in the BSP hull.
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Try fixing by pushing one pixel in each direction.
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This is a hack, but in the interest of good gameplay...
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*/
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static int
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SV_TryUnstick (edict_t *ent, vec3_t oldvel)
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{
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int i, clip;
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vec3_t dir, oldorg;
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trace_t steptrace;
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VectorCopy (SVvector (ent, origin), oldorg);
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VectorZero (dir);
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for (i = 0; i < 8; i++) {
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// try pushing a little in an axial direction
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switch (i) {
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case 0:
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dir[0] = 2;
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dir[1] = 0;
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break;
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case 1:
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dir[0] = 0;
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dir[1] = 2;
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break;
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case 2:
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dir[0] = -2;
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dir[1] = 0;
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break;
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case 3:
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dir[0] = 0;
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dir[1] = -2;
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break;
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case 4:
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dir[0] = 2;
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dir[1] = 2;
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break;
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case 5:
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dir[0] = -2;
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dir[1] = 2;
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break;
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case 6:
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dir[0] = 2;
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dir[1] = -2;
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break;
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case 7:
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dir[0] = -2;
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dir[1] = -2;
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break;
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}
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SV_PushEntity (ent, dir);
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// retry the original move
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SVvector (ent, velocity)[0] = oldvel[0];
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SVvector (ent, velocity)[1] = oldvel[1];
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SVvector (ent, velocity)[2] = 0;
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clip = SV_FlyMove (ent, 0.1, &steptrace);
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if (fabs (oldorg[1] - SVvector (ent, origin)[1]) > 4
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|| fabs (oldorg[0] - SVvector (ent, origin)[0]) > 4) {
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// Sys_MaskPrintf (SYS_dev, "unstuck!\n");
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return clip;
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}
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// go back to the original pos and try again
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VectorCopy (oldorg, SVvector (ent, origin));
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}
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VectorZero (SVvector (ent, velocity));
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return 7; // still not moving
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}
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#define STEPSIZE 18
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/*
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SV_WalkMove
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Used only by players
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*/
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static void
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SV_WalkMove (edict_t *ent)
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{
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int clip, oldonground;
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vec3_t upmove, downmove, nosteporg, nostepvel, oldorg, oldvel;
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trace_t steptrace, downtrace;
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// do a regular slide move unless it looks like you ran into a step
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oldonground = (int) SVfloat (ent, flags) & FL_ONGROUND;
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SVfloat (ent, flags) = (int) SVfloat (ent, flags) & ~FL_ONGROUND;
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VectorCopy (SVvector (ent, origin), oldorg);
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VectorCopy (SVvector (ent, velocity), oldvel);
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clip = SV_FlyMove (ent, sv_frametime, &steptrace);
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if (!(clip & 2))
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return; // move didn't block on a step
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if (!oldonground && SVfloat (ent, waterlevel) == 0)
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return; // don't stair up while jumping
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if (SVfloat (ent, movetype) != MOVETYPE_WALK)
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return; // gibbed by a trigger
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if (sv_nostep)
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return;
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if ((int) SVfloat (sv_player, flags) & FL_WATERJUMP)
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return;
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VectorCopy (SVvector (ent, origin), nosteporg);
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VectorCopy (SVvector (ent, velocity), nostepvel);
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// try moving up and forward to go up a step
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VectorCopy (oldorg, SVvector (ent, origin)); // back to start pos
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VectorZero (upmove);
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VectorZero (downmove);
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upmove[2] = STEPSIZE;
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downmove[2] = -STEPSIZE + oldvel[2] * sv_frametime;
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// move up
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SV_PushEntity (ent, upmove); // FIXME: don't link?
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// move forward
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SVvector (ent, velocity)[0] = oldvel[0];
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SVvector (ent, velocity)[1] = oldvel[1];
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SVvector (ent, velocity)[2] = 0;
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clip = SV_FlyMove (ent, sv_frametime, &steptrace);
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// check for stuckness, possibly due to the limited precision of floats
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// in the clipping hulls
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if (clip) {
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if (fabs (oldorg[1] - SVvector (ent, origin)[1]) < 0.03125
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&& fabs (oldorg[0] - SVvector (ent, origin)[0]) < 0.03125) {
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// stepping up didn't make any progress
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clip = SV_TryUnstick (ent, oldvel);
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}
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}
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// extra friction based on view angle
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if (clip & 2)
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SV_WallFriction (ent, &steptrace);
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// move down
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downtrace = SV_PushEntity (ent, downmove); // FIXME: don't link?
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if (downtrace.plane.normal[2] > 0.7) {
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if (SV_EntCanSupportJump (ent)) {
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SVfloat (ent, flags) = (int) SVfloat (ent, flags) | FL_ONGROUND;
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SVfloat (ent, groundentity) = EDICT_TO_PROG (&sv_pr_state,
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downtrace.ent);
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}
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} else {
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// if the push down didn't end up on good ground, use the move without
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// the step up. This happens near wall / slope combinations, and can
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// cause the player to hop up higher on a slope too steep to climb
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VectorCopy (nosteporg, SVvector (ent, origin));
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VectorCopy (nostepvel, SVvector (ent, velocity));
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}
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}
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/*
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SV_Physics_Client
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Player character actions
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*/
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void
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SV_Physics_Client (edict_t *ent, int num)
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{
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if (!svs.clients[num - 1].active)
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return; // unconnected slot
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// call standard client pre-think
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*sv_globals.time = sv.time;
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*sv_globals.self = EDICT_TO_PROG (&sv_pr_state, ent);
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PR_ExecuteProgram (&sv_pr_state, sv_funcs.PlayerPreThink);
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SVdata (ent)->add_grav = false;
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// do a move
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SV_CheckVelocity (ent);
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// decide which move function to call
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switch ((int) SVfloat (ent, movetype)) {
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case MOVETYPE_NONE:
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if (!SV_RunThink (ent))
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return;
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break;
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case MOVETYPE_WALK:
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if (!SV_RunThink (ent))
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return;
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if (!SV_CheckWater (ent)
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&& !((int) SVfloat (ent, flags) & FL_WATERJUMP))
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SV_AddGravity (ent);
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SV_CheckStuck (ent);
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SV_WalkMove (ent);
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break;
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case MOVETYPE_TOSS:
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case MOVETYPE_BOUNCE:
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SV_Physics_Toss (ent);
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break;
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case MOVETYPE_FLY:
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if (!SV_RunThink (ent))
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return;
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SV_FlyMove (ent, sv_frametime, NULL);
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break;
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case MOVETYPE_NOCLIP:
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if (!SV_RunThink (ent))
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return;
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VectorMultAdd (SVvector (ent, origin), sv_frametime,
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SVvector (ent, velocity), SVvector (ent, origin));
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break;
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default:
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Sys_Error ("SV_Physics_client: bad movetype %i",
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(int) SVfloat (ent, movetype));
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}
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SV_LinkEdict (ent, SVfloat (ent, movetype) != MOVETYPE_NOCLIP);
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// call standard player post-think
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*sv_globals.time = sv.time;
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*sv_globals.self = EDICT_TO_PROG (&sv_pr_state, ent);
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PR_ExecuteProgram (&sv_pr_state, sv_funcs.PlayerPostThink);
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}
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