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| author | Franklin Wei <git@fwei.tk> | 2018-02-11 15:34:30 -0500 |
|---|---|---|
| committer | Franklin Wei <git@fwei.tk> | 2018-02-11 15:34:30 -0500 |
| commit | 33bfba86222efb6cc5b271b3e12b6cf3f38836c5 (patch) | |
| tree | 8a7f11e101af6a094b4b86d3c0b9d72793005ed3 /apps/plugins/sdl/progs/quake/sv_phys.c | |
| parent | 8dd00a02d49a99997165a4c38a967738e90ba72f (diff) | |
| download | rockbox-duke3d.zip rockbox-duke3d.tar.gz rockbox-duke3d.tar.bz2 rockbox-duke3d.tar.xz | |
Quake: attempt 2duke3d
Change-Id: I4285036e967d7f0722802d43cf2096c808ca5799
Diffstat (limited to 'apps/plugins/sdl/progs/quake/sv_phys.c')
| -rw-r--r-- | apps/plugins/sdl/progs/quake/sv_phys.c | 1617 |
1 files changed, 1617 insertions, 0 deletions
diff --git a/apps/plugins/sdl/progs/quake/sv_phys.c b/apps/plugins/sdl/progs/quake/sv_phys.c new file mode 100644 index 0000000..e13c0e4 --- /dev/null +++ b/apps/plugins/sdl/progs/quake/sv_phys.c @@ -0,0 +1,1617 @@ +/* +Copyright (C) 1996-1997 Id Software, Inc. + +This program is free software; you can redistribute it and/or +modify it under the terms of the GNU General Public License +as published by the Free Software Foundation; either version 2 +of the License, or (at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. + +See the GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with this program; if not, write to the Free Software +Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + +*/ +// sv_phys.c + +#include "quakedef.h" + +/* + + +pushmove objects do not obey gravity, and do not interact with each other or trigger fields, but block normal movement and push normal objects when they move. + +onground is set for toss objects when they come to a complete rest. it is set for steping or walking objects + +doors, plats, etc are SOLID_BSP, and MOVETYPE_PUSH +bonus items are SOLID_TRIGGER touch, and MOVETYPE_TOSS +corpses are SOLID_NOT and MOVETYPE_TOSS +crates are SOLID_BBOX and MOVETYPE_TOSS +walking monsters are SOLID_SLIDEBOX and MOVETYPE_STEP +flying/floating monsters are SOLID_SLIDEBOX and MOVETYPE_FLY + +solid_edge items only clip against bsp models. + +*/ + +cvar_t sv_friction = {"sv_friction","4",false,true}; +cvar_t sv_stopspeed = {"sv_stopspeed","100"}; +cvar_t sv_gravity = {"sv_gravity","800",false,true}; +cvar_t sv_maxvelocity = {"sv_maxvelocity","2000"}; +cvar_t sv_nostep = {"sv_nostep","0"}; + +#ifdef QUAKE2 +static vec3_t vec_origin = {0.0, 0.0, 0.0}; +#endif + +#define MOVE_EPSILON 0.01 + +void SV_Physics_Toss (edict_t *ent); + +/* +================ +SV_CheckAllEnts +================ +*/ +void SV_CheckAllEnts (void) +{ + int e; + edict_t *check; + +// see if any solid entities are inside the final position + check = NEXT_EDICT(sv.edicts); + for (e=1 ; e<sv.num_edicts ; e++, check = NEXT_EDICT(check)) + { + if (check->free) + continue; + if (check->v.movetype == MOVETYPE_PUSH + || check->v.movetype == MOVETYPE_NONE +#ifdef QUAKE2 + || check->v.movetype == MOVETYPE_FOLLOW +#endif + || check->v.movetype == MOVETYPE_NOCLIP) + continue; + + if (SV_TestEntityPosition (check)) + Con_Printf ("entity in invalid position\n"); + } +} + +/* +================ +SV_CheckVelocity +================ +*/ +void SV_CheckVelocity (edict_t *ent) +{ + int i; + +// +// bound velocity +// + for (i=0 ; i<3 ; 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; + } + 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; + } + 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; + } +} + +/* +============= +SV_RunThink + +Runs thinking code if time. There is some play in the exact time the think +function will be called, because it is called before any movement is done +in a frame. Not used for pushmove objects, because they must be exact. +Returns false if the entity removed itself. +============= +*/ +qboolean SV_RunThink (edict_t *ent) +{ + float thinktime; + + thinktime = ent->v.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. + 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); + return !ent->free; +} + +/* +================== +SV_Impact + +Two entities have touched, so run their touch functions +================== +*/ +void SV_Impact (edict_t *e1, edict_t *e2) +{ + 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) + { + pr_global_struct->self = EDICT_TO_PROG(e1); + pr_global_struct->other = EDICT_TO_PROG(e2); + PR_ExecuteProgram (e1->v.touch); + } + + 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_global_struct->self = old_self; + pr_global_struct->other = old_other; +} + + +/* +================== +ClipVelocity + +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) +{ + 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; + + 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 +int SV_FlyMove (edict_t *ent, float time, trace_t *steptrace) +{ + 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 ; bumpcount<numbumps ; bumpcount++) + { + if (!ent->v.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, false, ent); + + if (trace.allsolid) + { // entity is trapped in another solid + VectorCopy (vec3_origin, 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; + } + + 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 (trace.ent->v.solid == SOLID_BSP) + { + ent->v.flags = (int)ent->v.flags | FL_ONGROUND; + ent->v.groundentity = EDICT_TO_PROG(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, 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 ; 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, ent->v.velocity); + } + else + { // go along the crease + if (numplanes != 2) + { +// Con_Printf ("clip velocity, numplanes == %i\n",numplanes); + VectorCopy (vec3_origin, ent->v.velocity); + return 7; + } + CrossProduct (planes[0], planes[1], 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) + { + VectorCopy (vec3_origin, ent->v.velocity); + return blocked; + } + } + + return blocked; +} + + +/* +============ +SV_AddGravity + +============ +*/ +void SV_AddGravity (edict_t *ent) +{ + float ent_gravity; + +#ifdef QUAKE2 + if (ent->v.gravity) + ent_gravity = ent->v.gravity; + else + ent_gravity = 1.0; +#else + eval_t *val; + + val = GetEdictFieldValue(ent, "gravity"); + if (val && val->_float) + ent_gravity = val->_float; + else + ent_gravity = 1.0; +#endif + ent->v.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 (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); + + if (trace.ent) + SV_Impact (ent, trace.ent); + + return trace; +} + + +/* +============ +SV_PushMove + +============ +*/ +void SV_PushMove (edict_t *pusher, float movetime) +{ + int i, e; + edict_t *check, *block; + vec3_t mins, maxs, move; + vec3_t entorig, pushorig; + int num_moved; + edict_t *moved_edict[MAX_EDICTS]; + vec3_t moved_from[MAX_EDICTS]; + + if (!pusher->v.velocity[0] && !pusher->v.velocity[1] && !pusher->v.velocity[2]) + { + pusher->v.ltime += movetime; + return; + } + + for (i=0 ; i<3 ; i++) + { + move[i] = pusher->v.velocity[i] * movetime; + mins[i] = pusher->v.absmin[i] + move[i]; + maxs[i] = pusher->v.absmax[i] + move[i]; + } + + 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; + 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 ; e<sv.num_edicts ; e++, check = NEXT_EDICT(check)) + { + if (check->free) + continue; + if (check->v.movetype == MOVETYPE_PUSH + || check->v.movetype == MOVETYPE_NONE +#ifdef QUAKE2 + || check->v.movetype == MOVETYPE_FOLLOW +#endif + || 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] >= 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] ) + 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, entorig); + VectorCopy (check->v.origin, moved_from[num_moved]); + moved_edict[num_moved] = check; + num_moved++; + + // try moving the contacted entity + pusher->v.solid = SOLID_NOT; + SV_PushEntity (check, move); + pusher->v.solid = SOLID_BSP; + + // if it is still inside the pusher, block + block = SV_TestEntityPosition (check); + if (block) + { // 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 (entorig, check->v.origin); + SV_LinkEdict (check, true); + + VectorCopy (pushorig, pusher->v.origin); + 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 + for (i=0 ; i<num_moved ; i++) + { + VectorCopy (moved_from[i], moved_edict[i]->v.origin); + SV_LinkEdict (moved_edict[i], false); + } + return; + } + } + + +} + +#ifdef QUAKE2 +/* +============ +SV_PushRotate + +============ +*/ +void SV_PushRotate (edict_t *pusher, float movetime) +{ + int i, e; + edict_t *check, *block; + vec3_t move, a, amove; + vec3_t entorig, pushorig; + int num_moved; + edict_t *moved_edict[MAX_EDICTS]; + vec3_t moved_from[MAX_EDICTS]; + vec3_t org, org2; + vec3_t forward, right, up; + + 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; + + VectorSubtract (vec3_origin, amove, a); + AngleVectors (a, forward, right, up); + + VectorCopy (pusher->v.angles, pushorig); + +// 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 ; e<sv.num_edicts ; e++, check = NEXT_EDICT(check)) + { + if (check->free) + 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, entorig); + VectorCopy (check->v.origin, moved_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 + pusher->v.solid = SOLID_NOT; + SV_PushEntity (check, move); + pusher->v.solid = SOLID_BSP; + + // if it is still inside the pusher, block + block = SV_TestEntityPosition (check); + if (block) + { // 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 (entorig, check->v.origin); + SV_LinkEdict (check, true); + + VectorCopy (pushorig, 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 + for (i=0 ; i<num_moved ; i++) + { + VectorCopy (moved_from[i], moved_edict[i]->v.origin); + VectorSubtract (moved_edict[i]->v.angles, amove, moved_edict[i]->v.angles); + SV_LinkEdict (moved_edict[i], false); + } + return; + } + else + { + VectorAdd (check->v.angles, amove, check->v.angles); + } + } + + +} +#endif + +/* +================ +SV_Physics_Pusher + +================ +*/ +void SV_Physics_Pusher (edict_t *ent) +{ + float thinktime; + float oldltime; + float movetime; + + oldltime = ent->v.ltime; + + thinktime = ent->v.nextthink; + if (thinktime < ent->v.ltime + host_frametime) + { + movetime = thinktime - ent->v.ltime; + if (movetime < 0) + movetime = 0; + } + else + movetime = host_frametime; + + if (movetime) + { +#ifdef QUAKE2 + if (ent->v.avelocity[0] || ent->v.avelocity[1] || ent->v.avelocity[2]) + SV_PushRotate (ent, movetime); + else +#endif + SV_PushMove (ent, movetime); // advances ent->v.ltime if not blocked + } + + if (thinktime > oldltime && thinktime <= ent->v.ltime) + { + 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); + 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) +{ + int i, j; + int z; + vec3_t org; + + if (!SV_TestEntityPosition(ent)) + { + VectorCopy (ent->v.origin, ent->v.oldorigin); + return; + } + + 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; + if (!SV_TestEntityPosition(ent)) + { + Con_DPrintf ("Unstuck.\n"); + SV_LinkEdict (ent, true); + return; + } + } + + VectorCopy (org, ent->v.origin); + Con_DPrintf ("player is stuck.\n"); +} + + +/* +============= +SV_CheckWater +============= +*/ +qboolean SV_CheckWater (edict_t *ent) +{ + vec3_t point; + int cont; +#ifdef QUAKE2 + int truecont; +#endif + + 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) + { +#ifdef QUAKE2 + truecont = SV_TruePointContents (point); +#endif + 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); + if (cont <= CONTENTS_WATER) + ent->v.waterlevel = 3; + } +#ifdef QUAKE2 + if (truecont <= CONTENTS_CURRENT_0 && truecont >= CONTENTS_CURRENT_DOWN) + { + static vec3_t current_table[] = + { + {1, 0, 0}, + {0, 1, 0}, + {-1, 0, 0}, + {0, -1, 0}, + {0, 0, 1}, + {0, 0, -1} + }; + + VectorMA (ent->v.basevelocity, 150.0*ent->v.waterlevel/3.0, current_table[CONTENTS_CURRENT_0 - truecont], ent->v.basevelocity); + } +#endif + } + + return ent->v.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 (ent->v.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, 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); +} + +/* +===================== +SV_TryUnstick + +Player has come to a dead stop, possibly due to the problem with limited +float precision at some angle joins in the BSP hull. + +Try fixing by pushing one pixel in each direction. + +This is a hack, but in the interest of good gameplay... +====================== +*/ +int SV_TryUnstick (edict_t *ent, vec3_t oldvel) +{ + int i; + vec3_t oldorg; + vec3_t dir; + int clip; + trace_t steptrace; + + VectorCopy (ent->v.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 + ent->v.velocity[0] = oldvel[0]; + ent->v. velocity[1] = oldvel[1]; + ent->v. velocity[2] = 0; + clip = SV_FlyMove (ent, 0.1, &steptrace); + + if ( fabs(oldorg[1] - ent->v.origin[1]) > 4 + || fabs(oldorg[0] - ent->v.origin[0]) > 4 ) + { +//Con_DPrintf ("unstuck!\n"); + return clip; + } + +// go back to the original pos and try again + VectorCopy (oldorg, ent->v.origin); + } + + VectorCopy (vec3_origin, ent->v.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; + 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); + + clip = SV_FlyMove (ent, host_frametime, &steptrace); + + 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.value) + return; + + if ( (int)sv_player->v.flags & FL_WATERJUMP ) + return; + + VectorCopy (ent->v.origin, nosteporg); + VectorCopy (ent->v.velocity, nostepvel); + +// +// try moving up and forward to go up a step +// + VectorCopy (oldorg, ent->v.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 + ent->v.velocity[0] = oldvel[0]; + ent->v. velocity[1] = oldvel[1]; + ent->v. 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] - 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); + +// move down + downtrace = SV_PushEntity (ent, downmove); // FIXME: don't link? + + if (downtrace.plane.normal[2] > 0.7) + { + if (ent->v.solid == SOLID_BSP) + { + 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); + +// +// 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); +#ifdef QUAKE2 + VectorAdd (ent->v.velocity, ent->v.basevelocity, ent->v.velocity); +#endif + SV_WalkMove (ent); + +#ifdef QUAKE2 + VectorSubtract (ent->v.velocity, ent->v.basevelocity, ent->v.velocity); +#endif + 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 (ent->v.origin, host_frametime, ent->v.velocity, ent->v.origin); + break; + + default: + Sys_Error ("SV_Physics_client: bad movetype %i", (int)ent->v.movetype); + } + +// +// 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); +} + +//============================================================================ + +/* +============= +SV_Physics_None + +Non moving objects can only think +============= +*/ +void SV_Physics_None (edict_t *ent) +{ +// regular thinking + SV_RunThink (ent); +} + +#ifdef QUAKE2 +/* +============= +SV_Physics_Follow + +Entities that are "stuck" to another entity +============= +*/ +void SV_Physics_Follow (edict_t *ent) +{ +// regular thinking + SV_RunThink (ent); + VectorAdd (PROG_TO_EDICT(ent->v.aiment)->v.origin, ent->v.v_angle, ent->v.origin); + SV_LinkEdict (ent, true); +} +#endif + +/* +============= +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 (ent->v.angles, host_frametime, ent->v.avelocity, ent->v.angles); + VectorMA (ent->v.origin, host_frametime, ent->v.velocity, ent->v.origin); + + SV_LinkEdict (ent, false); +} + +/* +============================================================================== + +TOSS / BOUNCE + +============================================================================== +*/ + +/* +============= +SV_CheckWaterTransition + +============= +*/ +void SV_CheckWaterTransition (edict_t *ent) +{ + int cont; +#ifdef QUAKE2 + 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; + cont = SV_PointContents (point); +#else + cont = SV_PointContents (ent->v.origin); +#endif + 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 + SV_StartSound (ent, 0, "misc/h2ohit1.wav", 255, 1); + } + ent->v.watertype = cont; + ent->v.waterlevel = 1; + } + else + { + if (ent->v.watertype != CONTENTS_EMPTY) + { // just crossed into water + SV_StartSound (ent, 0, "misc/h2ohit1.wav", 255, 1); + } + ent->v.watertype = CONTENTS_EMPTY; + ent->v.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; +#ifdef QUAKE2 + edict_t *groundentity; + + groundentity = PROG_TO_EDICT(ent->v.groundentity); + if ((int)groundentity->v.flags & FL_CONVEYOR) + VectorScale(groundentity->v.movedir, groundentity->v.speed, ent->v.basevelocity); + else + VectorCopy(vec_origin, ent->v.basevelocity); + SV_CheckWater (ent); +#endif + // regular thinking + if (!SV_RunThink (ent)) + return; + +#ifdef QUAKE2 + if (ent->v.velocity[2] > 0) + ent->v.flags = (int)ent->v.flags & ~FL_ONGROUND; + + if ( ((int)ent->v.flags & FL_ONGROUND) ) +//@@ + if (VectorCompare(ent->v.basevelocity, vec_origin)) + return; + + SV_CheckVelocity (ent); + +// add gravity + if (! ((int)ent->v.flags & FL_ONGROUND) + && ent->v.movetype != MOVETYPE_FLY + && ent->v.movetype != MOVETYPE_BOUNCEMISSILE + && ent->v.movetype != MOVETYPE_FLYMISSILE) + SV_AddGravity (ent); + +#else +// if onground, return without moving + if ( ((int)ent->v.flags & FL_ONGROUND) ) + return; + + SV_CheckVelocity (ent); + +// add gravity + if (ent->v.movetype != MOVETYPE_FLY + && ent->v.movetype != MOVETYPE_FLYMISSILE) + SV_AddGravity (ent); +#endif + +// move angles + VectorMA (ent->v.angles, host_frametime, ent->v.avelocity, ent->v.angles); + +// move origin +#ifdef QUAKE2 + VectorAdd (ent->v.velocity, ent->v.basevelocity, ent->v.velocity); +#endif + VectorScale (ent->v.velocity, host_frametime, move); + trace = SV_PushEntity (ent, move); +#ifdef QUAKE2 + VectorSubtract (ent->v.velocity, ent->v.basevelocity, ent->v.velocity); +#endif + if (trace.fraction == 1) + return; + if (ent->free) + return; + + if (ent->v.movetype == MOVETYPE_BOUNCE) + backoff = 1.5; +#ifdef QUAKE2 + else if (ent->v.movetype == MOVETYPE_BOUNCEMISSILE) + backoff = 2.0; +#endif + 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) + { +#ifdef QUAKE2 + if (ent->v.velocity[2] < 60 || (ent->v.movetype != MOVETYPE_BOUNCE && ent->v.movetype != MOVETYPE_BOUNCEMISSILE)) +#else + if (ent->v.velocity[2] < 60 || ent->v.movetype != MOVETYPE_BOUNCE) +#endif + { + ent->v.flags = (int)ent->v.flags | FL_ONGROUND; + ent->v.groundentity = EDICT_TO_PROG(trace.ent); + VectorCopy (vec3_origin, ent->v.velocity); + VectorCopy (vec3_origin, ent->v.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. +============= +*/ +#ifdef QUAKE2 +void SV_Physics_Step (edict_t *ent) +{ + qboolean wasonground; + qboolean inwater; + qboolean hitsound = false; + float *vel; + float speed, newspeed, control; + float friction; + edict_t *groundentity; + + groundentity = PROG_TO_EDICT(ent->v.groundentity); + if ((int)groundentity->v.flags & FL_CONVEYOR) + VectorScale(groundentity->v.movedir, groundentity->v.speed, ent->v.basevelocity); + else + VectorCopy(vec_origin, ent->v.basevelocity); +//@@ + pr_global_struct->time = sv.time; + pr_global_struct->self = EDICT_TO_PROG(ent); + PF_WaterMove(); + + SV_CheckVelocity (ent); + + wasonground = (int)ent->v.flags & FL_ONGROUND; +// ent->v.flags = (int)ent->v.flags & ~FL_ONGROUND; + + // add gravity except: + // flying monsters + // swimming monsters who are in the water + inwater = SV_CheckWater(ent); + if (! wasonground) + if (!((int)ent->v.flags & FL_FLY)) + if (!(((int)ent->v.flags & FL_SWIM) && (ent->v.waterlevel > 0))) + { + if (ent->v.velocity[2] < sv_gravity.value*-0.1) + hitsound = true; + if (!inwater) + SV_AddGravity (ent); + } + + if (!VectorCompare(ent->v.velocity, vec_origin) || !VectorCompare(ent->v.basevelocity, vec_origin)) + { + ent->v.flags = (int)ent->v.flags & ~FL_ONGROUND; + // apply friction + // let dead monsters who aren't completely onground slide + if (wasonground) + if (!(ent->v.health <= 0.0 && !SV_CheckBottom(ent))) + { + vel = ent->v.velocity; + speed = sqrt(vel[0]*vel[0] +vel[1]*vel[1]); + if (speed) + { + friction = sv_friction.value; + + control = speed < sv_stopspeed.value ? sv_stopspeed.value : speed; + newspeed = speed - host_frametime*control*friction; + + if (newspeed < 0) + newspeed = 0; + newspeed /= speed; + + vel[0] = vel[0] * newspeed; + vel[1] = vel[1] * newspeed; + } + } + + VectorAdd (ent->v.velocity, ent->v.basevelocity, ent->v.velocity); + SV_FlyMove (ent, host_frametime, NULL); + VectorSubtract (ent->v.velocity, ent->v.basevelocity, ent->v.velocity); + + // determine if it's on solid ground at all + { + vec3_t mins, maxs, point; + int x, y; + + VectorAdd (ent->v.origin, ent->v.mins, mins); + VectorAdd (ent->v.origin, ent->v.maxs, maxs); + + point[2] = mins[2] - 1; + for (x=0 ; x<=1 ; x++) + for (y=0 ; y<=1 ; y++) + { + point[0] = x ? maxs[0] : mins[0]; + point[1] = y ? maxs[1] : mins[1]; + if (SV_PointContents (point) == CONTENTS_SOLID) + { + ent->v.flags = (int)ent->v.flags | FL_ONGROUND; + break; + } + } + + } + + SV_LinkEdict (ent, true); + + if ((int)ent->v.flags & FL_ONGROUND) + if (!wasonground) + if (hitsound) + SV_StartSound (ent, 0, "demon/dland2.wav", 255, 1); + } + +// regular thinking + SV_RunThink (ent); + SV_CheckWaterTransition (ent); +} +#else +void SV_Physics_Step (edict_t *ent) +{ + qboolean hitsound; + +// freefall if not onground + 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; + + SV_AddGravity (ent); + SV_CheckVelocity (ent); + SV_FlyMove (ent, host_frametime, NULL); + SV_LinkEdict (ent, true); + + if ( (int)ent->v.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); +} +#endif + +//============================================================================ + +/* +================ +SV_Physics + +================ +*/ +void SV_Physics (void) +{ + int i; + edict_t *ent; + +// let the progs know that a new frame has started + pr_global_struct->self = EDICT_TO_PROG(sv.edicts); + pr_global_struct->other = EDICT_TO_PROG(sv.edicts); + pr_global_struct->time = sv.time; + PR_ExecuteProgram (pr_global_struct->StartFrame); + +//SV_CheckAllEnts (); + +// +// treat each object in turn +// + ent = sv.edicts; + for (i=0 ; i<sv.num_edicts ; i++, ent = NEXT_EDICT(ent)) + { + if (ent->free) + continue; + + if (pr_global_struct->force_retouch) + { + SV_LinkEdict (ent, true); // force retouch even for stationary + } + + if (i > 0 && i <= svs.maxclients) + SV_Physics_Client (ent, i); + else if (ent->v.movetype == MOVETYPE_PUSH) + SV_Physics_Pusher (ent); + else if (ent->v.movetype == MOVETYPE_NONE) + SV_Physics_None (ent); +#ifdef QUAKE2 + else if (ent->v.movetype == MOVETYPE_FOLLOW) + SV_Physics_Follow (ent); +#endif + else if (ent->v.movetype == MOVETYPE_NOCLIP) + SV_Physics_Noclip (ent); + else if (ent->v.movetype == MOVETYPE_STEP) + SV_Physics_Step (ent); + else if (ent->v.movetype == MOVETYPE_TOSS + || ent->v.movetype == MOVETYPE_BOUNCE +#ifdef QUAKE2 + || ent->v.movetype == MOVETYPE_BOUNCEMISSILE +#endif + || ent->v.movetype == MOVETYPE_FLY + || ent->v.movetype == MOVETYPE_FLYMISSILE) + SV_Physics_Toss (ent); + else + Sys_Error ("SV_Physics: bad movetype %i", (int)ent->v.movetype); + } + + if (pr_global_struct->force_retouch) + pr_global_struct->force_retouch--; + + sv.time += host_frametime; +} + + +#ifdef QUAKE2 +trace_t SV_Trace_Toss (edict_t *ent, edict_t *ignore) +{ + edict_t tempent, *tent; + trace_t trace; + vec3_t move; + vec3_t end; + double save_frametime; +// extern particle_t *active_particles, *free_particles; +// particle_t *p; + + + save_frametime = host_frametime; + host_frametime = 0.05; + + memcpy(&tempent, ent, sizeof(edict_t)); + tent = &tempent; + + while (1) + { + SV_CheckVelocity (tent); + SV_AddGravity (tent); + VectorMA (tent->v.angles, host_frametime, tent->v.avelocity, tent->v.angles); + VectorScale (tent->v.velocity, host_frametime, 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); + +// p = free_particles; +// if (p) +// { +// free_particles = p->next; +// p->next = active_particles; +// active_particles = p; +// +// p->die = 256; +// p->color = 15; +// p->type = pt_static; +// VectorCopy (vec3_origin, p->vel); +// VectorCopy (tent->v.origin, p->org); +// } + + if (trace.ent) + if (trace.ent != ignore) + break; + } +// p->color = 224; + host_frametime = save_frametime; + return trace; +} +#endif |