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1 #include "movetypes.qh"
2
3 #ifdef SVQC
4 void set_movetype(entity this, int mt)
5 {
6         this.move_movetype = mt;
7         this.move_qcphysics = (mt != MOVETYPE_PHYSICS && !use_engine_physics);
8         if(!IL_CONTAINS(g_moveables, this))
9                 IL_PUSH(g_moveables, this); // add it to the moveable entities list (even if it doesn't move!) logic: if an object never sets its movetype, we assume it never does anything notable
10         this.movetype = (this.move_qcphysics) ? MOVETYPE_QCENTITY : mt;
11 }
12 #elif defined(CSQC)
13 void set_movetype(entity this, int mt)
14 {
15         this.move_movetype = mt;
16 }
17 #endif
18
19 bool _Movetype_NudgeOutOfSolid_PivotIsKnownGood(entity this, vector pivot) // SV_NudgeOutOfSolid_PivotIsKnownGood
20 {
21         vector stuckorigin = this.origin;
22         vector goodmins = pivot, goodmaxs = pivot;
23         for(int bump = 0; bump < 6; ++bump)
24         {
25                 int coord = 2 - (bump >> 1);
26                 int dir = (bump & 1);
27
28                 for(int subbump = 0; ; ++subbump)
29                 {
30                         vector testorigin = stuckorigin;
31                         if(dir)
32                         {
33                                 // pushing maxs
34                                 switch(coord)
35                                 {
36                                         case 0: testorigin.x += this.maxs_x - goodmaxs.x; break;
37                                         case 1: testorigin.y += this.maxs_y - goodmaxs.y; break;
38                                         case 2: testorigin.z += this.maxs_z - goodmaxs.z; break;
39                                 }
40                         }
41                         else
42                         {
43                                 // pushing mins
44                                 switch(coord)
45                                 {
46                                         case 0: testorigin.x += this.mins_x - goodmins.x; break;
47                                         case 1: testorigin.y += this.mins_y - goodmins.y; break;
48                                         case 2: testorigin.z += this.mins_z - goodmins.z; break;
49                                 }
50                         }
51
52                         tracebox(stuckorigin, goodmins, goodmaxs, testorigin, MOVE_NOMONSTERS, this);
53                         if(trace_startsolid && trace_ent.solid == SOLID_BSP) // NOTE: this checks for bmodelstartsolid in the engine
54                         {
55                                 // BAD BAD, can't fix that
56                                 return false;
57                         }
58
59                         if(trace_fraction >= 1)
60                                 break; // it WORKS!
61
62                         if(subbump >= 10)
63                         {
64                                 // BAD BAD, can't fix that
65                                 return false;
66                         }
67
68                         // we hit something... let's move out of it
69                         vector move = trace_endpos - testorigin;
70                         float nudge = (trace_plane_normal * move) + 0.03125; // FIXME cvar this constant
71                         stuckorigin = stuckorigin + nudge * trace_plane_normal;
72                 }
73
74                 if(dir)
75                 {
76                         // pushing maxs
77                         switch(coord)
78                         {
79                                 case 0: goodmaxs.x = this.maxs_x; break;
80                                 case 1: goodmaxs.y = this.maxs_y; break;
81                                 case 2: goodmaxs.z = this.maxs_z; break;
82                         }
83                 }
84                 else
85                 {
86                         // pushing mins
87                         switch(coord)
88                         {
89                                 case 0: goodmins.x = this.mins_x; break;
90                                 case 1: goodmins.y = this.mins_y; break;
91                                 case 2: goodmins.z = this.mins_z; break;
92                         }
93                 }
94         }
95
96         // WE WIN
97         this.origin = stuckorigin;
98
99         return true;
100 }
101
102 void _Movetype_WallFriction(entity this, vector stepnormal)  // SV_WallFriction
103 {
104         /*float d, i;
105         vector into, side;
106         makevectors(this.v_angle);
107         d = (stepnormal * v_forward) + 0.5;
108
109         if(d < 0)
110         {
111             i = (stepnormal * this.velocity);
112             into = i * stepnormal;
113             side = this.velocity - into;
114             this.velocity_x = side.x * (1 * d);
115             this.velocity_y = side.y * (1 * d);
116         }*/
117 }
118
119 vector planes[MAX_CLIP_PLANES];
120 int _Movetype_FlyMove(entity this, float dt, bool applygravity, bool applystepnormal, float stepheight) // SV_FlyMove
121 {
122         move_stepnormal = '0 0 0';
123
124         if(dt <= 0)
125                 return 0;
126
127         int blockedflag = 0;
128         int numplanes = 0;
129         float time_left = dt, grav = 0;
130         vector push;
131         vector primal_velocity, original_velocity;
132         vector restore_velocity = this.velocity;
133
134         for(int j = 0; j < MAX_CLIP_PLANES; ++j)
135                 planes[j] = '0 0 0';
136
137         if(applygravity)
138         {
139                 this.move_didgravity = 1;
140                 grav = dt * (this.gravity ? this.gravity : 1) * PHYS_GRAVITY(this);
141
142                 if(!GAMEPLAYFIX_NOGRAVITYONGROUND || !IS_ONGROUND(this))
143                 {
144                         if(GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
145                                 this.velocity_z -= grav * 0.5;
146                         else
147                                 this.velocity_z -= grav;
148                 }
149         }
150
151         original_velocity = primal_velocity = this.velocity;
152
153         for(int bumpcount = 0;bumpcount < MAX_CLIP_PLANES; ++bumpcount)
154         {
155                 if(this.velocity == '0 0 0')
156                         break;
157
158                 push = this.velocity * time_left;
159                 if(!_Movetype_PushEntity(this, push, false))
160                 {
161                         // we got teleported by a touch function
162                         // let's abort the move
163                         blockedflag |= 8;
164                         break;
165                 }
166
167                 // this code is used by MOVETYPE_WALK and MOVETYPE_STEP and SV_UnstickEntity
168                 // abort move if we're stuck in the world (and didn't make it out)
169                 if(trace_startsolid && trace_allsolid)
170                 {
171                         this.velocity = restore_velocity;
172                         return 3;
173                 }
174
175                 if(trace_fraction == 1)
176                         break;
177
178                 time_left *= 1 - trace_fraction;
179
180                 float my_trace_fraction = trace_fraction;
181                 vector my_trace_plane_normal = trace_plane_normal;
182
183                 if(trace_plane_normal.z)
184                 {
185                         if(trace_plane_normal.z > 0.7)
186                         {
187                                 // floor
188                                 blockedflag |= 1;
189
190                                 if(!trace_ent)
191                                 {
192                                         //dprint("_Movetype_FlyMove: !trace_ent\n");
193                                         trace_ent = NULL;
194                                 }
195
196                                 SET_ONGROUND(this);
197                                 this.groundentity = trace_ent;
198                         }
199                 }
200                 else if(stepheight)
201                 {
202                         // step - handle it immediately
203                         vector org = this.origin;
204                         vector steppush = vec3(0, 0, stepheight);
205                         push = this.velocity * time_left;
206
207                         if(!_Movetype_PushEntity(this, steppush, false))
208                         {
209                                 blockedflag |= 8;
210                                 break;
211                         }
212                         if(!_Movetype_PushEntity(this, push, false))
213                         {
214                                 blockedflag |= 8;
215                                 break;
216                         }
217                         float trace2_fraction = trace_fraction;
218                         steppush = vec3(0, 0, org.z - this.origin_z);
219                         if(!_Movetype_PushEntity(this, steppush, false))
220                         {
221                                 blockedflag |= 8;
222                                 break;
223                         }
224
225                         // accept the new position if it made some progress...
226                         // previously this checked if absolute distance >= 0.03125 which made stepping up unreliable
227                         if(this.origin_x - org.x || this.origin_y - org.y)
228                         {
229                                 trace_endpos = this.origin;
230                                 time_left *= 1 - trace2_fraction;
231                                 numplanes = 0;
232                                 continue;
233                         }
234                         else
235                                 this.origin = org;
236                 }
237                 else
238                 {
239                         // step - return it to caller
240                         blockedflag |= 2;
241                         // save the trace for player extrafriction
242                         if(applystepnormal)
243                                 move_stepnormal = trace_plane_normal;
244                 }
245
246                 if(my_trace_fraction >= 0.001)
247                 {
248                         // actually covered some distance
249                         original_velocity = this.velocity;
250                         numplanes = 0;
251                 }
252
253                 // clipped to another plane
254                 if(numplanes >= MAX_CLIP_PLANES)
255                 {
256                         // this shouldn't really happen
257                         this.velocity = '0 0 0';
258                         blockedflag = 3;
259                         break;
260                 }
261
262                 planes[numplanes] = my_trace_plane_normal;
263                 numplanes++;
264
265                 // modify original_velocity so it parallels all of the clip planes
266                 vector new_velocity = '0 0 0';
267                 int plane;
268                 for (plane = 0;plane < numplanes; ++plane)
269                 {
270                         int newplane;
271                         new_velocity = _Movetype_ClipVelocity(original_velocity, planes[plane], 1);
272                         for (newplane = 0;newplane < numplanes; ++newplane)
273                         {
274                                 if(newplane != plane)
275                                 {
276                                         // not ok
277                                         if((new_velocity * planes[newplane]) < 0)
278                                                 break;
279                                 }
280                         }
281                         if(newplane == numplanes)
282                                 break;
283                 }
284
285                 if(plane != numplanes)
286                 {
287                         // go along this plane
288                         this.velocity = new_velocity;
289                 }
290                 else
291                 {
292                         // go along the crease
293                         if(numplanes != 2)
294                         {
295                                 this.velocity = '0 0 0';
296                                 blockedflag = 7;
297                                 break;
298                         }
299                         vector dir = cross(planes[0], planes[1]);
300                         // LordHavoc: thanks to taniwha of QuakeForge for pointing out this fix for slowed falling in corners
301                         dir = normalize(dir);
302                         float d = (dir * this.velocity);
303                         this.velocity = dir * d;
304                 }
305
306                 // if current velocity is against the original velocity,
307                 // stop dead to avoid tiny occilations in sloping corners
308                 if((this.velocity * primal_velocity) <= 0)
309                 {
310                         this.velocity = '0 0 0';
311                         break;
312                 }
313         }
314
315         // LordHavoc: this came from QW and allows you to get out of water more easily
316         if(GAMEPLAYFIX_EASIERWATERJUMP(this) && (this.flags & FL_WATERJUMP) && !(blockedflag & 8))
317                 this.velocity = primal_velocity;
318
319         if(PHYS_WALLCLIP(this) && this.pm_time && !(this.flags & FL_WATERJUMP) && !(blockedflag & 8))
320                 this.velocity = primal_velocity;
321
322         if(applygravity)
323         {
324                 if(!GAMEPLAYFIX_NOGRAVITYONGROUND || !IS_ONGROUND(this))
325                 {
326                         if(GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
327                                 this.velocity_z -= grav * 0.5f;
328                 }
329         }
330
331         return blockedflag;
332 }
333
334 void _Movetype_CheckVelocity(entity this)  // SV_CheckVelocity
335 {
336         // if(vlen(this.velocity) < 0.0001)
337         // this.velocity = '0 0 0';
338 }
339
340 bool _Movetype_CheckWater(entity this)  // SV_CheckWater
341 {
342         vector point = this.origin;
343         point.z += this.mins.z + 1;
344
345         int nativecontents = pointcontents(point);
346         if(this.watertype && this.watertype != nativecontents)
347         {
348                 // dprintf("_Movetype_CheckWater(): Original: '%d', New: '%d'\n", this.watertype, nativecontents);
349                 if(this.contentstransition)
350                         this.contentstransition(this.watertype, nativecontents);
351         }
352
353         this.waterlevel = WATERLEVEL_NONE;
354         this.watertype = CONTENT_EMPTY;
355
356         int supercontents = Mod_Q1BSP_SuperContentsFromNativeContents(nativecontents);
357         if(supercontents & DPCONTENTS_LIQUIDSMASK)
358         {
359                 this.watertype = nativecontents;
360                 this.waterlevel = WATERLEVEL_WETFEET;
361                 point.z = this.origin.z + (this.mins.z + this.maxs.z) * 0.5;
362                 if(Mod_Q1BSP_SuperContentsFromNativeContents(pointcontents(point)) & DPCONTENTS_LIQUIDSMASK)
363                 {
364                         this.waterlevel = WATERLEVEL_SWIMMING;
365                         point.z = this.origin.z + this.view_ofs.z;
366                         if(Mod_Q1BSP_SuperContentsFromNativeContents(pointcontents(point)) & DPCONTENTS_LIQUIDSMASK)
367                                 this.waterlevel = WATERLEVEL_SUBMERGED;
368                 }
369         }
370
371         return this.waterlevel > 1;
372 }
373
374 void _Movetype_CheckWaterTransition(entity ent)  // SV_CheckWaterTransition
375 {
376         int contents = pointcontents(ent.origin);
377
378         if(!ent.watertype)
379         {
380                 // just spawned here
381                 if(!GAMEPLAYFIX_WATERTRANSITION(ent))
382                 {
383                         ent.watertype = contents;
384                         ent.waterlevel = 1;
385                         return;
386                 }
387         }
388         else if(ent.watertype != contents)
389         {
390                 // dprintf("_Movetype_CheckWaterTransition(): Origin: %s, Direct: '%d', Original: '%d', New: '%d'\n", vtos(ent.origin), pointcontents(ent.origin), ent.watertype, contents);
391                 if(ent.contentstransition)
392                         ent.contentstransition(ent.watertype, contents);
393         }
394
395         if(contents <= CONTENT_WATER)
396         {
397                 ent.watertype = contents;
398                 ent.waterlevel = 1;
399         }
400         else
401         {
402                 ent.watertype = CONTENT_EMPTY;
403                 ent.waterlevel = (GAMEPLAYFIX_WATERTRANSITION(ent) ? 0 : contents);
404         }
405 }
406
407 void _Movetype_Impact(entity this, entity toucher)  // SV_Impact
408 {
409         // due to a lack of pointers in QC, we must save the trace values and restore them for other functions
410         bool save_trace_allsolid = trace_allsolid;
411         bool save_trace_startsolid = trace_startsolid;
412         float save_trace_fraction = trace_fraction;
413         bool save_trace_inwater = trace_inwater;
414         bool save_trace_inopen = trace_inopen;
415         vector save_trace_endpos = trace_endpos;
416         vector save_trace_plane_normal = trace_plane_normal;
417         float save_trace_plane_dist = trace_plane_dist;
418         entity save_trace_ent = trace_ent;
419         int save_trace_dpstartcontents = trace_dpstartcontents;
420         int save_trace_dphitcontents = trace_dphitcontents;
421         int save_trace_dphitq3surfaceflags = trace_dphitq3surfaceflags;
422         string save_trace_dphittexturename = trace_dphittexturename;
423
424         if(this.solid != SOLID_NOT && gettouch(this) && !wasfreed(this) && !wasfreed(toucher))
425                 gettouch(this)(this, toucher);
426
427         if(toucher.solid != SOLID_NOT && gettouch(toucher) && !wasfreed(this) && !wasfreed(toucher))
428         {
429                 trace_endpos = toucher.origin;
430                 trace_plane_normal = -trace_plane_normal;
431                 trace_plane_dist = -trace_plane_dist;
432                 trace_ent = this;
433                 trace_dpstartcontents = 0;
434                 trace_dphitcontents = 0;
435                 trace_dphitq3surfaceflags = 0;
436                 trace_dphittexturename = string_null;
437                 gettouch(toucher)(toucher, this);
438         }
439
440         trace_allsolid = save_trace_allsolid;
441         trace_startsolid = save_trace_startsolid;
442         trace_fraction = save_trace_fraction;
443         trace_inwater = save_trace_inwater;
444         trace_inopen = save_trace_inopen;
445         trace_endpos = save_trace_endpos;
446         trace_plane_normal = save_trace_plane_normal;
447         trace_plane_dist = save_trace_plane_dist;
448         trace_ent = save_trace_ent;
449         trace_dpstartcontents = save_trace_dpstartcontents;
450         trace_dphitcontents = save_trace_dphitcontents;
451         trace_dphitq3surfaceflags = save_trace_dphitq3surfaceflags;
452         trace_dphittexturename = save_trace_dphittexturename;
453 }
454
455 void _Movetype_LinkEdict_TouchAreaGrid(entity this)  // SV_LinkEdict_TouchAreaGrid
456 {
457         if(this.solid == SOLID_NOT)
458                 return;
459
460         // due to a lack of pointers in QC, we must save the trace values and restore them for other functions
461         bool save_trace_allsolid = trace_allsolid;
462         bool save_trace_startsolid = trace_startsolid;
463         float save_trace_fraction = trace_fraction;
464         bool save_trace_inwater = trace_inwater;
465         bool save_trace_inopen = trace_inopen;
466         vector save_trace_endpos = trace_endpos;
467         vector save_trace_plane_normal = trace_plane_normal;
468         float save_trace_plane_dist = trace_plane_dist;
469         entity save_trace_ent = trace_ent;
470         int save_trace_dpstartcontents = trace_dpstartcontents;
471         int save_trace_dphitcontents = trace_dphitcontents;
472         int save_trace_dphitq3surfaceflags = trace_dphitq3surfaceflags;
473         string save_trace_dphittexturename = trace_dphittexturename;
474
475         vector emin = this.absmin, emax = this.absmax;
476         // Xonotic and Nexuiz maps assume triggers will be activated by adjacent players
477         // prior to sv_legacy_bbox_expand 0 DP always did this for SVQC and never for CSQC
478         // we also need this for zero-size bboxes because radius == 0 returns nothing
479         // see also: WarpZoneLib_ExactTrigger_Touch()
480         emin -= '1 1 1';
481         emax += '1 1 1';
482
483         FOREACH_ENTITY_RADIUS_ORDERED(0.5 * (this.absmin + this.absmax), 0.5 * vlen(emin - emax), true, {
484                 if (it.solid == SOLID_TRIGGER && it != this)
485                 if (it.move_nomonsters != MOVE_NOMONSTERS && it.move_nomonsters != MOVE_WORLDONLY)
486                 if (gettouch(it) && boxesoverlap(it.absmin, it.absmax, emin, emax))
487                 {
488                         trace_allsolid = false;
489                         trace_startsolid = false;
490                         trace_fraction = 1;
491                         trace_inwater = false;
492                         trace_inopen = true;
493                         trace_endpos = it.origin;
494                         trace_plane_normal = '0 0 1';
495                         trace_plane_dist = 0;
496                         trace_ent = this;
497                         trace_dpstartcontents = 0;
498                         trace_dphitcontents = 0;
499                         trace_dphitq3surfaceflags = 0;
500                         trace_dphittexturename = string_null;
501
502                         gettouch(it)(it, this);
503                 }
504         });
505
506         trace_allsolid = save_trace_allsolid;
507         trace_startsolid = save_trace_startsolid;
508         trace_fraction = save_trace_fraction;
509         trace_inwater = save_trace_inwater;
510         trace_inopen = save_trace_inopen;
511         trace_endpos = save_trace_endpos;
512         trace_plane_normal = save_trace_plane_normal;
513         trace_plane_dist = save_trace_plane_dist;
514         trace_ent = save_trace_ent;
515         trace_dpstartcontents = save_trace_dpstartcontents;
516         trace_dphitcontents = save_trace_dphitcontents;
517         trace_dphitq3surfaceflags = save_trace_dphitq3surfaceflags;
518         trace_dphittexturename = save_trace_dphittexturename;
519 }
520
521 bool autocvar__movetype_debug = false;
522 void _Movetype_LinkEdict(entity this, bool touch_triggers)  // SV_LinkEdict
523 {
524         if(autocvar__movetype_debug)
525         {
526                 this.absmin = this.origin + this.mins;
527                 this.absmax = this.origin + this.maxs;
528         }
529         else
530                 setorigin(this, this.origin); // calls SV_LinkEdict
531
532         if(touch_triggers)
533                 _Movetype_LinkEdict_TouchAreaGrid(this);
534 }
535
536 int _Movetype_ContentsMask(entity this)  // SV_GenericHitSuperContentsMask
537 {
538         if(this)
539         {
540                 if(this.dphitcontentsmask)
541                         return this.dphitcontentsmask;
542                 else if(this.solid == SOLID_SLIDEBOX)
543                 {
544                         if(this.flags & FL_MONSTER)
545                                 return DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_MONSTERCLIP;
546                         else
547                                 return DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
548                 }
549                 else if(this.solid == SOLID_CORPSE)
550                         return DPCONTENTS_SOLID | DPCONTENTS_BODY;
551                 else if(this.solid == SOLID_TRIGGER)
552                         return DPCONTENTS_SOLID | DPCONTENTS_BODY;
553                 else
554                         return DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
555         }
556         else
557                 return DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
558 }
559
560 entity _Movetype_TestEntityPosition_ent;
561 bool _Movetype_TestEntityPosition(vector ofs)  // SV_TestEntityPosition
562 {
563     entity this = _Movetype_TestEntityPosition_ent;
564         vector org = this.origin + ofs;
565
566         //int cont = this.dphitcontentsmask;
567         //this.dphitcontentsmask = DPCONTENTS_SOLID;
568         tracebox(org, this.mins, this.maxs, this.origin, ((this.move_movetype == MOVETYPE_FLY_WORLDONLY) ? MOVE_WORLDONLY : MOVE_NOMONSTERS), this);
569         //this.dphitcontentsmask = cont;
570         if(trace_dpstartcontents & _Movetype_ContentsMask(this))
571                 return true;
572
573         if(vlen2(trace_endpos - this.origin) >= 0.0001)
574         {
575                 tracebox(trace_endpos, this.mins, this.maxs, trace_endpos, MOVE_NOMONSTERS, this);
576                 if(!trace_startsolid)
577                         this.origin = trace_endpos;
578         }
579         return false;
580 }
581
582 bool _Movetype_TestEntityPosition_Offset(int offset)
583 {
584         // NOTE: expects _Movetype_TestEntityPosition_ent to be set to the correct entity
585         // returns true if stuck
586
587     // start at 2, since the first position has already been checked
588     for(int j = 2; j <= offset; ++j)
589     {
590         if(!_Movetype_TestEntityPosition('0 0 -1' * j))
591                 return false;
592         if(!_Movetype_TestEntityPosition('0 0 1' * j))
593                 return false;
594     }
595
596         return true;
597 }
598
599 int _Movetype_UnstickEntity(entity this)  // SV_UnstickEntity
600 {
601     _Movetype_TestEntityPosition_ent = this;
602         if (!_Movetype_TestEntityPosition(' 0  0  0')) {
603             return UNSTICK_FINE;
604         }
605         #define X(v) if (_Movetype_TestEntityPosition(v))
606         X('0  0  -1') X(' 0  0  1')
607         X('-1  0  0') X(' 1  0  0')
608         X(' 0 -1  0') X(' 0  1  0')
609         X('-1 -1  0') X(' 1 -1  0')
610         X('-1  1  0') X(' 1  1  0')
611         #undef X
612         {
613         if(_Movetype_TestEntityPosition_Offset(rint((this.maxs.z - this.mins.z) * 0.36)))
614         {
615             LOG_DEBUGF("Can't unstick an entity (edict: %d, classname: %s, origin: %s)",
616                 etof(this), this.classname, vtos(this.origin));
617             return UNSTICK_STUCK;
618         }
619         }
620         LOG_DEBUGF("Sucessfully unstuck an entity (edict: %d, classname: %s, origin: %s)",
621                 etof(this), this.classname, vtos(this.origin));
622         _Movetype_LinkEdict(this, false);
623         return UNSTICK_FIXED;
624 }
625
626 void _Movetype_CheckStuck(entity this)  // SV_CheckStuck
627 {
628         int unstick = _Movetype_UnstickEntity(this); // sets test position entity
629         switch(unstick)
630         {
631                 case UNSTICK_FINE:
632                         this.oldorigin = this.origin;
633                         break;
634                 case UNSTICK_FIXED:
635                         break; // already sorted
636                 case UNSTICK_STUCK:
637                         vector offset = this.oldorigin - this.origin;
638                         if(!_Movetype_TestEntityPosition(offset))
639                                 _Movetype_LinkEdict(this, false);
640                         // couldn't unstick, should we warn about this?
641                         break;
642         }
643 }
644
645 vector _Movetype_ClipVelocity(vector vel, vector norm, float f)  // ClipVelocity
646 {
647         vel -= ((vel * norm) * norm) * f;
648
649         if(vel.x > -0.1 && vel.x < 0.1) vel.x = 0;
650         if(vel.y > -0.1 && vel.y < 0.1) vel.y = 0;
651         if(vel.z > -0.1 && vel.z < 0.1) vel.z = 0;
652
653         return vel;
654 }
655
656 void _Movetype_PushEntityTrace(entity this, vector push)
657 {
658         vector end = this.origin + push;
659         int type;
660         if(this.move_nomonsters)
661                 type = max(0, this.move_nomonsters);
662         else if(this.move_movetype == MOVETYPE_FLYMISSILE)
663                 type = MOVE_MISSILE;
664         else if(this.move_movetype == MOVETYPE_FLY_WORLDONLY)
665                 type = MOVE_WORLDONLY;
666         else if(this.solid == SOLID_TRIGGER || this.solid == SOLID_NOT)
667                 type = MOVE_NOMONSTERS;
668         else
669                 type = MOVE_NORMAL;
670
671         tracebox(this.origin, this.mins, this.maxs, end, type, this);
672 }
673
674 bool _Movetype_PushEntity(entity this, vector push, bool dolink)  // SV_PushEntity
675 {
676         _Movetype_PushEntityTrace(this, push);
677
678         // NOTE: this is a workaround for the QC's lack of a worldstartsolid trace parameter
679         if(trace_startsolid)
680         {
681                 int oldtype = this.move_nomonsters;
682                 this.move_nomonsters = MOVE_WORLDONLY;
683                 _Movetype_PushEntityTrace(this, push);
684                 this.move_nomonsters = oldtype;
685                 if(trace_startsolid)
686                 {
687                         trace_fraction = 0;
688                         return true;
689                 }
690         }
691
692         this.origin = trace_endpos;
693
694         vector last_origin = this.origin;
695
696         _Movetype_LinkEdict(this, dolink);
697
698         if((this.solid >= SOLID_TRIGGER && trace_fraction < 1 && (!IS_ONGROUND(this) || this.groundentity != trace_ent)))
699                 _Movetype_Impact(this, trace_ent);
700
701         return (this.origin == last_origin); // false if teleported by touch
702 }
703
704 void _Movetype_Physics_Frame(entity this, float movedt)
705 {
706         this.move_didgravity = -1;
707         switch (this.move_movetype)
708         {
709                 case MOVETYPE_PUSH:
710                 case MOVETYPE_FAKEPUSH:
711                         _Movetype_Physics_Push(this, movedt);
712                         break;
713                 case MOVETYPE_NONE:
714                         break;
715                 case MOVETYPE_FOLLOW:
716                         _Movetype_Physics_Follow(this);
717                         break;
718                 case MOVETYPE_NOCLIP:
719                         _Movetype_CheckWater(this);
720                         this.origin = this.origin + movedt * this.velocity;
721                         this.angles = this.angles + movedt * this.avelocity;
722                         _Movetype_LinkEdict(this, false);
723                         break;
724                 case MOVETYPE_STEP:
725                         _Movetype_Physics_Step(this, movedt);
726                         break;
727                 case MOVETYPE_WALK:
728                         _Movetype_Physics_Walk(this, movedt);
729                         break;
730                 case MOVETYPE_TOSS:
731                 case MOVETYPE_BOUNCE:
732                 case MOVETYPE_BOUNCEMISSILE:
733                 case MOVETYPE_FLYMISSILE:
734                 case MOVETYPE_FLY:
735                 case MOVETYPE_FLY_WORLDONLY:
736                         _Movetype_Physics_Toss(this, movedt);
737                         break;
738                 case MOVETYPE_PHYSICS:
739                         break;
740         }
741 }
742
743 void _Movetype_Physics_ClientFrame(entity this, float movedt)
744 {
745         this.move_didgravity = -1;
746         switch (this.move_movetype)
747         {
748                 case MOVETYPE_PUSH:
749                 case MOVETYPE_FAKEPUSH:
750                         LOG_DEBUG("Physics: Lacking QuakeC support for Push movetype, FIX ME by using engine physics!");
751                         break;
752                 case MOVETYPE_NONE:
753                         break;
754                 case MOVETYPE_FOLLOW:
755                         _Movetype_Physics_Follow(this);
756                         break;
757                 case MOVETYPE_NOCLIP:
758                         _Movetype_CheckWater(this);
759                         this.origin = this.origin + movedt * this.velocity;
760                         this.angles = this.angles + movedt * this.avelocity;
761                         break;
762                 case MOVETYPE_STEP:
763                         _Movetype_Physics_Step(this, movedt);
764                         break;
765                 case MOVETYPE_WALK:
766                 case MOVETYPE_FLY:
767                 case MOVETYPE_FLY_WORLDONLY:
768                         _Movetype_Physics_Walk(this, movedt);
769                         break;
770                 case MOVETYPE_TOSS:
771                 case MOVETYPE_BOUNCE:
772                 case MOVETYPE_BOUNCEMISSILE:
773                 case MOVETYPE_FLYMISSILE:
774                         if (GAMEPLAYFIX_UNSTICKPLAYERS(this) == 2)
775                                 _Movetype_CheckStuck(this);
776                         _Movetype_Physics_Toss(this, movedt);
777                         break;
778                 case MOVETYPE_PHYSICS:
779                         break;
780         }
781
782         //_Movetype_CheckVelocity(this);
783
784         _Movetype_LinkEdict(this, true);
785
786         //_Movetype_CheckVelocity(this);
787 }
788
789 void Movetype_Physics_NoMatchTicrate(entity this, float movedt, bool isclient)  // to be run every move frame
790 {
791         bool didmove = (this.move_time != 0);
792         this.move_time = time;
793
794         if(isclient)
795                 _Movetype_Physics_ClientFrame(this, movedt);
796         else
797         {
798                 // this doesn't apply to clients, and only applies to unmatched entities
799                 // don't run think/move on newly spawned projectiles as it messes up
800                 // movement interpolation and rocket trails, and is inconsistent with
801                 // respect to entities spawned in the same frame
802                 // (if an ent spawns a higher numbered ent, it moves in the same frame,
803                 //  but if it spawns a lower numbered ent, it doesn't - this never moves
804                 //  ents in the first frame regardless)
805                 if(!didmove && GAMEPLAYFIX_DELAYPROJECTILES(this) > 0)
806                         return;
807                 _Movetype_Physics_Frame(this, movedt);
808         }
809         if(wasfreed(this))
810                 return;
811
812         setorigin(this, this.origin);
813 }
814
815 void Movetype_Physics_NoMatchServer(entity this)  // optimized
816 {
817         float movedt = time - this.move_time;
818         this.move_time = time;
819
820         _Movetype_Physics_Frame(this, movedt);
821         if(wasfreed(this))
822                 return;
823
824         setorigin(this, this.origin);
825 }
826
827 void Movetype_Physics_MatchServer(entity this, bool sloppy)
828 {
829         Movetype_Physics_MatchTicrate(this, TICRATE, sloppy);
830 }
831
832 // saved .move_*
833 .vector tic_origin;
834 .vector tic_velocity;
835 .int tic_flags;
836 .vector tic_avelocity;
837 .vector tic_angles;
838
839 // saved .*
840 .vector tic_saved_origin;
841 .vector tic_saved_velocity;
842 .int tic_saved_flags;
843 .vector tic_saved_avelocity;
844 .vector tic_saved_angles;
845 void Movetype_Physics_MatchTicrate(entity this, float tr, bool sloppy)  // SV_Physics_Entity
846 {
847         // this hack exists to contain the physics feature
848         // (so entities can place themselves in the world and not need to update .tic_* themselves)
849 #define X(s) \
850         if(this.(s) != this.tic_saved_##s) \
851                 this.tic_##s = this.(s)
852
853         X(origin);
854         X(velocity);
855         X(flags);
856         X(avelocity);
857         X(angles);
858 #undef X
859
860         this.flags = this.tic_flags;
861         this.velocity = this.tic_velocity;
862         setorigin(this, this.tic_origin);
863         this.avelocity = this.tic_avelocity;
864         this.angles = this.tic_angles;
865
866         if(tr <= 0)
867         {
868                 Movetype_Physics_NoMatchServer(this);
869
870                 this.tic_saved_flags = this.tic_flags = this.flags;
871                 this.tic_saved_velocity = this.tic_velocity = this.velocity;
872                 this.tic_saved_origin = this.tic_origin = this.origin;
873                 this.tic_saved_avelocity = this.tic_avelocity = this.avelocity;
874                 this.tic_saved_angles = this.tic_angles = this.angles;
875                 return;
876         }
877
878         float dt = time - this.move_time;
879
880         int n = bound(0, floor(dt / tr), 32); // limit the number of frames to 32 (CL_MAX_USERCMDS, using DP_SMALLMEMORY value for consideration of QC's limitations)
881         dt -= n * tr;
882         this.move_time += n * tr;
883
884         if(!this.move_didgravity)
885                 this.move_didgravity = ((this.move_movetype == MOVETYPE_BOUNCE || this.move_movetype == MOVETYPE_TOSS) && !(this.tic_flags & FL_ONGROUND));
886
887         for (int j = 0; j < n; ++j)
888         {
889                 _Movetype_Physics_Frame(this, tr);
890                 if(wasfreed(this))
891                         return;
892         }
893
894         // update the physics fields
895         this.tic_origin = this.origin;
896         this.tic_velocity = this.velocity;
897         this.tic_avelocity = this.avelocity;
898         this.tic_angles = this.angles;
899         this.tic_flags = this.flags;
900
901         // restore their actual values
902         this.flags = this.tic_saved_flags;
903         this.velocity = this.tic_saved_velocity;
904         setorigin(this, this.tic_saved_origin);
905         //this.avelocity = this.tic_saved_avelocity;
906         this.angles = this.tic_saved_angles;
907
908         this.avelocity = this.tic_avelocity;
909
910         if(dt > 0 && this.move_movetype != MOVETYPE_NONE && !(this.tic_flags & FL_ONGROUND))
911         {
912                 // now continue the move from move_time to time
913                 this.velocity = this.tic_velocity;
914
915                 if(this.move_didgravity > 0)
916                 {
917                         this.velocity_z -= (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE ? 0.5 : 1)
918                             * dt
919                             * ((this.gravity) ? this.gravity : 1)
920                             * PHYS_GRAVITY(this);
921                 }
922
923                 this.angles = this.tic_angles + dt * this.avelocity;
924
925                 if(sloppy || this.move_movetype == MOVETYPE_NOCLIP)
926                 {
927                         setorigin(this, this.tic_origin + dt * this.velocity);
928                 }
929                 else
930                 {
931                         setorigin(this, this.tic_origin);
932                         _Movetype_PushEntityTrace(this, dt * this.velocity);
933                         if(!trace_startsolid)
934                                 setorigin(this, trace_endpos);
935                         else
936                                 setorigin(this, this.tic_saved_origin);
937                 }
938
939                 if(this.move_didgravity > 0 && GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
940                         this.velocity_z -= 0.5 * dt * ((this.gravity) ? this.gravity : 1) * PHYS_GRAVITY(this);
941         }
942         else
943         {
944                 this.velocity = this.tic_velocity;
945                 this.angles = this.tic_angles;
946                 setorigin(this, this.tic_origin);
947         }
948
949         this.flags = this.tic_flags;
950
951         this.tic_saved_flags = this.flags;
952         this.tic_saved_velocity = this.velocity;
953         this.tic_saved_origin = this.origin;
954         this.tic_saved_avelocity = this.avelocity;
955         this.tic_saved_angles = this.angles;
956 }