mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-27 14:42:07 +00:00
1078 lines
28 KiB
C
1078 lines
28 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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static const char rcsid[] =
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"$Id$";
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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/console.h"
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#include "QF/cvar.h"
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#include "QF/sys.h"
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#include "host.h"
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#include "server.h"
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#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 other or trigger fields, but block normal movement and push normal objects when they move.
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onground is set for toss objects when they come to a complete rest. it 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 only clip against bsp models.
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*/
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cvar_t *sv_friction;
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cvar_t *sv_stopspeed;
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cvar_t *sv_gravity;
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cvar_t *sv_maxvelocity;
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cvar_t *sv_nostep;
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#define MOVE_EPSILON 0.01
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void SV_Physics_Toss (edict_t *ent);
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void
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SV_CheckAllEnts (void)
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{
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int e;
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edict_t *check;
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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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Con_Printf ("entity in invalid position\n");
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}
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}
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void
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SV_CheckVelocity (edict_t *ent)
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{
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int i;
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// bound velocity
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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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Con_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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Con_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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if (SVvector (ent, velocity)[i] > sv_maxvelocity->value)
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SVvector (ent, velocity)[i] = sv_maxvelocity->value;
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else if (SVvector (ent, velocity)[i] < -sv_maxvelocity->value)
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SVvector (ent, velocity)[i] = -sv_maxvelocity->value;
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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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thinktime = SVfloat (ent, nextthink);
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if (thinktime <= 0 || thinktime > sv.time + host_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_globals.self = EDICT_TO_PROG (&sv_pr_state, ent);
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*sv_globals.other =
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EDICT_TO_PROG (&sv_pr_state, sv.edicts);
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PR_ExecuteProgram (&sv_pr_state, SVfunc (ent, think));
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return !ent->free;
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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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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_globals.self = EDICT_TO_PROG (&sv_pr_state, e1);
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*sv_globals.other = EDICT_TO_PROG (&sv_pr_state, e2);
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PR_ExecuteProgram (&sv_pr_state, SVfunc (e1, touch));
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}
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if (SVfunc (e2, touch) && SVfloat (e2, solid) != SOLID_NOT) {
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*sv_globals.self = EDICT_TO_PROG (&sv_pr_state, e2);
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*sv_globals.other = EDICT_TO_PROG (&sv_pr_state, e1);
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PR_ExecuteProgram (&sv_pr_state, SVfunc (e2, touch));
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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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#define STOP_EPSILON 0.1
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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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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;
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float 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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#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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int blocked, bumpcount, numbumps, numplanes, i, j;
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float d, time_left;
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vec3_t dir, end, primal_velocity, original_velocity, new_velocity;
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vec3_t planes[MAX_CLIP_PLANES];
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trace_t trace;
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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 (!SVvector (ent, velocity)[0] && !SVvector (ent, velocity)[1]
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&& !SVvector (ent, velocity)[2])
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break;
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for (i = 0; i < 3; i++)
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end[i] = SVvector (ent, origin)[i] + time_left *
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SVvector (ent, velocity)[i];
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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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VectorCopy (vec3_origin, 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 (SVfloat (trace.ent, solid) == SOLID_BSP) {
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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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VectorCopy (vec3_origin, 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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// Con_Printf ("clip velocity, numplanes == %i\n",numplanes);
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VectorCopy (vec3_origin, 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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VectorCopy (vec3_origin, 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_gravity;
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pr_type_t *val;
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val = GetEdictFieldValue (&sv_pr_state, ent, "gravity");
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if (val && val->float_var)
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ent_gravity = val->float_var;
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else
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ent_gravity = 1.0;
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SVvector (ent, velocity)[2] -= ent_gravity * sv_gravity->value * host_frametime;
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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)
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{
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vec3_t end;
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trace_t trace;
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VectorAdd (SVvector (ent, origin), push, end);
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if (SVfloat (ent, movetype) == MOVETYPE_FLYMISSILE)
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trace = SV_Move (SVvector (ent, origin), SVvector (ent, mins),
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SVvector (ent, maxs), end, MOVE_MISSILE, ent);
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else if (SVfloat (ent, solid) == SOLID_TRIGGER || SVfloat (ent, solid) ==
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SOLID_NOT)
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// only clip against bmodels
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trace = SV_Move (SVvector (ent, origin), SVvector (ent, mins),
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SVvector (ent, maxs), end, MOVE_NOMONSTERS, ent);
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else
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trace = SV_Move (SVvector (ent, origin), SVvector (ent, mins),
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SVvector (ent, maxs), end, MOVE_NORMAL, ent);
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VectorCopy (trace.endpos, SVvector (ent, 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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void
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SV_PushMove (edict_t *pusher, float movetime)
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{
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int i, e, num_moved;
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edict_t *check, *block;
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edict_t *moved_edict[MAX_EDICTS];
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vec3_t entorig, pushorig, mins, maxs, move;
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vec3_t moved_from[MAX_EDICTS];
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if (!SVvector (pusher, velocity)[0] && !SVvector (pusher, velocity)[1]
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&& !SVvector (pusher, velocity)[2]) {
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SVfloat (pusher, ltime) += movetime;
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return;
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}
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for (i = 0; i < 3; i++) {
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move[i] = SVvector (pusher, velocity)[i] * movetime;
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mins[i] = SVvector (pusher, absmin)[i] + move[i];
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maxs[i] = SVvector (pusher, absmax)[i] + move[i];
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}
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VectorCopy (SVvector (pusher, origin), pushorig);
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// move the pusher to it's final position
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VectorAdd (SVvector (pusher, origin), move, SVvector (pusher, origin));
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SVfloat (pusher, ltime) += movetime;
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SV_LinkEdict (pusher, false);
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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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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 the entity is standing on the pusher, it will definately be moved
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if (!(((int) SVfloat (check, flags) & FL_ONGROUND)
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&& PROG_TO_EDICT (&sv_pr_state,
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SVentity (check, groundentity)) == pusher)) {
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if (SVvector (check, absmin)[0] >= maxs[0]
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|| SVvector (check, absmin)[1] >= maxs[1]
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|| SVvector (check, absmin)[2] >= maxs[2]
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|| SVvector (check, absmax)[0] <= mins[0]
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|| SVvector (check, absmax)[1] <= mins[1]
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|| SVvector (check, absmax)[2] <= mins[2])
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continue;
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// see if the ent's bbox is inside the pusher's final position
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if (!SV_TestEntityPosition (check))
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continue;
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}
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// remove the onground flag for non-players
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if (SVfloat (check, movetype) != MOVETYPE_WALK)
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SVfloat (check, flags) = (int) SVfloat (check, flags) &
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~FL_ONGROUND;
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VectorCopy (SVvector (check, origin), entorig);
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VectorCopy (SVvector (check, origin), moved_from[num_moved]);
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moved_edict[num_moved] = check;
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num_moved++;
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// try moving the contacted entity
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SVfloat (pusher, solid) = SOLID_NOT;
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SV_PushEntity (check, move);
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SVfloat (pusher, solid) = SOLID_BSP;
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// if it is still inside the pusher, block
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block = SV_TestEntityPosition (check);
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if (block) { // fail the move
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if (SVvector (check, mins)[0] == SVvector (check, maxs)[0])
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continue;
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if (SVfloat (check, solid) == SOLID_NOT || SVfloat (check, solid)
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== SOLID_TRIGGER) { // corpse
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SVvector (check, mins)[0] = SVvector (check, mins)[1] = 0;
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VectorCopy (SVvector (check, mins), SVvector (check, maxs));
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continue;
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}
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VectorCopy (entorig, SVvector (check, origin));
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SV_LinkEdict (check, true);
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VectorCopy (pushorig, SVvector (pusher, origin));
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SV_LinkEdict (pusher, false);
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SVfloat (pusher, ltime) -= movetime;
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// if the pusher has a "blocked" function, call it
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// otherwise, just stay in place until the obstacle is gone
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if (SVfunc (pusher, blocked)) {
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*sv_globals.self =
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EDICT_TO_PROG (&sv_pr_state, pusher);
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*sv_globals.other =
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EDICT_TO_PROG (&sv_pr_state, check);
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PR_ExecuteProgram (&sv_pr_state, SVfunc (pusher, blocked));
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}
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// move back any entities we already moved
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for (i = 0; i < num_moved; i++) {
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VectorCopy (moved_from[i], SVvector (moved_edict[i], origin));
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SV_LinkEdict (moved_edict[i], false);
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}
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return;
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}
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}
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}
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void
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SV_Physics_Pusher (edict_t *ent)
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{
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float movetime, oldltime, thinktime;
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oldltime = SVfloat (ent, ltime);
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|
thinktime = SVfloat (ent, nextthink);
|
|
if (thinktime < SVfloat (ent, ltime) + host_frametime) {
|
|
movetime = thinktime - SVfloat (ent, ltime);
|
|
if (movetime < 0)
|
|
movetime = 0;
|
|
} else
|
|
movetime = host_frametime;
|
|
|
|
if (movetime) {
|
|
SV_PushMove (ent, movetime); // advances SVfloat (ent, ltime)
|
|
// if not blocked
|
|
}
|
|
|
|
if (thinktime > oldltime && thinktime <= SVfloat (ent, ltime)) {
|
|
SVfloat (ent, nextthink) = 0;
|
|
*sv_globals.time = sv.time;
|
|
*sv_globals.self = EDICT_TO_PROG (&sv_pr_state, ent);
|
|
*sv_globals.other =
|
|
EDICT_TO_PROG (&sv_pr_state, sv.edicts);
|
|
PR_ExecuteProgram (&sv_pr_state, SVfunc (ent, think));
|
|
if (ent->free)
|
|
return;
|
|
}
|
|
|
|
}
|
|
|
|
// CLIENT MOVEMENT ============================================================
|
|
|
|
/*
|
|
SV_CheckStuck
|
|
|
|
This is a big hack to try and fix the rare case of getting stuck in the world
|
|
clipping hull.
|
|
*/
|
|
void
|
|
SV_CheckStuck (edict_t *ent)
|
|
{
|
|
int i, j, z;
|
|
vec3_t org;
|
|
|
|
if (!SV_TestEntityPosition (ent)) {
|
|
VectorCopy (SVvector (ent, origin), SVvector (ent, oldorigin));
|
|
return;
|
|
}
|
|
|
|
VectorCopy (SVvector (ent, origin), org);
|
|
VectorCopy (SVvector (ent, oldorigin), SVvector (ent, origin));
|
|
if (!SV_TestEntityPosition (ent)) {
|
|
Con_DPrintf ("Unstuck.\n");
|
|
SV_LinkEdict (ent, true);
|
|
return;
|
|
}
|
|
|
|
for (z = 0; z < 18; z++)
|
|
for (i = -1; i <= 1; i++)
|
|
for (j = -1; j <= 1; j++) {
|
|
SVvector (ent, origin)[0] = org[0] + i;
|
|
SVvector (ent, origin)[1] = org[1] + j;
|
|
SVvector (ent, origin)[2] = org[2] + z;
|
|
if (!SV_TestEntityPosition (ent)) {
|
|
Con_DPrintf ("Unstuck.\n");
|
|
SV_LinkEdict (ent, true);
|
|
return;
|
|
}
|
|
}
|
|
|
|
VectorCopy (org, SVvector (ent, origin));
|
|
Con_DPrintf ("player is stuck.\n");
|
|
}
|
|
|
|
qboolean
|
|
SV_CheckWater (edict_t *ent)
|
|
{
|
|
int cont;
|
|
vec3_t point;
|
|
|
|
point[0] = SVvector (ent, origin)[0];
|
|
point[1] = SVvector (ent, origin)[1];
|
|
point[2] = SVvector (ent, origin)[2] + SVvector (ent, mins)[2] + 1;
|
|
|
|
SVfloat (ent, waterlevel) = 0;
|
|
SVfloat (ent, watertype) = CONTENTS_EMPTY;
|
|
cont = SV_PointContents (point);
|
|
if (cont <= CONTENTS_WATER) {
|
|
SVfloat (ent, watertype) = cont;
|
|
SVfloat (ent, waterlevel) = 1;
|
|
point[2] = SVvector (ent, origin)[2] + (SVvector (ent, mins)[2] +
|
|
SVvector (ent, maxs)[2]) * 0.5;
|
|
cont = SV_PointContents (point);
|
|
if (cont <= CONTENTS_WATER) {
|
|
SVfloat (ent, waterlevel) = 2;
|
|
point[2] = SVvector (ent, origin)[2] + SVvector (ent, view_ofs)[2];
|
|
cont = SV_PointContents (point);
|
|
if (cont <= CONTENTS_WATER)
|
|
SVfloat (ent, waterlevel) = 3;
|
|
}
|
|
}
|
|
|
|
return SVfloat (ent, waterlevel) > 1;
|
|
}
|
|
|
|
void
|
|
SV_WallFriction (edict_t *ent, trace_t *trace)
|
|
{
|
|
float d, i;
|
|
vec3_t forward, right, up, into, side;
|
|
|
|
AngleVectors (SVvector (ent, v_angle), forward, right, up);
|
|
d = DotProduct (trace->plane.normal, forward);
|
|
|
|
d += 0.5;
|
|
if (d >= 0)
|
|
return;
|
|
|
|
// cut the tangential velocity
|
|
i = DotProduct (trace->plane.normal, SVvector (ent, velocity));
|
|
VectorScale (trace->plane.normal, i, into);
|
|
VectorSubtract (SVvector (ent, velocity), into, side);
|
|
|
|
SVvector (ent, velocity)[0] = side[0] * (1 + d);
|
|
SVvector (ent, velocity)[1] = side[1] * (1 + d);
|
|
}
|
|
|
|
/*
|
|
SV_TryUnstick
|
|
|
|
Player has come to a dead stop, possibly due to the problem with limited
|
|
float precision at some angle joins in the BSP hull.
|
|
|
|
Try fixing by pushing one pixel in each direction.
|
|
|
|
This is a hack, but in the interest of good gameplay...
|
|
*/
|
|
int
|
|
SV_TryUnstick (edict_t *ent, vec3_t oldvel)
|
|
{
|
|
int i, clip;
|
|
vec3_t dir, oldorg;
|
|
trace_t steptrace;
|
|
|
|
VectorCopy (SVvector (ent, origin), oldorg);
|
|
VectorCopy (vec3_origin, dir);
|
|
|
|
for (i = 0; i < 8; i++) {
|
|
// try pushing a little in an axial direction
|
|
switch (i) {
|
|
case 0:
|
|
dir[0] = 2;
|
|
dir[1] = 0;
|
|
break;
|
|
case 1:
|
|
dir[0] = 0;
|
|
dir[1] = 2;
|
|
break;
|
|
case 2:
|
|
dir[0] = -2;
|
|
dir[1] = 0;
|
|
break;
|
|
case 3:
|
|
dir[0] = 0;
|
|
dir[1] = -2;
|
|
break;
|
|
case 4:
|
|
dir[0] = 2;
|
|
dir[1] = 2;
|
|
break;
|
|
case 5:
|
|
dir[0] = -2;
|
|
dir[1] = 2;
|
|
break;
|
|
case 6:
|
|
dir[0] = 2;
|
|
dir[1] = -2;
|
|
break;
|
|
case 7:
|
|
dir[0] = -2;
|
|
dir[1] = -2;
|
|
break;
|
|
}
|
|
|
|
SV_PushEntity (ent, dir);
|
|
|
|
// retry the original move
|
|
SVvector (ent, velocity)[0] = oldvel[0];
|
|
SVvector (ent, velocity)[1] = oldvel[1];
|
|
SVvector (ent, velocity)[2] = 0;
|
|
clip = SV_FlyMove (ent, 0.1, &steptrace);
|
|
|
|
if (fabs (oldorg[1] - SVvector (ent, origin)[1]) > 4
|
|
|| fabs (oldorg[0] - SVvector (ent, origin)[0]) > 4) {
|
|
// Con_DPrintf ("unstuck!\n");
|
|
return clip;
|
|
}
|
|
// go back to the original pos and try again
|
|
VectorCopy (oldorg, SVvector (ent, origin));
|
|
}
|
|
|
|
VectorCopy (vec3_origin, SVvector (ent, velocity));
|
|
return 7; // still not moving
|
|
}
|
|
|
|
#define STEPSIZE 18
|
|
|
|
/*
|
|
SV_WalkMove
|
|
|
|
Only used by players
|
|
*/
|
|
void
|
|
SV_WalkMove (edict_t *ent)
|
|
{
|
|
int clip, oldonground;
|
|
vec3_t upmove, downmove, nosteporg, nostepvel, oldorg, oldvel;
|
|
trace_t steptrace, downtrace;
|
|
|
|
// do a regular slide move unless it looks like you ran into a step
|
|
oldonground = (int) SVfloat (ent, flags) & FL_ONGROUND;
|
|
SVfloat (ent, flags) = (int) SVfloat (ent, flags) & ~FL_ONGROUND;
|
|
|
|
VectorCopy (SVvector (ent, origin), oldorg);
|
|
VectorCopy (SVvector (ent, velocity), oldvel);
|
|
|
|
clip = SV_FlyMove (ent, host_frametime, &steptrace);
|
|
|
|
if (!(clip & 2))
|
|
return; // move didn't block on a step
|
|
|
|
if (!oldonground && SVfloat (ent, waterlevel) == 0)
|
|
return; // don't stair up while jumping
|
|
|
|
if (SVfloat (ent, movetype) != MOVETYPE_WALK)
|
|
return; // gibbed by a trigger
|
|
|
|
if (sv_nostep->int_val)
|
|
return;
|
|
|
|
if ((int) SVfloat (sv_player, flags) & FL_WATERJUMP)
|
|
return;
|
|
|
|
VectorCopy (SVvector (ent, origin), nosteporg);
|
|
VectorCopy (SVvector (ent, velocity), nostepvel);
|
|
|
|
// try moving up and forward to go up a step
|
|
VectorCopy (oldorg, SVvector (ent, origin)); // back to start pos
|
|
VectorCopy (vec3_origin, upmove);
|
|
VectorCopy (vec3_origin, downmove);
|
|
upmove[2] = STEPSIZE;
|
|
downmove[2] = -STEPSIZE + oldvel[2] * host_frametime;
|
|
|
|
// move up
|
|
SV_PushEntity (ent, upmove); // FIXME: don't link?
|
|
|
|
// move forward
|
|
SVvector (ent, velocity)[0] = oldvel[0];
|
|
SVvector (ent, velocity)[1] = oldvel[1];
|
|
SVvector (ent, velocity)[2] = 0;
|
|
clip = SV_FlyMove (ent, host_frametime, &steptrace);
|
|
|
|
// check for stuckness, possibly due to the limited precision of floats
|
|
// in the clipping hulls
|
|
if (clip) {
|
|
if (fabs (oldorg[1] - SVvector (ent, origin)[1]) < 0.03125
|
|
&& fabs (oldorg[0] - SVvector (ent, origin)[0]) < 0.03125) {
|
|
// stepping up didn't make any progress
|
|
clip = SV_TryUnstick (ent, oldvel);
|
|
}
|
|
}
|
|
// extra friction based on view angle
|
|
if (clip & 2)
|
|
SV_WallFriction (ent, &steptrace);
|
|
|
|
// move down
|
|
downtrace = SV_PushEntity (ent, downmove); // FIXME: don't link?
|
|
|
|
if (downtrace.plane.normal[2] > 0.7) {
|
|
if (SVfloat (ent, solid) == SOLID_BSP) {
|
|
SVfloat (ent, flags) = (int) SVfloat (ent, flags) | FL_ONGROUND;
|
|
SVfloat (ent, groundentity) = EDICT_TO_PROG (&sv_pr_state,
|
|
downtrace.ent);
|
|
}
|
|
} else {
|
|
// if the push down didn't end up on good ground, use the move without
|
|
// the step up. This happens near wall / slope combinations, and can
|
|
// cause the player to hop up higher on a slope too steep to climb
|
|
VectorCopy (nosteporg, SVvector (ent, origin));
|
|
VectorCopy (nostepvel, SVvector (ent, velocity));
|
|
}
|
|
}
|
|
|
|
/*
|
|
SV_Physics_Client
|
|
|
|
Player character actions
|
|
*/
|
|
void
|
|
SV_Physics_Client (edict_t *ent, int num)
|
|
{
|
|
if (!svs.clients[num - 1].active)
|
|
return; // unconnected slot
|
|
|
|
// call standard client pre-think
|
|
*sv_globals.time = sv.time;
|
|
*sv_globals.self = EDICT_TO_PROG (&sv_pr_state, ent);
|
|
PR_ExecuteProgram (&sv_pr_state,
|
|
sv_funcs.PlayerPreThink);
|
|
|
|
// do a move
|
|
SV_CheckVelocity (ent);
|
|
|
|
// decide which move function to call
|
|
switch ((int) SVfloat (ent, movetype)) {
|
|
case MOVETYPE_NONE:
|
|
if (!SV_RunThink (ent))
|
|
return;
|
|
break;
|
|
|
|
case MOVETYPE_WALK:
|
|
if (!SV_RunThink (ent))
|
|
return;
|
|
if (!SV_CheckWater (ent) && !((int) SVfloat (ent, flags) &
|
|
FL_WATERJUMP))
|
|
SV_AddGravity (ent);
|
|
SV_CheckStuck (ent);
|
|
SV_WalkMove (ent);
|
|
break;
|
|
|
|
case MOVETYPE_TOSS:
|
|
case MOVETYPE_BOUNCE:
|
|
SV_Physics_Toss (ent);
|
|
break;
|
|
|
|
case MOVETYPE_FLY:
|
|
if (!SV_RunThink (ent))
|
|
return;
|
|
SV_FlyMove (ent, host_frametime, NULL);
|
|
break;
|
|
|
|
case MOVETYPE_NOCLIP:
|
|
if (!SV_RunThink (ent))
|
|
return;
|
|
VectorMA (SVvector (ent, origin), host_frametime, SVvector (ent, velocity),
|
|
SVvector (ent, origin));
|
|
break;
|
|
|
|
default:
|
|
Sys_Error ("SV_Physics_client: bad movetype %i",
|
|
(int) SVfloat (ent, movetype));
|
|
}
|
|
|
|
// call standard player post-think
|
|
SV_LinkEdict (ent, true);
|
|
|
|
*sv_globals.time = sv.time;
|
|
*sv_globals.self = EDICT_TO_PROG (&sv_pr_state, ent);
|
|
PR_ExecuteProgram (&sv_pr_state,
|
|
sv_funcs.PlayerPostThink);
|
|
}
|
|
|
|
/*
|
|
SV_Physics_None
|
|
|
|
Non moving objects can only think
|
|
*/
|
|
void
|
|
SV_Physics_None (edict_t *ent)
|
|
{
|
|
// regular thinking
|
|
SV_RunThink (ent);
|
|
}
|
|
|
|
/*
|
|
SV_Physics_Noclip
|
|
|
|
A moving object that doesn't obey physics
|
|
*/
|
|
void
|
|
SV_Physics_Noclip (edict_t *ent)
|
|
{
|
|
// regular thinking
|
|
if (!SV_RunThink (ent))
|
|
return;
|
|
|
|
VectorMA (SVvector (ent, angles), host_frametime,
|
|
SVvector (ent, avelocity), SVvector (ent, angles));
|
|
VectorMA (SVvector (ent, origin), host_frametime, SVvector (ent, velocity),
|
|
SVvector (ent, origin));
|
|
|
|
SV_LinkEdict (ent, false);
|
|
}
|
|
|
|
// TOSS / BOUNCE ==============================================================
|
|
|
|
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 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
|
|
VectorMA (SVvector (ent, angles), host_frametime,
|
|
SVvector (ent, avelocity), SVvector (ent, angles));
|
|
|
|
// move origin
|
|
VectorScale (SVvector (ent, velocity), host_frametime, 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);
|
|
VectorCopy (vec3_origin, SVvector (ent, velocity));
|
|
VectorCopy (vec3_origin, 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.
|
|
*/
|
|
void
|
|
SV_Physics_Step (edict_t *ent)
|
|
{
|
|
qboolean hitsound;
|
|
|
|
// freefall if not onground
|
|
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, host_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_Physics (void)
|
|
{
|
|
int i;
|
|
edict_t *ent;
|
|
|
|
// 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);
|
|
|
|
// SV_CheckAllEnts ();
|
|
|
|
// treat each object in turn
|
|
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)
|
|
SV_Physics_Client (ent, i);
|
|
else if (SVfloat (ent, movetype) == MOVETYPE_PUSH)
|
|
SV_Physics_Pusher (ent);
|
|
else if (SVfloat (ent, movetype) == MOVETYPE_NONE)
|
|
SV_Physics_None (ent);
|
|
else if (SVfloat (ent, movetype) == MOVETYPE_NOCLIP)
|
|
SV_Physics_Noclip (ent);
|
|
else if (SVfloat (ent, movetype) == MOVETYPE_STEP)
|
|
SV_Physics_Step (ent);
|
|
else if (SVfloat (ent, movetype) == MOVETYPE_TOSS
|
|
|| SVfloat (ent, movetype) == MOVETYPE_BOUNCE
|
|
|| SVfloat (ent, movetype) == MOVETYPE_FLY
|
|
|| SVfloat (ent, movetype) == MOVETYPE_FLYMISSILE)
|
|
SV_Physics_Toss (ent);
|
|
else
|
|
Sys_Error ("SV_Physics: bad movetype %i",
|
|
(int) SVfloat (ent, movetype));
|
|
}
|
|
|
|
if (*sv_globals.force_retouch)
|
|
(*sv_globals.force_retouch)--;
|
|
|
|
sv.time += host_frametime;
|
|
}
|