/* sv_phys.c - server physic Copyright (C) 2007 Uncle Mike 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 3 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. */ #include "common.h" #include "server.h" #include "const.h" #include "library.h" #include "triangleapi.h" #include "gl_export.h" typedef int (*PHYSICAPI)( int, server_physics_api_t*, physics_interface_t* ); extern triangleapi_t gTriApi; /* 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_BBOX and MOVETYPE_STEP flying/floating monsters are SOLID_BBOX and MOVETYPE_FLY solid_edge items only clip against bsp models. */ #define MOVE_EPSILON 0.01f #define MAX_CLIP_PLANES 5 static const vec3_t current_table[] = { { 1, 0, 0 }, { 0, 1, 0 }, {-1, 0, 0 }, { 0, -1, 0 }, { 0, 0, 1 }, { 0, 0, -1} }; /* =============================================================================== Utility functions =============================================================================== */ /* ================ SV_CheckAllEnts ================ */ void SV_CheckAllEnts( void ) { edict_t *e; int i; if( !sv_check_errors->integer || sv.state != ss_active ) return; // check edicts errors for( i = svgame.globals->maxClients + 1; i < svgame.numEntities; i++ ) { e = EDICT_NUM( i ); // DEBUG: check 'gamestate' for using by mods if( e->v.gamestate != 0 ) { MsgDev( D_INFO, "Entity %s[%i] uses gamestate %i\n", SV_ClassName( e ), NUM_FOR_EDICT( e ), e->v.gamestate ); } if( e->free && e->pvPrivateData != NULL ) { MsgDev( D_ERROR, "Freed entity %s (%i) has private data.\n", SV_ClassName( e ), i ); continue; } if( !SV_IsValidEdict( e )) continue; if( !e->v.pContainingEntity || e->v.pContainingEntity != e ) { MsgDev( D_ERROR, "Entity %s (%i) has invalid container, fixed.\n", SV_ClassName( e ), i ); e->v.pContainingEntity = e; continue; } if( !e->pvPrivateData || !Mem_IsAllocatedExt( svgame.mempool, e->pvPrivateData )) { MsgDev( D_ERROR, "Entity %s (%i) trashed private data.\n", SV_ClassName( e ), i ); e->pvPrivateData = NULL; continue; } SV_CheckVelocity( e ); } } /* ================ 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] )) { MsgDev( D_INFO, "Got a NaN velocity on %s\n", STRING( ent->v.classname )); ent->v.velocity[i] = 0.0f; } if( IS_NAN( ent->v.origin[i] )) { MsgDev( D_INFO, "Got a NaN origin on %s\n", STRING( ent->v.classname )); ent->v.origin[i] = 0.0f; } if( ent->v.velocity[i] > sv_maxvelocity->value ) { MsgDev( D_INFO, "Got a velocity too high on %s\n", STRING( ent->v.classname )); ent->v.velocity[i] = sv_maxvelocity->value; } else if( ent->v.velocity[i] < -sv_maxvelocity->value ) { MsgDev( D_INFO, "Got a velocity too low on %s\n", STRING( ent->v.classname )); ent->v.velocity[i] = -sv_maxvelocity->value; } } } /* ================ SV_UpdateBaseVelocity ================ */ void SV_UpdateBaseVelocity( edict_t *ent ) { if( ent->v.flags & FL_ONGROUND ) { edict_t *groundentity = ent->v.groundentity; if( SV_IsValidEdict( groundentity )) { // On conveyor belt that's moving? if( groundentity->v.flags & FL_CONVEYOR ) { vec3_t new_basevel; VectorScale( groundentity->v.movedir, groundentity->v.speed, new_basevel ); if( ent->v.flags & FL_BASEVELOCITY ) VectorAdd( new_basevel, ent->v.basevelocity, new_basevel ); ent->v.flags |= FL_BASEVELOCITY; VectorCopy( new_basevel, ent->v.basevelocity ); } } } } /* ============= 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; if(!( ent->v.flags & FL_SPECTATOR )) { thinktime = ent->v.nextthink; if( thinktime <= 0.0f || 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 = 0.0f; svgame.globals->time = thinktime; svgame.dllFuncs.pfnThink( ent ); } if( ent->v.flags & FL_SPECTATOR ) SV_FreeEdict( ent ); return !ent->free; } /* ============= SV_PlayerRunThink Runs thinking code if player 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_PlayerRunThink( edict_t *ent, float frametime, double time ) { float thinktime; if(!( ent->v.flags & (FL_KILLME|FL_DORMANT ))) { thinktime = ent->v.nextthink; if( thinktime <= 0.0f || thinktime > time + frametime ) return true; if( thinktime > time ) thinktime = time; ent->v.nextthink = 0.0f; svgame.globals->time = thinktime; svgame.dllFuncs.pfnThink( ent ); } if( ent->v.flags & FL_KILLME ) SV_FreeEdict( ent ); return !ent->free; } /* ================== SV_Impact Two entities have touched, so run their touch functions ================== */ void SV_Impact( edict_t *e1, edict_t *e2, trace_t *trace ) { svgame.globals->time = sv.time; if(( e1->v.flags|e2->v.flags ) & FL_SPECTATOR ) return; if( e1->v.groupinfo && e2->v.groupinfo ) { if(( !svs.groupop && !( e1->v.groupinfo & e2->v.groupinfo )) || ( svs.groupop == 1 && ( e1->v.groupinfo & e2->v.groupinfo ))) return; } if( e1->v.solid != SOLID_NOT ) { SV_CopyTraceToGlobal( trace ); svgame.dllFuncs.pfnTouch( e1, e2 ); } if( e2->v.solid != SOLID_NOT ) { SV_CopyTraceToGlobal( trace ); svgame.dllFuncs.pfnTouch( e2, e1 ); } } /* ============= SV_AngularMove may use friction for smooth stopping ============= */ void SV_AngularMove( edict_t *ent, float frametime, float friction ) { float adjustment; int i; VectorMA( ent->v.angles, frametime, ent->v.avelocity, ent->v.angles ); if( friction == 0.0f ) return; adjustment = frametime * (sv_stopspeed->value / 10.0f) * sv_friction->value * fabs( friction ); for( i = 0; i < 3; i++ ) { if( ent->v.avelocity[i] > 0.0f ) { ent->v.avelocity[i] -= adjustment; if( ent->v.avelocity[i] < 0.0f ) ent->v.avelocity[i] = 0.0f; } else { ent->v.avelocity[i] += adjustment; if( ent->v.avelocity[i] > 0.0f ) ent->v.avelocity[i] = 0.0f; } } } /* ============= SV_LinearMove use friction for smooth stopping ============= */ void SV_LinearMove( edict_t *ent, float frametime, float friction ) { int i; float adjustment; VectorMA( ent->v.origin, frametime, ent->v.velocity, ent->v.origin ); if( friction == 0.0f ) return; adjustment = frametime * (sv_stopspeed->value / 10.0f) * sv_friction->value * fabs( friction ); for( i = 0; i < 3; i++ ) { if( ent->v.velocity[i] > 0.0f ) { ent->v.velocity[i] -= adjustment; if( ent->v.velocity[i] < 0.0f ) ent->v.velocity[i] = 0.0f; } else { ent->v.velocity[i] += adjustment; if( ent->v.velocity[i] > 0.0f ) ent->v.velocity[i] = 0.0f; } } } /* ============= SV_RecursiveWaterLevel recursively recalculating the middle ============= */ float SV_RecursiveWaterLevel( vec3_t origin, float mins, float maxs, int depth ) { vec3_t point; float waterlevel; waterlevel = ((mins - maxs) * 0.5f) + maxs; if( ++depth > 5 ) return waterlevel; VectorSet( point, origin[0], origin[1], origin[2] + waterlevel ); if( SV_PointContents( point ) == CONTENTS_WATER ) return SV_RecursiveWaterLevel( origin, mins, waterlevel, depth ); return SV_RecursiveWaterLevel( origin, waterlevel, maxs, depth ); } /* ============= SV_Submerged determine how deep the entity is ============= */ float SV_Submerged( edict_t *ent ) { vec3_t point; vec3_t halfmax; float waterlevel; VectorAverage( ent->v.absmin, ent->v.absmax, halfmax ); waterlevel = ent->v.absmin[2] - halfmax[2]; switch( ent->v.waterlevel ) { case 1: return SV_RecursiveWaterLevel( halfmax, 0.0f, waterlevel, 0 ) - waterlevel; case 3: VectorSet( point, halfmax[0], halfmax[1], ent->v.absmax[2] ); svs.groupmask = ent->v.groupinfo; if( SV_PointContents( point ) == CONTENTS_WATER ) { return (ent->v.maxs[2] - ent->v.mins[2]); } // intentionally fallthrough case 2: return SV_RecursiveWaterLevel( halfmax, ent->v.absmax[2] - halfmax[2], 0.0f, 0 ) - waterlevel; default: return 0.0f; } } /* ============= SV_CheckWater ============= */ qboolean SV_CheckWater( edict_t *ent ) { int cont, truecont; vec3_t point; point[0] = (ent->v.absmax[0] + ent->v.absmin[0]) * 0.5f; point[1] = (ent->v.absmax[1] + ent->v.absmin[1]) * 0.5f; point[2] = (ent->v.absmin[2] + 1.0f); ent->v.watertype = CONTENTS_EMPTY; svs.groupmask = ent->v.groupinfo; ent->v.waterlevel = 0; cont = SV_PointContents( point ); if( cont <= CONTENTS_WATER && cont > CONTENTS_TRANSLUCENT ) { svs.groupmask = ent->v.groupinfo; truecont = SV_TruePointContents( point ); ent->v.watertype = cont; ent->v.waterlevel = 1; if( ent->v.absmin[2] == ent->v.absmax[2] ) { // a point entity ent->v.waterlevel = 3; } else { point[2] = (ent->v.absmin[2] + ent->v.absmax[2]) * 0.5f; svs.groupmask = ent->v.groupinfo; cont = SV_PointContents( point ); if( cont <= CONTENTS_WATER && cont > CONTENTS_TRANSLUCENT ) { ent->v.waterlevel = 2; VectorAdd( point, ent->v.view_ofs, point ); svs.groupmask = ent->v.groupinfo; cont = SV_PointContents( point ); if( cont <= CONTENTS_WATER && cont > CONTENTS_TRANSLUCENT ) ent->v.waterlevel = 3; } } // Quake2 feature. Probably never was used in Half-Life... if( truecont <= CONTENTS_CURRENT_0 && truecont >= CONTENTS_CURRENT_DOWN ) { float speed = 50.0f * ent->v.waterlevel; const float *dir = current_table[CONTENTS_CURRENT_0 - truecont]; VectorMA( ent->v.basevelocity, speed, dir, ent->v.basevelocity ); } } return (ent->v.waterlevel > 1); } /* ================== SV_ClipVelocity Slide off of the impacting object ================== */ int SV_ClipVelocity( vec3_t in, vec3_t normal, vec3_t out, float overbounce ) { float backoff; float change; int i, blocked; blocked = 0; if( normal[2] > 0.0f ) 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] > -1.0f && out[i] < 1.0f ) out[i] = 0.0f; } return blocked; } /* =============================================================================== FLYING MOVEMENT CODE =============================================================================== */ /* ============ SV_FlyMove The basic solid body movement clip that slides along multiple planes *steptrace - if not NULL, the trace results of any vertical wall hit will be stored Returns the clipflags if the velocity was modified (hit something solid) 1 = floor 2 = wall / step 4 = dead stop ============ */ int SV_FlyMove( edict_t *ent, float time, trace_t *steptrace ) { int i, j, numplanes, bumpcount, blocked; vec3_t dir, end, planes[MAX_CLIP_PLANES]; vec3_t primal_velocity, original_velocity, new_velocity; float d, time_left, allFraction; trace_t trace; blocked = 0; VectorCopy( ent->v.velocity, original_velocity ); VectorCopy( ent->v.velocity, primal_velocity ); numplanes = 0; allFraction = 0.0f; time_left = time; for( bumpcount = 0; bumpcount < MAX_CLIP_PLANES - 1; bumpcount++ ) { if( VectorIsNull( ent->v.velocity )) break; VectorMA( ent->v.origin, time_left, ent->v.velocity, end ); trace = SV_Move( ent->v.origin, ent->v.mins, ent->v.maxs, end, MOVE_NORMAL, ent ); allFraction += trace.fraction; if( trace.allsolid ) { // entity is trapped in another solid VectorClear( ent->v.velocity ); return 4; } if( trace.fraction > 0.0f ) { // actually covered some distance VectorCopy( trace.endpos, ent->v.origin ); VectorCopy( ent->v.velocity, original_velocity ); numplanes = 0; } if( trace.fraction == 1.0f ) break; // moved the entire distance if( !trace.ent ) MsgDev( D_ERROR, "SV_FlyMove: trace.ent == NULL\n" ); if( trace.plane.normal[2] > 0.7f ) { blocked |= 1; // floor if( trace.ent->v.solid == SOLID_BSP || trace.ent->v.solid == SOLID_SLIDEBOX || trace.ent->v.movetype == MOVETYPE_PUSHSTEP || (trace.ent->v.flags & FL_CLIENT)) { ent->v.flags |= FL_ONGROUND; ent->v.groundentity = trace.ent; } } if( trace.plane.normal[2] == 0.0f ) { blocked |= 2; // step if( steptrace ) *steptrace = trace; // save for player extrafriction } // run the impact function SV_Impact( ent, trace.ent, &trace ); // break if removed by the impact function if( ent->free ) break; time_left -= time_left * trace.fraction; // clipped to another plane if( numplanes >= MAX_CLIP_PLANES ) { // this shouldn't really happen VectorClear( ent->v.velocity ); 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, 1.0f ); for( j = 0; j < numplanes; j++ ) { if( j != i ) { if( DotProduct( new_velocity, planes[j] ) < 0.0f ) 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 ) { VectorClear( ent->v.velocity ); break; } CrossProduct( planes[0], planes[1], dir ); d = DotProduct( dir, ent->v.velocity ); VectorScale( dir, d, ent->v.velocity ); } // if current velocity is against the original velocity, // stop dead to avoid tiny occilations in sloping corners if( DotProduct( ent->v.velocity, primal_velocity ) <= 0.0f ) { VectorClear( ent->v.velocity ); break; } } if( allFraction == 0.0f ) VectorClear( ent->v.velocity ); return blocked; } /* ============ SV_AddGravity ============ */ void SV_AddGravity( edict_t *ent ) { float ent_gravity; if( ent->v.gravity ) ent_gravity = ent->v.gravity; else ent_gravity = 1.0f; // add gravity incorrectly ent->v.velocity[2] -= ( ent_gravity * sv_gravity->value * host.frametime ); ent->v.velocity[2] += ( ent->v.basevelocity[2] * host.frametime ); ent->v.basevelocity[2] = 0.0f; // bound velocity SV_CheckVelocity( ent ); } /* ============ SV_AddHalfGravity ============ */ void SV_AddHalfGravity( edict_t *ent, float timestep ) { float ent_gravity; if( ent->v.gravity ) ent_gravity = ent->v.gravity; else ent_gravity = 1.0f; // Add 1/2 of the total gravitational effects over this timestep ent->v.velocity[2] -= ( 0.5f * ent_gravity * sv_gravity->value * timestep ); ent->v.velocity[2] += ( ent->v.basevelocity[2] * host.frametime ); ent->v.basevelocity[2] = 0.0f; // bound velocity SV_CheckVelocity( ent ); } /* =============================================================================== PUSHMOVE =============================================================================== */ /* ============ SV_AllowPushRotate Allows to change entity yaw? ============ */ qboolean SV_AllowPushRotate( edict_t *ent ) { model_t *mod; mod = Mod_Handle( ent->v.modelindex ); if( !mod || mod->type != mod_brush ) return true; if( !sv_allow_rotate_pushables->integer ) return false; return (mod->flags & MODEL_HAS_ORIGIN) ? true : false; } /* ============ SV_PushEntity Does not change the entities velocity at all ============ */ trace_t SV_PushEntity( edict_t *ent, const vec3_t lpush, const vec3_t apush, int *blocked ) { trace_t trace; int type; vec3_t end; VectorAdd( ent->v.origin, lpush, end ); if( ent->v.movetype == MOVETYPE_FLYMISSILE ) type = MOVE_MISSILE; else if( ent->v.solid == SOLID_TRIGGER || ent->v.solid == SOLID_NOT ) type = MOVE_NOMONSTERS; // only clip against bmodels else type = MOVE_NORMAL; trace = SV_Move( ent->v.origin, ent->v.mins, ent->v.maxs, end, type, ent ); if( trace.fraction != 0.0f ) { VectorCopy( trace.endpos, ent->v.origin ); if( apush[YAW] && ( ent->v.flags & FL_CLIENT )) { ent->v.avelocity[1] += apush[1]; ent->v.fixangle = 2; } // don't rotate pushables! if( SV_AllowPushRotate( ent )) ent->v.angles[YAW] += trace.fraction * apush[YAW]; } SV_LinkEdict( ent, true ); if( blocked ) *blocked = !VectorCompare( ent->v.origin, end ); // can't move full distance // so we can run impact function afterwards. if( SV_IsValidEdict( trace.ent )) SV_Impact( ent, trace.ent, &trace ); return trace; } /* ============ SV_CanPushed filter entities for push ============ */ qboolean SV_CanPushed( edict_t *ent ) { // filter movetypes to collide with switch( ent->v.movetype ) { case MOVETYPE_NONE: case MOVETYPE_PUSH: case MOVETYPE_FOLLOW: case MOVETYPE_NOCLIP: case MOVETYPE_COMPOUND: return false; } return true; } /* ============ SV_CanBlock allow entity to block pusher? ============ */ static qboolean SV_CanBlock( edict_t *ent ) { if( ent->v.mins[0] == ent->v.maxs[0] ) return false; if( ent->v.solid == SOLID_NOT || ent->v.solid == SOLID_TRIGGER ) { // clear bounds for deadbody ent->v.mins[0] = ent->v.mins[1] = 0.0f; ent->v.maxs[0] = ent->v.maxs[1] = 0.0f; ent->v.maxs[2] = ent->v.mins[2]; return false; } return true; } /* ============ SV_PushMove ============ */ static edict_t *SV_PushMove( edict_t *pusher, float movetime ) { int i, e, block; int num_moved, oldsolid; vec3_t mins, maxs, lmove; sv_pushed_t *p, *pushed_p; edict_t *check; if( sv.state == ss_loading || VectorIsNull( pusher->v.velocity )) { pusher->v.ltime += movetime; return NULL; } for( i = 0; i < 3; i++ ) { lmove[i] = pusher->v.velocity[i] * movetime; mins[i] = pusher->v.absmin[i] + lmove[i]; maxs[i] = pusher->v.absmax[i] + lmove[i]; } pushed_p = svgame.pushed; // save the pusher's original position pushed_p->ent = pusher; VectorCopy( pusher->v.origin, pushed_p->origin ); VectorCopy( pusher->v.angles, pushed_p->angles ); pushed_p++; // move the pusher to it's final position SV_LinearMove( pusher, movetime, pusher->v.friction ); SV_LinkEdict( pusher, false ); pusher->v.ltime += movetime; oldsolid = pusher->v.solid; // non-solid pushers can't push anything if( pusher->v.solid == SOLID_NOT ) return NULL; // see if any solid entities are inside the final position num_moved = 0; for( e = 1; e < svgame.numEntities; e++ ) { check = EDICT_NUM( e ); if( !SV_IsValidEdict( check )) continue; // filter movetypes to collide with if( !SV_CanPushed( check )) continue; pusher->v.solid = SOLID_NOT; block = SV_TestEntityPosition( check, pusher ); pusher->v.solid = oldsolid; if( block ) continue; // if the entity is standing on the pusher, it will definately be moved if( !(( check->v.flags & FL_ONGROUND ) && 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, NULL )) continue; } // remove the onground flag for non-players if( check->v.movetype != MOVETYPE_WALK ) check->v.flags &= ~FL_ONGROUND; // save original position of contacted entity pushed_p->ent = check; VectorCopy( check->v.origin, pushed_p->origin ); VectorCopy( check->v.angles, pushed_p->angles ); pushed_p++; // try moving the contacted entity pusher->v.solid = SOLID_NOT; SV_PushEntity( check, lmove, vec3_origin, &block ); pusher->v.solid = oldsolid; // if it is still inside the pusher, block if( SV_TestEntityPosition( check, NULL ) && block ) { if( !SV_CanBlock( check )) continue; pusher->v.ltime -= movetime; // move back any entities we already moved // go backwards, so if the same entity was pushed // twice, it goes back to the original position for( p = pushed_p - 1; p >= svgame.pushed; p-- ) { VectorCopy( p->origin, p->ent->v.origin ); VectorCopy( p->angles, p->ent->v.angles ); SV_LinkEdict( p->ent, (p->ent == check) ? true : false ); } return check; } } return NULL; } /* ============ SV_PushRotate ============ */ static edict_t *SV_PushRotate( edict_t *pusher, float movetime ) { int i, e, block, oldsolid; matrix4x4 start_l, end_l; vec3_t lmove, amove; sv_pushed_t *p, *pushed_p; vec3_t org, org2, temp; edict_t *check; if( sv.state == ss_loading || VectorIsNull( pusher->v.avelocity )) { pusher->v.ltime += movetime; return NULL; } for( i = 0; i < 3; i++ ) amove[i] = pusher->v.avelocity[i] * movetime; // create pusher initial position Matrix4x4_CreateFromEntity( start_l, pusher->v.angles, pusher->v.origin, 1.0f ); pushed_p = svgame.pushed; // save the pusher's original position pushed_p->ent = pusher; VectorCopy( pusher->v.origin, pushed_p->origin ); VectorCopy( pusher->v.angles, pushed_p->angles ); pushed_p++; // move the pusher to it's final position SV_AngularMove( pusher, movetime, pusher->v.friction ); SV_LinkEdict( pusher, false ); pusher->v.ltime += movetime; oldsolid = pusher->v.solid; // non-solid pushers can't push anything if( pusher->v.solid == SOLID_NOT ) return NULL; // create pusher final position Matrix4x4_CreateFromEntity( end_l, pusher->v.angles, pusher->v.origin, 1.0f ); // see if any solid entities are inside the final position for( e = 1; e < svgame.numEntities; e++ ) { check = EDICT_NUM( e ); if( !SV_IsValidEdict( check )) continue; // filter movetypes to collide with if( !SV_CanPushed( check )) continue; pusher->v.solid = SOLID_NOT; block = SV_TestEntityPosition( check, pusher ); pusher->v.solid = oldsolid; if( block ) continue; // if the entity is standing on the pusher, it will definately be moved if( !(( check->v.flags & FL_ONGROUND ) && 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, NULL )) continue; } // save original position of contacted entity pushed_p->ent = check; VectorCopy( check->v.origin, pushed_p->origin ); VectorCopy( check->v.angles, pushed_p->angles ); pushed_p->fixangle = check->v.fixangle; pushed_p++; // calculate destination position if( check->v.movetype == MOVETYPE_PUSHSTEP ) VectorAverage( check->v.absmin, check->v.absmax, org ); else VectorCopy( check->v.origin, org ); Matrix4x4_VectorITransform( start_l, org, temp ); Matrix4x4_VectorTransform( end_l, temp, org2 ); VectorSubtract( org2, org, lmove ); // try moving the contacted entity pusher->v.solid = SOLID_NOT; SV_PushEntity( check, lmove, amove, &block ); pusher->v.solid = oldsolid; // if it is still inside the pusher, block if( SV_TestEntityPosition( check, NULL ) && block ) { if( !SV_CanBlock( check )) continue; pusher->v.ltime -= movetime; // move back any entities we already moved // go backwards, so if the same entity was pushed // twice, it goes back to the original position for( p = pushed_p - 1; p >= svgame.pushed; p-- ) { VectorCopy( p->origin, p->ent->v.origin ); VectorCopy( p->angles, p->ent->v.angles ); SV_LinkEdict( p->ent, (p->ent == check) ? true : false ); p->ent->v.fixangle = p->fixangle; } return check; } } return NULL; } /* ================ SV_Physics_Pusher ================ */ void SV_Physics_Pusher( edict_t *ent ) { float oldtime, oldtime2; float thinktime, movetime; edict_t *pBlocker; pBlocker = NULL; oldtime = ent->v.ltime; thinktime = ent->v.nextthink; if( thinktime < ent->v.ltime + host.frametime ) { movetime = thinktime - ent->v.ltime; if( movetime < 0.0f ) movetime = 0.0f; } else movetime = host.frametime; if( movetime ) { if( VectorLength2( ent->v.avelocity ) > STOP_EPSILON ) { if( VectorLength2( ent->v.velocity ) > STOP_EPSILON ) { pBlocker = SV_PushRotate( ent, movetime ); if( !pBlocker ) { oldtime2 = ent->v.ltime; // reset the local time to what it was before we rotated ent->v.ltime = oldtime; pBlocker = SV_PushMove( ent, movetime ); if( ent->v.ltime < oldtime2 ) ent->v.ltime = oldtime2; } } else { pBlocker = SV_PushRotate( ent, movetime ); } } else { pBlocker = SV_PushMove( ent, movetime ); } } // if the pusher has a "blocked" function, call it // otherwise, just stay in place until the obstacle is gone if( pBlocker ) svgame.dllFuncs.pfnBlocked( ent, pBlocker ); if( thinktime > oldtime && (( ent->v.flags & FL_ALWAYSTHINK ) || thinktime <= ent->v.ltime )) { ent->v.nextthink = 0.0f; svgame.globals->time = sv.time; svgame.dllFuncs.pfnThink( ent ); if( ent->free ) return; } } //============================================================================ /* ============= SV_Physics_Follow just copy angles and origin of parent ============= */ void SV_Physics_Follow( edict_t *ent ) { edict_t *parent; // regular thinking if( !SV_RunThink( ent )) return; parent = ent->v.aiment; if( !SV_IsValidEdict( parent )) { MsgDev( D_ERROR, "%s have MOVETYPE_FOLLOW with no corresponding ent!", SV_ClassName( ent )); ent->v.movetype = MOVETYPE_NONE; return; } VectorAdd( parent->v.origin, ent->v.v_angle, ent->v.origin ); VectorCopy( parent->v.angles, ent->v.angles ); SV_LinkEdict( ent, true ); } /* ============= SV_Physics_Compound a glue two entities together ============= */ void SV_Physics_Compound( edict_t *ent ) { edict_t *parent; // regular thinking if( !SV_RunThink( ent )) return; parent = ent->v.aiment; if( !SV_IsValidEdict( parent )) { MsgDev( D_ERROR, "%s have MOVETYPE_COMPOUND with no corresponding ent!", SV_ClassName( ent )); ent->v.movetype = MOVETYPE_NONE; return; } if( ent->v.solid != SOLID_TRIGGER ) ent->v.solid = SOLID_NOT; switch( parent->v.movetype ) { case MOVETYPE_PUSH: case MOVETYPE_PUSHSTEP: break; default: return; } // not initialized ? if( ent->v.ltime == 0.0f ) { VectorCopy( parent->v.origin, ent->v.oldorigin ); VectorCopy( parent->v.angles, ent->v.avelocity ); ent->v.ltime = host.frametime; return; } if( !VectorCompare( parent->v.origin, ent->v.oldorigin ) || !VectorCompare( parent->v.angles, ent->v.avelocity )) { matrix4x4 start_l, end_l, temp_l, child; // create parent old position Matrix4x4_CreateFromEntity( temp_l, ent->v.avelocity, ent->v.oldorigin, 1.0f ); Matrix4x4_Invert_Simple( start_l, temp_l ); // create parent actual position Matrix4x4_CreateFromEntity( end_l, parent->v.angles, parent->v.origin, 1.0f ); // stupid quake bug!!! ent->v.angles[PITCH] = -ent->v.angles[PITCH]; // create child actual position Matrix4x4_CreateFromEntity( child, ent->v.angles, ent->v.origin, 1.0f ); // transform child from start to end Matrix4x4_ConcatTransforms( temp_l, start_l, child ); Matrix4x4_ConcatTransforms( child, end_l, temp_l ); // create child final position Matrix4x4_ConvertToEntity( child, ent->v.angles, ent->v.origin ); // stupid quake bug!!! ent->v.angles[PITCH] = -ent->v.angles[PITCH]; } // notsolid ents never touch triggers SV_LinkEdict( ent, (ent->v.solid == SOLID_NOT) ? false : true ); // shuffle states VectorCopy( parent->v.origin, ent->v.oldorigin ); VectorCopy( parent->v.angles, ent->v.avelocity ); } /* ============= SV_PhysicsNoclip A moving object that doesn't obey physics ============= */ void SV_Physics_Noclip( edict_t *ent ) { // regular thinking if( !SV_RunThink( ent )) return; SV_CheckWater( ent ); VectorMA( ent->v.origin, host.frametime, ent->v.velocity, ent->v.origin ); VectorMA( ent->v.angles, host.frametime, ent->v.avelocity, ent->v.angles ); // noclip ents never touch triggers SV_LinkEdict( ent, false ); } /* ============================================================================== TOSS / BOUNCE ============================================================================== */ /* ============= SV_CheckWaterTransition ============= */ void SV_CheckWaterTransition( edict_t *ent ) { int cont; vec3_t halfmax; halfmax[0] = (ent->v.absmax[0] + ent->v.absmin[0]) * 0.5f; halfmax[1] = (ent->v.absmax[1] + ent->v.absmin[1]) * 0.5f; halfmax[2] = (ent->v.absmin[2] + 1.0f); svs.groupmask = ent->v.groupinfo; cont = SV_PointContents( halfmax ); if( !ent->v.watertype ) { // just spawned here ent->v.watertype = cont; ent->v.waterlevel = 1; return; } if( cont > CONTENTS_WATER || cont <= CONTENTS_TRANSLUCENT ) { if( ent->v.watertype != CONTENTS_EMPTY ) { SV_StartSound( ent, CHAN_AUTO, "player/pl_wade2.wav", 1.0f, ATTN_NORM, 0, 100 ); } ent->v.watertype = CONTENTS_EMPTY; ent->v.waterlevel = 0; return; } if( ent->v.watertype == CONTENTS_EMPTY ) { SV_StartSound( ent, CHAN_AUTO, "player/pl_wade1.wav", 1.0f, ATTN_NORM, 0, 100 ); ent->v.velocity[2] *= 0.5f; } ent->v.watertype = cont; ent->v.waterlevel = 1; if( ent->v.absmin[2] == ent->v.absmax[2] ) { // a point entity ent->v.waterlevel = 3; } halfmax[2] = (ent->v.absmin[2] + ent->v.absmax[2]) * 0.5f; svs.groupmask = ent->v.groupinfo; cont = SV_PointContents( halfmax ); if( cont > CONTENTS_WATER || cont <= CONTENTS_TRANSLUCENT ) return; ent->v.waterlevel = 2; VectorAdd( halfmax, ent->v.view_ofs, halfmax ); svs.groupmask = ent->v.groupinfo; cont = SV_PointContents( halfmax ); if( cont > CONTENTS_WATER || cont <= CONTENTS_TRANSLUCENT ) return; ent->v.waterlevel = 3; } /* ============= 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; edict_t *ground; SV_CheckWater( ent ); // regular thinking if( !SV_RunThink( ent )) return; ground = ent->v.groundentity; if( ent->v.velocity[2] > 0.0f || !SV_IsValidEdict( ground ) || ground->v.flags & (FL_MONSTER|FL_CLIENT) || svgame.globals->changelevel ) { ent->v.flags &= ~FL_ONGROUND; } // if on ground and not moving, return. if( ent->v.flags & FL_ONGROUND && VectorIsNull( ent->v.velocity )) { VectorClear( ent->v.avelocity ); if( VectorIsNull( ent->v.basevelocity )) return; // at rest } SV_CheckVelocity( ent ); // add gravity switch( ent->v.movetype ) { case MOVETYPE_FLY: case MOVETYPE_FLYMISSILE: case MOVETYPE_BOUNCEMISSILE: break; default: SV_AddGravity( ent ); break; } // move angles (with friction) switch( ent->v.movetype ) { case MOVETYPE_TOSS: case MOVETYPE_BOUNCE: SV_AngularMove( ent, host.frametime, ent->v.friction ); break; default: SV_AngularMove( ent, host.frametime, 0.0f ); break; } // move origin // Base velocity is not properly accounted for since this entity will move again // after the bounce without taking it into account VectorAdd( ent->v.velocity, ent->v.basevelocity, ent->v.velocity ); SV_CheckVelocity( ent ); VectorScale( ent->v.velocity, host.frametime, move ); VectorSubtract( ent->v.velocity, ent->v.basevelocity, ent->v.velocity ); trace = SV_PushEntity( ent, move, vec3_origin, NULL ); if( ent->free ) return; SV_CheckVelocity( ent ); if( trace.allsolid ) { // entity is trapped in another solid VectorClear( ent->v.avelocity ); VectorClear( ent->v.velocity ); return; } if( trace.fraction == 1.0f ) { SV_CheckWaterTransition( ent ); return; } if( ent->v.movetype == MOVETYPE_BOUNCE ) backoff = 2.0f - ent->v.friction; else if( ent->v.movetype == MOVETYPE_BOUNCEMISSILE ) backoff = 2.0f; else backoff = 1.0f; SV_ClipVelocity( ent->v.velocity, trace.plane.normal, ent->v.velocity, backoff ); // stop if on ground if( trace.plane.normal[2] > 0.7f ) { float vel; VectorAdd( ent->v.velocity, ent->v.basevelocity, move ); vel = DotProduct( move, move ); if( ent->v.velocity[2] < sv_gravity->value * host.frametime ) { // we're rolling on the ground, add static friction. ent->v.groundentity = trace.ent; ent->v.flags |= FL_ONGROUND; ent->v.velocity[2] = 0.0f; } if( vel < 900.0f || ( ent->v.movetype != MOVETYPE_BOUNCE && ent->v.movetype != MOVETYPE_BOUNCEMISSILE )) { ent->v.flags |= FL_ONGROUND; ent->v.groundentity = trace.ent; VectorClear( ent->v.avelocity ); VectorClear( ent->v.velocity ); } else { VectorScale( ent->v.velocity, (1.0f - trace.fraction) * host.frametime * 0.9f, move ); VectorMA( move, (1.0f - trace.fraction) * host.frametime * 0.9f, ent->v.basevelocity, move ); trace = SV_PushEntity( ent, move, vec3_origin, NULL ); if( ent->free ) return; } } // 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 ) { qboolean inwater; qboolean wasonground; vec3_t mins, maxs; vec3_t point; trace_t trace; int x, y; SV_WaterMove( ent ); SV_CheckVelocity( ent ); wasonground = (ent->v.flags & FL_ONGROUND); inwater = SV_CheckWater( ent ); if( ent->v.flags & FL_FLOAT && ent->v.waterlevel > 0 ) { float buoyancy = SV_Submerged( ent ) * ent->v.skin * host.frametime; SV_AddGravity( ent ); ent->v.velocity[2] += buoyancy; } if( !wasonground && !( ent->v.flags & FL_FLY ) && (!( ent->v.flags & FL_SWIM ) || ent->v.waterlevel <= 0 )) { if( !inwater ) SV_AddGravity( ent ); } if( !VectorIsNull( ent->v.velocity ) || !VectorIsNull( ent->v.basevelocity )) { ent->v.flags &= ~FL_ONGROUND; if( wasonground && ( ent->v.health > 0 || SV_CheckBottom( ent, MOVE_NORMAL ))) { float *vel = ent->v.velocity; float control, speed, newspeed; float friction; speed = sqrt(( vel[0] * vel[0] ) + ( vel[1] * vel[1] )); // DotProduct2D if( speed ) { friction = sv_friction->value * ent->v.friction; // factor ent->v.friction = 1.0f; // g-cont. ??? 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_CheckVelocity( ent ); SV_FlyMove( ent, host.frametime, NULL ); if( ent->free ) return; SV_CheckVelocity( ent ); VectorSubtract( ent->v.velocity, ent->v.basevelocity, ent->v.velocity ); SV_CheckVelocity( ent ); VectorAdd( ent->v.origin, ent->v.mins, mins ); VectorAdd( ent->v.origin, ent->v.maxs, maxs ); point[2] = mins[2] - 1.0f; for( x = 0; x <= 1; x++ ) { if( ent->v.flags & FL_ONGROUND ) break; for( y = 0; y <= 1; y++ ) { point[0] = x ? maxs[0] : mins[0]; point[1] = y ? maxs[1] : mins[1]; trace = SV_Move( point, vec3_origin, vec3_origin, point, MOVE_NORMAL, ent ); if( trace.startsolid ) { ent->v.flags |= FL_ONGROUND; ent->v.groundentity = trace.ent; ent->v.friction = 1.0f; break; } } } SV_LinkEdict( ent, true ); } else { if( svgame.globals->force_retouch != 0 ) { trace = SV_Move( ent->v.origin, ent->v.mins, ent->v.maxs, ent->v.origin, MOVE_NORMAL, ent ); // hentacle impact code if(( trace.fraction < 1.0f || trace.startsolid ) && SV_IsValidEdict( trace.ent )) { SV_Impact( ent, trace.ent, &trace ); if( ent->free ) return; } } } if( !SV_RunThink( ent )) return; SV_CheckWaterTransition( ent ); } /* ============= SV_PhysicsNone Non moving objects can only think ============= */ void SV_Physics_None( edict_t *ent ) { SV_RunThink( ent ); } //============================================================================ static void SV_Physics_Entity( edict_t *ent ) { // user dll can override movement type (Xash3D extension) if( svgame.physFuncs.SV_PhysicsEntity && svgame.physFuncs.SV_PhysicsEntity( ent )) return; // overrided SV_UpdateBaseVelocity( ent ); if(!( ent->v.flags & FL_BASEVELOCITY ) && !VectorIsNull( ent->v.basevelocity )) { // Apply momentum (add in half of the previous frame of velocity first) VectorMA( ent->v.velocity, 1.0f + (host.frametime * 0.5f), ent->v.basevelocity, ent->v.velocity ); VectorClear( ent->v.basevelocity ); } ent->v.flags &= ~FL_BASEVELOCITY; if( svgame.globals->force_retouch != 0.0f ) { // force retouch even for stationary SV_LinkEdict( ent, true ); } switch( ent->v.movetype ) { case MOVETYPE_NONE: SV_Physics_None( ent ); break; case MOVETYPE_NOCLIP: SV_Physics_Noclip( ent ); break; case MOVETYPE_FOLLOW: SV_Physics_Follow( ent ); break; case MOVETYPE_COMPOUND: SV_Physics_Compound( ent ); break; case MOVETYPE_STEP: case MOVETYPE_PUSHSTEP: SV_Physics_Step( ent ); break; case MOVETYPE_FLY: case MOVETYPE_TOSS: case MOVETYPE_BOUNCE: case MOVETYPE_FLYMISSILE: case MOVETYPE_BOUNCEMISSILE: SV_Physics_Toss( ent ); break; case MOVETYPE_PUSH: SV_Physics_Pusher( ent ); break; case MOVETYPE_WALK: Host_Error( "SV_Physics: bad movetype %i\n", ent->v.movetype ); break; } // g-cont. don't alow free entities during loading because // this produce a corrupted baselines if( sv.state == ss_active && ent->v.flags & FL_KILLME ) SV_FreeEdict( ent ); } /* ================ SV_Physics ================ */ void SV_Physics( void ) { edict_t *ent; int i; SV_CheckAllEnts (); svgame.globals->time = sv.time; // let the progs know that a new frame has started svgame.dllFuncs.pfnStartFrame(); // treat each object in turn for( i = 0; i < svgame.numEntities; i++ ) { ent = EDICT_NUM( i ); if( !SV_IsValidEdict( ent )) continue; if( i > 0 && i <= svgame.globals->maxClients ) continue; SV_Physics_Entity( ent ); } if( svgame.physFuncs.SV_EndFrame != NULL ) svgame.physFuncs.SV_EndFrame(); // animate lightstyles (used for GetEntityIllum) SV_RunLightStyles (); if( sv_skyspeed->value ) { // evaluate sky rotation. float skyAngle = sv_skyangle->value + sv_skyspeed->value * host.frametime; Cvar_SetFloat( "sv_skyangle", anglemod( skyAngle )); } // decrement svgame.numEntities if the highest number entities died for( ; EDICT_NUM( svgame.numEntities - 1 )->free; svgame.numEntities-- ); if( svgame.globals->force_retouch != 0.0f ) svgame.globals->force_retouch--; } /* ================ SV_GetServerTime Inplementation for new physics interface ================ */ double SV_GetServerTime( void ) { return sv.time; } /* ================ SV_GetFrameTime Inplementation for new physics interface ================ */ double SV_GetFrameTime( void ) { return host.frametime; } /* ================ SV_GetHeadNode Inplementation for new physics interface ================ */ areanode_t *SV_GetHeadNode( void ) { return sv_areanodes; } /* ================ SV_ServerState Inplementation for new physics interface ================ */ int SV_ServerState( void ) { return sv.state; } /* ================ SV_DrawDebugTriangles Called from renderer for debug purposes ================ */ void SV_DrawDebugTriangles( void ) { if( host.type != HOST_NORMAL ) return; if( svgame.physFuncs.DrawNormalTriangles != NULL ) { // draw solid overlay svgame.physFuncs.DrawNormalTriangles (); } if( svgame.physFuncs.DrawDebugTriangles != NULL ) { // debug draws only pglDisable( GL_BLEND ); pglDepthMask( GL_FALSE ); pglDisable( GL_TEXTURE_2D ); // draw wireframe overlay svgame.physFuncs.DrawDebugTriangles (); pglEnable( GL_TEXTURE_2D ); pglDepthMask( GL_TRUE ); pglEnable( GL_BLEND ); } } /* ================ SV_DrawOrthoTriangles Called from renderer for debug purposes ================ */ void SV_DrawOrthoTriangles( void ) { if( host.type != HOST_NORMAL ) return; if( svgame.physFuncs.DrawOrthoTriangles != NULL ) { // draw solid overlay svgame.physFuncs.DrawOrthoTriangles (); } } void SV_UpdateFogSettings( unsigned int packed_fog ) { svgame.movevars.fog_settings = packed_fog; physinfo->modified = true; // force to transmit } static server_physics_api_t gPhysicsAPI = { SV_LinkEdict, SV_GetServerTime, SV_GetFrameTime, Mod_Handle, SV_GetHeadNode, SV_ServerState, Host_Error, &gTriApi, // ouch! pfnDrawConsoleString, pfnDrawSetTextColor, pfnDrawConsoleStringLen, Con_NPrintf, Con_NXPrintf, SV_GetLightStyle, SV_UpdateFogSettings, }; /* =============== SV_InitPhysicsAPI Initialize server external physics =============== */ qboolean SV_InitPhysicsAPI( void ) { static PHYSICAPI pPhysIface; pPhysIface = (PHYSICAPI)Com_GetProcAddress( svgame.hInstance, "Server_GetPhysicsInterface" ); if( pPhysIface ) { if( pPhysIface( SV_PHYSICS_INTERFACE_VERSION, &gPhysicsAPI, &svgame.physFuncs )) { MsgDev( D_AICONSOLE, "SV_LoadProgs: ^2initailized extended PhysicAPI ^7ver. %i\n", SV_PHYSICS_INTERFACE_VERSION ); if( svgame.physFuncs.SV_CheckFeatures != NULL ) { // grab common engine features (it will be shared across the network) host.features = svgame.physFuncs.SV_CheckFeatures(); Host_PrintEngineFeatures (); } return true; } // make sure what physic functions is cleared Q_memset( &svgame.physFuncs, 0, sizeof( svgame.physFuncs )); return false; // just tell user about problems } // physic interface is missed return true; }