//----------------------------------------------------------------------------- // // $Logfile:: /Quake 2 Engine/Sin/code/game/g_phys.cpp $ // $Revision:: 61 $ // $Author:: Markd $ // $Date:: 11/20/98 7:17p $ // // Copyright (C) 1998 by Ritual Entertainment, Inc. // All rights reserved. // // This source is may not be distributed and/or modified without // expressly written permission by Ritual Entertainment, Inc. // // $Log:: /Quake 2 Engine/Sin/code/game/g_phys.cpp $ // // 61 11/20/98 7:17p Markd // Took out G_SnapPosition // // 60 11/19/98 9:28p Jimdose // fixed some more gravaxis issues // // 59 11/19/98 7:54p Jimdose // Added G_SnapPosition. Fixes bug with player getting hurt when standing on // some moving objects. // // 58 11/18/98 5:23a Jimdose // G_Physics_Toss properly checks normal an alternate grav axis // // 57 11/16/98 9:43p Jimdose // fixed sliding on alternate gravaxis // // 56 11/16/98 8:24p Markd // fixed vehicles getting stuck // // 55 11/15/98 11:32p Markd // change fat rocket behavior a bit // // 54 11/15/98 8:50p Jimdose // added sv_fatrockets // made SV_Physics_Toss do a fulltrace when sv_fatrockets is true, allowing you // to shoot rockets and grenades through character's legs. // // 53 11/13/98 10:03p Jimdose // added G_CheckWater // G_Physics_Step now checks water // // 52 10/27/98 1:49a Markd // made physics work better with waterlevel // // 51 10/25/98 11:57p Jimdose // don't call animate during intermissions // // 50 10/18/98 8:43p Jimdose // removed unnecessary setting or the origin and angles when bindmaster is set // in G_RunEntity // // 49 10/16/98 2:21a Jimdose // Made gravity different in water // // 48 10/16/98 2:09a Aldie // // 47 10/08/98 6:30p Markd // Fixed TestEntityPosition // // 46 10/06/98 10:17p Markd // fixed vehicle physics // // 45 10/04/98 10:28p Aldie // Added multiple weapon changes. Damage, flashes, quantum stuff // // 44 9/22/98 10:21p Markd // changed default vehicle clipmask // // 43 9/18/98 10:59p Jimdose // made pointcontents test in G_Physics_Toss use worldorigin // // 42 9/15/98 3:49p Markd // Put blocking functionality into MOVETYPE_VEHICLES // // 41 9/14/98 6:12p Markd // Added MOVETYPE_VEHICLE // // 40 8/31/98 7:45p Aldie // Updated surface data structure and removed surfinfo field // // 39 8/29/98 9:42p Jimdose // Made all function names consistantly begin with G_ // Added call info to G_Trace // // 38 8/27/98 9:05p Jimdose // Moved STEPSIZE definition to g_local.h // // 37 8/22/98 9:36p Jimdose // Added support for alternate gravity axis // // 36 8/18/98 11:50p Jimdose // Made G_PushEntity so that the entity doesn't touch itself // // 35 8/18/98 11:08p Markd // Added new Alias System // // 34 7/25/98 8:38p Markd // put in landing sound // // 33 7/18/98 8:27p Jimdose // Fixed sliding bug with entities standing on rotating entities // // 32 7/11/98 8:23p Jimdose // G_Push does one less setorigin // // 31 7/09/98 9:38p Jimdose // Changed calls to getLocalVector to getParentVector // Removed quantization of move to 1/8 of a unit from G_Push // // 30 7/02/98 7:58p Markd // When MOVETYPE_BOUNCE We still rotate if avelocity is non-zero // // 29 6/27/98 2:16p Aldie // Changed some sliding stuff // // 28 6/09/98 4:19p Jimdose // worked on ai // // 27 6/08/98 11:35a Aldie // Added some slide move stuff // // 26 5/26/98 1:54a Markd // Put in default water transition sounds // // 25 5/25/98 6:47p Jimdose // Made animateframe, prethink and posthink into functions built into the base // entity class // // 24 5/24/98 8:46p Jimdose // Made a lot of functions more str-friendly. // Got rid of a lot of char * based strings // Cleaned up get spawn arg functions and sound functions // sound functions now use consistant syntax // // 23 5/22/98 7:18p Jimdose // Working on ai stuff // // 22 5/14/98 10:12p Jimdose // Added extended result information for G_Movestep // // 21 5/03/98 4:32p Jimdose // Changed Vector class // // 20 5/02/98 12:02a Jimdose // added groundplane, groundsurface, groundcontents // added current and conveyors to non-player entities // // 19 4/30/98 4:48p Jimdose // G_Push no longer gets blocked by SOLID_TRIGGER or SOLID_NOT // // 18 4/20/98 2:45p Jimdose // working on ai // // 17 4/18/98 3:04p Jimdose // Made G_Physics_Toss properly update angles using setAngles // working on ai // // 16 4/16/98 2:03p Jimdose // Added G_TestMovestep // // 15 4/10/98 4:56p Jimdose // only play water transitition sound on ents with mass of 0 or spawntime older // than FRAMETIME // // 14 4/09/98 3:32p Jimdose // G_RunEntity now does a setOrigin and setAngle on bound entities to keep // their worldorigin and worlangles up to date // // 13 4/04/98 6:04p Jimdose // cleared out level.impact_trace after impact // // 12 3/31/98 1:04a Jimdose // Added monster movement code // // 11 3/30/98 2:42p Jimdose // Made stepmove take the animation delta into account // // 10 3/26/98 8:20p Jimdose // Made groundentity an edict_t * // Changed landing sound // // 9 3/24/98 7:35p Jimdose // Made change to try to fix problem where non-solid entities were being // blocked by solid ones. // // 8 3/23/98 1:31p Jimdose // Revamped event and command system // // 7 3/18/98 7:15p Markd // Changed sound code call in game.h // // 6 3/04/98 8:01p Aldie // More support for damage surfaces. // // 5 2/21/98 1:15p Jimdose // Added G_TestMove and G_TestStepMove for use in pathfinding code // // 4 2/16/98 2:25p Jimdose // Added G_PushMove to allow non-physics functions to push an entity into // place without having to use setOrigin or messing with velocities. // Added hierarchial object binding. Lots of changes all over the place. // // 3 2/06/98 5:52p Jimdose // Converted physics to be c++ // // 2 2/03/98 11:05a Jimdose // In process of converting to work with Sin progs // // 1 1/26/98 5:48p Jimdose // // 3 12/30/97 6:04p Jimdose // Added header text // // DESCRIPTION: // #include "g_local.h" #include "sentient.h" #include "actor.h" extern cvar_t *sv_fatrockets; /* 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. */ typedef struct { Entity *ent; Vector origin; Vector worldorigin; Vector angles; Vector worldangles; float deltayaw; } pushed_t; pushed_t pushed[ MAX_EDICTS ]; pushed_t *pushed_p; Entity *obstacle; /* ============ G_TestEntityPosition ============ */ Entity *G_TestEntityPosition ( Entity *ent ) { int mask; trace_t trace; mask = ent->edict->clipmask; if ( !mask ) mask = MASK_SOLID; trace = G_Trace( ent->worldorigin, ent->mins, ent->maxs, ent->worldorigin, ent, mask, "G_TestEntityPosition" ); if ( trace.startsolid ) { //return g_edicts->entity; assert( trace.ent->entity ); return trace.ent->entity; } return NULL; } /* ================ G_CheckVelocity ================ */ void G_CheckVelocity ( Entity *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; } } } /* ================== G_Impact Two entities have touched, so run their touch functions ================== */ void G_Impact ( Entity *e1, trace_t *trace ) { edict_t *e2; Event *ev; qboolean doImpactDamage=false; e2 = trace->ent; if ( ( e1->movetype == MOVETYPE_HURL ) || ( e2->entity->movetype == MOVETYPE_HURL ) ) { doImpactDamage = true; } //FIXME - this should be passed in the event. level.impact_trace = *trace; if ( e1->edict->solid != SOLID_NOT ) { ev = new Event( EV_Touch ); ev->AddEntity( e2->entity ); e1->ProcessEvent( ev ); if ( doImpactDamage ) { ev = new Event( EV_Sentient_ImpactDamage ); e1->ProcessEvent( ev ); } } if ( e2->entity && e2->solid != SOLID_NOT ) { ev = new Event( EV_Touch ); ev->AddEntity( e1 ); e2->entity->ProcessEvent( ev ); if ( doImpactDamage ) { ev = new Event( EV_Sentient_ImpactDamage ); e2->entity->ProcessEvent( ev ); } } memset( &level.impact_trace, 0, sizeof( level.impact_trace ) ); } /* ============= G_AddCurrents ============= */ void G_AddCurrents ( Entity *ent, Vector *basevel ) { float speed; csurface_t *surface; float angle; Vector vel; vel = vec_zero; // // add water currents // if ( ent->watertype & MASK_CURRENT ) { speed = sv_waterspeed->value; if ( ( ent->waterlevel == 1 ) && ( ent->groundentity ) ) { speed /= 2; } if ( ent->watertype & CONTENTS_CURRENT_0 ) { vel[ 0 ] += speed; } if ( ent->watertype & CONTENTS_CURRENT_90 ) { vel[ 1 ] += speed; } if ( ent->watertype & CONTENTS_CURRENT_180 ) { vel[ 0 ] -= speed; } if ( ent->watertype & CONTENTS_CURRENT_270 ) { vel[ 1 ] -= speed; } if ( ent->watertype & CONTENTS_CURRENT_UP ) { vel[ 2 ] += speed; } if ( ent->watertype & CONTENTS_CURRENT_DOWN ) { vel[ 2 ] -= speed; } } // // add conveyor belt velocities // if ( ent->groundentity && ent->groundsurface ) { surface = ent->groundsurface; if ( ( surface->flags & SURF_CONVEYOR ) && ( surface->flags & SURF_TRANSLATE ) ) { angle = surface->trans_angle * ( 3.14159 / 180.0 ); vel[ 0 ] += -cos( angle ) * surface->trans_mag; vel[ 1 ] += sin( angle ) * surface->trans_mag; } } *basevel = vel; } /* ================== G_ClipVelocity Slide off of the impacting object returns the blocked flags (1 = floor, 2 = step / wall) ================== */ #define STOP_EPSILON 0.1 int G_ClipVelocity ( Vector& in, Vector& normal, Vector& out, float overbounce, int gravaxis ) { int i; int blocked; float backoff; blocked = 0; if ( ( normal[ gravity_axis[ gravaxis ].z ] * gravity_axis[ gravaxis ].sign ) > 0 ) { // floor blocked |= 1; } if ( !normal[ gravity_axis[ gravaxis ].z ] ) { // step blocked |= 2; } backoff = ( in * normal ) * overbounce; out = in - normal * backoff; for( i = 0; i < 3; i++ ) { if ( out[ i ] > -STOP_EPSILON && out[ i ] < STOP_EPSILON ) { out[ i ] = 0; } } return blocked; } /* ============ G_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 G_FlyMove ( Entity *ent, Vector basevel, float time, int mask ) { Entity *hit; edict_t *edict; int bumpcount, numbumps; Vector dir; float d; int numplanes; vec3_t planes[ MAX_CLIP_PLANES ]; Vector primal_velocity, original_velocity, new_velocity; int i, j; trace_t trace; Vector end; float time_left; int blocked; #if 0 Vector move; Vector v; #endif edict = ent->edict; numbumps = 4; blocked = 0; original_velocity = ent->velocity; primal_velocity = ent->velocity; numplanes = 0; #if 1 time_left = time; #else time_left = 1.0;//time; v = ent->total_delta; v[ 1 ] = -v[ 1 ]; // sigh... MatrixTransformVector( v.vec3(), ent->orientation, move.vec3() ); move += ent->velocity * time; ent->total_delta = vec_zero; #endif ent->groundentity = NULL; for( bumpcount = 0; bumpcount < numbumps; bumpcount++ ) { #if 1 end = ent->worldorigin + time_left * ( ent->velocity + basevel ); #else end = ent->worldorigin + time_left * move; #endif trace = G_Trace( ent->worldorigin, ent->mins, ent->maxs, end, ent, mask, "G_FlyMove" ); if ( ( trace.allsolid ) || ( ( trace.startsolid ) && ( ent->movetype == MOVETYPE_VEHICLE ) ) ) { // entity is trapped in another solid ent->velocity = vec_zero; return 3; } if ( trace.fraction > 0 ) { // actually covered some distance ent->setOrigin( trace.endpos ); original_velocity = ent->velocity; numplanes = 0; } if ( trace.fraction == 1 ) { // moved the entire distance break; } hit = trace.ent->entity; if ( trace.plane.normal[ 2 ] > 0.7 ) { // floor blocked |= 1; if ( hit->getSolidType() == SOLID_BSP ) { ent->groundentity = hit->edict; ent->groundentity_linkcount = hit->edict->linkcount; ent->groundplane = trace.plane; ent->groundsurface = trace.surface; ent->groundcontents = trace.contents; } } if ( !trace.plane.normal[ 2 ] ) { // step blocked |= 2; } // // run the impact function // G_Impact( ent, &trace ); if ( !edict->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 ent->velocity = vec_zero; return 3; } VectorCopy( trace.plane.normal, planes[ numplanes ] ); numplanes++; // // modify original_velocity so it parallels all of the clip planes // for( i = 0; i < numplanes; i++ ) { G_ClipVelocity( original_velocity, Vector( planes[ i ] ), new_velocity, 1.01, ent->gravaxis ); for( j = 0; j < numplanes; j++ ) { if ( j != i ) { if ( ( new_velocity * planes[ j ] ) < 0 ) { // not ok break; } } } if ( j == numplanes ) { break; } } if ( i != numplanes ) { // go along this plane ent->velocity = new_velocity; } else { // go along the crease if ( numplanes != 2 ) { ent->velocity = vec_zero; return 7; } CrossProduct( planes[ 0 ], planes[ 1 ], dir.vec3() ); d = dir * ent->velocity; ent->velocity = dir * d; } // // if original velocity is against the original velocity, stop dead // to avoid tiny occilations in sloping corners // if ( ( ent->velocity * primal_velocity ) <= 0 ) { ent->velocity = vec_zero; return blocked; } } return blocked; } /* ============ G_AddGravity ============ */ void G_AddGravity ( Entity *ent ) { float grav; if ( ent->waterlevel > 2 ) { grav = ent->gravity * 60 * FRAMETIME * gravity_axis[ ent->gravaxis ].sign; } else { grav = ent->gravity * sv_gravity->value * FRAMETIME * gravity_axis[ ent->gravaxis ].sign; } ent->velocity[ gravity_axis[ ent->gravaxis ].z ] -= grav; } /* =============================================================================== PUSHMOVE =============================================================================== */ /* ============ G_PushEntity Does not change the entities velocity at all ============ */ trace_t G_PushEntity ( Entity *ent, Vector push ) { trace_t trace; Vector start; Vector end; int mask; edict_t *edict; start = ent->worldorigin; end = start + push; retry: if ( ent->edict->clipmask ) { mask = ent->edict->clipmask; } else { mask = MASK_SOLID; } if ( !sv_fatrockets->value && ( ent->flags & FL_FATPROJECTILE ) ) { trace = G_FullTrace( start, ent->mins, ent->maxs, end, ent->maxs.y, ent, mask, "G_PushEntity" ); } else { trace = G_Trace( start, ent->mins, ent->maxs, end, ent, mask, "G_PushEntity" ); } edict = ent->edict; ent->setOrigin( trace.endpos ); if ( trace.fraction != 1.0 ) { G_Impact( ent, &trace ); // if the pushed entity went away and the pusher is still there if ( !trace.ent->inuse && edict->inuse ) { // move the pusher back and try again ent->setOrigin( start ); goto retry; } } if ( edict && ( edict != ent->edict ) ) { G_TouchTriggers( ent ); } return trace; } /* ============ G_SlideEntity ============ */ trace_t G_SlideEntity ( Entity *ent, Vector push ) { trace_t trace; Vector start; Vector end; int mask; edict_t *edict; start = ent->worldorigin; end = start + push; if ( ent->edict->clipmask ) { mask = ent->edict->clipmask; } else { mask = MASK_SOLID; } trace = G_Trace( start, ent->mins, ent->maxs, end, ent, mask, "G_SlideEntity" ); edict = ent->edict; ent->setOrigin( trace.endpos ); return trace; } /* ================ G_SnapPosition ================ */ /* qboolean G_SnapPosition ( Entity *ent ) { int x, y, z; Vector offset( 0, -1, 1 ); Vector base; base = ent->worldorigin; for ( z = 0; z < 3; z++ ) { ent->worldorigin.z = base.z + offset[ z ]; for ( y = 0; y < 3; y++ ) { ent->worldorigin.y = base.y + offset[ y ]; for ( x = 0; x < 3; x++ ) { ent->worldorigin.x = base.x + offset[ x ]; if ( G_TestEntityPosition( ent ) ) { ent->origin.x += offset[ x ]; ent->origin.y += offset[ y ]; ent->origin.z += offset[ z ]; ent->setOrigin( ent->origin ); return true; } } } } // can't find a good position, so put him back. ent->worldorigin = base; return false; } */ /* ============ G_Push Objects need to be moved back on a failed push, otherwise riders would continue to slide. ============ */ qboolean G_Push ( Entity *pusher, Vector pushermove, Vector pusheramove ) { Entity *check, *block; edict_t *edict, *next; Vector move, amove; Vector mins, maxs; Vector save; pushed_t *p; Vector org, org2, move2; float mat[ 3 ][ 3 ]; pushed_t *pusher_p; // save the pusher's original position pusher_p = pushed_p; pushed_p->ent = pusher; pushed_p->origin = pusher->origin; pushed_p->worldorigin = pusher->worldorigin; pushed_p->angles = pusher->angles; pushed_p->worldangles = pusher->worldangles; if ( pusher->client ) { pushed_p->deltayaw = pusher->client->ps.pmove.delta_angles[ YAW ]; } pushed_p++; if ( pushed_p >= &pushed[ MAX_EDICTS ] ) { gi.error( ERR_FATAL, "Pushed too many entities." ); } // move the pusher to it's final position pusher->setAngles( pusher->angles + pusheramove ); pusher->setOrigin( pusher->origin + pushermove ); if ( pusher->edict->solid == SOLID_NOT ) { // Doesn't push anything return true; } // change the move to worldspace move = pusher->worldorigin - pusher_p->worldorigin; amove = pusher->worldangles - pusher_p->worldangles; // we need this for pushing things later AnglesToMat( amove.vec3(), mat ); // find the bounding box mins = pusher->absmin; maxs = pusher->absmax; // see if any solid entities are inside the final position for( edict = g_edicts->next; edict != &active_edicts; edict = next ) { assert( edict ); assert( edict->inuse ); assert( edict->entity ); next = edict->next; check = edict->entity; if ( check->movetype == MOVETYPE_PUSH || check->movetype == MOVETYPE_STOP || check->movetype == MOVETYPE_NONE || check->movetype == MOVETYPE_NOCLIP ) { continue; } // if the entity is standing on the pusher, it will definitely be moved if ( check->groundentity != pusher->edict ) { // Only move triggers and non-solid objects if they're sitting on a moving object if ( check->edict->solid == SOLID_TRIGGER || check->edict->solid == SOLID_NOT ) { continue; } // 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; } // see if the ent's bbox is inside the pusher's final position if ( !G_TestEntityPosition( check ) ) { continue; } } if ( ( pusher->movetype == MOVETYPE_PUSH ) || ( check->groundentity == pusher->edict ) ) { // move this entity pushed_p->ent = check; pushed_p->origin = check->origin; pushed_p->worldorigin = check->worldorigin; pushed_p->angles = check->angles; pushed_p->worldangles = check->worldangles; pushed_p++; if ( pushed_p >= &pushed[ MAX_EDICTS ] ) { gi.error( ERR_FATAL, "Pushed too many entities." ); } // save off the origin save = check->origin; // try moving the contacted entity move2 = move; #if 0 // The way id had this was wrong (delta_angles are shorts, not floats) // This is probably what it should be, but it's not interpolated by the client, so it jitters. if ( check->client ) { // FIXME: doesn't rotate monsters? //check->client->ps.pmove.delta_angles[ YAW ] += amove[ YAW ]; check->client->ps.pmove.delta_angles[ YAW ] = ANGLE2SHORT( SHORT2ANGLE( check->client->ps.pmove.delta_angles[ YAW ] ) + amove[ YAW ] ); } #endif // figure movement due to the pusher's amove org = check->worldorigin - pusher->worldorigin; MatrixTransformVector( org.vec3(), mat, org2.vec3() ); move2 += org2 - org; //FIXME // We should probably do a flymove here so that we slide against other objects check->setOrigin( check->origin + check->getParentVector( move2 ) ); // may have pushed them off an edge if ( check->groundentity != pusher->edict ) { check->groundentity = NULL; } block = G_TestEntityPosition( check ); if ( !block ) { // pushed ok check->link(); // impact? continue; } // try to snap it to a good position /* if ( G_SnapPosition( check ) ) { // snapped ok. we don't have to link since G_SnapPosition does it for us. 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 check->setOrigin( save ); block = G_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-- ) { p->ent->angles = p->angles; p->ent->origin = p->origin; if ( p->ent->client ) { p->ent->client->ps.pmove.delta_angles[ YAW ] = p->deltayaw; } } // Only "really" move it in order so that the bound coordinate system is correct for( p = pushed; p < pushed_p; p++ ) { p->ent->setAngles( p->ent->angles ); p->ent->setOrigin( p->ent->origin ); } 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; } /* ================ G_PushMove ================ */ qboolean G_PushMove ( Entity *ent, Vector move, Vector amove ) { Entity *part; Vector m, a; Event *ev; m = move; a = amove; pushed_p = pushed; for( part = ent; part; part = part->teamchain ) { if ( !G_Push( part, m, a ) ) { // move was blocked // call the pusher's "blocked" function // otherwise, just stay in place until the obstacle is gone ev = new Event( EV_Blocked ); ev->AddEntity( obstacle ); part->ProcessEvent( ev ); return false; } m = vec_zero; a = vec_zero; } return true; } /* ================ G_Physics_Pusher Bmodel objects don't interact with each other, but push all box objects ================ */ void G_Physics_Pusher ( Entity *ent ) { Vector move, amove; Entity *part, *mv; Event *ev; // team slaves are only moved by their captains if ( ent->flags & FL_TEAMSLAVE ) { return; } // Check if anyone on the team is moving for( part = ent; part; part = part->teamchain ) { if ( part->velocity != vec_zero || part->avelocity != vec_zero ) { break; } } // 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 pushed_p = pushed; while( part ) { move = part->velocity * FRAMETIME; amove = part->avelocity * FRAMETIME; if ( !G_Push( part, move, amove ) ) { // move was blocked break; } part = part->teamchain; } if ( part ) { // the move failed, bump all movedone times for( mv = ent; mv; mv = mv->teamchain ) { mv->PostponeEvent( EV_MoveDone, FRAMETIME ); } // if the pusher has a "blocked" function, call it // otherwise, just stay in place until the obstacle is gone ev = new Event( EV_Blocked ); ev->AddEntity( obstacle ); part->ProcessEvent( ev ); } } //================================================================== /* ============= G_Physics_Noclip A moving object that doesn't obey physics ============= */ void G_Physics_Noclip ( Entity *ent ) { ent->angles += ent->avelocity * FRAMETIME; ent->origin += ent->velocity * FRAMETIME; ent->link(); } /* ============================================================================== TOSS / BOUNCE ============================================================================== */ /* ============= G_Physics_Toss Toss, bounce, and fly movement. When onground, do nothing. ============= */ void G_Physics_Toss ( Entity *ent ) { trace_t trace; Vector move; float backoff; Entity *slave; qboolean wasinwater; qboolean isinwater; Vector old_origin; Vector basevel; edict_t *edict; qboolean onconveyor; const gravityaxis_t &grav = gravity_axis[ ent->gravaxis ]; // if not a team captain, so movement will be handled elsewhere if ( ent->flags & FL_TEAMSLAVE ) { return; } if ( ( ent->velocity[ grav.z ] * grav.sign ) > 0 ) { ent->groundentity = NULL; } // check for the groundentity going away if ( ent->groundentity && !ent->groundentity->inuse ) { ent->groundentity = NULL; } G_AddCurrents( ent, &basevel ); onconveyor = ( basevel != vec_zero ); // if onground, return without moving if ( ent->groundentity && !onconveyor && ( ent->movetype != MOVETYPE_VEHICLE ) ) { if ( ent->avelocity.length() ) { // move angles ent->setAngles( ent->angles + ent->avelocity * FRAMETIME ); } ent->velocity = vec_zero; return; } old_origin = ent->origin; G_CheckVelocity( ent ); // add gravity if ( !onconveyor && ent->movetype != MOVETYPE_FLY && ent->movetype != MOVETYPE_FLYMISSILE ) { G_AddGravity( ent ); } // move angles ent->setAngles( ent->angles + ent->avelocity * FRAMETIME ); // move origin move = ( ent->velocity + basevel ) * FRAMETIME; edict = ent->edict; if ( ent->movetype == MOVETYPE_VEHICLE ) { int mask; if ( ent->edict->clipmask ) { mask = ent->edict->clipmask; } else { mask = MASK_MONSTERSOLID; } G_FlyMove( ent, basevel, FRAMETIME, mask ); G_TouchTriggers( ent ); return; } else { trace = G_PushEntity( ent, move ); } if ( (trace.fraction == 0) && (ent->movetype == MOVETYPE_SLIDE) ) { // Check for slide by removing the downward velocity Vector slide; slide[ grav.x ] = move[ grav.x ] * 0.7f; slide[ grav.y ] = move[ grav.y ] * 0.7f; slide[ grav.z ] = 0; G_PushEntity( ent, slide ); } if ( !edict->inuse ) { return; } if ( trace.fraction < 1 ) { if ( ent->movetype == MOVETYPE_BOUNCE ) { backoff = 1.5; } else { backoff = 1; } G_ClipVelocity( ent->velocity, Vector( trace.plane.normal ), ent->velocity, backoff, ent->gravaxis ); // stop if on ground if ( ( trace.plane.normal[ grav.z ] * grav.sign ) > 0.7 ) { if (( ( ent->velocity[ grav.z ] * grav.sign ) < 60 || ent->movetype != MOVETYPE_BOUNCE ) && (ent->movetype != MOVETYPE_SLIDE)) { ent->groundentity = trace.ent; ent->groundentity_linkcount = trace.ent->linkcount; ent->groundplane = trace.plane; ent->groundsurface = trace.surface; ent->groundcontents = trace.contents; ent->velocity = vec_zero; ent->avelocity = vec_zero; } } } if ( ( move[ grav.z ] == 0 ) && onconveyor ) { // Check if we still have a ground ent->CheckGround(); } // check for water transition wasinwater = ( ent->watertype & MASK_WATER ); ent->watertype = gi.pointcontents( ent->worldorigin.vec3() ); isinwater = ent->watertype & MASK_WATER; if ( isinwater ) { ent->waterlevel = 1; } else { ent->waterlevel = 0; } if ( ( edict->spawntime < ( level.time - FRAMETIME ) ) && ( ent->mass > 0 ) ) { if ( !wasinwater && isinwater ) { #ifdef SIN ent->RandomPositionedSound( old_origin.vec3(), "impact_watersplash" ); #else gi.positioned_sound( old_origin.vec3(), g_edicts, CHAN_AUTO, gi.soundindex( "misc/h2ohit1.wav" ), 1, 1, 0, 1, 0, 0 ); #endif } else if ( wasinwater && !isinwater ) { #ifdef SIN ent->RandomPositionedSound( old_origin.vec3(), "impact_watersplash" ); #else gi.positioned_sound( old_origin.vec3(), g_edicts, CHAN_AUTO, gi.soundindex( "misc/h2ohit1.wav" ), 1, 1, 0, 1, 0, 0 ); #endif } } // move teamslaves for( slave = ent->teamchain; slave; slave = slave->teamchain ) { slave->origin = ent->origin; slave->link(); } G_TouchTriggers( ent ); } /* =============================================================================== STEPPING MOVEMENT =============================================================================== */ void G_AddRotationalFriction ( Entity *ent ) { int n; float adjustment; ent->angles += FRAMETIME * ent->avelocity; adjustment = FRAMETIME * sv_stopspeed->value * sv_friction->value; 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; } } } } /* ============= G_CheckWater ============= */ void G_CheckWater ( Entity *ent ) { if ( ent->isSubclassOf( Actor ) ) { ( ( Actor * )ent )->CheckWater(); } else { ent->watertype = gi.pointcontents( ent->worldorigin.vec3() ); if ( ent->watertype & MASK_WATER ) { ent->waterlevel = 1; } else { ent->waterlevel = 0; } } } /* ============= G_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? ============= */ void G_Physics_Step ( Entity *ent ) { qboolean wasonground; qboolean hitsound = false; Vector vel; float speed, newspeed, control; float friction; int mask; Vector basevel; // airborn monsters should always check for ground if ( !ent->groundentity ) { ent->CheckGround(); } if ( ent->groundentity ) { wasonground = true; } else { wasonground = false; } G_CheckVelocity( ent ); if ( ent->avelocity != vec_zero ) { G_AddRotationalFriction( ent ); } // 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[ gravity_axis[ ent->gravaxis ].z ] < sv_gravity->value * ent->gravity * -0.1 * gravity_axis[ ent->gravaxis ].sign ) { hitsound = true; } // Testing water gravity. If this doesn't work, just restore the uncommented lines //if ( ent->waterlevel == 0 ) //{ G_AddGravity( ent ); //} } } } // friction for flying monsters that have been given vertical velocity if ( ( ent->flags & FL_FLY ) && ( ent->velocity.z != 0 ) ) { speed = fabs( ent->velocity.z ); control = speed < sv_stopspeed->value ? sv_stopspeed->value : speed; friction = sv_friction->value / 3; newspeed = speed - ( FRAMETIME * control * friction ); if ( newspeed < 0 ) { newspeed = 0; } newspeed /= speed; ent->velocity.z *= newspeed; } // friction for flying monsters that have been given vertical velocity if ( ( ent->flags & FL_SWIM ) && ( ent->velocity.z != 0 ) ) { speed = fabs( ent->velocity.z ); control = speed < sv_stopspeed->value ? sv_stopspeed->value : speed; newspeed = speed - ( FRAMETIME * control * sv_waterfriction->value * ent->waterlevel ); if ( newspeed < 0 ) { newspeed = 0; } newspeed /= speed; ent->velocity.z *= newspeed; } if ( ent->velocity != vec_zero ) { // apply friction // let dead monsters who aren't completely onground slide if ( ( wasonground ) || ( ent->flags & ( FL_SWIM | FL_FLY ) ) ) { if ( !( ent->health <= 0.0 && !M_CheckBottom( ent ) ) ) { vel = ent->velocity; vel.z = 0; speed = vel.length(); if ( speed ) { friction = sv_friction->value; control = speed < sv_stopspeed->value ? sv_stopspeed->value : speed; newspeed = speed - FRAMETIME * control * friction; if ( newspeed < 0 ) { newspeed = 0; } newspeed /= speed; ent->velocity.x *= newspeed; ent->velocity.y *= newspeed; } } } } G_AddCurrents( ent, &basevel ); if ( ( basevel != vec_zero ) || ( ent->velocity != vec_zero ) || ( ent->total_delta != vec_zero ) ) { if ( ent->edict->svflags & SVF_MONSTER ) { mask = MASK_MONSTERSOLID; } else { mask = MASK_SOLID; } G_FlyMove( ent, basevel, FRAMETIME, mask ); ent->link(); G_CheckWater( ent ); G_TouchTriggers( ent ); if ( ent->groundentity && !wasonground && hitsound ) { ent->RandomGlobalSound( "impact_softland", 0.5f, CHAN_BODY, 1 ); } } } //============================================================================ /* ================ G_RunEntity ================ */ void G_RunEntity ( Entity *ent ) { edict_t *edict; edict = ent->edict; if ( ent->animating && !level.intermissiontime ) { ent->AnimateFrame(); } if ( edict->inuse && ent->flags & FL_PRETHINK ) { ent->Prethink(); } if ( edict->inuse ) { switch ( ( int )ent->movetype ) { case MOVETYPE_PUSH: case MOVETYPE_STOP: G_Physics_Pusher( ent ); break; case MOVETYPE_NONE: case MOVETYPE_WALK: break; case MOVETYPE_NOCLIP: G_Physics_Noclip( ent ); break; case MOVETYPE_STEP: case MOVETYPE_HURL: G_Physics_Step( ent ); break; case MOVETYPE_TOSS: case MOVETYPE_BOUNCE: case MOVETYPE_FLY: case MOVETYPE_FLYMISSILE: case MOVETYPE_SLIDE: case MOVETYPE_VEHICLE: G_Physics_Toss( ent ); break; default: gi.error( "G_Physics: bad movetype %i", ( int )ent->movetype ); } } if ( ( edict->inuse ) && ( ent->flags & FL_POSTTHINK ) ) { ent->Postthink(); } }