// 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) 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 ; bumpcounts.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 VectorCopy (vec3_origin, ent->velocity); return 3; } 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 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 ; 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) { VectorCopy (vec3_origin, ent->velocity); return blocked; } } 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. ============ */ 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 // 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; } 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); 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) { // 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 ============================================================================== */ /* ============= 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 // RAFAEL // move type for rippergun projectile && ent->movetype != MOVETYPE_WALLBOUNCE) 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; else backoff = 1; 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) { 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); } } // 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"), 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); // 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? ============= */ //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; } } } 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; // 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; 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; } } if (ent->svflags & SVF_MONSTER) mask = MASK_MONSTERSOLID; else mask = MASK_SOLID; SV_FlyMove (ent, FRAMETIME, mask); gi.linkentity (ent); G_TouchTriggers (ent); if (!ent->inuse) return; if (ent->groundentity) if (!wasonground) if (hitsound) gi.sound (ent, 0, gi.soundindex("world/land.wav"), 1, 1, 0); } // regular thinking SV_RunThink (ent); } //============================================================================ /* ================ 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: // RAFAEL case MOVETYPE_WALLBOUNCE: SV_Physics_Toss (ent); break; default: gi.error ("SV_Physics: bad movetype %i", (int)ent->movetype); } }