/* 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. */ #define MOVE_EPSILON 0.01 void SV_Physics_Toss (prvm_edict_t *ent); /* =============================================================================== LINE TESTING IN HULLS =============================================================================== */ int SV_GenericHitSuperContentsMask(const prvm_edict_t *passedict) { prvm_eval_t *val; if (passedict) { val = PRVM_EDICTFIELDVALUE(passedict, prog->fieldoffsets.dphitcontentsmask); if (val && val->_float) return (int)val->_float; else if (passedict->fields.server->solid == SOLID_SLIDEBOX) { if ((int)passedict->fields.server->flags & FL_MONSTER) return SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_MONSTERCLIP; else return SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP; } else if (passedict->fields.server->solid == SOLID_CORPSE) return SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY; else if (passedict->fields.server->solid == SOLID_TRIGGER) return SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY; else return SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_CORPSE; } else return SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_CORPSE; } /* ================== SV_Move ================== */ #if COLLISIONPARANOID >= 1 trace_t SV_Move_(const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int type, prvm_edict_t *passedict, int hitsupercontentsmask) #else trace_t SV_Move(const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int type, prvm_edict_t *passedict, int hitsupercontentsmask) #endif { vec3_t hullmins, hullmaxs; int i, bodysupercontents; int passedictprog; qboolean pointtrace; prvm_edict_t *traceowner, *touch; trace_t trace; // bounding box of entire move area vec3_t clipboxmins, clipboxmaxs; // size of the moving object vec3_t clipmins, clipmaxs; // size when clipping against monsters vec3_t clipmins2, clipmaxs2; // start and end origin of move vec3_t clipstart, clipend; // trace results trace_t cliptrace; // matrices to transform into/out of other entity's space matrix4x4_t matrix, imatrix; // model of other entity dp_model_t *model; // list of entities to test for collisions int numtouchedicts; prvm_edict_t *touchedicts[MAX_EDICTS]; VectorCopy(start, clipstart); VectorCopy(end, clipend); VectorCopy(mins, clipmins); VectorCopy(maxs, clipmaxs); VectorCopy(mins, clipmins2); VectorCopy(maxs, clipmaxs2); #if COLLISIONPARANOID >= 3 Con_Printf("move(%f %f %f,%f %f %f)", clipstart[0], clipstart[1], clipstart[2], clipend[0], clipend[1], clipend[2]); #endif // clip to world Collision_ClipToWorld(&cliptrace, sv.worldmodel, clipstart, clipmins, clipmaxs, clipend, hitsupercontentsmask); cliptrace.bmodelstartsolid = cliptrace.startsolid; if (cliptrace.startsolid || cliptrace.fraction < 1) cliptrace.ent = prog->edicts; if (type == MOVE_WORLDONLY) return cliptrace; if (type == MOVE_MISSILE) { // LordHavoc: modified this, was = -15, now -= 15 for (i = 0;i < 3;i++) { clipmins2[i] -= 15; clipmaxs2[i] += 15; } } // get adjusted box for bmodel collisions if the world is q1bsp or hlbsp if (sv.worldmodel && sv.worldmodel->brush.RoundUpToHullSize) sv.worldmodel->brush.RoundUpToHullSize(sv.worldmodel, clipmins, clipmaxs, hullmins, hullmaxs); else { VectorCopy(clipmins, hullmins); VectorCopy(clipmaxs, hullmaxs); } // create the bounding box of the entire move for (i = 0;i < 3;i++) { clipboxmins[i] = min(clipstart[i], cliptrace.endpos[i]) + min(hullmins[i], clipmins2[i]) - 1; clipboxmaxs[i] = max(clipstart[i], cliptrace.endpos[i]) + max(hullmaxs[i], clipmaxs2[i]) + 1; } // debug override to test against everything if (sv_debugmove.integer) { clipboxmins[0] = clipboxmins[1] = clipboxmins[2] = -999999999; clipboxmaxs[0] = clipboxmaxs[1] = clipboxmaxs[2] = 999999999; } // if the passedict is world, make it NULL (to avoid two checks each time) if (passedict == prog->edicts) passedict = NULL; // precalculate prog value for passedict for comparisons passedictprog = PRVM_EDICT_TO_PROG(passedict); // figure out whether this is a point trace for comparisons pointtrace = VectorCompare(clipmins, clipmaxs); // precalculate passedict's owner edict pointer for comparisons traceowner = passedict ? PRVM_PROG_TO_EDICT(passedict->fields.server->owner) : 0; // clip to entities // because this uses World_EntitiestoBox, we know all entity boxes overlap // the clip region, so we can skip culling checks in the loop below numtouchedicts = World_EntitiesInBox(&sv.world, clipboxmins, clipboxmaxs, MAX_EDICTS, touchedicts); if (numtouchedicts > MAX_EDICTS) { // this never happens Con_Printf("SV_EntitiesInBox returned %i edicts, max was %i\n", numtouchedicts, MAX_EDICTS); numtouchedicts = MAX_EDICTS; } for (i = 0;i < numtouchedicts;i++) { touch = touchedicts[i]; if (touch->fields.server->solid < SOLID_BBOX) continue; if (type == MOVE_NOMONSTERS && touch->fields.server->solid != SOLID_BSP) continue; if (passedict) { // don't clip against self if (passedict == touch) continue; // don't clip owned entities against owner if (traceowner == touch) continue; // don't clip owner against owned entities if (passedictprog == touch->fields.server->owner) continue; // don't clip points against points (they can't collide) if (pointtrace && VectorCompare(touch->fields.server->mins, touch->fields.server->maxs) && (type != MOVE_MISSILE || !((int)touch->fields.server->flags & FL_MONSTER))) continue; } bodysupercontents = touch->fields.server->solid == SOLID_CORPSE ? SUPERCONTENTS_CORPSE : SUPERCONTENTS_BODY; // might interact, so do an exact clip model = NULL; if ((int) touch->fields.server->solid == SOLID_BSP || type == MOVE_HITMODEL) { unsigned int modelindex = (unsigned int)touch->fields.server->modelindex; // if the modelindex is 0, it shouldn't be SOLID_BSP! if (modelindex > 0 && modelindex < MAX_MODELS) model = sv.models[(int)touch->fields.server->modelindex]; } if (model) Matrix4x4_CreateFromQuakeEntity(&matrix, touch->fields.server->origin[0], touch->fields.server->origin[1], touch->fields.server->origin[2], touch->fields.server->angles[0], touch->fields.server->angles[1], touch->fields.server->angles[2], 1); else Matrix4x4_CreateTranslate(&matrix, touch->fields.server->origin[0], touch->fields.server->origin[1], touch->fields.server->origin[2]); Matrix4x4_Invert_Simple(&imatrix, &matrix); if ((int)touch->fields.server->flags & FL_MONSTER) Collision_ClipToGenericEntity(&trace, model, touch->fields.server->frame, touch->fields.server->mins, touch->fields.server->maxs, bodysupercontents, &matrix, &imatrix, clipstart, clipmins2, clipmaxs2, clipend, hitsupercontentsmask); else Collision_ClipToGenericEntity(&trace, model, touch->fields.server->frame, touch->fields.server->mins, touch->fields.server->maxs, bodysupercontents, &matrix, &imatrix, clipstart, clipmins, clipmaxs, clipend, hitsupercontentsmask); Collision_CombineTraces(&cliptrace, &trace, (void *)touch, touch->fields.server->solid == SOLID_BSP); } return cliptrace; } #if COLLISIONPARANOID >= 1 trace_t SV_Move(const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int type, prvm_edict_t *passedict, int hitsupercontentsmask) { int endstuck; trace_t trace; vec3_t temp; trace = SV_Move_(start, mins, maxs, end, type, passedict, hitsupercontentsmask); if (passedict) { VectorCopy(trace.endpos, temp); endstuck = SV_Move_(temp, mins, maxs, temp, type, passedict, hitsupercontentsmask).startsolid; #if COLLISIONPARANOID < 3 if (trace.startsolid || endstuck) #endif Con_Printf("%s{e%i:%f %f %f:%f %f %f:%f:%f %f %f%s%s}\n", (trace.startsolid || endstuck) ? "^3" : "", passedict ? (int)(passedict - prog->edicts) : -1, passedict->fields.server->origin[0], passedict->fields.server->origin[1], passedict->fields.server->origin[2], end[0] - passedict->fields.server->origin[0], end[1] - passedict->fields.server->origin[1], end[2] - passedict->fields.server->origin[2], trace.fraction, trace.endpos[0] - passedict->fields.server->origin[0], trace.endpos[1] - passedict->fields.server->origin[1], trace.endpos[2] - passedict->fields.server->origin[2], trace.startsolid ? " startstuck" : "", endstuck ? " endstuck" : ""); } return trace; } #endif int SV_PointSuperContents(const vec3_t point) { int supercontents = 0; int i; prvm_edict_t *touch; vec3_t transformed; // matrices to transform into/out of other entity's space matrix4x4_t matrix, imatrix; // model of other entity dp_model_t *model; unsigned int modelindex; int frame; // list of entities to test for collisions int numtouchedicts; prvm_edict_t *touchedicts[MAX_EDICTS]; // get world supercontents at this point if (sv.worldmodel && sv.worldmodel->PointSuperContents) supercontents = sv.worldmodel->PointSuperContents(sv.worldmodel, 0, point); // if sv_gameplayfix_swiminbmodels is off we're done if (!sv_gameplayfix_swiminbmodels.integer) return supercontents; // get list of entities at this point numtouchedicts = World_EntitiesInBox(&sv.world, point, point, MAX_EDICTS, touchedicts); if (numtouchedicts > MAX_EDICTS) { // this never happens Con_Printf("SV_EntitiesInBox returned %i edicts, max was %i\n", numtouchedicts, MAX_EDICTS); numtouchedicts = MAX_EDICTS; } for (i = 0;i < numtouchedicts;i++) { touch = touchedicts[i]; // we only care about SOLID_BSP for pointcontents if (touch->fields.server->solid != SOLID_BSP) continue; // might interact, so do an exact clip modelindex = (unsigned int)touch->fields.server->modelindex; if (modelindex >= MAX_MODELS) continue; model = sv.models[(int)touch->fields.server->modelindex]; if (!model || !model->PointSuperContents) continue; Matrix4x4_CreateFromQuakeEntity(&matrix, touch->fields.server->origin[0], touch->fields.server->origin[1], touch->fields.server->origin[2], touch->fields.server->angles[0], touch->fields.server->angles[1], touch->fields.server->angles[2], 1); Matrix4x4_Invert_Simple(&imatrix, &matrix); Matrix4x4_Transform(&imatrix, point, transformed); frame = (int)touch->fields.server->frame; supercontents |= model->PointSuperContents(model, bound(0, frame, (model->numframes - 1)), transformed); } return supercontents; } /* =============================================================================== Linking entities into the world culling system =============================================================================== */ void SV_LinkEdict_TouchAreaGrid(prvm_edict_t *ent) { int i, numtouchedicts, old_self, old_other; prvm_edict_t *touch, *touchedicts[MAX_EDICTS]; // build a list of edicts to touch, because the link loop can be corrupted // by IncreaseEdicts called during touch functions numtouchedicts = World_EntitiesInBox(&sv.world, ent->priv.server->areamins, ent->priv.server->areamaxs, MAX_EDICTS, touchedicts); if (numtouchedicts > MAX_EDICTS) { // this never happens Con_Printf("SV_EntitiesInBox returned %i edicts, max was %i\n", numtouchedicts, MAX_EDICTS); numtouchedicts = MAX_EDICTS; } old_self = prog->globals.server->self; old_other = prog->globals.server->other; for (i = 0;i < numtouchedicts;i++) { touch = touchedicts[i]; if (touch != ent && (int)touch->fields.server->solid == SOLID_TRIGGER && touch->fields.server->touch) { prvm_eval_t *val; prog->globals.server->self = PRVM_EDICT_TO_PROG(touch); prog->globals.server->other = PRVM_EDICT_TO_PROG(ent); prog->globals.server->time = sv.time; prog->globals.server->trace_allsolid = false; prog->globals.server->trace_startsolid = false; prog->globals.server->trace_fraction = 1; prog->globals.server->trace_inwater = false; prog->globals.server->trace_inopen = true; VectorCopy (touch->fields.server->origin, prog->globals.server->trace_endpos); VectorSet (prog->globals.server->trace_plane_normal, 0, 0, 1); prog->globals.server->trace_plane_dist = 0; prog->globals.server->trace_ent = PRVM_EDICT_TO_PROG(ent); if ((val = PRVM_GLOBALFIELDVALUE(prog->globaloffsets.trace_dpstartcontents))) val->_float = 0; if ((val = PRVM_GLOBALFIELDVALUE(prog->globaloffsets.trace_dphitcontents))) val->_float = 0; if ((val = PRVM_GLOBALFIELDVALUE(prog->globaloffsets.trace_dphitq3surfaceflags))) val->_float = 0; if ((val = PRVM_GLOBALFIELDVALUE(prog->globaloffsets.trace_dphittexturename))) val->string = 0; PRVM_ExecuteProgram (touch->fields.server->touch, "QC function self.touch is missing"); } } prog->globals.server->self = old_self; prog->globals.server->other = old_other; } /* =============== SV_LinkEdict =============== */ void SV_LinkEdict (prvm_edict_t *ent, qboolean touch_triggers) { dp_model_t *model; vec3_t mins, maxs; if (ent == prog->edicts) return; // don't add the world if (ent->priv.server->free) return; // set the abs box if (ent->fields.server->solid == SOLID_BSP) { int modelindex = (int)ent->fields.server->modelindex; if (modelindex < 0 || modelindex > MAX_MODELS) { Con_Printf("edict %i: SOLID_BSP with invalid modelindex!\n", PRVM_NUM_FOR_EDICT(ent)); modelindex = 0; } model = sv.models[modelindex]; if (model != NULL) { if (!model->TraceBox && developer.integer >= 1) Con_Printf("edict %i: SOLID_BSP with non-collidable model\n", PRVM_NUM_FOR_EDICT(ent)); if (ent->fields.server->angles[0] || ent->fields.server->angles[2] || ent->fields.server->avelocity[0] || ent->fields.server->avelocity[2]) { VectorAdd(ent->fields.server->origin, model->rotatedmins, mins); VectorAdd(ent->fields.server->origin, model->rotatedmaxs, maxs); } else if (ent->fields.server->angles[1] || ent->fields.server->avelocity[1]) { VectorAdd(ent->fields.server->origin, model->yawmins, mins); VectorAdd(ent->fields.server->origin, model->yawmaxs, maxs); } else { VectorAdd(ent->fields.server->origin, model->normalmins, mins); VectorAdd(ent->fields.server->origin, model->normalmaxs, maxs); } } else { // SOLID_BSP with no model is valid, mainly because some QC setup code does so temporarily VectorAdd(ent->fields.server->origin, ent->fields.server->mins, mins); VectorAdd(ent->fields.server->origin, ent->fields.server->maxs, maxs); } } else { VectorAdd(ent->fields.server->origin, ent->fields.server->mins, mins); VectorAdd(ent->fields.server->origin, ent->fields.server->maxs, maxs); } // // to make items easier to pick up and allow them to be grabbed off // of shelves, the abs sizes are expanded // if ((int)ent->fields.server->flags & FL_ITEM) { mins[0] -= 15; mins[1] -= 15; mins[2] -= 1; maxs[0] += 15; maxs[1] += 15; maxs[2] += 1; } else { // because movement is clipped an epsilon away from an actual edge, // we must fully check even when bounding boxes don't quite touch mins[0] -= 1; mins[1] -= 1; mins[2] -= 1; maxs[0] += 1; maxs[1] += 1; maxs[2] += 1; } VectorCopy(mins, ent->fields.server->absmin); VectorCopy(maxs, ent->fields.server->absmax); World_LinkEdict(&sv.world, ent, mins, maxs); // if touch_triggers, call touch on all entities overlapping this box if (touch_triggers && ent->fields.server->solid != SOLID_NOT) SV_LinkEdict_TouchAreaGrid(ent); } /* =============================================================================== Utility functions =============================================================================== */ /* ============ SV_TestEntityPosition returns true if the entity is in solid currently ============ */ static int SV_TestEntityPosition (prvm_edict_t *ent, vec3_t offset) { vec3_t org; trace_t trace; VectorAdd(ent->fields.server->origin, offset, org); trace = SV_Move (org, ent->fields.server->mins, ent->fields.server->maxs, ent->fields.server->origin, MOVE_NOMONSTERS, ent, SUPERCONTENTS_SOLID); if (trace.startsupercontents & SUPERCONTENTS_SOLID) return true; else { if (sv.worldmodel->brushq1.numclipnodes && !VectorCompare(ent->fields.server->mins, ent->fields.server->maxs)) { // q1bsp/hlbsp use hulls and if the entity does not exactly match // a hull size it is incorrectly tested, so this code tries to // 'fix' it slightly... // FIXME: this breaks entities larger than the hull size int i; vec3_t v, m1, m2, s; VectorAdd(org, ent->fields.server->mins, m1); VectorAdd(org, ent->fields.server->maxs, m2); VectorSubtract(m2, m1, s); #define EPSILON (1.0f / 32.0f) if (s[0] >= EPSILON*2) {m1[0] += EPSILON;m2[0] -= EPSILON;} if (s[1] >= EPSILON*2) {m1[1] += EPSILON;m2[1] -= EPSILON;} if (s[2] >= EPSILON*2) {m1[2] += EPSILON;m2[2] -= EPSILON;} for (i = 0;i < 8;i++) { v[0] = (i & 1) ? m2[0] : m1[0]; v[1] = (i & 2) ? m2[1] : m1[1]; v[2] = (i & 4) ? m2[2] : m1[2]; if (SV_PointSuperContents(v) & SUPERCONTENTS_SOLID) return true; } } } // if the trace found a better position for the entity, move it there if (VectorDistance2(trace.endpos, ent->fields.server->origin) >= 0.0001) VectorCopy(trace.endpos, ent->fields.server->origin); return false; } /* ================ SV_CheckAllEnts ================ */ void SV_CheckAllEnts (void) { int e; prvm_edict_t *check; // see if any solid entities are inside the final position check = PRVM_NEXT_EDICT(prog->edicts); for (e = 1;e < prog->num_edicts;e++, check = PRVM_NEXT_EDICT(check)) { if (check->priv.server->free) continue; if (check->fields.server->movetype == MOVETYPE_PUSH || check->fields.server->movetype == MOVETYPE_NONE || check->fields.server->movetype == MOVETYPE_FOLLOW || check->fields.server->movetype == MOVETYPE_NOCLIP) continue; if (SV_TestEntityPosition (check, vec3_origin)) Con_Print("entity in invalid position\n"); } } // DRESK - Support for Entity Contents Transition Event /* ================ SV_CheckContentsTransition returns true if entity had a valid contentstransition function call ================ */ int SV_CheckContentsTransition(prvm_edict_t *ent, const int nContents) { int bValidFunctionCall; prvm_eval_t *contentstransition; // Default Valid Function Call to False bValidFunctionCall = false; if(ent->fields.server->watertype != nContents) { // Changed Contents // Acquire Contents Transition Function from QC contentstransition = PRVM_EDICTFIELDVALUE(ent, prog->fieldoffsets.contentstransition); if(contentstransition->function) { // Valid Function; Execute // Assign Valid Function bValidFunctionCall = true; // Prepare Parameters (Original Contents, New Contents) // Original Contents PRVM_G_FLOAT(OFS_PARM0) = ent->fields.server->watertype; // New Contents PRVM_G_FLOAT(OFS_PARM1) = nContents; // Assign Self prog->globals.server->self = PRVM_EDICT_TO_PROG(ent); // Execute VM Function PRVM_ExecuteProgram(contentstransition->function, "contentstransition: NULL function"); } } // Return if Function Call was Valid return bValidFunctionCall; } /* ================ SV_CheckVelocity ================ */ void SV_CheckVelocity (prvm_edict_t *ent) { int i; float wishspeed; // // bound velocity // for (i=0 ; i<3 ; i++) { if (IS_NAN(ent->fields.server->velocity[i])) { Con_Printf("Got a NaN velocity on entity #%i (%s)\n", PRVM_NUM_FOR_EDICT(ent), PRVM_GetString(ent->fields.server->classname)); ent->fields.server->velocity[i] = 0; } if (IS_NAN(ent->fields.server->origin[i])) { Con_Printf("Got a NaN origin on entity #%i (%s)\n", PRVM_NUM_FOR_EDICT(ent), PRVM_GetString(ent->fields.server->classname)); ent->fields.server->origin[i] = 0; } } // LordHavoc: max velocity fix, inspired by Maddes's source fixes, but this is faster wishspeed = DotProduct(ent->fields.server->velocity, ent->fields.server->velocity); if (wishspeed > sv_maxvelocity.value * sv_maxvelocity.value) { wishspeed = sv_maxvelocity.value / sqrt(wishspeed); ent->fields.server->velocity[0] *= wishspeed; ent->fields.server->velocity[1] *= wishspeed; ent->fields.server->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 (prvm_edict_t *ent) { int iterations; // don't let things stay in the past. // it is possible to start that way by a trigger with a local time. if (ent->fields.server->nextthink <= 0 || ent->fields.server->nextthink > sv.time + sv.frametime) return true; for (iterations = 0;iterations < 128 && !ent->priv.server->free;iterations++) { prog->globals.server->time = max(sv.time, ent->fields.server->nextthink); ent->fields.server->nextthink = 0; prog->globals.server->self = PRVM_EDICT_TO_PROG(ent); prog->globals.server->other = PRVM_EDICT_TO_PROG(prog->edicts); PRVM_ExecuteProgram (ent->fields.server->think, "QC function self.think is missing"); // mods often set nextthink to time to cause a think every frame, // we don't want to loop in that case, so exit if the new nextthink is // <= the time the qc was told, also exit if it is past the end of the // frame if (ent->fields.server->nextthink <= prog->globals.server->time || ent->fields.server->nextthink > sv.time + sv.frametime || !sv_gameplayfix_multiplethinksperframe.integer) break; } return !ent->priv.server->free; } /* ================== SV_Impact Two entities have touched, so run their touch functions ================== */ extern void VM_SetTraceGlobals(const trace_t *trace); extern sizebuf_t vm_tempstringsbuf; void SV_Impact (prvm_edict_t *e1, trace_t *trace) { int restorevm_tempstringsbuf_cursize; int old_self, old_other; prvm_edict_t *e2 = (prvm_edict_t *)trace->ent; prvm_eval_t *val; old_self = prog->globals.server->self; old_other = prog->globals.server->other; restorevm_tempstringsbuf_cursize = vm_tempstringsbuf.cursize; VM_SetTraceGlobals(trace); prog->globals.server->time = sv.time; if (!e1->priv.server->free && !e2->priv.server->free && e1->fields.server->touch && e1->fields.server->solid != SOLID_NOT) { prog->globals.server->self = PRVM_EDICT_TO_PROG(e1); prog->globals.server->other = PRVM_EDICT_TO_PROG(e2); PRVM_ExecuteProgram (e1->fields.server->touch, "QC function self.touch is missing"); } if (!e1->priv.server->free && !e2->priv.server->free && e2->fields.server->touch && e2->fields.server->solid != SOLID_NOT) { prog->globals.server->self = PRVM_EDICT_TO_PROG(e2); prog->globals.server->other = PRVM_EDICT_TO_PROG(e1); VectorCopy(e2->fields.server->origin, prog->globals.server->trace_endpos); VectorNegate(trace->plane.normal, prog->globals.server->trace_plane_normal); prog->globals.server->trace_plane_dist = -trace->plane.dist; prog->globals.server->trace_ent = PRVM_EDICT_TO_PROG(e1); if ((val = PRVM_GLOBALFIELDVALUE(prog->globaloffsets.trace_dpstartcontents))) val->_float = 0; if ((val = PRVM_GLOBALFIELDVALUE(prog->globaloffsets.trace_dphitcontents))) val->_float = 0; if ((val = PRVM_GLOBALFIELDVALUE(prog->globaloffsets.trace_dphitq3surfaceflags))) val->_float = 0; if ((val = PRVM_GLOBALFIELDVALUE(prog->globaloffsets.trace_dphittexturename))) val->string = 0; PRVM_ExecuteProgram (e2->fields.server->touch, "QC function self.touch is missing"); } prog->globals.server->self = old_self; prog->globals.server->other = old_other; vm_tempstringsbuf.cursize = restorevm_tempstringsbuf_cursize; } /* ================== ClipVelocity Slide off of the impacting object returns the blocked flags (1 = floor, 2 = step / wall) ================== */ #define STOP_EPSILON 0.1 void ClipVelocity (vec3_t in, vec3_t normal, vec3_t out, float overbounce) { int i; float backoff; backoff = -DotProduct (in, normal) * overbounce; VectorMA(in, backoff, normal, out); for (i = 0;i < 3;i++) if (out[i] > -STOP_EPSILON && out[i] < STOP_EPSILON) out[i] = 0; } /* ============ SV_FlyMove The basic solid body movement clip that slides along multiple planes Returns the clipflags if the velocity was modified (hit something solid) 1 = floor 2 = wall / step 4 = dead stop If stepnormal is not NULL, the plane normal of any vertical wall hit will be stored ============ */ // LordHavoc: increased from 5 to 32 #define MAX_CLIP_PLANES 32 int SV_FlyMove (prvm_edict_t *ent, float time, float *stepnormal, int hitsupercontentsmask) { int blocked, bumpcount; int i, j, impact, numplanes; float d, time_left; vec3_t dir, end, planes[MAX_CLIP_PLANES], primal_velocity, original_velocity, new_velocity; trace_t trace; if (time <= 0) return 0; blocked = 0; VectorCopy(ent->fields.server->velocity, original_velocity); VectorCopy(ent->fields.server->velocity, primal_velocity); numplanes = 0; time_left = time; for (bumpcount = 0;bumpcount < MAX_CLIP_PLANES;bumpcount++) { if (!ent->fields.server->velocity[0] && !ent->fields.server->velocity[1] && !ent->fields.server->velocity[2]) break; VectorMA(ent->fields.server->origin, time_left, ent->fields.server->velocity, end); trace = SV_Move(ent->fields.server->origin, ent->fields.server->mins, ent->fields.server->maxs, end, MOVE_NORMAL, ent, hitsupercontentsmask); #if 0 //if (trace.fraction < 0.002) { #if 1 vec3_t start; trace_t testtrace; VectorCopy(ent->fields.server->origin, start); start[2] += 3;//0.03125; VectorMA(ent->fields.server->origin, time_left, ent->fields.server->velocity, end); end[2] += 3;//0.03125; testtrace = SV_Move(start, ent->fields.server->mins, ent->fields.server->maxs, end, MOVE_NORMAL, ent, hitsupercontentsmask); if (trace.fraction < testtrace.fraction && !testtrace.startsolid && (testtrace.fraction == 1 || DotProduct(trace.plane.normal, ent->fields.server->velocity) < DotProduct(testtrace.plane.normal, ent->fields.server->velocity))) { Con_Printf("got further (new %f > old %f)\n", testtrace.fraction, trace.fraction); trace = testtrace; } #endif #if 0 //j = -1; for (i = 0;i < numplanes;i++) { VectorCopy(ent->fields.server->origin, start); VectorMA(ent->fields.server->origin, time_left, ent->fields.server->velocity, end); VectorMA(start, 3, planes[i], start); VectorMA(end, 3, planes[i], end); testtrace = SV_Move(start, ent->fields.server->mins, ent->fields.server->maxs, end, MOVE_NORMAL, ent, hitsupercontentsmask); if (trace.fraction < testtrace.fraction) { trace = testtrace; VectorCopy(start, ent->fields.server->origin); //j = i; } } //if (j >= 0) // VectorAdd(ent->fields.server->origin, planes[j], start); #endif } #endif #if 0 Con_Printf("entity %i bump %i: velocity %f %f %f trace %f", ent - prog->edicts, bumpcount, ent->fields.server->velocity[0], ent->fields.server->velocity[1], ent->fields.server->velocity[2], trace.fraction); if (trace.fraction < 1) Con_Printf(" : %f %f %f", trace.plane.normal[0], trace.plane.normal[1], trace.plane.normal[2]); Con_Print("\n"); #endif #if 0 if (trace.bmodelstartsolid) { // LordHavoc: note: this code is what makes entities stick in place // if embedded in world only (you can walk through other objects if // stuck) // entity is trapped in another solid VectorClear(ent->fields.server->velocity); return 3; } #endif // break if it moved the entire distance if (trace.fraction == 1) { VectorCopy(trace.endpos, ent->fields.server->origin); break; } if (!trace.ent) { Con_Printf ("SV_FlyMove: !trace.ent"); trace.ent = prog->edicts; } impact = !((int) ent->fields.server->flags & FL_ONGROUND) || ent->fields.server->groundentity != PRVM_EDICT_TO_PROG(trace.ent); if (trace.plane.normal[2]) { if (trace.plane.normal[2] > 0.7) { // floor blocked |= 1; ent->fields.server->flags = (int)ent->fields.server->flags | FL_ONGROUND; ent->fields.server->groundentity = PRVM_EDICT_TO_PROG(trace.ent); } } else { // step blocked |= 2; // save the trace for player extrafriction if (stepnormal) VectorCopy(trace.plane.normal, stepnormal); } if (trace.fraction >= 0.001) { // actually covered some distance VectorCopy(trace.endpos, ent->fields.server->origin); VectorCopy(ent->fields.server->velocity, original_velocity); numplanes = 0; } // run the impact function if (impact) { SV_Impact(ent, &trace); // break if removed by the impact function if (ent->priv.server->free) break; } time_left *= 1 - trace.fraction; // clipped to another plane if (numplanes >= MAX_CLIP_PLANES) { // this shouldn't really happen VectorClear(ent->fields.server->velocity); blocked = 3; break; } /* for (i = 0;i < numplanes;i++) if (DotProduct(trace.plane.normal, planes[i]) > 0.99) break; if (i < numplanes) { VectorAdd(ent->fields.server->velocity, trace.plane.normal, ent->fields.server->velocity); continue; } */ VectorCopy(trace.plane.normal, planes[numplanes]); numplanes++; if (sv_newflymove.integer) ClipVelocity(ent->fields.server->velocity, trace.plane.normal, ent->fields.server->velocity, 1); else { // 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) { // not ok if (DotProduct(new_velocity, planes[j]) < 0) break; } } if (j == numplanes) break; } if (i != numplanes) { // go along this plane VectorCopy(new_velocity, ent->fields.server->velocity); } else { // go along the crease if (numplanes != 2) { VectorClear(ent->fields.server->velocity); blocked = 7; break; } 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->fields.server->velocity); VectorScale(dir, d, ent->fields.server->velocity); } } // if current velocity is against the original velocity, // stop dead to avoid tiny occilations in sloping corners if (DotProduct(ent->fields.server->velocity, primal_velocity) <= 0) { VectorClear(ent->fields.server->velocity); break; } } //Con_Printf("entity %i final: blocked %i velocity %f %f %f\n", ent - prog->edicts, blocked, ent->fields.server->velocity[0], ent->fields.server->velocity[1], ent->fields.server->velocity[2]); /* if ((blocked & 1) == 0 && bumpcount > 1) { // LordHavoc: fix the 'fall to your death in a wedge corner' glitch // flag ONGROUND if there's ground under it trace = SV_Move(ent->fields.server->origin, ent->fields.server->mins, ent->fields.server->maxs, end, MOVE_NORMAL, ent, hitsupercontentsmask); } */ // LordHavoc: this came from QW and allows you to get out of water more easily if (sv_gameplayfix_easierwaterjump.integer && ((int)ent->fields.server->flags & FL_WATERJUMP)) VectorCopy(primal_velocity, ent->fields.server->velocity); return blocked; } /* ============ SV_AddGravity ============ */ void SV_AddGravity (prvm_edict_t *ent) { float ent_gravity; prvm_eval_t *val; val = PRVM_EDICTFIELDVALUE(ent, prog->fieldoffsets.gravity); if (val!=0 && val->_float) ent_gravity = val->_float; else ent_gravity = 1.0; ent->fields.server->velocity[2] -= ent_gravity * sv_gravity.value * sv.frametime; } /* =============================================================================== PUSHMOVE =============================================================================== */ /* ============ SV_PushEntity Does not change the entities velocity at all ============ */ static trace_t SV_PushEntity (prvm_edict_t *ent, vec3_t push, qboolean failonbmodelstartsolid) { int type; trace_t trace; vec3_t end; VectorAdd (ent->fields.server->origin, push, end); if (ent->fields.server->movetype == MOVETYPE_FLYMISSILE) type = MOVE_MISSILE; else if (ent->fields.server->solid == SOLID_TRIGGER || ent->fields.server->solid == SOLID_NOT) type = MOVE_NOMONSTERS; // only clip against bmodels else type = MOVE_NORMAL; trace = SV_Move (ent->fields.server->origin, ent->fields.server->mins, ent->fields.server->maxs, end, type, ent, SV_GenericHitSuperContentsMask(ent)); if (trace.bmodelstartsolid && failonbmodelstartsolid) return trace; VectorCopy (trace.endpos, ent->fields.server->origin); SV_LinkEdict (ent, true); if (ent->fields.server->solid >= SOLID_TRIGGER && trace.ent && (!((int)ent->fields.server->flags & FL_ONGROUND) || ent->fields.server->groundentity != PRVM_EDICT_TO_PROG(trace.ent))) SV_Impact (ent, &trace); return trace; } /* ============ SV_PushMove ============ */ void SV_PushMove (prvm_edict_t *pusher, float movetime) { int i, e, index; int pusherowner, pusherprog; int checkcontents; qboolean rotated; float savesolid, movetime2, pushltime; vec3_t mins, maxs, move, move1, moveangle, pushorig, pushang, a, forward, left, up, org; int num_moved; int numcheckentities; static prvm_edict_t *checkentities[MAX_EDICTS]; dp_model_t *pushermodel; trace_t trace; matrix4x4_t pusherfinalmatrix, pusherfinalimatrix; unsigned short moved_edicts[MAX_EDICTS]; if (!pusher->fields.server->velocity[0] && !pusher->fields.server->velocity[1] && !pusher->fields.server->velocity[2] && !pusher->fields.server->avelocity[0] && !pusher->fields.server->avelocity[1] && !pusher->fields.server->avelocity[2]) { pusher->fields.server->ltime += movetime; return; } switch ((int) pusher->fields.server->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->fields.server->origin, movetime, pusher->fields.server->velocity, pusher->fields.server->origin); VectorMA (pusher->fields.server->angles, movetime, pusher->fields.server->avelocity, pusher->fields.server->angles); pusher->fields.server->angles[0] -= 360.0 * floor(pusher->fields.server->angles[0] * (1.0 / 360.0)); pusher->fields.server->angles[1] -= 360.0 * floor(pusher->fields.server->angles[1] * (1.0 / 360.0)); pusher->fields.server->angles[2] -= 360.0 * floor(pusher->fields.server->angles[2] * (1.0 / 360.0)); pusher->fields.server->ltime += movetime; SV_LinkEdict (pusher, false); return; default: Con_Printf("SV_PushMove: entity #%i, unrecognized solid type %f\n", PRVM_NUM_FOR_EDICT(pusher), pusher->fields.server->solid); return; } index = (int) pusher->fields.server->modelindex; if (index < 1 || index >= MAX_MODELS) { Con_Printf("SV_PushMove: entity #%i has an invalid modelindex %f\n", PRVM_NUM_FOR_EDICT(pusher), pusher->fields.server->modelindex); return; } pushermodel = sv.models[index]; pusherowner = pusher->fields.server->owner; pusherprog = PRVM_EDICT_TO_PROG(pusher); rotated = VectorLength2(pusher->fields.server->angles) + VectorLength2(pusher->fields.server->avelocity) > 0; movetime2 = movetime; VectorScale(pusher->fields.server->velocity, movetime2, move1); VectorScale(pusher->fields.server->avelocity, movetime2, moveangle); if (moveangle[0] || moveangle[2]) { for (i = 0;i < 3;i++) { if (move1[i] > 0) { mins[i] = pushermodel->rotatedmins[i] + pusher->fields.server->origin[i] - 1; maxs[i] = pushermodel->rotatedmaxs[i] + move1[i] + pusher->fields.server->origin[i] + 1; } else { mins[i] = pushermodel->rotatedmins[i] + move1[i] + pusher->fields.server->origin[i] - 1; maxs[i] = pushermodel->rotatedmaxs[i] + pusher->fields.server->origin[i] + 1; } } } else if (moveangle[1]) { for (i = 0;i < 3;i++) { if (move1[i] > 0) { mins[i] = pushermodel->yawmins[i] + pusher->fields.server->origin[i] - 1; maxs[i] = pushermodel->yawmaxs[i] + move1[i] + pusher->fields.server->origin[i] + 1; } else { mins[i] = pushermodel->yawmins[i] + move1[i] + pusher->fields.server->origin[i] - 1; maxs[i] = pushermodel->yawmaxs[i] + pusher->fields.server->origin[i] + 1; } } } else { for (i = 0;i < 3;i++) { if (move1[i] > 0) { mins[i] = pushermodel->normalmins[i] + pusher->fields.server->origin[i] - 1; maxs[i] = pushermodel->normalmaxs[i] + move1[i] + pusher->fields.server->origin[i] + 1; } else { mins[i] = pushermodel->normalmins[i] + move1[i] + pusher->fields.server->origin[i] - 1; maxs[i] = pushermodel->normalmaxs[i] + pusher->fields.server->origin[i] + 1; } } } VectorNegate (moveangle, a); AngleVectorsFLU (a, forward, left, up); VectorCopy (pusher->fields.server->origin, pushorig); VectorCopy (pusher->fields.server->angles, pushang); pushltime = pusher->fields.server->ltime; // move the pusher to its final position VectorMA (pusher->fields.server->origin, movetime, pusher->fields.server->velocity, pusher->fields.server->origin); VectorMA (pusher->fields.server->angles, movetime, pusher->fields.server->avelocity, pusher->fields.server->angles); pusher->fields.server->ltime += movetime; SV_LinkEdict (pusher, false); pushermodel = NULL; if (pusher->fields.server->modelindex >= 1 && pusher->fields.server->modelindex < MAX_MODELS) pushermodel = sv.models[(int)pusher->fields.server->modelindex]; Matrix4x4_CreateFromQuakeEntity(&pusherfinalmatrix, pusher->fields.server->origin[0], pusher->fields.server->origin[1], pusher->fields.server->origin[2], pusher->fields.server->angles[0], pusher->fields.server->angles[1], pusher->fields.server->angles[2], 1); Matrix4x4_Invert_Simple(&pusherfinalimatrix, &pusherfinalmatrix); savesolid = pusher->fields.server->solid; // see if any solid entities are inside the final position num_moved = 0; numcheckentities = World_EntitiesInBox(&sv.world, mins, maxs, MAX_EDICTS, checkentities); for (e = 0;e < numcheckentities;e++) { prvm_edict_t *check = checkentities[e]; if (check->fields.server->movetype == MOVETYPE_NONE || check->fields.server->movetype == MOVETYPE_PUSH || check->fields.server->movetype == MOVETYPE_FOLLOW || check->fields.server->movetype == MOVETYPE_NOCLIP || check->fields.server->movetype == MOVETYPE_FAKEPUSH) continue; if (check->fields.server->owner == pusherprog) continue; if (pusherowner == PRVM_EDICT_TO_PROG(check)) continue; //Con_Printf("%i %s ", PRVM_NUM_FOR_EDICT(check), PRVM_GetString(check->fields.server->classname)); // tell any MOVETYPE_STEP entity that it may need to check for water transitions check->priv.server->waterposition_forceupdate = true; checkcontents = SV_GenericHitSuperContentsMask(check); // if the entity is standing on the pusher, it will definitely be moved // if the entity is not standing on the pusher, but is in the pusher's // final position, move it if (!((int)check->fields.server->flags & FL_ONGROUND) || PRVM_PROG_TO_EDICT(check->fields.server->groundentity) != pusher) { Collision_ClipToGenericEntity(&trace, pushermodel, pusher->fields.server->frame, pusher->fields.server->mins, pusher->fields.server->maxs, SUPERCONTENTS_BODY, &pusherfinalmatrix, &pusherfinalimatrix, check->fields.server->origin, check->fields.server->mins, check->fields.server->maxs, check->fields.server->origin, checkcontents); //trace = SV_Move(check->fields.server->origin, check->fields.server->mins, check->fields.server->maxs, check->fields.server->origin, MOVE_NOMONSTERS, check, checkcontents); if (!trace.startsolid) { //Con_Printf("- not in solid\n"); continue; } } if (rotated) { vec3_t org2; VectorSubtract (check->fields.server->origin, pusher->fields.server->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); //Con_Printf("- pushing %f %f %f\n", move[0], move[1], move[2]); VectorCopy (check->fields.server->origin, check->priv.server->moved_from); VectorCopy (check->fields.server->angles, check->priv.server->moved_fromangles); moved_edicts[num_moved++] = PRVM_NUM_FOR_EDICT(check); // try moving the contacted entity pusher->fields.server->solid = SOLID_NOT; trace = SV_PushEntity (check, move, true); // FIXME: turn players specially check->fields.server->angles[1] += trace.fraction * moveangle[1]; pusher->fields.server->solid = savesolid; // was SOLID_BSP //Con_Printf("%s:%d frac %f startsolid %d bmodelstartsolid %d allsolid %d\n", __FILE__, __LINE__, trace.fraction, trace.startsolid, trace.bmodelstartsolid, trace.allsolid); // this trace.fraction < 1 check causes items to fall off of pushers // if they pass under or through a wall // the groundentity check causes items to fall off of ledges if (check->fields.server->movetype != MOVETYPE_WALK && (trace.fraction < 1 || PRVM_PROG_TO_EDICT(check->fields.server->groundentity) != pusher)) check->fields.server->flags = (int)check->fields.server->flags & ~FL_ONGROUND; // if it is still inside the pusher, block Collision_ClipToGenericEntity(&trace, pushermodel, pusher->fields.server->frame, pusher->fields.server->mins, pusher->fields.server->maxs, SUPERCONTENTS_BODY, &pusherfinalmatrix, &pusherfinalimatrix, check->fields.server->origin, check->fields.server->mins, check->fields.server->maxs, check->fields.server->origin, checkcontents); if (trace.startsolid) { // try moving the contacted entity a tiny bit further to account for precision errors vec3_t move2; pusher->fields.server->solid = SOLID_NOT; VectorScale(move, 1.1, move2); VectorCopy (check->priv.server->moved_from, check->fields.server->origin); VectorCopy (check->priv.server->moved_fromangles, check->fields.server->angles); SV_PushEntity (check, move2, true); pusher->fields.server->solid = savesolid; Collision_ClipToGenericEntity(&trace, pushermodel, pusher->fields.server->frame, pusher->fields.server->mins, pusher->fields.server->maxs, SUPERCONTENTS_BODY, &pusherfinalmatrix, &pusherfinalimatrix, check->fields.server->origin, check->fields.server->mins, check->fields.server->maxs, check->fields.server->origin, checkcontents); if (trace.startsolid) { // try moving the contacted entity a tiny bit less to account for precision errors pusher->fields.server->solid = SOLID_NOT; VectorScale(move, 0.9, move2); VectorCopy (check->priv.server->moved_from, check->fields.server->origin); VectorCopy (check->priv.server->moved_fromangles, check->fields.server->angles); SV_PushEntity (check, move2, true); pusher->fields.server->solid = savesolid; Collision_ClipToGenericEntity(&trace, pushermodel, pusher->fields.server->frame, pusher->fields.server->mins, pusher->fields.server->maxs, SUPERCONTENTS_BODY, &pusherfinalmatrix, &pusherfinalimatrix, check->fields.server->origin, check->fields.server->mins, check->fields.server->maxs, check->fields.server->origin, checkcontents); if (trace.startsolid) { // still inside pusher, so it's really blocked // fail the move if (check->fields.server->mins[0] == check->fields.server->maxs[0]) continue; if (check->fields.server->solid == SOLID_NOT || check->fields.server->solid == SOLID_TRIGGER) { // corpse check->fields.server->mins[0] = check->fields.server->mins[1] = 0; VectorCopy (check->fields.server->mins, check->fields.server->maxs); continue; } VectorCopy (pushorig, pusher->fields.server->origin); VectorCopy (pushang, pusher->fields.server->angles); pusher->fields.server->ltime = pushltime; SV_LinkEdict (pusher, false); // move back any entities we already moved for (i = 0;i < num_moved;i++) { prvm_edict_t *ed = PRVM_EDICT_NUM(moved_edicts[i]); VectorCopy (ed->priv.server->moved_from, ed->fields.server->origin); VectorCopy (ed->priv.server->moved_fromangles, ed->fields.server->angles); SV_LinkEdict (ed, false); } // if the pusher has a "blocked" function, call it, otherwise just stay in place until the obstacle is gone if (pusher->fields.server->blocked) { prog->globals.server->self = PRVM_EDICT_TO_PROG(pusher); prog->globals.server->other = PRVM_EDICT_TO_PROG(check); PRVM_ExecuteProgram (pusher->fields.server->blocked, "QC function self.blocked is missing"); } break; } } } } pusher->fields.server->angles[0] -= 360.0 * floor(pusher->fields.server->angles[0] * (1.0 / 360.0)); pusher->fields.server->angles[1] -= 360.0 * floor(pusher->fields.server->angles[1] * (1.0 / 360.0)); pusher->fields.server->angles[2] -= 360.0 * floor(pusher->fields.server->angles[2] * (1.0 / 360.0)); } /* ================ SV_Physics_Pusher ================ */ void SV_Physics_Pusher (prvm_edict_t *ent) { float thinktime, oldltime, movetime; oldltime = ent->fields.server->ltime; thinktime = ent->fields.server->nextthink; if (thinktime < ent->fields.server->ltime + sv.frametime) { movetime = thinktime - ent->fields.server->ltime; if (movetime < 0) movetime = 0; } else movetime = sv.frametime; if (movetime) // advances ent->fields.server->ltime if not blocked SV_PushMove (ent, movetime); if (thinktime > oldltime && thinktime <= ent->fields.server->ltime) { ent->fields.server->nextthink = 0; prog->globals.server->time = sv.time; prog->globals.server->self = PRVM_EDICT_TO_PROG(ent); prog->globals.server->other = PRVM_EDICT_TO_PROG(prog->edicts); PRVM_ExecuteProgram (ent->fields.server->think, "QC function self.think is missing"); } } /* =============================================================================== CLIENT MOVEMENT =============================================================================== */ static float unstickoffsets[] = { -1, 0, 0, 1, 0, 0, 0, -1, 0, 0, 1, 0, -1, -1, 0, 1, -1, 0, -1, 1, 0, 1, 1, 0, 0, 0, -1, 0, 0, 1, 0, 0, -2, 0, 0, 2, 0, 0, -3, 0, 0, 3, 0, 0, -4, 0, 0, 4, 0, 0, -5, 0, 0, 5, 0, 0, -6, 0, 0, 6, 0, 0, -7, 0, 0, 7, 0, 0, -8, 0, 0, 8, 0, 0, -9, 0, 0, 9, 0, 0, -10, 0, 0, 10, 0, 0, -11, 0, 0, 11, 0, 0, -12, 0, 0, 12, 0, 0, -13, 0, 0, 13, 0, 0, -14, 0, 0, 14, 0, 0, -15, 0, 0, 15, 0, 0, -16, 0, 0, 16, 0, 0, -17, 0, 0, 17, }; /* ============= 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 (prvm_edict_t *ent) { int i; vec3_t offset; if (!SV_TestEntityPosition(ent, vec3_origin)) { VectorCopy (ent->fields.server->origin, ent->fields.server->oldorigin); return; } for (i = 0;i < (int)(sizeof(unstickoffsets) / sizeof(unstickoffsets[0]));i += 3) { if (!SV_TestEntityPosition(ent, unstickoffsets + i)) { Con_DPrintf("Unstuck player entity %i (classname \"%s\") with offset %f %f %f.\n", (int)PRVM_EDICT_TO_PROG(ent), PRVM_GetString(ent->fields.server->classname), unstickoffsets[i+0], unstickoffsets[i+1], unstickoffsets[i+2]); SV_LinkEdict (ent, true); return; } } VectorSubtract(ent->fields.server->oldorigin, ent->fields.server->origin, offset); if (!SV_TestEntityPosition(ent, offset)) { Con_DPrintf("Unstuck player entity %i (classname \"%s\") by restoring oldorigin.\n", (int)PRVM_EDICT_TO_PROG(ent), PRVM_GetString(ent->fields.server->classname)); SV_LinkEdict (ent, true); return; } Con_DPrintf("Stuck player entity %i (classname \"%s\").\n", (int)PRVM_EDICT_TO_PROG(ent), PRVM_GetString(ent->fields.server->classname)); } qboolean SV_UnstickEntity (prvm_edict_t *ent) { int i; // if not stuck in a bmodel, just return if (!SV_TestEntityPosition(ent, vec3_origin)) return true; for (i = 0;i < (int)(sizeof(unstickoffsets) / sizeof(unstickoffsets[0]));i += 3) { if (!SV_TestEntityPosition(ent, unstickoffsets + i)) { Con_DPrintf("Unstuck entity %i (classname \"%s\") with offset %f %f %f.\n", (int)PRVM_EDICT_TO_PROG(ent), PRVM_GetString(ent->fields.server->classname), unstickoffsets[i+0], unstickoffsets[i+1], unstickoffsets[i+2]); SV_LinkEdict (ent, true); return true; } } if (developer.integer >= 100) Con_Printf("Stuck entity %i (classname \"%s\").\n", (int)PRVM_EDICT_TO_PROG(ent), PRVM_GetString(ent->fields.server->classname)); return false; } /* ============= SV_CheckWater ============= */ qboolean SV_CheckWater (prvm_edict_t *ent) { int cont; int nNativeContents; vec3_t point; point[0] = ent->fields.server->origin[0]; point[1] = ent->fields.server->origin[1]; point[2] = ent->fields.server->origin[2] + ent->fields.server->mins[2] + 1; // DRESK - Support for Entity Contents Transition Event // NOTE: Some logic needed to be slightly re-ordered // to not affect performance and allow for the feature. // Acquire Super Contents Prior to Resets cont = SV_PointSuperContents(point); // Acquire Native Contents Here nNativeContents = Mod_Q1BSP_NativeContentsFromSuperContents(NULL, cont); // DRESK - Support for Entity Contents Transition Event if(ent->fields.server->watertype) // Entity did NOT Spawn; Check SV_CheckContentsTransition(ent, nNativeContents); ent->fields.server->waterlevel = 0; ent->fields.server->watertype = CONTENTS_EMPTY; cont = SV_PointSuperContents(point); if (cont & (SUPERCONTENTS_LIQUIDSMASK)) { ent->fields.server->watertype = nNativeContents; ent->fields.server->waterlevel = 1; point[2] = ent->fields.server->origin[2] + (ent->fields.server->mins[2] + ent->fields.server->maxs[2])*0.5; if (SV_PointSuperContents(point) & (SUPERCONTENTS_LIQUIDSMASK)) { ent->fields.server->waterlevel = 2; point[2] = ent->fields.server->origin[2] + ent->fields.server->view_ofs[2]; if (SV_PointSuperContents(point) & (SUPERCONTENTS_LIQUIDSMASK)) ent->fields.server->waterlevel = 3; } } return ent->fields.server->waterlevel > 1; } /* ============ SV_WallFriction ============ */ void SV_WallFriction (prvm_edict_t *ent, float *stepnormal) { float d, i; vec3_t forward, into, side; AngleVectors (ent->fields.server->v_angle, forward, NULL, NULL); if ((d = DotProduct (stepnormal, forward) + 0.5) < 0) { // cut the tangential velocity i = DotProduct (stepnormal, ent->fields.server->velocity); VectorScale (stepnormal, i, into); VectorSubtract (ent->fields.server->velocity, into, side); ent->fields.server->velocity[0] = side[0] * (1 + d); ent->fields.server->velocity[1] = side[1] * (1 + d); } } #if 0 /* ===================== 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 (prvm_edict_t *ent, vec3_t oldvel) { int i, clip; vec3_t oldorg, dir; VectorCopy (ent->fields.server->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, false); // retry the original move ent->fields.server->velocity[0] = oldvel[0]; ent->fields.server->velocity[1] = oldvel[1]; ent->fields.server->velocity[2] = 0; clip = SV_FlyMove (ent, 0.1, NULL, SV_GenericHitSuperContentsMask(ent)); if (fabs(oldorg[1] - ent->fields.server->origin[1]) > 4 || fabs(oldorg[0] - ent->fields.server->origin[0]) > 4) { Con_DPrint("TryUnstick - success.\n"); return clip; } // go back to the original pos and try again VectorCopy (oldorg, ent->fields.server->origin); } // still not moving VectorClear (ent->fields.server->velocity); Con_DPrint("TryUnstick - failure.\n"); return 7; } #endif /* ===================== SV_WalkMove Only used by players ====================== */ void SV_WalkMove (prvm_edict_t *ent) { int clip, oldonground, originalmove_clip, originalmove_flags, originalmove_groundentity, hitsupercontentsmask; vec3_t upmove, downmove, start_origin, start_velocity, stepnormal, originalmove_origin, originalmove_velocity; trace_t downtrace; // if frametime is 0 (due to client sending the same timestamp twice), // don't move if (sv.frametime <= 0) return; hitsupercontentsmask = SV_GenericHitSuperContentsMask(ent); SV_CheckVelocity(ent); // do a regular slide move unless it looks like you ran into a step oldonground = (int)ent->fields.server->flags & FL_ONGROUND; VectorCopy (ent->fields.server->origin, start_origin); VectorCopy (ent->fields.server->velocity, start_velocity); clip = SV_FlyMove (ent, sv.frametime, NULL, hitsupercontentsmask); // if the move did not hit the ground at any point, we're not on ground if (!(clip & 1)) ent->fields.server->flags = (int)ent->fields.server->flags & ~FL_ONGROUND; SV_CheckVelocity(ent); VectorCopy(ent->fields.server->origin, originalmove_origin); VectorCopy(ent->fields.server->velocity, originalmove_velocity); originalmove_clip = clip; originalmove_flags = (int)ent->fields.server->flags; originalmove_groundentity = ent->fields.server->groundentity; if ((int)ent->fields.server->flags & FL_WATERJUMP) return; if (sv_nostep.integer) return; // if move didn't block on a step, return if (clip & 2) { // if move was not trying to move into the step, return if (fabs(start_velocity[0]) < 0.03125 && fabs(start_velocity[1]) < 0.03125) return; if (ent->fields.server->movetype != MOVETYPE_FLY) { // return if gibbed by a trigger if (ent->fields.server->movetype != MOVETYPE_WALK) return; // only step up while jumping if that is enabled if (!(sv_jumpstep.integer && sv_gameplayfix_stepwhilejumping.integer)) if (!oldonground && ent->fields.server->waterlevel == 0) return; } // try moving up and forward to go up a step // back to start pos VectorCopy (start_origin, ent->fields.server->origin); VectorCopy (start_velocity, ent->fields.server->velocity); // move up VectorClear (upmove); upmove[2] = sv_stepheight.value; // FIXME: don't link? SV_PushEntity(ent, upmove, false); // move forward ent->fields.server->velocity[2] = 0; clip = SV_FlyMove (ent, sv.frametime, stepnormal, hitsupercontentsmask); ent->fields.server->velocity[2] += start_velocity[2]; SV_CheckVelocity(ent); // check for stuckness, possibly due to the limited precision of floats // in the clipping hulls if (clip && fabs(originalmove_origin[1] - ent->fields.server->origin[1]) < 0.03125 && fabs(originalmove_origin[0] - ent->fields.server->origin[0]) < 0.03125) { //Con_Printf("wall\n"); // stepping up didn't make any progress, revert to original move VectorCopy(originalmove_origin, ent->fields.server->origin); VectorCopy(originalmove_velocity, ent->fields.server->velocity); //clip = originalmove_clip; ent->fields.server->flags = originalmove_flags; ent->fields.server->groundentity = originalmove_groundentity; // now try to unstick if needed //clip = SV_TryUnstick (ent, oldvel); return; } //Con_Printf("step - "); // extra friction based on view angle if (clip & 2 && sv_wallfriction.integer) SV_WallFriction (ent, stepnormal); } // don't do the down move if stepdown is disabled, moving upward, not in water, or the move started offground or ended onground else if (!sv_gameplayfix_stepdown.integer || ent->fields.server->waterlevel >= 3 || start_velocity[2] >= (1.0 / 32.0) || !oldonground || ((int)ent->fields.server->flags & FL_ONGROUND)) return; // move down VectorClear (downmove); downmove[2] = -sv_stepheight.value + start_velocity[2]*sv.frametime; // FIXME: don't link? downtrace = SV_PushEntity (ent, downmove, false); if (downtrace.fraction < 1 && downtrace.plane.normal[2] > 0.7) { // this has been disabled so that you can't jump when you are stepping // up while already jumping (also known as the Quake2 double jump bug) #if 0 // LordHavoc: disabled this check so you can walk on monsters/players //if (ent->fields.server->solid == SOLID_BSP) { //Con_Printf("onground\n"); ent->fields.server->flags = (int)ent->fields.server->flags | FL_ONGROUND; ent->fields.server->groundentity = PRVM_EDICT_TO_PROG(downtrace.ent); } #endif } else { //Con_Printf("slope\n"); // 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(originalmove_origin, ent->fields.server->origin); VectorCopy(originalmove_velocity, ent->fields.server->velocity); //clip = originalmove_clip; ent->fields.server->flags = originalmove_flags; ent->fields.server->groundentity = originalmove_groundentity; } SV_CheckVelocity(ent); } //============================================================================ /* ============= SV_Physics_Follow Entities that are "stuck" to another entity ============= */ void SV_Physics_Follow (prvm_edict_t *ent) { vec3_t vf, vr, vu, angles, v; prvm_edict_t *e; // regular thinking if (!SV_RunThink (ent)) return; // LordHavoc: implemented rotation on MOVETYPE_FOLLOW objects e = PRVM_PROG_TO_EDICT(ent->fields.server->aiment); if (e->fields.server->angles[0] == ent->fields.server->punchangle[0] && e->fields.server->angles[1] == ent->fields.server->punchangle[1] && e->fields.server->angles[2] == ent->fields.server->punchangle[2]) { // quick case for no rotation VectorAdd(e->fields.server->origin, ent->fields.server->view_ofs, ent->fields.server->origin); } else { angles[0] = -ent->fields.server->punchangle[0]; angles[1] = ent->fields.server->punchangle[1]; angles[2] = ent->fields.server->punchangle[2]; AngleVectors (angles, vf, vr, vu); v[0] = ent->fields.server->view_ofs[0] * vf[0] + ent->fields.server->view_ofs[1] * vr[0] + ent->fields.server->view_ofs[2] * vu[0]; v[1] = ent->fields.server->view_ofs[0] * vf[1] + ent->fields.server->view_ofs[1] * vr[1] + ent->fields.server->view_ofs[2] * vu[1]; v[2] = ent->fields.server->view_ofs[0] * vf[2] + ent->fields.server->view_ofs[1] * vr[2] + ent->fields.server->view_ofs[2] * vu[2]; angles[0] = -e->fields.server->angles[0]; angles[1] = e->fields.server->angles[1]; angles[2] = e->fields.server->angles[2]; AngleVectors (angles, vf, vr, vu); ent->fields.server->origin[0] = v[0] * vf[0] + v[1] * vf[1] + v[2] * vf[2] + e->fields.server->origin[0]; ent->fields.server->origin[1] = v[0] * vr[0] + v[1] * vr[1] + v[2] * vr[2] + e->fields.server->origin[1]; ent->fields.server->origin[2] = v[0] * vu[0] + v[1] * vu[1] + v[2] * vu[2] + e->fields.server->origin[2]; } VectorAdd (e->fields.server->angles, ent->fields.server->v_angle, ent->fields.server->angles); SV_LinkEdict (ent, true); } /* ============================================================================== TOSS / BOUNCE ============================================================================== */ /* ============= SV_CheckWaterTransition ============= */ void SV_CheckWaterTransition (prvm_edict_t *ent) { int cont; cont = Mod_Q1BSP_NativeContentsFromSuperContents(NULL, SV_PointSuperContents(ent->fields.server->origin)); if (!ent->fields.server->watertype) { // just spawned here ent->fields.server->watertype = cont; ent->fields.server->waterlevel = 1; return; } // DRESK - Support for Entity Contents Transition Event // NOTE: Call here BEFORE updating the watertype below, // and suppress watersplash sound if a valid function // call was made to allow for custom "splash" sounds. if( !SV_CheckContentsTransition(ent, cont) ) { // Contents Transition Function Invalid; Potentially Play Water Sound // check if the entity crossed into or out of water if (sv_sound_watersplash.string && ((ent->fields.server->watertype == CONTENTS_WATER || ent->fields.server->watertype == CONTENTS_SLIME) != (cont == CONTENTS_WATER || cont == CONTENTS_SLIME))) SV_StartSound (ent, 0, sv_sound_watersplash.string, 255, 1); } if (cont <= CONTENTS_WATER) { ent->fields.server->watertype = cont; ent->fields.server->waterlevel = 1; } else { ent->fields.server->watertype = CONTENTS_EMPTY; ent->fields.server->waterlevel = 0; } } /* ============= SV_Physics_Toss Toss, bounce, and fly movement. When onground, do nothing. ============= */ void SV_Physics_Toss (prvm_edict_t *ent) { trace_t trace; vec3_t move; // if onground, return without moving if ((int)ent->fields.server->flags & FL_ONGROUND) { if (ent->fields.server->velocity[2] >= (1.0 / 32.0) && sv_gameplayfix_upwardvelocityclearsongroundflag.integer) { // don't stick to ground if onground and moving upward ent->fields.server->flags -= FL_ONGROUND; } else if (!ent->fields.server->groundentity || !sv_gameplayfix_noairborncorpse.integer) { // we can trust FL_ONGROUND if groundentity is world because it never moves return; } else if (ent->priv.server->suspendedinairflag && PRVM_PROG_TO_EDICT(ent->fields.server->groundentity)->priv.server->free) { // if ent was supported by a brush model on previous frame, // and groundentity is now freed, set groundentity to 0 (world) // which leaves it suspended in the air ent->fields.server->groundentity = 0; return; } } ent->priv.server->suspendedinairflag = false; SV_CheckVelocity (ent); // add gravity if (ent->fields.server->movetype == MOVETYPE_TOSS || ent->fields.server->movetype == MOVETYPE_BOUNCE) SV_AddGravity (ent); // move angles VectorMA (ent->fields.server->angles, sv.frametime, ent->fields.server->avelocity, ent->fields.server->angles); // move origin VectorScale (ent->fields.server->velocity, sv.frametime, move); trace = SV_PushEntity (ent, move, true); if (ent->priv.server->free) return; if (trace.bmodelstartsolid) { // try to unstick the entity SV_UnstickEntity(ent); trace = SV_PushEntity (ent, move, false); if (ent->priv.server->free) return; } if (trace.fraction < 1) { if (ent->fields.server->movetype == MOVETYPE_BOUNCEMISSILE) { ClipVelocity (ent->fields.server->velocity, trace.plane.normal, ent->fields.server->velocity, 2.0); ent->fields.server->flags = (int)ent->fields.server->flags & ~FL_ONGROUND; } else if (ent->fields.server->movetype == MOVETYPE_BOUNCE) { float d; ClipVelocity (ent->fields.server->velocity, trace.plane.normal, ent->fields.server->velocity, 1.5); // LordHavoc: fixed grenades not bouncing when fired down a slope if (sv_gameplayfix_grenadebouncedownslopes.integer) { d = DotProduct(trace.plane.normal, ent->fields.server->velocity); if (trace.plane.normal[2] > 0.7 && fabs(d) < 60) { ent->fields.server->flags = (int)ent->fields.server->flags | FL_ONGROUND; ent->fields.server->groundentity = PRVM_EDICT_TO_PROG(trace.ent); VectorClear (ent->fields.server->velocity); VectorClear (ent->fields.server->avelocity); } else ent->fields.server->flags = (int)ent->fields.server->flags & ~FL_ONGROUND; } else { if (trace.plane.normal[2] > 0.7 && ent->fields.server->velocity[2] < 60) { ent->fields.server->flags = (int)ent->fields.server->flags | FL_ONGROUND; ent->fields.server->groundentity = PRVM_EDICT_TO_PROG(trace.ent); VectorClear (ent->fields.server->velocity); VectorClear (ent->fields.server->avelocity); } else ent->fields.server->flags = (int)ent->fields.server->flags & ~FL_ONGROUND; } } else { ClipVelocity (ent->fields.server->velocity, trace.plane.normal, ent->fields.server->velocity, 1.0); if (trace.plane.normal[2] > 0.7) { ent->fields.server->flags = (int)ent->fields.server->flags | FL_ONGROUND; ent->fields.server->groundentity = PRVM_EDICT_TO_PROG(trace.ent); if (((prvm_edict_t *)trace.ent)->fields.server->solid == SOLID_BSP) ent->priv.server->suspendedinairflag = true; VectorClear (ent->fields.server->velocity); VectorClear (ent->fields.server->avelocity); } else ent->fields.server->flags = (int)ent->fields.server->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 (prvm_edict_t *ent) { int flags = (int)ent->fields.server->flags; // DRESK // Backup Velocity in the event that movetypesteplandevent is called, // to provide a parameter with the entity's velocity at impact. prvm_eval_t *movetypesteplandevent; vec3_t backupVelocity; VectorCopy(ent->fields.server->velocity, backupVelocity); // don't fall at all if fly/swim if (!(flags & (FL_FLY | FL_SWIM))) { if (flags & FL_ONGROUND) { // freefall if onground and moving upward // freefall if not standing on a world surface (it may be a lift or trap door) if ((ent->fields.server->velocity[2] >= (1.0 / 32.0) && sv_gameplayfix_upwardvelocityclearsongroundflag.integer) || ent->fields.server->groundentity) { ent->fields.server->flags -= FL_ONGROUND; SV_AddGravity(ent); SV_CheckVelocity(ent); SV_FlyMove(ent, sv.frametime, NULL, SV_GenericHitSuperContentsMask(ent)); SV_LinkEdict(ent, true); ent->priv.server->waterposition_forceupdate = true; } } else { // freefall if not onground int hitsound = ent->fields.server->velocity[2] < sv_gravity.value * -0.1; SV_AddGravity(ent); SV_CheckVelocity(ent); SV_FlyMove(ent, sv.frametime, NULL, SV_GenericHitSuperContentsMask(ent)); SV_LinkEdict(ent, true); // just hit ground if (hitsound && (int)ent->fields.server->flags & FL_ONGROUND) { // DRESK - Check for Entity Land Event Function movetypesteplandevent = PRVM_EDICTFIELDVALUE(ent, prog->fieldoffsets.movetypesteplandevent); if(movetypesteplandevent->function) { // Valid Function; Execute // Prepare Parameters // Assign Velocity at Impact PRVM_G_VECTOR(OFS_PARM0)[0] = backupVelocity[0]; PRVM_G_VECTOR(OFS_PARM0)[1] = backupVelocity[1]; PRVM_G_VECTOR(OFS_PARM0)[2] = backupVelocity[2]; // Assign Self prog->globals.server->self = PRVM_EDICT_TO_PROG(ent); // Execute VM Function PRVM_ExecuteProgram(movetypesteplandevent->function, "movetypesteplandevent: NULL function"); } else // Check for Engine Landing Sound if(sv_sound_land.string) SV_StartSound(ent, 0, sv_sound_land.string, 255, 1); } ent->priv.server->waterposition_forceupdate = true; } } // regular thinking if (!SV_RunThink(ent)) return; if (ent->priv.server->waterposition_forceupdate || !VectorCompare(ent->fields.server->origin, ent->priv.server->waterposition_origin)) { ent->priv.server->waterposition_forceupdate = false; VectorCopy(ent->fields.server->origin, ent->priv.server->waterposition_origin); SV_CheckWaterTransition(ent); } } //============================================================================ static void SV_Physics_Entity (prvm_edict_t *ent) { // don't run a move on newly spawned projectiles as it messes up movement // interpolation and rocket trails qboolean runmove = ent->priv.server->move; ent->priv.server->move = true; switch ((int) ent->fields.server->movetype) { case MOVETYPE_PUSH: case MOVETYPE_FAKEPUSH: 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->fields.server->nextthink > 0 && ent->fields.server->nextthink <= sv.time + sv.frametime) SV_RunThink (ent); break; case MOVETYPE_FOLLOW: SV_Physics_Follow (ent); break; case MOVETYPE_NOCLIP: if (SV_RunThink(ent)) { SV_CheckWater(ent); VectorMA(ent->fields.server->origin, sv.frametime, ent->fields.server->velocity, ent->fields.server->origin); VectorMA(ent->fields.server->angles, sv.frametime, ent->fields.server->avelocity, ent->fields.server->angles); } SV_LinkEdict(ent, false); break; case MOVETYPE_STEP: SV_Physics_Step (ent); break; case MOVETYPE_WALK: if (SV_RunThink (ent)) { if (!SV_CheckWater (ent) && ! ((int)ent->fields.server->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_FLYMISSILE: case MOVETYPE_FLY: // regular thinking if (SV_RunThink (ent) && (runmove || !sv_gameplayfix_delayprojectiles.integer)) SV_Physics_Toss (ent); break; default: Con_Printf ("SV_Physics: bad movetype %i\n", (int)ent->fields.server->movetype); break; } } void SV_Physics_ClientMove(void) { prvm_edict_t *ent; ent = host_client->edict; // call player physics, this needs the proper frametime prog->globals.server->frametime = sv.frametime; SV_ClientThink(); // call standard client pre-think, with frametime = 0 prog->globals.server->time = sv.time; prog->globals.server->frametime = 0; prog->globals.server->self = PRVM_EDICT_TO_PROG(ent); PRVM_ExecuteProgram (prog->globals.server->PlayerPreThink, "QC function PlayerPreThink is missing"); prog->globals.server->frametime = sv.frametime; // make sure the velocity is sane (not a NaN) SV_CheckVelocity(ent); // LordHavoc: a hack to ensure that the (rather silly) id1 quakec // player_run/player_stand1 does not horribly malfunction if the // velocity becomes a number that is both == 0 and != 0 // (sounds to me like NaN but to be absolutely safe...) if (DotProduct(ent->fields.server->velocity, ent->fields.server->velocity) < 0.0001) VectorClear(ent->fields.server->velocity); // perform MOVETYPE_WALK behavior if (!SV_CheckWater (ent) && ! ((int)ent->fields.server->flags & FL_WATERJUMP) ) SV_AddGravity (ent); SV_CheckStuck (ent); SV_WalkMove (ent); SV_CheckVelocity (ent); SV_LinkEdict (ent, true); SV_CheckVelocity (ent); // call standard player post-think, with frametime = 0 prog->globals.server->time = sv.time; prog->globals.server->frametime = 0; prog->globals.server->self = PRVM_EDICT_TO_PROG(ent); PRVM_ExecuteProgram (prog->globals.server->PlayerPostThink, "QC function PlayerPostThink is missing"); prog->globals.server->frametime = sv.frametime; if(ent->fields.server->fixangle) { // angle fixing was requested by physics code... // so store the current angles for later use memcpy(host_client->fixangle_angles, ent->fields.server->angles, sizeof(host_client->fixangle_angles)); host_client->fixangle_angles_set = TRUE; // and clear fixangle for the next frame ent->fields.server->fixangle = 0; } } void SV_Physics_ClientEntity(prvm_edict_t *ent) { // don't do physics on disconnected clients, FrikBot relies on this if (!host_client->spawned) { memset(&host_client->cmd, 0, sizeof(host_client->cmd)); return; } // don't run physics here if running asynchronously if (host_client->clmovement_skipphysicsframes <= 0) { SV_ClientThink(); //host_client->cmd.time = max(host_client->cmd.time, sv.time); } // make sure the velocity is sane (not a NaN) SV_CheckVelocity(ent); // LordHavoc: a hack to ensure that the (rather silly) id1 quakec // player_run/player_stand1 does not horribly malfunction if the // velocity becomes a number that is both == 0 and != 0 // (sounds to me like NaN but to be absolutely safe...) if (DotProduct(ent->fields.server->velocity, ent->fields.server->velocity) < 0.0001) VectorClear(ent->fields.server->velocity); // call standard client pre-think prog->globals.server->time = sv.time; prog->globals.server->self = PRVM_EDICT_TO_PROG(ent); PRVM_ExecuteProgram (prog->globals.server->PlayerPreThink, "QC function PlayerPreThink is missing"); SV_CheckVelocity (ent); switch ((int) ent->fields.server->movetype) { case MOVETYPE_PUSH: case MOVETYPE_FAKEPUSH: 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->fields.server->nextthink > 0 && ent->fields.server->nextthink <= sv.time + sv.frametime) SV_RunThink (ent); break; case MOVETYPE_FOLLOW: SV_Physics_Follow (ent); break; case MOVETYPE_NOCLIP: SV_RunThink(ent); SV_CheckWater(ent); VectorMA(ent->fields.server->origin, sv.frametime, ent->fields.server->velocity, ent->fields.server->origin); VectorMA(ent->fields.server->angles, sv.frametime, ent->fields.server->avelocity, ent->fields.server->angles); break; case MOVETYPE_STEP: SV_Physics_Step (ent); break; case MOVETYPE_WALK: SV_RunThink (ent); // don't run physics here if running asynchronously if (host_client->clmovement_skipphysicsframes <= 0) { if (!SV_CheckWater (ent) && ! ((int)ent->fields.server->flags & FL_WATERJUMP) ) SV_AddGravity (ent); SV_CheckStuck (ent); SV_WalkMove (ent); } break; case MOVETYPE_TOSS: case MOVETYPE_BOUNCE: case MOVETYPE_BOUNCEMISSILE: case MOVETYPE_FLYMISSILE: // regular thinking SV_RunThink (ent); SV_Physics_Toss (ent); break; case MOVETYPE_FLY: SV_RunThink (ent); SV_CheckWater (ent); SV_WalkMove (ent); break; default: Con_Printf ("SV_Physics_ClientEntity: bad movetype %i\n", (int)ent->fields.server->movetype); break; } // decrement the countdown variable used to decide when to go back to // synchronous physics if (host_client->clmovement_skipphysicsframes > 0) host_client->clmovement_skipphysicsframes--; SV_CheckVelocity (ent); SV_LinkEdict (ent, true); SV_CheckVelocity (ent); // call standard player post-think prog->globals.server->time = sv.time; prog->globals.server->self = PRVM_EDICT_TO_PROG(ent); PRVM_ExecuteProgram (prog->globals.server->PlayerPostThink, "QC function PlayerPostThink is missing"); if(ent->fields.server->fixangle) { // angle fixing was requested by physics code... // so store the current angles for later use memcpy(host_client->fixangle_angles, ent->fields.server->angles, sizeof(host_client->fixangle_angles)); host_client->fixangle_angles_set = TRUE; // and clear fixangle for the next frame ent->fields.server->fixangle = 0; } } /* ================ SV_Physics ================ */ void SV_Physics (void) { int i; prvm_edict_t *ent; // let the progs know that a new frame has started prog->globals.server->self = PRVM_EDICT_TO_PROG(prog->edicts); prog->globals.server->other = PRVM_EDICT_TO_PROG(prog->edicts); prog->globals.server->time = sv.time; prog->globals.server->frametime = sv.frametime; PRVM_ExecuteProgram (prog->globals.server->StartFrame, "QC function StartFrame is missing"); // // treat each object in turn // // if force_retouch, relink all the entities if (prog->globals.server->force_retouch > 0) for (i = 1, ent = PRVM_EDICT_NUM(i);i < prog->num_edicts;i++, ent = PRVM_NEXT_EDICT(ent)) if (!ent->priv.server->free) SV_LinkEdict (ent, true); // force retouch even for stationary // run physics on the client entities for (i = 1, ent = PRVM_EDICT_NUM(i), host_client = svs.clients;i <= svs.maxclients;i++, ent = PRVM_NEXT_EDICT(ent), host_client++) if (!ent->priv.server->free) SV_Physics_ClientEntity(ent); // run physics on all the non-client entities if (!sv_freezenonclients.integer) for (;i < prog->num_edicts;i++, ent = PRVM_NEXT_EDICT(ent)) if (!ent->priv.server->free) SV_Physics_Entity(ent); if (prog->globals.server->force_retouch > 0) prog->globals.server->force_retouch = max(0, prog->globals.server->force_retouch - 1); // LordHavoc: endframe support if (prog->funcoffsets.EndFrame) { prog->globals.server->self = PRVM_EDICT_TO_PROG(prog->edicts); prog->globals.server->other = PRVM_EDICT_TO_PROG(prog->edicts); prog->globals.server->time = sv.time; PRVM_ExecuteProgram (prog->funcoffsets.EndFrame, "QC function EndFrame is missing"); } // decrement prog->num_edicts if the highest number entities died for (;PRVM_EDICT_NUM(prog->num_edicts - 1)->priv.server->free;prog->num_edicts--); if (!sv_freezenonclients.integer) sv.time += sv.frametime; }