// sv_phys.c /* * $Header: /H2 Mission Pack/SV_PHYS.C 10 3/17/98 6:14p Jmonroe $ */ #include "quakedef.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 only clip against bsp models. */ cvar_t sv_friction = {"sv_friction","4",false,true}; cvar_t sv_stopspeed = {"sv_stopspeed","100"}; cvar_t sv_gravity = {"sv_gravity","800",false,true}; cvar_t sv_maxvelocity = {"sv_maxvelocity","2000"}; cvar_t sv_nostep = {"sv_nostep","0"}; cvar_t sv_flypitch={"sv_flypitch","20"}; cvar_t sv_walkpitch={"sv_walkpitch","0"}; #ifdef QUAKE2RJ static vec3_t vec_origin = {0.0, 0.0, 0.0}; #endif #define MOVE_EPSILON 0.01 void SV_Physics_Toss (edict_t *ent); /* ================ SV_CheckAllEnts ================ */ void SV_CheckAllEnts (void) { int e; edict_t *check; // see if any solid entities are inside the final position check = NEXT_EDICT(sv.edicts); for (e=1 ; efree) continue; if (check->v.movetype == MOVETYPE_PUSH || check->v.movetype == MOVETYPE_NONE #ifdef QUAKE2 || check->v.movetype == MOVETYPE_FOLLOW #endif || check->v.movetype == MOVETYPE_NOCLIP) continue; if (SV_TestEntityPosition (check)) Con_Printf ("entity in invalid position\n"); } } /* ================ SV_CheckVelocity ================ */ void SV_CheckVelocity (edict_t *ent) { int i; // // bound velocity // for (i=0 ; i<3 ; i++) { if (IS_NAN(ent->v.velocity[i])) { Con_DPrintf ("Got a NaN velocity on %s\n", pr_strings + ent->v.classname); ent->v.velocity[i] = 0; } if (IS_NAN(ent->v.origin[i])) { Con_DPrintf ("Got a NaN origin on %s\n", pr_strings + ent->v.classname); ent->v.origin[i] = 0; } if (ent->v.velocity[i] > sv_maxvelocity.value) ent->v.velocity[i] = sv_maxvelocity.value; else if (ent->v.velocity[i] < -sv_maxvelocity.value) ent->v.velocity[i] = -sv_maxvelocity.value; } } /* ============= 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; thinktime = ent->v.nextthink; if (thinktime <= 0 || thinktime > sv.time + host_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. ent->v.nextthink = 0; pr_global_struct->time = thinktime; pr_global_struct->self = EDICT_TO_PROG(ent); pr_global_struct->other = EDICT_TO_PROG(sv.edicts); PR_ExecuteProgram (ent->v.think); return !ent->free; } /* ================== SV_Impact Two entities have touched, so run their touch functions ================== */ void SV_Impact (edict_t *e1, edict_t *e2) { int old_self, old_other; old_self = pr_global_struct->self; old_other = pr_global_struct->other; pr_global_struct->time = sv.time; if (e1->v.touch && e1->v.solid != SOLID_NOT) { pr_global_struct->self = EDICT_TO_PROG(e1); pr_global_struct->other = EDICT_TO_PROG(e2); PR_ExecuteProgram (e1->v.touch); } if (e2->v.touch && e2->v.solid != SOLID_NOT) { pr_global_struct->self = EDICT_TO_PROG(e2); pr_global_struct->other = EDICT_TO_PROG(e1); PR_ExecuteProgram (e2->v.touch); } pr_global_struct->self = old_self; pr_global_struct->other = old_other; } /* ================== ClipVelocity Slide off of the impacting object returns the blocked flags (1 = floor, 2 = step / wall) ================== */ #define STOP_EPSILON 0.1 int ClipVelocity (vec3_t in, vec3_t normal, vec3_t out, float overbounce) { float backoff; float 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; } /* ============ 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 ============ */ #define MAX_CLIP_PLANES 5 int SV_FlyMove (edict_t *ent, float time, trace_t *steptrace) { int bumpcount, numbumps; vec3_t dir; float d; int numplanes; vec3_t planes[MAX_CLIP_PLANES]; vec3_t primal_velocity, original_velocity, new_velocity; //rjr vec3_t before_velocity; int i, j; trace_t trace; vec3_t end; float time_left; int blocked; numbumps = 4; blocked = 0; VectorCopy (ent->v.velocity, original_velocity); VectorCopy (ent->v.velocity, primal_velocity); numplanes = 0; time_left = time; for (bumpcount=0 ; bumpcountv.velocity[0] && !ent->v.velocity[1] && !ent->v.velocity[2]) break; for (i=0 ; i<3 ; i++) end[i] = ent->v.origin[i] + time_left * ent->v.velocity[i]; trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, end, false, ent); if (trace.allsolid) { // entity is trapped in another solid VectorCopy (vec3_origin, ent->v.velocity); return 3; } if (trace.fraction > 0) { // actually covered some distance VectorCopy (trace.endpos, ent->v.origin); VectorCopy (ent->v.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 (trace.ent->v.solid == SOLID_BSP) { ent->v.flags = (int)ent->v.flags | FL_ONGROUND; ent->v.groundentity = EDICT_TO_PROG(trace.ent); } } if (!trace.plane.normal[2]) { blocked |= 2; // step if (steptrace) *steptrace = trace; // save for player extrafriction } //rjr VectorCopy (ent->v.velocity, before_velocity); // // run the impact function // SV_Impact (ent, trace.ent); if (ent->free) break; // removed by the impact function /*rjr if (!VectorCompare(ent->v.velocity, before_velocity)) { break; } */ time_left -= time_left * trace.fraction; // cliped to another plane if (numplanes >= MAX_CLIP_PLANES) { // this shouldn't really happen VectorCopy (vec3_origin, ent->v.velocity); return 3; } VectorCopy (trace.plane.normal, planes[numplanes]); numplanes++; // // modify original_velocity so it parallels all of the clip planes // for (i=0 ; iv.velocity); } else { // go along the crease if (numplanes != 2) { // Con_Printf ("clip velocity, numplanes == %i\n",numplanes); VectorCopy (vec3_origin, ent->v.velocity); return 7; } CrossProduct (planes[0], planes[1], dir); d = DotProduct (dir, ent->v.velocity); VectorScale (dir, d, ent->v.velocity); } // // if original velocity is against the original velocity, stop dead // to avoid tiny occilations in sloping corners // if (DotProduct (ent->v.velocity, primal_velocity) <= 0) { VectorCopy (vec3_origin, ent->v.velocity); return blocked; } } return blocked; } /* ============ SV_FlyExtras ============ */ void SV_FlyExtras (edict_t *ent, float time, trace_t *steptrace) { const float hoverinc = 0.4; ent->v.flags = (int) ent->v.flags | FL_ONGROUND; // Jumping makes you loose this flag so reset it if ((ent->v.velocity[2]<=6) && (ent->v.velocity[2]>=-6)) { ent->v.velocity[2]+=ent->v.hoverz; if (ent->v.velocity[2]>=6) { ent->v.hoverz=-hoverinc; ent->v.velocity[2]+=ent->v.hoverz; } else if (ent->v.velocity[2]<=-6) { ent->v.hoverz=hoverinc; ent->v.velocity[2]+=ent->v.hoverz; } } else // friction for upward or downward progress once key is released { ent->v.velocity[2]-=sv_player->v.velocity[2] * .1; } } /* ============ SV_AddGravity ============ */ void SV_AddGravity (edict_t *ent) { float ent_gravity; #ifdef QUAKE2 if (ent->v.gravity) ent_gravity = ent->v.gravity; else ent_gravity = 1.0; #else eval_t *val; val = GetEdictFieldValue(ent, "gravity"); if (val && val->_float) ent_gravity = val->_float; else ent_gravity = 1.0; #endif ent->v.velocity[2] -= ent_gravity * sv_gravity.value * host_frametime; } /* =============================================================================== 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 start,end, impact; edict_t *impact_e; VectorCopy (ent->v.origin, start); VectorAdd (ent->v.origin, push, end); if (ent->v.movetype == MOVETYPE_FLYMISSILE || ent->v.movetype == MOVETYPE_BOUNCEMISSILE) trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, end, MOVE_MISSILE, ent); else if (ent->v.solid == SOLID_TRIGGER || ent->v.solid == SOLID_NOT) // only clip against bmodels trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, end, MOVE_NOMONSTERS, ent); else if (ent->v.movetype == MOVETYPE_SWIM) trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, end, MOVE_WATER, ent); else trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, end, MOVE_NORMAL, ent); if (ent->v.solid != SOLID_PHASE) { if (ent->v.movetype != MOVETYPE_BOUNCE || (trace.allsolid == 0 && trace.startsolid == 0)) { VectorCopy (trace.endpos, ent->v.origin); // Macro - watchout } else { trace.fraction = 0; return trace; } } else // Entity is PHASED so bounce off walls and other entities, go through monsters and players { if (trace.ent) { // Go through MONSTERS and PLAYERS, can't use FL_CLIENT cause rotating brushes do if (((int) trace.ent->v.flags & FL_MONSTER) || (trace.ent->v.movetype == MOVETYPE_WALK)) { VectorCopy (trace.endpos, impact); impact_e = trace.ent; trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, end, MOVE_PHASE, ent); VectorCopy (impact, ent->v.origin); SV_Impact (ent, impact_e); VectorCopy (trace.endpos, ent->v.origin); } else { VectorCopy (trace.endpos, ent->v.origin); } } else { VectorCopy (trace.endpos, ent->v.origin); } } SV_LinkEdict (ent, true); if (trace.ent) SV_Impact (ent, trace.ent); return trace; } /* ============ SV_PushMove ============ */ void SV_PushMove (edict_t *pusher, float movetime, qboolean update_time) { int i, e; edict_t *check, *block; vec3_t mins, maxs, move; vec3_t entorig, pushorig; int num_moved; edict_t *moved_edict[MAX_EDICTS]; vec3_t moved_from[MAX_EDICTS]; if (!pusher->v.velocity[0] && !pusher->v.velocity[1] && !pusher->v.velocity[2]) { if (update_time) pusher->v.ltime += movetime; return; } for (i=0 ; i<3 ; i++) { move[i] = pusher->v.velocity[i] * movetime; mins[i] = pusher->v.absmin[i] + move[i]; maxs[i] = pusher->v.absmax[i] + move[i]; } VectorCopy (pusher->v.origin, pushorig); // move the pusher to it's final position VectorAdd (pusher->v.origin, move, pusher->v.origin); if (update_time) pusher->v.ltime += movetime; SV_LinkEdict (pusher, false); // see if any solid entities are inside the final position num_moved = 0; check = NEXT_EDICT(sv.edicts); for (e=1 ; efree) continue; if (check->v.movetype == MOVETYPE_PUSH || check->v.movetype == MOVETYPE_NONE #ifdef QUAKE2 || check->v.movetype == MOVETYPE_FOLLOW #endif || check->v.movetype == MOVETYPE_NOCLIP) continue; // if the entity is standing on the pusher, it will definately be moved if ( ! ( ((int)check->v.flags & FL_ONGROUND) && PROG_TO_EDICT(check->v.groundentity) == pusher) ) { if ( check->v.absmin[0] >= maxs[0] || check->v.absmin[1] >= maxs[1] || check->v.absmin[2] >= maxs[2] || check->v.absmax[0] <= mins[0] || check->v.absmax[1] <= mins[1] || check->v.absmax[2] <= mins[2] ) continue; // see if the ent's bbox is inside the pusher's final position if (!SV_TestEntityPosition (check)) continue; } // remove the onground flag for non-players if (check->v.movetype != MOVETYPE_WALK) check->v.flags = (int)check->v.flags & ~FL_ONGROUND; VectorCopy (check->v.origin, entorig); VectorCopy (check->v.origin, moved_from[num_moved]); moved_edict[num_moved] = check; num_moved++; // try moving the contacted entity pusher->v.solid = SOLID_NOT; SV_PushEntity (check, move); pusher->v.solid = SOLID_BSP; // if it is still inside the pusher, block block = SV_TestEntityPosition (check); if (block) { // fail the move if (check->v.mins[0] == check->v.maxs[0]) continue; if (check->v.solid == SOLID_NOT || check->v.solid == SOLID_TRIGGER) { // corpse check->v.mins[0] = check->v.mins[1] = 0; VectorCopy (check->v.mins, check->v.maxs); continue; } VectorCopy (entorig, check->v.origin); SV_LinkEdict (check, true); VectorCopy (pushorig, pusher->v.origin); SV_LinkEdict (pusher, false); if (update_time) pusher->v.ltime -= movetime; // if the pusher has a "blocked" function, call it // otherwise, just stay in place until the obstacle is gone if (pusher->v.blocked) { pr_global_struct->self = EDICT_TO_PROG(pusher); pr_global_struct->other = EDICT_TO_PROG(check); PR_ExecuteProgram (pusher->v.blocked); } // move back any entities we already moved for (i=0 ; iv.origin); SV_LinkEdict (moved_edict[i], false); } return; } } } #ifdef QUAKE2RJ /* ============ SV_PushRotate ============ */ /* void SV_PushRotate (edict_t *pusher, float movetime) { int i, e; edict_t *check, *block; vec3_t move, a, amove; vec3_t entorig, pushorig; int num_moved; edict_t *moved_edict[MAX_EDICTS]; vec3_t moved_from[MAX_EDICTS]; vec3_t org, org2; vec3_t forward, right, up; if (!pusher->v.avelocity[0] && !pusher->v.avelocity[1] && !pusher->v.avelocity[2]) { pusher->v.ltime += movetime; return; } for (i=0 ; i<3 ; i++) amove[i] = pusher->v.avelocity[i] * movetime; VectorSubtract (vec3_origin, amove, a); AngleVectors (a, forward, right, up); VectorCopy (pusher->v.angles, pushorig); // move the pusher to it's final position VectorAdd (pusher->v.angles, amove, pusher->v.angles); pusher->v.ltime += movetime; SV_LinkEdict (pusher, false); // see if any solid entities are inside the final position num_moved = 0; check = NEXT_EDICT(sv.edicts); for (e=1 ; efree) continue; if (check->v.movetype == MOVETYPE_PUSH || check->v.movetype == MOVETYPE_NONE || check->v.movetype == MOVETYPE_FOLLOW || check->v.movetype == MOVETYPE_NOCLIP) continue; // if the entity is standing on the pusher, it will definately be moved if ( ! ( ((int)check->v.flags & FL_ONGROUND) && PROG_TO_EDICT(check->v.groundentity) == pusher) ) { if ( check->v.absmin[0] >= pusher->v.absmax[0] || check->v.absmin[1] >= pusher->v.absmax[1] || check->v.absmin[2] >= pusher->v.absmax[2] || check->v.absmax[0] <= pusher->v.absmin[0] || check->v.absmax[1] <= pusher->v.absmin[1] || check->v.absmax[2] <= pusher->v.absmin[2] ) continue; // see if the ent's bbox is inside the pusher's final position if (!SV_TestEntityPosition (check)) continue; } // remove the onground flag for non-players if (check->v.movetype != MOVETYPE_WALK) check->v.flags = (int)check->v.flags & ~FL_ONGROUND; VectorCopy (check->v.origin, entorig); VectorCopy (check->v.origin, moved_from[num_moved]); moved_edict[num_moved] = check; num_moved++; // calculate destination position VectorSubtract (check->v.origin, pusher->v.origin, org); org2[0] = DotProduct (org, forward); org2[1] = -DotProduct (org, right); org2[2] = DotProduct (org, up); VectorSubtract (org2, org, move); // try moving the contacted entity pusher->v.solid = SOLID_NOT; SV_PushEntity (check, move); pusher->v.solid = SOLID_BSP; // if it is still inside the pusher, block block = SV_TestEntityPosition (check); if (block) { // fail the move if (check->v.mins[0] == check->v.maxs[0]) continue; if (check->v.solid == SOLID_NOT || check->v.solid == SOLID_TRIGGER) { // corpse check->v.mins[0] = check->v.mins[1] = 0; VectorCopy (check->v.mins, check->v.maxs); continue; } VectorCopy (entorig, check->v.origin); SV_LinkEdict (check, true); VectorCopy (pushorig, pusher->v.angles); SV_LinkEdict (pusher, false); pusher->v.ltime -= movetime; // if the pusher has a "blocked" function, call it // otherwise, just stay in place until the obstacle is gone if (pusher->v.blocked) { pr_global_struct->self = EDICT_TO_PROG(pusher); pr_global_struct->other = EDICT_TO_PROG(check); PR_ExecuteProgram (pusher->v.blocked); } // move back any entities we already moved for (i=0 ; iv.origin); VectorSubtract (moved_edict[i]->v.angles, amove, moved_edict[i]->v.angles); SV_LinkEdict (moved_edict[i], false); } return; } else { VectorAdd (check->v.angles, amove, check->v.angles); } } } */ #endif #ifdef QUAKE2RJ /* ============ SV_PushRotate NEW ============ */ void SV_PushRotate (edict_t *pusher, float movetime) { int i, e, t; edict_t *check, *block; vec3_t move, a, amove,mins,maxs,move2,move3,testmove,amove_norm; vec3_t entorig, pushorig,pushorigangles; int num_moved; edict_t *moved_edict[MAX_EDICTS]; vec3_t moved_from[MAX_EDICTS]; vec3_t org, org2, check_center; vec3_t forward, right, up; vec3_t dir2push,push_vel; edict_t *ground; edict_t *master; edict_t *slave; int slaves_moved; qboolean moveit, null_z; float amove_mag,turn_away; #if 0 Con_DPrintf("SV_PushRotate entity %i (time=%f)\n", NUM_FOR_EDICT(pusher), movetime); Con_DPrintf("%f %f %f (avelocity)\n", pusher->v.avelocity[0], pusher->v.avelocity[1], pusher->v.avelocity[2]); Con_DPrintf("%f %f %f\n", pusher->v.angles[0], pusher->v.angles[1], pusher->v.angles[2]); #endif for (i=0 ; i<3 ; i++) { amove[i] = pusher->v.avelocity[i] * movetime; move[i] = pusher->v.velocity[i] * movetime; mins[i] = pusher->v.absmin[i] + move[i]; maxs[i] = pusher->v.absmax[i] + move[i]; } VectorSubtract (vec3_origin, amove, a); AngleVectors (a, forward, right, up); VectorCopy (pusher->v.origin, pushorig); VectorCopy (pusher->v.angles, pushorigangles); // move the pusher to it's final position VectorAdd (pusher->v.origin, move, pusher->v.origin); VectorAdd (pusher->v.angles, amove, pusher->v.angles); pusher->v.ltime += movetime; SV_LinkEdict (pusher, false); master = pusher; slaves_moved = 0; /* while (master->v.aiment) { slave = PROG_TO_EDICT(master->v.aiment); #if 0 Con_DPrintf("%f %f %f slave entity %i\n", slave->v.angles[0], slave->v.angles[1], slave->v.angles[2], NUM_FOR_EDICT(slave)); #endif slaves_moved++; VectorCopy (slave->v.angles, moved_from[MAX_EDICTS - slaves_moved]); moved_edict[MAX_EDICTS - slaves_moved] = slave; if (slave->v.movedir[PITCH]) slave->v.angles[PITCH] = master->v.angles[PITCH]; else slave->v.angles[PITCH] += slave->v.avelocity[PITCH] * movetime; if (slave->v.movedir[YAW]) slave->v.angles[YAW] = master->v.angles[YAW]; else slave->v.angles[YAW] += slave->v.avelocity[YAW] * movetime; if (slave->v.movedir[ROLL]) slave->v.angles[ROLL] = master->v.angles[ROLL]; else slave->v.angles[ROLL] += slave->v.avelocity[ROLL] * movetime; slave->v.ltime = master->v.ltime; SV_LinkEdict (slave, false); master = slave; } */ // see if any solid entities are inside the final position num_moved = 0; check = NEXT_EDICT(sv.edicts); for (e=1 ; efree) continue; if (check->v.movetype == MOVETYPE_PUSH || check->v.movetype == MOVETYPE_NONE || check->v.movetype == MOVETYPE_FOLLOW || check->v.movetype == MOVETYPE_NOCLIP) continue; // if the entity is standing on the pusher, it will definitely be moved moveit = false; ground = PROG_TO_EDICT(check->v.groundentity); if ((int)check->v.flags & FL_ONGROUND) { if (ground == pusher) { moveit = true; } else { for (i=0; iv.absmin[0] >= maxs[0] || check->v.absmin[1] >= maxs[1] || check->v.absmin[2] >= maxs[2] || check->v.absmax[0] <= mins[0] || check->v.absmax[1] <= mins[1] || check->v.absmax[2] <= mins[2] ) { for (i=0; iv.absmin[0] >= slave->v.absmax[0] || check->v.absmin[1] >= slave->v.absmax[1] || check->v.absmin[2] >= slave->v.absmax[2] || check->v.absmax[0] <= slave->v.absmin[0] || check->v.absmax[1] <= slave->v.absmin[1] || check->v.absmax[2] <= slave->v.absmin[2] ) continue; } if (i == slaves_moved) continue; } // see if the ent's bbox is inside the pusher's final position if (!SV_TestEntityPosition (check)) continue; } // remove the onground flag for non-players if (check->v.movetype != MOVETYPE_WALK) check->v.flags = (int)check->v.flags & ~FL_ONGROUND; VectorCopy (check->v.origin, entorig); VectorCopy (check->v.origin, moved_from[num_moved]); moved_edict[num_moved] = check; num_moved++; //put check in first move spot VectorAdd (check->v.origin, move, check->v.origin); //Use center of model, like in QUAKE!!!! Our origins are on the bottom!!! for (i=0 ; i<3 ; i++) check_center[i] = (check->v.absmin[i] + check->v.absmax[i])/2; // calculate destination position VectorSubtract (check_center, pusher->v.origin, org); //put check back VectorSubtract (check->v.origin, move, check->v.origin); org2[0] = DotProduct (org, forward); org2[1] = -DotProduct (org, right); org2[2] = DotProduct (org, up); VectorSubtract (org2, org, move2); // Con_DPrintf("%f %f %f (move2)\n", move2[0], move2[1], move2[2]); // VectorAdd (check->v.origin, move2, check->v.origin); //Add all moves together VectorAdd(move,move2,move3); //Find the angle of rotation as compared to vector from pusher origin to check center // turn_away = DotProduct(org,a); // try moving the contacted entity for( t = 0; t < 13; t++) { switch(t) { case 0: //try x, y and z VectorCopy(move3,testmove); break; case 1: //Try xy only VectorSubtract(check->v.origin,testmove,check->v.origin); testmove[0]=move3[0]; testmove[1]=move3[1]; testmove[2]=0; break; case 2: //Try z only VectorSubtract(check->v.origin,testmove,check->v.origin); testmove[0]=0; testmove[1]=0; testmove[2]=move3[2]; break; case 3: //Try none VectorSubtract(check->v.origin,testmove,check->v.origin); testmove[0]=0; testmove[1]=0; testmove[2]=0; break; case 4: //Try xy in opposite dir testmove[0]=move3[0]*-1; testmove[1]=move3[1]*-1; testmove[2]=move3[2]; break; case 5: //Try z in opposite dir VectorSubtract(check->v.origin,testmove,check->v.origin); testmove[0]=move3[0]; testmove[1]=move3[1]; testmove[2]=move3[2]*-1; break; case 6: //Try xyz in opposite dir VectorSubtract(check->v.origin,testmove,check->v.origin); testmove[0]=move3[0]*-1; testmove[1]=move3[1]*-1; testmove[2]=move3[2]*-1; break; case 7: //Try move3 times 2 VectorSubtract(check->v.origin,testmove,check->v.origin); VectorScale(move3,2,testmove); break; case 8: //Try normalized org VectorSubtract(check->v.origin,testmove,check->v.origin); // VectorCopy(amove,amove_norm); // amove_mag=VectorNormalize(amove_norm); // //VectorNormalize(org); // VectorScale(org,amove_mag,org); // VectorNormalize(org); VectorScale(org,movetime,org);//movetime*20? VectorCopy(org,testmove); break; case 9: //Try normalized org z * 3 only VectorSubtract(check->v.origin,testmove,check->v.origin); testmove[0]=0; testmove[1]=0; testmove[2]=org[2]*3;//was: +org[2]*(fastfabs(org[1])+fastfabs(org[2])); break; case 10: //Try normalized org xy * 2 only VectorSubtract(check->v.origin,testmove,check->v.origin); testmove[0]=org[0]*2;//was: +org[0]*fastfabs(org[2]); testmove[1]=org[1]*2;//was: +org[1]*fastfabs(org[2]); testmove[2]=0; break; case 11: //Try xy in opposite org dir VectorSubtract(check->v.origin,testmove,check->v.origin); testmove[0]=org[0]*-2; testmove[1]=org[1]*-2; testmove[2]=org[2]; break; case 12: //Try z in opposite dir VectorSubtract(check->v.origin,testmove,check->v.origin); testmove[0]=org[0]; testmove[1]=org[1]; testmove[2]=org[2]*-3; break; } if(t!=3) { //THIS IS VERY BAD BAD HACK... pusher->v.solid = SOLID_NOT; SV_PushEntity (check, move3); //@@TODO: do we ever want to do anybody's angles? maybe just yaw??? // if (!((int)check->v.flags & (FL_CLIENT | FL_MONSTER))) // VectorAdd (check->v.angles, amove, check->v.angles); check->v.angles[YAW] += amove[YAW]; pusher->v.solid = SOLID_BSP; } // if it is still inside the pusher, block block = SV_TestEntityPosition (check); if(!block) break; } // Con_DPrintf("t: %i\n",t); // if(turn_away>0) // { if (block) { // fail the move // Con_DPrintf("Check blocked\n"); if (check->v.mins[0] == check->v.maxs[0]) continue; if (check->v.solid == SOLID_NOT || check->v.solid == SOLID_TRIGGER) { // corpse check->v.mins[0] = check->v.mins[1] = 0; VectorCopy (check->v.mins, check->v.maxs); continue; } VectorCopy (entorig, check->v.origin); SV_LinkEdict (check, true); VectorCopy (pushorig, pusher->v.origin); VectorCopy (pushorigangles, pusher->v.angles); SV_LinkEdict (pusher, false); pusher->v.ltime -= movetime; for (i=0; iv.angles); SV_LinkEdict (slave, false); slave->v.ltime -= movetime; } // if the pusher has a "blocked" function, call it // otherwise, just stay in place until the obstacle is gone if (pusher->v.blocked) { pr_global_struct->self = EDICT_TO_PROG(pusher); pr_global_struct->other = EDICT_TO_PROG(check); PR_ExecuteProgram (pusher->v.blocked); } // move back any entities we already moved for (i=0 ; iv.origin); //@@TODO:: see above // if (!((int)moved_edict[i]->v.flags & (FL_CLIENT | FL_MONSTER))) // VectorSubtract (moved_edict[i]->v.angles, amove, moved_edict[i]->v.angles); moved_edict[i]->v.angles[YAW] -= amove[YAW]; SV_LinkEdict (moved_edict[i], false); } return; } // } // else if(block)//undo last move // VectorCopy (entorig, check->v.origin); } #if 0 Con_DPrintf("result:\n"); Con_DPrintf("%f %f %f\n", pusher->v.angles[0], pusher->v.angles[1], pusher->v.angles[2]); for (i=0; iv.angles[0], slave->v.angles[1], slave->v.angles[2], NUM_FOR_EDICT(slave)); } Con_DPrintf("\n"); #endif } #endif /* ================ SV_Physics_Pusher ================ */ void SV_Physics_Pusher (edict_t *ent) { float thinktime; float oldltime; float movetime; oldltime = ent->v.ltime; thinktime = ent->v.nextthink; if (thinktime < ent->v.ltime + host_frametime) { movetime = thinktime - ent->v.ltime; if (movetime < 0) movetime = 0; } else movetime = host_frametime; if (movetime) { #ifdef QUAKE2RJ if (ent->v.avelocity[0] || ent->v.avelocity[1] || ent->v.avelocity[2]) { //SV_PushMove (ent, movetime, false); SV_PushRotate (ent, movetime); } else #endif SV_PushMove (ent, movetime, true); // advances ent->v.ltime if not blocked } if (thinktime > oldltime && thinktime <= ent->v.ltime) { ent->v.nextthink = 0; pr_global_struct->time = sv.time; pr_global_struct->self = EDICT_TO_PROG(ent); pr_global_struct->other = EDICT_TO_PROG(sv.edicts); PR_ExecuteProgram (ent->v.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; int z; vec3_t org; if (!SV_TestEntityPosition(ent)) { VectorCopy (ent->v.origin, ent->v.oldorigin); return; } VectorCopy (ent->v.origin, org); VectorCopy (ent->v.oldorigin, ent->v.origin); if (!SV_TestEntityPosition(ent)) { Con_DPrintf ("moved back 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++) { ent->v.origin[0] = org[0] + i; ent->v.origin[1] = org[1] + j; ent->v.origin[2] = org[2] + z; if (!SV_TestEntityPosition(ent)) { Con_DPrintf ("scooted Unstuck.\n"); SV_LinkEdict (ent, true); return; } } VectorCopy (org, ent->v.origin); if (ent->v.oldorigin!=ent->v.origin) Con_DPrintf ("player is stuck.\n"); } /* ============= SV_CheckWater ============= */ qboolean SV_CheckWater (edict_t *ent) { vec3_t point; int cont; #ifdef QUAKE2 int truecont; #endif point[0] = ent->v.origin[0]; point[1] = ent->v.origin[1]; point[2] = ent->v.origin[2] + ent->v.mins[2] + 1; ent->v.waterlevel = 0; ent->v.watertype = CONTENTS_EMPTY; cont = SV_PointContents (point); if (cont <= CONTENTS_WATER) { #ifdef QUAKE2 truecont = SV_TruePointContents (point); #endif ent->v.watertype = cont; ent->v.waterlevel = 1; point[2] = ent->v.origin[2] + (ent->v.mins[2] + ent->v.maxs[2])*0.5; cont = SV_PointContents (point); if (cont <= CONTENTS_WATER) { ent->v.waterlevel = 2; point[2] = ent->v.origin[2] + ent->v.view_ofs[2]; cont = SV_PointContents (point); if (cont <= CONTENTS_WATER) ent->v.waterlevel = 3; } #ifdef QUAKE2 if (truecont <= CONTENTS_CURRENT_0 && truecont >= CONTENTS_CURRENT_DOWN) { static vec3_t current_table[] = { {1, 0, 0}, {0, 1, 0}, {-1, 0, 0}, {0, -1, 0}, {0, 0, 1}, {0, 0, -1} }; VectorMA (ent->v.basevelocity, 150.0*ent->v.waterlevel/3.0, current_table[CONTENTS_CURRENT_0 - truecont], ent->v.basevelocity); } #endif } return ent->v.waterlevel > 1; } /* ============ SV_WallFriction ============ */ void SV_WallFriction (edict_t *ent, trace_t *trace) { vec3_t forward, right, up; float d, i; vec3_t into, side; AngleVectors (ent->v.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, ent->v.velocity); VectorScale (trace->plane.normal, i, into); VectorSubtract (ent->v.velocity, into, side); ent->v.velocity[0] = side[0] * (1 + d); ent->v.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; vec3_t oldorg; vec3_t dir; int clip; trace_t steptrace; VectorCopy (ent->v.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 ent->v.velocity[0] = oldvel[0]; ent->v. velocity[1] = oldvel[1]; ent->v. velocity[2] = 0; clip = SV_FlyMove (ent, 0.1, &steptrace); if ( fastfabs(oldorg[1] - ent->v.origin[1]) > 4 || fastfabs(oldorg[0] - ent->v.origin[0]) > 4 ) { // Con_DPrintf ("unstuck!\n"); return clip; } // go back to the original pos and try again VectorCopy (oldorg, ent->v.origin); } VectorCopy (vec3_origin, ent->v.velocity); return 7; // still not moving } /* ===================== SV_WalkMove Only used by players ====================== */ #define STEPSIZE 18 void SV_WalkMove (edict_t *ent) { vec3_t upmove, downmove; vec3_t oldorg, oldvel; vec3_t nosteporg, nostepvel; int clip; int oldonground; trace_t steptrace, downtrace; // // do a regular slide move unless it looks like you ran into a step // oldonground = (int)ent->v.flags & FL_ONGROUND; ent->v.flags = (int)ent->v.flags & ~FL_ONGROUND; VectorCopy (ent->v.origin, oldorg); VectorCopy (ent->v.velocity, oldvel); clip = SV_FlyMove (ent, host_frametime, &steptrace); if ( !(clip & 2) ) return; // move didn't block on a step if (!oldonground && ent->v.waterlevel == 0) return; // don't stair up while jumping if (ent->v.movetype != MOVETYPE_WALK) return; // gibbed by a trigger if (sv_nostep.value) return; if ( (int)sv_player->v.flags & FL_WATERJUMP ) return; VectorCopy (ent->v.origin, nosteporg); VectorCopy (ent->v.velocity, nostepvel); // // try moving up and forward to go up a step // VectorCopy (oldorg, ent->v.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 ent->v.velocity[0] = oldvel[0]; ent->v. velocity[1] = oldvel[1]; ent->v. 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 ( fastfabs(oldorg[1] - ent->v.origin[1]) < 0.03125 && fastfabs(oldorg[0] - ent->v.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 (ent->v.solid == SOLID_BSP) { ent->v.flags = (int)ent->v.flags | FL_ONGROUND; ent->v.groundentity = EDICT_TO_PROG(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, ent->v.origin); VectorCopy (nostepvel, ent->v.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 // pr_global_struct->time = sv.time; pr_global_struct->self = EDICT_TO_PROG(ent); PR_ExecuteProgram (pr_global_struct->PlayerPreThink); // // do a move // SV_CheckVelocity (ent); // // decide which move function to call // switch ((int)ent->v.movetype) { case MOVETYPE_NONE: if (!SV_RunThink (ent)) return; break; case MOVETYPE_WALK: if (!SV_RunThink (ent)) return; if (!SV_CheckWater (ent) && ! ((int)ent->v.flags & FL_WATERJUMP) ) SV_AddGravity (ent); SV_CheckStuck (ent); #ifdef QUAKE2 VectorAdd (ent->v.velocity, ent->v.basevelocity, ent->v.velocity); #endif SV_WalkMove (ent); #ifdef QUAKE2 VectorSubtract (ent->v.velocity, ent->v.basevelocity, ent->v.velocity); #endif break; case MOVETYPE_TOSS: case MOVETYPE_BOUNCE: SV_Physics_Toss (ent); break; case MOVETYPE_FLY: case MOVETYPE_SWIM: if (!SV_RunThink (ent)) return; SV_CheckWater (ent); SV_FlyMove (ent, host_frametime, NULL); SV_FlyExtras (ent, host_frametime, NULL); // Hover & friction break; case MOVETYPE_NOCLIP: if (!SV_RunThink (ent)) return; VectorMA (ent->v.origin, host_frametime, ent->v.velocity, ent->v.origin); break; default: Sys_Error ("SV_Physics_client: bad movetype %i", (int)ent->v.movetype); } // // call standard player post-think // SV_LinkEdict (ent, true); pr_global_struct->time = sv.time; pr_global_struct->self = EDICT_TO_PROG(ent); PR_ExecuteProgram (pr_global_struct->PlayerPostThink); } //============================================================================ /* ============= SV_Physics_None Non moving objects can only think ============= */ void SV_Physics_None (edict_t *ent) { // regular thinking SV_RunThink (ent); } #ifdef QUAKE2 /* ============= SV_Physics_Follow Entities that are "stuck" to another entity ============= */ void SV_Physics_Follow (edict_t *ent) { // regular thinking SV_RunThink (ent); VectorAdd (PROG_TO_EDICT(ent->v.aiment)->v.origin, ent->v.v_angle, ent->v.origin); SV_LinkEdict (ent, true); } #endif /* ============= 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 (ent->v.angles, host_frametime, ent->v.avelocity, ent->v.angles); VectorMA (ent->v.origin, host_frametime, ent->v.velocity, ent->v.origin); SV_LinkEdict (ent, false); } /* ============================================================================== TOSS / BOUNCE ============================================================================== */ /* ============= SV_CheckWaterTransition ============= */ void SV_CheckWaterTransition (edict_t *ent) { int cont; #ifdef QUAKE2 vec3_t point; point[0] = ent->v.origin[0]; point[1] = ent->v.origin[1]; point[2] = ent->v.origin[2] + ent->v.mins[2] + 1; cont = SV_PointContents (point); #else cont = SV_PointContents (ent->v.origin); #endif if (!ent->v.watertype) { // just spawned here ent->v.watertype = cont; ent->v.waterlevel = 1; return; } if (cont <= CONTENTS_WATER) { if (ent->v.watertype == CONTENTS_EMPTY) { // just crossed into water SV_StartSound (ent, 0, "misc/hith2o.wav", 255, 1); } ent->v.watertype = cont; ent->v.waterlevel = 1; } else { if (ent->v.watertype != CONTENTS_EMPTY) { // just crossed into water SV_StartSound (ent, 0, "misc/hith2o.wav", 255, 1); } ent->v.watertype = CONTENTS_EMPTY; ent->v.waterlevel = cont; } } /* ============= SV_Physics_Toss Toss, bounce, and fly movement. When onground, do nothing. ============= */ void SV_Physics_Toss (edict_t *ent) { trace_t trace; vec3_t move; float backoff; #ifdef QUAKE2 edict_t *groundentity; groundentity = PROG_TO_EDICT(ent->v.groundentity); if ((int)groundentity->v.flags & FL_CONVEYOR) VectorScale(groundentity->v.movedir, groundentity->v.speed, ent->v.basevelocity); else VectorCopy(vec_origin, ent->v.basevelocity); SV_CheckWater (ent); #endif // regular thinking if (!SV_RunThink (ent)) return; #ifdef QUAKE2 if (ent->v.velocity[2] > 0) ent->v.flags = (int)ent->v.flags & ~FL_ONGROUND; if ( ((int)ent->v.flags & FL_ONGROUND) ) //@@ if (VectorCompare(ent->v.basevelocity, vec_origin)) return; SV_CheckVelocity (ent); // add gravity if (! ((int)ent->v.flags & FL_ONGROUND) && ent->v.movetype != MOVETYPE_FLY && ent->v.movetype != MOVETYPE_BOUNCEMISSILE && ent->v.movetype != MOVETYPE_FLYMISSILE && ent->v.movetype != MOVETYPE_SWIM) SV_AddGravity (ent); #else // if onground, return without moving if ( ((int)ent->v.flags & FL_ONGROUND) ) return; SV_CheckVelocity (ent); // add gravity if (ent->v.movetype != MOVETYPE_FLY && ent->v.movetype != MOVETYPE_BOUNCEMISSILE && ent->v.movetype != MOVETYPE_FLYMISSILE && ent->v.movetype != MOVETYPE_SWIM) SV_AddGravity (ent); #endif // move angles VectorMA (ent->v.angles, host_frametime, ent->v.avelocity, ent->v.angles); // move origin #ifdef QUAKE2 VectorAdd (ent->v.velocity, ent->v.basevelocity, ent->v.velocity); #endif VectorScale (ent->v.velocity, host_frametime, move); // VectorCopy(vec_origin,move); trace = SV_PushEntity (ent, move); #ifdef QUAKE2 VectorSubtract (ent->v.velocity, ent->v.basevelocity, ent->v.velocity); #endif if (trace.fraction == 1) return; if (ent->free) return; if (ent->v.movetype == MOVETYPE_BOUNCE) backoff = 1.5; //#ifdef QUAKE2 else if (ent->v.movetype == MOVETYPE_BOUNCEMISSILE) { // Solid phased missiles don't bounce on monsters or players if ((ent->v.solid==SOLID_PHASE) && (((int) trace.ent->v.flags & FL_MONSTER) || ((int) trace.ent->v.movetype == MOVETYPE_WALK))) { return; } backoff = 2.0; } //#endif else backoff = 1; ClipVelocity (ent->v.velocity, trace.plane.normal, ent->v.velocity, backoff); // stop if on ground if ((trace.plane.normal[2] > 0.7) && (ent->v.movetype != MOVETYPE_BOUNCEMISSILE)) { //#ifdef QUAKE2 if (ent->v.velocity[2] < 60 || ent->v.movetype != MOVETYPE_BOUNCE) //#else // if (ent->v.velocity[2] < 60 || ent->v.movetype != MOVETYPE_BOUNCE) //#endif { ent->v.flags = (int)ent->v.flags | FL_ONGROUND; ent->v.groundentity = EDICT_TO_PROG(trace.ent); VectorCopy (vec3_origin, ent->v.velocity); VectorCopy (vec3_origin, ent->v.avelocity); } } // check for in water SV_CheckWaterTransition (ent); } /* ============= SV_Physics_Toss Toss, bounce, and fly movement. When onground, do nothing. ============= */ /* #ifdef QUAKE2 void SV_Physics_Toss (edict_t *ent) { trace_t trace; vec3_t move; float backoff; edict_t *groundentity; if ( ((int)ent->v.flags & FL_ONGROUND) ) { groundentity = PROG_TO_EDICT(ent->v.groundentity); if (groundentity->free) { ent->v.flags = (int)ent->v.flags & ~FL_ONGROUND; groundentity = PROG_TO_EDICT(pr_global_struct->world); } } SV_CheckWater (ent); // regular thinking if (!SV_RunThink (ent)) return; if (ent->v.velocity[2]) ent->v.flags = (int)ent->v.flags & ~FL_ONGROUND; if ( ((int)ent->v.flags & FL_ONGROUND) ) return; SV_CheckVelocity (ent); // add gravity if (! ((int)ent->v.flags & FL_ONGROUND) && ent->v.movetype != MOVETYPE_FLY && ent->v.movetype != MOVETYPE_BOUNCEMISSILE && ent->v.movetype != MOVETYPE_FLYMISSILE) SV_AddGravity (ent); // move angles VectorMA (ent->v.angles, host_frametime, ent->v.avelocity, ent->v.angles); // move origin VectorScale (ent->v.velocity, host_frametime, move); trace = SV_PushEntity (ent, move); //@@@ if (trace.fraction == 1 && trace.allsolid == 1) return; if (ent->free) return; if (ent->v.movetype == MOVETYPE_BOUNCE) backoff = 1.5; else if (ent->v.movetype == MOVETYPE_BOUNCEMISSILE) backoff = 2.0; else backoff = 1; //@@@ if (trace.fraction < 1) ClipVelocity (ent->v.velocity, trace.plane.normal, ent->v.velocity, backoff); // stop if on ground if (trace.plane.normal[2] > 0.7) { if (ent->v.velocity[2] < 60 || (ent->v.movetype != MOVETYPE_BOUNCE && ent->v.movetype != MOVETYPE_BOUNCEMISSILE)) { ent->v.flags = (int)ent->v.flags | FL_ONGROUND; ent->v.groundentity = EDICT_TO_PROG(trace.ent); VectorCopy (vec3_origin, ent->v.velocity); VectorCopy (vec3_origin, ent->v.avelocity); } } //@@@ do a real check here??? else { // ent->v.flags = (int)ent->v.flags & ~FL_ONGROUND; } // check for in water SV_CheckWaterTransition (ent); } #else void SV_Physics_Toss (edict_t *ent) { trace_t trace; vec3_t move; float backoff; // regular thinking if (!SV_RunThink (ent)) return; // if onground, return without moving if ( ((int)ent->v.flags & FL_ONGROUND) ) return; SV_CheckVelocity (ent); // add gravity if (ent->v.movetype != MOVETYPE_FLY && ent->v.movetype != MOVETYPE_FLYMISSILE) SV_AddGravity (ent); // move angles VectorMA (ent->v.angles, host_frametime, ent->v.avelocity, ent->v.angles); // move origin VectorScale (ent->v.velocity, host_frametime, move); trace = SV_PushEntity (ent, move); if (trace.fraction == 1) return; if (ent->free) return; if (ent->v.movetype == MOVETYPE_BOUNCE) backoff = 1.5; else backoff = 1; ClipVelocity (ent->v.velocity, trace.plane.normal, ent->v.velocity, backoff); // stop if on ground if (trace.plane.normal[2] > 0.7) { if (ent->v.velocity[2] < 60 || ent->v.movetype != MOVETYPE_BOUNCE) { ent->v.flags = (int)ent->v.flags | FL_ONGROUND; ent->v.groundentity = EDICT_TO_PROG(trace.ent); VectorCopy (vec3_origin, ent->v.velocity); VectorCopy (vec3_origin, ent->v.avelocity); } } // check for in water SV_CheckWaterTransition (ent); } #endif */ /* =============================================================================== 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. ============= */ #ifdef QUAKE2 void SV_Physics_Step (edict_t *ent) { qboolean wasonground; qboolean inwater; qboolean hitsound = false; float *vel; float speed, newspeed, control; float friction; edict_t *groundentity; groundentity = PROG_TO_EDICT(ent->v.groundentity); if ((int)groundentity->v.flags & FL_CONVEYOR) VectorScale(groundentity->v.movedir, groundentity->v.speed, ent->v.basevelocity); else VectorCopy(vec_origin, ent->v.basevelocity); //@@ pr_global_struct->time = sv.time; pr_global_struct->self = EDICT_TO_PROG(ent); PF_WaterMove(); SV_CheckVelocity (ent); wasonground = (int)ent->v.flags & FL_ONGROUND; // ent->v.flags = (int)ent->v.flags & ~FL_ONGROUND; // add gravity except: // flying monsters // swimming monsters who are in the water inwater = SV_CheckWater(ent); if (! wasonground) if (!((int)ent->v.flags & FL_FLY)) if (!(((int)ent->v.flags & FL_SWIM) && (ent->v.waterlevel > 0))) { if (ent->v.velocity[2] < sv_gravity.value*-0.1) hitsound = true; if (!inwater) SV_AddGravity (ent); } if (!VectorCompare(ent->v.velocity, vec_origin) || !VectorCompare(ent->v.basevelocity, vec_origin)) { ent->v.flags = (int)ent->v.flags & ~FL_ONGROUND; // apply friction // let dead monsters who aren't completely onground slide if (wasonground) if (!(ent->v.health <= 0.0 && !SV_CheckBottom(ent))) { vel = ent->v.velocity; speed = sqrt(vel[0]*vel[0] +vel[1]*vel[1]); if (speed) { friction = sv_friction.value; control = speed < sv_stopspeed.value ? sv_stopspeed.value : speed; newspeed = speed - host_frametime*control*friction; if (newspeed < 0) newspeed = 0; newspeed /= speed; vel[0] = vel[0] * newspeed; vel[1] = vel[1] * newspeed; } } VectorAdd (ent->v.velocity, ent->v.basevelocity, ent->v.velocity); SV_FlyMove (ent, host_frametime, NULL); VectorSubtract (ent->v.velocity, ent->v.basevelocity, ent->v.velocity); // determine if it's on solid ground at all { vec3_t mins, maxs, point; int x, y; VectorAdd (ent->v.origin, ent->v.mins, mins); VectorAdd (ent->v.origin, ent->v.maxs, maxs); point[2] = mins[2] - 1; for (x=0 ; x<=1 ; x++) for (y=0 ; y<=1 ; y++) { point[0] = x ? maxs[0] : mins[0]; point[1] = y ? maxs[1] : mins[1]; if (SV_PointContents (point) == CONTENTS_SOLID) { ent->v.flags = (int)ent->v.flags | FL_ONGROUND; break; } } } SV_LinkEdict (ent, true); if (((int)ent->v.flags & FL_ONGROUND) && (!ent->v.flags & FL_MONSTER)) if (!wasonground) if (hitsound) SV_StartSound (ent, 0, "fx/thngland.wav", 255, 1); } // regular thinking SV_RunThink (ent); SV_CheckWaterTransition (ent); } #else void SV_Physics_Step (edict_t *ent) { qboolean hitsound; // freefall if not onground if ( ! ((int)ent->v.flags & (FL_ONGROUND | FL_FLY | FL_SWIM) ) ) { if (ent->v.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)ent->v.flags & FL_ONGROUND ) // just hit ground if (((int)ent->v.flags & FL_ONGROUND) && (!ent->v.flags & FL_MONSTER)) { if (hitsound) SV_StartSound (ent, 0, "fx/thngland.wav", 255, 1); } } // regular thinking SV_RunThink (ent); SV_CheckWaterTransition (ent); } #endif //============================================================================ /* ================ SV_Physics ================ */ void SV_Physics (void) { int i,c,originMoved; edict_t *ent, *ent2; vec3_t oldOrigin,oldAngle; // let the progs know that a new frame has started pr_global_struct->self = EDICT_TO_PROG(sv.edicts); pr_global_struct->other = EDICT_TO_PROG(sv.edicts); pr_global_struct->time = sv.time; PR_ExecuteProgram (pr_global_struct->StartFrame); //SV_CheckAllEnts (); // // treat each object in turn // ent = sv.edicts; for (i=0 ; ifree) continue; ent2 = PROG_TO_EDICT(ent->v.movechain); if (ent2 != sv.edicts) { VectorCopy(ent->v.origin,oldOrigin); VectorCopy(ent->v.angles,oldAngle); } if (pr_global_struct->force_retouch) { SV_LinkEdict (ent, true); // force retouch even for stationary } if (i > 0 && i <= svs.maxclients) SV_Physics_Client (ent, i); else if (ent->v.movetype == MOVETYPE_PUSH) SV_Physics_Pusher (ent); else if (ent->v.movetype == MOVETYPE_NONE) SV_Physics_None (ent); #ifdef QUAKE2 else if (ent->v.movetype == MOVETYPE_FOLLOW) SV_Physics_Follow (ent); #endif else if (ent->v.movetype == MOVETYPE_NOCLIP) SV_Physics_Noclip (ent); else if ((ent->v.movetype == MOVETYPE_STEP) || (ent->v.movetype == MOVETYPE_PUSHPULL)) SV_Physics_Step (ent); else if (ent->v.movetype == MOVETYPE_TOSS || ent->v.movetype == MOVETYPE_BOUNCE //#ifdef QUAKE2 || ent->v.movetype == MOVETYPE_BOUNCEMISSILE //#endif || ent->v.movetype == MOVETYPE_FLY || ent->v.movetype == MOVETYPE_FLYMISSILE || ent->v.movetype == MOVETYPE_SWIM) SV_Physics_Toss (ent); else Sys_Error ("SV_Physics: bad movetype %i", (int)ent->v.movetype); if (ent2 != sv.edicts) { originMoved = !VectorCompare(ent->v.origin,oldOrigin); if (originMoved || !VectorCompare(ent->v.angles,oldAngle)) { VectorSubtract(ent->v.origin,oldOrigin,oldOrigin); VectorSubtract(ent->v.angles,oldAngle,oldAngle); for(c=0;c<10;c++) { // chain a max of 10 objects if (ent2->free) break; VectorAdd(oldOrigin,ent2->v.origin,ent2->v.origin); if ((int)ent2->v.flags & FL_MOVECHAIN_ANGLE) { VectorAdd(oldAngle,ent2->v.angles,ent2->v.angles); } if (originMoved && ent2->v.chainmoved) { // callback function pr_global_struct->self = EDICT_TO_PROG(ent2); pr_global_struct->other = EDICT_TO_PROG(ent); PR_ExecuteProgram(ent2->v.chainmoved); } ent2 = PROG_TO_EDICT(ent2->v.movechain); if (ent2 == sv.edicts) break; } } } } if (pr_global_struct->force_retouch) pr_global_struct->force_retouch--; sv.time += host_frametime; } #ifdef QUAKE2 trace_t SV_Trace_Toss (edict_t *ent, edict_t *ignore) { edict_t tempent, *tent; trace_t trace; vec3_t move; vec3_t end; double save_frametime; // extern particle_t *active_particles, *free_particles; // particle_t *p; save_frametime = host_frametime; host_frametime = 0.05; memcpy(&tempent, ent, sizeof(edict_t)); tent = &tempent; while (1) { SV_CheckVelocity (tent); SV_AddGravity (tent); VectorMA (tent->v.angles, host_frametime, tent->v.avelocity, tent->v.angles); VectorScale (tent->v.velocity, host_frametime, move); VectorAdd (tent->v.origin, move, end); trace = SV_Move (tent->v.origin, tent->v.mins, tent->v.maxs, end, MOVE_NORMAL, tent); VectorCopy (trace.endpos, tent->v.origin); // p = free_particles; // if (p) // { // free_particles = p->next; // p->next = active_particles; // active_particles = p; // // p->die = 256; // p->color = 15; // p->type = pt_static; // VectorCopy (vec3_origin, p->vel); // VectorCopy (tent->v.origin, p->org); // } if (trace.ent) if (trace.ent != ignore) break; } // p->color = 224; host_frametime = save_frametime; return trace; } #endif /* * $Log: /H2 Mission Pack/SV_PHYS.C $ * * 10 3/17/98 6:14p Jmonroe * * 9 2/27/98 6:09p Mgummelt * * 8 2/09/98 11:46a Jmonroe * * 7 2/04/98 12:53a Jmonroe * added fastfabs * * 6 1/08/98 5:01p Mgummelt * * 5 1/08/98 4:25p Mgummelt * * 29 9/01/97 2:08a Rjohnson * Physics Update * * 28 8/31/97 3:44p Rjohnson * Update * * 27 8/30/97 6:34p Rjohnson * Fix for rotating * * 26 8/25/97 9:03a Rjohnson * Changed warning messages to developer mode * * 25 8/21/97 10:32a Rjohnson * Disabled error messages for builds * * 24 7/15/97 1:29p Rjohnson * Updates for water * * 23 7/14/97 4:47p Rjohnson * Fix for movetype_phase * * 22 6/05/97 4:44p Rlove * Fly mode is now network friendly * * 21 5/30/97 10:33a Rlove * * 20 5/23/97 2:13p Rlove * * 19 5/22/97 11:59a Rjohnson * Removed the physics hack I put in a few days ago * * 18 5/22/97 8:01a Rlove * Change to PHASE for rotating brushes * * 17 5/21/97 1:34p Rjohnson * Fix for weird problem with movement * * 16 5/21/97 10:59a Rjohnson * Physics didn't allow you to change the velocity on certain "touches" * that occurred deep down in the physics * * 15 5/20/97 11:21a Rlove * * 14 5/12/97 5:07p Rjohnson * Made rotating bmodels also respond to velocity * * 13 5/09/97 2:39p Rlove * * 12 5/09/97 1:31p Rlove * * 11 5/07/97 4:09p Rlove * * 10 4/26/97 7:32a Rlove * Getting rid of some Id sounds * * 9 3/26/97 4:05p Rjohnson * Added the ability to link entities so that they will move together * * 8 3/21/97 5:57p Rlove * They are standing here waiting for this * * 7 3/19/97 4:11p Rjohnson * Put in quake2's bmodel movement * * 6 3/17/97 2:01p Rlove * Bounce missiles were sticking on the floor and that was a bad thing * * 5 3/17/97 12:40p Rlove * New axe is in. * * 4 3/07/97 2:18p Rjohnson * Id Updates * * 3 2/18/97 4:40p Rjohnson * Id Updates */