mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-11 07:42:18 +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 The vc project files have been removed since those versions are way out of date and quakeforge is pretty much dependent on gcc now anyway.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).
374 lines
9 KiB
C
374 lines
9 KiB
C
/*
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sv_phys.c
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@description@
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#include "QF/cvar.h"
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#include "QF/sys.h"
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#include "world.h"
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#include "nq/include/host.h"
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#include "nq/include/server.h"
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#include "nq/include/sv_progs.h"
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#define sv_frametime host_frametime
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cvar_t *sv_nostep;
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// CLIENT MOVEMENT ============================================================
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/*
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SV_CheckStuck
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This is a big hack to try and fix the rare case of getting stuck in the world
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clipping hull.
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*/
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static void
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SV_CheckStuck (edict_t *ent)
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{
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int i, j, z;
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vec3_t org;
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if (!SV_TestEntityPosition (ent)) {
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VectorCopy (SVvector (ent, origin), SVvector (ent, oldorigin));
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return;
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}
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VectorCopy (SVvector (ent, origin), org);
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VectorCopy (SVvector (ent, oldorigin), SVvector (ent, origin));
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if (!SV_TestEntityPosition (ent)) {
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Sys_MaskPrintf (SYS_DEV, "Unstuck.\n");
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SV_LinkEdict (ent, true);
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return;
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}
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for (z = 0; z < 18; z++)
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for (i = -1; i <= 1; i++)
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for (j = -1; j <= 1; j++) {
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SVvector (ent, origin)[0] = org[0] + i;
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SVvector (ent, origin)[1] = org[1] + j;
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SVvector (ent, origin)[2] = org[2] + z;
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if (!SV_TestEntityPosition (ent)) {
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Sys_MaskPrintf (SYS_DEV, "Unstuck.\n");
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SV_LinkEdict (ent, true);
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return;
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}
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}
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VectorCopy (org, SVvector (ent, origin));
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Sys_MaskPrintf (SYS_DEV, "player is stuck.\n");
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}
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static qboolean
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SV_CheckWater (edict_t *ent)
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{
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int cont;
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vec3_t point;
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point[0] = SVvector (ent, origin)[0];
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point[1] = SVvector (ent, origin)[1];
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point[2] = SVvector (ent, origin)[2] + SVvector (ent, mins)[2] + 1;
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SVfloat (ent, waterlevel) = 0;
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SVfloat (ent, watertype) = CONTENTS_EMPTY;
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cont = SV_PointContents (point);
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if (cont <= CONTENTS_WATER) {
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SVfloat (ent, watertype) = cont;
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SVfloat (ent, waterlevel) = 1;
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point[2] = SVvector (ent, origin)[2] + (SVvector (ent, mins)[2] +
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SVvector (ent, maxs)[2]) * 0.5;
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cont = SV_PointContents (point);
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if (cont <= CONTENTS_WATER) {
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SVfloat (ent, waterlevel) = 2;
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point[2] = SVvector (ent, origin)[2] + SVvector (ent, view_ofs)[2];
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cont = SV_PointContents (point);
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if (cont <= CONTENTS_WATER)
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SVfloat (ent, waterlevel) = 3;
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}
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}
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return SVfloat (ent, waterlevel) > 1;
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}
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static void
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SV_WallFriction (edict_t *ent, trace_t *trace)
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{
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float d, i;
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vec3_t forward, right, up, into, side;
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AngleVectors (SVvector (ent, v_angle), forward, right, up);
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d = DotProduct (trace->plane.normal, forward);
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d += 0.5;
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if (d >= 0)
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return;
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// cut the tangential velocity
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i = DotProduct (trace->plane.normal, SVvector (ent, velocity));
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VectorScale (trace->plane.normal, i, into);
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VectorSubtract (SVvector (ent, velocity), into, side);
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SVvector (ent, velocity)[0] = side[0] * (1 + d);
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SVvector (ent, velocity)[1] = side[1] * (1 + d);
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}
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/*
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SV_TryUnstick
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Player has come to a dead stop, possibly due to the problem with limited
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float precision at some angle joins in the BSP hull.
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Try fixing by pushing one pixel in each direction.
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This is a hack, but in the interest of good gameplay...
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*/
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static int
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SV_TryUnstick (edict_t *ent, vec3_t oldvel)
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{
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int i, clip;
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vec3_t dir, oldorg;
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trace_t steptrace;
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VectorCopy (SVvector (ent, origin), oldorg);
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VectorZero (dir);
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for (i = 0; i < 8; i++) {
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// try pushing a little in an axial direction
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switch (i) {
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case 0:
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dir[0] = 2;
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dir[1] = 0;
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break;
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case 1:
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dir[0] = 0;
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dir[1] = 2;
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break;
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case 2:
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dir[0] = -2;
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dir[1] = 0;
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break;
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case 3:
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dir[0] = 0;
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dir[1] = -2;
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break;
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case 4:
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dir[0] = 2;
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dir[1] = 2;
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break;
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case 5:
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dir[0] = -2;
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dir[1] = 2;
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break;
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case 6:
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dir[0] = 2;
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dir[1] = -2;
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break;
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case 7:
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dir[0] = -2;
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dir[1] = -2;
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break;
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}
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SV_PushEntity (ent, dir);
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// retry the original move
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SVvector (ent, velocity)[0] = oldvel[0];
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SVvector (ent, velocity)[1] = oldvel[1];
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SVvector (ent, velocity)[2] = 0;
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clip = SV_FlyMove (ent, 0.1, &steptrace);
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if (fabs (oldorg[1] - SVvector (ent, origin)[1]) > 4
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|| fabs (oldorg[0] - SVvector (ent, origin)[0]) > 4) {
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// Sys_MaskPrintf (SYS_DEV, "unstuck!\n");
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return clip;
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}
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// go back to the original pos and try again
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VectorCopy (oldorg, SVvector (ent, origin));
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}
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VectorZero (SVvector (ent, velocity));
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return 7; // still not moving
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}
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#define STEPSIZE 18
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/*
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SV_WalkMove
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Used only by players
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*/
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static void
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SV_WalkMove (edict_t *ent)
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{
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int clip, oldonground;
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vec3_t upmove, downmove, nosteporg, nostepvel, oldorg, oldvel;
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trace_t steptrace, downtrace;
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// do a regular slide move unless it looks like you ran into a step
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oldonground = (int) SVfloat (ent, flags) & FL_ONGROUND;
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SVfloat (ent, flags) = (int) SVfloat (ent, flags) & ~FL_ONGROUND;
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VectorCopy (SVvector (ent, origin), oldorg);
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VectorCopy (SVvector (ent, velocity), oldvel);
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clip = SV_FlyMove (ent, sv_frametime, &steptrace);
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if (!(clip & 2))
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return; // move didn't block on a step
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if (!oldonground && SVfloat (ent, waterlevel) == 0)
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return; // don't stair up while jumping
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if (SVfloat (ent, movetype) != MOVETYPE_WALK)
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return; // gibbed by a trigger
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if (sv_nostep->int_val)
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return;
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if ((int) SVfloat (sv_player, flags) & FL_WATERJUMP)
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return;
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VectorCopy (SVvector (ent, origin), nosteporg);
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VectorCopy (SVvector (ent, velocity), nostepvel);
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// try moving up and forward to go up a step
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VectorCopy (oldorg, SVvector (ent, origin)); // back to start pos
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VectorZero (upmove);
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VectorZero (downmove);
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upmove[2] = STEPSIZE;
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downmove[2] = -STEPSIZE + oldvel[2] * sv_frametime;
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// move up
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SV_PushEntity (ent, upmove); // FIXME: don't link?
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// move forward
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SVvector (ent, velocity)[0] = oldvel[0];
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SVvector (ent, velocity)[1] = oldvel[1];
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SVvector (ent, velocity)[2] = 0;
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clip = SV_FlyMove (ent, sv_frametime, &steptrace);
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// check for stuckness, possibly due to the limited precision of floats
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// in the clipping hulls
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if (clip) {
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if (fabs (oldorg[1] - SVvector (ent, origin)[1]) < 0.03125
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&& fabs (oldorg[0] - SVvector (ent, origin)[0]) < 0.03125) {
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// stepping up didn't make any progress
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clip = SV_TryUnstick (ent, oldvel);
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}
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}
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// extra friction based on view angle
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if (clip & 2)
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SV_WallFriction (ent, &steptrace);
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// move down
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downtrace = SV_PushEntity (ent, downmove); // FIXME: don't link?
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if (downtrace.plane.normal[2] > 0.7) {
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if (SV_EntCanSupportJump (ent)) {
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SVfloat (ent, flags) = (int) SVfloat (ent, flags) | FL_ONGROUND;
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SVfloat (ent, groundentity) = EDICT_TO_PROG (&sv_pr_state,
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downtrace.ent);
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}
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} else {
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// if the push down didn't end up on good ground, use the move without
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// the step up. This happens near wall / slope combinations, and can
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// cause the player to hop up higher on a slope too steep to climb
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VectorCopy (nosteporg, SVvector (ent, origin));
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VectorCopy (nostepvel, SVvector (ent, velocity));
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}
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}
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/*
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SV_Physics_Client
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Player character actions
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*/
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void
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SV_Physics_Client (edict_t *ent, int num)
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{
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if (!svs.clients[num - 1].active)
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return; // unconnected slot
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// call standard client pre-think
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*sv_globals.time = sv.time;
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*sv_globals.self = EDICT_TO_PROG (&sv_pr_state, ent);
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PR_ExecuteProgram (&sv_pr_state, sv_funcs.PlayerPreThink);
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SVdata (ent)->add_grav = false;
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// do a move
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SV_CheckVelocity (ent);
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// decide which move function to call
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switch ((int) SVfloat (ent, movetype)) {
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case MOVETYPE_NONE:
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if (!SV_RunThink (ent))
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return;
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break;
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case MOVETYPE_WALK:
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if (!SV_RunThink (ent))
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return;
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if (!SV_CheckWater (ent)
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&& !((int) SVfloat (ent, flags) & FL_WATERJUMP))
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SV_AddGravity (ent);
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SV_CheckStuck (ent);
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SV_WalkMove (ent);
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break;
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case MOVETYPE_TOSS:
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case MOVETYPE_BOUNCE:
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SV_Physics_Toss (ent);
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break;
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case MOVETYPE_FLY:
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if (!SV_RunThink (ent))
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return;
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SV_FlyMove (ent, sv_frametime, NULL);
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break;
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case MOVETYPE_NOCLIP:
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if (!SV_RunThink (ent))
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return;
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VectorMultAdd (SVvector (ent, origin), sv_frametime,
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SVvector (ent, velocity), SVvector (ent, origin));
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break;
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default:
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Sys_Error ("SV_Physics_client: bad movetype %i",
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(int) SVfloat (ent, movetype));
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}
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SV_LinkEdict (ent, SVfloat (ent, movetype) != MOVETYPE_NOCLIP);
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// call standard player post-think
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*sv_globals.time = sv.time;
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*sv_globals.self = EDICT_TO_PROG (&sv_pr_state, ent);
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PR_ExecuteProgram (&sv_pr_state, sv_funcs.PlayerPostThink);
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}
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