kingpin-sdk/gamesrc/G_PHYS.C
2000-03-27 00:00:00 +00:00

1376 lines
32 KiB
C

// g_phys.c
#include "g_local.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.
*/
/*
============
SV_TestEntityPosition
============
*/
edict_t *SV_TestEntityPosition (edict_t *ent)
{
trace_t trace;
int mask;
if (ent->clipmask)
mask = ent->clipmask;
else
mask = MASK_SOLID;
trace = gi.trace (ent->s.origin, ent->mins, ent->maxs, ent->s.origin, ent, mask);
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;
}
}
/*
=============
SV_RunThink
Runs thinking code for this frame if necessary
=============
*/
qboolean SV_RunThink (edict_t *ent)
{
float thinktime;
thinktime = ent->nextthink;
if (thinktime <= 0)
return true;
if (thinktime > level.time+0.001)
return true;
ent->nextthink = 0;
if (!ent->think)
{
ent->nextthink = 0;
return true;
// hack to stop crash bug
// gi.error ("NULL ent->think");
}
ent->think (ent);
return false;
}
/*
==================
SV_Impact
Two entities have touched, so run their touch functions
==================
*/
void SV_Impact (edict_t *e1, trace_t *trace)
{
edict_t *e2;
// cplane_t backplane;
e2 = trace->ent;
if (e1->touch && e1->solid != SOLID_NOT)
e1->touch (e1, e2, &trace->plane, trace->surface);
if (e2->touch && e2->solid != SOLID_NOT)
e2->touch (e2, e1, NULL, NULL);
}
/*
==================
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
============
*/
#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;
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 ; bumpcount<numbumps ; bumpcount++)
{
for (i=0 ; i<3 ; i++)
end[i] = ent->s.origin[i] + time_left * ent->velocity[i];
trace = gi.trace (ent->s.origin, ent->mins, ent->maxs, end, ent, mask);
if (trace.allsolid)
{ // entity is trapped in another solid
// if (bumpcount == 0)
// gi.dprintf( "WARNING: %s is stuck inside %s at (%s)\n", ent->classname, trace.ent->classname, vtos(ent->s.origin) );
VectorCopy (vec3_origin, ent->velocity);
return 3;
}
if ((trace.fraction > 0) && !(trace.ent->svflags & SVF_MONSTER) && !trace.ent->client)
{ // covered some distance
VectorCopy (trace.endpos, ent->s.origin);
VectorCopy (ent->velocity, original_velocity);
numplanes = 0;
}
else if ((trace.ent->svflags & SVF_MONSTER) || trace.ent->client) // stay well clear of other characters
{
// Ridah, don't climb beneath another character
if (ent->flags & FL_FLY)
{ // abort climbing
AngleVectors( ent->s.angles, ent->velocity, NULL, NULL );
VectorScale( ent->velocity, -32, ent->velocity );
ent->velocity[2] = 0;
ent->flags &= ~FL_FLY;
if (ent->cast_info.move_end_climb)
ent->cast_info.currentmove = ent->cast_info.move_end_climb;
}
else if (ent->s.origin[2] > (trace.ent->s.origin[2] + trace.ent->maxs[2]))
{ // they're below us, jump randomly to get off
VectorSet (ent->velocity, random()*128, random()*128, 220);
return 20;
}
else
{
VectorCopy (vec3_origin, ent->velocity);
}
return 3;
}
if (trace.fraction == 1)
{
blocked = -1;
break; // moved the entire distance
}
hit = trace.ent;
if (trace.plane.normal[2] > 0.7)
{
blocked |= 1; // floor
if ( hit->solid == SOLID_BSP)
{
ent->groundentity = hit;
ent->groundentity_linkcount = hit->linkcount;
}
}
if (!trace.plane.normal[2])
{
blocked |= 2; // step
}
//
// run the impact function
//
SV_Impact (ent, &trace);
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
//
for (i=0 ; i<numplanes ; i++)
{
ClipVelocity (original_velocity, planes[i], new_velocity, 1);
for (j=0 ; j<numplanes ; j++)
if ((j != i) && !VectorCompare (planes[i], planes[j]))
{
if (DotProduct (new_velocity, planes[j]) < 0)
break; // not ok
}
if (j == numplanes)
break;
}
if (i != numplanes)
{ // go along this plane
//gi.dprintf( "Adjusting velocity for %s\n", ent->classname );
VectorCopy (new_velocity, ent->velocity);
// Xatrix/Ridah, help Cast members's jump up to ledges
if ( ent->velocity[2] > 60 && !(ent->flags & FL_FLY) )
ent->velocity[2] += (sv_gravity->value*FRAMETIME*0.5);
// Xatrix/Ridah, help grunt's jump up to ledges
}
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)
{
//gi.dprintf( "Clearing velocity for occilations for %s\n", ent->classname );
VectorCopy (vec3_origin, ent->velocity);
return blocked;
}
}
// Ridah, trying to fix jumping onto ledges problem in SR1 (for example)
// ent->velocity[0] = primal_velocity[0];
// ent->velocity[1] = primal_velocity[1];
return blocked;
}
/*
============
SV_AddGravity
============
*/
void SV_AddGravity (edict_t *ent)
{
ent->velocity[2] -= ent->gravity * 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;
trace = gi.trace (start, ent->mins, ent->maxs, end, ent, mask);
VectorCopy (trace.endpos, ent->s.origin);
gi.linkentity (ent);
if (trace.fraction != 1.0)
{
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;
}
typedef struct
{
edict_t *ent;
vec3_t origin;
vec3_t angles;
float deltayaw;
} pushed_t;
pushed_t pushed[MAX_EDICTS], *pushed_p;
edict_t *obstacle;
/*
============
SV_Push
Objects need to be moved back on a failed push,
otherwise riders would continue to slide.
============
*/
extern void door_blocked (edict_t *self, edict_t *other);
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);
// 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)
continue;
if (!check->area.prev)
continue; // not linked in anywhere
// Ridah, dead monsters don't block door
if (check->svflags & SVF_MONSTER && check->health <= 0)
{
//gi.dprintf( "SV_Push todo: Gib blocking characters\n");
continue;
}
// Ridah, dead clients shouldn't block doors
if (check->client && (check->health <= 0 || !check->solid))
continue;
// 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;
// see if the ent's bbox is inside the pusher's final position
if (!SV_TestEntityPosition (check))
continue;
}
// Ridah, doors don't push
if ((pusher->blocked == door_blocked) && !pusher->style && !(check->svflags & SVF_MONSTER))
{
// move it back
VectorSubtract (pusher->s.origin, move, pusher->s.origin);
VectorSubtract (pusher->s.angles, amove, pusher->s.angles);
gi.linkentity (pusher);
obstacle = check;
return false;
}
if ((pusher->movetype == MOVETYPE_PUSH) || (check->groundentity == pusher))
{
// move to a visible node
if ((check->svflags & SVF_MONSTER) && !check->goal_ent)
{
extern void AI_FreeAndClearGoalEnt( edict_t *self );
node_t *node;
if (node = NAV_GetClosestNode( check, VIS_PARTIAL, false, false ))
{
check->goal_ent = G_Spawn();
check->goal_ent->owner = check;
VectorCopy( node->origin, check->goal_ent->s.origin );
check->goal_ent->think = AI_FreeAndClearGoalEnt;
check->goal_ent->nextthink = level.time + 3;
check->goal_ent->dmg_radius = 0; // get real close to it
if (check->cast_info.move_runwalk)
check->cast_info.currentmove = check->cast_info.move_runwalk;
else
check->cast_info.currentmove = check->cast_info.move_run;
}
}
// 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];
// JOSEPH 5-APR-99
if (pusher->touch)
pusher->touch(pusher, check, 0, 0);
// END JOSEPH
}
// 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);
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);
// JOSEPH 5-APR-99
if (!SV_Push (part, move, amove))
break; // move was blocked
// END JOSEPH
}
}
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);
}
}
// JOSEPH 28-APR-99
if (ent->classname)
{
if (!strcmp(ent->classname, "func_button"))
{
int i;
edict_t *e = NULL;
for (i=1, e=g_edicts+i ; i < globals.num_edicts ; i++,e++)
{
if ((e->classname) && (!strcmp(e->classname, "func_lift")) &&
(e->target2) && (ent->target2) && (!strcmp(e->target2, ent->target2)))
{
ent->s.origin[2] = e->s.origin[2] + ent->handleflag;
}
}
}
else if (!strcmp(ent->classname, "func_lift"))
{
int i;
edict_t *e = NULL;
for (i=1, e=g_edicts+i ; i < globals.num_edicts ; i++,e++)
{
if ((e->classname) && (!strcmp(e->classname, "func_button")) &&
(e->target2) && (ent->target2) && (!strcmp(e->target2, ent->target2)))
{
e->s.origin[2] = ent->s.origin[2] + e->handleflag;
}
}
}
}
// END JOSEPH
}
//==================================================================
/*
=============
SV_Physics_None
Non moving objects can only think
=============
*/
void SV_Physics_None (edict_t *ent)
{
// regular thinking
SV_RunThink (ent);
}
/*
=============
SV_Physics_Noclip
A moving object that doesn't obey physics
=============
*/
void SV_Physics_Noclip (edict_t *ent)
{
// regular thinking
if (!SV_RunThink (ent))
return;
VectorMA (ent->s.angles, FRAMETIME, ent->avelocity, ent->s.angles);
VectorMA (ent->s.origin, FRAMETIME, ent->velocity, ent->s.origin);
gi.linkentity (ent);
}
/*
==============================================================================
TOSS / BOUNCE
==============================================================================
*/
// JOSEPH 24-AUG-98
/*
=============
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 && ent->movetype != MOVETYPE_TOSS_SLIDE )
{
// JOSEPH 7-OCT-98
if (ent->fallerflag)
{
// JOSEPH 22-JAN-99
// If the object just hit the floor
if (ent->fallingflag)
{
ent->fallingflag = 0;
if (!strcmp(ent->classname, "props_trashcanA"))
{
gi.sound (ent, CHAN_AUTO, gi.soundindex ("world/trash2.wav"), 1, ATTN_NORM, 0);
}
else if (!strcmp(ent->classname, "props_crate"))
{
gi.sound (ent, CHAN_AUTO, gi.soundindex ("world/crate2.wav"), 1, ATTN_NORM, 0);
}
}
// END JOSEPH
// Fix if sitting off center
ent->movetype = MOVETYPE_STEP;
think_checkedges(ent);
}
// END JOSEPH
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)
{
// RAFAEL
if (ent->movetype == MOVETYPE_WALLBOUNCE)
backoff = 2.0;
// RAFAEL ( else )
else if (ent->movetype == MOVETYPE_BOUNCE)
backoff = 1.5;
// Ridah, testing
else if (ent->velocity[2] > -120)
backoff = 1;
else
backoff = 1.3;
ClipVelocity (ent->velocity, trace.plane.normal, ent->velocity, backoff);
// RAFAEL
if (ent->movetype == MOVETYPE_WALLBOUNCE)
vectoangles (ent->velocity, ent->s.angles);
// stop if on ground
// RAFAEL
if (trace.plane.normal[2] > 0.7 && ent->movetype != MOVETYPE_WALLBOUNCE && ent->movetype != MOVETYPE_TOSS_SLIDE) // Ridah, testing
{
if (ent->velocity[2] < 60 || ent->movetype != MOVETYPE_BOUNCE )
{
ent->groundentity = trace.ent;
ent->groundentity_linkcount = trace.ent->linkcount;
VectorCopy (vec3_origin, ent->velocity);
VectorCopy (vec3_origin, ent->avelocity);
}
}
// Ridah, testing
if (trace.plane.normal[2] > 0.0 && ent->movetype == MOVETYPE_TOSS_SLIDE) // Ridah, testing
{
VectorMA( ent->velocity, -0.07, ent->velocity, ent->velocity ); // add some friction
ent->velocity[2] += ent->gravity * sv_gravity->value * FRAMETIME * trace.plane.normal[2];
if (trace.fraction <= 0.1)
{
float oldpitch;
oldpitch = ent->s.angles[PITCH];
vectoangles (ent->velocity, ent->s.angles);
ent->s.angles[PITCH] = oldpitch;
VectorCopy (vec3_origin, ent->avelocity);
ent->avelocity[PITCH] = -300 * VectorLength(ent->velocity)/800; // roll in direction we're going
SV_Physics_Toss(ent);
return;
}
}
// 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;
// JOSEPH 13-MAY-99
/*if (!wasinwater && isinwater)
gi.positioned_sound (old_origin, g_edicts, CHAN_AUTO, gi.soundindex("misc/h2ohit1.wav"), 1, 1, 0);
else if (wasinwater && !isinwater)
gi.positioned_sound (ent->s.origin, g_edicts, CHAN_AUTO, gi.soundindex("misc/h2ohit1.wav"), 1, 1, 0);*/
// END JOSEPH
// move teamslaves
for (slave = ent->teamchain; slave; slave = slave->teamchain)
{
VectorCopy (ent->s.origin, slave->s.origin);
gi.linkentity (slave);
}
}
// END JOSEPH
/*
===============================================================================
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?
=============
*/
//FIXME: hacked in for E3 demo
#define sv_stopspeed 100
#define sv_friction 6
#define sv_waterfriction 1
void SV_AddRotationalFriction (edict_t *ent)
{
int n;
float adjustment;
VectorMA (ent->s.angles, FRAMETIME, ent->avelocity, ent->s.angles);
adjustment = FRAMETIME * sv_stopspeed * sv_friction;
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;
}
}
}
// JOSEPH 24-AUG-98
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;
int retval;
vec3_t oldpos;
// BEGIN: Xatrix/Ridah
vec3_t old_vel;
// END: Xatrix/Ridah
// Joseph
if (ent->fallerflag)
{
// Fix if sitting off center
think_checkedges(ent);
}
// airborn monsters should always check for ground
if (!ent->groundentity)
M_CheckGround (ent);
groundentity = ent->groundentity;
SV_CheckVelocity (ent);
if (groundentity)
wasonground = true;
else
wasonground = false;
if (ent->avelocity[0] || ent->avelocity[1] || ent->avelocity[2])
SV_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[2] < sv_gravity->value*-0.1)
hitsound = true;
// Ridah, 1-may-99, disabled this to prevent guys getting stuck in water
// 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 < sv_stopspeed ? sv_stopspeed : speed;
friction = sv_friction/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 < sv_stopspeed ? sv_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])
{
// 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;
speed = sqrt(vel[0]*vel[0] +vel[1]*vel[1]);
if (speed)
{
friction = sv_friction;
control = speed < sv_stopspeed ? sv_stopspeed : speed;
newspeed = speed - FRAMETIME*control*friction;
if (newspeed < 0)
newspeed = 0;
newspeed /= speed;
vel[0] *= newspeed;
vel[1] *= newspeed;
}
}
// BEGIN: Xatrix/Ridah
// JOSEPH 26-APR-99
if ((ent->svflags & SVF_MONSTER) || (ent->monsterprop))
// END JOSEPH
{
// if (ent->cast_info.aiflags & AI_PLAYERCLIP)
mask = MASK_PLAYERSOLID | CONTENTS_MONSTERCLIP;
// else
// mask = MASK_MONSTERSOLID;
}
else
mask = MASK_SOLID;
VectorCopy (ent->velocity, old_vel);
// END: Xatrix/Ridah
VectorCopy (ent->s.origin, oldpos );
retval = SV_FlyMove (ent, FRAMETIME, mask);
#if 0 // leave this here for now.
// Ridah, HACK... sometimes they get stuck, we should debug this properly when we get the time
if (!ValidBoxAtLoc( ent->s.origin, ent->mins, ent->maxs, ent, MASK_SOLID ))
{ // move back to old position and clear velocity
int iter=0;
VectorCopy (oldpos, ent->s.origin);
VectorClear (ent->velocity);
// find a good position
while (!ValidBoxAtLoc( ent->s.origin, ent->mins, ent->maxs, ent, MASK_SOLID ))
{
VectorAdd( ent->s.origin, tv((random()-0.5) * 64, (random()-0.5) * 64, (random()-0.5) * 64), ent->s.origin );
if (++iter > 10)
break;
}
// if (iter <= 4)
// { // make sure they're on the ground
// M_droptofloor( ent );
// }
goto exit_vel_check; // get out of here?
}
#endif
// BEGIN: Xatrix/Ridah
if (!ent->groundentity || (ent->flags & FL_FLY))
{
node_t *land_node;
// Ridah, prevent guys getting stuck trying to jump
if (VectorDistance( ent->s.origin, oldpos ) < 1 && !ent->groundentity && (ent->last_onground < (level.time - 2)))
{
ent->velocity[0] = crandom() * 300;
ent->velocity[1] = crandom() * 300;
if (ent->velocity[2] < -200)
ent->velocity[2] = -200;
ent->velocity[2] += random() * 350;
ent->nav_data.goal_index = 0;
ent->last_onground = level.time;
}
if (ent->velocity[2] > 80 && retval != 20)
{ // while rising, maintain XY velocity
ent->velocity[0] = old_vel[0];
ent->velocity[1] = old_vel[1];
}
// see if we've gone passed the landing position
if ( !(ent->flags & FL_FLY)
&& (retval == -1) && (ent->nav_data.goal_index)
&& (land_node = level.node_data->nodes[ent->nav_data.goal_index-1]))
// && (land_node->node_type & NODE_LANDING))
{
vec3_t unit_vel, goal_dir, goal_vec;
float vel_scale, dist;
VectorSubtract( land_node->origin, ent->s.origin, goal_vec );
goal_vec[2] = 0;
dist = VectorNormalize2( goal_vec, goal_dir );
if (dist > 16)
{
VectorCopy( ent->velocity, unit_vel );
unit_vel[2] = 0;
vel_scale = VectorNormalize( unit_vel );
if (DotProduct( unit_vel, goal_dir ) < 0.8)
{ // we've either gone passed, or need some correction
vec3_t new_pos;
float old_z;
if (VectorLength( goal_vec ) < 40)
{
new_pos[0] = land_node->origin[0];
new_pos[1] = land_node->origin[1];
new_pos[2] = ent->s.origin[2];
if (ValidBoxAtLoc( new_pos, ent->mins, ent->maxs, ent, MASK_PLAYERSOLID | MASK_MONSTERSOLID ))
{ // move there, it's safe, and clear velocity
VectorCopy( new_pos, ent->s.origin );
ent->velocity[0] = ent->velocity[1] = 0;
goto exit_vel_check;
}
}
// we need to adjust our velocity
if (land_node->origin[2] < (ent->s.origin[2] - 64))
{
old_z = ent->velocity[2];
VectorScale( goal_dir, vel_scale, ent->velocity );
ent->velocity[2] = old_z;
}
}
}
}
if ( (ent->flags & FL_FLY)
&& ((land_node = level.node_data->nodes[ent->nav_data.goal_index-1]) || ((ent->flags &= ~FL_FLY) && false))
/*&& (land_node->node_type & NODE_LANDING)*/)
{ // if climbing ladder, and we're reached the landing position, stop
// Ridah, 8-jun-99, make sure dog's don't climb ladders
if (!ent->gender)
{
goto abort_climb;
}
if (ent->s.origin[2] > land_node->origin[2])
{
//gi.dprintf( "-> end of climb\n" );
// VectorSubtract( land_node->origin, ent->s.origin, ent->velocity );
AngleVectors( ent->s.angles, ent->velocity, NULL, NULL );
ent->velocity[2] = 0;
VectorNormalize( ent->velocity );
VectorScale( ent->velocity, 96, ent->velocity );
ent->velocity[2] = 200;
ent->flags &= ~FL_FLY;
ent->nav_data.goal_index = 0; // look for a new node
ent->nav_data.cache_node = -1;
if (ent->cast_info.move_end_climb)
ent->cast_info.currentmove = ent->cast_info.move_end_climb;
}
else
{
trace_t tr;
vec3_t end, goal_vec;
VectorSubtract( land_node->origin, ent->s.origin, goal_vec );
ent->velocity[0] = goal_vec[0];
ent->velocity[1] = goal_vec[1];
ent->velocity[2] = 120;
// if another character is above us, abort
VectorCopy( ent->s.origin, end );
end[2] += 128;
tr = gi.trace( ent->s.origin, ent->mins, ent->maxs, end, ent, MASK_PLAYERSOLID | MASK_MONSTERSOLID );
if ((tr.fraction < 1) && (tr.ent->svflags & SVF_MONSTER))
{
abort_climb:
AngleVectors( ent->s.angles, goal_vec, NULL, NULL );
VectorScale( goal_vec, -64, ent->velocity );
ent->flags &= ~FL_FLY;
ent->nav_data.goal_index = 0;
if (ent->cast_info.move_end_climb)
{
ent->cast_info.currentmove = ent->cast_info.move_end_climb;
}
else if (ent->cast_info.move_jump)
{
ent->cast_info.currentmove = ent->cast_info.move_jump;
}
}
else if (ent->s.origin[2] > (land_node->origin[2] - 48))
{ // we're near the top, stopping climbing anim
//gi.dprintf( "near end of climb\n" );
if (ent->cast_info.move_end_climb)
ent->cast_info.currentmove = ent->cast_info.move_end_climb;
// add some forward momentum
AngleVectors( ent->s.angles, goal_vec, NULL, NULL );
VectorMA( ent->velocity, 64, goal_vec, ent->velocity );
}
}
}
}
exit_vel_check:
// END: Xatrix/Ridah
gi.linkentity (ent);
G_TouchTriggers (ent);
// Note to Ryan: we can't use this because we are playing specific sounds elsewhere
/*
if (ent->groundentity)
if (!wasonground)
if (hitsound)
// BEGIN: Xatrix/Ridah/Navigator/03-apr-1998
if (!(ent->cast_info.move_run))
// END: Xatrix/Ridah/Navigator/03-apr-1998
gi.sound (ent, 0, gi.soundindex("world/land.wav"), 1, 1, 0);
*/
}
// regular thinking
SV_RunThink (ent);
}
// END JOSEPH
//============================================================================
/*
================
G_RunEntity
================
*/
void G_RunEntity (edict_t *ent)
{
if (ent->prethink)
ent->prethink (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:
case MOVETYPE_WALLBOUNCE:
case MOVETYPE_TOSS_SLIDE:
SV_Physics_Toss (ent);
break;
default:
gi.error ("SV_Physics: bad movetype %i", (int)ent->movetype);
}
}