mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-11 15:51:36 +00:00
6d5ffa9f8e
There's still some cleanup to do, but everything seems to be working nicely: `make -j` works, `make distcheck` passes. There is probably plenty of bitrot in the package directories (RPM, debian), though. The vc project files have been removed since those versions are way out of date and quakeforge is pretty much dependent on gcc now anyway. Most of the old Makefile.am files are now Makemodule.am. This should allow for new Makefile.am files that allow local building (to be added on an as-needed bases). The current remaining Makefile.am files are for standalone sub-projects.a The installable bins are currently built in the top-level build directory. This may change if the clutter gets to be too much. While this does make a noticeable difference in build times, the main reason for the switch was to take care of the growing dependency issues: now it's possible to build tools for code generation (eg, using qfcc and ruamoko programs for code-gen).
900 lines
22 KiB
C
900 lines
22 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 "qw/include/server.h"
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#include "qw/include/sv_progs.h"
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#include "world.h"
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/*
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pushmove objects do not obey gravity, and do not interact with each
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other or trigger fields, but block normal movement and push normal
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objects when they move.
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onground is set for toss objects when they come to a complete rest. it
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is set for steping or walking objects
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doors, plats, etc are SOLID_BSP, and MOVETYPE_PUSH
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bonus items are SOLID_TRIGGER touch, and MOVETYPE_TOSS
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corpses are SOLID_NOT and MOVETYPE_TOSS
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crates are SOLID_BBOX and MOVETYPE_TOSS
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walking monsters are SOLID_SLIDEBOX and MOVETYPE_STEP
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flying/floating monsters are SOLID_SLIDEBOX and MOVETYPE_FLY
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solid_edge items clip against only bsp models.
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*/
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cvar_t *sv_friction;
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cvar_t *sv_gravity;
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cvar_t *sv_jump_any;
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cvar_t *sv_maxvelocity;
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cvar_t *sv_stopspeed;
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#define MOVE_EPSILON 0.01
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#if 0
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static void
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SV_CheckAllEnts (void)
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{
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edict_t *check;
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int e;
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// see if any solid entities are inside the final position
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check = NEXT_EDICT (&sv_pr_state, sv.edicts);
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for (e = 1; e < sv.num_edicts;
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e++, check = NEXT_EDICT (&sv_pr_state, check)) {
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if (check->free)
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continue;
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if (SVfloat (check, movetype) == MOVETYPE_PUSH
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|| SVfloat (check, movetype) == MOVETYPE_NONE
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|| SVfloat (check, movetype) == MOVETYPE_NOCLIP)
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continue;
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if (SV_TestEntityPosition (check))
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Sys_Printf ("entity in invalid position\n");
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}
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}
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#endif
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void
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SV_CheckVelocity (edict_t *ent)
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{
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float wishspeed;
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// int i;
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// bound velocity
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#if 0
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for (i = 0; i < 3; i++) {
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if (IS_NAN (SVvector (ent, velocity)[i])) {
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Sys_Printf ("Got a NaN velocity on %s\n",
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PR_GetString (&sv_pr_state, SVstring (ent,
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classname)));
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SVvector (ent, velocity)[i] = 0;
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}
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if (IS_NAN (SVvector (ent, origin)[i])) {
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Sys_Printf ("Got a NaN origin on %s\n",
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PR_GetString (&sv_pr_state, SVstring (ent,
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classname)));
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SVvector (ent, origin)[i] = 0;
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}
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}
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#endif
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wishspeed = VectorLength (SVvector (ent, velocity));
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if (wishspeed > sv_maxvelocity->value) {
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VectorScale (SVvector (ent, velocity), sv_maxvelocity->value /
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wishspeed, SVvector (ent, velocity));
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}
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}
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/*
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SV_RunThink
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Runs thinking code if time. There is some play in the exact time the think
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function will be called, because it is called before any movement is done
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in a frame. Not used for pushmove objects, because they must be exact.
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Returns false if the entity removed itself.
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*/
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qboolean
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SV_RunThink (edict_t *ent)
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{
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float thinktime;
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do {
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thinktime = SVfloat (ent, nextthink);
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if (thinktime <= 0 || thinktime > sv.time + sv_frametime)
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return true;
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if (thinktime < sv.time)
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thinktime = sv.time; // don't let things stay in the past.
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// it is possible to start that way
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// by a trigger with a local time.
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SVfloat (ent, nextthink) = 0;
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*sv_globals.time = thinktime;
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sv_pr_think (ent);
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if (ent->free)
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return false;
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} while (SVfloat (ent, nextthink) > thinktime);
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return true;
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}
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/*
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SV_Impact
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Two entities have touched, so run their touch functions
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*/
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static void
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SV_Impact (edict_t *e1, edict_t *e2)
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{
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int old_self, old_other;
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old_self = *sv_globals.self;
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old_other = *sv_globals.other;
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*sv_globals.time = sv.time;
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if (SVfunc (e1, touch) && SVfloat (e1, solid) != SOLID_NOT) {
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sv_pr_touch (e1, e2);
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}
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if (SVfunc (e2, touch) && SVfloat (e2, solid) != SOLID_NOT) {
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sv_pr_touch (e2, e1);
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}
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*sv_globals.self = old_self;
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*sv_globals.other = old_other;
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}
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/*
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ClipVelocity
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Slide off of the impacting object
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returns the blocked flags (1 = floor, 2 = step / wall)
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*/
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static int
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ClipVelocity (vec3_t in, vec3_t normal, vec3_t out, float overbounce)
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{
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float backoff, change;
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int i, blocked;
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blocked = 0;
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if (normal[2] > 0)
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blocked |= 1; // floor
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if (!normal[2])
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blocked |= 2; // step
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backoff = DotProduct (in, normal) * overbounce;
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for (i = 0; i < 3; i++) {
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change = normal[i] * backoff;
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out[i] = in[i] - change;
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if (out[i] > -STOP_EPSILON && out[i] < STOP_EPSILON)
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out[i] = 0;
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}
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return blocked;
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}
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int
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SV_EntCanSupportJump (edict_t *ent)
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{
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int solid = SVfloat (ent, solid);
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if (solid == SOLID_BSP)
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return 1;
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if (!sv_jump_any->int_val)
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return 0;
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if (solid == SOLID_NOT || solid == SOLID_SLIDEBOX)
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return 0;
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return 1;
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}
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#define MAX_CLIP_PLANES 5
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/*
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SV_FlyMove
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The basic solid body movement clip that slides along multiple planes
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Returns the clipflags if the velocity was modified (hit something solid)
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1 = floor
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2 = wall / step
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4 = dead stop
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If steptrace is not NULL, the trace of any vertical wall hit will be stored
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*/
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int
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SV_FlyMove (edict_t *ent, float time, trace_t *steptrace)
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{
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float d, time_left;
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int blocked, bumpcount, numbumps, numplanes, i, j;
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trace_t trace;
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vec3_t dir, end;
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vec3_t planes[MAX_CLIP_PLANES];
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vec3_t primal_velocity, original_velocity, new_velocity;
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numbumps = 4;
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blocked = 0;
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VectorCopy (SVvector (ent, velocity), original_velocity);
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VectorCopy (SVvector (ent, velocity), primal_velocity);
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numplanes = 0;
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time_left = time;
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for (bumpcount = 0; bumpcount < numbumps; bumpcount++) {
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if (VectorIsZero (SVvector (ent, velocity)))
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break;
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VectorMultAdd (SVvector (ent, origin), time_left,
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SVvector (ent, velocity), end);
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if (SVdata (ent)->add_grav) {
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SVdata (ent)->add_grav = false;
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SV_FinishGravity (ent, end);
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}
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trace = SV_Move (SVvector (ent, origin), SVvector (ent, mins),
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SVvector (ent, maxs), end, false, ent);
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if (trace.allsolid) { // entity is trapped in another solid
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VectorZero (SVvector (ent, velocity));
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return 3;
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}
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if (trace.fraction > 0) { // actually covered some distance
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VectorCopy (trace.endpos, SVvector (ent, origin));
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VectorCopy (SVvector (ent, velocity), original_velocity);
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numplanes = 0;
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}
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if (trace.fraction == 1)
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break; // moved the entire distance
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if (!trace.ent)
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Sys_Error ("SV_FlyMove: !trace.ent");
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if (trace.plane.normal[2] > 0.7) {
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blocked |= 1; // floor
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if (SV_EntCanSupportJump (trace.ent)) {
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SVfloat (ent, flags) = (int) SVfloat (ent, flags) |
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FL_ONGROUND;
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SVentity (ent, groundentity) = EDICT_TO_PROG (&sv_pr_state,
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trace.ent);
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}
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}
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if (!trace.plane.normal[2]) {
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blocked |= 2; // step
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if (steptrace)
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*steptrace = trace; // save for player extrafriction
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}
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// run the impact function
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SV_Impact (ent, trace.ent);
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if (ent->free)
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break; // removed by the impact function
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time_left -= time_left * trace.fraction;
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// cliped to another plane
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if (numplanes >= MAX_CLIP_PLANES) { // this shouldn't really happen
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VectorZero (SVvector (ent, velocity));
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return 3;
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}
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VectorCopy (trace.plane.normal, planes[numplanes]);
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numplanes++;
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// modify original_velocity so it parallels all of the clip planes
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for (i = 0; i < numplanes; i++) {
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ClipVelocity (original_velocity, planes[i], new_velocity, 1);
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for (j = 0; j < numplanes; j++)
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if (j != i) {
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if (DotProduct (new_velocity, planes[j]) < 0)
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break; // not ok
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}
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if (j == numplanes)
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break;
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}
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if (i != numplanes) { // go along this plane
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VectorCopy (new_velocity, SVvector (ent, velocity));
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} else { // go along the crease
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if (numplanes != 2) {
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VectorZero (SVvector (ent, velocity));
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return 7;
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}
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CrossProduct (planes[0], planes[1], dir);
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d = DotProduct (dir, SVvector (ent, velocity));
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VectorScale (dir, d, SVvector (ent, velocity));
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}
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// if original velocity is against the original velocity, stop dead
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// to avoid tiny occilations in sloping corners
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if (DotProduct (SVvector (ent, velocity), primal_velocity) <= 0) {
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VectorZero (SVvector (ent, velocity));
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return blocked;
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}
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}
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return blocked;
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}
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void
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SV_AddGravity (edict_t *ent)
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{
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float ent_grav;
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if (sv_fields.gravity != -1 && SVfloat (ent, gravity))
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ent_grav = SVfloat (ent, gravity);
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else
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ent_grav = 1.0;
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SVvector (ent, velocity)[2] -= ent_grav * sv_gravity->value * sv_frametime;
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SVdata (ent)->add_grav = true;
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}
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void
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SV_FinishGravity (edict_t *ent, vec3_t move)
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{
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float ent_grav;
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if (sv_fields.gravity != -1 && SVfloat (ent, gravity))
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ent_grav = SVfloat (ent, gravity);
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else
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ent_grav = 1.0;
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ent_grav *= sv_gravity->value;
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move[2] += ent_grav * sv_frametime * sv_frametime / 2;
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}
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/* PUSHMOVE */
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/*
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SV_PushEntity
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Does not change the entities velocity at all
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*/
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trace_t
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SV_PushEntity (edict_t *ent, vec3_t push, unsigned traceflags)
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{
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trace_t trace;
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vec3_t end;
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vec_t *e_origin, *e_mins, *e_maxs;
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int e_movetype, e_solid;
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e_origin = SVvector (ent, origin);
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e_mins = SVvector (ent, mins);
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e_maxs = SVvector (ent, maxs);
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e_movetype = SVfloat (ent, movetype);
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e_solid = SVfloat (ent, solid);
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VectorAdd (e_origin, push, end);
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if ((int) SVfloat (ent, flags) & FLQW_LAGGEDMOVE)
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traceflags |= MOVE_LAGGED;
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if (e_movetype == MOVETYPE_FLYMISSILE)
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traceflags |= MOVE_MISSILE;
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else if (e_solid == SOLID_TRIGGER || e_solid == SOLID_NOT)
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// clip against only bmodels
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traceflags |= MOVE_NOMONSTERS;
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else
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traceflags |= MOVE_NORMAL;
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trace = SV_Move (e_origin, e_mins, e_maxs, end, traceflags, ent);
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VectorCopy (trace.endpos, e_origin);
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SV_LinkEdict (ent, true);
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if (trace.ent)
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SV_Impact (ent, trace.ent);
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return trace;
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}
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static qboolean
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SV_Push (edict_t *pusher, const vec3_t tmove, const vec3_t amove)
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{
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float solid_save;
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int num_moved, i, e;
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edict_t *check, *block;
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edict_t **moved_edict;
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vec3_t move, org, org2;
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vec3_t mins, maxs, pushtorig, pushaorig;
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vec3_t *moved_from;
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vec3_t forward = {1, 0, 0};
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vec3_t left = {0, 1, 0};
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vec3_t up = {0, 0, 1};
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int mark;
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int c_flags, c_movetype, c_groundentity, c_solid;
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vec_t *c_absmin, *c_absmax, *c_origin, *c_angles, *c_mins, *c_maxs;
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vec_t *p_origin, *p_angles;
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VectorAdd (SVvector (pusher, absmin), tmove, mins);
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VectorAdd (SVvector (pusher, absmax), tmove, maxs);
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if (!VectorIsZero (amove)) {
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vec3_t a;
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VectorSubtract (vec3_origin, amove, a);
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AngleVectors (a, forward, left, up);
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VectorNegate (left, left); // AngleVectors is right-handed
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}
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p_origin = SVvector (pusher, origin);
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p_angles = SVvector (pusher, angles);
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VectorCopy (p_origin, pushtorig);
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VectorCopy (p_angles, pushaorig);
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// move the pusher to it's final position
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VectorAdd (p_origin, tmove, p_origin);
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VectorAdd (p_angles, amove, p_angles);
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SV_LinkEdict (pusher, false);
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mark = Hunk_LowMark ();
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moved_edict = Hunk_Alloc (sv.num_edicts * sizeof (edict_t *));
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moved_from = Hunk_Alloc (sv.num_edicts * sizeof (vec_t));
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// see if any solid entities are inside the final position
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num_moved = 0;
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check = NEXT_EDICT (&sv_pr_state, sv.edicts);
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for (e = 1; e < sv.num_edicts;
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e++, check = NEXT_EDICT (&sv_pr_state, check)) {
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if (check->free)
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continue;
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c_movetype = SVfloat (check, movetype);
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if (c_movetype == MOVETYPE_PUSH || c_movetype == MOVETYPE_NONE
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|| c_movetype == MOVETYPE_NOCLIP)
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continue;
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// If the entity is in another solid, it's not free to move. Make the
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// pusher non-solid to ensure it doesn't interfere with the check.
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solid_save = SVfloat (pusher, solid);
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SVfloat (pusher, solid) = SOLID_NOT;
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block = SV_TestEntityPosition (check);
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SVfloat (pusher, solid) = solid_save;
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if (block)
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continue;
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// if the entity is standing on the pusher, it will definately be moved
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c_flags = SVfloat (check, flags);
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c_groundentity = SVentity (check, groundentity);
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if (!(c_flags & FL_ONGROUND)
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|| PROG_TO_EDICT (&sv_pr_state, c_groundentity) != pusher) {
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// The entity is NOT standing on pusher, so check whether the
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// entity is inside the pusher's final position.
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// FIXME what if the pusher is moving so fast it skips past the
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// entity?
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c_absmin = SVvector (check, absmin);
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c_absmax = SVvector (check, absmax);
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if (VectorCompCompare (c_absmin, >=, maxs)
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|| VectorCompCompare (c_absmax, <=, mins))
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continue;
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if (!SV_TestEntityPosition (check))
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continue;
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// The pusher and entity collide, so push the entity.
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}
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// remove the onground flag for non-players
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if (c_movetype != MOVETYPE_WALK)
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SVfloat (check, flags) = c_flags & ~FL_ONGROUND;
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c_origin = SVvector (check, origin);
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VectorCopy (c_origin, moved_from[num_moved]);
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moved_edict[num_moved] = check;
|
|
num_moved++;
|
|
|
|
// calculate destination position
|
|
VectorSubtract (c_origin, p_origin, org);
|
|
org2[0] = DotProduct (org, forward);
|
|
org2[1] = DotProduct (org, left);
|
|
org2[2] = DotProduct (org, up);
|
|
VectorSubtract (org2, org, move);
|
|
VectorAdd (move, tmove, move);
|
|
|
|
// try moving the contacted entity
|
|
solid_save = SVfloat (pusher, solid);
|
|
SVfloat (pusher, solid) = SOLID_NOT;
|
|
SV_PushEntity (check, move, MOVE_NORMAL);
|
|
SVfloat (pusher, solid) = solid_save;
|
|
|
|
block = SV_TestEntityPosition (check);
|
|
if (!block) {
|
|
c_angles = SVvector (check, angles);
|
|
VectorAdd (c_angles, amove, c_angles);
|
|
continue;
|
|
}
|
|
// if it is still inside the pusher, block
|
|
c_mins = SVvector (check, mins);
|
|
c_maxs = SVvector (check, maxs);
|
|
c_solid = SVfloat (check, solid);
|
|
if (c_mins[0] == c_maxs[0]
|
|
|| c_solid == SOLID_NOT || c_solid == SOLID_TRIGGER) { // corpse
|
|
c_mins[0] = c_mins[1] = 0;
|
|
VectorCopy (c_mins, c_maxs);
|
|
SV_LinkEdict (check, false);
|
|
continue;
|
|
}
|
|
|
|
VectorCopy (pushtorig, p_origin);
|
|
VectorCopy (pushaorig, p_angles);
|
|
SV_LinkEdict (pusher, false);
|
|
|
|
// if the pusher has a "blocked" function, call it
|
|
// otherwise, just stay in place until the obstacle is gone
|
|
if (SVfunc (pusher, blocked))
|
|
sv_pr_blocked (pusher, check);
|
|
|
|
// move back any entities we already moved
|
|
for (i = 0; i < num_moved; i++) {
|
|
vec_t *m_origin = SVvector (moved_edict[i], origin);
|
|
vec_t *m_angles = SVvector (moved_edict[i], angles);
|
|
VectorCopy (moved_from[i], m_origin);
|
|
VectorSubtract (m_angles, amove, m_angles);
|
|
SV_LinkEdict (moved_edict[i], false);
|
|
}
|
|
Hunk_FreeToLowMark (mark);
|
|
return false;
|
|
}
|
|
Hunk_FreeToLowMark (mark);
|
|
return true;
|
|
}
|
|
|
|
static void
|
|
SV_PushMove (edict_t *pusher, float movetime)
|
|
{
|
|
vec3_t move;
|
|
vec3_t amove;
|
|
|
|
if (VectorIsZero (SVvector (pusher, velocity))
|
|
&& VectorIsZero (SVvector (pusher, avelocity))) {
|
|
SVfloat (pusher, ltime) += movetime;
|
|
return;
|
|
}
|
|
|
|
VectorScale (SVvector (pusher, velocity), movetime, move);
|
|
//FIXME finish gravity
|
|
VectorScale (SVvector (pusher, avelocity), movetime, amove);
|
|
|
|
if (SV_Push (pusher, move, amove))
|
|
SVfloat (pusher, ltime) += movetime;
|
|
}
|
|
|
|
static void
|
|
SV_Physics_Pusher (edict_t *ent)
|
|
{
|
|
float movetime, oldltime, thinktime;
|
|
float l;
|
|
vec3_t oldorg, move;
|
|
|
|
oldltime = SVfloat (ent, ltime);
|
|
|
|
thinktime = SVfloat (ent, nextthink);
|
|
if (thinktime < SVfloat (ent, ltime) + sv_frametime) {
|
|
movetime = thinktime - SVfloat (ent, ltime);
|
|
if (movetime < 0)
|
|
movetime = 0;
|
|
} else
|
|
movetime = sv_frametime;
|
|
|
|
if (movetime) {
|
|
SV_PushMove (ent, movetime); // advances SVfloat (ent, ltime) if not
|
|
// blocked
|
|
}
|
|
|
|
if (thinktime > oldltime && thinktime <= SVfloat (ent, ltime)) {
|
|
VectorCopy (SVvector (ent, origin), oldorg);
|
|
SVfloat (ent, nextthink) = 0;
|
|
*sv_globals.time = sv.time;
|
|
sv_pr_think (ent);
|
|
if (ent->free)
|
|
return;
|
|
VectorSubtract (SVvector (ent, origin), oldorg, move);
|
|
|
|
l = VectorLength (move);
|
|
if (l > (1.0 / 64.0)) {
|
|
VectorCopy (oldorg, SVvector (ent, origin));
|
|
SV_Push (ent, move, vec3_origin); //FIXME angle
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
SV_Physics_None
|
|
|
|
Non moving objects can only think
|
|
*/
|
|
static void
|
|
SV_Physics_None (edict_t *ent)
|
|
{
|
|
// regular thinking
|
|
if (SV_RunThink (ent))
|
|
SV_LinkEdict (ent, false);
|
|
}
|
|
|
|
/*
|
|
SV_Physics_Noclip
|
|
|
|
A moving object that doesn't obey physics
|
|
*/
|
|
static void
|
|
SV_Physics_Noclip (edict_t *ent)
|
|
{
|
|
// regular thinking
|
|
if (!SV_RunThink (ent))
|
|
return;
|
|
|
|
VectorMultAdd (SVvector (ent, angles), sv_frametime,
|
|
SVvector (ent, avelocity), SVvector (ent, angles));
|
|
VectorMultAdd (SVvector (ent, origin), sv_frametime,
|
|
SVvector (ent, velocity), SVvector (ent, origin));
|
|
|
|
SV_LinkEdict (ent, false);
|
|
}
|
|
|
|
/* TOSS / BOUNCE */
|
|
|
|
static 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;
|
|
}
|
|
}
|
|
|
|
/*
|
|
SV_Physics_Toss
|
|
|
|
Toss, bounce, and fly movement. When onground, do nothing.
|
|
*/
|
|
void
|
|
SV_Physics_Toss (edict_t *ent)
|
|
{
|
|
float backoff;
|
|
trace_t trace;
|
|
vec3_t move;
|
|
int fl;
|
|
|
|
// regular thinking
|
|
if (!SV_RunThink (ent))
|
|
return;
|
|
|
|
if (SVvector (ent, velocity)[2] > 0)
|
|
SVfloat (ent, flags) = (int) SVfloat (ent, flags) & ~FL_ONGROUND;
|
|
|
|
// 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);
|
|
|
|
// move angles
|
|
VectorMultAdd (SVvector (ent, angles), sv_frametime,
|
|
SVvector (ent, avelocity), SVvector (ent, angles));
|
|
|
|
// move origin
|
|
VectorScale (SVvector (ent, velocity), sv_frametime, move);
|
|
if (SVdata (ent)->add_grav) {
|
|
SVdata (ent)->add_grav = false;
|
|
SV_FinishGravity (ent, move);
|
|
}
|
|
|
|
fl = 0;
|
|
if (sv_antilag->int_val == 2)
|
|
fl |= MOVE_LAGGED;
|
|
trace = SV_PushEntity (ent, move, fl);
|
|
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) != MOVETYPE_BOUNCE) {
|
|
SVfloat (ent, flags) = (int) SVfloat (ent, flags) | FL_ONGROUND;
|
|
SVentity (ent, groundentity) = EDICT_TO_PROG (&sv_pr_state,
|
|
trace.ent);
|
|
VectorZero (SVvector (ent, velocity));
|
|
VectorZero (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.
|
|
FIXME: is this true?
|
|
*/
|
|
static void
|
|
SV_Physics_Step (edict_t *ent)
|
|
{
|
|
qboolean hitsound;
|
|
|
|
// 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, sv_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_ProgStartFrame (void)
|
|
{
|
|
// 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);
|
|
}
|
|
|
|
static void
|
|
SV_RunEntity (edict_t *ent)
|
|
{
|
|
if (sv_fields.lastruntime != -1) {
|
|
if (SVfloat (ent, lastruntime) == (float) sv.time)
|
|
return;
|
|
SVfloat (ent, lastruntime) = (float) sv.time;
|
|
}
|
|
SVdata (ent)->add_grav = false;
|
|
|
|
switch ((int) SVfloat (ent, movetype)) {
|
|
case MOVETYPE_PUSH:
|
|
SV_Physics_Pusher (ent);
|
|
break;
|
|
case MOVETYPE_NONE:
|
|
SV_Physics_None (ent);
|
|
break;
|
|
case MOVETYPE_NOCLIP:
|
|
SV_Physics_Noclip (ent);
|
|
break;
|
|
case MOVETYPE_STEP:
|
|
SV_Physics_Step (ent);
|
|
break;
|
|
case MOVETYPE_TOSS:
|
|
case MOVETYPE_BOUNCE:
|
|
case MOVETYPE_FLY:
|
|
case MOVETYPE_FLYMISSILE:
|
|
SV_Physics_Toss (ent);
|
|
break;
|
|
default:
|
|
Sys_Error ("SV_Physics: bad movetype %i",
|
|
(int) SVfloat (ent, movetype));
|
|
}
|
|
}
|
|
|
|
void
|
|
SV_RunNewmis (void)
|
|
{
|
|
edict_t *ent;
|
|
|
|
if (sv_fields.lastruntime == -1 || !sv_globals.newmis
|
|
|| !*sv_globals.newmis)
|
|
return;
|
|
ent = PROG_TO_EDICT (&sv_pr_state, *sv_globals.newmis);
|
|
sv_frametime = 0.05;
|
|
*sv_globals.newmis = 0;
|
|
|
|
SV_RunEntity (ent);
|
|
}
|
|
|
|
void
|
|
SV_Physics (void)
|
|
{
|
|
edict_t *ent;
|
|
int i;
|
|
|
|
SV_ProgStartFrame ();
|
|
|
|
// treat each object in turn
|
|
// even the world gets a chance to think
|
|
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) {
|
|
if (svs.phys_client)
|
|
svs.phys_client (ent, i);
|
|
continue;
|
|
}
|
|
|
|
SV_RunEntity (ent);
|
|
SV_RunNewmis ();
|
|
}
|
|
|
|
if (*sv_globals.force_retouch)
|
|
(*sv_globals.force_retouch)--;
|
|
|
|
if (sv_funcs.EndFrame) {
|
|
// let the progs know that the frame has ended
|
|
*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.EndFrame);
|
|
}
|
|
}
|