/* Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // sv_phys.c #include "quakedef.h" /* pushmove objects do not obey gravity, and do not interact with each other or trigger fields, but block normal movement and push normal objects when they move. onground is set for toss objects when they come to a complete rest. it is set for steping or walking objects doors, plats, etc are SOLID_BSP, and MOVETYPE_PUSH bonus items are SOLID_TRIGGER touch, and MOVETYPE_TOSS corpses are SOLID_NOT and MOVETYPE_TOSS crates are SOLID_BBOX and MOVETYPE_TOSS walking monsters are SOLID_SLIDEBOX and MOVETYPE_STEP flying/floating monsters are SOLID_SLIDEBOX and MOVETYPE_FLY solid_edge items only clip against bsp models. */ cvar_t sv_friction = {CVAR_NOTIFY, "sv_friction","4"}; cvar_t sv_stopspeed = {CVAR_NOTIFY, "sv_stopspeed","100"}; cvar_t sv_gravity = {CVAR_NOTIFY, "sv_gravity","800"}; cvar_t sv_maxvelocity = {CVAR_NOTIFY, "sv_maxvelocity","2000"}; cvar_t sv_nostep = {CVAR_NOTIFY, "sv_nostep","0"}; cvar_t sv_stepheight = {CVAR_NOTIFY, "sv_stepheight", "18"}; cvar_t sv_jumpstep = {CVAR_NOTIFY, "sv_jumpstep", "1"}; cvar_t sv_wallfriction = {CVAR_NOTIFY, "sv_wallfriction", "1"}; #define MOVE_EPSILON 0.01 void SV_Physics_Toss (edict_t *ent); void SV_Phys_Init (void) { Cvar_RegisterVariable(&sv_stepheight); Cvar_RegisterVariable(&sv_jumpstep); Cvar_RegisterVariable(&sv_wallfriction); } /* ================ SV_CheckAllEnts ================ */ void SV_CheckAllEnts (void) { int e; edict_t *check; // see if any solid entities are inside the final position check = NEXT_EDICT(sv.edicts); for (e = 1;e < sv.num_edicts;e++, check = NEXT_EDICT(check)) { if (check->free) continue; if (check->v.movetype == MOVETYPE_PUSH || check->v.movetype == MOVETYPE_NONE || check->v.movetype == MOVETYPE_FOLLOW || check->v.movetype == MOVETYPE_NOCLIP) continue; if (SV_TestEntityPosition (check)) Con_Printf ("entity in invalid position\n"); } } /* ================ SV_CheckVelocity ================ */ void SV_CheckVelocity (edict_t *ent) { int i; float wishspeed; // // bound velocity // for (i=0 ; i<3 ; i++) { if (IS_NAN(ent->v.velocity[i])) { Con_Printf ("Got a NaN velocity on %s\n", pr_strings + ent->v.classname); ent->v.velocity[i] = 0; } if (IS_NAN(ent->v.origin[i])) { Con_Printf ("Got a NaN origin on %s\n", pr_strings + ent->v.classname); ent->v.origin[i] = 0; } } // LordHavoc: max velocity fix, inspired by Maddes's source fixes, but this is faster wishspeed = DotProduct(ent->v.velocity, ent->v.velocity); if (wishspeed > sv_maxvelocity.value * sv_maxvelocity.value) { wishspeed = sv_maxvelocity.value / sqrt(wishspeed); ent->v.velocity[0] *= wishspeed; ent->v.velocity[1] *= wishspeed; ent->v.velocity[2] *= wishspeed; } } /* ============= SV_RunThink Runs thinking code if time. There is some play in the exact time the think function will be called, because it is called before any movement is done in a frame. Not used for pushmove objects, because they must be exact. Returns false if the entity removed itself. ============= */ qboolean SV_RunThink (edict_t *ent) { float thinktime; thinktime = ent->v.nextthink; if (thinktime <= 0 || thinktime > sv.time + sv.frametime) return true; // don't let things stay in the past. // it is possible to start that way by a trigger with a local time. if (thinktime < sv.time) thinktime = sv.time; ent->v.nextthink = 0; pr_global_struct->time = thinktime; pr_global_struct->self = EDICT_TO_PROG(ent); pr_global_struct->other = EDICT_TO_PROG(sv.edicts); PR_ExecuteProgram (ent->v.think, "NULL think function"); return !ent->free; } /* ================== SV_Impact Two entities have touched, so run their touch functions ================== */ void SV_Impact (edict_t *e1, edict_t *e2) { int old_self, old_other; old_self = pr_global_struct->self; old_other = pr_global_struct->other; pr_global_struct->time = sv.time; if (e1->v.touch && e1->v.solid != SOLID_NOT) { pr_global_struct->self = EDICT_TO_PROG(e1); pr_global_struct->other = EDICT_TO_PROG(e2); PR_ExecuteProgram (e1->v.touch, ""); } if (e2->v.touch && e2->v.solid != SOLID_NOT) { pr_global_struct->self = EDICT_TO_PROG(e2); pr_global_struct->other = EDICT_TO_PROG(e1); PR_ExecuteProgram (e2->v.touch, ""); } pr_global_struct->self = old_self; pr_global_struct->other = old_other; } /* ================== ClipVelocity Slide off of the impacting object returns the blocked flags (1 = floor, 2 = step / wall) ================== */ #define STOP_EPSILON 0.1 int ClipVelocity (vec3_t in, vec3_t normal, vec3_t out, float overbounce) { int i, blocked; float backoff, change; blocked = 0; // flag if it's a floor if (normal[2] > 0) blocked |= 1; // flag if it's a step if (!normal[2]) blocked |= 2; backoff = DotProduct (in, normal) * overbounce; for (i = 0;i < 3;i++) { change = normal[i] * backoff; out[i] = in[i] - change; if (out[i] > -STOP_EPSILON && out[i] < STOP_EPSILON) out[i] = 0; } return blocked; } /* ============ SV_FlyMove The basic solid body movement clip that slides along multiple planes Returns the clipflags if the velocity was modified (hit something solid) 1 = floor 2 = wall / step 4 = dead stop If steptrace is not NULL, the trace of any vertical wall hit will be stored ============ */ // LordHavoc: increased from 5 to 20 #define MAX_CLIP_PLANES 20 int SV_FlyMove (edict_t *ent, float time, trace_t *steptrace) { int i, j, blocked, impact, numplanes, bumpcount, numbumps; float d, time_left; vec3_t dir, end, planes[MAX_CLIP_PLANES], primal_velocity, original_velocity, new_velocity; trace_t trace; numbumps = 4; blocked = 0; VectorCopy (ent->v.velocity, original_velocity); VectorCopy (ent->v.velocity, primal_velocity); numplanes = 0; time_left = time; for (bumpcount=0 ; bumpcountv.velocity[0] && !ent->v.velocity[1] && !ent->v.velocity[2]) break; for (i=0 ; i<3 ; i++) end[i] = ent->v.origin[i] + time_left * ent->v.velocity[i]; trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, end, MOVE_NORMAL, ent); if (trace.allsolid) { // LordHavoc: note: this code is what makes entities stick in place if embedded in another object (which can be the world) // entity is trapped in another solid VectorClear(ent->v.velocity); return 3; } if (trace.fraction > 0) { // actually covered some distance VectorCopy (trace.endpos, ent->v.origin); VectorCopy (ent->v.velocity, original_velocity); numplanes = 0; } // break if it moved the entire distance if (trace.fraction == 1) break; if (!trace.ent) Host_Error ("SV_FlyMove: !trace.ent"); if ((int) ent->v.flags & FL_ONGROUND) { if (ent->v.groundentity == EDICT_TO_PROG(trace.ent)) impact = false; else { ent->v.flags = (int)ent->v.flags & ~FL_ONGROUND; impact = true; } } else impact = true; if (trace.plane.normal[2] > 0.7) { // floor blocked |= 1; ent->v.flags = (int)ent->v.flags | FL_ONGROUND; ent->v.groundentity = EDICT_TO_PROG(trace.ent); } if (!trace.plane.normal[2]) { // step blocked |= 2; // save the trace for player extrafriction if (steptrace) *steptrace = trace; } // run the impact function if (impact) { SV_Impact (ent, trace.ent); // break if removed by the impact function if (ent->free) break; } time_left -= time_left * trace.fraction; // clipped to another plane if (numplanes >= MAX_CLIP_PLANES) { // this shouldn't really happen VectorClear(ent->v.velocity); return 3; } VectorCopy (trace.plane.normal, planes[numplanes]); numplanes++; // modify original_velocity so it parallels all of the clip planes for (i=0 ; iv.velocity); } else { // go along the crease if (numplanes != 2) { VectorClear(ent->v.velocity); return 7; } CrossProduct (planes[0], planes[1], dir); // LordHavoc: thanks to taniwha of QuakeForge for pointing out this fix for slowed falling in corners VectorNormalize(dir); d = DotProduct (dir, ent->v.velocity); VectorScale (dir, d, ent->v.velocity); } // if original velocity is against the original velocity, // stop dead to avoid tiny occilations in sloping corners if (DotProduct (ent->v.velocity, primal_velocity) <= 0) { VectorClear(ent->v.velocity); return blocked; } } return blocked; } /* ============ SV_AddGravity ============ */ void SV_AddGravity (edict_t *ent) { float ent_gravity; eval_t *val; val = GETEDICTFIELDVALUE(ent, eval_gravity); if (val!=0 && val->_float) ent_gravity = val->_float; else ent_gravity = 1.0; ent->v.velocity[2] -= ent_gravity * sv_gravity.value * sv.frametime; } /* =============================================================================== PUSHMOVE =============================================================================== */ /* ============ SV_PushEntity Does not change the entities velocity at all ============ */ trace_t SV_PushEntity (edict_t *ent, vec3_t push, vec3_t pushangles) { trace_t trace; vec3_t end; VectorAdd (ent->v.origin, push, end); if (ent->v.movetype == MOVETYPE_FLYMISSILE) trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, end, MOVE_MISSILE, ent); else if (ent->v.solid == SOLID_TRIGGER || ent->v.solid == SOLID_NOT) // only clip against bmodels trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, end, MOVE_NOMONSTERS, ent); else trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, end, MOVE_NORMAL, ent); VectorCopy (trace.endpos, ent->v.origin); // FIXME: turn players specially ent->v.angles[1] += trace.fraction * pushangles[1]; SV_LinkEdict (ent, true); if (trace.ent && (!((int)ent->v.flags & FL_ONGROUND) || ent->v.groundentity != EDICT_TO_PROG(trace.ent))) SV_Impact (ent, trace.ent); return trace; } /* ============ SV_PushMove ============ */ trace_t SV_ClipMoveToEntity (edict_t *ent, vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end); void SV_PushMove (edict_t *pusher, float movetime) { int i, e, index; edict_t *check; float savesolid, movetime2, pushltime; vec3_t mins, maxs, move, move1, moveangle, pushorig, pushang, a, forward, left, up, org, org2; int num_moved; edict_t *moved_edict[MAX_EDICTS]; vec3_t moved_from[MAX_EDICTS], moved_fromangles[MAX_EDICTS]; model_t *pushermodel; trace_t trace; switch ((int) pusher->v.solid) { // LordHavoc: valid pusher types case SOLID_BSP: case SOLID_BBOX: case SOLID_SLIDEBOX: case SOLID_CORPSE: // LordHavoc: this would be weird... break; // LordHavoc: no collisions case SOLID_NOT: case SOLID_TRIGGER: VectorMA (pusher->v.origin, movetime, pusher->v.velocity, pusher->v.origin); VectorMA (pusher->v.angles, movetime, pusher->v.avelocity, pusher->v.angles); pusher->v.ltime += movetime; SV_LinkEdict (pusher, false); return; default: Host_Error("SV_PushMove: unrecognized solid type %f\n", pusher->v.solid); } if (!pusher->v.velocity[0] && !pusher->v.velocity[1] && !pusher->v.velocity[2] && !pusher->v.avelocity[0] && !pusher->v.avelocity[1] && !pusher->v.avelocity[2]) { pusher->v.ltime += movetime; return; } index = (int) pusher->v.modelindex; if (index < 1 || index >= MAX_MODELS) Host_Error("SV_PushMove: invalid modelindex %f\n", pusher->v.modelindex); pushermodel = sv.models[index]; movetime2 = movetime; VectorScale(pusher->v.velocity, movetime2, move1); VectorScale(pusher->v.avelocity, movetime2, moveangle); if (moveangle[0] || moveangle[2]) { for (i = 0;i < 3;i++) { if (move1[i] > 0) { mins[i] = pushermodel->rotatedmins[i] + pusher->v.origin[i] - 1; maxs[i] = pushermodel->rotatedmaxs[i] + move1[i] + pusher->v.origin[i] + 1; } else { mins[i] = pushermodel->rotatedmins[i] + move1[i] + pusher->v.origin[i] - 1; maxs[i] = pushermodel->rotatedmaxs[i] + pusher->v.origin[i] + 1; } } } else if (moveangle[1]) { for (i = 0;i < 3;i++) { if (move1[i] > 0) { mins[i] = pushermodel->yawmins[i] + pusher->v.origin[i] - 1; maxs[i] = pushermodel->yawmaxs[i] + move1[i] + pusher->v.origin[i] + 1; } else { mins[i] = pushermodel->yawmins[i] + move1[i] + pusher->v.origin[i] - 1; maxs[i] = pushermodel->yawmaxs[i] + pusher->v.origin[i] + 1; } } } else { for (i = 0;i < 3;i++) { if (move1[i] > 0) { mins[i] = pushermodel->normalmins[i] + pusher->v.origin[i] - 1; maxs[i] = pushermodel->normalmaxs[i] + move1[i] + pusher->v.origin[i] + 1; } else { mins[i] = pushermodel->normalmins[i] + move1[i] + pusher->v.origin[i] - 1; maxs[i] = pushermodel->normalmaxs[i] + pusher->v.origin[i] + 1; } } } VectorNegate (moveangle, a); AngleVectorsFLU (a, forward, left, up); VectorCopy (pusher->v.origin, pushorig); VectorCopy (pusher->v.angles, pushang); pushltime = pusher->v.ltime; // move the pusher to it's final position VectorMA (pusher->v.origin, movetime, pusher->v.velocity, pusher->v.origin); VectorMA (pusher->v.angles, movetime, pusher->v.avelocity, pusher->v.angles); pusher->v.ltime += movetime; SV_LinkEdict (pusher, false); savesolid = pusher->v.solid; // see if any solid entities are inside the final position num_moved = 0; check = NEXT_EDICT(sv.edicts); for (e = 1;e < sv.num_edicts;e++, check = NEXT_EDICT(check)) { if (check->free) continue; if (check->v.movetype == MOVETYPE_PUSH || check->v.movetype == MOVETYPE_NONE || check->v.movetype == MOVETYPE_FOLLOW || check->v.movetype == MOVETYPE_NOCLIP) continue; // if the entity is standing on the pusher, it will definitely be moved if (!(((int)check->v.flags & FL_ONGROUND) && PROG_TO_EDICT(check->v.groundentity) == pusher)) { if (check->v.absmin[0] >= maxs[0] || check->v.absmax[0] <= mins[0] || check->v.absmin[1] >= maxs[1] || check->v.absmax[1] <= mins[1] || check->v.absmin[2] >= maxs[2] || check->v.absmax[2] <= mins[2]) continue; trace = SV_ClipMoveToEntity (pusher, check->v.origin, check->v.mins, check->v.maxs, check->v.origin); if (!trace.startsolid) continue; } if (forward[0] < 0.999f) // quick way to check if any rotation is used { VectorSubtract (check->v.origin, pusher->v.origin, org); org2[0] = DotProduct (org, forward); org2[1] = DotProduct (org, left); org2[2] = DotProduct (org, up); VectorSubtract (org2, org, move); VectorAdd (move, move1, move); } else VectorCopy (move1, move); // remove the onground flag for non-players if (check->v.movetype != MOVETYPE_WALK) check->v.flags = (int)check->v.flags & ~FL_ONGROUND; VectorCopy (check->v.origin, moved_from[num_moved]); VectorCopy (check->v.angles, moved_fromangles[num_moved]); moved_edict[num_moved++] = check; // try moving the contacted entity pusher->v.solid = SOLID_NOT; trace = SV_PushEntity (check, move, moveangle); pusher->v.solid = savesolid; // was SOLID_BSP // if it is still inside the pusher, block if (SV_TestEntityPosition (check)) { // fail the move if (check->v.mins[0] == check->v.maxs[0]) continue; if (check->v.solid == SOLID_NOT || check->v.solid == SOLID_TRIGGER) { // corpse check->v.mins[0] = check->v.mins[1] = 0; VectorCopy (check->v.mins, check->v.maxs); continue; } VectorCopy (pushorig, pusher->v.origin); VectorCopy (pushang, pusher->v.angles); pusher->v.ltime = pushltime; SV_LinkEdict (pusher, false); // move back any entities we already moved for (i=0 ; iv.origin); VectorCopy (moved_fromangles[i], moved_edict[i]->v.angles); SV_LinkEdict (moved_edict[i], false); } // if the pusher has a "blocked" function, call it, otherwise just stay in place until the obstacle is gone if (pusher->v.blocked) { pr_global_struct->self = EDICT_TO_PROG(pusher); pr_global_struct->other = EDICT_TO_PROG(check); PR_ExecuteProgram (pusher->v.blocked, ""); } return; } } } /* ================ SV_Physics_Pusher ================ */ void SV_Physics_Pusher (edict_t *ent) { float thinktime, oldltime, movetime; oldltime = ent->v.ltime; thinktime = ent->v.nextthink; if (thinktime < ent->v.ltime + sv.frametime) { movetime = thinktime - ent->v.ltime; if (movetime < 0) movetime = 0; } else movetime = sv.frametime; if (movetime) // advances ent->v.ltime if not blocked SV_PushMove (ent, movetime); if (thinktime > oldltime && thinktime <= ent->v.ltime) { ent->v.nextthink = 0; pr_global_struct->time = sv.time; pr_global_struct->self = EDICT_TO_PROG(ent); pr_global_struct->other = EDICT_TO_PROG(sv.edicts); PR_ExecuteProgram (ent->v.think, "NULL think function"); if (ent->free) return; } } /* =============================================================================== CLIENT MOVEMENT =============================================================================== */ /* ============= SV_CheckStuck This is a big hack to try and fix the rare case of getting stuck in the world clipping hull. ============= */ void SV_CheckStuck (edict_t *ent) { int i, j, z; vec3_t org; if (!SV_TestEntityPosition(ent)) { VectorCopy (ent->v.origin, ent->v.oldorigin); return; } VectorCopy (ent->v.origin, org); VectorCopy (ent->v.oldorigin, ent->v.origin); if (!SV_TestEntityPosition(ent)) { Con_DPrintf ("Unstuck.\n"); SV_LinkEdict (ent, true); return; } for (z=0 ; z< 18 ; z++) for (i=-1 ; i <= 1 ; i++) for (j=-1 ; j <= 1 ; j++) { ent->v.origin[0] = org[0] + i; ent->v.origin[1] = org[1] + j; ent->v.origin[2] = org[2] + z; if (!SV_TestEntityPosition(ent)) { Con_DPrintf ("Unstuck.\n"); SV_LinkEdict (ent, true); return; } } VectorCopy (org, ent->v.origin); Con_DPrintf ("player is stuck.\n"); } /* ============= SV_CheckWater ============= */ qboolean SV_CheckWater (edict_t *ent) { int cont; vec3_t point; point[0] = ent->v.origin[0]; point[1] = ent->v.origin[1]; point[2] = ent->v.origin[2] + ent->v.mins[2] + 1; ent->v.waterlevel = 0; ent->v.watertype = CONTENTS_EMPTY; cont = Mod_PointInLeaf(point, sv.worldmodel)->contents; if (cont <= CONTENTS_WATER) { ent->v.watertype = cont; ent->v.waterlevel = 1; point[2] = ent->v.origin[2] + (ent->v.mins[2] + ent->v.maxs[2])*0.5; cont = Mod_PointInLeaf(point, sv.worldmodel)->contents; if (cont <= CONTENTS_WATER) { ent->v.waterlevel = 2; point[2] = ent->v.origin[2] + ent->v.view_ofs[2]; cont = Mod_PointInLeaf(point, sv.worldmodel)->contents; if (cont <= CONTENTS_WATER) ent->v.waterlevel = 3; } } return ent->v.waterlevel > 1; } /* ============ SV_WallFriction ============ */ void SV_WallFriction (edict_t *ent, trace_t *trace) { float d, i; vec3_t forward, into, side; AngleVectors (ent->v.v_angle, forward, NULL, NULL); d = DotProduct (trace->plane.normal, forward); d += 0.5; if (d >= 0) return; // cut the tangential velocity i = DotProduct (trace->plane.normal, ent->v.velocity); VectorScale (trace->plane.normal, i, into); VectorSubtract (ent->v.velocity, into, side); ent->v.velocity[0] = side[0] * (1 + d); ent->v.velocity[1] = side[1] * (1 + d); } /* ===================== SV_TryUnstick Player has come to a dead stop, possibly due to the problem with limited float precision at some angle joins in the BSP hull. Try fixing by pushing one pixel in each direction. This is a hack, but in the interest of good gameplay... ====================== */ int SV_TryUnstick (edict_t *ent, vec3_t oldvel) { int i, clip; vec3_t oldorg, dir; trace_t steptrace; VectorCopy (ent->v.origin, oldorg); VectorClear (dir); for (i=0 ; i<8 ; i++) { // try pushing a little in an axial direction switch (i) { case 0: dir[0] = 2; dir[1] = 0; break; case 1: dir[0] = 0; dir[1] = 2; break; case 2: dir[0] = -2; dir[1] = 0; break; case 3: dir[0] = 0; dir[1] = -2; break; case 4: dir[0] = 2; dir[1] = 2; break; case 5: dir[0] = -2; dir[1] = 2; break; case 6: dir[0] = 2; dir[1] = -2; break; case 7: dir[0] = -2; dir[1] = -2; break; } SV_PushEntity (ent, dir, vec3_origin); // retry the original move ent->v.velocity[0] = oldvel[0]; ent->v.velocity[1] = oldvel[1]; ent->v.velocity[2] = 0; clip = SV_FlyMove (ent, 0.1, &steptrace); if (fabs(oldorg[1] - ent->v.origin[1]) > 4 || fabs(oldorg[0] - ent->v.origin[0]) > 4) return clip; // go back to the original pos and try again VectorCopy (oldorg, ent->v.origin); } // still not moving VectorClear (ent->v.velocity); return 7; } /* ===================== SV_WalkMove Only used by players ====================== */ void SV_WalkMove (edict_t *ent) { int clip, oldonground; vec3_t upmove, downmove, oldorg, oldvel, nosteporg, nostepvel; trace_t steptrace, downtrace; // do a regular slide move unless it looks like you ran into a step oldonground = (int)ent->v.flags & FL_ONGROUND; ent->v.flags = (int)ent->v.flags & ~FL_ONGROUND; VectorCopy (ent->v.origin, oldorg); VectorCopy (ent->v.velocity, oldvel); clip = SV_FlyMove (ent, sv.frametime, &steptrace); // if move didn't block on a step, return if ( !(clip & 2) ) return; if (ent->v.movetype != MOVETYPE_FLY) { if (!oldonground && ent->v.waterlevel == 0 && !sv_jumpstep.integer) // don't stair up while jumping return; if (ent->v.movetype != MOVETYPE_WALK) // gibbed by a trigger return; } if (sv_nostep.integer) return; if ( (int)sv_player->v.flags & FL_WATERJUMP ) return; VectorCopy (ent->v.origin, nosteporg); VectorCopy (ent->v.velocity, nostepvel); // try moving up and forward to go up a step // back to start pos VectorCopy (oldorg, ent->v.origin); VectorClear (upmove); VectorClear (downmove); upmove[2] = sv_stepheight.value; downmove[2] = -sv_stepheight.value + oldvel[2]*sv.frametime; // move up // FIXME: don't link? SV_PushEntity (ent, upmove, vec3_origin); // move forward ent->v.velocity[0] = oldvel[0]; ent->v.velocity[1] = oldvel[1]; ent->v.velocity[2] = 0; clip = SV_FlyMove (ent, sv.frametime, &steptrace); ent->v.velocity[2] += oldvel[2]; // check for stuckness, possibly due to the limited precision of floats // in the clipping hulls if (clip && fabs(oldorg[1] - ent->v.origin[1]) < 0.03125 && fabs(oldorg[0] - ent->v.origin[0]) < 0.03125) // stepping up didn't make any progress clip = SV_TryUnstick (ent, oldvel); // extra friction based on view angle if (clip & 2 && sv_wallfriction.integer) SV_WallFriction (ent, &steptrace); // move down // FIXME: don't link? downtrace = SV_PushEntity (ent, downmove, vec3_origin); if (downtrace.plane.normal[2] > 0.7) { //if (ent->v.solid == SOLID_BSP) { ent->v.flags = (int)ent->v.flags | FL_ONGROUND; ent->v.groundentity = EDICT_TO_PROG(downtrace.ent); } } else { // if the push down didn't end up on good ground, use the move without // the step up. This happens near wall / slope combinations, and can // cause the player to hop up higher on a slope too steep to climb VectorCopy (nosteporg, ent->v.origin); VectorCopy (nostepvel, ent->v.velocity); } } /* ================ SV_Physics_Client Player character actions ================ */ void SV_Physics_Client (edict_t *ent, int num) { if ( ! svs.clients[num-1].active ) return; // unconnected slot // // call standard client pre-think // pr_global_struct->time = sv.time; pr_global_struct->self = EDICT_TO_PROG(ent); PR_ExecuteProgram (pr_global_struct->PlayerPreThink, "QC function PlayerPreThink is missing"); // // do a move // SV_CheckVelocity (ent); // // decide which move function to call // switch ((int)ent->v.movetype) { case MOVETYPE_NONE: if (!SV_RunThink (ent)) return; break; case MOVETYPE_WALK: if (!SV_RunThink (ent)) return; if (!SV_CheckWater (ent) && ! ((int)ent->v.flags & FL_WATERJUMP) ) SV_AddGravity (ent); SV_CheckStuck (ent); SV_WalkMove (ent); break; case MOVETYPE_TOSS: case MOVETYPE_BOUNCE: SV_Physics_Toss (ent); break; case MOVETYPE_FLY: if (!SV_RunThink (ent)) return; SV_CheckWater (ent); //SV_FlyMove (ent, sv.frametime, NULL); SV_WalkMove (ent); break; case MOVETYPE_NOCLIP: if (!SV_RunThink (ent)) return; SV_CheckWater (ent); VectorMA (ent->v.origin, sv.frametime, ent->v.velocity, ent->v.origin); VectorMA (ent->v.angles, sv.frametime, ent->v.avelocity, ent->v.angles); break; default: Host_Error ("SV_Physics_client: bad movetype %i", (int)ent->v.movetype); } // // call standard player post-think // SV_LinkEdict (ent, true); pr_global_struct->time = sv.time; pr_global_struct->self = EDICT_TO_PROG(ent); PR_ExecuteProgram (pr_global_struct->PlayerPostThink, "QC function PlayerPostThink is missing"); } //============================================================================ /* ============= SV_Physics_Follow Entities that are "stuck" to another entity ============= */ void SV_Physics_Follow (edict_t *ent) { vec3_t vf, vr, vu, angles, v; edict_t *e; // regular thinking if (!SV_RunThink (ent)) return; // LordHavoc: implemented rotation on MOVETYPE_FOLLOW objects e = PROG_TO_EDICT(ent->v.aiment); if (e->v.angles[0] == ent->v.punchangle[0] && e->v.angles[1] == ent->v.punchangle[1] && e->v.angles[2] == ent->v.punchangle[2]) { // quick case for no rotation VectorAdd(e->v.origin, ent->v.view_ofs, ent->v.origin); } else { angles[0] = -ent->v.punchangle[0]; angles[1] = ent->v.punchangle[1]; angles[2] = ent->v.punchangle[2]; AngleVectors (angles, vf, vr, vu); v[0] = ent->v.view_ofs[0] * vf[0] + ent->v.view_ofs[1] * vr[0] + ent->v.view_ofs[2] * vu[0]; v[1] = ent->v.view_ofs[0] * vf[1] + ent->v.view_ofs[1] * vr[1] + ent->v.view_ofs[2] * vu[1]; v[2] = ent->v.view_ofs[0] * vf[2] + ent->v.view_ofs[1] * vr[2] + ent->v.view_ofs[2] * vu[2]; angles[0] = -e->v.angles[0]; angles[1] = e->v.angles[1]; angles[2] = e->v.angles[2]; AngleVectors (angles, vf, vr, vu); ent->v.origin[0] = v[0] * vf[0] + v[1] * vf[1] + v[2] * vf[2] + e->v.origin[0]; ent->v.origin[1] = v[0] * vr[0] + v[1] * vr[1] + v[2] * vr[2] + e->v.origin[1]; ent->v.origin[2] = v[0] * vu[0] + v[1] * vu[1] + v[2] * vu[2] + e->v.origin[2]; } VectorAdd (e->v.angles, ent->v.v_angle, ent->v.angles); SV_LinkEdict (ent, true); } /* ============= SV_Physics_Noclip A moving object that doesn't obey physics ============= */ void SV_Physics_Noclip (edict_t *ent) { // regular thinking if (!SV_RunThink (ent)) return; VectorMA (ent->v.angles, sv.frametime, ent->v.avelocity, ent->v.angles); VectorMA (ent->v.origin, sv.frametime, ent->v.velocity, ent->v.origin); SV_LinkEdict (ent, false); } /* ============================================================================== TOSS / BOUNCE ============================================================================== */ /* ============= SV_CheckWaterTransition ============= */ void SV_CheckWaterTransition (edict_t *ent) { int cont; cont = Mod_PointInLeaf(ent->v.origin, sv.worldmodel)->contents; if (!ent->v.watertype) { // just spawned here ent->v.watertype = cont; ent->v.waterlevel = 1; return; } if (cont <= CONTENTS_WATER) { if (ent->v.watertype == CONTENTS_EMPTY && cont != CONTENTS_LAVA) // just crossed into water SV_StartSound (ent, 0, "misc/h2ohit1.wav", 255, 1); ent->v.watertype = cont; ent->v.waterlevel = 1; } else { if (ent->v.watertype != CONTENTS_EMPTY && ent->v.watertype != CONTENTS_LAVA) // just crossed into water SV_StartSound (ent, 0, "misc/h2ohit1.wav", 255, 1); ent->v.watertype = CONTENTS_EMPTY; ent->v.waterlevel = cont; } } /* ============= SV_Physics_Toss Toss, bounce, and fly movement. When onground, do nothing. ============= */ void SV_Physics_Toss (edict_t *ent) { trace_t trace; vec3_t move; edict_t *groundentity; // regular thinking if (!SV_RunThink (ent)) return; // if onground, return without moving if ((int)ent->v.flags & FL_ONGROUND) { VectorClear(ent->v.velocity); if (ent->v.groundentity == 0) return; // if ent was supported by a brush model on previous frame, // and groundentity is now freed, set groundentity to 0 (floating) groundentity = PROG_TO_EDICT(ent->v.groundentity); if (groundentity->v.solid == SOLID_BSP) { ent->suspendedinairflag = true; return; } else if (ent->suspendedinairflag && groundentity->free) { // leave it suspended in the air ent->v.groundentity = 0; ent->suspendedinairflag = false; return; } } ent->suspendedinairflag = false; SV_CheckVelocity (ent); // add gravity if (ent->v.movetype == MOVETYPE_TOSS || ent->v.movetype == MOVETYPE_BOUNCE) SV_AddGravity (ent); // move angles VectorMA (ent->v.angles, sv.frametime, ent->v.avelocity, ent->v.angles); // move origin VectorScale (ent->v.velocity, sv.frametime, move); trace = SV_PushEntity (ent, move, vec3_origin); if (ent->free) return; if (trace.fraction < 1) { if (ent->v.movetype == MOVETYPE_BOUNCEMISSILE) { ClipVelocity (ent->v.velocity, trace.plane.normal, ent->v.velocity, 2.0); ent->v.flags = (int)ent->v.flags & ~FL_ONGROUND; } else if (ent->v.movetype == MOVETYPE_BOUNCE) { ClipVelocity (ent->v.velocity, trace.plane.normal, ent->v.velocity, 1.5); // LordHavoc: fixed grenades not bouncing when fired down a slope if (trace.plane.normal[2] > 0.7 && DotProduct(trace.plane.normal, ent->v.velocity) < 60) { ent->v.flags = (int)ent->v.flags | FL_ONGROUND; ent->v.groundentity = EDICT_TO_PROG(trace.ent); VectorClear (ent->v.velocity); VectorClear (ent->v.avelocity); } else ent->v.flags = (int)ent->v.flags & ~FL_ONGROUND; } else { ClipVelocity (ent->v.velocity, trace.plane.normal, ent->v.velocity, 1.0); if (trace.plane.normal[2] > 0.7) { ent->v.flags = (int)ent->v.flags | FL_ONGROUND; ent->v.groundentity = EDICT_TO_PROG(trace.ent); VectorClear (ent->v.velocity); VectorClear (ent->v.avelocity); } else ent->v.flags = (int)ent->v.flags & ~FL_ONGROUND; } } // check for in water SV_CheckWaterTransition (ent); } /* =============================================================================== 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. ============= */ void SV_Physics_Step (edict_t *ent) { int flags, fall, hitsound; // freefall if not fly/swim fall = true; flags = (int)ent->v.flags; if (flags & (FL_FLY | FL_SWIM)) { if (flags & FL_FLY) fall = false; else if ((flags & FL_SWIM) && Mod_PointInLeaf(ent->v.origin, sv.worldmodel)->contents != CONTENTS_EMPTY) fall = false; } if (fall && (flags & FL_ONGROUND) && ent->v.groundentity == 0) fall = false; if (fall) { if (ent->v.velocity[2] < sv_gravity.value*-0.1) { hitsound = true; if (flags & FL_ONGROUND) hitsound = false; } else hitsound = false; SV_AddGravity (ent); SV_CheckVelocity (ent); SV_FlyMove (ent, sv.frametime, NULL); SV_LinkEdict (ent, false); // just hit ground if ((int)ent->v.flags & FL_ONGROUND) { VectorClear(ent->v.velocity); if (hitsound) SV_StartSound (ent, 0, "demon/dland2.wav", 255, 1); } } // regular thinking SV_RunThink (ent); SV_CheckWaterTransition (ent); } //============================================================================ /* ================ SV_Physics ================ */ void SV_Physics (void) { int i; edict_t *ent; // let the progs know that a new frame has started pr_global_struct->self = EDICT_TO_PROG(sv.edicts); pr_global_struct->other = EDICT_TO_PROG(sv.edicts); pr_global_struct->time = sv.time; PR_ExecuteProgram (pr_global_struct->StartFrame, "QC function StartFrame is missing"); // // treat each object in turn // ent = sv.edicts; for (i=0 ; ifree) continue; if (pr_global_struct->force_retouch) SV_LinkEdict (ent, true); // force retouch even for stationary if (i > 0 && i <= svs.maxclients) { SV_Physics_Client (ent, i); continue; } switch ((int) ent->v.movetype) { case MOVETYPE_PUSH: SV_Physics_Pusher (ent); break; case MOVETYPE_NONE: // LordHavoc: manually inlined the thinktime check here because MOVETYPE_NONE is used on so many objects if (ent->v.nextthink > 0 && ent->v.nextthink <= sv.time + sv.frametime) SV_RunThink (ent); break; case MOVETYPE_FOLLOW: SV_Physics_Follow (ent); break; case MOVETYPE_NOCLIP: SV_Physics_Noclip (ent); break; case MOVETYPE_STEP: SV_Physics_Step (ent); break; // LordHavoc: added support for MOVETYPE_WALK on normal entities! :) case MOVETYPE_WALK: if (SV_RunThink (ent)) { if (!SV_CheckWater (ent) && ! ((int)ent->v.flags & FL_WATERJUMP) ) SV_AddGravity (ent); SV_CheckStuck (ent); SV_WalkMove (ent); SV_LinkEdict (ent, true); } break; case MOVETYPE_TOSS: case MOVETYPE_BOUNCE: case MOVETYPE_BOUNCEMISSILE: case MOVETYPE_FLY: case MOVETYPE_FLYMISSILE: SV_Physics_Toss (ent); break; default: Host_Error ("SV_Physics: bad movetype %i", (int)ent->v.movetype); break; } } if (pr_global_struct->force_retouch) pr_global_struct->force_retouch--; // LordHavoc: endframe support if (EndFrameQC) { pr_global_struct->self = EDICT_TO_PROG(sv.edicts); pr_global_struct->other = EDICT_TO_PROG(sv.edicts); pr_global_struct->time = sv.time; PR_ExecuteProgram ((func_t)(EndFrameQC - pr_functions), ""); } sv.time += sv.frametime; } trace_t SV_Trace_Toss (edict_t *tossent, edict_t *ignore) { int i; float gravity, savesolid; vec3_t move, end; edict_t tempent, *tent; eval_t *val; trace_t trace; memcpy(&tempent, tossent, sizeof(edict_t)); tent = &tempent; savesolid = tossent->v.solid; tossent->v.solid = SOLID_NOT; // this has to fetch the field from the original edict, since our copy is truncated val = GETEDICTFIELDVALUE(tossent, eval_gravity); if (val != NULL && val->_float != 0) gravity = val->_float; else gravity = 1.0; gravity *= sv_gravity.value * 0.05; for (i = 0;i < 200;i++) // LordHavoc: sanity check; never trace more than 10 seconds { SV_CheckVelocity (tent); tent->v.velocity[2] -= gravity; VectorMA (tent->v.angles, 0.05, tent->v.avelocity, tent->v.angles); VectorScale (tent->v.velocity, 0.05, move); VectorAdd (tent->v.origin, move, end); trace = SV_Move (tent->v.origin, tent->v.mins, tent->v.maxs, end, MOVE_NORMAL, tent); VectorCopy (trace.endpos, tent->v.origin); if (trace.fraction < 1 && trace.ent) if (trace.ent != ignore) break; } tossent->v.solid = savesolid; trace.fraction = 0; // not relevant return trace; }