spingle/source/sv_phys.c

1268 lines
31 KiB
C

/*
Copyright (C) 1996-2001 Id Software, Inc.
Copyright (C) 2002-2009 John Fitzgibbons and others
Copyright (C) 2010-2014 QuakeSpasm developers
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// sv_phys.c
#include "q_defs.h"
/*
pushmove objects do not obey gravity, and do not interact with each other or trigger, but block normal movement and push normal objects when they move.
onground is set for toss objects when they come to a complete rest. it is set for steping or walking objects
doors, plats, etc are SOLID_BSP, and MOVETYPE_PUSH
bonus items are SOLID_TRIGGER touch, and MOVETYPE_TOSS
corpses are SOLID_NOT and MOVETYPE_TOSS
crates are SOLID_BBOX and MOVETYPE_TOSS
walking monsters are SOLID_SLIDEBOX and MOVETYPE_STEP
flying/floating monsters are SOLID_SLIDEBOX and MOVETYPE_FLY
solid_edge items only clip against bsp models.
*/
cvar_t sv_friction = {"sv_friction", "4", CVAR_NOTIFY | CVAR_SERVERINFO};
cvar_t sv_stopspeed = {"sv_stopspeed", "100", CVAR_NONE};
cvar_t sv_gravity = {"sv_gravity", "800", CVAR_NOTIFY | CVAR_SERVERINFO};
cvar_t sv_maxvelocity = {"sv_maxvelocity", "2000", CVAR_NONE};
cvar_t sv_nostep = {"sv_nostep", "0", CVAR_NONE};
cvar_t sv_freezenonclients = {"sv_freezenonclients", "0", CVAR_NONE};
#define MOVE_EPSILON 0.01
void SV_Physics_Toss(edict_t *ent);
/*
================
SV_CheckAllEnts
================
*/
void SV_CheckAllEnts(void)
{
int32_t e;
edict_t *check;
// see if any solid entities are inside the final position
check = NextEdict(sv.edicts);
for(e = 1 ; e < sv.num_edicts ; e++, check = NextEdict(check))
{
if(check->free)
continue;
if(ED_Float(check, ED_movetype) == MOVETYPE_PUSH
|| ED_Float(check, ED_movetype) == MOVETYPE_NONE
|| ED_Float(check, ED_movetype) == MOVETYPE_NOCLIP)
continue;
if(SV_TestEntityPosition(check))
Con_Printf("entity in invalid position\n");
}
}
/*
================
SV_CheckVelocity
================
*/
void SV_CheckVelocity(edict_t *ent)
{
int32_t i;
//
// bound velocity
//
for(i = 0 ; i < 3 ; i++)
{
if(isnan(ED_Vector(ent, ED_velocity)[i]))
{
Con_Printf("Got a NaN velocity on %s\n", ED_String(ent, ED_classname));
ED_Vector(ent, ED_velocity)[i] = 0;
}
if(isnan(ED_Vector(ent, ED_origin)[i]))
{
Con_Printf("Got a NaN origin on %s\n", ED_String(ent, ED_classname));
ED_Vector(ent, ED_origin)[i] = 0;
}
if(ED_Vector(ent, ED_velocity)[i] > sv_maxvelocity.value)
ED_Vector(ent, ED_velocity)[i] = sv_maxvelocity.value;
else if(ED_Vector(ent, ED_velocity)[i] < -sv_maxvelocity.value)
ED_Vector(ent, ED_velocity)[i] = -sv_maxvelocity.value;
}
}
/*
=============
SV_RunThink
Runs thinking code if time. There is some play in the exact time the think
function will be called, because it is called before any movement is done
in a frame. Not used for pushmove objects, because they must be exact.
Returns false if the entity removed itself.
=============
*/
bool SV_RunThink(edict_t *ent)
{
float thinktime;
float oldframe; //johnfitz
int32_t i; //johnfitz
thinktime = ED_Float(ent, ED_nextthink);
if(thinktime <= 0 || thinktime > sv.time + host_frametime)
return true;
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.
oldframe = ED_Float(ent, ED_frame); //johnfitz
ED_Float(ent, ED_nextthink) = 0;
G_Float(GBL_time) = thinktime;
G_PEdict(GBL_self) = EdictProg(ent);
G_PEdict(GBL_other) = EdictProg(sv.edicts);
PR_ExecuteProgram(ED_Func(ent, ED_think));
//johnfitz -- PROTOCOL_FITZQUAKE
//capture interval to nextthink here and send it to client for better
//lerp timing, but only if interval is not 0.1 (which client assumes)
ent->sendinterval = false;
if(!ent->free && ED_Float(ent, ED_nextthink) && (ED_Float(ent, ED_movetype) == MOVETYPE_STEP || ED_Float(ent, ED_frame) != oldframe))
{
i = Q_rint((ED_Float(ent, ED_nextthink) - thinktime) * 255);
if(i >= 0 && i < 256 && i != 25 && i != 26) //25 and 26 are close enough to 0.1 to not send
ent->sendinterval = true;
}
//johnfitz
return !ent->free;
}
/*
==================
SV_Impact
Two entities have touched, so run their touch functions
==================
*/
void SV_Impact(edict_t *e1, edict_t *e2)
{
pedict_t old_self, old_other;
old_self = G_PEdict(GBL_self);
old_other = G_PEdict(GBL_other);
G_Float(GBL_time) = sv.time;
if(ED_Func(e1, ED_touch) && ED_Float(e1, ED_solid) != SOLID_NOT)
{
G_PEdict(GBL_self) = EdictProg(e1);
G_PEdict(GBL_other) = EdictProg(e2);
PR_ExecuteProgram(ED_Func(e1, ED_touch));
}
if(ED_Func(e2, ED_touch) && ED_Float(e2, ED_solid) != SOLID_NOT)
{
G_PEdict(GBL_self) = EdictProg(e2);
G_PEdict(GBL_other) = EdictProg(e1);
PR_ExecuteProgram(ED_Func(e2, ED_touch));
}
G_PEdict(GBL_self) = old_self;
G_PEdict(GBL_other) = old_other;
}
/*
==================
ClipVelocity
Slide off of the impacting object
returns the blocked flags (1 = floor, 2 = step / wall)
==================
*/
#define STOP_EPSILON 0.1
int32_t ClipVelocity(vec3_t in, vec3_t normal, vec3_t out, float overbounce)
{
float backoff;
float change;
int32_t i, blocked;
blocked = 0;
if(normal[2] > 0)
blocked |= 1; // floor
if(!normal[2])
blocked |= 2; // step
backoff = DotProduct(in, normal) * overbounce;
for(i = 0 ; i < 3 ; i++)
{
change = normal[i] * backoff;
out[i] = in[i] - change;
if(out[i] > -STOP_EPSILON && out[i] < STOP_EPSILON)
out[i] = 0;
}
return blocked;
}
/*
============
SV_FlyMove
The basic solid body movement clip that slides along multiple planes
Returns the clipflags if the velocity was modified (hit something solid)
1 = floor
2 = wall / step
4 = dead stop
If steptrace is not NULL, the trace of any vertical wall hit will be stored
============
*/
#define MAX_CLIP_PLANES 5
int32_t SV_FlyMove(edict_t *ent, float time, trace_t *steptrace)
{
int32_t bumpcount, numbumps;
vec3_t dir;
float d;
int32_t numplanes;
vec3_t planes[MAX_CLIP_PLANES];
vec3_t primal_velocity, original_velocity, new_velocity;
int32_t i, j;
trace_t trace;
vec3_t end;
float time_left;
int32_t blocked;
numbumps = 4;
blocked = 0;
VectorCopy(ED_Vector(ent, ED_velocity), original_velocity);
VectorCopy(ED_Vector(ent, ED_velocity), primal_velocity);
numplanes = 0;
time_left = time;
for(bumpcount = 0 ; bumpcount < numbumps ; bumpcount++)
{
if(!ED_Vector(ent, ED_velocity)[0] && !ED_Vector(ent, ED_velocity)[1] && !ED_Vector(ent, ED_velocity)[2])
break;
for(i = 0 ; i < 3 ; i++)
end[i] = ED_Vector(ent, ED_origin)[i] + time_left * ED_Vector(ent, ED_velocity)[i];
trace = SV_Move(ED_Vector(ent, ED_origin), ED_Vector(ent, ED_mins), ED_Vector(ent, ED_maxs), end, false, ent);
if(trace.allsolid)
{
// entity is trapped in another solid
VectorCopy(vec3_origin, ED_Vector(ent, ED_velocity));
return 3;
}
if(trace.fraction > 0)
{
// actually covered some distance
VectorCopy(trace.endpos, ED_Vector(ent, ED_origin));
VectorCopy(ED_Vector(ent, ED_velocity), original_velocity);
numplanes = 0;
}
if(trace.fraction == 1)
break; // moved the entire distance
if(!trace.ent)
Sys_Error("SV_FlyMove: !trace.ent");
if(trace.plane.normal[2] > 0.7)
{
blocked |= 1; // floor
if(ED_Float(trace.ent, ED_solid) == SOLID_BSP)
{
ED_Float(ent, ED_flags) = (int32_t)ED_Float(ent, ED_flags) | FL_ONGROUND;
ED_PEdict(ent, ED_groundentity) = EdictProg(trace.ent);
}
}
if(!trace.plane.normal[2])
{
blocked |= 2; // step
if(steptrace)
*steptrace = trace; // save for player extrafriction
}
//
// 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
VectorCopy(vec3_origin, ED_Vector(ent, ED_velocity));
return 3;
}
VectorCopy(trace.plane.normal, planes[numplanes]);
numplanes++;
//
// modify original_velocity so it parallels all of the clip planes
//
for(i = 0 ; i < numplanes ; i++)
{
ClipVelocity(original_velocity, planes[i], new_velocity, 1);
for(j = 0 ; j < numplanes ; j++)
if(j != i)
{
if(DotProduct(new_velocity, planes[j]) < 0)
break; // not ok
}
if(j == numplanes)
break;
}
if(i != numplanes)
{
// go along this plane
VectorCopy(new_velocity, ED_Vector(ent, ED_velocity));
}
else
{
// go along the crease
if(numplanes != 2)
{
// Con_Printf ("clip velocity, numplanes == %" PRIi32 "\n",numplanes);
VectorCopy(vec3_origin, ED_Vector(ent, ED_velocity));
return 7;
}
CrossProduct(planes[0], planes[1], dir);
d = DotProduct(dir, ED_Vector(ent, ED_velocity));
VectorScale(dir, d, ED_Vector(ent, ED_velocity));
}
//
// if original velocity is against the original velocity, stop dead
// to avoid tiny occilations in sloping corners
//
if(DotProduct(ED_Vector(ent, ED_velocity), primal_velocity) <= 0)
{
VectorCopy(vec3_origin, ED_Vector(ent, ED_velocity));
return blocked;
}
}
return blocked;
}
/*
============
SV_AddGravity
============
*/
void SV_AddGravity(edict_t *ent)
{
float ent_gravity;
eval_t *val;
val = GetEdictFieldValue(ent, "gravity");
if(val && val->flt)
ent_gravity = val->flt;
else
ent_gravity = 1.0;
ED_Vector(ent, ED_velocity)[2] -= ent_gravity * sv_gravity.value * host_frametime;
}
/*
===============================================================================
PUSHMOVE
===============================================================================
*/
/*
============
SV_PushEntity
Does not change the entities velocity at all
============
*/
trace_t SV_PushEntity(edict_t *ent, vec3_t push)
{
trace_t trace;
vec3_t end;
VectorAdd(ED_Vector(ent, ED_origin), push, end);
if(ED_Float(ent, ED_movetype) == MOVETYPE_FLYMISSILE)
trace = SV_Move(ED_Vector(ent, ED_origin), ED_Vector(ent, ED_mins), ED_Vector(ent, ED_maxs), end, MOVE_MISSILE, ent);
else if(ED_Float(ent, ED_solid) == SOLID_TRIGGER || ED_Float(ent, ED_solid) == SOLID_NOT)
// only clip against bmodels
trace = SV_Move(ED_Vector(ent, ED_origin), ED_Vector(ent, ED_mins), ED_Vector(ent, ED_maxs), end, MOVE_NOMONSTERS, ent);
else
trace = SV_Move(ED_Vector(ent, ED_origin), ED_Vector(ent, ED_mins), ED_Vector(ent, ED_maxs), end, MOVE_NORMAL, ent);
VectorCopy(trace.endpos, ED_Vector(ent, ED_origin));
SV_LinkEdict(ent, true);
if(trace.ent)
SV_Impact(ent, trace.ent);
return trace;
}
/*
============
SV_PushMove
============
*/
void SV_PushMove(edict_t *pusher, float movetime)
{
int32_t i, e;
edict_t *check, *block;
vec3_t mins, maxs, move;
vec3_t entorig, pushorig;
int32_t num_moved;
edict_t **moved_edict; //johnfitz -- dynamically allocate
vec3_t *moved_from; //johnfitz -- dynamically allocate
int32_t mark; //johnfitz
if(!ED_Vector(pusher, ED_velocity)[0] && !ED_Vector(pusher, ED_velocity)[1] && !ED_Vector(pusher, ED_velocity)[2])
{
ED_Float(pusher, ED_ltime) += movetime;
return;
}
for(i = 0 ; i < 3 ; i++)
{
move[i] = ED_Vector(pusher, ED_velocity)[i] * movetime;
mins[i] = ED_Vector(pusher, ED_absmin)[i] + move[i];
maxs[i] = ED_Vector(pusher, ED_absmax)[i] + move[i];
}
VectorCopy(ED_Vector(pusher, ED_origin), pushorig);
// move the pusher to it's final position
VectorAdd(ED_Vector(pusher, ED_origin), move, ED_Vector(pusher, ED_origin));
ED_Float(pusher, ED_ltime) += movetime;
SV_LinkEdict(pusher, false);
//johnfitz -- dynamically allocate
mark = Hunk_LowMark();
moved_edict = Hunk_AllocName(sv.num_edicts * sizeof(edict_t *), "moved_edict");
moved_from = Hunk_AllocName(sv.num_edicts * sizeof(vec3_t), "moved_from");
//johnfitz
// see if any solid entities are inside the final position
num_moved = 0;
check = NextEdict(sv.edicts);
for(e = 1 ; e < sv.num_edicts ; e++, check = NextEdict(check))
{
if(check->free)
continue;
if(ED_Float(check, ED_movetype) == MOVETYPE_PUSH
|| ED_Float(check, ED_movetype) == MOVETYPE_NONE
|| ED_Float(check, ED_movetype) == MOVETYPE_NOCLIP)
continue;
// if the entity is standing on the pusher, it will definately be moved
if(!(((int32_t)ED_Float(check, ED_flags) & FL_ONGROUND)
&& ProgEdict(ED_PEdict(check, ED_groundentity)) == pusher))
{
if(ED_Vector(check, ED_absmin)[0] >= maxs[0]
|| ED_Vector(check, ED_absmin)[1] >= maxs[1]
|| ED_Vector(check, ED_absmin)[2] >= maxs[2]
|| ED_Vector(check, ED_absmax)[0] <= mins[0]
|| ED_Vector(check, ED_absmax)[1] <= mins[1]
|| ED_Vector(check, ED_absmax)[2] <= mins[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(ED_Float(check, ED_movetype) != MOVETYPE_WALK)
ED_Float(check, ED_flags) = (int32_t)ED_Float(check, ED_flags) & ~FL_ONGROUND;
VectorCopy(ED_Vector(check, ED_origin), entorig);
VectorCopy(ED_Vector(check, ED_origin), moved_from[num_moved]);
moved_edict[num_moved] = check;
num_moved++;
// try moving the contacted entity
ED_Float(pusher, ED_solid) = SOLID_NOT;
SV_PushEntity(check, move);
ED_Float(pusher, ED_solid) = SOLID_BSP;
// if it is still inside the pusher, block
block = SV_TestEntityPosition(check);
if(block)
{
// fail the move
if(ED_Vector(check, ED_mins)[0] == ED_Vector(check, ED_maxs)[0])
continue;
if(ED_Float(check, ED_solid) == SOLID_NOT || ED_Float(check, ED_solid) == SOLID_TRIGGER)
{
// corpse
ED_Vector(check, ED_mins)[0] = ED_Vector(check, ED_mins)[1] = 0;
VectorCopy(ED_Vector(check, ED_mins), ED_Vector(check, ED_maxs));
continue;
}
VectorCopy(entorig, ED_Vector(check, ED_origin));
SV_LinkEdict(check, true);
VectorCopy(pushorig, ED_Vector(pusher, ED_origin));
SV_LinkEdict(pusher, false);
ED_Float(pusher, ED_ltime) -= movetime;
// if the pusher has a "blocked" function, call it
// otherwise, just stay in place until the obstacle is gone
if(ED_Func(pusher, ED_blocked))
{
G_PEdict(GBL_self) = EdictProg(pusher);
G_PEdict(GBL_other) = EdictProg(check);
PR_ExecuteProgram(ED_Func(pusher, ED_blocked));
}
// move back any entities we already moved
for(i = 0 ; i < num_moved ; i++)
{
VectorCopy(moved_from[i], ED_Vector(moved_edict[i], ED_origin));
SV_LinkEdict(moved_edict[i], false);
}
Hunk_FreeToLowMark(mark); //johnfitz
return;
}
}
Hunk_FreeToLowMark(mark); //johnfitz
}
/*
================
SV_Physics_Pusher
================
*/
void SV_Physics_Pusher(edict_t *ent)
{
float thinktime;
float oldltime;
float movetime;
oldltime = ED_Float(ent, ED_ltime);
thinktime = ED_Float(ent, ED_nextthink);
if(thinktime < ED_Float(ent, ED_ltime) + host_frametime)
{
movetime = thinktime - ED_Float(ent, ED_ltime);
if(movetime < 0)
movetime = 0;
}
else
movetime = host_frametime;
if(movetime)
{
SV_PushMove(ent, movetime); // advances ED_Float(ent, ED_ltime) if not blocked
}
if(thinktime > oldltime && thinktime <= ED_Float(ent, ED_ltime))
{
ED_Float(ent, ED_nextthink) = 0;
G_Float(GBL_time) = sv.time;
G_PEdict(GBL_self) = EdictProg(ent);
G_PEdict(GBL_other) = EdictProg(sv.edicts);
PR_ExecuteProgram(ED_Func(ent, ED_think));
if(ent->free)
return;
}
}
/*
===============================================================================
CLIENT MOVEMENT
===============================================================================
*/
/*
=============
SV_CheckStuck
This is a big hack to try and fix the rare case of getting stuck in the world
clipping hull.
=============
*/
void SV_CheckStuck(edict_t *ent)
{
int32_t i, j;
int32_t z;
vec3_t org;
if(!SV_TestEntityPosition(ent))
{
VectorCopy(ED_Vector(ent, ED_origin), ED_Vector(ent, ED_oldorigin));
return;
}
VectorCopy(ED_Vector(ent, ED_origin), org);
VectorCopy(ED_Vector(ent, ED_oldorigin), ED_Vector(ent, ED_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++)
{
ED_Vector(ent, ED_origin)[0] = org[0] + i;
ED_Vector(ent, ED_origin)[1] = org[1] + j;
ED_Vector(ent, ED_origin)[2] = org[2] + z;
if(!SV_TestEntityPosition(ent))
{
Con_DPrintf("Unstuck.\n");
SV_LinkEdict(ent, true);
return;
}
}
VectorCopy(org, ED_Vector(ent, ED_origin));
Con_DPrintf("player is stuck.\n");
}
/*
=============
SV_CheckWater
=============
*/
bool SV_CheckWater(edict_t *ent)
{
vec3_t point;
int32_t cont;
point[0] = ED_Vector(ent, ED_origin)[0];
point[1] = ED_Vector(ent, ED_origin)[1];
point[2] = ED_Vector(ent, ED_origin)[2] + ED_Vector(ent, ED_mins)[2] + 1;
ED_Float(ent, ED_waterlevel) = 0;
ED_Float(ent, ED_watertype) = CONTENTS_EMPTY;
cont = SV_PointContents(point);
if(cont <= CONTENTS_WATER)
{
ED_Float(ent, ED_watertype) = cont;
ED_Float(ent, ED_waterlevel) = 1;
point[2] = ED_Vector(ent, ED_origin)[2] + (ED_Vector(ent, ED_mins)[2] + ED_Vector(ent, ED_maxs)[2]) * 0.5;
cont = SV_PointContents(point);
if(cont <= CONTENTS_WATER)
{
ED_Float(ent, ED_waterlevel) = 2;
point[2] = ED_Vector(ent, ED_origin)[2] + ED_Vector(ent, ED_view_ofs)[2];
cont = SV_PointContents(point);
if(cont <= CONTENTS_WATER)
ED_Float(ent, ED_waterlevel) = 3;
}
}
return ED_Float(ent, ED_waterlevel) > 1;
}
/*
============
SV_WallFriction
============
*/
void SV_WallFriction(edict_t *ent, trace_t *trace)
{
vec3_t forward, right, up;
float d, i;
vec3_t into, side;
AngleVectors(ED_Vector(ent, ED_v_angle), forward, right, up);
d = DotProduct(trace->plane.normal, forward);
d += 0.5;
if(d >= 0)
return;
// cut the tangential velocity
i = DotProduct(trace->plane.normal, ED_Vector(ent, ED_velocity));
VectorScale(trace->plane.normal, i, into);
VectorSubtract(ED_Vector(ent, ED_velocity), into, side);
ED_Vector(ent, ED_velocity)[0] = side[0] * (1 + d);
ED_Vector(ent, ED_velocity)[1] = side[1] * (1 + d);
}
/*
=====================
SV_TryUnstick
Player has come to a dead stop, possibly due to the problem with limited
float precision at some angle joins in the BSP hull.
Try fixing by pushing one pixel in each direction.
This is a hack, but in the interest of good gameplay...
======================
*/
int32_t SV_TryUnstick(edict_t *ent, vec3_t oldvel)
{
int32_t i;
vec3_t oldorg;
vec3_t dir;
int32_t clip;
trace_t steptrace;
VectorCopy(ED_Vector(ent, ED_origin), oldorg);
VectorCopy(vec3_origin, dir);
for(i = 0 ; i < 8 ; i++)
{
// try pushing a little in an axial direction
switch(i)
{
case 0:
dir[0] = 2;
dir[1] = 0;
break;
case 1:
dir[0] = 0;
dir[1] = 2;
break;
case 2:
dir[0] = -2;
dir[1] = 0;
break;
case 3:
dir[0] = 0;
dir[1] = -2;
break;
case 4:
dir[0] = 2;
dir[1] = 2;
break;
case 5:
dir[0] = -2;
dir[1] = 2;
break;
case 6:
dir[0] = 2;
dir[1] = -2;
break;
case 7:
dir[0] = -2;
dir[1] = -2;
break;
}
SV_PushEntity(ent, dir);
// retry the original move
ED_Vector(ent, ED_velocity)[0] = oldvel[0];
ED_Vector(ent, ED_velocity)[1] = oldvel[1];
ED_Vector(ent, ED_velocity)[2] = 0;
clip = SV_FlyMove(ent, 0.1, &steptrace);
if(fabs(oldorg[1] - ED_Vector(ent, ED_origin)[1]) > 4
|| fabs(oldorg[0] - ED_Vector(ent, ED_origin)[0]) > 4)
{
//Con_DPrintf ("unstuck!\n");
return clip;
}
// go back to the original pos and try again
VectorCopy(oldorg, ED_Vector(ent, ED_origin));
}
VectorCopy(vec3_origin, ED_Vector(ent, ED_velocity));
return 7; // still not moving
}
/*
=====================
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;
int32_t clip;
int32_t oldonground;
trace_t steptrace, downtrace;
//
// do a regular slide move unless it looks like you ran into a step
//
oldonground = (int32_t)ED_Float(ent, ED_flags) & FL_ONGROUND;
ED_Float(ent, ED_flags) = (int32_t)ED_Float(ent, ED_flags) & ~FL_ONGROUND;
VectorCopy(ED_Vector(ent, ED_origin), oldorg);
VectorCopy(ED_Vector(ent, ED_velocity), oldvel);
clip = SV_FlyMove(ent, host_frametime, &steptrace);
if(!(clip & 2))
return; // move didn't block on a step
if(!oldonground && ED_Float(ent, ED_waterlevel) == 0)
return; // don't stair up while jumping
if(ED_Float(ent, ED_movetype) != MOVETYPE_WALK)
return; // gibbed by a trigger
if(sv_nostep.value)
return;
if((int32_t)ED_Float(sv_player, ED_flags) & FL_WATERJUMP)
return;
VectorCopy(ED_Vector(ent, ED_origin), nosteporg);
VectorCopy(ED_Vector(ent, ED_velocity), nostepvel);
//
// try moving up and forward to go up a step
//
VectorCopy(oldorg, ED_Vector(ent, ED_origin)); // back to start pos
VectorCopy(vec3_origin, upmove);
VectorCopy(vec3_origin, downmove);
upmove[2] = STEPSIZE;
downmove[2] = -STEPSIZE + oldvel[2] * host_frametime;
// move up
SV_PushEntity(ent, upmove); // FIXME: don't link?
// move forward
ED_Vector(ent, ED_velocity)[0] = oldvel[0];
ED_Vector(ent, ED_velocity)[1] = oldvel[1];
ED_Vector(ent, ED_velocity)[2] = 0;
clip = SV_FlyMove(ent, host_frametime, &steptrace);
// check for stuckness, possibly due to the limited precision of floats
// in the clipping hulls
if(clip)
{
if(fabs(oldorg[1] - ED_Vector(ent, ED_origin)[1]) < 0.03125
&& fabs(oldorg[0] - ED_Vector(ent, ED_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);
// move down
downtrace = SV_PushEntity(ent, downmove); // FIXME: don't link?
if(downtrace.plane.normal[2] > 0.7)
{
if(ED_Float(ent, ED_solid) == SOLID_BSP)
{
ED_Float(ent, ED_flags) = (int32_t)ED_Float(ent, ED_flags) | FL_ONGROUND;
ED_PEdict(ent, ED_groundentity) = EdictProg(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, ED_Vector(ent, ED_origin));
VectorCopy(nostepvel, ED_Vector(ent, ED_velocity));
}
}
/*
================
SV_Physics_Client
Player character actions
================
*/
void SV_Physics_Client(edict_t *ent, int32_t num)
{
if(! svs.clients[num - 1].active)
return; // unconnected slot
//
// call standard client pre-think
//
G_Float(GBL_time) = sv.time;
G_PEdict(GBL_self) = EdictProg(ent);
PR_ExecuteProgram(G_Func(GBL_PlayerPreThink));
//
// do a move
//
SV_CheckVelocity(ent);
//
// decide which move function to call
//
switch((int32_t)ED_Float(ent, ED_movetype))
{
case MOVETYPE_NONE:
if(!SV_RunThink(ent))
return;
break;
case MOVETYPE_WALK:
if(!SV_RunThink(ent))
return;
if(!SV_CheckWater(ent) && !((int32_t)ED_Float(ent, ED_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_FlyMove(ent, host_frametime, NULL);
break;
case MOVETYPE_NOCLIP:
if(!SV_RunThink(ent))
return;
VectorMA(ED_Vector(ent, ED_origin), host_frametime, ED_Vector(ent, ED_velocity), ED_Vector(ent, ED_origin));
break;
default:
Sys_Error("SV_Physics_client: bad movetype %" PRIi32, (int32_t)ED_Float(ent, ED_movetype));
}
//
// call standard player post-think
//
SV_LinkEdict(ent, true);
G_Float(GBL_time) = sv.time;
G_PEdict(GBL_self) = EdictProg(ent);
PR_ExecuteProgram(G_Func(GBL_PlayerPostThink));
}
//============================================================================
/*
=============
SV_Physics_None
Non moving objects can only think
=============
*/
void SV_Physics_None(edict_t *ent)
{
// regular thinking
SV_RunThink(ent);
}
/*
=============
SV_Physics_Noclip
A moving object that doesn't obey physics
=============
*/
void SV_Physics_Noclip(edict_t *ent)
{
// regular thinking
if(!SV_RunThink(ent))
return;
VectorMA(ED_Vector(ent, ED_angles), host_frametime, ED_Vector(ent, ED_avelocity), ED_Vector(ent, ED_angles));
VectorMA(ED_Vector(ent, ED_origin), host_frametime, ED_Vector(ent, ED_velocity), ED_Vector(ent, ED_origin));
SV_LinkEdict(ent, false);
}
/*
==============================================================================
TOSS / BOUNCE
==============================================================================
*/
/*
=============
SV_CheckWaterTransition
=============
*/
void SV_CheckWaterTransition(edict_t *ent)
{
int32_t cont;
cont = SV_PointContents(ED_Vector(ent, ED_origin));
if(!ED_Float(ent, ED_watertype))
{
// just spawned here
ED_Float(ent, ED_watertype) = cont;
ED_Float(ent, ED_waterlevel) = 1;
return;
}
if(cont <= CONTENTS_WATER)
{
if(ED_Float(ent, ED_watertype) == CONTENTS_EMPTY)
{
// just crossed into water
SV_StartSound(ent, 0, "misc/h2ohit1.wav", 255, 1);
}
ED_Float(ent, ED_watertype) = cont;
ED_Float(ent, ED_waterlevel) = 1;
}
else
{
if(ED_Float(ent, ED_watertype) != CONTENTS_EMPTY)
{
// just crossed into water
SV_StartSound(ent, 0, "misc/h2ohit1.wav", 255, 1);
}
ED_Float(ent, ED_watertype) = CONTENTS_EMPTY;
ED_Float(ent, ED_waterlevel) = cont;
}
}
/*
=============
SV_Physics_Toss
Toss, bounce, and fly movement. When onground, do nothing.
=============
*/
void SV_Physics_Toss(edict_t *ent)
{
trace_t trace;
vec3_t move;
float backoff;
// regular thinking
if(!SV_RunThink(ent))
return;
// if onground, return without moving
if(((int32_t)ED_Float(ent, ED_flags) & FL_ONGROUND))
return;
SV_CheckVelocity(ent);
// add gravity
if(ED_Float(ent, ED_movetype) != MOVETYPE_FLY
&& ED_Float(ent, ED_movetype) != MOVETYPE_FLYMISSILE)
SV_AddGravity(ent);
// move angles
VectorMA(ED_Vector(ent, ED_angles), host_frametime, ED_Vector(ent, ED_avelocity), ED_Vector(ent, ED_angles));
// move origin
VectorScale(ED_Vector(ent, ED_velocity), host_frametime, move);
trace = SV_PushEntity(ent, move);
if(trace.fraction == 1)
return;
if(ent->free)
return;
if(ED_Float(ent, ED_movetype) == MOVETYPE_BOUNCE)
backoff = 1.5;
else
backoff = 1;
ClipVelocity(ED_Vector(ent, ED_velocity), trace.plane.normal, ED_Vector(ent, ED_velocity), backoff);
// stop if on ground
if(trace.plane.normal[2] > 0.7)
{
if(ED_Vector(ent, ED_velocity)[2] < 60 || ED_Float(ent, ED_movetype) != MOVETYPE_BOUNCE)
{
ED_Float(ent, ED_flags) = (int32_t)ED_Float(ent, ED_flags) | FL_ONGROUND;
ED_PEdict(ent, ED_groundentity) = EdictProg(trace.ent);
VectorCopy(vec3_origin, ED_Vector(ent, ED_velocity));
VectorCopy(vec3_origin, ED_Vector(ent, ED_avelocity));
}
}
// check for in water
SV_CheckWaterTransition(ent);
}
/*
===============================================================================
STEPPING MOVEMENT
===============================================================================
*/
/*
=============
SV_Physics_Step
Monsters freefall when they don't have a ground entity, otherwise
all movement is done with discrete steps.
This is also used for objects that have become still on the ground, but
will fall if the floor is pulled out from under them.
=============
*/
void SV_Physics_Step(edict_t *ent)
{
bool hitsound;
// freefall if not onground
if(!((int32_t)ED_Float(ent, ED_flags) & (FL_ONGROUND | FL_FLY | FL_SWIM)))
{
if(ED_Vector(ent, ED_velocity)[2] < sv_gravity.value * -0.1)
hitsound = true;
else
hitsound = false;
SV_AddGravity(ent);
SV_CheckVelocity(ent);
SV_FlyMove(ent, host_frametime, NULL);
SV_LinkEdict(ent, true);
if((int32_t)ED_Float(ent, ED_flags) & FL_ONGROUND) // just hit ground
{
if(hitsound)
SV_StartSound(ent, 0, "demon/dland2.wav", 255, 1);
}
}
// regular thinking
SV_RunThink(ent);
SV_CheckWaterTransition(ent);
}
//============================================================================
/*
================
SV_Physics
================
*/
void SV_Physics(void)
{
int32_t i;
int32_t entity_cap; // For sv_freezenonclients
edict_t *ent;
// let the progs know that a new frame has started
G_PEdict(GBL_self) = EdictProg(sv.edicts);
G_PEdict(GBL_other) = EdictProg(sv.edicts);
G_Float(GBL_time) = sv.time;
PR_ExecuteProgram(G_Func(GBL_StartFrame));
//SV_CheckAllEnts ();
//
// treat each object in turn
//
ent = sv.edicts;
if(sv_freezenonclients.value)
entity_cap = svs.maxclients + 1; // Only run physics on clients and the world
else
entity_cap = sv.num_edicts;
//for (i=0 ; i<sv.num_edicts ; i++, ent = NextEdict(ent))
for(i = 0 ; i < entity_cap ; i++, ent = NextEdict(ent))
{
if(ent->free)
continue;
if(G_Float(GBL_force_retouch))
{
SV_LinkEdict(ent, true); // force retouch even for stationary
}
if(i > 0 && i <= svs.maxclients)
SV_Physics_Client(ent, i);
else if(ED_Float(ent, ED_movetype) == MOVETYPE_PUSH)
SV_Physics_Pusher(ent);
else if(ED_Float(ent, ED_movetype) == MOVETYPE_NONE)
SV_Physics_None(ent);
else if(ED_Float(ent, ED_movetype) == MOVETYPE_NOCLIP)
SV_Physics_Noclip(ent);
else if(ED_Float(ent, ED_movetype) == MOVETYPE_STEP)
SV_Physics_Step(ent);
else if(ED_Float(ent, ED_movetype) == MOVETYPE_TOSS
|| ED_Float(ent, ED_movetype) == MOVETYPE_BOUNCE
|| ED_Float(ent, ED_movetype) == MOVETYPE_FLY
|| ED_Float(ent, ED_movetype) == MOVETYPE_FLYMISSILE)
SV_Physics_Toss(ent);
else
Sys_Error("SV_Physics: bad movetype %" PRIi32, (int32_t)ED_Float(ent, ED_movetype));
}
if(G_Float(GBL_force_retouch))
G_Float(GBL_force_retouch)--;
if(!sv_freezenonclients.value)
sv.time += host_frametime;
}