X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=sv_phys.c;h=76959a5b7a7009aa9a18eaefe15e3cc7342ec2ea;hp=26775e843931350fa12becc0041b98b832ea40d4;hb=93bce2dbe64b734e74d721164369943fffe7e397;hpb=2a0e9f3a480bc719f7cb26d5fff740bc542e2636 diff --git a/sv_phys.c b/sv_phys.c index 26775e84..76959a5b 100644 --- a/sv_phys.c +++ b/sv_phys.c @@ -39,16 +39,28 @@ solid_edge items only clip against bsp models. */ -cvar_t sv_friction = {CVAR_NOTIFY, "sv_friction","4"}; -cvar_t sv_stopspeed = {0, "sv_stopspeed","100"}; -cvar_t sv_gravity = {CVAR_NOTIFY, "sv_gravity","800"}; -cvar_t sv_maxvelocity = {0, "sv_maxvelocity","2000"}; -cvar_t sv_nostep = {0, "sv_nostep","0"}; +cvar_t sv_friction = {CVAR_NOTIFY, "sv_friction","4"}; +cvar_t sv_stopspeed = {CVAR_NOTIFY, "sv_stopspeed","100"}; +cvar_t sv_gravity = {CVAR_NOTIFY, "sv_gravity","800"}; +cvar_t sv_maxvelocity = {CVAR_NOTIFY, "sv_maxvelocity","2000"}; +cvar_t sv_nostep = {CVAR_NOTIFY, "sv_nostep","0"}; +cvar_t sv_stepheight = {CVAR_NOTIFY, "sv_stepheight", "18"}; +cvar_t sv_jumpstep = {CVAR_NOTIFY, "sv_jumpstep", "1"}; +cvar_t sv_wallfriction = {CVAR_NOTIFY, "sv_wallfriction", "1"}; +cvar_t sv_newflymove = {CVAR_NOTIFY, "sv_newflymove", "1"}; #define MOVE_EPSILON 0.01 void SV_Physics_Toss (edict_t *ent); +void SV_Phys_Init (void) +{ + Cvar_RegisterVariable(&sv_stepheight); + Cvar_RegisterVariable(&sv_jumpstep); + Cvar_RegisterVariable(&sv_wallfriction); + Cvar_RegisterVariable(&sv_newflymove); +} + /* ================ SV_CheckAllEnts @@ -56,19 +68,19 @@ SV_CheckAllEnts */ void SV_CheckAllEnts (void) { - int e; - edict_t *check; + int e; + edict_t *check; -// see if any solid entities are inside the final position + // see if any solid entities are inside the final position check = NEXT_EDICT(sv.edicts); - for (e=1 ; efree) + if (check->e->free) continue; - if (check->v.movetype == MOVETYPE_PUSH - || check->v.movetype == MOVETYPE_NONE - || check->v.movetype == MOVETYPE_FOLLOW - || check->v.movetype == MOVETYPE_NOCLIP) + if (check->v->movetype == MOVETYPE_PUSH + || check->v->movetype == MOVETYPE_NONE + || check->v->movetype == MOVETYPE_FOLLOW + || check->v->movetype == MOVETYPE_NOCLIP) continue; if (SV_TestEntityPosition (check)) @@ -83,42 +95,34 @@ SV_CheckVelocity */ void SV_CheckVelocity (edict_t *ent) { - int i; - float wishspeed; + int i; + float wishspeed; // // bound velocity // for (i=0 ; i<3 ; i++) { - if (IS_NAN(ent->v.velocity[i])) + if (IS_NAN(ent->v->velocity[i])) { - Con_Printf ("Got a NaN velocity on %s\n", pr_strings + ent->v.classname); - ent->v.velocity[i] = 0; + Con_Printf ("Got a NaN velocity on %s\n", PR_GetString(ent->v->classname)); + ent->v->velocity[i] = 0; } - if (IS_NAN(ent->v.origin[i])) + if (IS_NAN(ent->v->origin[i])) { - Con_Printf ("Got a NaN origin on %s\n", pr_strings + ent->v.classname); - ent->v.origin[i] = 0; + Con_Printf ("Got a NaN origin on %s\n", PR_GetString(ent->v->classname)); + ent->v->origin[i] = 0; } - // LordHavoc: maxvelocity fix, see below -/* - if (ent->v.velocity[i] > sv_maxvelocity.value) - ent->v.velocity[i] = sv_maxvelocity.value; - else if (ent->v.velocity[i] < -sv_maxvelocity.value) - ent->v.velocity[i] = -sv_maxvelocity.value; -*/ } // LordHavoc: max velocity fix, inspired by Maddes's source fixes, but this is faster - wishspeed = DotProduct(ent->v.velocity, ent->v.velocity); + wishspeed = DotProduct(ent->v->velocity, ent->v->velocity); if (wishspeed > sv_maxvelocity.value * sv_maxvelocity.value) { wishspeed = sv_maxvelocity.value / sqrt(wishspeed); - ent->v.velocity[0] *= wishspeed; - ent->v.velocity[1] *= wishspeed; - ent->v.velocity[2] *= wishspeed; - wishspeed = sv_maxvelocity.value; + ent->v->velocity[0] *= wishspeed; + ent->v->velocity[1] *= wishspeed; + ent->v->velocity[2] *= wishspeed; } } @@ -134,22 +138,23 @@ Returns false if the entity removed itself. */ qboolean SV_RunThink (edict_t *ent) { - float thinktime; + float thinktime; - thinktime = ent->v.nextthink; + thinktime = ent->v->nextthink; if (thinktime <= 0 || thinktime > sv.time + sv.frametime) return true; - + + // don't let things stay in the past. + // it is possible to start that way by a trigger with a local time. if (thinktime < sv.time) - thinktime = sv.time; // don't let things stay in the past. - // it is possible to start that way - // by a trigger with a local time. - ent->v.nextthink = 0; + thinktime = sv.time; + + ent->v->nextthink = 0; pr_global_struct->time = thinktime; pr_global_struct->self = EDICT_TO_PROG(ent); pr_global_struct->other = EDICT_TO_PROG(sv.edicts); - PR_ExecuteProgram (ent->v.think, "NULL think function"); - return !ent->free; + PR_ExecuteProgram (ent->v->think, "NULL think function"); + return !ent->e->free; } /* @@ -161,24 +166,24 @@ Two entities have touched, so run their touch functions */ void SV_Impact (edict_t *e1, edict_t *e2) { - int old_self, old_other; - + int old_self, old_other; + old_self = pr_global_struct->self; old_other = pr_global_struct->other; - + pr_global_struct->time = sv.time; - if (e1->v.touch && e1->v.solid != SOLID_NOT) + if (e1->v->touch && e1->v->solid != SOLID_NOT) { pr_global_struct->self = EDICT_TO_PROG(e1); pr_global_struct->other = EDICT_TO_PROG(e2); - PR_ExecuteProgram (e1->v.touch, ""); + PR_ExecuteProgram (e1->v->touch, ""); } - - if (e2->v.touch && e2->v.solid != SOLID_NOT) + + if (e2->v->touch && e2->v->solid != SOLID_NOT) { pr_global_struct->self = EDICT_TO_PROG(e2); pr_global_struct->other = EDICT_TO_PROG(e1); - PR_ExecuteProgram (e2->v.touch, ""); + PR_ExecuteProgram (e2->v->touch, ""); } pr_global_struct->self = old_self; @@ -194,31 +199,18 @@ Slide off of the impacting object returns the blocked flags (1 = floor, 2 = step / wall) ================== */ -#define STOP_EPSILON 0.1 - -int ClipVelocity (vec3_t in, vec3_t normal, vec3_t out, float overbounce) +#define STOP_EPSILON 0.1 +void ClipVelocity (vec3_t in, vec3_t normal, vec3_t out, float overbounce) { - float backoff; - float change; - int i, blocked; - - blocked = 0; - if (normal[2] > 0) - blocked |= 1; // floor - if (!normal[2]) - blocked |= 2; // step - - backoff = DotProduct (in, normal) * overbounce; + int i; + float backoff; - for (i=0 ; i<3 ; i++) - { - change = normal[i]*backoff; - out[i] = in[i] - change; + 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; - } - - return blocked; } @@ -231,149 +223,246 @@ Returns the clipflags if the velocity was modified (hit something solid) 1 = floor 2 = wall / step 4 = dead stop -If steptrace is not NULL, the trace of any vertical wall hit will be stored +If stepnormal is not NULL, the plane normal of any vertical wall hit will be stored ============ */ -// LordHavoc: increased from 5 to 20, to partially fix angled corner sticking -// (example - start.bsp hall to e4, leading to the pool there are two -// angled corners, which you could get stuck on, now they are just a one -// frame hiccup) -#define MAX_CLIP_PLANES 20 -int SV_FlyMove (edict_t *ent, float time, trace_t *steptrace) +// LordHavoc: increased from 5 to 20 +#define MAX_CLIP_PLANES 20 +int SV_FlyMove (edict_t *ent, float time, float *stepnormal) { - int bumpcount, numbumps; - vec3_t dir; - float d; - int numplanes; - vec3_t planes[MAX_CLIP_PLANES]; - vec3_t primal_velocity, original_velocity, new_velocity; - int i, j; - trace_t trace; - vec3_t end; - float time_left; - int blocked; - - numbumps = 4; - - blocked = 0; - VectorCopy (ent->v.velocity, original_velocity); - VectorCopy (ent->v.velocity, primal_velocity); - numplanes = 0; - - time_left = time; - - for (bumpcount=0 ; bumpcountv.velocity[0] && !ent->v.velocity[1] && !ent->v.velocity[2]) - break; + int blocked, impact, bumpcount; + vec3_t end, primal_velocity; + trace_t trace; - for (i=0 ; i<3 ; i++) - end[i] = ent->v.origin[i] + time_left * ent->v.velocity[i]; + blocked = 0; + VectorCopy (ent->v->velocity, primal_velocity); - trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, end, MOVE_NORMAL, ent); + for (bumpcount = 0;bumpcount < 4;bumpcount++) + { + if (!ent->v->velocity[0] && !ent->v->velocity[1] && !ent->v->velocity[2]) + break; - if (trace.allsolid) - { // entity is trapped in another solid - VectorClear(ent->v.velocity); - return 3; - } + VectorMA(ent->v->origin, time, ent->v->velocity, end); + trace = SV_Move (ent->v->origin, ent->v->mins, ent->v->maxs, end, MOVE_NORMAL, ent); + //Con_Printf("trace %f %f %f : %f : %f %f %f\n", trace.endpos[0], trace.endpos[1], trace.endpos[2], trace.fraction, trace.plane.normal[0], trace.plane.normal[1], trace.plane.normal[2]); - if (trace.fraction > 0) - { // actually covered some distance - VectorCopy (trace.endpos, ent->v.origin); - VectorCopy (ent->v.velocity, original_velocity); - numplanes = 0; - } + if (trace.allsolid) + { + // LordHavoc: note: this code is what makes entities stick in place if embedded in another object (which can be the world) + // entity is trapped in another solid + VectorClear(ent->v->velocity); + return 3; + } + + if (trace.fraction > 0) + { + // actually covered some distance + VectorCopy (trace.endpos, ent->v->origin); + } - if (trace.fraction == 1) - break; // moved the entire distance + // break if it moved the entire distance + if (trace.fraction == 1) + break; - if (!trace.ent) - Host_Error ("SV_FlyMove: !trace.ent"); + if (!trace.ent) + Host_Error ("SV_FlyMove: !trace.ent"); - if (trace.plane.normal[2] > 0.7) - { - blocked |= 1; // floor - if (trace.ent->v.solid == SOLID_BSP) + if ((int) ent->v->flags & FL_ONGROUND) { - ent->v.flags = (int)ent->v.flags | FL_ONGROUND; - ent->v.groundentity = EDICT_TO_PROG(trace.ent); + if (ent->v->groundentity == EDICT_TO_PROG(trace.ent)) + impact = false; + else + { + ent->v->flags = (int)ent->v->flags & ~FL_ONGROUND; + impact = true; + } } - } - if (!trace.plane.normal[2]) - { - blocked |= 2; // step - if (steptrace) - *steptrace = trace; // save for player extrafriction - } + else + impact = true; -// -// run the impact function -// - SV_Impact (ent, trace.ent); - if (ent->free) - break; // removed by the impact function - - - time_left -= time_left * trace.fraction; - - // cliped to another plane - if (numplanes >= MAX_CLIP_PLANES) - { // this shouldn't really happen - VectorClear(ent->v.velocity); - return 3; + if (trace.plane.normal[2] > 0.7) + { + // floor + blocked |= 1; + ent->v->flags = (int)ent->v->flags | FL_ONGROUND; + ent->v->groundentity = EDICT_TO_PROG(trace.ent); + } + if (!trace.plane.normal[2]) + { + // step + blocked |= 2; + // save the trace for player extrafriction + if (stepnormal) + VectorCopy(trace.plane.normal, stepnormal); + } + + // run the impact function + if (impact) + { + SV_Impact (ent, trace.ent); + + // break if removed by the impact function + if (ent->e->free) + break; + } + + time *= 1 - trace.fraction; + + ClipVelocity (ent->v->velocity, trace.plane.normal, ent->v->velocity, 1); } - VectorCopy (trace.plane.normal, planes[numplanes]); - numplanes++; + return blocked; + } + else + { + int i, j, blocked, impact, numplanes, bumpcount, numbumps; + float d, time_left; + vec3_t dir, end, planes[MAX_CLIP_PLANES], primal_velocity, original_velocity, new_velocity; + trace_t trace; + + numbumps = 4; -// -// modify original_velocity so it parallels all of the clip planes -// - for (i=0 ; iv->velocity, original_velocity); + VectorCopy (ent->v->velocity, primal_velocity); + numplanes = 0; + + time_left = time; + + for (bumpcount=0 ; bumpcountv->velocity[0] && !ent->v->velocity[1] && !ent->v->velocity[2]) + break; + + for (i=0 ; i<3 ; i++) + end[i] = ent->v->origin[i] + time_left * ent->v->velocity[i]; + + trace = SV_Move (ent->v->origin, ent->v->mins, ent->v->maxs, end, MOVE_NORMAL, ent); + + if (trace.allsolid) + { + // LordHavoc: note: this code is what makes entities stick in place if embedded in another object (which can be the world) + // entity is trapped in another solid + VectorClear(ent->v->velocity); + return 3; + } + + if (trace.fraction > 0) + { + // actually covered some distance + VectorCopy (trace.endpos, ent->v->origin); + VectorCopy (ent->v->velocity, original_velocity); + numplanes = 0; + } + + // break if it moved the entire distance + if (trace.fraction == 1) + break; + + if (!trace.ent) + Host_Error ("SV_FlyMove: !trace.ent"); + + if ((int) ent->v->flags & FL_ONGROUND) + { + if (ent->v->groundentity == EDICT_TO_PROG(trace.ent)) + impact = false; + else { - if (DotProduct (new_velocity, planes[j]) < 0) - break; // not ok + ent->v->flags = (int)ent->v->flags & ~FL_ONGROUND; + impact = true; } - if (j == numplanes) - break; - } - - if (i != numplanes) - { // go along this plane - VectorCopy (new_velocity, ent->v.velocity); - } - else - { // go along the crease - if (numplanes != 2) + } + else + impact = true; + + if (trace.plane.normal[2] > 0.7) { -// Con_Printf ("clip velocity, numplanes == %i\n",numplanes); - VectorClear(ent->v.velocity); - return 7; + // floor + blocked |= 1; + ent->v->flags = (int)ent->v->flags | FL_ONGROUND; + ent->v->groundentity = EDICT_TO_PROG(trace.ent); + } + if (!trace.plane.normal[2]) + { + // step + blocked |= 2; + // save the trace for player extrafriction + if (stepnormal) + VectorCopy(trace.plane.normal, stepnormal); } - CrossProduct (planes[0], planes[1], dir); - // LordHavoc: thanks to taniwha of QuakeForge for pointing out this fix for slowed falling in corners - VectorNormalize(dir); - d = DotProduct (dir, ent->v.velocity); - VectorScale (dir, d, ent->v.velocity); - } -// -// if original velocity is against the original velocity, stop dead -// to avoid tiny occilations in sloping corners -// - if (DotProduct (ent->v.velocity, primal_velocity) <= 0) - { - VectorClear(ent->v.velocity); - return blocked; + // run the impact function + if (impact) + { + SV_Impact (ent, trace.ent); + + // break if removed by the impact function + if (ent->e->free) + break; + } + + + time_left -= time_left * trace.fraction; + + // clipped to another plane + if (numplanes >= MAX_CLIP_PLANES) + { + // this shouldn't really happen + VectorClear(ent->v->velocity); + return 3; + } + + VectorCopy (trace.plane.normal, planes[numplanes]); + numplanes++; + + // modify original_velocity so it parallels all of the clip planes + for (i=0 ; iv->velocity); + } + else + { + // go along the crease + if (numplanes != 2) + { + VectorClear(ent->v->velocity); + return 7; + } + CrossProduct (planes[0], planes[1], dir); + // LordHavoc: thanks to taniwha of QuakeForge for pointing out this fix for slowed falling in corners + VectorNormalize(dir); + d = DotProduct (dir, ent->v->velocity); + VectorScale (dir, d, ent->v->velocity); + } + + // if original velocity is against the original velocity, + // stop dead to avoid tiny occilations in sloping corners + if (DotProduct (ent->v->velocity, primal_velocity) <= 0) + { + VectorClear(ent->v->velocity); + return blocked; + } } - } - return blocked; + return blocked; + } } @@ -385,16 +474,15 @@ SV_AddGravity */ void SV_AddGravity (edict_t *ent) { - float ent_gravity; - - eval_t *val; + float ent_gravity; + eval_t *val; val = GETEDICTFIELDVALUE(ent, eval_gravity); if (val!=0 && val->_float) ent_gravity = val->_float; else ent_gravity = 1.0; - ent->v.velocity[2] -= ent_gravity * sv_gravity.value * sv.frametime; + ent->v->velocity[2] -= ent_gravity * sv_gravity.value * sv.frametime; } @@ -413,29 +501,30 @@ SV_PushEntity Does not change the entities velocity at all ============ */ -trace_t SV_PushEntity (edict_t *ent, vec3_t push) +trace_t SV_PushEntity (edict_t *ent, vec3_t push, vec3_t pushangles) { - trace_t trace; - vec3_t end; - - VectorAdd (ent->v.origin, push, end); - - if (ent->v.movetype == MOVETYPE_FLYMISSILE) - trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, end, MOVE_MISSILE, ent); - else if (ent->v.solid == SOLID_TRIGGER || ent->v.solid == SOLID_NOT) - // only clip against bmodels - trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, end, MOVE_NOMONSTERS, ent); + trace_t trace; + vec3_t end; + + VectorAdd (ent->v->origin, push, end); + + if (ent->v->movetype == MOVETYPE_FLYMISSILE) + trace = SV_Move (ent->v->origin, ent->v->mins, ent->v->maxs, end, MOVE_MISSILE, ent); + else if (ent->v->solid == SOLID_TRIGGER || ent->v->solid == SOLID_NOT) + // only clip against bmodels + trace = SV_Move (ent->v->origin, ent->v->mins, ent->v->maxs, end, MOVE_NOMONSTERS, ent); else - trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, end, MOVE_NORMAL, ent); - - VectorCopy (trace.endpos, ent->v.origin); - SV_LinkEdict (ent, true); + trace = SV_Move (ent->v->origin, ent->v->mins, ent->v->maxs, end, MOVE_NORMAL, ent); - if (trace.ent) - SV_Impact (ent, trace.ent); + VectorCopy (trace.endpos, ent->v->origin); + // FIXME: turn players specially + ent->v->angles[1] += trace.fraction * pushangles[1]; + SV_LinkEdict (ent, true); + if (trace.ent && (!((int)ent->v->flags & FL_ONGROUND) || ent->v->groundentity != EDICT_TO_PROG(trace.ent))) + SV_Impact (ent, trace.ent); return trace; -} +} /* @@ -444,18 +533,18 @@ SV_PushMove ============ */ +trace_t SV_ClipMoveToEntity (edict_t *ent, vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end); void SV_PushMove (edict_t *pusher, float movetime) { - int i, e; - edict_t *check; - vec3_t mins, maxs, move; - vec3_t entorig, pushorig; - int num_moved; - edict_t *moved_edict[MAX_EDICTS]; - vec3_t moved_from[MAX_EDICTS]; - float savesolid; - - switch ((int) pusher->v.solid) + int i, e, index; + edict_t *check, *ed; + float savesolid, movetime2, pushltime; + vec3_t mins, maxs, move, move1, moveangle, pushorig, pushang, a, forward, left, up, org, org2; + int num_moved; + model_t *pushermodel; + trace_t trace; + + switch ((int) pusher->v->solid) { // LordHavoc: valid pusher types case SOLID_BSP: @@ -466,277 +555,192 @@ void SV_PushMove (edict_t *pusher, float movetime) // LordHavoc: no collisions case SOLID_NOT: case SOLID_TRIGGER: - VectorMA (pusher->v.origin, movetime, pusher->v.velocity, pusher->v.origin); - pusher->v.ltime += movetime; + VectorMA (pusher->v->origin, movetime, pusher->v->velocity, pusher->v->origin); + VectorMA (pusher->v->angles, movetime, pusher->v->avelocity, pusher->v->angles); + pusher->v->ltime += movetime; SV_LinkEdict (pusher, false); return; default: - Host_Error("SV_PushMove: unrecognized solid type %f\n", pusher->v.solid); + Host_Error("SV_PushMove: unrecognized solid type %f\n", pusher->v->solid); } - if (!pusher->v.velocity[0] && !pusher->v.velocity[1] && !pusher->v.velocity[2]) + if (!pusher->v->velocity[0] && !pusher->v->velocity[1] && !pusher->v->velocity[2] && !pusher->v->avelocity[0] && !pusher->v->avelocity[1] && !pusher->v->avelocity[2]) { - pusher->v.ltime += movetime; + pusher->v->ltime += movetime; return; } - - for (i=0 ; i<3 ; i++) + index = (int) pusher->v->modelindex; + if (index < 1 || index >= MAX_MODELS) + Host_Error("SV_PushMove: invalid modelindex %f\n", pusher->v->modelindex); + pushermodel = sv.models[index]; + + movetime2 = movetime; + VectorScale(pusher->v->velocity, movetime2, move1); + VectorScale(pusher->v->avelocity, movetime2, moveangle); + if (moveangle[0] || moveangle[2]) { - move[i] = pusher->v.velocity[i] * movetime; - mins[i] = pusher->v.absmin[i] + move[i]; - maxs[i] = pusher->v.absmax[i] + move[i]; + for (i = 0;i < 3;i++) + { + if (move1[i] > 0) + { + mins[i] = pushermodel->rotatedmins[i] + pusher->v->origin[i] - 1; + maxs[i] = pushermodel->rotatedmaxs[i] + move1[i] + pusher->v->origin[i] + 1; + } + else + { + mins[i] = pushermodel->rotatedmins[i] + move1[i] + pusher->v->origin[i] - 1; + maxs[i] = pushermodel->rotatedmaxs[i] + pusher->v->origin[i] + 1; + } + } } + else if (moveangle[1]) + { + for (i = 0;i < 3;i++) + { + if (move1[i] > 0) + { + mins[i] = pushermodel->yawmins[i] + pusher->v->origin[i] - 1; + maxs[i] = pushermodel->yawmaxs[i] + move1[i] + pusher->v->origin[i] + 1; + } + else + { + mins[i] = pushermodel->yawmins[i] + move1[i] + pusher->v->origin[i] - 1; + maxs[i] = pushermodel->yawmaxs[i] + pusher->v->origin[i] + 1; + } + } + } + else + { + for (i = 0;i < 3;i++) + { + if (move1[i] > 0) + { + mins[i] = pushermodel->normalmins[i] + pusher->v->origin[i] - 1; + maxs[i] = pushermodel->normalmaxs[i] + move1[i] + pusher->v->origin[i] + 1; + } + else + { + mins[i] = pushermodel->normalmins[i] + move1[i] + pusher->v->origin[i] - 1; + maxs[i] = pushermodel->normalmaxs[i] + pusher->v->origin[i] + 1; + } + } + } + + VectorNegate (moveangle, a); + AngleVectorsFLU (a, forward, left, up); + + VectorCopy (pusher->v->origin, pushorig); + VectorCopy (pusher->v->angles, pushang); + pushltime = pusher->v->ltime; - VectorCopy (pusher->v.origin, pushorig); - // move the pusher to it's final position - VectorAdd (pusher->v.origin, move, pusher->v.origin); - pusher->v.ltime += movetime; + VectorMA (pusher->v->origin, movetime, pusher->v->velocity, pusher->v->origin); + VectorMA (pusher->v->angles, movetime, pusher->v->avelocity, pusher->v->angles); + pusher->v->ltime += movetime; SV_LinkEdict (pusher, false); + savesolid = pusher->v->solid; // see if any solid entities are inside the final position num_moved = 0; check = NEXT_EDICT(sv.edicts); for (e = 1;e < sv.num_edicts;e++, check = NEXT_EDICT(check)) { - if (check->free) + if (check->e->free) continue; - if (check->v.movetype == MOVETYPE_PUSH - || check->v.movetype == MOVETYPE_NONE - || check->v.movetype == MOVETYPE_FOLLOW - || check->v.movetype == MOVETYPE_NOCLIP) + if (check->v->movetype == MOVETYPE_PUSH + || check->v->movetype == MOVETYPE_NONE + || check->v->movetype == MOVETYPE_FOLLOW + || check->v->movetype == MOVETYPE_NOCLIP) continue; // if the entity is standing on the pusher, it will definitely be moved - if (!(((int)check->v.flags & FL_ONGROUND) && PROG_TO_EDICT(check->v.groundentity) == pusher)) + if (!(((int)check->v->flags & FL_ONGROUND) && PROG_TO_EDICT(check->v->groundentity) == pusher)) { - if (check->v.absmin[0] >= maxs[0] - || check->v.absmin[1] >= maxs[1] - || check->v.absmin[2] >= maxs[2] - || check->v.absmax[0] <= mins[0] - || check->v.absmax[1] <= mins[1] - || check->v.absmax[2] <= mins[2]) + if (check->v->absmin[0] >= maxs[0] + || check->v->absmax[0] <= mins[0] + || check->v->absmin[1] >= maxs[1] + || check->v->absmax[1] <= mins[1] + || check->v->absmin[2] >= maxs[2] + || check->v->absmax[2] <= mins[2]) continue; - // see if the ent's bbox is inside the pusher's final position - if (!SV_TestEntityPosition (check)) + trace = SV_ClipMoveToEntity (pusher, check->v->origin, check->v->mins, check->v->maxs, check->v->origin); + if (!trace.startsolid) continue; } - // remove the onground flag for non-players - if (check->v.movetype != MOVETYPE_WALK) - check->v.flags = (int)check->v.flags & ~FL_ONGROUND; - - VectorCopy (check->v.origin, entorig); - VectorCopy (check->v.origin, moved_from[num_moved]); - moved_edict[num_moved] = check; - num_moved++; - - // LordHavoc: pusher fixes (teleport train bug, etc) - savesolid = pusher->v.solid; - if (savesolid == SOLID_BSP || savesolid == SOLID_BBOX || savesolid == SOLID_SLIDEBOX) + if (forward[0] < 0.999f) // quick way to check if any rotation is used { - // try moving the contacted entity - pusher->v.solid = SOLID_NOT; - SV_PushEntity (check, move); - pusher->v.solid = savesolid; // was SOLID_BSP + VectorSubtract (check->v->origin, pusher->v->origin, org); + org2[0] = DotProduct (org, forward); + org2[1] = DotProduct (org, left); + org2[2] = DotProduct (org, up); + VectorSubtract (org2, org, move); + VectorAdd (move, move1, move); + } + else + VectorCopy (move1, move); + + // remove the onground flag for non-players + if (check->v->movetype != MOVETYPE_WALK) + check->v->flags = (int)check->v->flags & ~FL_ONGROUND; - // if it is still inside the pusher, block + VectorCopy (check->v->origin, check->e->moved_from); + VectorCopy (check->v->angles, check->e->moved_fromangles); + sv.moved_edicts[num_moved++] = check; + + // try moving the contacted entity + pusher->v->solid = SOLID_NOT; + trace = SV_PushEntity (check, move, moveangle); + pusher->v->solid = savesolid; // was SOLID_BSP + + // if it is still inside the pusher, block + if (SV_TestEntityPosition (check)) + { + // try moving the contacted entity a tiny bit further to account for precision errors + pusher->v->solid = SOLID_NOT; + VectorScale(move, 0.1, move); + trace = SV_PushEntity (check, move, vec3_origin); + pusher->v->solid = savesolid; if (SV_TestEntityPosition (check)) - { // fail the move - if (check->v.mins[0] == check->v.maxs[0]) + { + // still inside pusher, so it's really blocked + + // fail the move + if (check->v->mins[0] == check->v->maxs[0]) continue; - if (check->v.solid == SOLID_NOT || check->v.solid == SOLID_TRIGGER) - { // corpse - check->v.mins[0] = check->v.mins[1] = 0; - VectorCopy (check->v.mins, check->v.maxs); + if (check->v->solid == SOLID_NOT || check->v->solid == SOLID_TRIGGER) + { + // corpse + check->v->mins[0] = check->v->mins[1] = 0; + VectorCopy (check->v->mins, check->v->maxs); continue; } - - VectorCopy (entorig, check->v.origin); - SV_LinkEdict (check, true); - VectorCopy (pushorig, pusher->v.origin); + VectorCopy (pushorig, pusher->v->origin); + VectorCopy (pushang, pusher->v->angles); + pusher->v->ltime = pushltime; SV_LinkEdict (pusher, false); - pusher->v.ltime -= movetime; + + // move back any entities we already moved + for (i = 0;i < num_moved;i++) + { + ed = sv.moved_edicts[i]; + VectorCopy (ed->e->moved_from, ed->v->origin); + VectorCopy (ed->e->moved_fromangles, ed->v->angles); + SV_LinkEdict (ed, false); + } // if the pusher has a "blocked" function, call it, otherwise just stay in place until the obstacle is gone - if (pusher->v.blocked) + if (pusher->v->blocked) { pr_global_struct->self = EDICT_TO_PROG(pusher); pr_global_struct->other = EDICT_TO_PROG(check); - PR_ExecuteProgram (pusher->v.blocked, ""); - } - - // move back any entities we already moved - num_moved--; // LordHavoc: pop off check, because it was already restored - for (i=0 ; iv.origin); - SV_LinkEdict (moved_edict[i], false); + PR_ExecuteProgram (pusher->v->blocked, ""); } return; - } - } - } - - -} - -/* -============ -SV_PushRotate - -============ -*/ -void SV_PushRotate (edict_t *pusher, float movetime) -{ - int i, e; - edict_t *check; - vec3_t move, a, amove; - vec3_t entorigin, entangles, pushorigin, pushangles; - int num_moved; - edict_t *moved_edict[MAX_EDICTS]; - vec3_t moved_from[MAX_EDICTS]; - vec3_t angled_from[MAX_EDICTS]; - vec3_t org, org2; - vec3_t forward, right, up; - float savesolid; - - switch ((int) pusher->v.solid) - { - // LordHavoc: valid pusher types - case SOLID_BSP: - case SOLID_BBOX: - case SOLID_SLIDEBOX: - case SOLID_CORPSE: // LordHavoc: this would be weird... - break; - // LordHavoc: no collisions - case SOLID_NOT: - case SOLID_TRIGGER: - VectorMA (pusher->v.angles, movetime, pusher->v.avelocity, pusher->v.angles); - pusher->v.ltime += movetime; - SV_LinkEdict (pusher, false); - return; - default: - Host_Error("SV_PushRotate: unrecognized solid type %f\n", pusher->v.solid); - } - if (!pusher->v.avelocity[0] && !pusher->v.avelocity[1] && !pusher->v.avelocity[2]) - { - pusher->v.ltime += movetime; - return; - } - - for (i=0 ; i<3 ; i++) - amove[i] = pusher->v.avelocity[i] * movetime; - - VectorNegate (amove, a); - AngleVectors (a, forward, right, up); - - VectorCopy (pusher->v.origin, pushorigin); - VectorCopy (pusher->v.angles, pushangles); - -// move the pusher to it's final position - - VectorAdd (pusher->v.angles, amove, pusher->v.angles); - pusher->v.ltime += movetime; - SV_LinkEdict (pusher, false); - - -// see if any solid entities are inside the final position - num_moved = 0; - check = NEXT_EDICT(sv.edicts); - for (e=1 ; efree) - continue; - if (check->v.movetype == MOVETYPE_PUSH - || check->v.movetype == MOVETYPE_NONE - || check->v.movetype == MOVETYPE_FOLLOW - || check->v.movetype == MOVETYPE_NOCLIP) - continue; - - // if the entity is standing on the pusher, it will definately be moved - if (!(((int)check->v.flags & FL_ONGROUND) && PROG_TO_EDICT(check->v.groundentity) == pusher)) - { - if (check->v.absmin[0] >= pusher->v.absmax[0] - || check->v.absmin[1] >= pusher->v.absmax[1] - || check->v.absmin[2] >= pusher->v.absmax[2] - || check->v.absmax[0] <= pusher->v.absmin[0] - || check->v.absmax[1] <= pusher->v.absmin[1] - || check->v.absmax[2] <= pusher->v.absmin[2]) - continue; - - // see if the ent's bbox is inside the pusher's final position - if (!SV_TestEntityPosition (check)) - continue; - } - - // remove the onground flag for non-players - if (check->v.movetype != MOVETYPE_WALK) - check->v.flags = (int)check->v.flags & ~FL_ONGROUND; - - VectorCopy (check->v.origin, entorigin); - VectorCopy (check->v.origin, moved_from[num_moved]); - VectorCopy (check->v.angles, entangles); - VectorCopy (check->v.angles, angled_from[num_moved]); - moved_edict[num_moved] = check; - num_moved++; - - // calculate destination position - VectorSubtract (check->v.origin, pusher->v.origin, org); - org2[0] = DotProduct (org, forward); - org2[1] = -DotProduct (org, right); - org2[2] = DotProduct (org, up); - VectorSubtract (org2, org, move); - - // try moving the contacted entity - savesolid = pusher->v.solid; // LordHavoc: restore to correct solid type - pusher->v.solid = SOLID_NOT; - SV_PushEntity (check, move); - pusher->v.solid = savesolid; // LordHavoc: restore to correct solid type - - VectorAdd (check->v.angles, amove, check->v.angles); - - // if it is still inside the pusher, block - if (SV_TestEntityPosition (check)) - { // fail the move - if (check->v.mins[0] == check->v.maxs[0]) - continue; - if (check->v.solid == SOLID_NOT || check->v.solid == SOLID_TRIGGER) - { // corpse - check->v.mins[0] = check->v.mins[1] = 0; - VectorCopy (check->v.mins, check->v.maxs); - continue; - } - - VectorCopy (entorigin, check->v.origin); - VectorCopy (entangles, check->v.angles); - SV_LinkEdict (check, true); - - VectorCopy (pushorigin, pusher->v.origin); - VectorCopy (pushangles, pusher->v.angles); - SV_LinkEdict (pusher, false); - pusher->v.ltime -= movetime; - - // if the pusher has a "blocked" function, call it, otherwise just stay in place until the obstacle is gone - if (pusher->v.blocked) - { - pr_global_struct->self = EDICT_TO_PROG(pusher); - pr_global_struct->other = EDICT_TO_PROG(check); - PR_ExecuteProgram (pusher->v.blocked, ""); - } - - // move back any entities we already moved - num_moved--; // LordHavoc: pop off check, because it was already restored - for (i=0 ; iv.origin); - VectorCopy (angled_from[i], moved_edict[i]->v.angles); - SV_LinkEdict (moved_edict[i], false); } - return; } } } @@ -749,16 +753,14 @@ SV_Physics_Pusher */ void SV_Physics_Pusher (edict_t *ent) { - float thinktime; - float oldltime; - float movetime; + float thinktime, oldltime, movetime; - oldltime = ent->v.ltime; + oldltime = ent->v->ltime; - thinktime = ent->v.nextthink; - if (thinktime < ent->v.ltime + sv.frametime) + thinktime = ent->v->nextthink; + if (thinktime < ent->v->ltime + sv.frametime) { - movetime = thinktime - ent->v.ltime; + movetime = thinktime - ent->v->ltime; if (movetime < 0) movetime = 0; } @@ -766,24 +768,17 @@ void SV_Physics_Pusher (edict_t *ent) movetime = sv.frametime; if (movetime) + // advances ent->v->ltime if not blocked + SV_PushMove (ent, movetime); + + if (thinktime > oldltime && thinktime <= ent->v->ltime) { - if (ent->v.avelocity[0] || ent->v.avelocity[1] || ent->v.avelocity[2]) - SV_PushRotate (ent, movetime); - else - SV_PushMove (ent, movetime); // advances ent->v.ltime if not blocked - } - - if (thinktime > oldltime && thinktime <= ent->v.ltime) - { - ent->v.nextthink = 0; + ent->v->nextthink = 0; pr_global_struct->time = sv.time; pr_global_struct->self = EDICT_TO_PROG(ent); pr_global_struct->other = EDICT_TO_PROG(sv.edicts); - PR_ExecuteProgram (ent->v.think, "NULL think function"); - if (ent->free) - return; + PR_ExecuteProgram (ent->v->think, "NULL think function"); } - } @@ -805,32 +800,31 @@ clipping hull. */ void SV_CheckStuck (edict_t *ent) { - int i, j; - int z; - vec3_t org; + int i, j, z; + vec3_t org; if (!SV_TestEntityPosition(ent)) { - VectorCopy (ent->v.origin, ent->v.oldorigin); + VectorCopy (ent->v->origin, ent->v->oldorigin); return; } - VectorCopy (ent->v.origin, org); - VectorCopy (ent->v.oldorigin, ent->v.origin); + VectorCopy (ent->v->origin, org); + VectorCopy (ent->v->oldorigin, ent->v->origin); if (!SV_TestEntityPosition(ent)) { Con_DPrintf ("Unstuck.\n"); SV_LinkEdict (ent, true); return; } - + for (z=0 ; z< 18 ; z++) for (i=-1 ; i <= 1 ; i++) for (j=-1 ; j <= 1 ; j++) { - ent->v.origin[0] = org[0] + i; - ent->v.origin[1] = org[1] + j; - ent->v.origin[2] = org[2] + z; + ent->v->origin[0] = org[0] + i; + ent->v->origin[1] = org[1] + j; + ent->v->origin[2] = org[2] + z; if (!SV_TestEntityPosition(ent)) { Con_DPrintf ("Unstuck.\n"); @@ -838,8 +832,8 @@ void SV_CheckStuck (edict_t *ent) return; } } - - VectorCopy (org, ent->v.origin); + + VectorCopy (org, ent->v->origin); Con_DPrintf ("player is stuck.\n"); } @@ -851,33 +845,33 @@ SV_CheckWater */ qboolean SV_CheckWater (edict_t *ent) { - vec3_t point; - int cont; - - point[0] = ent->v.origin[0]; - point[1] = ent->v.origin[1]; - point[2] = ent->v.origin[2] + ent->v.mins[2] + 1; - - ent->v.waterlevel = 0; - ent->v.watertype = CONTENTS_EMPTY; - cont = SV_PointContents (point); + int cont; + vec3_t point; + + point[0] = ent->v->origin[0]; + point[1] = ent->v->origin[1]; + point[2] = ent->v->origin[2] + ent->v->mins[2] + 1; + + ent->v->waterlevel = 0; + ent->v->watertype = CONTENTS_EMPTY; + cont = SV_PointContents(point); if (cont <= CONTENTS_WATER) { - ent->v.watertype = cont; - ent->v.waterlevel = 1; - point[2] = ent->v.origin[2] + (ent->v.mins[2] + ent->v.maxs[2])*0.5; - cont = SV_PointContents (point); + ent->v->watertype = cont; + ent->v->waterlevel = 1; + point[2] = ent->v->origin[2] + (ent->v->mins[2] + ent->v->maxs[2])*0.5; + cont = SV_PointContents(point); if (cont <= CONTENTS_WATER) { - ent->v.waterlevel = 2; - point[2] = ent->v.origin[2] + ent->v.view_ofs[2]; - cont = SV_PointContents (point); + ent->v->waterlevel = 2; + point[2] = ent->v->origin[2] + ent->v->view_ofs[2]; + cont = SV_PointContents(point); if (cont <= CONTENTS_WATER) - ent->v.waterlevel = 3; + ent->v->waterlevel = 3; } } - - return ent->v.waterlevel > 1; + + return ent->v->waterlevel > 1; } /* @@ -886,26 +880,21 @@ SV_WallFriction ============ */ -void SV_WallFriction (edict_t *ent, trace_t *trace) +void SV_WallFriction (edict_t *ent, float *stepnormal) { - vec3_t forward; - float d, i; - vec3_t into, side; - - AngleVectors (ent->v.v_angle, forward, NULL, NULL); - d = DotProduct (trace->plane.normal, forward); - - d += 0.5; - if (d >= 0) - return; + float d, i; + vec3_t forward, into, side; -// cut the tangential velocity - i = DotProduct (trace->plane.normal, ent->v.velocity); - VectorScale (trace->plane.normal, i, into); - VectorSubtract (ent->v.velocity, into, side); - - ent->v.velocity[0] = side[0] * (1 + d); - ent->v.velocity[1] = side[1] * (1 + d); + AngleVectors (ent->v->v_angle, forward, NULL, NULL); + if ((d = DotProduct (stepnormal, forward) + 0.5) < 0) + { + // cut the tangential velocity + i = DotProduct (stepnormal, ent->v->velocity); + VectorScale (stepnormal, i, into); + VectorSubtract (ent->v->velocity, into, side); + ent->v->velocity[0] = side[0] * (1 + d); + ent->v->velocity[1] = side[1] * (1 + d); + } } /* @@ -922,51 +911,46 @@ This is a hack, but in the interest of good gameplay... */ int SV_TryUnstick (edict_t *ent, vec3_t oldvel) { - int i; - vec3_t oldorg; - vec3_t dir; - int clip; - trace_t steptrace; - - VectorCopy (ent->v.origin, oldorg); + int i, clip; + vec3_t oldorg, dir; + + VectorCopy (ent->v->origin, oldorg); VectorClear (dir); for (i=0 ; i<8 ; i++) { -// try pushing a little in an axial direction + // 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; + case 0: dir[0] = 2; dir[1] = 0; break; + case 1: dir[0] = 0; dir[1] = 2; break; + case 2: dir[0] = -2; dir[1] = 0; break; + case 3: dir[0] = 0; dir[1] = -2; break; + case 4: dir[0] = 2; dir[1] = 2; break; + case 5: dir[0] = -2; dir[1] = 2; break; + case 6: dir[0] = 2; dir[1] = -2; break; + case 7: dir[0] = -2; dir[1] = -2; break; } - - SV_PushEntity (ent, dir); -// retry the original move - ent->v.velocity[0] = oldvel[0]; - ent->v.velocity[1] = oldvel[1]; - ent->v.velocity[2] = 0; - clip = SV_FlyMove (ent, 0.1, &steptrace); + SV_PushEntity (ent, dir, vec3_origin); - if ( fabs(oldorg[1] - ent->v.origin[1]) > 4 - || fabs(oldorg[0] - ent->v.origin[0]) > 4 ) - { -//Con_DPrintf ("unstuck!\n"); + // retry the original move + ent->v->velocity[0] = oldvel[0]; + ent->v->velocity[1] = oldvel[1]; + ent->v->velocity[2] = 0; + clip = SV_FlyMove (ent, 0.1, NULL); + + if (fabs(oldorg[1] - ent->v->origin[1]) > 4 + || fabs(oldorg[0] - ent->v->origin[0]) > 4) return clip; - } - -// go back to the original pos and try again - VectorCopy (oldorg, ent->v.origin); + + // go back to the original pos and try again + VectorCopy (oldorg, ent->v->origin); } - - VectorClear (ent->v.velocity); - return 7; // still not moving + + // still not moving + VectorClear (ent->v->velocity); + return 7; } /* @@ -976,195 +960,102 @@ SV_WalkMove Only used by players ====================== */ -#define STEPSIZE 18 void SV_WalkMove (edict_t *ent) { - vec3_t upmove, downmove; - vec3_t oldorg, oldvel; - vec3_t nosteporg, nostepvel; - int clip; - int oldonground; - trace_t steptrace, downtrace; - -// -// do a regular slide move unless it looks like you ran into a step -// - oldonground = (int)ent->v.flags & FL_ONGROUND; - ent->v.flags = (int)ent->v.flags & ~FL_ONGROUND; - - VectorCopy (ent->v.origin, oldorg); - VectorCopy (ent->v.velocity, oldvel); + int clip, oldonground; + vec3_t upmove, downmove, oldorg, oldvel, nosteporg, nostepvel, stepnormal; + trace_t downtrace; + + // do a regular slide move unless it looks like you ran into a step + oldonground = (int)ent->v->flags & FL_ONGROUND; + ent->v->flags = (int)ent->v->flags & ~FL_ONGROUND; + + VectorCopy (ent->v->origin, oldorg); + VectorCopy (ent->v->velocity, oldvel); - clip = SV_FlyMove (ent, sv.frametime, &steptrace); + clip = SV_FlyMove (ent, sv.frametime, NULL); + // if move didn't block on a step, return if ( !(clip & 2) ) - return; // move didn't block on a step - - if (!oldonground && ent->v.waterlevel == 0) - return; // don't stair up while jumping - - if (ent->v.movetype != MOVETYPE_WALK) - return; // gibbed by a trigger - - if (sv_nostep.integer) - return; - - if ( (int)sv_player->v.flags & FL_WATERJUMP ) return; - VectorCopy (ent->v.origin, nosteporg); - VectorCopy (ent->v.velocity, nostepvel); + if (ent->v->movetype != MOVETYPE_FLY) + { + if (!oldonground && ent->v->waterlevel == 0 && !sv_jumpstep.integer) + // don't stair up while jumping + return; -// -// try moving up and forward to go up a step -// - VectorCopy (oldorg, ent->v.origin); // back to start pos + if (ent->v->movetype != MOVETYPE_WALK) + // gibbed by a trigger + return; + } - VectorClear (upmove); - VectorClear (downmove); - upmove[2] = STEPSIZE; - downmove[2] = -STEPSIZE + oldvel[2]*sv.frametime; + if (sv_nostep.integer) + return; -// move up - SV_PushEntity (ent, upmove); // FIXME: don't link? + if ( (int)ent->v->flags & FL_WATERJUMP ) + return; -// move forward - ent->v.velocity[0] = oldvel[0]; - ent->v. velocity[1] = oldvel[1]; - ent->v. velocity[2] = 0; - clip = SV_FlyMove (ent, sv.frametime, &steptrace); + VectorCopy (ent->v->origin, nosteporg); + VectorCopy (ent->v->velocity, nostepvel); -// check for stuckness, possibly due to the limited precision of floats -// in the clipping hulls - if (clip) - { - if ( fabs(oldorg[1] - ent->v.origin[1]) < 0.03125 - && fabs(oldorg[0] - ent->v.origin[0]) < 0.03125 ) - { // stepping up didn't make any progress - clip = SV_TryUnstick (ent, oldvel); - } - } - -// extra friction based on view angle - if ( clip & 2 ) - SV_WallFriction (ent, &steptrace); + // try moving up and forward to go up a step + // back to start pos + VectorCopy (oldorg, ent->v->origin); -// move down - downtrace = SV_PushEntity (ent, downmove); // FIXME: don't link? + VectorClear (upmove); + VectorClear (downmove); + upmove[2] = sv_stepheight.value; + downmove[2] = -sv_stepheight.value + oldvel[2]*sv.frametime; + + // move up + // FIXME: don't link? + SV_PushEntity (ent, upmove, vec3_origin); + + // move forward + ent->v->velocity[0] = oldvel[0]; + ent->v->velocity[1] = oldvel[1]; + ent->v->velocity[2] = 0; + clip = SV_FlyMove (ent, sv.frametime, stepnormal); + ent->v->velocity[2] += oldvel[2]; + + // check for stuckness, possibly due to the limited precision of floats + // in the clipping hulls + if (clip + && fabs(oldorg[1] - ent->v->origin[1]) < 0.03125 + && fabs(oldorg[0] - ent->v->origin[0]) < 0.03125) + // stepping up didn't make any progress + clip = SV_TryUnstick (ent, oldvel); + + // extra friction based on view angle + if (clip & 2 && sv_wallfriction.integer) + SV_WallFriction (ent, stepnormal); + + // move down + // FIXME: don't link? + downtrace = SV_PushEntity (ent, downmove, vec3_origin); if (downtrace.plane.normal[2] > 0.7) { - if (ent->v.solid == SOLID_BSP) + // LordHavoc: disabled this so you can walk on monsters/players + //if (ent->v->solid == SOLID_BSP) { - ent->v.flags = (int)ent->v.flags | FL_ONGROUND; - ent->v.groundentity = EDICT_TO_PROG(downtrace.ent); + ent->v->flags = (int)ent->v->flags | FL_ONGROUND; + ent->v->groundentity = EDICT_TO_PROG(downtrace.ent); } } else { -// if the push down didn't end up on good ground, use the move without -// the step up. This happens near wall / slope combinations, and can -// cause the player to hop up higher on a slope too steep to climb - VectorCopy (nosteporg, ent->v.origin); - VectorCopy (nostepvel, ent->v.velocity); - } -} - - -/* -================ -SV_Physics_Client - -Player character actions -================ -*/ -void SV_Physics_Client (edict_t *ent, int num) -{ - if ( ! svs.clients[num-1].active ) - return; // unconnected slot - -// -// call standard client pre-think -// - pr_global_struct->time = sv.time; - pr_global_struct->self = EDICT_TO_PROG(ent); - PR_ExecuteProgram (pr_global_struct->PlayerPreThink, "QC function PlayerPreThink is missing"); - -// -// do a move -// - SV_CheckVelocity (ent); - -// -// decide which move function to call -// - switch ((int)ent->v.movetype) - { - case MOVETYPE_NONE: - if (!SV_RunThink (ent)) - return; - break; - - case MOVETYPE_WALK: - if (!SV_RunThink (ent)) - return; - if (!SV_CheckWater (ent) && ! ((int)ent->v.flags & FL_WATERJUMP) ) - SV_AddGravity (ent); - SV_CheckStuck (ent); - SV_WalkMove (ent); - break; - - case MOVETYPE_TOSS: - case MOVETYPE_BOUNCE: - SV_Physics_Toss (ent); - break; - - case MOVETYPE_FLY: - if (!SV_RunThink (ent)) - return; - SV_CheckWater (ent); - SV_FlyMove (ent, sv.frametime, NULL); - break; - - case MOVETYPE_NOCLIP: - if (!SV_RunThink (ent)) - return; - SV_CheckWater (ent); - VectorMA (ent->v.origin, sv.frametime, ent->v.velocity, ent->v.origin); - break; - - default: - Host_Error ("SV_Physics_client: bad movetype %i", (int)ent->v.movetype); + // if the push down didn't end up on good ground, use the move without + // the step up. This happens near wall / slope combinations, and can + // cause the player to hop up higher on a slope too steep to climb + VectorCopy (nosteporg, ent->v->origin); + VectorCopy (nostepvel, ent->v->velocity); } - -// -// call standard player post-think -// - SV_LinkEdict (ent, true); - - pr_global_struct->time = sv.time; - pr_global_struct->self = EDICT_TO_PROG(ent); - PR_ExecuteProgram (pr_global_struct->PlayerPostThink, "QC function PlayerPostThink is missing"); } //============================================================================ -/* -============= -SV_Physics_None - -Non moving objects can only think -============= -*/ -// LordHavoc: inlined manually because it was a real time waster -/* -void SV_Physics_None (edict_t *ent) -{ -// regular thinking - SV_RunThink (ent); -} -*/ - /* ============= SV_Physics_Follow @@ -1176,40 +1067,36 @@ void SV_Physics_Follow (edict_t *ent) { vec3_t vf, vr, vu, angles, v; edict_t *e; -// regular thinking + + // regular thinking if (!SV_RunThink (ent)) return; + // LordHavoc: implemented rotation on MOVETYPE_FOLLOW objects - e = PROG_TO_EDICT(ent->v.aiment); - if (e->v.angles[0] == ent->v.punchangle[0] && e->v.angles[1] == ent->v.punchangle[1] && e->v.angles[2] == ent->v.punchangle[2]) + e = PROG_TO_EDICT(ent->v->aiment); + if (e->v->angles[0] == ent->v->punchangle[0] && e->v->angles[1] == ent->v->punchangle[1] && e->v->angles[2] == ent->v->punchangle[2]) { // quick case for no rotation - VectorAdd(e->v.origin, ent->v.view_ofs, ent->v.origin); + VectorAdd(e->v->origin, ent->v->view_ofs, ent->v->origin); } else { - angles[0] = -ent->v.punchangle[0]; - angles[1] = ent->v.punchangle[1]; - angles[2] = ent->v.punchangle[2]; + angles[0] = -ent->v->punchangle[0]; + angles[1] = ent->v->punchangle[1]; + angles[2] = ent->v->punchangle[2]; AngleVectors (angles, vf, vr, vu); - v[0] = ent->v.view_ofs[0] * vf[0] + ent->v.view_ofs[1] * vr[0] + ent->v.view_ofs[2] * vu[0]; - v[1] = ent->v.view_ofs[0] * vf[1] + ent->v.view_ofs[1] * vr[1] + ent->v.view_ofs[2] * vu[1]; - v[2] = ent->v.view_ofs[0] * vf[2] + ent->v.view_ofs[1] * vr[2] + ent->v.view_ofs[2] * vu[2]; - angles[0] = -e->v.angles[0]; - angles[1] = e->v.angles[1]; - angles[2] = e->v.angles[2]; + v[0] = ent->v->view_ofs[0] * vf[0] + ent->v->view_ofs[1] * vr[0] + ent->v->view_ofs[2] * vu[0]; + v[1] = ent->v->view_ofs[0] * vf[1] + ent->v->view_ofs[1] * vr[1] + ent->v->view_ofs[2] * vu[1]; + v[2] = ent->v->view_ofs[0] * vf[2] + ent->v->view_ofs[1] * vr[2] + ent->v->view_ofs[2] * vu[2]; + angles[0] = -e->v->angles[0]; + angles[1] = e->v->angles[1]; + angles[2] = e->v->angles[2]; AngleVectors (angles, vf, vr, vu); - ent->v.origin[0] = v[0] * vf[0] + v[1] * vf[1] + v[2] * vf[2] + e->v.origin[0]; - ent->v.origin[1] = v[0] * vr[0] + v[1] * vr[1] + v[2] * vr[2] + e->v.origin[1]; - ent->v.origin[2] = v[0] * vu[0] + v[1] * vu[1] + v[2] * vu[2] + e->v.origin[2]; - /* - ent->v.origin[0] = ent->v.view_ofs[0] * vf[0] + ent->v.view_ofs[0] * vf[1] + ent->v.view_ofs[0] * vf[2] + e->v.origin[0]; - ent->v.origin[1] = ent->v.view_ofs[1] * vr[0] + ent->v.view_ofs[1] * vr[1] + ent->v.view_ofs[1] * vr[2] + e->v.origin[1]; - ent->v.origin[2] = ent->v.view_ofs[2] * vu[0] + ent->v.view_ofs[2] * vu[1] + ent->v.view_ofs[2] * vu[2] + e->v.origin[2]; - */ + ent->v->origin[0] = v[0] * vf[0] + v[1] * vf[1] + v[2] * vf[2] + e->v->origin[0]; + ent->v->origin[1] = v[0] * vr[0] + v[1] * vr[1] + v[2] * vr[2] + e->v->origin[1]; + ent->v->origin[2] = v[0] * vu[0] + v[1] * vu[1] + v[2] * vu[2] + e->v->origin[2]; } - VectorAdd (e->v.angles, ent->v.v_angle, ent->v.angles); -// VectorAdd (PROG_TO_EDICT(ent->v.aiment)->v.origin, ent->v.v_angle, ent->v.origin); + VectorAdd (e->v->angles, ent->v->v_angle, ent->v->angles); SV_LinkEdict (ent, true); } @@ -1222,12 +1109,12 @@ A moving object that doesn't obey physics */ void SV_Physics_Noclip (edict_t *ent) { -// regular thinking + // regular thinking if (!SV_RunThink (ent)) return; - - VectorMA (ent->v.angles, sv.frametime, ent->v.avelocity, ent->v.angles); - VectorMA (ent->v.origin, sv.frametime, ent->v.velocity, ent->v.origin); + + VectorMA (ent->v->angles, sv.frametime, ent->v->avelocity, ent->v->angles); + VectorMA (ent->v->origin, sv.frametime, ent->v->velocity, ent->v->origin); SV_LinkEdict (ent, false); } @@ -1248,32 +1135,33 @@ SV_CheckWaterTransition */ void SV_CheckWaterTransition (edict_t *ent) { - int cont; - cont = SV_PointContents (ent->v.origin); - if (!ent->v.watertype) - { // just spawned here - ent->v.watertype = cont; - ent->v.waterlevel = 1; + int cont; + cont = SV_PointContents(ent->v->origin); + if (!ent->v->watertype) + { + // just spawned here + ent->v->watertype = cont; + ent->v->waterlevel = 1; return; } - + if (cont <= CONTENTS_WATER) { - if (ent->v.watertype == CONTENTS_EMPTY) - { // just crossed into water + if (ent->v->watertype == CONTENTS_EMPTY && cont != CONTENTS_LAVA) + // just crossed into water SV_StartSound (ent, 0, "misc/h2ohit1.wav", 255, 1); - } - ent->v.watertype = cont; - ent->v.waterlevel = 1; + + ent->v->watertype = cont; + ent->v->waterlevel = 1; } else { - if (ent->v.watertype != CONTENTS_EMPTY) - { // just crossed into water + if (ent->v->watertype != CONTENTS_EMPTY && ent->v->watertype != CONTENTS_LAVA) + // just crossed into water SV_StartSound (ent, 0, "misc/h2ohit1.wav", 255, 1); - } - ent->v.watertype = CONTENTS_EMPTY; - ent->v.waterlevel = cont; + + ent->v->watertype = CONTENTS_EMPTY; + ent->v->waterlevel = cont; } } @@ -1286,72 +1174,87 @@ Toss, bounce, and fly movement. When onground, do nothing. */ void SV_Physics_Toss (edict_t *ent) { - trace_t trace; - vec3_t move; - float backoff; + trace_t trace; + vec3_t move; edict_t *groundentity; + // regular thinking if (!SV_RunThink (ent)) return; // if onground, return without moving - if ( ((int)ent->v.flags & FL_ONGROUND) ) + if ((int)ent->v->flags & FL_ONGROUND) { - // LordHavoc: fall if the groundentity was removed - if (ent->v.groundentity) + if (ent->v->groundentity == 0) + return; + // if ent was supported by a brush model on previous frame, + // and groundentity is now freed, set groundentity to 0 (floating) + groundentity = PROG_TO_EDICT(ent->v->groundentity); + if (groundentity->v->solid == SOLID_BSP) { - groundentity = PROG_TO_EDICT(ent->v.groundentity); - if (groundentity && groundentity->v.solid != SOLID_NOT && groundentity->v.solid != SOLID_TRIGGER) - return; + ent->e->suspendedinairflag = true; + return; + } + else if (ent->e->suspendedinairflag && groundentity->e->free) + { + // leave it suspended in the air + ent->v->groundentity = 0; + ent->e->suspendedinairflag = false; + return; } } - ent->v.flags = (int)ent->v.flags & ~FL_ONGROUND; + ent->e->suspendedinairflag = false; SV_CheckVelocity (ent); // add gravity - if (ent->v.movetype != MOVETYPE_FLY - && ent->v.movetype != MOVETYPE_BOUNCEMISSILE // LordHavoc: enabled MOVETYPE_BOUNCEMISSILE - && ent->v.movetype != MOVETYPE_FLYMISSILE) + if (ent->v->movetype == MOVETYPE_TOSS || ent->v->movetype == MOVETYPE_BOUNCE) SV_AddGravity (ent); // move angles - VectorMA (ent->v.angles, sv.frametime, ent->v.avelocity, ent->v.angles); + VectorMA (ent->v->angles, sv.frametime, ent->v->avelocity, ent->v->angles); // move origin - VectorScale (ent->v.velocity, sv.frametime, move); - trace = SV_PushEntity (ent, move); - if (trace.fraction == 1) - return; - if (ent->free) + VectorScale (ent->v->velocity, sv.frametime, move); + trace = SV_PushEntity (ent, move, vec3_origin); + if (ent->e->free) return; - if (ent->v.movetype == MOVETYPE_BOUNCE) - backoff = 1.5; - else if (ent->v.movetype == MOVETYPE_BOUNCEMISSILE) - backoff = 2.0; - else - backoff = 1; - - ClipVelocity (ent->v.velocity, trace.plane.normal, ent->v.velocity, backoff); - -// stop if on ground - if (trace.plane.normal[2] > 0.7) + if (trace.fraction < 1) { - // LordHavoc: fixed grenades not bouncing when fired down a slope - if (fabs(ent->v.velocity[2]) < 60 || (ent->v.movetype != MOVETYPE_BOUNCE && ent->v.movetype != MOVETYPE_BOUNCEMISSILE)) - //if (ent->v.velocity[2] < 60 || (ent->v.movetype != MOVETYPE_BOUNCE && ent->v.movetype != MOVETYPE_BOUNCEMISSILE)) + if (ent->v->movetype == MOVETYPE_BOUNCEMISSILE) { - ent->v.flags = (int)ent->v.flags | FL_ONGROUND; - ent->v.groundentity = EDICT_TO_PROG(trace.ent); - VectorClear (ent->v.velocity); - VectorClear (ent->v.avelocity); + ClipVelocity (ent->v->velocity, trace.plane.normal, ent->v->velocity, 2.0); + ent->v->flags = (int)ent->v->flags & ~FL_ONGROUND; + } + else if (ent->v->movetype == MOVETYPE_BOUNCE) + { + ClipVelocity (ent->v->velocity, trace.plane.normal, ent->v->velocity, 1.5); + // LordHavoc: fixed grenades not bouncing when fired down a slope + if (trace.plane.normal[2] > 0.7 && DotProduct(trace.plane.normal, ent->v->velocity) < 60) + { + ent->v->flags = (int)ent->v->flags | FL_ONGROUND; + ent->v->groundentity = EDICT_TO_PROG(trace.ent); + VectorClear (ent->v->velocity); + VectorClear (ent->v->avelocity); + } + else + ent->v->flags = (int)ent->v->flags & ~FL_ONGROUND; } else - ent->v.flags = (int)ent->v.flags & ~FL_ONGROUND; + { + ClipVelocity (ent->v->velocity, trace.plane.normal, ent->v->velocity, 1.0); + if (trace.plane.normal[2] > 0.7) + { + ent->v->flags = (int)ent->v->flags | FL_ONGROUND; + ent->v->groundentity = EDICT_TO_PROG(trace.ent); + VectorClear (ent->v->velocity); + VectorClear (ent->v->avelocity); + } + else + ent->v->flags = (int)ent->v->flags & ~FL_ONGROUND; + } } - else - ent->v.flags = (int)ent->v.flags & ~FL_ONGROUND; // check for in water SV_CheckWaterTransition (ent); @@ -1378,32 +1281,25 @@ will fall if the floor is pulled out from under them. */ void SV_Physics_Step (edict_t *ent) { - qboolean hitsound; - -// freefall if not onground - if ( ! ((int)ent->v.flags & (FL_ONGROUND | FL_FLY | FL_SWIM) ) ) + // freefall if not onground/fly/swim + if (!((int)ent->v->flags & (FL_ONGROUND | FL_FLY | FL_SWIM))) { - if (ent->v.velocity[2] < sv_gravity.value*-0.1) - hitsound = true; - else - hitsound = false; + int hitsound = ent->v->velocity[2] < sv_gravity.value * -0.1; - SV_AddGravity (ent); - SV_CheckVelocity (ent); - SV_FlyMove (ent, sv.frametime, NULL); - SV_LinkEdict (ent, true); + SV_AddGravity(ent); + SV_CheckVelocity(ent); + SV_FlyMove(ent, sv.frametime, NULL); + SV_LinkEdict(ent, false); - if ( (int)ent->v.flags & FL_ONGROUND ) // just hit ground - { - if (hitsound) - SV_StartSound (ent, 0, "demon/dland2.wav", 255, 1); - } + // just hit ground + if (hitsound && (int)ent->v->flags & FL_ONGROUND) + SV_StartSound(ent, 0, "demon/dland2.wav", 255, 1); } // regular thinking - SV_RunThink (ent); + SV_RunThink(ent); - SV_CheckWaterTransition (ent); + SV_CheckWaterTransition(ent); } //============================================================================ @@ -1416,8 +1312,8 @@ SV_Physics */ void SV_Physics (void) { - int i; - edict_t *ent; + int i; + edict_t *ent; // let the progs know that a new frame has started pr_global_struct->self = EDICT_TO_PROG(sv.edicts); @@ -1425,15 +1321,13 @@ void SV_Physics (void) pr_global_struct->time = sv.time; PR_ExecuteProgram (pr_global_struct->StartFrame, "QC function StartFrame is missing"); -//SV_CheckAllEnts (); - // // treat each object in turn // ent = sv.edicts; for (i=0 ; ifree) + if (ent->e->free) continue; if (pr_global_struct->force_retouch) @@ -1441,35 +1335,51 @@ void SV_Physics (void) if (i > 0 && i <= svs.maxclients) { - SV_Physics_Client (ent, i); - continue; + if (!svs.clients[i-1].active) + continue; + // connected slot + // call standard client pre-think + SV_CheckVelocity (ent); + pr_global_struct->time = sv.time; + pr_global_struct->self = EDICT_TO_PROG(ent); + PR_ExecuteProgram (pr_global_struct->PlayerPreThink, "QC function PlayerPreThink is missing"); + SV_CheckVelocity (ent); } - switch ((int) ent->v.movetype) + // LordHavoc: merged client and normal entity physics + switch ((int) ent->v->movetype) { case MOVETYPE_PUSH: SV_Physics_Pusher (ent); break; case MOVETYPE_NONE: -// SV_Physics_None (ent); // LordHavoc: manually inlined the thinktime check here because MOVETYPE_NONE is used on so many objects - if (ent->v.nextthink > 0 && ent->v.nextthink <= sv.time + sv.frametime) + if (ent->v->nextthink > 0 && ent->v->nextthink <= sv.time + sv.frametime) SV_RunThink (ent); break; case MOVETYPE_FOLLOW: SV_Physics_Follow (ent); break; case MOVETYPE_NOCLIP: - SV_Physics_Noclip (ent); + if (i > 0 && i <= svs.maxclients) + { + if (SV_RunThink (ent)) + { + SV_CheckWater (ent); + VectorMA (ent->v->origin, sv.frametime, ent->v->velocity, ent->v->origin); + VectorMA (ent->v->angles, sv.frametime, ent->v->avelocity, ent->v->angles); + } + } + else + SV_Physics_Noclip (ent); break; case MOVETYPE_STEP: SV_Physics_Step (ent); break; - // LordHavoc: added support for MOVETYPE_WALK on normal entities! :) case MOVETYPE_WALK: if (SV_RunThink (ent)) { - if (!SV_CheckWater (ent) && ! ((int)ent->v.flags & FL_WATERJUMP) ) + if (!SV_CheckWater (ent) && ! ((int)ent->v->flags & FL_WATERJUMP) ) SV_AddGravity (ent); SV_CheckStuck (ent); SV_WalkMove (ent); @@ -1479,18 +1389,43 @@ void SV_Physics (void) case MOVETYPE_TOSS: case MOVETYPE_BOUNCE: case MOVETYPE_BOUNCEMISSILE: - case MOVETYPE_FLY: case MOVETYPE_FLYMISSILE: SV_Physics_Toss (ent); break; + case MOVETYPE_FLY: + if (i > 0 && i <= svs.maxclients) + { + if (SV_RunThink (ent)) + { + SV_CheckWater (ent); + SV_WalkMove (ent); + } + } + else + SV_Physics_Toss (ent); + break; default: - Host_Error ("SV_Physics: bad movetype %i", (int)ent->v.movetype); + Host_Error ("SV_Physics: bad movetype %i", (int)ent->v->movetype); break; } + + if (i > 0 && i <= svs.maxclients && !ent->e->free) + { + SV_CheckVelocity (ent); + + // call standard player post-think + SV_LinkEdict (ent, true); + + SV_CheckVelocity (ent); + + pr_global_struct->time = sv.time; + pr_global_struct->self = EDICT_TO_PROG(ent); + PR_ExecuteProgram (pr_global_struct->PlayerPostThink, "QC function PlayerPostThink is missing"); + } } - + if (pr_global_struct->force_retouch) - pr_global_struct->force_retouch--; + pr_global_struct->force_retouch--; // LordHavoc: endframe support if (EndFrameQC) @@ -1508,17 +1443,21 @@ void SV_Physics (void) trace_t SV_Trace_Toss (edict_t *tossent, edict_t *ignore) { int i; - edict_t tempent, *tent; - trace_t trace; - vec3_t move; - vec3_t end; - float gravity, savesolid; - eval_t *val; - - memcpy(&tempent, tossent, sizeof(edict_t)); + float gravity, savesolid; + vec3_t move, end; + edict_t tempent, *tent; + entvars_t vars; + eval_t *val; + trace_t trace; + + // copy the vars over + memcpy(&vars, tossent->v, sizeof(entvars_t)); + // set up the temp entity to point to the copied vars tent = &tempent; - savesolid = tossent->v.solid; - tossent->v.solid = SOLID_NOT; + tent->v = &vars; + + savesolid = tossent->v->solid; + tossent->v->solid = SOLID_NOT; // this has to fetch the field from the original edict, since our copy is truncated val = GETEDICTFIELDVALUE(tossent, eval_gravity); @@ -1531,18 +1470,19 @@ trace_t SV_Trace_Toss (edict_t *tossent, edict_t *ignore) for (i = 0;i < 200;i++) // LordHavoc: sanity check; never trace more than 10 seconds { SV_CheckVelocity (tent); - tent->v.velocity[2] -= gravity; - VectorMA (tent->v.angles, 0.05, tent->v.avelocity, tent->v.angles); - VectorScale (tent->v.velocity, 0.05, move); - VectorAdd (tent->v.origin, move, end); - trace = SV_Move (tent->v.origin, tent->v.mins, tent->v.maxs, end, MOVE_NORMAL, tent); - VectorCopy (trace.endpos, tent->v.origin); + tent->v->velocity[2] -= gravity; + VectorMA (tent->v->angles, 0.05, tent->v->avelocity, tent->v->angles); + VectorScale (tent->v->velocity, 0.05, move); + VectorAdd (tent->v->origin, move, end); + trace = SV_Move (tent->v->origin, tent->v->mins, tent->v->maxs, end, MOVE_NORMAL, tent); + VectorCopy (trace.endpos, tent->v->origin); if (trace.fraction < 1 && trace.ent) if (trace.ent != ignore) break; } - tossent->v.solid = savesolid; + tossent->v->solid = savesolid; trace.fraction = 0; // not relevant return trace; } +