quakeforge/nq/source/sv_phys.c

943 lines
24 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/server.h"
#include "nq/include/sv_progs.h"
/*
pushmove objects do not obey gravity, and do not interact with each
other or trigger fields, but block normal movement and push normal
objects when they move.
onground is set for toss objects when they come to a complete rest. it
is set for steping or walking objects
doors, plats, etc are SOLID_BSP, and MOVETYPE_PUSH
bonus items are SOLID_TRIGGER touch, and MOVETYPE_TOSS
corpses are SOLID_NOT and MOVETYPE_TOSS
crates are SOLID_BBOX and MOVETYPE_TOSS
walking monsters are SOLID_SLIDEBOX and MOVETYPE_STEP
flying/floating monsters are SOLID_SLIDEBOX and MOVETYPE_FLY
solid_edge items clip against only bsp models.
*/
float sv_friction;
static cvar_t sv_friction_cvar = {
.name = "sv_friction",
.description =
"Sets the friction value for the players",
.default_value = "4",
.flags = CVAR_SERVERINFO,
.value = { .type = &cexpr_float, .value = &sv_friction },
};
float sv_gravity;
static cvar_t sv_gravity_cvar = {
.name = "sv_gravity",
.description =
"Sets the global value for the amount of gravity",
.default_value = "800",
.flags = CVAR_SERVERINFO,
.value = { .type = &cexpr_float, .value = &sv_gravity },
};
int sv_jump_any;
static cvar_t sv_jump_any_cvar = {
.name = "sv_jump_any",
.description =
"None",
.default_value = "1",
.flags = CVAR_NONE,
.value = { .type = &cexpr_int, .value = &sv_jump_any },
};
float sv_maxvelocity;
static cvar_t sv_maxvelocity_cvar = {
.name = "sv_maxvelocity",
.description =
"Sets the maximum velocity an object can travel",
.default_value = "2000",
.flags = CVAR_NONE,
.value = { .type = &cexpr_float, .value = &sv_maxvelocity },
};
float sv_stopspeed;
static cvar_t sv_stopspeed_cvar = {
.name = "sv_stopspeed",
.description =
"Sets the value that determines how fast the player should come to a "
"complete stop",
.default_value = "100",
.flags = CVAR_NONE,
.value = { .type = &cexpr_float, .value = &sv_stopspeed },
};
#define MOVE_EPSILON 0.01
#if 0
static void
SV_CheckAllEnts (void)
{
edict_t *check;
int e;
// see if any solid entities are inside the final position
check = NEXT_EDICT (&sv_pr_state, sv.edicts);
for (e = 1; e < sv.num_edicts;
e++, check = NEXT_EDICT (&sv_pr_state, check)) {
if (check->free)
continue;
if (SVfloat (check, movetype) == MOVETYPE_PUSH
|| SVfloat (check, movetype) == MOVETYPE_NONE
|| SVfloat (check, movetype) == MOVETYPE_NOCLIP)
continue;
if (SV_TestEntityPosition (check))
Sys_Printf ("entity in invalid position\n");
}
}
#endif
void
SV_CheckVelocity (edict_t *ent)
{
float wishspeed;
// bound velocity
#if 0
for (int i = 0; i < 3; i++) {
if (isnan (SVvector (ent, velocity)[i])) {
Sys_Printf ("Got a NaN velocity on %s\n",
PR_GetString (&sv_pr_state, SVstring (ent,
classname)));
SVvector (ent, velocity)[i] = 0;
}
if (isnan (SVvector (ent, origin)[i])) {
Sys_Printf ("Got a NaN origin on %s\n",
PR_GetString (&sv_pr_state, SVstring (ent,
classname)));
SVvector (ent, origin)[i] = 0;
}
}
#endif
wishspeed = VectorLength (SVvector (ent, velocity));
if (wishspeed > sv_maxvelocity) {
VectorScale (SVvector (ent, velocity), sv_maxvelocity /
wishspeed, SVvector (ent, velocity));
}
}
/*
SV_RunThink
Runs thinking code if time. There is some play in the exact time the think
function will be called, because it is called before any movement is done
in a frame. Not used for pushmove objects, because they must be exact.
Returns false if the entity removed itself.
*/
qboolean
SV_RunThink (edict_t *ent)
{
float thinktime;
do {
thinktime = SVfloat (ent, nextthink);
if (thinktime <= 0 || thinktime > sv.time + sv_frametime)
return true;
if (thinktime < sv.time)
thinktime = sv.time; // don't let things stay in the past.
// it is possible to start that way
// by a trigger with a local time.
SVfloat (ent, nextthink) = 0;
*sv_globals.time = thinktime;
sv_pr_think (ent);
if (ent->free)
return false;
} while (SVfloat (ent, nextthink) > thinktime);
return true;
}
/*
SV_Impact
Two entities have touched, so run their touch functions
*/
static void
SV_Impact (edict_t *e1, edict_t *e2)
{
int old_self, old_other;
old_self = *sv_globals.self;
old_other = *sv_globals.other;
*sv_globals.time = sv.time;
if (SVfunc (e1, touch) && SVfloat (e1, solid) != SOLID_NOT) {
sv_pr_touch (e1, e2);
}
if (SVfunc (e2, touch) && SVfloat (e2, solid) != SOLID_NOT) {
sv_pr_touch (e2, e1);
}
*sv_globals.self = old_self;
*sv_globals.other = old_other;
}
/*
ClipVelocity
Slide off of the impacting object
returns the blocked flags (1 = floor, 2 = step / wall)
*/
static int
ClipVelocity (vec3_t in, vec3_t normal, vec3_t out, float overbounce)
{
float backoff, change;
int i, blocked;
blocked = 0;
if (normal[2] > 0)
blocked |= 1; // floor
if (!normal[2])
blocked |= 2; // step
backoff = DotProduct (in, normal) * overbounce;
for (i = 0; i < 3; i++) {
change = normal[i] * backoff;
out[i] = in[i] - change;
if (out[i] > -STOP_EPSILON && out[i] < STOP_EPSILON)
out[i] = 0;
}
return blocked;
}
int
SV_EntCanSupportJump (edict_t *ent)
{
int solid = SVfloat (ent, solid);
if (solid == SOLID_BSP)
return 1;
if (!sv_jump_any)
return 0;
if (solid == SOLID_NOT || solid == SOLID_SLIDEBOX)
return 0;
return 1;
}
#define MAX_CLIP_PLANES 5
/*
SV_FlyMove
The basic solid body movement clip that slides along multiple planes
Returns the clipflags if the velocity was modified (hit something solid)
1 = floor
2 = wall / step
4 = dead stop
If steptrace is not NULL, the trace of any vertical wall hit will be stored
*/
int
SV_FlyMove (edict_t *ent, float time, trace_t *steptrace)
{
float d, time_left;
int blocked, bumpcount, numbumps, numplanes, i, j;
trace_t trace;
vec3_t dir, end;
vec3_t planes[MAX_CLIP_PLANES];
vec3_t primal_velocity, original_velocity, new_velocity;
numbumps = 4;
blocked = 0;
VectorCopy (SVvector (ent, velocity), original_velocity);
VectorCopy (SVvector (ent, velocity), primal_velocity);
numplanes = 0;
time_left = time;
for (bumpcount = 0; bumpcount < numbumps; bumpcount++) {
if (VectorIsZero (SVvector (ent, velocity)))
break;
VectorMultAdd (SVvector (ent, origin), time_left,
SVvector (ent, velocity), end);
if (SVdata (ent)->add_grav) {
SVdata (ent)->add_grav = false;
SV_FinishGravity (ent, end);
}
trace = SV_Move (SVvector (ent, origin), SVvector (ent, mins),
SVvector (ent, maxs), end, false, ent);
if (trace.allsolid) { // entity is trapped in another solid
VectorZero (SVvector (ent, velocity));
return 3;
}
if (trace.fraction > 0) { // actually covered some distance
VectorCopy (trace.endpos, SVvector (ent, origin));
VectorCopy (SVvector (ent, velocity), original_velocity);
numplanes = 0;
}
if (trace.fraction == 1)
break; // moved the entire distance
if (!trace.ent)
Sys_Error ("SV_FlyMove: !trace.ent");
if (trace.plane.normal[2] > 0.7) {
blocked |= 1; // floor
if (SV_EntCanSupportJump (trace.ent)) {
SVfloat (ent, flags) = (int) SVfloat (ent, flags) |
FL_ONGROUND;
SVentity (ent, groundentity) = EDICT_TO_PROG (&sv_pr_state,
trace.ent);
}
}
if (!trace.plane.normal[2]) {
blocked |= 2; // step
if (steptrace)
*steptrace = trace; // save for player extrafriction
}
// run the impact function
SV_Impact (ent, trace.ent);
if (ent->free)
break; // removed by the impact function
time_left -= time_left * trace.fraction;
// cliped to another plane
if (numplanes >= MAX_CLIP_PLANES) { // this shouldn't really happen
VectorZero (SVvector (ent, velocity));
return 3;
}
VectorCopy (trace.plane.normal, planes[numplanes]);
numplanes++;
// modify original_velocity so it parallels all of the clip planes
for (i = 0; i < numplanes; i++) {
ClipVelocity (original_velocity, planes[i], new_velocity, 1);
for (j = 0; j < numplanes; j++)
if (j != i) {
if (DotProduct (new_velocity, planes[j]) < 0)
break; // not ok
}
if (j == numplanes)
break;
}
if (i != numplanes) { // go along this plane
VectorCopy (new_velocity, SVvector (ent, velocity));
} else { // go along the crease
if (numplanes != 2) {
VectorZero (SVvector (ent, velocity));
return 7;
}
CrossProduct (planes[0], planes[1], dir);
d = DotProduct (dir, SVvector (ent, velocity));
VectorScale (dir, d, SVvector (ent, velocity));
}
// if original velocity is against the original velocity, stop dead
// to avoid tiny occilations in sloping corners
if (DotProduct (SVvector (ent, velocity), primal_velocity) <= 0) {
VectorZero (SVvector (ent, velocity));
return blocked;
}
}
return blocked;
}
void
SV_AddGravity (edict_t *ent)
{
float ent_grav;
if (sv_fields.gravity != -1 && SVfloat (ent, gravity))
ent_grav = SVfloat (ent, gravity);
else
ent_grav = 1.0;
SVvector (ent, velocity)[2] -= ent_grav * sv_gravity * sv_frametime;
SVdata (ent)->add_grav = true;
}
void
SV_FinishGravity (edict_t *ent, vec3_t move)
{
float ent_grav;
if (sv_fields.gravity != -1 && SVfloat (ent, gravity))
ent_grav = SVfloat (ent, gravity);
else
ent_grav = 1.0;
ent_grav *= sv_gravity;
move[2] += ent_grav * sv_frametime * sv_frametime / 2;
}
/* PUSHMOVE */
/*
SV_PushEntity
Does not change the entities velocity at all
*/
trace_t
SV_PushEntity (edict_t *ent, vec3_t push)
{
trace_t trace;
vec3_t end;
vec_t *e_origin, *e_mins, *e_maxs;
int e_movetype, e_solid;
e_origin = SVvector (ent, origin);
e_mins = SVvector (ent, mins);
e_maxs = SVvector (ent, maxs);
e_movetype = SVfloat (ent, movetype);
e_solid = SVfloat (ent, solid);
VectorAdd (e_origin, push, end);
if (e_movetype == MOVETYPE_FLYMISSILE)
trace = SV_Move (e_origin, e_mins, e_maxs, end, MOVE_MISSILE, ent);
else if (e_solid == SOLID_TRIGGER || e_solid == SOLID_NOT)
// clip against only bmodels
trace = SV_Move (e_origin, e_mins, e_maxs, end, MOVE_NOMONSTERS, ent);
else
trace = SV_Move (e_origin, e_mins, e_maxs, end, MOVE_NORMAL, ent);
VectorCopy (trace.endpos, e_origin);
SV_LinkEdict (ent, true);
if (trace.ent)
SV_Impact (ent, trace.ent);
return trace;
}
static qboolean
SV_Push (edict_t *pusher, const vec3_t tmove, const vec3_t amove)
{
float solid_save;
int num_moved, i;
edict_t *check, *block;
edict_t **moved_edict;
vec3_t move, org, org2;
vec3_t mins, maxs, pushtorig, pushaorig;
vec3_t *moved_from;
vec3_t forward = {1, 0, 0};
vec3_t left = {0, 1, 0};
vec3_t up = {0, 0, 1};
size_t mark;
int c_flags, c_movetype, c_groundentity, c_solid;
vec_t *c_absmin, *c_absmax, *c_origin, *c_angles, *c_mins, *c_maxs;
vec_t *p_origin, *p_angles;
VectorAdd (SVvector (pusher, absmin), tmove, mins);
VectorAdd (SVvector (pusher, absmax), tmove, maxs);
if (!VectorIsZero (amove)) {
vec3_t a;
VectorSubtract (vec3_origin, amove, a);
AngleVectors (a, forward, left, up);
VectorNegate (left, left); // AngleVectors is right-handed
}
p_origin = SVvector (pusher, origin);
p_angles = SVvector (pusher, angles);
VectorCopy (p_origin, pushtorig);
VectorCopy (p_angles, pushaorig);
// move the pusher to it's final position
VectorAdd (p_origin, tmove, p_origin);
VectorAdd (p_angles, amove, p_angles);
SV_LinkEdict (pusher, false);
mark = Hunk_LowMark (0);
moved_edict = Hunk_Alloc (0, sv.num_edicts * sizeof (edict_t *));
moved_from = Hunk_Alloc (0, sv.num_edicts * sizeof (vec_t));
// see if any solid entities are inside the final position
num_moved = 0;
check = NEXT_EDICT (&sv_pr_state, sv.edicts);
for (unsigned e = 1; e < sv.num_edicts;
e++, check = NEXT_EDICT (&sv_pr_state, check)) {
if (check->free)
continue;
c_movetype = SVfloat (check, movetype);
if (c_movetype == MOVETYPE_PUSH || c_movetype == MOVETYPE_NONE
|| c_movetype == MOVETYPE_NOCLIP)
continue;
// If the entity is in another solid, it's not free to move. Make the
// pusher non-solid to ensure it doesn't interfere with the check.
solid_save = SVfloat (pusher, solid);
SVfloat (pusher, solid) = SOLID_NOT;
block = SV_TestEntityPosition (check);
SVfloat (pusher, solid) = solid_save;
if (block)
continue;
// if the entity is standing on the pusher, it will definately be moved
c_flags = SVfloat (check, flags);
c_groundentity = SVentity (check, groundentity);
if (!(c_flags & FL_ONGROUND)
|| PROG_TO_EDICT (&sv_pr_state, c_groundentity) != pusher) {
// The entity is NOT standing on pusher, so check whether the
// entity is inside the pusher's final position.
// FIXME what if the pusher is moving so fast it skips past the
// entity?
c_absmin = SVvector (check, absmin);
c_absmax = SVvector (check, absmax);
if (VectorCompCompareAll (c_absmin, >=, maxs)
|| VectorCompCompareAll (c_absmax, <=, mins))
continue;
if (!SV_TestEntityPosition (check))
continue;
// The pusher and entity collide, so push the entity.
}
// remove the onground flag for non-players
if (c_movetype != MOVETYPE_WALK)
SVfloat (check, flags) = c_flags & ~FL_ONGROUND;
c_origin = SVvector (check, origin);
VectorCopy (c_origin, moved_from[num_moved]);
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);
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 (0, mark);
return false;
}
Hunk_FreeToLowMark (0, 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;
// 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);
}
trace = SV_PushEntity (ent, move);
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 * -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;
SV_ProgStartFrame ();
// treat each object in turn
// even the world gets a chance to think
ent = sv.edicts;
for (unsigned 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);
}
}
void
SV_Physics_Init_Cvars (void)
{
Cvar_Register (&sv_friction_cvar, Cvar_Info, &sv_friction);
Cvar_Register (&sv_gravity_cvar, Cvar_Info, &sv_gravity);
Cvar_Register (&sv_jump_any_cvar, 0, 0);
Cvar_Register (&sv_maxvelocity_cvar, 0, 0);
Cvar_Register (&sv_stopspeed_cvar, 0, 0);
}