//======================================================================= // Copyright XashXT Group 2007 © // sv_physics.c - server physic //======================================================================= #include "engine.h" #include "server.h" #define STEPSIZE 18 /* ============ SV_ClampMove clamp the move to 1/8 units, so the position will be accurate for client side prediction ============ */ void SV_ClampCoord( vec3_t coord ) { coord[0] -= floor(coord[0]); coord[1] -= floor(coord[1]); coord[2] -= floor(coord[2]); } void SV_ClampAngle( vec3_t angle ) { angle[0] -= SV_ANGLE_FRAC * floor(angle[0] * CL_ANGLE_FRAC); angle[1] -= SV_ANGLE_FRAC * floor(angle[1] * CL_ANGLE_FRAC); angle[2] -= SV_ANGLE_FRAC * floor(angle[2] * CL_ANGLE_FRAC); } /* ================== ClipVelocity Slide off of the impacting object returns the blocked flags (1 = floor, 2 = step / wall) ================== */ void SV_ClipVelocity (vec3_t in, vec3_t normal, vec3_t out, float overbounce) { int i; float backoff; backoff = -DotProduct (in, normal) * overbounce; VectorMA(in, backoff, normal, out); for (i = 0; i < 3; i++) { if (out[i] > -STOP_EPSILON && out[i] < STOP_EPSILON) out[i] = 0; } } /* ============= SV_CheckBottom Returns false if any part of the bottom of the entity is off an edge that is not a staircase. ============= */ int c_yes, c_no; bool SV_CheckBottom (edict_t *ent) { vec3_t mins, maxs, start, stop; trace_t trace; int x, y; float mid, bottom; VectorAdd (ent->progs.sv->origin, ent->progs.sv->mins, mins); VectorAdd (ent->progs.sv->origin, ent->progs.sv->maxs, maxs); // if all of the points under the corners are solid world, don't bother // with the tougher checks // the corners must be within 16 of the midpoint start[2] = mins[2] - 1; for (x = 0; x <= 1; x++) { for (y = 0; y <= 1; y++) { start[0] = x ? maxs[0] : mins[0]; start[1] = y ? maxs[1] : mins[1]; if (SV_PointContents(start, ent ) != CONTENTS_SOLID) goto realcheck; } } c_yes++; return true; // we got out easy realcheck: c_no++; // check it for real... start[2] = mins[2]; // the midpoint must be within 16 of the bottom start[0] = stop[0] = (mins[0] + maxs[0])*0.5; start[1] = stop[1] = (mins[1] + maxs[1])*0.5; stop[2] = start[2] - 2*STEPSIZE; trace = SV_Trace (start, vec3_origin, vec3_origin, stop, ent, MASK_MONSTERSOLID); if (trace.fraction == 1.0) return false; mid = bottom = trace.endpos[2]; // the corners must be within 16 of the midpoint for (x = 0; x <= 1; x++) { for ( y = 0; y <= 1; y++) { start[0] = stop[0] = x ? maxs[0] : mins[0]; start[1] = stop[1] = y ? maxs[1] : mins[1]; trace = SV_Trace (start, vec3_origin, vec3_origin, stop, ent, MASK_MONSTERSOLID); if (trace.fraction != 1.0 && trace.endpos[2] > bottom) bottom = trace.endpos[2]; if (trace.fraction == 1.0 || mid - trace.endpos[2] > STEPSIZE) return false; } } c_yes++; return true; } /* ====================== SV_FixCheckBottom ====================== */ void SV_FixCheckBottom (edict_t *ent) { ent->progs.sv->aiflags = (int)ent->progs.sv->aiflags | AI_PARTIALONGROUND; } void SV_CheckVelocity (edict_t *ent) { int i; float wishspeed; // bound velocity for (i = 0; i < 3; i++) { if (IS_NAN(ent->progs.sv->velocity[i])) { MsgWarn("Got a NaN velocity on %s\n", PRVM_GetString(ent->progs.sv->classname)); ent->progs.sv->velocity[i] = 0; } if (IS_NAN(ent->progs.sv->origin[i])) { MsgWarn("Got a NaN origin on %s\n", PRVM_GetString(ent->progs.sv->classname)); ent->progs.sv->origin[i] = 0; } } // LordHavoc: max velocity fix, inspired by Maddes's source fixes, but this is faster wishspeed = DotProduct(ent->progs.sv->velocity, ent->progs.sv->velocity); if (wishspeed > sv_maxvelocity->value * sv_maxvelocity->value) { wishspeed = sv_maxvelocity->value / sqrt(wishspeed); ent->progs.sv->velocity[0] *= wishspeed; ent->progs.sv->velocity[1] *= wishspeed; ent->progs.sv->velocity[2] *= wishspeed; } } /* ============ SV_WallFriction ============ */ void SV_WallFriction (edict_t *ent, float *stepnormal) { float d, i; vec3_t forward, into, side; AngleVectors (ent->progs.sv->v_angle, forward, NULL, NULL); if ((d = DotProduct (stepnormal, forward) + 0.5) < 0) { // cut the tangential velocity i = DotProduct (stepnormal, ent->progs.sv->velocity); VectorScale (stepnormal, i, into); VectorSubtract (ent->progs.sv->velocity, into, side); ent->progs.sv->velocity[0] = side[0] * (1 + d); ent->progs.sv->velocity[1] = side[1] * (1 + d); } } /* ================== SV_Impact Two entities have touched, so run their touch functions ================== */ void SV_Impact (edict_t *e1, trace_t *trace) { edict_t *e2 = (edict_t *)trace->ent; PRVM_PUSH_GLOBALS; prog->globals.sv->time = sv.time; if (!e1->priv.sv->free && !e2->priv.sv->free && e1->progs.sv->touch && e1->progs.sv->solid != SOLID_NOT) { prog->globals.sv->pev = PRVM_EDICT_TO_PROG(e1); prog->globals.sv->other = PRVM_EDICT_TO_PROG(e2); prog->globals.sv->time = sv.time; prog->globals.sv->trace_allsolid = trace->allsolid; prog->globals.sv->trace_startsolid = trace->startsolid; prog->globals.sv->trace_fraction = trace->fraction; prog->globals.sv->trace_contents = trace->contents; VectorCopy (trace->endpos, prog->globals.sv->trace_endpos); VectorCopy (trace->plane.normal, prog->globals.sv->trace_plane_normal); prog->globals.sv->trace_plane_dist = trace->plane.dist; if (trace->ent) prog->globals.sv->trace_ent = PRVM_EDICT_TO_PROG(trace->ent); else prog->globals.sv->trace_ent = PRVM_EDICT_TO_PROG(prog->edicts); PRVM_ExecuteProgram (e1->progs.sv->touch, "QC function pev->touch is missing\n"); } if (!e1->priv.sv->free && !e2->priv.sv->free && e2->progs.sv->touch && e2->progs.sv->solid != SOLID_NOT) { prog->globals.sv->pev = PRVM_EDICT_TO_PROG(e2); prog->globals.sv->other = PRVM_EDICT_TO_PROG(e1); prog->globals.sv->time = sv.time; prog->globals.sv->trace_allsolid = false; prog->globals.sv->trace_startsolid = false; prog->globals.sv->trace_fraction = 1; prog->globals.sv->trace_contents = trace->contents; VectorCopy (e2->progs.sv->origin, prog->globals.sv->trace_endpos); VectorSet (prog->globals.sv->trace_plane_normal, 0, 0, 1); prog->globals.sv->trace_plane_dist = 0; prog->globals.sv->trace_ent = PRVM_EDICT_TO_PROG(e1); PRVM_ExecuteProgram (e2->progs.sv->touch, "QC function pev->touch is missing\n"); } PRVM_POP_GLOBALS; } /* ============ SV_TestEntityPosition ============ */ edict_t *SV_TestEntityPosition (edict_t *ent) { trace_t trace; int mask; if (ent->priv.sv->clipmask) mask = ent->priv.sv->clipmask; else mask = MASK_SOLID; if(ent->progs.sv->solid == SOLID_BSP) { vec3_t org, mins, maxs; VectorAdd(ent->progs.sv->origin, ent->progs.sv->origin_offset, org); VectorSubtract(ent->progs.sv->mins, ent->progs.sv->origin_offset, mins); VectorSubtract(ent->progs.sv->maxs, ent->progs.sv->origin_offset, maxs); trace = SV_Trace (org, mins, maxs, org, ent, mask); } else trace = SV_Trace (ent->progs.sv->origin, ent->progs.sv->mins, ent->progs.sv->maxs, ent->progs.sv->origin, ent, mask); if (trace.startsolid) { // Lazarus - work around for players/monsters standing on dead monsters causing // those monsters to gib when rotating brush models are in the vicinity if ( ((int)ent->progs.sv->flags & FL_DEADMONSTER) && (trace.ent->priv.sv->client || ((int)trace.ent->progs.sv->flags & FL_MONSTER))) return NULL; // Lazarus - return a bit more useful info than simply "g_edicts" if(trace.ent) return trace.ent; else return prog->edicts; } return NULL; } /* ============= SV_CheckStuck This is a big hack to try and fix the rare case of getting stuck in the world clipping hull. ============= */ static void SV_CheckStuck (edict_t *ent) { int i, j, z; vec3_t org; if (!SV_TestEntityPosition(ent)) { VectorCopy (ent->progs.sv->origin, ent->progs.sv->old_origin); return; } VectorCopy (ent->progs.sv->origin, org); VectorCopy (ent->progs.sv->old_origin, ent->progs.sv->origin); if (!SV_TestEntityPosition(ent)) { MsgWarn("Unstuck player entity %i (classname \"%s\") by restoring old_origin.\n", (int)PRVM_EDICT_TO_PROG(ent), PRVM_GetString(ent->progs.sv->classname)); SV_LinkEdict (ent); return; } for (z=-1 ; z< 18 ; z++) for (i=-1 ; i <= 1 ; i++) for (j=-1 ; j <= 1 ; j++) { ent->progs.sv->origin[0] = org[0] + i; ent->progs.sv->origin[1] = org[1] + j; ent->progs.sv->origin[2] = org[2] + z; if (!SV_TestEntityPosition(ent)) { MsgWarn("Unstuck player entity %i (classname \"%s\") with offset %f %f %f.\n", (int)PRVM_EDICT_TO_PROG(ent), PRVM_GetString(ent->progs.sv->classname), (float)i, (float)j, (float)z); SV_LinkEdict (ent); return; } } VectorCopy (org, ent->progs.sv->origin); MsgWarn("Stuck player entity %i (classname \"%s\").\n", (int)PRVM_EDICT_TO_PROG(ent), PRVM_GetString(ent->progs.sv->classname)); } static void SV_UnstickEntity (edict_t *ent) { int x, y, z; vec3_t org; // if not stuck in a bmodel, just return if (!SV_TestEntityPosition(ent)) return; VectorCopy (ent->progs.sv->origin, org); for (z = -1; z < 18; z += 6) { for (x = -1; x <= 1; x++) { for (y = -1; y <= 1; y++) { ent->progs.sv->origin[0] = org[0] + x; ent->progs.sv->origin[1] = org[1] + y; ent->progs.sv->origin[2] = org[2] + z; if (!SV_TestEntityPosition(ent)) { MsgDev(D_INFO, "Unstuck entity %i (classname \"%s\") with offset %f %f %f.\n", (int)PRVM_EDICT_TO_PROG(ent), PRVM_GetString(ent->progs.sv->classname), (float)x, (float)y, (float)z); SV_LinkEdict (ent); return; } } } } VectorCopy (org, ent->progs.sv->origin); MsgDev(D_INFO, "Stuck entity %i (classname \"%s\").\n", (int)PRVM_EDICT_TO_PROG(ent), PRVM_GetString(ent->progs.sv->classname)); } /* ============= SV_CheckWater ============= */ bool SV_CheckWater (edict_t *ent) { int cont; vec3_t point; point[0] = ent->progs.sv->origin[0]; point[1] = ent->progs.sv->origin[1]; point[2] = ent->progs.sv->origin[2] + ent->progs.sv->mins[2] + 1; ent->progs.sv->waterlevel = 0; ent->progs.sv->watertype = CONTENTS_NONE; cont = SV_PointContents( point, ent ); if (cont & (MASK_WATER)) { ent->progs.sv->watertype = cont; ent->progs.sv->waterlevel = 1; point[2] = ent->progs.sv->origin[2] + (ent->progs.sv->mins[2] + ent->progs.sv->maxs[2])*0.5; if (SV_PointContents(point, ent ) & (MASK_WATER)) { ent->progs.sv->waterlevel = 2; point[2] = ent->progs.sv->origin[2] + ent->progs.sv->view_ofs[2]; if (SV_PointContents(point, ent ) & (MASK_WATER)) ent->progs.sv->waterlevel = 3; } } return ent->progs.sv->waterlevel > 1; } /* ============ 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 stepnormal is not NULL, the plane normal of any vertical wall hit will be stored ============ */ #define MAX_CLIP_PLANES 32 int SV_FlyMove (edict_t *ent, float time, float *stepnormal) { int blocked = 0, bumpcount; int i, j, mask, impact, numplanes = 0; float d, time_left; vec3_t dir, end, planes[MAX_CLIP_PLANES], primal_velocity, original_velocity, new_velocity; trace_t trace; VectorCopy(ent->progs.sv->velocity, original_velocity); VectorCopy(ent->progs.sv->velocity, primal_velocity); //setup trace mask if ((int)ent->progs.sv->flags & FL_MONSTER) mask = MASK_MONSTERSOLID; else if(ent->progs.sv->movetype == MOVETYPE_PUSHABLE) mask = MASK_MONSTERSOLID | MASK_PLAYERSOLID; else if(ent->priv.sv->clipmask) mask = ent->priv.sv->clipmask; else mask = MASK_SOLID; numplanes = 0; time_left = time; for (bumpcount = 0;bumpcount < MAX_CLIP_PLANES;bumpcount++) { if (!ent->progs.sv->velocity[0] && !ent->progs.sv->velocity[1] && !ent->progs.sv->velocity[2]) break; VectorMA(ent->progs.sv->origin, time_left, ent->progs.sv->velocity, end); trace = SV_Trace (ent->progs.sv->origin, ent->progs.sv->mins, ent->progs.sv->maxs, end, ent, mask); // break if it moved the entire distance if (trace.fraction == 1) { VectorCopy(trace.endpos, ent->progs.sv->origin); break; } if (!trace.ent) { Msg("SV_FlyMove: !trace.ent"); trace.ent = prog->edicts; } if (((int) ent->progs.sv->aiflags & AI_ONGROUND) && ent->progs.sv->groundentity == PRVM_EDICT_TO_PROG(trace.ent)) impact = false; else { ent->progs.sv->aiflags = (int)ent->progs.sv->aiflags & ~AI_ONGROUND; impact = true; } if (trace.plane.normal[2]) { if (trace.plane.normal[2] > 0.7) { // floor blocked |= 1; ent->progs.sv->aiflags = (int)ent->progs.sv->aiflags | AI_ONGROUND; ent->progs.sv->groundentity = PRVM_EDICT_TO_PROG(trace.ent); } } else { // step blocked |= 2; // save the trace for player extrafriction if (stepnormal) VectorCopy(trace.plane.normal, stepnormal); } if (trace.fraction >= 0.001) { // actually covered some distance VectorCopy(trace.endpos, ent->progs.sv->origin); VectorCopy(ent->progs.sv->velocity, original_velocity); numplanes = 0; } // run the impact function if (impact) { SV_Impact(ent, &trace); // break if removed by the impact function if (ent->priv.sv->free) break; } time_left *= 1 - trace.fraction; // clipped to another plane if (numplanes >= MAX_CLIP_PLANES) { // this shouldn't really happen VectorClear(ent->progs.sv->velocity); blocked = 3; break; } VectorCopy(trace.plane.normal, planes[numplanes]); numplanes++; // modify original_velocity so it parallels all of the clip planes for (i = 0; i < numplanes; i++) { SV_ClipVelocity(original_velocity, planes[i], new_velocity, 1); for (j = 0; j < numplanes; j++) { if (j != i) // not ok { if (DotProduct(new_velocity, planes[j]) < 0) break; } } if (j == numplanes) break; } if (i != numplanes) { // go along this plane VectorCopy(new_velocity, ent->progs.sv->velocity); } else { // go along the crease if (numplanes != 2) { VectorClear(ent->progs.sv->velocity); blocked = 7; break; } CrossProduct(planes[0], planes[1], dir); // LordHavoc: thanks to taniwha of QuakeForge for pointing out this fix for slowed falling in corners VectorNormalize(dir); d = DotProduct(dir, ent->progs.sv->velocity); VectorScale(dir, d, ent->progs.sv->velocity); } // if current velocity is against the original velocity, // stop dead to avoid tiny occilations in sloping corners if (DotProduct(ent->progs.sv->velocity, primal_velocity) <= 0) { VectorClear(ent->progs.sv->velocity); break; } } // LordHavoc: this came from QW and allows you to get out of water more easily if((int)ent->progs.sv->aiflags & AI_WATERJUMP) VectorCopy(primal_velocity, ent->progs.sv->velocity); return blocked; } /* ============ SV_AddGravity ============ */ void SV_AddGravity (edict_t *ent) { ent->progs.sv->velocity[2] -= ent->progs.sv->gravity * sv_gravity->value * sv.frametime; } /* ============= SV_RunThink Runs thinking code for this frame if necessary ============= */ bool SV_RunThink (edict_t *ent) { float thinktime; thinktime = ent->progs.sv->nextthink; if (thinktime <= 0 || thinktime > sv.time + sv.frametime) return true; // don't let things stay in the past. // it is possible to start that way by a trigger with a local time. if (thinktime < sv.time) thinktime = sv.time; ent->progs.sv->nextthink = 0; //reset thinktime prog->globals.sv->time = thinktime; prog->globals.sv->pev = PRVM_EDICT_TO_PROG(ent); prog->globals.sv->other = PRVM_EDICT_TO_PROG(prog->edicts); PRVM_ExecuteProgram (ent->progs.sv->think, "QC function pev->think is missing"); return !ent->priv.sv->free; } /* ============= SV_MoveStep Called by monster program code. The move will be adjusted for slopes and stairs, but if the move isn't possible, no move is done, false is returned, and prog->globals.sv->trace_normal is set to the normal of the blocking wall ============= */ bool SV_MoveStep (edict_t *ent, vec3_t move, bool relink) { float dz; vec3_t oldorg, neworg, end, traceendpos; trace_t trace; int i; edict_t *enemy; // try the move VectorCopy (ent->progs.sv->origin, oldorg); VectorAdd (ent->progs.sv->origin, move, neworg); // flying monsters don't step up if ((int)ent->progs.sv->aiflags & (AI_SWIM | AI_FLY) ) { // try one move with vertical motion, then one without for (i = 0; i < 2; i++) { VectorAdd (ent->progs.sv->origin, move, neworg); enemy = PRVM_PROG_TO_EDICT(ent->progs.sv->enemy); if (i == 0 && enemy != prog->edicts) { dz = ent->progs.sv->origin[2] - PRVM_PROG_TO_EDICT(ent->progs.sv->enemy)->progs.sv->origin[2]; if (dz > 40) neworg[2] -= 8; if (dz < 30) neworg[2] += 8; } trace = SV_Trace(ent->progs.sv->origin, ent->progs.sv->mins, ent->progs.sv->maxs, neworg, ent, MASK_SOLID); if (trace.fraction == 1) { VectorCopy(trace.endpos, traceendpos); if (((int)ent->progs.sv->aiflags & AI_SWIM) && !(SV_PointContents(traceendpos, ent ) & MASK_WATER)) return false; // swim monster left water VectorCopy (traceendpos, ent->progs.sv->origin); if (relink) SV_LinkEdict (ent); return true; } if (enemy == prog->edicts) break; } return false; } // push down from a step height above the wished position neworg[2] += STEPSIZE; VectorCopy (neworg, end); end[2] -= STEPSIZE * 2; trace = SV_Trace(neworg, ent->progs.sv->mins, ent->progs.sv->maxs, end, ent, MASK_SOLID ); if (trace.startsolid) { neworg[2] -= STEPSIZE; trace = SV_Trace(neworg, ent->progs.sv->mins, ent->progs.sv->maxs, end, ent, MASK_SOLID); if (trace.startsolid) return false; } if (trace.fraction == 1) { // if monster had the ground pulled out, go ahead and fall if ((int)ent->progs.sv->aiflags & AI_PARTIALONGROUND ) { VectorAdd (ent->progs.sv->origin, move, ent->progs.sv->origin); if (relink) SV_LinkEdict (ent); ent->progs.sv->aiflags = (int)ent->progs.sv->aiflags & ~AI_ONGROUND; return true; } return false; // walked off an edge } // check point traces down for dangling corners VectorCopy (trace.endpos, ent->progs.sv->origin); if (!SV_CheckBottom (ent)) { if ((int)ent->progs.sv->aiflags & AI_PARTIALONGROUND ) { // entity had floor mostly pulled out from underneath it // and is trying to correct if (relink) SV_LinkEdict(ent); return true; } VectorCopy (oldorg, ent->progs.sv->origin); return false; } if ( (int)ent->progs.sv->aiflags & AI_PARTIALONGROUND ) ent->progs.sv->aiflags = (int)ent->progs.sv->aiflags & ~AI_PARTIALONGROUND; ent->progs.sv->groundentity = PRVM_EDICT_TO_PROG(trace.ent); // the move is ok if (relink) SV_LinkEdict(ent); return true; } /* ============ SV_PushEntity Does not change the entities velocity at all ============ */ trace_t SV_MovePushEntity (edict_t *ent, vec3_t push, bool failonbmodelstartsolid) { trace_t trace; vec3_t end; int mask; VectorAdd (ent->progs.sv->origin, push, end); if (ent->progs.sv->solid == SOLID_TRIGGER || ent->progs.sv->solid == SOLID_NOT) mask = MASK_MONSTERSOLID; // only clip against bmodels else mask = MASK_SOLID; trace = SV_Trace(ent->progs.sv->origin, ent->progs.sv->mins, ent->progs.sv->maxs, end, ent, mask ); if (trace.startstuck && failonbmodelstartsolid) return trace; VectorCopy (trace.endpos, ent->progs.sv->origin); SV_LinkEdict (ent); if (ent->progs.sv->solid >= SOLID_TRIGGER && trace.ent && (!((int)ent->progs.sv->aiflags & AI_ONGROUND) || ent->progs.sv->groundentity != PRVM_EDICT_TO_PROG(trace.ent))) SV_Impact (ent, &trace); return trace; } /* ============ SV_MovePush ============ */ void SV_MovePush(edict_t *pusher, float movetime) { int i, e, index; float savesolid, movetime2, pushltime; vec3_t mins, maxs, move, move1, moveangle, pushorig, pushang, a, forward, left, up, org; int num_moved; cmodel_t *pushermodel; trace_t trace; if (VectorIsNull(pusher->progs.sv->velocity) && VectorIsNull(pusher->progs.sv->avelocity)) { pusher->progs.sv->ltime += movetime; return; } switch ((int)pusher->progs.sv->solid) { case SOLID_BSP: case SOLID_BBOX: break; case SOLID_NOT: case SOLID_TRIGGER: // basic moving for triggers VectorMA (pusher->progs.sv->origin, movetime, pusher->progs.sv->velocity, pusher->progs.sv->origin); VectorMA (pusher->progs.sv->angles, movetime, pusher->progs.sv->avelocity, pusher->progs.sv->angles); SV_ClampAngle( pusher->progs.sv->angles ); pusher->progs.sv->ltime += movetime; SV_LinkEdict(pusher); return; default: MsgWarn("SV_MovePush: %s, have invalid solid type %g\n", PRVM_ED_Info(pusher), pusher->progs.sv->solid); return; } index = (int)pusher->progs.sv->modelindex; if (index < 1 || index >= MAX_MODELS) { MsgWarn("SV_MovePush: %s, has an invalid modelindex %g\n", PRVM_ED_Info(pusher), pusher->progs.sv->modelindex); return; } pushermodel = sv.models[index]; movetime2 = movetime; VectorScale(pusher->progs.sv->velocity, movetime2, move1); VectorScale(pusher->progs.sv->avelocity, movetime2, moveangle); SV_ClampCoord( move1 ); // find the bounding box for (i = 0; i < 3; i++) { mins[i] = pusher->progs.sv->absmin[i] + move1[i]; maxs[i] = pusher->progs.sv->absmax[i] + move1[i]; } //SV_CalcBBox(pusher, mins, maxs ); VectorNegate (moveangle, a); AngleVectorsFLU(a, forward, left, up); //stupid quake bug VectorCopy (pusher->progs.sv->origin, pushorig); VectorCopy (pusher->progs.sv->angles, pushang); pushltime = pusher->progs.sv->ltime; // move the pusher to its final position VectorMA (pusher->progs.sv->origin, movetime, pusher->progs.sv->velocity, pusher->progs.sv->origin); VectorMA (pusher->progs.sv->angles, movetime, pusher->progs.sv->avelocity, pusher->progs.sv->angles); pusher->progs.sv->ltime += movetime; SV_LinkEdict (pusher); savesolid = pusher->progs.sv->solid; // see if any solid entities are inside the final position num_moved = 0; for (e = 0; e < prog->num_edicts; e++) { edict_t *check = PRVM_PROG_TO_EDICT(e); if (check->progs.sv->movetype == MOVETYPE_NONE || check->progs.sv->movetype == MOVETYPE_PUSH || check->progs.sv->movetype == MOVETYPE_FOLLOW || check->progs.sv->movetype == MOVETYPE_NOCLIP || check->progs.sv->movetype == MOVETYPE_PHYSIC) continue; // if the entity is standing on the pusher, it will definitely be moved if (((int)check->progs.sv->aiflags & AI_ONGROUND) && PRVM_PROG_TO_EDICT(check->progs.sv->groundentity) == pusher) { // remove the onground flag for non-players if (check->progs.sv->movetype != MOVETYPE_WALK) check->progs.sv->flags = (int)check->progs.sv->aiflags & ~AI_ONGROUND; } else { // if the entity is not inside the pusher's final position, leave it alone if (!SV_ClipMoveToEntity(pusher, check->progs.sv->origin, check->progs.sv->mins, check->progs.sv->maxs, check->progs.sv->origin, MASK_SOLID).startsolid) continue; } if (forward[0] != 1 || left[1] != 1) // quick way to check if any rotation is used { vec3_t org2; VectorSubtract (check->progs.sv->origin, pusher->progs.sv->origin, org); org2[0] = DotProduct (org, forward); org2[1] = DotProduct (org, left); org2[2] = DotProduct (org, up); VectorSubtract (org2, org, move); VectorAdd (move, move1, move); } else VectorCopy (move1, move); VectorCopy (check->progs.sv->origin, check->progs.sv->post_origin); VectorCopy (check->progs.sv->angles, check->progs.sv->post_angles); sv.moved_edicts[num_moved++] = check; // try moving the contacted entity pusher->progs.sv->solid = SOLID_NOT; trace = SV_MovePushEntity (check, move, true); // FIXME: turn players specially check->progs.sv->angles[1] += trace.fraction * moveangle[1]; pusher->progs.sv->solid = savesolid; // was SOLID_BSP // if it is still inside the pusher, block if (SV_ClipMoveToEntity(pusher, check->progs.sv->origin, check->progs.sv->mins, check->progs.sv->maxs, check->progs.sv->origin, MASK_SOLID).startsolid) { // try moving the contacted entity a tiny bit further to account for precision errors vec3_t move2; pusher->progs.sv->solid = SOLID_NOT; VectorScale(move, 1.1, move2); VectorCopy (check->progs.sv->post_origin, check->progs.sv->origin); VectorCopy (check->progs.sv->post_angles, check->progs.sv->angles); SV_MovePushEntity (check, move2, true); pusher->progs.sv->solid = savesolid; if (SV_ClipMoveToEntity(pusher, check->progs.sv->origin, check->progs.sv->mins, check->progs.sv->maxs, check->progs.sv->origin, MASK_SOLID).startsolid) { // try moving the contacted entity a tiny bit less to account for precision errors pusher->progs.sv->solid = SOLID_NOT; VectorScale(move, 0.9, move2); VectorCopy (check->progs.sv->post_origin, check->progs.sv->origin); VectorCopy (check->progs.sv->post_angles, check->progs.sv->angles); SV_MovePushEntity (check, move2, true); pusher->progs.sv->solid = savesolid; if (SV_ClipMoveToEntity(pusher, check->progs.sv->origin, check->progs.sv->mins, check->progs.sv->maxs, check->progs.sv->origin, MASK_SOLID).startsolid) { // still inside pusher, so it's really blocked // fail the move if (check->progs.sv->mins[0] == check->progs.sv->maxs[0]) continue; if (check->progs.sv->solid == SOLID_NOT || check->progs.sv->solid == SOLID_TRIGGER) { // corpse check->progs.sv->mins[0] = check->progs.sv->mins[1] = 0; VectorCopy (check->progs.sv->mins, check->progs.sv->maxs); continue; } VectorCopy (pushorig, pusher->progs.sv->origin); VectorCopy (pushang, pusher->progs.sv->angles); pusher->progs.sv->ltime = pushltime; SV_LinkEdict (pusher); // move back any entities we already moved for (i = 0; i < num_moved; i++) { edict_t *ed = sv.moved_edicts[i]; VectorCopy (ed->progs.sv->post_origin, ed->progs.sv->origin); VectorCopy (ed->progs.sv->post_angles, ed->progs.sv->angles); SV_LinkEdict (ed); } // if the pusher has a "blocked" function, call it, otherwise just stay in place until the obstacle is gone if (pusher->progs.sv->blocked) { prog->globals.sv->pev = PRVM_EDICT_TO_PROG(pusher); prog->globals.sv->other = PRVM_EDICT_TO_PROG(check); PRVM_ExecuteProgram (pusher->progs.sv->blocked, "QC function self.blocked is missing"); } break; } } } } SV_ClampAngle( pusher->progs.sv->angles ); } /* ============= SV_PhysicsFollow Entities that are "stuck" to another entity ============= */ void SV_PhysicsFollow (edict_t *ent) { vec3_t vf, vr, vu, angles, v; edict_t *e; // regular thinking if (!SV_RunThink (ent)) return; // LordHavoc: implemented rotation on MOVETYPE_FOLLOW objects e = PRVM_PROG_TO_EDICT(ent->progs.sv->aiment); if (VectorCompare(e->progs.sv->angles, ent->progs.sv->punchangle)) { // quick case for no rotation VectorAdd(e->progs.sv->origin, ent->progs.sv->view_ofs, ent->progs.sv->origin); } else { angles[0] = -ent->progs.sv->punchangle[0]; angles[1] = ent->progs.sv->punchangle[1]; angles[2] = ent->progs.sv->punchangle[2]; AngleVectors (angles, vf, vr, vu); v[0] = ent->progs.sv->view_ofs[0] * vf[0] + ent->progs.sv->view_ofs[1] * vr[0] + ent->progs.sv->view_ofs[2] * vu[0]; v[1] = ent->progs.sv->view_ofs[0] * vf[1] + ent->progs.sv->view_ofs[1] * vr[1] + ent->progs.sv->view_ofs[2] * vu[1]; v[2] = ent->progs.sv->view_ofs[0] * vf[2] + ent->progs.sv->view_ofs[1] * vr[2] + ent->progs.sv->view_ofs[2] * vu[2]; angles[0] = -e->progs.sv->angles[0]; angles[1] = e->progs.sv->angles[1]; angles[2] = e->progs.sv->angles[2]; AngleVectors (angles, vf, vr, vu); ent->progs.sv->origin[0] = v[0] * vf[0] + v[1] * vf[1] + v[2] * vf[2] + e->progs.sv->origin[0]; ent->progs.sv->origin[1] = v[0] * vr[0] + v[1] * vr[1] + v[2] * vr[2] + e->progs.sv->origin[1]; ent->progs.sv->origin[2] = v[0] * vu[0] + v[1] * vu[1] + v[2] * vu[2] + e->progs.sv->origin[2]; } VectorAdd (e->progs.sv->angles, ent->progs.sv->v_angle, ent->progs.sv->angles); SV_LinkEdict (ent); } /* ================ SV_PhysicsPush ================ */ void SV_PhysicsPush(edict_t *ent) { float thinktime, oldltime, movetime; oldltime = ent->progs.sv->ltime; thinktime = ent->progs.sv->nextthink; if (thinktime < ent->progs.sv->ltime + sv.frametime) { movetime = thinktime - ent->progs.sv->ltime; if (movetime < 0) movetime = 0; } else movetime = sv.frametime; // advances ent->progs.sv->ltime if not blocked if (movetime) SV_MovePush(ent, movetime); if (thinktime > oldltime && thinktime <= ent->progs.sv->ltime) { ent->progs.sv->nextthink = 0; prog->globals.sv->time = sv.time; prog->globals.sv->pev = PRVM_EDICT_TO_PROG(ent); prog->globals.sv->other = PRVM_EDICT_TO_PROG(prog->edicts); PRVM_ExecuteProgram (ent->progs.sv->think, "QC function pev->think is missing"); } } /* ============================================================================== TOSS / BOUNCE ============================================================================== */ /* ============= SV_CheckWaterTransition ============= */ void SV_CheckWaterTransition (edict_t *ent) { int cont = SV_PointContents(ent->progs.sv->origin, ent ); if (!ent->progs.sv->watertype) { // just spawned here ent->progs.sv->watertype = cont; ent->progs.sv->waterlevel = 1; return; } // check if the entity crossed into or out of water if ((int)ent->progs.sv->watertype & MASK_WATER) { Msg("water splash!\n"); //SV_StartSound (ent, 0, "", 255, 1); } if (cont & MASK_WATER) { ent->progs.sv->watertype = cont; ent->progs.sv->waterlevel = 1; } else { ent->progs.sv->watertype = CONTENTS_NONE; ent->progs.sv->waterlevel = 0; } } /* ============= SV_PhysicsToss Toss, bounce, and fly movement. When onground, do nothing. ============= */ void SV_PhysicsToss (edict_t *ent) { trace_t trace; vec3_t move; SV_CheckVelocity (ent); // add gravity if (ent->progs.sv->movetype == MOVETYPE_TOSS || ent->progs.sv->movetype == MOVETYPE_BOUNCE) SV_AddGravity (ent); // move angles VectorMA (ent->progs.sv->angles, sv.frametime, ent->progs.sv->avelocity, ent->progs.sv->angles); // move origin VectorScale (ent->progs.sv->velocity, sv.frametime, move); trace = SV_MovePushEntity (ent, move, true); if (ent->priv.sv->free) return; if (trace.startstuck) { // try to unstick the entity SV_UnstickEntity(ent); trace = SV_MovePushEntity (ent, move, false); if (ent->priv.sv->free) return; } if (trace.fraction < 1) { if (ent->progs.sv->movetype == MOVETYPE_BOUNCE) { float d; SV_ClipVelocity (ent->progs.sv->velocity, trace.plane.normal, ent->progs.sv->velocity, 1.5); d = DotProduct(trace.plane.normal, ent->progs.sv->velocity); if (trace.plane.normal[2] > 0.7 && fabs(d) < 60) { ent->progs.sv->aiflags = (int)ent->progs.sv->aiflags | AI_ONGROUND; ent->progs.sv->groundentity = PRVM_EDICT_TO_PROG(trace.ent); VectorClear (ent->progs.sv->velocity); VectorClear (ent->progs.sv->avelocity); } else ent->progs.sv->aiflags = (int)ent->progs.sv->aiflags & ~AI_ONGROUND; } else { SV_ClipVelocity (ent->progs.sv->velocity, trace.plane.normal, ent->progs.sv->velocity, 1.0); if (trace.plane.normal[2] > 0.7) { ent->progs.sv->aiflags = (int)ent->progs.sv->aiflags | AI_ONGROUND; ent->progs.sv->groundentity = PRVM_EDICT_TO_PROG(trace.ent); VectorClear (ent->progs.sv->velocity); VectorClear (ent->progs.sv->avelocity); } else ent->progs.sv->aiflags = (int)ent->progs.sv->aiflags & ~AI_ONGROUND; } } // check for in water SV_CheckWaterTransition (ent); } /* =============================================================================== STEPPING MOVEMENT =============================================================================== */ /* ============= SV_PhysicsStep 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_PhysicsStep (edict_t *ent) { int aiflags = (int)ent->progs.sv->aiflags; // don't fall at all if fly/swim if (!(aiflags & (AI_FLY | AI_SWIM))) { if (aiflags & AI_ONGROUND) { // freefall if onground and moving upward // freefall if not standing on a world surface (it may be a lift or trap door) if (ent->progs.sv->groundentity) { ent->progs.sv->aiflags -= AI_ONGROUND; SV_AddGravity(ent); SV_CheckVelocity(ent); SV_FlyMove(ent, sv.frametime, NULL); SV_LinkEdict(ent); } } else { // freefall if not onground int hitsound = ent->progs.sv->velocity[2] < sv_gravity->value * -0.1; SV_AddGravity(ent); SV_CheckVelocity(ent); SV_FlyMove(ent, sv.frametime, NULL); SV_LinkEdict(ent); // just hit ground if (hitsound && (int)ent->progs.sv->aiflags & AI_ONGROUND) { Msg("hit on ground\n"); //SV_StartSound(ent, 0, sv_sound_land.string, 255, 1); } } } // regular thinking SV_RunThink(ent); SV_CheckWaterTransition(ent); } /* ===================== SV_WalkMove Only used by players ====================== */ void SV_WalkMove (edict_t *ent) { int clip, oldonground, originalmove_clip, originalmove_flags, originalmove_groundentity; vec3_t upmove, downmove, start_origin, start_velocity, stepnormal, originalmove_origin, originalmove_velocity; trace_t downtrace; SV_CheckVelocity(ent); // do a regular slide move unless it looks like you ran into a step oldonground = (int)ent->progs.sv->aiflags & AI_ONGROUND; ent->progs.sv->aiflags = (int)ent->progs.sv->aiflags & ~AI_ONGROUND; VectorCopy (ent->progs.sv->origin, start_origin); VectorCopy (ent->progs.sv->velocity, start_velocity); clip = SV_FlyMove (ent, sv.frametime, NULL); SV_CheckVelocity(ent); VectorCopy(ent->progs.sv->origin, originalmove_origin); VectorCopy(ent->progs.sv->velocity, originalmove_velocity); originalmove_clip = clip; originalmove_flags = (int)ent->progs.sv->aiflags; originalmove_groundentity = ent->progs.sv->groundentity; if ((int)ent->progs.sv->aiflags & AI_WATERJUMP) return; // if move didn't block on a step, return if (clip & 2) { // if move was not trying to move into the step, return if (fabs(start_velocity[0]) < 0.125 && fabs(start_velocity[1]) < 0.125) return; if (ent->progs.sv->movetype != MOVETYPE_FLY) { // return if gibbed by a trigger if (ent->progs.sv->movetype != MOVETYPE_WALK) return; // only step up while jumping if that is enabled if (!oldonground && ent->progs.sv->waterlevel == 0) return; } // try moving up and forward to go up a step // back to start pos VectorCopy (start_origin, ent->progs.sv->origin); VectorCopy (start_velocity, ent->progs.sv->velocity); // move up VectorClear (upmove); upmove[2] = STEPSIZE; // FIXME: don't link? SV_MovePushEntity(ent, upmove, false); // move forward ent->progs.sv->velocity[2] = 0; clip = SV_FlyMove (ent, sv.frametime, stepnormal); ent->progs.sv->velocity[2] += start_velocity[2]; SV_CheckVelocity(ent); // check for stuckness, possibly due to the limited precision of floats // in the clipping hulls if (clip && fabs(originalmove_origin[1] - ent->progs.sv->origin[1]) < 0.125 && fabs(originalmove_origin[0] - ent->progs.sv->origin[0]) < 0.125) { //Msg("wall\n"); // stepping up didn't make any progress, revert to original move VectorCopy(originalmove_origin, ent->progs.sv->origin); VectorCopy(originalmove_velocity, ent->progs.sv->velocity); //clip = originalmove_clip; ent->progs.sv->aiflags = originalmove_flags; ent->progs.sv->groundentity = originalmove_groundentity; // now try to unstick if needed //clip = SV_TryUnstick (ent, oldvel); return; } //Msg("step - "); // extra friction based on view angle if (clip & 2) SV_WallFriction (ent, stepnormal); } // skip out if stepdown is enabled, moving downward, not in water, and the move started onground and ended offground else if (ent->progs.sv->waterlevel < 2 && start_velocity[2] < 0.125 && oldonground && !((int)ent->progs.sv->aiflags & AI_ONGROUND)) return; // move down VectorClear (downmove); downmove[2] = -STEPSIZE + start_velocity[2]*sv.frametime; // FIXME: don't link? downtrace = SV_MovePushEntity (ent, downmove, false); if (downtrace.fraction < 1 && downtrace.plane.normal[2] > 0.7) { // this has been disabled so that you can't jump when you are stepping // up while already jumping (also known as the Quake2 stair jump bug) } else { //Msgf("slope\n"); // if the push down didn't end up on good ground, use the move without // the step up. This happens near wall / slope combinations, and can // cause the player to hop up higher on a slope too steep to climb VectorCopy(originalmove_origin, ent->progs.sv->origin); VectorCopy(originalmove_velocity, ent->progs.sv->velocity); //clip = originalmove_clip; ent->progs.sv->aiflags = originalmove_flags; ent->progs.sv->groundentity = originalmove_groundentity; } SV_CheckVelocity(ent); } /* ==================== SV_Physics_Conveyor REAL simple - all we do is check for player riders and adjust their position. Only gotcha here is we have to make sure we don't end up embedding player in *another* object that's being moved by the conveyor. ==================== */ void SV_Physics_Conveyor(edict_t *ent) { edict_t *player; int i; trace_t tr; vec3_t v, move; vec3_t point, end; VectorScale(ent->progs.sv->movedir,ent->progs.sv->speed,v); VectorScale(v, 0.1f, move); for(i = 0; i < maxclients->value; i++) { player = PRVM_EDICT_NUM(i) + 1; if(player->priv.sv->free) continue; if(!player->progs.sv->groundentity) continue; if(player->progs.sv->groundentity != PRVM_EDICT_TO_PROG(ent)) continue; // Look below player; make sure he's on a conveyor VectorCopy(player->progs.sv->origin,point); point[2] += 1; VectorCopy(point,end); end[2] -= 256; tr = SV_Trace (point, player->progs.sv->mins, player->progs.sv->maxs, end, player, MASK_SOLID); // tr.ent HAS to be conveyor, but just in case we screwed something up: if(tr.ent == ent) { if(tr.plane.normal[2] > 0) { v[2] = ent->progs.sv->speed * sqrt(1.0 - tr.plane.normal[2]*tr.plane.normal[2]) / tr.plane.normal[2]; if(DotProduct(ent->progs.sv->movedir, tr.plane.normal) > 0) { // then we're moving down v[2] = -v[2]; } move[2] = v[2] * 0.1f; } VectorAdd(player->progs.sv->origin,move,end); tr = SV_Trace(player->progs.sv->origin,player->progs.sv->mins,player->progs.sv->maxs,end,player,player->priv.sv->clipmask); VectorCopy(tr.endpos,player->progs.sv->origin); SV_LinkEdict(player); } } } /* ============= SV_PhysicsNoclip A moving object that doesn't obey physics ============= */ void SV_PhysicsNoclip(edict_t *ent) { // regular thinking if (!SV_RunThink (ent)) return; VectorMA (ent->progs.sv->angles, sv.frametime, ent->progs.sv->avelocity, ent->progs.sv->angles); VectorMA (ent->progs.sv->origin, sv.frametime, ent->progs.sv->velocity, ent->progs.sv->origin); SV_LinkEdict(ent); } /* ============= SV_PhysicsNone Non moving objects can only think ============= */ void SV_PhysicsNone (edict_t *ent) { if (ent->progs.sv->nextthink > 0 && ent->progs.sv->nextthink <= sv.time + sv.frametime) SV_RunThink (ent); } void SV_Physics(edict_t *ent) { switch ((int)ent->progs.sv->movetype) { case MOVETYPE_NONE: case MOVETYPE_PHYSIC: SV_PhysicsNone(ent); break; case MOVETYPE_PUSH: SV_PhysicsPush(ent); break; case MOVETYPE_NOCLIP: SV_PhysicsNoclip(ent); break; case MOVETYPE_FOLLOW: SV_PhysicsFollow(ent); break; case MOVETYPE_STEP: SV_PhysicsStep (ent); break; case MOVETYPE_TOSS: case MOVETYPE_BOUNCE: case MOVETYPE_FLY: SV_PhysicsToss(ent); break; case MOVETYPE_WALK: if(SV_RunThink (ent)) { if (!SV_CheckWater(ent) && ! ((int)ent->progs.sv->aiflags & AI_WATERJUMP) ) SV_AddGravity (ent); SV_CheckStuck (ent); SV_WalkMove (ent); SV_LinkEdict (ent); }; break; case MOVETYPE_CONVEYOR: SV_Physics_Conveyor(ent); break; default: PRVM_ERROR ("SV_Physics: bad movetype %i", (int)ent->progs.sv->movetype); } }