1587 lines
38 KiB
C
1587 lines
38 KiB
C
//=======================================================================
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// Copyright XashXT Group 2007 ©
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// sv_physics.c - server physic
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//=======================================================================
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#include "common.h"
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#include "server.h"
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#include "matrix_lib.h"
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#include "const.h"
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/*
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pushmove objects do not obey gravity, and do not interact with each other or trigger fields,
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but block normal movement and push normal objects when they move.
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onground is set for toss objects when they come to a complete rest. it is set for steping or walking objects
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doors, plats, etc are SOLID_BSP, and MOVETYPE_PUSH
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bonus items are SOLID_TRIGGER touch, and MOVETYPE_TOSS
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corpses are SOLID_NOT and MOVETYPE_TOSS
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crates are SOLID_BBOX and MOVETYPE_TOSS
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walking monsters are SOLID_BBOX and MOVETYPE_STEP
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flying/floating monsters are SOLID_BBOX and MOVETYPE_FLY
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solid_edge items only clip against bsp models.
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*/
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#define MOVE_EPSILON 0.01
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#define MAX_CLIP_PLANES 5
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/*
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===============================================================================
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Utility functions
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===============================================================================
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*/
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/*
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================
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SV_CheckAllEnts
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================
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*/
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void SV_CheckAllEnts( void )
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{
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int i;
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edict_t *e;
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if( !sv_check_errors->integer ) return;
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// see if any solid entities are inside the final position
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for( i = svgame.globals->maxClients + 1; i < svgame.numEntities; i++ )
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{
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e = EDICT_NUM( i );
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if( !SV_IsValidEdict( e )) continue;
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switch( e->v.movetype )
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{
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case MOVETYPE_PUSH:
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case MOVETYPE_NONE:
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case MOVETYPE_FOLLOW:
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case MOVETYPE_NOCLIP:
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case MOVETYPE_COMPOUND:
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continue;
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default:
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break;
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}
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if( SV_TestEntityPosition( e ))
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MsgDev( D_INFO, "Stuck entity %s\n", SV_ClassName( e ));
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}
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}
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/*
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================
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SV_CheckVelocity
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================
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*/
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void SV_CheckVelocity( edict_t *ent )
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{
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int i;
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// bound velocity
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for( i = 0; i < 3; i++ )
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{
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if( IS_NAN( ent->v.velocity[i] ))
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{
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MsgDev( D_INFO, "Got a NaN velocity on %s\n", STRING( ent->v.classname ));
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ent->v.velocity[i] = 0.0f;
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}
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if( IS_NAN( ent->v.origin[i] ))
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{
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MsgDev( D_INFO, "Got a NaN origin on %s\n", STRING( ent->v.classname ));
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ent->v.origin[i] = 0.0f;
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}
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if( ent->v.velocity[i] > sv_maxvelocity->value )
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ent->v.velocity[i] = sv_maxvelocity->value;
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else if( ent->v.velocity[i] < -sv_maxvelocity->value )
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ent->v.velocity[i] = -sv_maxvelocity->value;
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}
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}
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/*
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================
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SV_UpdateBaseVelocity
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================
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*/
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void SV_UpdateBaseVelocity( edict_t *ent )
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{
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if( ent->v.flags & FL_ONGROUND )
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{
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edict_t *groundentity = ent->v.groundentity;
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if( SV_IsValidEdict( groundentity ))
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{
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// On conveyor belt that's moving?
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if( groundentity->v.flags & FL_CONVEYOR )
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{
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vec3_t new_basevel;
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VectorScale( groundentity->v.movedir, groundentity->v.speed, new_basevel );
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if( ent->v.flags & FL_BASEVELOCITY )
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VectorAdd( new_basevel, ent->v.basevelocity, new_basevel );
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ent->v.flags |= FL_BASEVELOCITY;
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VectorCopy( new_basevel, ent->v.basevelocity );
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}
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}
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}
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}
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/*
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=============
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SV_RunThink
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Runs thinking code if time. There is some play in the exact time the think
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function will be called, because it is called before any movement is done
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in a frame. Not used for pushmove objects, because they must be exact.
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Returns false if the entity removed itself.
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=============
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*/
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qboolean SV_RunThink( edict_t *ent )
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{
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float thinktime;
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thinktime = ent->v.nextthink;
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if( thinktime <= 0.0f || thinktime > sv_time() + sv_frametime( ))
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return true;
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if( thinktime < sv_time( ))
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thinktime = sv_time(); // don't let things stay in the past.
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// it is possible to start that way
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// by a trigger with a local time.
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ent->v.nextthink = 0;
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svgame.globals->time = thinktime;
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svgame.dllFuncs.pfnThink( ent );
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return !ent->free;
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}
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/*
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==================
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SV_Impact
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Two entities have touched, so run their touch functions
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==================
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*/
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void SV_Impact( edict_t *e1, trace_t *trace )
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{
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edict_t *e2 = trace->pHit;
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// custom user filter
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if( svgame.dllFuncs2.pfnShouldCollide )
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{
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if( !svgame.dllFuncs2.pfnShouldCollide( e1, e2 ))
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return;
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}
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svgame.globals->time = sv.time;
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SV_CopyTraceToGlobal( trace );
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if( !e1->free && !e2->free && e1->v.solid != SOLID_NOT )
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{
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svgame.dllFuncs.pfnTouch( e1, e2 );
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}
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if( !e1->free && !e2->free && e2->v.solid != SOLID_NOT )
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{
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svgame.dllFuncs.pfnTouch( e2, e1 );
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}
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}
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/*
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=============
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SV_AngularMove
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may use friction for smooth stopping
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=============
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*/
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void SV_AngularMove( edict_t *ent, float frametime, float friction )
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{
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int i;
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float adjustment;
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VectorMA( ent->v.angles, frametime, ent->v.avelocity, ent->v.angles );
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if( friction == 0.0f ) return;
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adjustment = frametime * (sv_stopspeed->value / 10) * sv_friction->value * fabs( friction );
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for( i = 0; i < 3; i++ )
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{
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if( ent->v.avelocity[i] > 0.0f )
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{
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ent->v.avelocity[i] -= adjustment;
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if( ent->v.avelocity[i] < 0.0f )
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ent->v.avelocity[i] = 0.0f;
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}
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else
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{
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ent->v.avelocity[i] += adjustment;
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if( ent->v.avelocity[i] > 0.0f )
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ent->v.avelocity[i] = 0.0f;
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}
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}
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}
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/*
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=============
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SV_LinearMove
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use friction for smooth stopping
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=============
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*/
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void SV_LinearMove( edict_t *ent, float frametime, float friction )
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{
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int i;
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float adjustment;
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VectorMA( ent->v.origin, frametime, ent->v.velocity, ent->v.origin );
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if( friction == 0.0f ) return;
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adjustment = frametime * (sv_stopspeed->value / 10) * sv_friction->value * fabs( friction );
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for( i = 0; i < 3; i++ )
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{
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if( ent->v.velocity[i] > 0.0f )
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{
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ent->v.velocity[i] -= adjustment;
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if( ent->v.velocity[i] < 0.0f ) ent->v.velocity[i] = 0.0f;
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}
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else
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{
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ent->v.velocity[i] += adjustment;
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if( ent->v.velocity[i] > 0.0f ) ent->v.velocity[i] = 0.0f;
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}
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}
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}
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/*
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=============
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SV_CheckWater
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=============
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*/
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qboolean SV_CheckWater( edict_t *ent )
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{
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int cont, truecont;
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vec3_t point;
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point[0] = ent->v.origin[0] + (ent->v.mins[0] + ent->v.maxs[0]) * 0.5f;
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point[1] = ent->v.origin[1] + (ent->v.mins[1] + ent->v.maxs[1]) * 0.5f;
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point[2] = ent->v.origin[2] + ent->v.mins[2] + 1;
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ent->v.waterlevel = 0;
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ent->v.watertype = CONTENTS_EMPTY;
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cont = SV_PointContents( point );
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if( cont <= CONTENTS_WATER && cont > CONTENTS_TRANSLUCENT )
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{
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truecont = SV_TruePointContents( point );
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ent->v.watertype = cont;
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ent->v.waterlevel = 1;
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point[2] = ent->v.origin[2] + (ent->v.mins[2] + ent->v.maxs[2]) * 0.5f;
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cont = SV_PointContents( point );
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if( cont <= CONTENTS_WATER && cont > CONTENTS_TRANSLUCENT )
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{
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ent->v.waterlevel = 2;
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point[2] = ent->v.origin[2] + ent->v.view_ofs[2];
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cont = SV_PointContents( point );
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if( cont <= CONTENTS_WATER )
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ent->v.waterlevel = 3;
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}
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if( truecont <= CONTENTS_CURRENT_0 && truecont >= CONTENTS_CURRENT_DOWN )
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{
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static vec3_t current_table[] =
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{
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{ 1, 0, 0 },
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{ 0, 1, 0 },
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{-1, 0, 0 },
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{ 0, -1, 0 },
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{ 0, 0, 1 },
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{ 0, 0, -1}
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};
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float speed = 50.0f * ent->v.waterlevel;
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float *dir = current_table[CONTENTS_CURRENT_0 - truecont];
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VectorMA( ent->v.basevelocity, speed, dir, ent->v.basevelocity );
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}
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}
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return ent->v.waterlevel > 1;
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}
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/*
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==================
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SV_ClipVelocity
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Slide off of the impacting object
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==================
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*/
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int SV_ClipVelocity( vec3_t in, vec3_t normal, vec3_t out, float overbounce )
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{
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float backoff;
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float change;
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int i, blocked;
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blocked = 0;
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if( normal[2] > 0.0f ) blocked |= 1; // floor
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if( !normal[2] ) blocked |= 2; // step
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backoff = DotProduct( in, normal ) * overbounce;
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for( i = 0; i < 3; i++ )
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{
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change = normal[i] * backoff;
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out[i] = in[i] - change;
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if( out[i] > -STOP_EPSILON && out[i] < STOP_EPSILON )
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out[i] = 0.0f;
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}
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return blocked;
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}
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/*
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===============================================================================
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FLYING MOVEMENT CODE
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===============================================================================
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*/
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/*
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============
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SV_FlyMove
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The basic solid body movement clip that slides along multiple planes
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*steptrace - if not NULL, the trace results of any vertical wall hit will be stored
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Returns the clipflags if the velocity was modified (hit something solid)
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1 = floor
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2 = wall / step
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4 = dead stop
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============
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*/
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int SV_FlyMove( edict_t *ent, float time, trace_t *steptrace )
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{
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int i, j, numplanes, bumpcount, blocked;
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vec3_t dir, end, planes[MAX_CLIP_PLANES];
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vec3_t primal_velocity, original_velocity, new_velocity;
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float d, time_left, allFraction;
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trace_t trace;
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blocked = 0;
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VectorCopy( ent->v.velocity, original_velocity );
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VectorCopy( ent->v.velocity, primal_velocity );
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numplanes = 0;
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allFraction = 0;
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time_left = time;
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for( bumpcount = 0; bumpcount < MAX_CLIP_PLANES - 1; bumpcount++ )
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{
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if( VectorIsNull( ent->v.velocity ))
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break;
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VectorMA( ent->v.origin, time_left, ent->v.velocity, end );
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trace = SV_Move( ent->v.origin, ent->v.mins, ent->v.maxs, end, MOVE_NORMAL, ent );
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allFraction += trace.flFraction;
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if( trace.fAllSolid )
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{
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// entity is trapped in another solid
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VectorClear( ent->v.velocity );
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return 4;
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}
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if( trace.flFraction > 0.0f )
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{
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// actually covered some distance
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VectorCopy( trace.vecEndPos, ent->v.origin );
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VectorCopy( ent->v.velocity, original_velocity );
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numplanes = 0;
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}
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if( trace.flFraction == 1.0f )
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break; // moved the entire distance
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if( !trace.pHit )
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MsgDev( D_ERROR, "SV_FlyMove: trace.pHit == NULL\n" );
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if( trace.vecPlaneNormal[2] > 0.7f )
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{
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blocked |= 1; // floor
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if( trace.pHit->v.solid == SOLID_BSP )
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{
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ent->v.flags |= FL_ONGROUND;
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ent->v.groundentity = trace.pHit;
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}
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}
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if( trace.vecPlaneNormal[2] == 0.0f )
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{
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blocked |= 2; // step
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if( steptrace ) *steptrace = trace; // save for player extrafriction
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}
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// run the impact function
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SV_Impact( ent, &trace );
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// break if removed by the impact function
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if( ent->free ) break;
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time_left -= time_left * trace.flFraction;
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// clipped to another plane
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if( numplanes >= MAX_CLIP_PLANES )
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{
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// this shouldn't really happen
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VectorClear( ent->v.velocity );
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break;
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}
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VectorCopy( trace.vecPlaneNormal, planes[numplanes] );
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numplanes++;
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// modify original_velocity so it parallels all of the clip planes
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for( i = 0; i < numplanes; i++ )
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{
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SV_ClipVelocity( original_velocity, planes[i], new_velocity, 1.0f );
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for( j = 0; j < numplanes; j++ )
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{
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if( j != i )
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{
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if( DotProduct( new_velocity, planes[j] ) < 0.0f )
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break; // not ok
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}
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}
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if( j == numplanes )
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break;
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}
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if( i != numplanes )
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{
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// go along this plane
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VectorCopy( new_velocity, ent->v.velocity );
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}
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else
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{
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// go along the crease
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if( numplanes != 2 )
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{
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VectorClear( ent->v.velocity );
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break;
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}
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CrossProduct( planes[0], planes[1], dir );
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d = DotProduct( dir, ent->v.velocity );
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VectorScale( dir, d, ent->v.velocity );
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}
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// if current velocity is against the original velocity,
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// stop dead to avoid tiny occilations in sloping corners
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if( DotProduct( ent->v.velocity, primal_velocity ) <= 0.0f )
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{
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VectorClear( ent->v.velocity );
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break;
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}
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}
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if( allFraction == 0 )
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VectorClear( ent->v.velocity );
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return blocked;
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}
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/*
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============
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SV_AddGravity
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============
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*/
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void SV_AddGravity( edict_t *ent )
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{
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float ent_gravity;
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if( ent->v.gravity )
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ent_gravity = ent->v.gravity;
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else ent_gravity = 1.0;
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// add gravity incorrectly
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ent->v.velocity[2] -= (ent_gravity * sv_gravity->value * sv_frametime( ));
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ent->v.velocity[2] += ent->v.basevelocity[2] * sv_frametime();
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ent->v.basevelocity[2] = 0.0f;
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SV_CheckVelocity( ent );
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}
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void SV_AddHalfGravity( edict_t *ent, float timestep )
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{
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float ent_gravity;
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if( ent->v.gravity )
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ent_gravity = ent->v.gravity;
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else ent_gravity = 1.0f;
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// Add 1/2 of the total gravitational effects over this timestep
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ent->v.velocity[2] -= ( 0.5f * ent_gravity * sv_gravity->value * timestep );
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ent->v.velocity[2] += ent->v.basevelocity[2] * sv_frametime();
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ent->v.basevelocity[2] = 0.0f;
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// bound velocity
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SV_CheckVelocity( ent );
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}
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/*
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===============================================================================
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PUSHMOVE
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===============================================================================
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*/
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/*
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============
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SV_PushEntity
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Does not change the entities velocity at all
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============
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*/
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trace_t SV_PushEntity( edict_t *ent, const vec3_t lpush, const vec3_t apush, int *blocked )
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{
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trace_t trace;
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sv_client_t *cl;
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int type;
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vec3_t end;
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VectorAdd( ent->v.origin, lpush, end );
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if( ent->v.movetype == MOVETYPE_FLYMISSILE )
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type = MOVE_MISSILE;
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|
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.fAllSolid && !trace.fStartSolid )
|
|
{
|
|
VectorCopy( trace.vecEndPos, ent->v.origin );
|
|
SV_LinkEdict( ent, true );
|
|
|
|
if( apush[YAW] && ent->v.flags & FL_CLIENT && ( cl = SV_ClientFromEdict( ent, true )) != NULL )
|
|
{
|
|
cl->addangle = apush[1];
|
|
ent->v.fixangle = 2;
|
|
}
|
|
|
|
// don't rotate pushables!
|
|
if( ent->v.movetype != MOVETYPE_PUSHSTEP )
|
|
{
|
|
ent->v.angles[YAW] += trace.flFraction * apush[YAW];
|
|
}
|
|
}
|
|
|
|
if( blocked ) *blocked = !VectorCompare( ent->v.origin, end ); // can't move full distance
|
|
|
|
// so we can run impact function afterwards.
|
|
if( trace.pHit ) SV_Impact( ent, &trace );
|
|
|
|
return trace;
|
|
}
|
|
|
|
static 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;
|
|
}
|
|
|
|
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_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( 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;
|
|
|
|
// 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->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 ))
|
|
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( block )//|| SV_TestEntityPosition( check ))
|
|
{
|
|
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;
|
|
}
|
|
else
|
|
{
|
|
if( check->v.movetype == MOVETYPE_WALK && lmove[2] < 0.0f )
|
|
check->v.groundentity = NULL;
|
|
pushed_p--;
|
|
continue;
|
|
}
|
|
}
|
|
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;
|
|
float *p_org, *p_ang;
|
|
edict_t *check;
|
|
|
|
if( VectorIsNull( pusher->v.avelocity ))
|
|
{
|
|
pusher->v.ltime += movetime;
|
|
return NULL;
|
|
}
|
|
|
|
for( i = 0; i < 3; i++ )
|
|
amove[i] = pusher->v.avelocity[i] * movetime;
|
|
|
|
p_org = pusher->v.origin;
|
|
p_ang = pusher->v.angles;
|
|
|
|
// create pusher initial position
|
|
Matrix4x4_CreateFromEntity( temp_l, p_org[0], p_org[1], p_org[2], p_ang[0], p_ang[1], p_ang[2], 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;
|
|
|
|
// create pusher final position
|
|
Matrix4x4_CreateFromEntity( end_l, p_org[0], p_org[1], p_org[2], p_ang[0], p_ang[1], p_ang[2], 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->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 ))
|
|
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++;
|
|
|
|
// calculate destination position
|
|
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( block )//|| SV_TestEntityPosition( check ))
|
|
{
|
|
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; // save old fixangle state into pushed array ?
|
|
}
|
|
return check;
|
|
}
|
|
else
|
|
{
|
|
SV_AngularMove( check, movetime, pusher->v.friction );
|
|
pushed_p--; // moved ok
|
|
}
|
|
}
|
|
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 + sv_frametime( ))
|
|
{
|
|
movetime = thinktime - ent->v.ltime;
|
|
if( movetime < 0.0f ) movetime = 0.0f;
|
|
}
|
|
else movetime = sv_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 )
|
|
{
|
|
Msg( "%s is blocked by %s\n", SV_ClassName( ent ), SV_ClassName( pBlocker ));
|
|
svgame.dllFuncs.pfnBlocked( ent, pBlocker );
|
|
}
|
|
|
|
if( thinktime > oldtime && thinktime <= ent->v.ltime )
|
|
{
|
|
ent->v.nextthink = 0.0f;
|
|
svgame.globals->time = sv.time;
|
|
svgame.dllFuncs.pfnThink( ent );
|
|
if( ent->free ) return;
|
|
}
|
|
else if( ent->v.flags & FL_ALWAYSTHINK || ( sv.state == ss_loading && !sv.loadgame ))
|
|
{
|
|
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;
|
|
|
|
VectorCopy( parent->v.origin, 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;
|
|
float *p_org, *p_ang;
|
|
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;
|
|
}
|
|
|
|
if( ent->v.ltime == 0.0f )
|
|
{
|
|
// not initialized ?
|
|
VectorCopy( parent->v.origin, ent->v.oldorigin );
|
|
VectorCopy( parent->v.angles, ent->v.avelocity );
|
|
ent->v.ltime = parent->v.ltime ? parent->v.ltime : sv_frametime();
|
|
return;
|
|
}
|
|
|
|
movetime = parent->v.ltime - ent->v.ltime;
|
|
VectorScale( parent->v.velocity, movetime, lmove );
|
|
VectorScale( parent->v.avelocity, movetime, amove );
|
|
|
|
// restore old position
|
|
p_org = ent->v.oldorigin;
|
|
p_ang = ent->v.avelocity;
|
|
|
|
// create parent old position
|
|
Matrix4x4_CreateFromEntity( temp_l, p_org[0], p_org[1], p_org[2], p_ang[0], p_ang[1], p_ang[2], 1.0f );
|
|
Matrix4x4_Invert_Simple( start_l, temp_l );
|
|
|
|
p_org = parent->v.origin;
|
|
p_ang = parent->v.angles;
|
|
|
|
// create parent actual position
|
|
Matrix4x4_CreateFromEntity( end_l, p_org[0], p_org[1], p_org[2], p_ang[0], p_ang[1], p_ang[2], 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 : sv_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, sv_frametime(), ent->v.velocity, ent->v.origin );
|
|
VectorMA( ent->v.angles, sv_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;
|
|
|
|
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 )
|
|
{
|
|
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, sv_frametime(), ent->v.friction );
|
|
break;
|
|
default:
|
|
SV_AngularMove( ent, sv_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, sv_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 );
|
|
|
|
// make sure what we don't collide with like entity (e.g. gib with gib)
|
|
if( trace.fAllSolid && SV_IsValidEdict( trace.pHit ) && trace.pHit->v.movetype != ent->v.movetype )
|
|
{
|
|
// entity is trapped in another solid
|
|
if( trace.vecPlaneNormal[2] > 0.7f )
|
|
{
|
|
ent->v.groundentity = trace.pHit;
|
|
ent->v.flags |= FL_ONGROUND;
|
|
}
|
|
VectorClear( ent->v.velocity );
|
|
return;
|
|
}
|
|
|
|
if( trace.flFraction == 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.vecPlaneNormal, ent->v.velocity, backoff );
|
|
|
|
// stop if on ground
|
|
if( trace.vecPlaneNormal[2] > 0.7f )
|
|
{
|
|
float vel;
|
|
|
|
VectorAdd( ent->v.velocity, ent->v.basevelocity, ent->v.velocity );
|
|
if( ent->v.velocity[2] < sv_gravity->value * sv_frametime( ))
|
|
{
|
|
// we're rolling on the ground, add static friction.
|
|
ent->v.groundentity = trace.pHit;
|
|
ent->v.flags |= FL_ONGROUND;
|
|
ent->v.velocity[2] = 0.0f;
|
|
}
|
|
|
|
vel = DotProduct( ent->v.velocity, ent->v.velocity );
|
|
|
|
if( vel < 900 || ( ent->v.movetype != MOVETYPE_BOUNCE && ent->v.movetype != MOVETYPE_BOUNCEMISSILE ))
|
|
{
|
|
ent->v.flags |= FL_ONGROUND;
|
|
ent->v.groundentity = trace.pHit;
|
|
VectorClear( ent->v.velocity ); // avelocity clearing in server.dll
|
|
}
|
|
else
|
|
{
|
|
VectorScale( ent->v.velocity, (1.0f - trace.flFraction) * sv_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;
|
|
edict_t *pHit;
|
|
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 - (sv_frametime( ) * 0.5f), ent->v.velocity );
|
|
ent->v.velocity[2] += (ent->v.skin * sv_frametime( ));
|
|
}
|
|
else if( ent->v.waterlevel == 0 )
|
|
{
|
|
}
|
|
else
|
|
{
|
|
ent->v.velocity[2] -= (ent->v.skin * sv_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, sv_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 = com.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 - sv_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, sv_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.fStartSolid )
|
|
{
|
|
ent->v.flags |= FL_ONGROUND;
|
|
ent->v.groundentity = trace.pHit;
|
|
ent->v.friction = 1.0f;
|
|
break;
|
|
}
|
|
}
|
|
|
|
}
|
|
SV_LinkEdict( ent, true );
|
|
}
|
|
|
|
if(!( ent->v.flags & FL_ONGROUND ) && isfalling )
|
|
{
|
|
SV_AddHalfGravity( ent, sv_frametime( ));
|
|
}
|
|
|
|
if( ent->v.movetype == MOVETYPE_STEP )
|
|
{
|
|
// check monster with another monster intersect (e.g. tentacle damage)
|
|
trace = SV_Move( ent->v.origin, ent->v.mins, ent->v.maxs, ent->v.origin, MOVE_NORMAL, ent );
|
|
pHit = trace.pHit;
|
|
|
|
if( SV_IsValidEdict( pHit ) && pHit->v.flags & FL_MONSTER && pHit->v.deadflag == DEAD_NO )
|
|
SV_Impact( ent, &trace );
|
|
}
|
|
|
|
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_Client( edict_t *ent )
|
|
{
|
|
trace_t trace;
|
|
edict_t *pHit;
|
|
|
|
switch( ent->v.movetype )
|
|
{
|
|
case MOVETYPE_FLY:
|
|
case MOVETYPE_WALK:
|
|
case MOVETYPE_NOCLIP:
|
|
break;
|
|
default: return;
|
|
}
|
|
|
|
if( svgame.globals->force_retouch )
|
|
{
|
|
// force retouch even for stationary
|
|
SV_LinkEdict( ent, true );
|
|
}
|
|
|
|
// check client colliding with monster (e.g. tentacle damage)
|
|
trace = SV_Move( ent->v.origin, ent->v.mins, ent->v.maxs, ent->v.origin, MOVE_NORMAL, ent );
|
|
pHit = trace.pHit;
|
|
|
|
if( SV_IsValidEdict( pHit ) && pHit->v.flags & FL_MONSTER && pHit->v.deadflag == DEAD_NO )
|
|
SV_Impact( ent, &trace );
|
|
}
|
|
|
|
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 + (sv_frametime() * 0.5f), ent->v.basevelocity, ent->v.velocity );
|
|
VectorClear( ent->v.basevelocity );
|
|
}
|
|
ent->v.flags &= ~FL_BASEVELOCITY;
|
|
|
|
if( svgame.globals->force_retouch )
|
|
{
|
|
// force retouch even for stationary
|
|
SV_LinkEdict( ent, true );
|
|
}
|
|
|
|
// user dll can override movement type
|
|
if( svgame.dllFuncs2.pfnPhysicsEntity )
|
|
{
|
|
if( svgame.dllFuncs2.pfnPhysicsEntity( 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;
|
|
}
|
|
}
|
|
|
|
void SV_FreeOldEntities( void )
|
|
{
|
|
edict_t *ent;
|
|
int i;
|
|
|
|
// at end of frame kill all entities which supposed to it
|
|
for( i = svgame.globals->maxClients + 1; i < svgame.numEntities; i++ )
|
|
{
|
|
ent = EDICT_NUM( i );
|
|
if( ent->free ) continue;
|
|
|
|
if( ent->v.flags & FL_KILLME )
|
|
SV_FreeEdict( ent );
|
|
}
|
|
|
|
// decrement svgame.numEntities if the highest number entities died
|
|
for( ; EDICT_NUM( svgame.numEntities - 1)->free; svgame.numEntities-- );
|
|
}
|
|
|
|
/*
|
|
================
|
|
SV_Physics
|
|
|
|
================
|
|
*/
|
|
void SV_Physics( void )
|
|
{
|
|
int i;
|
|
edict_t *ent;
|
|
|
|
svgame.globals->time = sv_time();
|
|
svgame.globals->frametime = sv_frametime();
|
|
|
|
// let the progs know that a new frame has started
|
|
svgame.dllFuncs.pfnStartFrame();
|
|
|
|
SV_CheckAllEnts ();
|
|
|
|
// treat each object in turn
|
|
if( !( sv.hostflags & SVF_PLAYERSONLY ))
|
|
{
|
|
for( i = 0; i < svgame.numEntities; i++ )
|
|
{
|
|
ent = EDICT_NUM( i );
|
|
if( !SV_IsValidEdict( ent )) continue;
|
|
|
|
if( i > 0 && i <= svgame.globals->maxClients )
|
|
SV_Physics_Client( ent );
|
|
else SV_Physics_Entity( ent );
|
|
}
|
|
}
|
|
|
|
// animate lightstyles (used for GetEntityIllum)
|
|
SV_RunLightStyles ();
|
|
|
|
// at end of frame kill all entities which supposed to it
|
|
SV_FreeOldEntities();
|
|
|
|
if( svgame.globals->force_retouch > 0 )
|
|
svgame.globals->force_retouch = max( 0, svgame.globals->force_retouch - 1 );
|
|
} |