/* 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); int SV_GetPitchSign(prvm_edict_t *ent) { dp_model_t *model; if ( (model = SV_GetModelFromEdict(ent)) ? model->type == mod_alias : ( (((unsigned char)PRVM_EDICTFIELDVALUE(ent, prog->fieldoffsets.pflags)->_float) & PFLAGS_FULLDYNAMIC) || ((gamemode == GAME_TENEBRAE) && ((unsigned int)ent->fields.server->effects & (16 | 32))) ) ) return -1; return 1; } /* =============================================================================== 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_TracePoint ================== */ trace_t SV_TracePoint(const vec3_t start, int type, prvm_edict_t *passedict, int hitsupercontentsmask) { int i, bodysupercontents; int passedictprog; float pitchsign = 1; prvm_edict_t *traceowner, *touch; trace_t trace; // bounding box of entire move area vec3_t clipboxmins, clipboxmaxs; // size when clipping against monsters vec3_t clipmins2, clipmaxs2; // start and end origin of move vec3_t clipstart; // 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; static prvm_edict_t *touchedicts[MAX_EDICTS]; //return SV_TraceBox(start, vec3_origin, vec3_origin, end, type, passedict, hitsupercontentsmask); VectorCopy(start, clipstart); VectorClear(clipmins2); VectorClear(clipmaxs2); #if COLLISIONPARANOID >= 3 Con_Printf("move(%f %f %f)", clipstart[0], clipstart[1], clipstart[2]); #endif // clip to world Collision_ClipPointToWorld(&cliptrace, sv.worldmodel, clipstart, hitsupercontentsmask); cliptrace.bmodelstartsolid = cliptrace.startsolid; if (cliptrace.startsolid || cliptrace.fraction < 1) cliptrace.ent = prog->edicts; if (type == MOVE_WORLDONLY) goto finished; if (type == MOVE_MISSILE) { // LordHavoc: modified this, was = -15, now -= 15 for (i = 0;i < 3;i++) { clipmins2[i] -= 15; clipmaxs2[i] += 15; } } // create the bounding box of the entire move for (i = 0;i < 3;i++) { clipboxmins[i] = min(clipstart[i], cliptrace.endpos[i]) + clipmins2[i] - 1; clipboxmaxs[i] = max(clipstart[i], cliptrace.endpos[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); // 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 (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) { model = SV_GetModelFromEdict(touch); pitchsign = SV_GetPitchSign(touch); } if (model) Matrix4x4_CreateFromQuakeEntity(&matrix, touch->fields.server->origin[0], touch->fields.server->origin[1], touch->fields.server->origin[2], pitchsign * 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); VM_GenerateFrameGroupBlend(touch->priv.server->framegroupblend, touch); VM_FrameBlendFromFrameGroupBlend(touch->priv.server->frameblend, touch->priv.server->framegroupblend, model); VM_UpdateEdictSkeleton(touch, model, touch->priv.server->frameblend); if (type == MOVE_MISSILE && (int)touch->fields.server->flags & FL_MONSTER) Collision_ClipToGenericEntity(&trace, model, touch->priv.server->frameblend, &touch->priv.server->skeleton, touch->fields.server->mins, touch->fields.server->maxs, bodysupercontents, &matrix, &imatrix, clipstart, clipmins2, clipmaxs2, clipstart, hitsupercontentsmask); else Collision_ClipPointToGenericEntity(&trace, model, touch->priv.server->frameblend, &touch->priv.server->skeleton, touch->fields.server->mins, touch->fields.server->maxs, bodysupercontents, &matrix, &imatrix, clipstart, hitsupercontentsmask); Collision_CombineTraces(&cliptrace, &trace, (void *)touch, touch->fields.server->solid == SOLID_BSP); } finished: return cliptrace; } /* ================== SV_TraceLine ================== */ #ifdef COLLISION_STUPID_TRACE_ENDPOS_IN_SOLID_WORKAROUND trace_t SV_TraceLine(const vec3_t start, const vec3_t pEnd, int type, prvm_edict_t *passedict, int hitsupercontentsmask) #else trace_t SV_TraceLine(const vec3_t start, const vec3_t end, int type, prvm_edict_t *passedict, int hitsupercontentsmask) #endif { int i, bodysupercontents; int passedictprog; float pitchsign = 1; prvm_edict_t *traceowner, *touch; trace_t trace; // bounding box of entire move area vec3_t clipboxmins, clipboxmaxs; // 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; static prvm_edict_t *touchedicts[MAX_EDICTS]; #ifdef COLLISION_STUPID_TRACE_ENDPOS_IN_SOLID_WORKAROUND vec3_t end; vec_t len = 0; if (VectorCompare(start, pEnd)) return SV_TracePoint(start, type, passedict, hitsupercontentsmask); if(collision_endposnudge.value > 0) { // TRICK: make the trace 1 qu longer! VectorSubtract(pEnd, start, end); len = VectorNormalizeLength(end); VectorMA(pEnd, collision_endposnudge.value, end, end); } else VectorCopy(pEnd, end); #else if (VectorCompare(start, end)) return SV_TracePoint(start, type, passedict, hitsupercontentsmask); #endif //return SV_TraceBox(start, vec3_origin, vec3_origin, end, type, passedict, hitsupercontentsmask); VectorCopy(start, clipstart); VectorCopy(end, clipend); VectorClear(clipmins2); VectorClear(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_ClipLineToWorld(&cliptrace, sv.worldmodel, clipstart, clipend, hitsupercontentsmask); cliptrace.bmodelstartsolid = cliptrace.startsolid; if (cliptrace.startsolid || cliptrace.fraction < 1) cliptrace.ent = prog->edicts; if (type == MOVE_WORLDONLY) goto finished; if (type == MOVE_MISSILE) { // LordHavoc: modified this, was = -15, now -= 15 for (i = 0;i < 3;i++) { clipmins2[i] -= 15; clipmaxs2[i] += 15; } } // create the bounding box of the entire move for (i = 0;i < 3;i++) { clipboxmins[i] = min(clipstart[i], cliptrace.endpos[i]) + clipmins2[i] - 1; clipboxmaxs[i] = max(clipstart[i], cliptrace.endpos[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); // 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 (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) { model = SV_GetModelFromEdict(touch); pitchsign = SV_GetPitchSign(touch); } if (model) Matrix4x4_CreateFromQuakeEntity(&matrix, touch->fields.server->origin[0], touch->fields.server->origin[1], touch->fields.server->origin[2], pitchsign * 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); VM_GenerateFrameGroupBlend(touch->priv.server->framegroupblend, touch); VM_FrameBlendFromFrameGroupBlend(touch->priv.server->frameblend, touch->priv.server->framegroupblend, model); VM_UpdateEdictSkeleton(touch, model, touch->priv.server->frameblend); if (type == MOVE_MISSILE && (int)touch->fields.server->flags & FL_MONSTER) Collision_ClipToGenericEntity(&trace, model, touch->priv.server->frameblend, &touch->priv.server->skeleton, touch->fields.server->mins, touch->fields.server->maxs, bodysupercontents, &matrix, &imatrix, clipstart, clipmins2, clipmaxs2, clipend, hitsupercontentsmask); else Collision_ClipLineToGenericEntity(&trace, model, touch->priv.server->frameblend, &touch->priv.server->skeleton, touch->fields.server->mins, touch->fields.server->maxs, bodysupercontents, &matrix, &imatrix, clipstart, clipend, hitsupercontentsmask); Collision_CombineTraces(&cliptrace, &trace, (void *)touch, touch->fields.server->solid == SOLID_BSP); } finished: #ifdef COLLISION_STUPID_TRACE_ENDPOS_IN_SOLID_WORKAROUND if(!VectorCompare(start, pEnd) && collision_endposnudge.value > 0) Collision_ShortenTrace(&cliptrace, len / (len + collision_endposnudge.value), pEnd); #endif return cliptrace; } /* ================== SV_Move ================== */ #ifdef COLLISION_STUPID_TRACE_ENDPOS_IN_SOLID_WORKAROUND #if COLLISIONPARANOID >= 1 trace_t SV_TraceBox_(const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t pEnd, int type, prvm_edict_t *passedict, int hitsupercontentsmask) #else trace_t SV_TraceBox(const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t pEnd, int type, prvm_edict_t *passedict, int hitsupercontentsmask) #endif #else #if COLLISIONPARANOID >= 1 trace_t SV_TraceBox_(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_TraceBox(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 #endif { vec3_t hullmins, hullmaxs; int i, bodysupercontents; int passedictprog; float pitchsign = 1; 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; static prvm_edict_t *touchedicts[MAX_EDICTS]; #ifdef COLLISION_STUPID_TRACE_ENDPOS_IN_SOLID_WORKAROUND vec3_t end; vec_t len = 0; if (VectorCompare(mins, maxs)) { vec3_t shiftstart, shiftend; VectorAdd(start, mins, shiftstart); VectorAdd(pEnd, mins, shiftend); if (VectorCompare(start, pEnd)) trace = SV_TracePoint(shiftstart, type, passedict, hitsupercontentsmask); else trace = SV_TraceLine(shiftstart, shiftend, type, passedict, hitsupercontentsmask); VectorSubtract(trace.endpos, mins, trace.endpos); return trace; } if(!VectorCompare(start, pEnd) && collision_endposnudge.value > 0) { // TRICK: make the trace 1 qu longer! VectorSubtract(pEnd, start, end); len = VectorNormalizeLength(end); VectorMA(pEnd, collision_endposnudge.value, end, end); } else VectorCopy(pEnd, end); #else if (VectorCompare(mins, maxs)) { vec3_t shiftstart, shiftend; VectorAdd(start, mins, shiftstart); VectorAdd(end, mins, shiftend); if (VectorCompare(start, end)) trace = SV_TracePoint(shiftstart, type, passedict, hitsupercontentsmask); else trace = SV_TraceLine(shiftstart, shiftend, type, passedict, hitsupercontentsmask); VectorSubtract(trace.endpos, mins, trace.endpos); return trace; } #endif 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) goto finished; 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) { model = SV_GetModelFromEdict(touch); pitchsign = SV_GetPitchSign(touch); } if (model) Matrix4x4_CreateFromQuakeEntity(&matrix, touch->fields.server->origin[0], touch->fields.server->origin[1], touch->fields.server->origin[2], pitchsign * 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); VM_GenerateFrameGroupBlend(touch->priv.server->framegroupblend, touch); VM_FrameBlendFromFrameGroupBlend(touch->priv.server->frameblend, touch->priv.server->framegroupblend, model); VM_UpdateEdictSkeleton(touch, model, touch->priv.server->frameblend); if (type == MOVE_MISSILE && (int)touch->fields.server->flags & FL_MONSTER) Collision_ClipToGenericEntity(&trace, model, touch->priv.server->frameblend, &touch->priv.server->skeleton, touch->fields.server->mins, touch->fields.server->maxs, bodysupercontents, &matrix, &imatrix, clipstart, clipmins2, clipmaxs2, clipend, hitsupercontentsmask); else Collision_ClipToGenericEntity(&trace, model, touch->priv.server->frameblend, &touch->priv.server->skeleton, 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); } finished: #ifdef COLLISION_STUPID_TRACE_ENDPOS_IN_SOLID_WORKAROUND if(!VectorCompare(start, pEnd) && collision_endposnudge.value > 0) Collision_ShortenTrace(&cliptrace, len / (len + collision_endposnudge.value), pEnd); #endif return cliptrace; } #if COLLISIONPARANOID >= 1 trace_t SV_TraceBox(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_TraceBox_(start, mins, maxs, end, type, passedict, hitsupercontentsmask); if (passedict) { VectorCopy(trace.endpos, temp); endstuck = SV_TraceBox_(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; int frame; // list of entities to test for collisions int numtouchedicts; static 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 model = SV_GetModelFromEdict(touch); 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_Call(prvm_edict_t *touch, prvm_edict_t *ent) { 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"); } void SV_LinkEdict_TouchAreaGrid(prvm_edict_t *ent) { int i, numtouchedicts, old_self, old_other; prvm_edict_t *touch; static prvm_edict_t *touchedicts[MAX_EDICTS]; if (ent == prog->edicts) return; // don't add the world if (ent->priv.server->free) return; if (ent->fields.server->solid == SOLID_NOT) return; // 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) { SV_LinkEdict_TouchAreaGrid_Call(touch, ent); } } prog->globals.server->self = old_self; prog->globals.server->other = old_other; } static void RotateBBox(const vec3_t mins, const vec3_t maxs, const vec3_t angles, vec3_t rotatedmins, vec3_t rotatedmaxs) { vec3_t v, u; matrix4x4_t m; Matrix4x4_CreateFromQuakeEntity(&m, 0, 0, 0, angles[PITCH], angles[YAW], angles[ROLL], 1.0); v[0] = mins[0]; v[1] = mins[1]; v[2] = mins[2]; Matrix4x4_Transform(&m, v, u); VectorCopy(u, rotatedmins); VectorCopy(u, rotatedmaxs); v[0] = maxs[0]; v[1] = mins[1]; v[2] = mins[2]; Matrix4x4_Transform(&m, v, u); if(rotatedmins[0] > u[0]) rotatedmins[0] = u[0]; if(rotatedmins[1] > u[1]) rotatedmins[1] = u[1]; if(rotatedmins[2] > u[2]) rotatedmins[2] = u[2]; if(rotatedmaxs[0] < u[0]) rotatedmaxs[0] = u[0]; if(rotatedmaxs[1] < u[1]) rotatedmaxs[1] = u[1]; if(rotatedmaxs[2] < u[2]) rotatedmaxs[2] = u[2]; v[0] = mins[0]; v[1] = maxs[1]; v[2] = mins[2]; Matrix4x4_Transform(&m, v, u); if(rotatedmins[0] > u[0]) rotatedmins[0] = u[0]; if(rotatedmins[1] > u[1]) rotatedmins[1] = u[1]; if(rotatedmins[2] > u[2]) rotatedmins[2] = u[2]; if(rotatedmaxs[0] < u[0]) rotatedmaxs[0] = u[0]; if(rotatedmaxs[1] < u[1]) rotatedmaxs[1] = u[1]; if(rotatedmaxs[2] < u[2]) rotatedmaxs[2] = u[2]; v[0] = maxs[0]; v[1] = maxs[1]; v[2] = mins[2]; Matrix4x4_Transform(&m, v, u); if(rotatedmins[0] > u[0]) rotatedmins[0] = u[0]; if(rotatedmins[1] > u[1]) rotatedmins[1] = u[1]; if(rotatedmins[2] > u[2]) rotatedmins[2] = u[2]; if(rotatedmaxs[0] < u[0]) rotatedmaxs[0] = u[0]; if(rotatedmaxs[1] < u[1]) rotatedmaxs[1] = u[1]; if(rotatedmaxs[2] < u[2]) rotatedmaxs[2] = u[2]; v[0] = mins[0]; v[1] = mins[1]; v[2] = maxs[2]; Matrix4x4_Transform(&m, v, u); if(rotatedmins[0] > u[0]) rotatedmins[0] = u[0]; if(rotatedmins[1] > u[1]) rotatedmins[1] = u[1]; if(rotatedmins[2] > u[2]) rotatedmins[2] = u[2]; if(rotatedmaxs[0] < u[0]) rotatedmaxs[0] = u[0]; if(rotatedmaxs[1] < u[1]) rotatedmaxs[1] = u[1]; if(rotatedmaxs[2] < u[2]) rotatedmaxs[2] = u[2]; v[0] = maxs[0]; v[1] = mins[1]; v[2] = maxs[2]; Matrix4x4_Transform(&m, v, u); if(rotatedmins[0] > u[0]) rotatedmins[0] = u[0]; if(rotatedmins[1] > u[1]) rotatedmins[1] = u[1]; if(rotatedmins[2] > u[2]) rotatedmins[2] = u[2]; if(rotatedmaxs[0] < u[0]) rotatedmaxs[0] = u[0]; if(rotatedmaxs[1] < u[1]) rotatedmaxs[1] = u[1]; if(rotatedmaxs[2] < u[2]) rotatedmaxs[2] = u[2]; v[0] = mins[0]; v[1] = maxs[1]; v[2] = maxs[2]; Matrix4x4_Transform(&m, v, u); if(rotatedmins[0] > u[0]) rotatedmins[0] = u[0]; if(rotatedmins[1] > u[1]) rotatedmins[1] = u[1]; if(rotatedmins[2] > u[2]) rotatedmins[2] = u[2]; if(rotatedmaxs[0] < u[0]) rotatedmaxs[0] = u[0]; if(rotatedmaxs[1] < u[1]) rotatedmaxs[1] = u[1]; if(rotatedmaxs[2] < u[2]) rotatedmaxs[2] = u[2]; v[0] = maxs[0]; v[1] = maxs[1]; v[2] = maxs[2]; Matrix4x4_Transform(&m, v, u); if(rotatedmins[0] > u[0]) rotatedmins[0] = u[0]; if(rotatedmins[1] > u[1]) rotatedmins[1] = u[1]; if(rotatedmins[2] > u[2]) rotatedmins[2] = u[2]; if(rotatedmaxs[0] < u[0]) rotatedmaxs[0] = u[0]; if(rotatedmaxs[1] < u[1]) rotatedmaxs[1] = u[1]; if(rotatedmaxs[2] < u[2]) rotatedmaxs[2] = u[2]; } /* =============== SV_LinkEdict =============== */ void SV_LinkEdict (prvm_edict_t *ent) { dp_model_t *model; vec3_t mins, maxs; int modelindex; if (ent == prog->edicts) return; // don't add the world if (ent->priv.server->free) return; 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_GetModelByIndex(modelindex); VM_GenerateFrameGroupBlend(ent->priv.server->framegroupblend, ent); VM_FrameBlendFromFrameGroupBlend(ent->priv.server->frameblend, ent->priv.server->framegroupblend, model); VM_UpdateEdictSkeleton(ent, model, ent->priv.server->frameblend); // set the abs box if (ent->fields.server->movetype == MOVETYPE_PHYSICS) { // TODO maybe should do this for rotating SOLID_BSP too? Would behave better with rotating doors // TODO special handling for spheres? RotateBBox(ent->fields.server->mins, ent->fields.server->maxs, ent->fields.server->angles, mins, maxs); VectorAdd(ent->fields.server->origin, mins, mins); VectorAdd(ent->fields.server->origin, maxs, maxs); } else if (ent->fields.server->solid == SOLID_BSP) { if (model != NULL) { if (!model->TraceBox) Con_DPrintf("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); } /* =============================================================================== Utility functions =============================================================================== */ /* ============ SV_TestEntityPosition returns true if the entity is in solid currently ============ */ static int SV_TestEntityPosition (prvm_edict_t *ent, vec3_t offset) { int contents; vec3_t org; trace_t trace; contents = SV_GenericHitSuperContentsMask(ent); VectorAdd(ent->fields.server->origin, offset, org); trace = SV_TraceBox(org, ent->fields.server->mins, ent->fields.server->maxs, ent->fields.server->origin, MOVE_NOMONSTERS, ent, contents); if (trace.startsupercontents & contents) 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) & contents) 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) { #if 0 // please switch back to this code when trace.endpos sometimes being in solid bug is fixed VectorCopy(trace.endpos, ent->fields.server->origin); #else // verify if the endpos is REALLY outside solid VectorCopy(trace.endpos, org); trace = SV_TraceBox(org, ent->fields.server->mins, ent->fields.server->maxs, org, MOVE_NOMONSTERS, ent, contents); if(trace.startsolid) Con_Printf("SV_TestEntityPosition: trace.endpos detected to be in solid. NOT using it.\n"); else VectorCopy(org, ent->fields.server->origin); #endif } 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: a hack to ensure that the (rather silly) id1 quakec // player_run/player_stand1 does not horribly malfunction if the // velocity becomes a denormalized float if (VectorLength2(ent->fields.server->velocity) < 0.0001) VectorClear(ent->fields.server->velocity); // 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 8 = teleported by touch method If stepnormal is not NULL, the plane normal of any vertical wall hit will be stored ============ */ static float SV_Gravity (prvm_edict_t *ent); static qboolean SV_PushEntity (trace_t *trace, prvm_edict_t *ent, vec3_t push, qboolean failonbmodelstartsolid, qboolean dolink); #define MAX_CLIP_PLANES 5 static int SV_FlyMove (prvm_edict_t *ent, float time, qboolean applygravity, float *stepnormal, int hitsupercontentsmask, float stepheight) { int blocked, bumpcount; int i, j, numplanes; float d, time_left, gravity; vec3_t dir, push, planes[MAX_CLIP_PLANES], primal_velocity, original_velocity, new_velocity; #if 0 vec3_t end; #endif trace_t trace; if (time <= 0) return 0; gravity = 0; if(sv_gameplayfix_nogravityonground.integer) if((int)ent->fields.server->flags & FL_ONGROUND) applygravity = false; if (applygravity) { if (sv_gameplayfix_gravityunaffectedbyticrate.integer) { gravity = SV_Gravity(ent) * 0.5f; ent->fields.server->velocity[2] -= gravity; } else { applygravity = false; ent->fields.server->velocity[2] -= SV_Gravity(ent); } } 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; VectorScale(ent->fields.server->velocity, time_left, push); if(!SV_PushEntity(&trace, ent, push, false, false)) { // we got teleported by a touch function // let's abort the move blocked |= 8; break; } if (trace.fraction == 1) break; if (trace.plane.normal[2]) { if (trace.plane.normal[2] > 0.7) { // floor blocked |= 1; if (!trace.ent) { Con_Printf ("SV_FlyMove: !trace.ent"); trace.ent = prog->edicts; } ent->fields.server->flags = (int)ent->fields.server->flags | FL_ONGROUND; ent->fields.server->groundentity = PRVM_EDICT_TO_PROG(trace.ent); } } else if (stepheight) { // step - handle it immediately vec3_t org; vec3_t steppush; trace_t steptrace; trace_t steptrace2; trace_t steptrace3; //Con_Printf("step %f %f %f : ", ent->fields.server->origin[0], ent->fields.server->origin[1], ent->fields.server->origin[2]); VectorSet(steppush, 0, 0, stepheight); VectorCopy(ent->fields.server->origin, org); if(!SV_PushEntity(&steptrace, ent, steppush, false, false)) { blocked |= 8; break; } //Con_Printf("%f %f %f : ", ent->fields.server->origin[0], ent->fields.server->origin[1], ent->fields.server->origin[2]); if(!SV_PushEntity(&steptrace2, ent, push, false, false)) { blocked |= 8; break; } //Con_Printf("%f %f %f : ", ent->fields.server->origin[0], ent->fields.server->origin[1], ent->fields.server->origin[2]); VectorSet(steppush, 0, 0, org[2] - ent->fields.server->origin[2]); if(!SV_PushEntity(&steptrace3, ent, steppush, false, false)) { blocked |= 8; break; } //Con_Printf("%f %f %f : ", ent->fields.server->origin[0], ent->fields.server->origin[1], ent->fields.server->origin[2]); // accept the new position if it made some progress... if (fabs(ent->fields.server->origin[0] - org[0]) >= 0.03125 || fabs(ent->fields.server->origin[1] - org[1]) >= 0.03125) { //Con_Printf("accepted (delta %f %f %f)\n", ent->fields.server->origin[0] - org[0], ent->fields.server->origin[1] - org[1], ent->fields.server->origin[2] - org[2]); trace = steptrace2; VectorCopy(ent->fields.server->origin, trace.endpos); time_left *= 1 - trace.fraction; numplanes = 0; continue; } else { //Con_Printf("REJECTED (delta %f %f %f)\n", ent->fields.server->origin[0] - org[0], ent->fields.server->origin[1] - org[1], ent->fields.server->origin[2] - org[2]); VectorCopy(org, ent->fields.server->origin); } } else { // step - return it to caller 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(ent->fields.server->velocity, original_velocity); numplanes = 0; } 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++; // 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_TraceBox(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) && !(blocked & 8)) VectorCopy(primal_velocity, ent->fields.server->velocity); if (applygravity && !((int)ent->fields.server->flags & FL_ONGROUND)) ent->fields.server->velocity[2] -= gravity; return blocked; } /* ============ SV_Gravity ============ */ static float SV_Gravity (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; return ent_gravity * sv_gravity.value * sv.frametime; } /* =============================================================================== PUSHMOVE =============================================================================== */ /* ============ SV_PushEntity Does not change the entities velocity at all The trace struct is filled with the trace that has been done. Returns true if the push did not result in the entity being teleported by QC code. ============ */ static qboolean SV_PushEntity (trace_t *trace, prvm_edict_t *ent, vec3_t push, qboolean failonbmodelstartsolid, qboolean dolink) { int type; int bump; vec3_t original, original_velocity; vec3_t end; VectorCopy(ent->fields.server->origin, original); 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_TraceBox(ent->fields.server->origin, ent->fields.server->mins, ent->fields.server->maxs, end, type, ent, SV_GenericHitSuperContentsMask(ent)); bump = 0; while (trace->bmodelstartsolid && sv_gameplayfix_nudgeoutofsolid.integer) { vec_t nudge = -trace->startdepth + sv_gameplayfix_nudgeoutofsolid_bias.value; VectorMA(ent->fields.server->origin, nudge, trace->startdepthnormal, ent->fields.server->origin); *trace = SV_TraceBox(ent->fields.server->origin, ent->fields.server->mins, ent->fields.server->maxs, end, type, ent, SV_GenericHitSuperContentsMask(ent)); bump++; if (bump > 10) { VectorCopy(original, ent->fields.server->origin); break; } } if (trace->bmodelstartsolid && failonbmodelstartsolid) return true; VectorCopy (trace->endpos, ent->fields.server->origin); VectorCopy(ent->fields.server->origin, original); VectorCopy(ent->fields.server->velocity, original_velocity); SV_LinkEdict(ent); #if 0 if(!trace->startsolid) if(SV_TraceBox(ent->fields.server->origin, ent->fields.server->mins, ent->fields.server->maxs, ent->fields.server->origin, type, ent, SV_GenericHitSuperContentsMask(ent)).startsolid) { Con_Printf("something eeeeevil happened\n"); } #endif if (dolink) SV_LinkEdict_TouchAreaGrid(ent); 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 VectorCompare(ent->fields.server->origin, original) && VectorCompare(ent->fields.server->velocity, original_velocity); } /* ============ 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, trace2; matrix4x4_t pusherfinalmatrix, pusherfinalimatrix; static 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); 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_GetModelByIndex(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); pushermodel = SV_GetModelFromEdict(pusher); 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]; int movetype = (int)check->fields.server->movetype; switch(movetype) { case MOVETYPE_NONE: case MOVETYPE_PUSH: case MOVETYPE_FOLLOW: case MOVETYPE_NOCLIP: case MOVETYPE_FAKEPUSH: continue; default: break; } 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->priv.server->frameblend, &pusher->priv.server->skeleton, 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_TraceBox(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); // physics objects need better collisions than this code can do if (movetype == MOVETYPE_PHYSICS) { VectorAdd(check->fields.server->origin, move, check->fields.server->origin); SV_LinkEdict(check); SV_LinkEdict_TouchAreaGrid(check); continue; } // try moving the contacted entity pusher->fields.server->solid = SOLID_NOT; if(!SV_PushEntity (&trace, check, move, true, true)) { // entity "check" got teleported check->fields.server->angles[1] += trace.fraction * moveangle[1]; pusher->fields.server->solid = savesolid; // was SOLID_BSP continue; // pushed enough } // 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->priv.server->frameblend, &pusher->priv.server->skeleton, 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); if(!SV_PushEntity (&trace2, check, move2, true, true)) { // entity "check" got teleported continue; } pusher->fields.server->solid = savesolid; Collision_ClipToGenericEntity(&trace, pushermodel, pusher->priv.server->frameblend, &pusher->priv.server->skeleton, 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); if(!SV_PushEntity (&trace2, check, move2, true, true)) { // entity "check" got teleported continue; } pusher->fields.server->solid = savesolid; Collision_ClipToGenericEntity(&trace, pushermodel, pusher->priv.server->frameblend, &pusher->priv.server->skeleton, 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); // 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); } // 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[] = { // poutting -/+z changes first as they are least weird 0, 0, -1, 0, 0, 1, // x or y changes -1, 0, 0, 1, 0, 0, 0, -1, 0, 0, 1, 0, // x and y changes -1, -1, 0, 1, -1, 0, -1, 1, 0, 1, 1, 0, }; typedef enum unstickresult_e { UNSTICK_STUCK = 0, UNSTICK_GOOD = 1, UNSTICK_UNSTUCK = 2 } unstickresult_t; unstickresult_t SV_UnstickEntityReturnOffset (prvm_edict_t *ent, vec3_t offset) { int i, maxunstick; // if not stuck in a bmodel, just return if (!SV_TestEntityPosition(ent, vec3_origin)) return UNSTICK_GOOD; for (i = 0;i < (int)(sizeof(unstickoffsets) / sizeof(unstickoffsets[0]));i += 3) { if (!SV_TestEntityPosition(ent, unstickoffsets + i)) { VectorCopy(unstickoffsets + i, offset); SV_LinkEdict(ent); //SV_LinkEdict_TouchAreaGrid(ent); return UNSTICK_UNSTUCK; } } maxunstick = (int) ((ent->fields.server->maxs[2] - ent->fields.server->mins[2]) * 0.36); // magic number 0.36 allows unsticking by up to 17 units with the largest supported bbox for(i = 2; i <= maxunstick; ++i) { VectorClear(offset); offset[2] = -i; if (!SV_TestEntityPosition(ent, offset)) { SV_LinkEdict(ent); //SV_LinkEdict_TouchAreaGrid(ent); return UNSTICK_UNSTUCK; } offset[2] = i; if (!SV_TestEntityPosition(ent, offset)) { SV_LinkEdict(ent); //SV_LinkEdict_TouchAreaGrid(ent); return UNSTICK_UNSTUCK; } } return UNSTICK_STUCK; } qboolean SV_UnstickEntity (prvm_edict_t *ent) { vec3_t offset; switch(SV_UnstickEntityReturnOffset(ent, offset)) { case UNSTICK_GOOD: return true; case UNSTICK_UNSTUCK: 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), offset[0], offset[1], offset[2]); return true; case UNSTICK_STUCK: if (developer_extra.integer) Con_DPrintf("Stuck entity %i (classname \"%s\").\n", (int)PRVM_EDICT_TO_PROG(ent), PRVM_GetString(ent->fields.server->classname)); return false; default: Con_Printf("SV_UnstickEntityReturnOffset returned a value outside its enum.\n"); return false; } } /* ============= 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) { vec3_t offset; switch(SV_UnstickEntityReturnOffset(ent, offset)) { case UNSTICK_GOOD: VectorCopy (ent->fields.server->origin, ent->fields.server->oldorigin); break; case UNSTICK_UNSTUCK: 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), offset[0], offset[1], offset[2]); break; case UNSTICK_STUCK: 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); //SV_LinkEdict_TouchAreaGrid(ent); } else Con_DPrintf("Stuck player entity %i (classname \"%s\").\n", (int)PRVM_EDICT_TO_PROG(ent), PRVM_GetString(ent->fields.server->classname)); break; default: Con_Printf("SV_UnstickEntityReturnOffset returned a value outside its enum.\n"); } } /* ============= 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 (&trace, ent, dir, false, true); // 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; int oldonground; //int originalmove_clip; int originalmove_flags; int originalmove_groundentity; int hitsupercontentsmask; int type; vec3_t upmove, downmove, start_origin, start_velocity, stepnormal, originalmove_origin, originalmove_velocity; trace_t downtrace, trace; qboolean applygravity; // if frametime is 0 (due to client sending the same timestamp twice), // don't move if (sv.frametime <= 0) return; SV_CheckStuck (ent); applygravity = !SV_CheckWater (ent) && ent->fields.server->movetype == MOVETYPE_WALK && ! ((int)ent->fields.server->flags & FL_WATERJUMP); 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, applygravity, NULL, hitsupercontentsmask, sv_gameplayfix_stepmultipletimes.integer ? sv_stepheight.value : 0); if(sv_gameplayfix_downtracesupportsongroundflag.integer) if(!(clip & 1)) { // only try this if there was no floor in the way in the trace (no, // this check seems to be not REALLY necessary, because if clip & 1, // our trace will hit that thing too) VectorSet(upmove, ent->fields.server->origin[0], ent->fields.server->origin[1], ent->fields.server->origin[2] + 1); VectorSet(downmove, ent->fields.server->origin[0], ent->fields.server->origin[1], ent->fields.server->origin[2] - 1); 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_TraceBox(upmove, ent->fields.server->mins, ent->fields.server->maxs, downmove, type, ent, SV_GenericHitSuperContentsMask(ent)); if(trace.fraction < 1 && trace.plane.normal[2] > 0.7) clip |= 1; // but we HAVE found a floor } // 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); SV_LinkEdict(ent); SV_LinkEdict_TouchAreaGrid(ent); if(clip & 8) // teleport return; if ((int)ent->fields.server->flags & FL_WATERJUMP) return; if (sv_nostep.integer) return; 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 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; if(!SV_PushEntity(&trace, ent, upmove, false, true)) { // we got teleported when upstepping... must abort the move return; } // move forward ent->fields.server->velocity[2] = 0; clip = SV_FlyMove (ent, sv.frametime, applygravity, stepnormal, hitsupercontentsmask, 0); ent->fields.server->velocity[2] += start_velocity[2]; if(clip & 8) { // we got teleported when upstepping... must abort the move // note that z velocity handling may not be what QC expects here, but we cannot help it return; } SV_CheckVelocity(ent); SV_LinkEdict(ent); SV_LinkEdict_TouchAreaGrid(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; if(!SV_PushEntity (&downtrace, ent, downmove, false, true)) { // we got teleported when downstepping... must abort the move return; } 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_LinkEdict(ent); SV_LinkEdict_TouchAreaGrid(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); //SV_LinkEdict_TouchAreaGrid(ent); } /* ============================================================================== 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; vec_t movetime; int bump; prvm_edict_t *groundentity; // if onground, return without moving if ((int)ent->fields.server->flags & FL_ONGROUND) { groundentity = PRVM_PROG_TO_EDICT(ent->fields.server->groundentity); 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 && 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; if (sv_gameplayfix_noairborncorpse_allowsuspendeditems.integer) return; } else if (BoxesOverlap(ent->priv.server->cullmins, ent->priv.server->cullmaxs, groundentity->priv.server->cullmins, groundentity->priv.server->cullmaxs)) { // don't slide if still touching the groundentity return; } } ent->priv.server->suspendedinairflag = false; SV_CheckVelocity (ent); // add gravity if (ent->fields.server->movetype == MOVETYPE_TOSS || ent->fields.server->movetype == MOVETYPE_BOUNCE) ent->fields.server->velocity[2] -= SV_Gravity(ent); // move angles VectorMA (ent->fields.server->angles, sv.frametime, ent->fields.server->avelocity, ent->fields.server->angles); movetime = sv.frametime; for (bump = 0;bump < MAX_CLIP_PLANES && movetime > 0;bump++) { // move origin VectorScale (ent->fields.server->velocity, movetime, move); if(!SV_PushEntity (&trace, ent, move, true, true)) return; // teleported if (ent->priv.server->free) return; if (trace.bmodelstartsolid) { // try to unstick the entity SV_UnstickEntity(ent); if(!SV_PushEntity (&trace, ent, move, false, true)) return; // teleported if (ent->priv.server->free) return; } if (trace.fraction == 1) break; movetime *= 1 - min(1, trace.fraction); if (ent->fields.server->movetype == MOVETYPE_BOUNCEMISSILE) { prvm_eval_t *val; float bouncefactor = 1.0f; val = PRVM_EDICTFIELDVALUE(ent, prog->fieldoffsets.bouncefactor); if (val!=0 && val->_float) bouncefactor = val->_float; ClipVelocity (ent->fields.server->velocity, trace.plane.normal, ent->fields.server->velocity, 1 + bouncefactor); ent->fields.server->flags = (int)ent->fields.server->flags & ~FL_ONGROUND; } else if (ent->fields.server->movetype == MOVETYPE_BOUNCE) { float d, ent_gravity; prvm_eval_t *val; float bouncefactor = 0.5f; float bouncestop = 60.0f / 800.0f; val = PRVM_EDICTFIELDVALUE(ent, prog->fieldoffsets.bouncefactor); if (val!=0 && val->_float) bouncefactor = val->_float; val = PRVM_EDICTFIELDVALUE(ent, prog->fieldoffsets.bouncestop); if (val!=0 && val->_float) bouncestop = val->_float; ClipVelocity (ent->fields.server->velocity, trace.plane.normal, ent->fields.server->velocity, 1 + bouncefactor); // LordHavoc: fixed grenades not bouncing when fired down a slope val = PRVM_EDICTFIELDVALUE(ent, prog->fieldoffsets.gravity); if (val!=0 && val->_float) ent_gravity = val->_float; else ent_gravity = 1.0; if (sv_gameplayfix_grenadebouncedownslopes.integer) { d = DotProduct(trace.plane.normal, ent->fields.server->velocity); if (trace.plane.normal[2] > 0.7 && fabs(d) < sv_gravity.value * bouncestop * ent_gravity) { 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] < sv_gravity.value * bouncestop * ent_gravity) { 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; } if (!sv_gameplayfix_slidemoveprojectiles.integer || (ent->fields.server->movetype != MOVETYPE_BOUNCE && ent->fields.server->movetype == MOVETYPE_BOUNCEMISSILE) || ((int)ent->fields.server->flags & FL_ONGROUND)) break; } // 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->flags -= FL_ONGROUND; SV_CheckVelocity(ent); SV_FlyMove(ent, sv.frametime, true, NULL, SV_GenericHitSuperContentsMask(ent), 0); SV_LinkEdict(ent); SV_LinkEdict_TouchAreaGrid(ent); ent->priv.server->waterposition_forceupdate = true; } } else { // freefall if not onground int hitsound = ent->fields.server->velocity[2] < sv_gravity.value * -0.1; SV_CheckVelocity(ent); SV_FlyMove(ent, sv.frametime, true, NULL, SV_GenericHitSuperContentsMask(ent), 0); SV_LinkEdict(ent); SV_LinkEdict_TouchAreaGrid(ent); // 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 think/move on newly spawned projectiles as it messes up // movement interpolation and rocket trails, and is inconsistent with // respect to entities spawned in the same frame // (if an ent spawns a higher numbered ent, it moves in the same frame, // but if it spawns a lower numbered ent, it doesn't - this never moves // ents in the first frame regardless) qboolean runmove = ent->priv.server->move; ent->priv.server->move = true; if (!runmove && sv_gameplayfix_delayprojectiles.integer > 0) return; 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); break; case MOVETYPE_STEP: SV_Physics_Step (ent); break; case MOVETYPE_WALK: if (SV_RunThink (ent)) SV_WalkMove (ent); break; case MOVETYPE_TOSS: case MOVETYPE_BOUNCE: case MOVETYPE_BOUNCEMISSILE: case MOVETYPE_FLYMISSILE: case MOVETYPE_FLY: // regular thinking if (SV_RunThink (ent)) SV_Physics_Toss (ent); break; case MOVETYPE_PHYSICS: if (SV_RunThink(ent)) { SV_LinkEdict(ent); SV_LinkEdict_TouchAreaGrid(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); // perform MOVETYPE_WALK behavior SV_WalkMove (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; } } static void SV_Physics_ClientEntity_PreThink(prvm_edict_t *ent) { // don't do physics on disconnected clients, FrikBot relies on this if (!host_client->spawned) return; // make sure the velocity is sane (not a NaN) SV_CheckVelocity(ent); // don't run physics here if running asynchronously if (host_client->clmovement_inputtimeout <= 0) { SV_ClientThink(); //host_client->cmd.time = max(host_client->cmd.time, sv.time); } // make sure the velocity is still sane (not a NaN) SV_CheckVelocity(ent); // 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"); // make sure the velocity is still sane (not a NaN) SV_CheckVelocity(ent); } static void SV_Physics_ClientEntity_PostThink(prvm_edict_t *ent) { // don't do physics on disconnected clients, FrikBot relies on this if (!host_client->spawned) return; // make sure the velocity is sane (not a NaN) 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"); // make sure the velocity is still sane (not a NaN) SV_CheckVelocity(ent); 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; } // decrement the countdown variable used to decide when to go back to // synchronous physics if (host_client->clmovement_inputtimeout > sv.frametime) host_client->clmovement_inputtimeout -= sv.frametime; else host_client->clmovement_inputtimeout = 0; } static 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; } // make sure the velocity is sane (not a NaN) 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_inputtimeout <= 0) 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_WalkMove (ent); break; case MOVETYPE_PHYSICS: SV_RunThink (ent); break; default: Con_Printf ("SV_Physics_ClientEntity: bad movetype %i\n", (int)ent->fields.server->movetype); break; } SV_CheckVelocity (ent); SV_LinkEdict(ent); SV_LinkEdict_TouchAreaGrid(ent); SV_CheckVelocity (ent); } /* ================ 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"); // run physics engine World_Physics_Frame(&sv.world, sv.frametime, sv_gravity.value); // // 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_TouchAreaGrid(ent); // force retouch even for stationary if (sv_gameplayfix_consistentplayerprethink.integer) { // run physics on the client entities in 3 stages 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_PreThink(ent); 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); 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_PostThink(ent); } else { // 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_PreThink(ent); SV_Physics_ClientEntity(ent); SV_Physics_ClientEntity_PostThink(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); // make a second pass to see if any ents spawned this frame and make // sure they run their move/think if (sv_gameplayfix_delayprojectiles.integer < 0) for (i = svs.maxclients + 1, ent = PRVM_EDICT_NUM(i);i < prog->num_edicts;i++, ent = PRVM_NEXT_EDICT(ent)) if (!ent->priv.server->move && !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_ED_CanAlloc(PRVM_EDICT_NUM(prog->num_edicts - 1));prog->num_edicts--); if (!sv_freezenonclients.integer) sv.time += sv.frametime; }