/* 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" typedef int (*PHYSICAPI)( int, server_physics_api_t*, physics_interface_t* ); /* 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 /* =============================================================================== 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 ); 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 ) ent->v.velocity[i] = sv_maxvelocity->value; else if( ent->v.velocity[i] < -sv_maxvelocity->value ) 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_Impact Two entities have touched, so run their touch functions ================== */ void SV_Impact( edict_t *e1, trace_t *trace ) { edict_t *e2 = trace->ent; 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 ) { int i; float adjustment; VectorMA( ent->v.angles, frametime, ent->v.avelocity, ent->v.angles ); if( friction == 0.0f ) return; adjustment = frametime * (sv_stopspeed->value / 10) * 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) * 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_CheckWater ============= */ qboolean SV_CheckWater( edict_t *ent ) { int cont, truecont; vec3_t point; point[0] = ent->v.origin[0] + (ent->v.mins[0] + ent->v.maxs[0]) * 0.5f; point[1] = ent->v.origin[1] + (ent->v.mins[1] + ent->v.maxs[1]) * 0.5f; point[2] = ent->v.origin[2] + ent->v.mins[2] + 1; ent->v.waterlevel = 0; ent->v.watertype = CONTENTS_EMPTY; svs.groupmask = ent->v.groupinfo; 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; point[2] = ent->v.origin[2] + (ent->v.mins[2] + ent->v.maxs[2]) * 0.5f; svs.groupmask = ent->v.groupinfo; cont = SV_PointContents( point ); if( cont <= CONTENTS_WATER && cont > CONTENTS_TRANSLUCENT ) { ent->v.waterlevel = 2; point[2] = ent->v.origin[2] + ent->v.view_ofs[2]; svs.groupmask = ent->v.groupinfo; cont = SV_PointContents( point ); if( cont <= CONTENTS_WATER ) ent->v.waterlevel = 3; } 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} }; float speed = 50.0f * ent->v.waterlevel; 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] > -STOP_EPSILON && out[i] < STOP_EPSILON ) 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; 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 ); // 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 0 if( ent->v.flags & FL_ONGROUND ) return; // already onground #endif 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; sv_client_t *cl; qboolean push = false; 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( sv_fix_pushents->integer ) push = ( trace.fraction != 0.0f && !trace.allsolid ) ? true : false; else push = ( trace.fraction != 0.0f ) ? true : false; if( push ) { VectorCopy( trace.endpos, ent->v.origin ); if( apush[YAW] && ent->v.flags & FL_CLIENT && ( cl = SV_ClientFromEdict( ent, true )) != NULL ) { 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 ); 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.solid == SOLID_NOT || ent->v.solid == SOLID_TRIGGER ) return false; // deadbody if( ent->v.deadflag >= DEAD_DEAD ) return false; // point entities never block push if( VectorCompare( ent->v.mins, ent->v.maxs )) return false; return true; } /* ============ SV_BuildPushList build the list of all entities which contacted with pusher NOTE: don't use this. This optimization is required personal linked-list in edict_t (edict->area2) and can't working correctly with node->solid_edicts only. ============ */ void SV_BuildPushList( areanode_t *node, edict_t *pusher, const vec3_t mins, const vec3_t maxs ) { link_t *l, *next; edict_t *check; int oldsolid; qboolean block; oldsolid = pusher->v.solid; // touch linked edicts for( l = node->solid_edicts.next; l != &node->solid_edicts; l = next ) { next = l->next; check = EDICT_FROM_AREA( l ); 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; } #ifdef BUILD_PUSH_LIST if( svgame.numpushents >= MAX_PUSHED_ENTS ) { MsgDev( D_ERROR, "SV_BuildPushList: overflow!\n" ); return; } // all tests passed. add entity to pushlist svgame.pushlist[svgame.numpushents] = check; svgame.numpushents++; #endif } // recurse down both sides if( node->axis == -1 ) return; if( maxs[node->axis] > node->dist ) SV_BuildPushList( node->children[0], pusher, mins, maxs ); if( mins[node->axis] < node->dist ) SV_BuildPushList( node->children[1], pusher, mins, maxs ); } /* ============ 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; #ifdef BUILD_PUSH_LIST svgame.numpushents = 0; SV_BuildPushList( sv_areanodes, pusher, mins, maxs ); for( e = 0; e < svgame.numpushents; e++ ) { check = svgame.pushlist[e]; #else 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; } #endif // 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, temp_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( temp_l, pusher->v.angles, pusher->v.origin, 1.0f ); Matrix4x4_Invert_Simple( start_l, temp_l ); 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 ); #ifdef BUILD_PUSH_LIST svgame.numpushents = 0; SV_BuildPushList( sv_areanodes, pusher, pusher->v.absmin, pusher->v.absmax ); for( e = 0; e < svgame.numpushents; e++ ) { check = svgame.pushlist[e]; #else // 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; } #endif // 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++; // calculate destination position if( check->v.movetype == MOVETYPE_PUSHSTEP ) VectorAverage( check->v.absmin, check->v.absmax, org ); else VectorCopy( check->v.origin, org ); Matrix4x4_VectorTransform( 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 = 0; // FIXME: save old fixangle state into pushed array ? } 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 )) return; VectorAdd( parent->v.origin, parent->v.view_ofs, ent->v.origin ); VectorCopy( parent->v.angles, ent->v.angles ); // noclip ents never touch triggers SV_LinkEdict( ent, false ); } /* ============= SV_Physics_Compound a glue two entities together ============= */ void SV_Physics_Compound( edict_t *ent ) { edict_t *parent; matrix4x4 start_l, end_l, temp_l; vec3_t temp, org, org2, amove, lmove; float movetime; // regular thinking if( !SV_RunThink( ent )) return; parent = ent->v.aiment; if( !SV_IsValidEdict( parent )) return; 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 = parent->v.ltime ? parent->v.ltime : host.frametime; return; } movetime = parent->v.ltime - ent->v.ltime; VectorScale( parent->v.velocity, movetime, lmove ); VectorScale( parent->v.avelocity, movetime, amove ); // 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 ); VectorCopy( ent->v.origin, org ); Matrix4x4_VectorTransform( start_l, org, temp ); Matrix4x4_VectorTransform( end_l, temp, org2 ); VectorSubtract( org2, org, lmove ); amove[0] = 0.0f; // don't pitch rotate VectorAdd( ent->v.angles, amove, ent->v.angles ); VectorAdd( ent->v.origin, lmove, ent->v.origin ); // noclip ents never touch triggers SV_LinkEdict( ent, false ); // shuffle states VectorCopy( parent->v.origin, ent->v.oldorigin ); VectorCopy( parent->v.angles, ent->v.avelocity ); ent->v.ltime = parent->v.ltime ? parent->v.ltime : host.frametime; } /* ============= 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; svs.groupmask = ent->v.groupinfo; cont = SV_PointContents( ent->v.origin ); if( !ent->v.watertype ) { // just spawned here ent->v.watertype = cont; ent->v.waterlevel = 1; return; } // check if the entity crossed into or out of water if( ent->v.watertype <= CONTENTS_WATER ) { ent->v.watertype = cont; ent->v.waterlevel = 1; } else { ent->v.watertype = CONTENTS_EMPTY; ent->v.waterlevel = 0; } } /* ============= SV_Physics_Toss Toss, bounce, and fly movement. When onground, do nothing. ============= */ void SV_Physics_Toss( edict_t *ent ) { trace_t trace; vec3_t move; float backoff; // regular thinking if( !SV_RunThink( ent )) return; SV_CheckWaterTransition( ent ); SV_CheckWater( ent ); if( ent->v.velocity[2] > DIST_EPSILON || svgame.globals->changelevel ) { ent->v.flags &= ~FL_ONGROUND; ent->v.groundentity = NULL; } // if on ground and not moving, return. if( ent->v.flags & FL_ONGROUND && SV_IsValidEdict( ent->v.groundentity )) { if( VectorIsNull( ent->v.basevelocity ) && VectorIsNull( ent->v.velocity )) return; } 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 0 if( trace.allsolid ) { // entity is trapped in another solid ent->v.groundentity = trace.ent; ent->v.flags |= FL_ONGROUND; VectorClear( ent->v.velocity ); return; } #endif if( trace.fraction == 1.0f ) { SV_CheckWater( 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, ent->v.velocity ); 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; } vel = DotProduct( ent->v.velocity, ent->v.velocity ); 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.velocity ); // avelocity will be clearing in game.dll } else { VectorScale( ent->v.velocity, (1.0f - trace.fraction) * host.frametime * 0.9f, move ); trace = SV_PushEntity( ent, move, vec3_origin, NULL ); if( ent->free ) return; } VectorSubtract( ent->v.velocity, ent->v.basevelocity, ent->v.velocity ); } // check for in water SV_CheckWater( 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 wasonground; qboolean wasinwater; qboolean inwater; qboolean isfalling = false; trace_t trace; SV_CheckVelocity( ent ); wasonground = (ent->v.flags & FL_ONGROUND) ? true : false; wasinwater = (ent->v.flags & FL_INWATER) ? true : false; // add gravity except: // flying monsters // swimming monsters who are in the water // pushables inwater = SV_CheckWater( ent ); if( ent->v.movetype == MOVETYPE_PUSHSTEP ) { if( wasinwater && !inwater ) ent->v.velocity[2] = 0.0f; if( inwater && ( ent->v.flags & FL_FLOAT )) { ent->v.flags |= FL_INWATER; // floating pushables if( ent->v.waterlevel >= 2 ) { VectorScale( ent->v.velocity, 1.0f - (host.frametime * 0.5f), ent->v.velocity ); ent->v.velocity[2] += (ent->v.skin * host.frametime ); } else if( ent->v.waterlevel == 0 ) { } else { ent->v.velocity[2] -= (ent->v.skin * host.frametime); } } else if( !wasonground ) { ent->v.flags &= ~FL_INWATER; SV_AddGravity( ent ); } } else { // monster gravity if( !wasonground ) { if(!( ent->v.flags & FL_FLY )) { if(!( ent->v.flags & FL_SWIM && ent->v.waterlevel > 0 )) { if( !inwater ) { SV_AddHalfGravity( ent, host.frametime ); isfalling = true; } } } } } if( !VectorIsNull( ent->v.velocity ) || !VectorIsNull( ent->v.basevelocity )) { vec3_t mins, maxs, point; float friction = sv_friction->value; int x, y; friction *= ent->v.friction; ent->v.flags &= ~FL_ONGROUND; // apply friction // let dead monsters who aren't completely onground slide if( wasonground ) { float speed, newspeed; float *vel, control; vel = ent->v.velocity; speed = sqrt( vel[0] * vel[0] + vel[1] * vel[1] ); // add ground speed if( ent->v.groundentity ) { if( ent->v.groundentity->v.flags & FL_CONVEYOR ) speed += ent->v.groundentity->v.speed; } if( speed ) { control = speed < sv_stopspeed->value ? sv_stopspeed->value : speed; newspeed = speed - host.frametime * control * friction; if( newspeed < 0.0f ) newspeed = 0.0f; newspeed /= speed; ent->v.velocity[0] *= newspeed; ent->v.velocity[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 ); SV_CheckVelocity( ent ); // determine if it's on solid ground at all 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++ ) { 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.force_retouch != 0.0f ) { trace = SV_Move(ent->v.origin, ent->v.mins, ent->v.maxs, ent->v.origin, MOVE_NORMAL, ent ); if(( trace.fraction < 1.0f || trace.startsolid ) && SV_IsValidEdict( trace.ent )) SV_Impact( ent, &trace ); } } if(!( ent->v.flags & FL_ONGROUND ) && isfalling ) { SV_AddHalfGravity( ent, host.frametime ); } 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 ) { 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.force_retouch != 0.0f ) { // force retouch even for stationary SV_LinkEdict( ent, true ); } // user dll can override movement type (Xash3D extension) if( svgame.physFuncs.SV_PhysicsEntity ) { if( svgame.physFuncs.SV_PhysicsEntity( ent )) { if( ent->v.flags & FL_KILLME ) SV_FreeEdict( ent ); return; // overrided } } 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; } if( 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; svgame.force_retouch = svgame.globals->force_retouch; if( svgame.force_retouch != 0.0f ) svgame.globals->force_retouch = max( 0.0f, svgame.globals->force_retouch - 1.0f ); // 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 ); } // animate lightstyles (used for GetEntityIllum) SV_RunLightStyles (); // decrement svgame.numEntities if the highest number entities died for( ; EDICT_NUM( svgame.numEntities - 1 )->free; svgame.numEntities-- ); } /* ================ SV_GetServerTime Inplementation for new physics interface ================ */ double SV_GetServerTime( void ) { return sv.time; } static server_physics_api_t gPhysicsAPI = { SV_LinkEdict, SV_GetServerTime, }; /* =============== 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 ); 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; }