// g_phys.c #include "g_local.h" #include "..\qcommon\ef_flags.h" #include "ai_private.h" #define STOP_EPSILON 1.0 #define ZSTOP_EPSILON 100.0 // this is bigger to stop stupid vertical oscillations when things typedef struct { edict_t *ent; vec3_t origin; vec3_t angles; float deltayaw; } pushed_t; pushed_t pushed[MAX_EDICTS], *pushed_p; void SV_CheckGround (edict_t *ent); void G_UpdateFrameEffects(edict_t *ent); extern void debug_drawbox(edict_t* self,vec3_t vOrigin, vec3_t vMins, vec3_t vMaxs, int nColor); // bounce close to the ground /* 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. */ void SV_Physics_Step (edict_t *ent); void SV_HandleGenericGroundEffect(edict_t *ent); /* ============ SV_TestEntityPosition ============ */ edict_t *SV_TestEntityPosition (edict_t *ent) { trace_t trace; int mask; if (ent->clipmask) mask = ent->clipmask; else mask = MASK_SOLID; gi.trace (ent->s.origin, ent->mins, ent->maxs, ent->s.origin, ent, mask, &trace); if (trace.startsolid) return g_edicts; return NULL; } /* ================ SV_CheckVelocity ================ */ void SV_CheckVelocity (edict_t *ent) { int i; // // bound velocity // for (i=0 ; i<3 ; i++) { if (ent->velocity[i] > sv_maxvelocity->value) ent->velocity[i] = sv_maxvelocity->value; else if (ent->velocity[i] < -sv_maxvelocity->value) ent->velocity[i] = -sv_maxvelocity->value; } } void Lean_TouchTriggers(edict_t *ent) { edict_t *playerEnt = GetBuddyOwner(ent); vec3_t fwd, right, up; AngleVectors(playerEnt->client->ps.viewangles, fwd, right, up); VectorMA(playerEnt->s.origin, -30 * playerEnt->viewside, right, ent->s.origin); VectorAdd(ent->s.origin, ent->mins, ent->absmin); VectorAdd(ent->s.origin, ent->maxs, ent->absmax); G_TouchTriggers(playerEnt); VectorClear(ent->s.origin); } /* ============= SV_RunThink Runs thinking code for this frame if necessary ============= */ qboolean SV_RunThink (edict_t *ent) { float thinktime; thinktime = ent->nextthink; if (thinktime <= 0 || (!ent->think && !ent->ai)) { if ((ent->flags & FL_LEAN_PLAYER) && (GetBuddyOwner(ent))) { // this is a leanbuddy Lean_TouchTriggers(ent); } return true; } if (thinktime > level.time+0.001) { return true; } ent->nextthink = 0; if (ent->ai) { //need to set think to NULL in order for ai to do anything if (ent->ai->IsFirstFrameTime()) { ent->ai->FirstFrame(ent); ent->think(ent); } else { ent->ai->Think(*ent); G_TouchTriggers(ent); } } else { // rjr shouldn't be able to occur // if (!ent->think) // gi.error ("NULL ent->think for item '%s'", ent->classname); ent->think (ent); } // find this ghosting bug. assert(!((ent->s.renderfx & RF_GHOUL) && !(ent->ghoulInst))); return false; } /* ================== SV_Impact Two entities have touched, so run their touch functions ================== */ int attachmentNotCircular(edict_t *e1) { edict_t *next; next = e1; while(next->attachChain) { next = &g_edicts[next->attachChain]; if(next == e1)return 0; } return 1; } //moves all general world objects that are attached to a guy... but if a guy is of type push, he might have to be returned to a prior position void updateAttachments(edict_t *e, int isTypePush, vec3_t move, vec3_t amove) { edict_t *curChain; vec3_t preRotate; vec3_t postRotate; int depth = 0; if(!(e->attachChain))return; curChain = e; while(curChain->attachChain) { curChain = &g_edicts[curChain->attachChain]; if(isTypePush) { pushed_p->ent = curChain; VectorCopy(curChain->s.origin, pushed_p->origin); VectorCopy(curChain->s.angles, pushed_p->angles); pushed_p++; } VectorAdd(curChain->s.origin, move, curChain->s.origin); VectorAdd(curChain->s.angles, amove, curChain->s.angles); if(amove[YAW])//need to handle other rotations - FIXME { // angular stuff :/ VectorSubtract(curChain->s.origin, e->s.origin, preRotate); postRotate[0] = cos(-amove[YAW] * M_PI / 180.0) * preRotate[0] + sin(-amove[YAW] * M_PI / 180.0) * preRotate[1]; postRotate[1] = -sin(-amove[YAW] * M_PI / 180.0) * preRotate[0] + cos(-amove[YAW] * M_PI / 180.0) * preRotate[1]; postRotate[2] = preRotate[2]; VectorAdd(e->s.origin, postRotate, curChain->s.origin); } depth++; assert(depth < 10);//circular list? ACK!!! } } bool SV_Impact (edict_t *e1, trace_t *trace) { edict_t *e2; e2 = trace->ent; // 1/11/99 kef -- we shouldn't be able to shoot our own LeanBuddy, NugBuddy, or WeaponBuddy if (e2->svflags & SVF_BUDDY) { if(e2->owner == e1->owner) { // an impact with our own buddy return false; } else if(e1->health == 31337) { // a knife hit a buddy } else { // I don't know of a pretty way to fix this off hand, but basically we don't want you //to be able to land a c4 or a thrown knife on a buddy if (e1->flags & FL_THROWN_WPN) { // hit something like a weaponbuddy, so bounce off of it if (trace->plane.normal && (DotProduct(trace->plane.normal, vec3_up) > .8) ) { // landed on a buddy e1->velocity[2] *= -1; VectorScale(e1->velocity, .4, e1->velocity); } else { VectorScale(e1->velocity, -.2, e1->velocity); } if (e1->touch && (e1->solid != SOLID_NOT || e1->movetype == MOVETYPE_TOUCHNOTSOLID)) e1->touch (e1, e2, &trace->plane, trace->surface); return false; } } } // If entity1 is a MOVETYPE_TOUCHNOTSOLID, like a missile, // then it should run its touch function, solid or not. if (e1->touch && (e1->solid != SOLID_NOT || e1->movetype == MOVETYPE_TOUCHNOTSOLID)) e1->touch (e1, e2, &trace->plane, trace->surface); if (e2->touch && e2->solid != SOLID_NOT) e2->touch (e2, e1, NULL, NULL); return true; } /* ================== ClipVelocity Slide off of the impacting object returns the blocked flags (1 = floor, 2 = step / wall) ================== */ 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; if (backoff == 0)//if plane is parallel to velocity, physics are screwy, so bounce off with equal weight given to plane & vel { VectorScale(in,0.5,in); backoff = VectorLength(in)*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; } void ClipVelocity_Dan (vec3_t in, vec3_t normal, vec3_t out, float elasticity) // Calculate the velocity resulting from an impact with a plane surface. // ************************************************************************************************ { float DotProd; vec3_t InverseIn, WorkVec; int i; // Calculation for reflection in a plane is 2*(N.D)*N-D, where D is the inverse of the incident // ray. if (elasticity == -1) { VectorCopy(in, out); return; } VectorScale(in,-1.0 * elasticity,InverseIn); DotProd=DotProduct(normal,InverseIn); VectorScale(normal,DotProd*1.8,WorkVec); // not using 2.0 because I need to fudge VectorSubtract(WorkVec,InverseIn,out); for (i=0 ; i<2 ; i++) { if (out[i] > -STOP_EPSILON && out[i] < STOP_EPSILON) { out[i] = 0; } } if (out[2] > -ZSTOP_EPSILON && out[2] < ZSTOP_EPSILON) { out[2] = 0; } } /* ============ 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 ============ */ #define MAX_CLIP_PLANES 5 int SV_FlyMove (edict_t *ent, float time, int mask) { edict_t *hit; int bumpcount, numbumps; vec3_t dir; float d; int numplanes; vec3_t planes[MAX_CLIP_PLANES]; vec3_t primal_velocity, original_velocity, new_velocity; int i, j; trace_t trace; vec3_t end; float time_left; int blocked; // corpse stuff vec3_t mins, maxs; // end corpse stuff numbumps = 4; blocked = 0; VectorCopy (ent->velocity, original_velocity); VectorCopy (ent->velocity, primal_velocity); numplanes = 0; time_left = time; ent->groundentity = NULL; for (bumpcount=0 ; bumpcounts.origin[i] + time_left * ent->velocity[i]; // trace isn't picking up models as entities! //corpse stuff if (ent->solid == SOLID_CORPSE) { VectorCopy(ent->mins, mins); VectorCopy(ent->maxs, maxs); mins[0] = -8; mins[1] = -8; maxs[0] = 8; maxs[1] = 8; maxs[2] = 8; gi.trace (ent->s.origin, mins, maxs, end, ent, mask, &trace); } // end corpse stuff else { gi.trace (ent->s.origin, ent->mins, ent->maxs, end, ent, mask, &trace); } // Com_Printf("%s %d Tracing from (%f,%f,%f) to (%f,%f,%f)\n", ent->classname, ent->s.number, ent->s.origin[0], ent->s.origin[1], ent->s.origin[2], // end[0], end[1], end[2]); if (trace.allsolid) { // entity is trapped in another solid VectorCopy (vec3_origin, ent->velocity); return 3; } hit = trace.ent; /* if (trace.fraction != 1) { Com_Printf("Stopped at (%f,%f,%f)\n", trace.endpos[0], trace.endpos[1], trace.endpos[2]); } Com_Printf("%s %d Trace hit entity %s %d \n", ent->classname, ent->s.number, hit->classname, hit->s.number); */ {//test only--did last trace take me into a solid?!!!!!!!!! // static int i98=0; // Com_Printf("Horrible extra trace in FLYMOVE (%d)\n",i98++); trace_t dbtrace; //corpse stuff if (ent->solid == SOLID_CORPSE) { gi.trace (trace.endpos, mins, maxs, trace.endpos, ent, mask, &dbtrace); } //end corpse stuff else { gi.trace (trace.endpos, ent->mins, ent->maxs, trace.endpos, ent, mask, &dbtrace); } if (dbtrace.startsolid || dbtrace.allsolid) { if (trace.fraction > 0 && trace.fraction < 1 && trace.plane.normal[2] > 0.7) { if (( hit->solid == SOLID_BSP) || (hit->solid == SOLID_GHOUL)) { ent->groundentity = trace.ent; ent->groundentity_linkcount = trace.ent->linkcount; } } VectorNormalize (ent->velocity); VectorScale (ent->velocity, -1, ent->velocity);//back outta here for (i=0;i<3;i++) ent->velocity[i] += gi.flrand(-1.0F, 1.0F); return 7;//trace failed!!!!! we're FUKD!!!!!!! } } if (trace.fraction > 0) { // actually covered some distance VectorCopy (trace.endpos, ent->s.origin); VectorCopy (ent->velocity, original_velocity); numplanes = 0; } if (trace.fraction == 1) break; // moved the entire distance if (trace.plane.normal[2] > 0.7) { blocked |= 1; // floor if (( hit->solid == SOLID_BSP) || (hit->solid == SOLID_GHOUL)) { ent->groundentity = hit; ent->groundentity_linkcount = hit->linkcount; SV_HandleGenericGroundEffect(ent); } } if (!trace.plane.normal[2]) { blocked |= 2; // step } // // run the impact function // if (!SV_Impact (ent, &trace)) { break; } if (!ent->inuse) break; // removed by the impact function time_left -= time_left * trace.fraction; // cliped to another plane if (numplanes >= MAX_CLIP_PLANES) { // this shouldn't really happen VectorCopy (vec3_origin, ent->velocity); return 3; } VectorCopy (trace.plane.normal, planes[numplanes]); numplanes++; // // modify original_velocity so it parallels all of the clip planes // if (ent->movetype != MOVETYPE_NOCLIP) { for (i=0 ; ivelocity); } else { // go along the crease if (numplanes != 2) { // gi.dprintf ("clip velocity, numplanes == %i\n",numplanes); VectorCopy (vec3_origin, ent->velocity); return 7; } CrossProduct (planes[0], planes[1], dir); d = DotProduct (dir, ent->velocity); VectorScale (dir, d, ent->velocity); } } // // if original velocity is against the original velocity, stop dead // to avoid tiny occilations in sloping corners // /* if (DotProduct (ent->velocity, primal_velocity) < 0)//don't zero me out if plane is parallel to vel { VectorCopy (vec3_origin, ent->velocity); return blocked; }*/ // ^^ this is crap. essentially, it says, if something is going to bounce back the way it came, // just stop it... I think the "tiny occillations" were vertical, which could be gotten rid // of with: if ((ent->velocity[2] * primal_velocity[2]) < 0) { ent->velocity[2] = 0; return blocked; } } return blocked; } /* ============ SV_AddGravity ============ */ void SV_AddGravity (edict_t *ent) { vec3_t gravdir; gravdir[0] = sv_gravityx->value; gravdir[1] = sv_gravityy->value; gravdir[2] = sv_gravityz->value; // note that positive z is downward // VectorNormalize(gravdir); ent->velocity[0] += ent->gravity * sv_gravity->value * FRAMETIME * gravdir[0]; ent->velocity[1] += ent->gravity * sv_gravity->value * FRAMETIME * gravdir[1]; ent->velocity[2] -= ent->gravity * sv_gravity->value * FRAMETIME * gravdir[2]; if (ent->waterlevel == 1) { ent->velocity[2] += ent->bouyancy * sv_gravity->value * 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; vec3_t end; int mask; VectorCopy (ent->s.origin, start); VectorAdd (start, push, end); retry: if (ent->clipmask) mask = ent->clipmask; else mask = MASK_SOLID; gi.trace (start, ent->mins, ent->maxs, end, ent, mask, &trace); // If we start in an object, we shouldn't move. We need this mainly for corpses, so to be safe, we only use it on MOVETYPE_TOSS if (trace.allsolid && ent->movetype == MOVETYPE_TOSS) { // Don't move at all gi.linkentity (ent); } else { VectorCopy (trace.endpos, ent->s.origin); gi.linkentity (ent); if (trace.fraction != 1.0) // it's gonna hit something { SV_Impact (ent, &trace); // if the pushed entity went away and the pusher is still there if (!trace.ent->inuse && ent->inuse) { // move the pusher back and try again VectorCopy (start, ent->s.origin); gi.linkentity (ent); goto retry; } } } if (ent->inuse) G_TouchTriggers (ent); return trace; } edict_t *obstacle; /* ============ SV_Push Objects need to be moved back on a failed push, otherwise riders would continue to slide. ============ */ qboolean SV_Push (edict_t *pusher, vec3_t move, vec3_t amove) { int i, e; edict_t *check, *block; vec3_t mins, maxs; pushed_t *p; vec3_t org, org2, move2, forward, right, up; // clamp the move to 1/8 units, so the position will // be accurate for client side prediction /* for (i=0 ; i<3 ; i++) { float temp; temp = move[i]*8.0; if (temp > 0.0) temp += 0.5; else temp -= 0.5; move[i] = 0.125 * (int)temp; } */ // find the bounding box for (i=0 ; i<3 ; i++) { mins[i] = pusher->absmin[i] + move[i]; maxs[i] = pusher->absmax[i] + move[i]; } // we need this for pushing things later VectorSubtract (vec3_origin, amove, org); AngleVectors (org, forward, right, up); // save the pusher's original position pushed_p->ent = pusher; VectorCopy (pusher->s.origin, pushed_p->origin); VectorCopy (pusher->s.angles, pushed_p->angles); if (pusher->client) pushed_p->deltayaw = pusher->client->ps.pmove.delta_angles[YAW]; pushed_p++; // move the pusher to it's final position VectorAdd (pusher->s.origin, move, pusher->s.origin); VectorAdd (pusher->s.angles, amove, pusher->s.angles); gi.linkentity (pusher); //FIXME - NOT WORTH BOTHERING WITH - JUST MAKE KNIVES AND WHAT NOT BOUNCE OFF OF DOORS // updateAttachments(pusher, 1, move, amove); // see if any solid entities are inside the final position check = g_edicts+1; for (e = 1; e < globals.num_edicts; e++, check++) { if (!check->inuse) continue; if (check->movetype == MOVETYPE_PUSH || check->movetype == MOVETYPE_STOP || check->movetype == MOVETYPE_NONE || check->movetype == MOVETYPE_NOCLIP || check->s.solid == SOLID_NOT) continue; if(check->attachOwner)continue;//these guys are attached - let's leave 'em alone for now and let 'em rest... if (!check->area.prev) continue; // not linked in anywhere // if the entity is standing on the pusher, it will definitely be moved if (check->groundentity != pusher) { // see if the ent needs to be tested if ( check->absmin[0] >= maxs[0] || check->absmin[1] >= maxs[1] || check->absmin[2] >= maxs[2] || check->absmax[0] <= mins[0] || check->absmax[1] <= mins[1] || check->absmax[2] <= mins[2] ) continue; //sfs--i put in this bit to fix the stuck trapdoors on the train, but until i can run a map with elevators on it, i can't test it and it shouldn't be in. //pushers should be able to go through dead monsters (WHO AREN'T STANDING ON THE PUSHER!) // if (check->svflags & SVF_DEADMONSTER) // continue; // see if the ent's bbox is inside the pusher's final position if (!SV_TestEntityPosition (check)) continue; } if ((pusher->movetype == MOVETYPE_PUSH) || (check->groundentity == pusher)) { // move this entity pushed_p->ent = check; VectorCopy (check->s.origin, pushed_p->origin); VectorCopy (check->s.angles, pushed_p->angles); pushed_p++; // try moving the contacted entity VectorAdd (check->s.origin, move, check->s.origin); if (check->client) { // FIXME: doesn't rotate monsters? check->client->ps.pmove.delta_angles[YAW] += amove[YAW]; } // figure movement due to the pusher's amove VectorSubtract (check->s.origin, pusher->s.origin, org); org2[0] = DotProduct (org, forward); org2[1] = -DotProduct (org, right); org2[2] = DotProduct (org, up); VectorSubtract (org2, org, move2); // rjr EmergencySnapPosition() took care of this // VectorScale(move2, 2.0, move2); VectorAdd (check->s.origin, move2, check->s.origin); // may have pushed them off an edge if (check->groundentity != pusher) check->groundentity = NULL; block = SV_TestEntityPosition (check); if (!block) { // pushed ok gi.linkentity (check); // impact? continue; } // if it is ok to leave in the old position, do it // this is only relevent for riding entities, not pushed // FIXME: this doesn't acount for rotation VectorSubtract (check->s.origin, move, check->s.origin); block = SV_TestEntityPosition (check); if (!block) { pushed_p--; continue; } } // save off the obstacle so we can call the block function obstacle = check; // move back any entities we already moved // go backwards, so if the same entity was pushed // twice, it goes back to the original position for (p=pushed_p-1 ; p>=pushed ; p--) { VectorCopy (p->origin, p->ent->s.origin); VectorCopy (p->angles, p->ent->s.angles); if (p->ent->client) { p->ent->client->ps.pmove.delta_angles[YAW] = p->deltayaw; } gi.linkentity (p->ent); } return false; } //FIXME: is there a better way to handle this? // see if anything we moved has touched a trigger for (p=pushed_p-1 ; p>=pushed ; p--) G_TouchTriggers (p->ent); return true; } /* ================ SV_Physics_Pusher Bmodel objects don't interact with each other, but push all box objects ================ */ void SV_Physics_Pusher (edict_t *ent) { vec3_t move, amove; edict_t *part, *mv; // if not a team captain, so movement will be handled elsewhere if ( ent->flags & FL_TEAMSLAVE) return; // make sure all team slaves can move before commiting // any moves or calling any think functions // if the move is blocked, all moved objects will be backed out //retry: pushed_p = pushed; for (part = ent ; part ; part=part->teamchain) { if (part->velocity[0] || part->velocity[1] || part->velocity[2] || part->avelocity[0] || part->avelocity[1] || part->avelocity[2] ) { // object is moving VectorScale (part->velocity, FRAMETIME, move); VectorScale (part->avelocity, FRAMETIME, amove); if (!SV_Push (part, move, amove)) break; // move was blocked } } if (pushed_p > &pushed[MAX_EDICTS]) gi.error (ERR_FATAL, "pushed_p > &pushed[MAX_EDICTS], memory corrupted"); if (part) { // the move failed, bump all nextthink times and back out moves for (mv = ent ; mv ; mv=mv->teamchain) { if (mv->nextthink > 0) mv->nextthink += FRAMETIME; } // if the pusher has a "blocked" function, call it // otherwise, just stay in place until the obstacle is gone if (part->blocked) part->blocked (part, obstacle); #if 0 // if the pushed entity went away and the pusher is still there if (!obstacle->inuse && part->inuse) goto retry; #endif } else { // the move succeeded, so call all think functions for (part = ent ; part ; part=part->teamchain) { SV_RunThink (part); } } } //================================================================== /* ============= 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) { VectorMA (ent->s.angles, FRAMETIME, ent->avelocity, ent->s.angles); VectorMA (ent->s.origin, FRAMETIME, ent->velocity, ent->s.origin); gi.linkentity (ent); // regular thinking if (!SV_RunThink (ent)) return; } /* ============================================================================== TOSS / BOUNCE ============================================================================== */ /* ============= 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; edict_t *slave; qboolean wasinwater; qboolean isinwater; vec3_t old_origin; // regular thinking SV_RunThink (ent); // if not a team captain, so movement will be handled elsewhere if ( ent->flags & FL_TEAMSLAVE) return; if (ent->velocity[2] > 0) ent->groundentity = NULL; // check for the groundentity going away if (ent->groundentity) if (!ent->groundentity->inuse) ent->groundentity = NULL; // if onground, return without moving if ( ent->groundentity ) return; VectorCopy (ent->s.origin, old_origin); SV_CheckVelocity (ent); // add gravity if (ent->movetype != MOVETYPE_FLY && ent->movetype != MOVETYPE_FLYMISSILE) SV_AddGravity (ent); // move angles VectorMA (ent->s.angles, FRAMETIME, ent->avelocity, ent->s.angles); // move origin VectorScale (ent->velocity, FRAMETIME, move); trace = SV_PushEntity (ent, move); if (!ent->inuse) return; if (trace.fraction < 1) // if it will hit something { if (ent->movetype == MOVETYPE_BOUNCE) backoff = 1.5; else backoff = 1; ClipVelocity (ent->velocity, trace.plane.normal, ent->velocity, backoff); // stop if on ground if (trace.plane.normal[2] > 0.7) { if (ent->velocity[2] < 30 || ent->movetype != MOVETYPE_BOUNCE ) // fixme: if (ent->velocity[2] < 60 || ent->movetype != MOVETYPE_BOUNCE ) // this hardcoded 60 (or 30) is bad... { ent->groundentity = trace.ent; ent->groundentity_linkcount = trace.ent->linkcount; ent->movetype = MOVETYPE_STEP; ent->velocity[2] = 0; SV_Physics_Step (ent); // VectorCopy (vec3_origin, ent->velocity); // VectorCopy (vec3_origin, ent->avelocity); } SV_HandleGenericGroundEffect(ent); } // if (ent->touch) // ent->touch (ent, trace.ent, &trace.plane, trace.surface); } // check for water transition wasinwater = (ent->watertype & MASK_WATER); ent->watertype = gi.pointcontents (ent->s.origin); isinwater = ent->watertype & MASK_WATER; if (isinwater) ent->waterlevel = 1; else ent->waterlevel = 0; /* if (!wasinwater && isinwater) { gi.positioned_sound (old_origin, g_edicts, CHAN_AUTO, gi.soundindex("misc/h2ohit1.wav"), .6, 1, 0); } else if (wasinwater && !isinwater) { gi.positioned_sound (ent->s.origin, g_edicts, CHAN_AUTO, gi.soundindex("misc/h2ohit1.wav"), .6, 1, 0); } */ // move teamslaves for (slave = ent->teamchain; slave; slave = slave->teamchain) { VectorCopy (ent->s.origin, slave->s.origin); gi.linkentity (slave); } } /* =============================================================================== STEPPING MOVEMENT =============================================================================== */ /* ============= SV_Physics_Step Monsters freefall when they don't have a ground entity, otherwise all movement is done with discrete steps. This is also used for objects that have become still on the ground, but will fall if the floor is pulled out from under them. FIXME: is this true? ============= */ #define sv_waterfriction 1 void SV_AddRotationalFriction (edict_t *ent, qboolean onground) { int n; float adjustment; if (onground) { adjustment = FRAMETIME * ent->friction * FRICTION_MULT * .2; } else { adjustment = FRAMETIME * ent->airresistance * AIRRESISTANCE_MULT; } for (n = 0; n < 3; n++) { if (ent->avelocity[n] > 0) { ent->avelocity[n] -= adjustment; if (ent->avelocity[n] < 0) ent->avelocity[n] = 0; } else { ent->avelocity[n] += adjustment; if (ent->avelocity[n] > 0) ent->avelocity[n] = 0; } } } void SV_Rotate (edict_t *ent) { int i; for (i = 0; i < 3; i++) { if ((ent->avelocity[i] > -STOP_EPSILON) && (ent->avelocity[i] < STOP_EPSILON)) { ent->avelocity[i] = 0; } } VectorMA (ent->s.angles, FRAMETIME, ent->avelocity, ent->s.angles); } void SV_AddLinearFriction (edict_t *ent, qboolean onground) { int n; float adjustment; if (onground) { adjustment = FRAMETIME * ent->friction * FRICTION_MULT; } else { adjustment = FRAMETIME * ent->airresistance * AIRRESISTANCE_MULT; } // fixme: make airresistance quadratic? for (n = 0; n < 3; n++) { if (ent->velocity[n] > 0) { ent->velocity[n] -= adjustment; if (ent->velocity[n] < 0) ent->velocity[n] = 0; } else { ent->velocity[n] += adjustment; if (ent->velocity[n] > 0) ent->velocity[n] = 0; } } } void SV_Physics_Step (edict_t *ent) { qboolean wasonground; qboolean hitsound = false; float *vel; float speed, newspeed, control; float friction; edict_t *groundentity; int mask; if (!ent->stopspeed) { ent->stopspeed = 100; } // airborn monsters should always check for ground // if (!ent->groundentity) // M_CheckGround (ent); // corpse stuff if (ent->solid == SOLID_CORPSE) { SV_CheckGround(ent); } groundentity = ent->groundentity; SV_CheckVelocity (ent); if (groundentity) wasonground = true; else wasonground = false; //only do movement if i'm not an inactive monster...--ss if (!ent->ai || ent->ai->IsActive()) { if (ent->avelocity[0] || ent->avelocity[1] || ent->avelocity[2]) { SV_Rotate(ent); SV_AddRotationalFriction (ent, wasonground); } // add gravity except: // flying monsters // swimming monsters who are in the water if (! wasonground) if (!(ent->flags & FL_FLY)) if (!((ent->flags & FL_SWIM) && (ent->waterlevel > 2))) { if (ent->velocity[2] < sv_gravity->value*-0.1) hitsound = true; if (ent->waterlevel == 0) SV_AddGravity (ent); } // friction for flying monsters that have been given vertical velocity if ((ent->flags & FL_FLY) && (ent->velocity[2] != 0)) { speed = fabs(ent->velocity[2]); control = speed < ent->stopspeed ? ent->stopspeed : speed; friction = (ent->friction) * FRICTION_MULT/3; newspeed = speed - (FRAMETIME * control * friction); if (newspeed < 0) newspeed = 0; newspeed /= speed; ent->velocity[2] *= newspeed; } // friction for flying monsters that have been given vertical velocity if ((ent->flags & FL_SWIM) && (ent->velocity[2] != 0)) { speed = fabs(ent->velocity[2]); control = speed < ent->stopspeed ? ent->stopspeed : speed; newspeed = speed - (FRAMETIME * control * sv_waterfriction * ent->waterlevel); if (newspeed < 0) newspeed = 0; newspeed /= speed; ent->velocity[2] *= newspeed; } if (ent->velocity[2] || ent->velocity[1] || ent->velocity[0])// || (ent->solid == SOLID_CORPSE)) { // Com_Printf("%s %d inside Step Physics -- velocity not 0 \n", ent->classname, ent->s.number); // apply friction // let dead monsters who aren't completely onground slide if ((wasonground) || (ent->flags & (FL_SWIM|FL_FLY))) if (!(ent->health <= 0.0 && !gmonster.CheckBottom(ent))) { vel = ent->velocity; speed = sqrt(vel[0]*vel[0] +vel[1]*vel[1]); if (speed) { friction = ent->friction * FRICTION_MULT; // control = speed < ent->stopspeed ? ent->stopspeed : speed; // newspeed = speed - FRAMETIME*control*friction; This is the old line. It stopped guys // from sliding more often than not. if (ent->health < 0) { newspeed = speed - FRAMETIME * friction * 5; } else { newspeed = speed - FRAMETIME * friction * ent->stopspeed; } if (newspeed < 0) newspeed = 0; newspeed /= speed; vel[0] *= newspeed; vel[1] *= newspeed; } } if (ent->ai) mask = MASK_MONSTERSOLID; else mask = MASK_SOLID; // dpk -- should this be changed for corpses? if ((ent->solid == SOLID_CORPSE) && wasonground) { // we're dead and we're on the ground. don't slide so much. certainly not uphill. body_c *body = NULL; ai_c *myAI = (ai_c*)(ai_public_c*)ent->ai; if (myAI && (body = (body_c*)myAI->GetBody()) && (((level.time - body->GetInitialKilledTime()) > 1.5f) || (body->IsInStationaryDeathAnim())) ) { if (ent->velocity[2] > 0) { VectorScale(ent->velocity, 0.2, ent->velocity); } else { VectorScale(ent->velocity, 0.5, ent->velocity); } } } SV_FlyMove (ent, FRAMETIME, mask); gi.linkentity (ent); if (ent->solid != SOLID_CORPSE) { G_TouchTriggers (ent); } // if (ent->groundentity) // if (!wasonground) // if (hitsound) // gi.sound (ent, 0, gi.soundindex("world/land.wav"), .6, 1, 0); } /* else { Com_Printf("%s %d inside Step Physics -- velocity IS 0 \n", ent->classname, ent->s.number); } */ } if (ent->ai) { G_UpdateFrameEffects(ent); } // regular thinking SV_RunThink (ent); } void SV_CheckGround (edict_t *ent) { vec3_t point; trace_t trace; // if the hull point one-quarter unit down is solid the entity is on ground point[0] = ent->s.origin[0]; point[1] = ent->s.origin[1]; point[2] = ent->s.origin[2] - 0.25; if (ent->groundentity) { if (ent->groundentity->solid == SOLID_GHOUL) { point[2] = ent->s.origin[2] - 2.5; } } //corpse stuff if (ent->solid == SOLID_CORPSE) { vec3_t mins, maxs; VectorCopy(ent->mins, mins); VectorCopy(ent->maxs, maxs); mins[0] = -8; mins[1] = -8; maxs[0] = 8; maxs[1] = 8; maxs[2] = 8; // debug_drawbox(ent, NULL, NULL, NULL, 1); gi.trace (ent->s.origin, mins, maxs, point, ent, ent->clipmask, &trace); } else { gi.trace (ent->s.origin, ent->mins, ent->maxs, point, ent, ent->clipmask, &trace); } // If I started in something solid, and it's solid benath me, say I'm on the ground if(trace.startsolid && trace.allsolid) { ent->groundentity = trace.ent; ent->groundentity_linkcount = trace.ent->linkcount; return; } // If I started in something solid, and I can fall through, I'm not on the ground if(trace.startsolid && !trace.allsolid) { ent->groundentity = NULL; return; } // If the trace went all the way, I ain't on the ground if ( trace.fraction == 1.0 ) { ent->groundentity = NULL; return; } // Ok, I hit something, can I stand on it? if ( trace.plane.normal[2] < FLOOR_STEEPNESS) { ent->groundentity = NULL; // Nope, it is too steep return; } else { // Yep, I'm standing on this thing VectorCopy (trace.endpos, ent->s.origin); ent->groundentity = trace.ent; ent->groundentity_linkcount = trace.ent->linkcount; // ent->velocity[2] = 0; } } void SV_Physics_Dan (edict_t *ent) { edict_t *groundentity, *hit; qboolean wasonground; int numbumps, bumpcount, blocked, numplanes, i, j; vec3_t original_velocity, primal_velocity, end, new_velocity; vec3_t planes[MAX_CLIP_PLANES], dir; float time_left, d; trace_t trace; // first, run regular think SV_RunThink(ent); if (!ent->inuse) { // were we just deleted? return; } if(ent->attachOwner)return;//if you're connected to something, there's no way you can collide with stuff, right? Okay, maybe not, but we'll fix that later maybe... // Rick's suggested optimisation...(saves approx 600 traces a second on final/nyc) // if (!(Vec3IsZero(ent->velocity) && ent->groundentity && ent->groundentity->s.number==0)) { // am I on the ground? SV_CheckGround (ent); } // else // { // static int i99=0; // Com_Printf("Skipped %d GroundChecks in PHYSICS_DAN\n",i99++); // (needs "developer 1" to see this) // } groundentity = ent->groundentity; // I was standing on this (NULL if air) if (groundentity) { wasonground = true; } else { wasonground = false; } SV_CheckVelocity (ent); // Make my velocities "in bounds" (defined by the cvar, // sv_maxvelocity, which defaults to 2000. // dk I changed if test to make sure all MOVETYPE_DAN objects are always affected // by non-standard gravity... if ((ent->gravity && !wasonground) || ((sv_gravityx->value) || (sv_gravityy->value) || (sv_gravityz->value < 0))) { SV_AddGravity(ent); // Add gravity if I'm in air (the cvar sv_gravity is multiplied by the // entity's gravity. sv_gravity defaults to 800, entity // gravity defaults to 1. // If I'm in water, bouyancy will detract from this } if (ent->velocity[0] || ent->velocity[1] || ent->velocity[2]) { // setting up for the collision detections numbumps = 4; // maximum of 4 clip planes checked blocked = 0; VectorCopy (ent->velocity, original_velocity); VectorCopy (ent->velocity, primal_velocity); numplanes = 0; time_left = FRAMETIME; ent->groundentity = NULL; // clear the ground entity for the new trace for (bumpcount=0 ; bumpcounts.origin[i] + time_left * ent->velocity[i]; // the endpoint of the trace } // do the trace from ---box-------------- to ignore mask(for now) gi.trace (ent->s.origin, ent->mins, ent->maxs, end, ent, ent->clipmask, &trace); // ***Since the trace doesn't use the correct bounding box yet, I'm disabling this for now*** // if (trace.allsolid) // { // entity is trapped in another solid, so we'll never move // VectorCopy (vec3_origin, ent->velocity); // return; // } // did last trace take me into a solid?! If it did, bad things, man... { // static int i97=0; // Com_Printf("Horrible extra trace in PHYSICS_DAN (%d)\n",i97++); trace_t dbtrace; vec3_t dumbmins, dumbmaxs, ones; for (i=0;i<3;i++) ones[i] = 1; VectorCopy(ent->mins, dumbmins); VectorAdd(dumbmins, ones, dumbmins); VectorCopy(ent->maxs, dumbmaxs); VectorSubtract(dumbmaxs, ones, dumbmaxs); gi.trace (trace.endpos, dumbmins, dumbmaxs, trace.endpos, ent, ent->clipmask, &dbtrace); if (dbtrace.startsolid || dbtrace.allsolid) { // kef -- if we're starting in a solid, and we're a knife, maybe hit someone's //buddy? if (dbtrace.ent && (dbtrace.ent->svflags & SVF_BUDDY)) { // hit a buddy. try to impact with its owner if (NULL == trace.ent) { trace.ent = dbtrace.ent->owner; } } else { if (trace.fraction > 0 && trace.fraction < 1 && trace.plane.normal[2] > 0.7) { if ( dbtrace.ent->solid == SOLID_BSP) { ent->groundentity = trace.ent; ent->groundentity_linkcount = trace.ent->linkcount; } } VectorClear(ent->velocity); // I added this line - bl // Commenting these 4 lines out because they seem rather unneeded - bl // VectorNormalize (ent->velocity); // VectorScale (ent->velocity, -1, ent->velocity);//back outta here // for (i=0;i<3;i++) // ent->velocity[i] +=crandom(); // get me outta here return;//trace failed!!!!! muy mal! } } } if (trace.fraction > 0) { // trace covered at least a portion of the distance VectorCopy (trace.endpos, ent->s.origin); // move me /* if (ent->chain) { VectorCopy(ent->s.origin, ent->chain->s.origin); } */ VectorCopy (ent->velocity, original_velocity); // store what my velocity was numplanes = 0; } if (trace.fraction == 1) break; // moved the entire distance of the trace, get out of this loop hit = trace.ent; // If we're getting here, we hit something. store it if (trace.plane.normal[2] > 0.7) // we hit floor { blocked |= 1; if (( hit->solid == SOLID_BSP) || (hit->solid == SOLID_GHOUL)) // *** should this include models? i think so // if ( hit->solid == SOLID_BSP ) { ent->groundentity = hit; ent->groundentity_linkcount = hit->linkcount; } SV_HandleGenericGroundEffect(ent); } if (trace.plane.normal[2] < 0.7) { blocked |= 2; // step or wall } /* if (!trace.plane.normal[2]) { blocked |= 2; // step or wall } */ // // run the impact function // if (!SV_Impact (ent, &trace)) // runs their touch functions { break; } if (!ent->inuse) break; // if we lost our entity due to the impact function, get out time_left -= time_left * trace.fraction; // clipped to another plane if (numplanes >= MAX_CLIP_PLANES) { // this shouldn't really happen VectorCopy (vec3_origin, ent->velocity); return; } VectorCopy (trace.plane.normal, planes[numplanes]); // store normals of the planes I hit numplanes++; // // modify original_velocity so it parallels all of the clip planes // for (i=0 ; ielasticity); // if elasticity is -1, we want to use whatever the ent's velocity is now, to plow through stuff. if (ent->elasticity == -1) { VectorCopy(ent->velocity, new_velocity); } for (j=0 ; jvelocity); } else { // go along the crease if (numplanes != 2) { VectorCopy (vec3_origin, ent->velocity); return; } CrossProduct (planes[0], planes[1], dir); d = DotProduct (dir, ent->velocity); VectorScale (dir, d, ent->velocity); } } SV_CheckGround (ent); } groundentity = ent->groundentity; // I was standing on this (NULL if air) if (groundentity) { wasonground = true; } else { wasonground = false; } if (ent->avelocity[0] || ent->avelocity[1] || ent->avelocity[2]) { SV_Rotate(ent); // Go ahead and rotate for now, // but this might be a good place for // a collision test some day SV_AddRotationalFriction (ent, wasonground); // Add rotational friction or // rotational air resistance } if (ent->velocity[0] || ent->velocity[1] || ent->velocity[2]) { SV_AddLinearFriction(ent, wasonground); // Add linear friction or air resistance } gi.linkentity (ent); } //============================================================================ /* ================ G_RunEntity ================ */ void G_RunEntity (edict_t *ent) { switch ( (int)ent->movetype) { case MOVETYPE_PUSH: case MOVETYPE_STOP: SV_Physics_Pusher (ent); break; case MOVETYPE_NONE: SV_Physics_None (ent); break; case MOVETYPE_NOCLIP: SV_Physics_Noclip (ent); break; case MOVETYPE_STEP: SV_Physics_Step (ent); break; case MOVETYPE_TOSS: case MOVETYPE_BOUNCE: case MOVETYPE_FLY: case MOVETYPE_FLYMISSILE: SV_Physics_Toss (ent); break; case MOVETYPE_DAN: case MOVETYPE_TOUCHNOTSOLID: SV_Physics_Dan (ent); break; default: gi.error ("SV_Physics: bad movetype %i", (int)ent->movetype); } } void SV_HandleGenericGroundEffect(edict_t *ent) { // are velocities negative or positive at this point??? if(ent->client) { // player floor collision is already handled elsewhere return; } if (ent->health <= 0) { return; } if(ent->velocity[2] > -100) // if(ent->velocity[2] > -30) { } else if(ent->velocity[2] > -200) // else if(ent->velocity[2] > -120) { FX_SetEvent(ent, EV_OBJECT_COLLIDE_SHORT); } else if(ent->velocity[2] > -400) // else if(ent->velocity[2] > -360) { FX_SetEvent(ent, EV_OBJECT_COLLIDE_MEDIUM); } else { FX_SetEvent(ent, EV_OBJECT_COLLIDE_FAR); } } void PHYS_ClearAttachList(edict_t *ed) { edict_t *curCheck; int next; if(ed->attachOwner) { //remove a guy from the list curCheck = &g_edicts[ed->attachOwner]; while(curCheck->attachChain) { if(&g_edicts[curCheck->attachChain] == ed) {//eliminate this guy from the attach chain list curCheck->attachChain = ed->attachChain; ed->attachChain = 0; break; } curCheck = &g_edicts[curCheck->attachChain]; } assert(attachmentNotCircular(&g_edicts[ed->attachOwner])); } else if(ed->attachChain) { //must be the start of a chain - disconnect everyone curCheck = &g_edicts[ed->attachChain]; next = curCheck->attachChain; while(next) { next = curCheck->attachChain; curCheck->attachChain = 0; curCheck->attachOwner = 0; curCheck = &g_edicts[next]; } } }