2146 lines
53 KiB
C
2146 lines
53 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 DIST_EPSILON (0.03125) // 1/32 epsilon to keep floating point happy
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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_TestEntityPosition
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returns true if the entity is in solid currently
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============
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*/
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bool SV_TestEntityPosition( edict_t *ent, const vec3_t offset )
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{
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vec3_t org;
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trace_t trace;
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VectorAdd( ent->v.origin, offset, org );
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if( ent->v.flags & FL_CLIENT )
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{
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// player can crouch, noclip etc
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if( SV_TestPlayerPosition( org, ent, NULL ))
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return true;
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return false;
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}
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trace = SV_Move( org, ent->v.mins, ent->v.maxs, ent->v.origin, MOVE_NOMONSTERS, ent );
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if( trace.fStartSolid ) return true;
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// if the trace found a better position for the entity, move it there
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if( VectorDistance2( trace.vecEndPos, ent->v.origin ) >= 0.0001f )
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VectorCopy( trace.vecEndPos, ent->v.origin );
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return false;
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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.globals->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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continue;
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default: break;
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}
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if( e->pvServerData->stuck )
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SV_UnstickEntity( 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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float maxvel;
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maxvel = fabs( svgame.movevars.maxvelocity );
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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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}
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if( VectorLength( ent->v.velocity ) > maxvel )
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VectorScale( ent->v.velocity, maxvel / VectorLength( ent->v.velocity ), ent->v.velocity );
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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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bool SV_RunThink( edict_t *ent )
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{
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int i;
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float newtime;
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newtime = (sv.time + sv.frametime) * 0.001f;
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// don't let things stay in the past.
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// it is possible to start that way by a trigger with a local time.
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if( ent->v.nextthink <= 0.0f || ent->v.nextthink > newtime )
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return true;
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for( i = 0; i < 128 && !ent->free; i++ )
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{
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svgame.globals->time = max( (sv.time * 0.001f), ent->v.nextthink );
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ent->v.nextthink = 0.0f;
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svgame.dllFuncs.pfnThink( ent );
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newtime = (sv.time + sv.frametime) * 0.001f;
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// mods often set nextthink to time to cause a think every frame,
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// we don't want to loop in that case, so exit if the new nextthink is
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// <= the time the qc was told, also exit if it is past the end of the frame
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if( ent->v.nextthink <= svgame.globals->time || ent->v.nextthink > newtime || !sv_synchthink->integer )
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break;
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}
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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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bool 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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vec3_t org;
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SV_CopyTraceToGlobal( trace );
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VectorCopy( e1->v.origin, org );
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svgame.globals->time = (sv.time * 0.001f);
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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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VectorCopy( e2->v.origin, svgame.globals->trace_endpos );
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VectorNegate( trace->vecPlaneNormal, svgame.globals->trace_plane_normal );
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svgame.globals->trace_plane_dist = -trace->flPlaneDist;
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svgame.globals->trace_ent = e1;
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svgame.dllFuncs.pfnTouch( e2, e1 );
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}
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return VectorCompare( e1->v.origin, org );
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}
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/*
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============
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SV_TransformedBBox
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Returns the actual bounding box of a bmodel. This is a big improvement over
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what quake normally does with rotating bmodels - quake sets absmin, absmax to a cube
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that will completely contain the bmodel at *any* rotation on *any* axis, whether
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the bmodel can actually rotate to that angle or not. This leads to a lot of
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false block tests in SV_MovePush if another bmodel is in the vicinity.
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============
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*/
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void SV_TransformedBBox( edict_t *ent, vec3_t mins, vec3_t maxs )
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{
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vec3_t forward, left, up, f1, l1, u1;
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int i, j, k, j2, k4;
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vec3_t p[8];
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for( k = 0; k < 2; k++ )
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{
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k4 = k * 4;
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if( k ) p[k4][2] = ent->v.maxs[2];
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else p[k4][2] = ent->v.mins[2];
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p[k4+1][2] = p[k4][2];
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p[k4+2][2] = p[k4][2];
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p[k4+3][2] = p[k4][2];
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for( j = 0; j < 2; j++ )
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{
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j2 = j * 2;
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if( j ) p[j2+k4][1] = ent->v.maxs[1];
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else p[j2+k4][1] = ent->v.mins[1];
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p[j2+k4+1][1] = p[j2+k4][1];
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for( i = 0; i < 2; i++ )
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{
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if( i ) p[i+j2+k4][0] = ent->v.maxs[0];
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else p[i+j2+k4][0] = ent->v.mins[0];
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}
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}
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}
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AngleVectorsFLU( ent->v.angles, forward, left, up );
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for( i = 0; i < 8; i++ )
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{
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VectorScale( forward, p[i][0], f1 );
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VectorScale( left, -p[i][1], l1 );
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VectorScale( up, p[i][2], u1 );
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VectorAdd( ent->v.origin, f1, p[i] );
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VectorAdd( p[i], l1, p[i] );
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VectorAdd( p[i], u1, p[i] );
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}
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VectorCopy( p[0], mins );
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VectorCopy( p[0], maxs );
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for( i = 1; i < 8; i++ )
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{
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mins[0] = min( mins[0], p[i][0] );
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mins[1] = min( mins[1], p[i][1] );
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mins[2] = min( mins[2], p[i][2] );
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maxs[0] = max( maxs[0], p[i][0] );
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maxs[1] = max( maxs[1], p[i][1] );
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maxs[2] = max( maxs[2], p[i][2] );
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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 )
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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 )
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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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bool SV_CheckWater( edict_t *ent )
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{
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int cont;
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vec3_t point;
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point[0] = ent->v.origin[0];
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point[1] = ent->v.origin[1];
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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 )
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{
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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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if( SV_PointContents( point ) <= CONTENTS_WATER )
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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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if( SV_PointContents( point ) <= CONTENTS_WATER )
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ent->v.waterlevel = 3;
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}
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if( cont <= CONTENTS_CURRENT_0 && cont >= 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 = ent->v.waterlevel * 50.0f;
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float *dir = current_table[CONTENTS_CURRENT_0 - cont];
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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_ClampOrigin
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clamp the move to 1/32 units, so the position will
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be accurate for client side prediction
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============
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*/
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void SV_ClampOrigin( vec3_t origin )
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{
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origin[0] -= 32.0f * floor( origin[0] * (1.0f / 32.0f));
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origin[1] -= 32.0f * floor( origin[1] * (1.0f / 32.0f));
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origin[2] -= 32.0f * floor( origin[2] * (1.0f / 32.0f));
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}
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/*
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============
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SV_ClampAngles
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clamp the angles to 1/360 degrees, so the position will
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be accurate for client side prediction
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============
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*/
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void SV_ClampAngles( vec3_t angles )
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{
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angles[0] -= 360.0f * floor( angles[0] * ( 1.0f / 360.0f ));
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angles[1] -= 360.0f * floor( angles[1] * ( 1.0f / 360.0f ));
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angles[2] -= 360.0f * floor( angles[2] * ( 1.0f / 360.0f ));
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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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void SV_ClipVelocity( vec3_t in, vec3_t normal, vec3_t out, float overbounce )
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{
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int i;
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float backoff;
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backoff = -DotProduct (in, normal) * overbounce;
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VectorMA( in, backoff, normal, out );
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for( i = 0; i < 3; i++ )
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{
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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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}
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/*
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===============================================================================
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UNSTICK ENTITY CODE (not used by players, see pm_shared.c)
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===============================================================================
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*/
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typedef enum
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{
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UNSTICK_STUCK = 0,
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UNSTICK_GOOD = 1,
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UNSTICK_UNSTUCK = 2
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} unstickresult_t;
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static const float unstickoffsets[] =
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{
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// poutting -/+z changes first as they are least weird
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0.0f, 0.0f, -1.0f,
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0.0f, 0.0f, 1.0f,
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// x or y changes
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-1.0f, 0.0f, 0.0f,
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1.0f, 0.0f, 0.0f,
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0.0f, -1.0f, 0.0f,
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0.0f, 1.0f, 0.0f,
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// x and y changes
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-1.0f, -1.0f, 0.0f,
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1.0f, -1.0f, 0.0f,
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-1.0f, 1.0f, 0.0f,
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1.0f, 1.0f, 0.0f,
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};
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unstickresult_t SV_UnstickEntityReturnOffset( edict_t *ent, vec3_t offset )
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{
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int i, maxunstick;
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// if not stuck in a bmodel, just return
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if( !SV_TestEntityPosition( ent, vec3_origin ))
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return UNSTICK_GOOD;
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for( i = 0; i < (int)(sizeof( unstickoffsets ) / sizeof( unstickoffsets[0] )); i += 3 )
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{
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if( !SV_TestEntityPosition( ent, unstickoffsets + i ))
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{
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VectorCopy( unstickoffsets + i, offset );
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SV_LinkEdict( ent, false );
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ent->pvServerData->stuck = false;
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return UNSTICK_UNSTUCK;
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}
|
|
}
|
|
|
|
// magic number 0.36 allows unsticking by up to 17 units with the largest supported bbox
|
|
maxunstick = (int)(( ent->v.maxs[2] - ent->v.mins[2]) * 0.36f );
|
|
|
|
for( i = 2; i <= maxunstick; ++i )
|
|
{
|
|
VectorClear( offset );
|
|
offset[2] = -i;
|
|
|
|
if( !SV_TestEntityPosition( ent, offset ))
|
|
{
|
|
SV_LinkEdict( ent, false );
|
|
ent->pvServerData->stuck = false;
|
|
|
|
return UNSTICK_UNSTUCK;
|
|
}
|
|
|
|
offset[2] = i;
|
|
if( !SV_TestEntityPosition( ent, offset ))
|
|
{
|
|
SV_LinkEdict( ent, false );
|
|
ent->pvServerData->stuck = false;
|
|
|
|
return UNSTICK_UNSTUCK;
|
|
}
|
|
}
|
|
|
|
// can't unstick
|
|
ent->pvServerData->stuck = true;
|
|
return UNSTICK_STUCK;
|
|
}
|
|
|
|
bool SV_UnstickEntity( edict_t *ent )
|
|
{
|
|
vec3_t offset;
|
|
|
|
switch( SV_UnstickEntityReturnOffset( ent, offset ))
|
|
{
|
|
case UNSTICK_GOOD:
|
|
return true;
|
|
case UNSTICK_UNSTUCK:
|
|
if( sv_check_errors->integer )
|
|
MsgDev( D_INFO, "Unstuck entity \"%s\" with offset %f %f %f.\n", SV_ClassName( ent ), offset[0], offset[1], offset[2] );
|
|
return true;
|
|
case UNSTICK_STUCK:
|
|
if( sv_check_errors->integer )
|
|
MsgDev( D_INFO, "Stuck entity \"%s\".\n", SV_ClassName( ent ));
|
|
return false;
|
|
default: return false;
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
FLYING MOVEMENT CODE
|
|
|
|
===============================================================================
|
|
*/
|
|
/*
|
|
============
|
|
SV_TryMove
|
|
|
|
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_TryMove( 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.flFraction;
|
|
|
|
if( trace.fAllSolid )
|
|
{
|
|
// entity is trapped in another solid
|
|
VectorClear( ent->v.velocity );
|
|
return 4;
|
|
}
|
|
|
|
if( trace.flFraction > 0.0f )
|
|
{
|
|
// actually covered some distance
|
|
VectorCopy( trace.vecEndPos, ent->v.origin );
|
|
VectorCopy( ent->v.velocity, original_velocity );
|
|
numplanes = 0;
|
|
}
|
|
|
|
if( trace.flFraction == 1.0f )
|
|
break; // moved the entire distance
|
|
|
|
if( !trace.pHit )
|
|
{
|
|
MsgDev( D_WARN, "SV_TryMove: trace.pHit == NULL\n" );
|
|
return 4;
|
|
}
|
|
|
|
if( trace.vecPlaneNormal[2] > 0.7f )
|
|
{
|
|
blocked |= 1; // floor
|
|
if( trace.pHit->v.solid == SOLID_BSP )
|
|
{
|
|
ent->v.flags |= FL_ONGROUND;
|
|
ent->v.groundentity = trace.pHit;
|
|
}
|
|
}
|
|
|
|
if( trace.vecPlaneNormal[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.flFraction;
|
|
|
|
// clipped to another plane
|
|
if( numplanes >= MAX_CLIP_PLANES )
|
|
{
|
|
// this shouldn't really happen
|
|
VectorClear( ent->v.velocity );
|
|
break;
|
|
}
|
|
|
|
VectorCopy( trace.vecPlaneNormal, 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 )
|
|
VectorClear( ent->v.velocity );
|
|
|
|
return blocked;
|
|
}
|
|
|
|
/*
|
|
============
|
|
SV_AddGravity
|
|
|
|
============
|
|
*/
|
|
void SV_AddGravity( edict_t *ent )
|
|
{
|
|
if( ent->pvServerData->stuck )
|
|
{
|
|
// stuck
|
|
VectorClear( ent->v.velocity );
|
|
return;
|
|
}
|
|
if( ent->v.gravity ) // gravity modifier
|
|
ent->v.velocity[2] -= sv_gravity->value * ent->v.gravity * svgame.globals->frametime;
|
|
else ent->v.velocity[2] -= sv_gravity->value * svgame.globals->frametime;
|
|
}
|
|
|
|
void SV_AddHalfGravity( edict_t *ent, float timestep )
|
|
{
|
|
float ent_gravity;
|
|
|
|
if( ent->pvServerData->stuck )
|
|
{
|
|
// stuck
|
|
VectorClear( ent->v.velocity );
|
|
return;
|
|
}
|
|
|
|
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] * svgame.globals->frametime;
|
|
ent->v.basevelocity[2] = 0.0f;
|
|
|
|
// bound velocity
|
|
SV_CheckVelocity( ent );
|
|
}
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
PUSHMOVE
|
|
|
|
===============================================================================
|
|
*/
|
|
/*
|
|
============
|
|
SV_PushEntity
|
|
|
|
Does not change the entities velocity at all
|
|
============
|
|
*/
|
|
static bool SV_PushEntity( trace_t *trace, edict_t *ent, vec3_t push, bool failOnStartStuck, bool dolink )
|
|
{
|
|
int type;
|
|
vec3_t end;
|
|
|
|
VectorAdd( ent->v.origin, push, 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|FTRACE_SIMPLEBOX, ent );
|
|
|
|
if( trace->fStartStuck && failOnStartStuck )
|
|
return true;
|
|
|
|
VectorCopy( trace->vecEndPos, ent->v.origin );
|
|
SV_LinkEdict( ent, dolink );
|
|
|
|
if(( ent->v.solid >= SOLID_TRIGGER && trace->pHit && (!(ent->v.flags & FL_ONGROUND) || ent->v.groundentity != trace->pHit )))
|
|
return SV_Impact( ent, trace );
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
============
|
|
SV_PushMove
|
|
|
|
============
|
|
*/
|
|
void SV_PushMove( edict_t *pusher, float movetime )
|
|
{
|
|
int i, e, savesolid, index;
|
|
int checkcontents;
|
|
edict_t *pusherowner;
|
|
float movetime2, pushltime;
|
|
vec3_t mins, maxs, move, move1, moveangle;
|
|
vec3_t pushorg, pushang, a, forward, left, up, org;
|
|
int num_moved, numcheckentities;
|
|
static edict_t *checkentities[MAX_EDICTS];
|
|
trace_t trace, trace2;
|
|
word moved_edicts[MAX_EDICTS];
|
|
bool rotated;
|
|
|
|
if( VectorIsNull( pusher->v.velocity ) && VectorIsNull( pusher->v.avelocity ))
|
|
{
|
|
pusher->v.ltime += movetime;
|
|
return;
|
|
}
|
|
|
|
switch( pusher->v.solid )
|
|
{
|
|
case SOLID_BSP:
|
|
case SOLID_BBOX:
|
|
case SOLID_SLIDEBOX:
|
|
break;
|
|
case SOLID_NOT:
|
|
case SOLID_TRIGGER:
|
|
// no collisions
|
|
VectorMA( pusher->v.origin, movetime, pusher->v.velocity, pusher->v.origin );
|
|
VectorMA( pusher->v.angles, movetime, pusher->v.avelocity, pusher->v.angles );
|
|
SV_ClampAngles( pusher->v.angles );
|
|
SV_LinkEdict( pusher, false );
|
|
return;
|
|
default:
|
|
MsgDev( D_ERROR, "SV_PushMove: entity %s, unrecognized solid type %i\n", SV_ClassName( pusher ), pusher->v.solid );
|
|
return;
|
|
}
|
|
|
|
index = pusher->v.modelindex;
|
|
if( index < 1 || index >= MAX_MODELS )
|
|
{
|
|
MsgDev( D_ERROR, "SV_PushMove: entity %s has an invalid modelindex %\n", SV_ClassName( pusher ), pusher->v.modelindex );
|
|
return;
|
|
}
|
|
|
|
pusherowner = pusher->v.owner;
|
|
rotated = VectorLength2( pusher->v.angles ) + VectorLength2( pusher->v.avelocity ) > 0.0f;
|
|
|
|
movetime2 = movetime;
|
|
VectorScale( pusher->v.velocity, movetime2, move1 );
|
|
VectorScale( pusher->v.avelocity, movetime2, moveangle );
|
|
|
|
VectorNegate( moveangle, a );
|
|
AngleVectorsFLU( a, forward, left, up );
|
|
|
|
VectorCopy( pusher->v.origin, pushorg );
|
|
VectorCopy( pusher->v.angles, pushang );
|
|
pushltime = pusher->v.ltime;
|
|
|
|
// move the pusher to its final position
|
|
#if 1
|
|
SV_LinearMove( pusher, movetime, pusher->v.friction );
|
|
SV_AngularMove( pusher, movetime, pusher->v.friction );
|
|
#else
|
|
VectorMA( pusher->v.origin, movetime, pusher->v.velocity, pusher->v.origin );
|
|
VectorMA( pusher->v.angles, movetime, pusher->v.avelocity, pusher->v.angles );
|
|
#endif
|
|
pusher->v.ltime += movetime;
|
|
SV_LinkEdict( pusher, false );
|
|
savesolid = pusher->v.solid;
|
|
|
|
// getting real bbox size
|
|
SV_TransformedBBox( pusher, mins, maxs );
|
|
|
|
// see if any solid entities are inside the final position
|
|
num_moved = 0;
|
|
numcheckentities = SV_AreaEdicts( mins, maxs, checkentities, svgame.globals->maxEntities, AREA_SOLID );
|
|
|
|
for( e = 0; e < numcheckentities; e++ )
|
|
{
|
|
edict_t *check = checkentities[e];
|
|
|
|
// filter movetypes to collide with
|
|
switch( check->v.movetype )
|
|
{
|
|
case MOVETYPE_NONE:
|
|
case MOVETYPE_PUSH:
|
|
case MOVETYPE_FOLLOW:
|
|
case MOVETYPE_NOCLIP:
|
|
continue;
|
|
default: break;
|
|
}
|
|
|
|
if( check->v.owner == pusher )
|
|
continue;
|
|
if( pusherowner == check )
|
|
continue;
|
|
|
|
// MsgDev( D_INFO, "%i %s ", check->serialnumber, SV_ClassName( check ));
|
|
|
|
// tell any MOVETYPE_STEP entity that it may need to check for water transitions
|
|
check->pvServerData->forceupdate = true;
|
|
|
|
checkcontents = World_MaskForEdict( check );
|
|
|
|
// if the entity is standing on the pusher, it will definitely be moved
|
|
// if the entity is not standing on the pusher, but is in the pusher's
|
|
// final position, move it
|
|
if(!( check->v.flags & FL_ONGROUND ) || check->v.groundentity != pusher )
|
|
{
|
|
trace = SV_ClipMoveToEntity( pusher, check->v.origin, check->v.mins, check->v.maxs, check->v.origin, checkcontents, FTRACE_SIMPLEBOX );
|
|
|
|
if( !trace.fStartSolid )
|
|
{
|
|
// MsgDev( D_INFO, "- not in solid\n" );
|
|
continue;
|
|
}
|
|
}
|
|
|
|
if( rotated )
|
|
{
|
|
vec3_t org2;
|
|
|
|
VectorSubtract( check->v.origin, pusher->v.origin, org );
|
|
org2[0] = DotProduct( org, forward );
|
|
org2[1] = DotProduct( org, left );
|
|
org2[2] = DotProduct( org, up );
|
|
VectorSubtract( org2, org, move );
|
|
VectorAdd( move, move1, move );
|
|
}
|
|
else VectorCopy( move1, move );
|
|
|
|
// MsgDev( D_INFO, "- pushing %f %f %f\n", move[0], move[1], move[2] );
|
|
|
|
VectorCopy( check->v.origin, check->pvServerData->moved_origin );
|
|
VectorCopy( check->v.angles, check->pvServerData->moved_angles );
|
|
moved_edicts[num_moved++] = NUM_FOR_EDICT( check );
|
|
|
|
// try moving the contacted entity
|
|
pusher->v.solid = SOLID_NOT;
|
|
if(!SV_PushEntity( &trace, check, move, true, true ))
|
|
{
|
|
// entity "check" got teleported
|
|
check->v.angles[1] += trace.flFraction * moveangle[1];
|
|
pusher->v.solid = savesolid; // was SOLID_BSP
|
|
continue; // pushed enough
|
|
}
|
|
|
|
// FIXME: turn players specially
|
|
check->v.angles[1] += trace.flFraction * moveangle[1];
|
|
pusher->v.solid = savesolid; // was SOLID_BSP
|
|
|
|
// this trace.flFraction < 1 check causes items to fall off of pushers
|
|
// if they pass under or through a wall
|
|
// the groundentity check causes items to fall off of ledges
|
|
if( check->v.movetype != MOVETYPE_WALK && ( trace.flFraction < 1.0f || check->v.groundentity != pusher ))
|
|
check->v.flags &= ~FL_ONGROUND;
|
|
|
|
// if it is still inside the pusher, block
|
|
trace = SV_ClipMoveToEntity( pusher, check->v.origin, check->v.mins, check->v.maxs, check->v.origin, checkcontents, FTRACE_SIMPLEBOX );
|
|
|
|
if( trace.fStartSolid )
|
|
{
|
|
// try moving the contacted entity a tiny bit further to account for precision errors
|
|
vec3_t move2;
|
|
|
|
pusher->v.solid = SOLID_NOT;
|
|
VectorScale( move, 1.1f, move2 );
|
|
VectorCopy( check->pvServerData->moved_origin, check->v.origin );
|
|
VectorCopy( check->pvServerData->moved_angles, check->v.angles );
|
|
|
|
if( !SV_PushEntity( &trace2, check, move2, true, true ))
|
|
{
|
|
// entity "check" got teleported
|
|
continue;
|
|
}
|
|
|
|
pusher->v.solid = savesolid;
|
|
trace = SV_ClipMoveToEntity( pusher, check->v.origin, check->v.mins, check->v.maxs, check->v.origin, checkcontents, FTRACE_SIMPLEBOX );
|
|
|
|
if( trace.fStartSolid )
|
|
{
|
|
// try moving the contacted entity a tiny bit less to account for precision errors
|
|
pusher->v.solid = SOLID_NOT;
|
|
VectorScale( move, 0.9f, move2 );
|
|
VectorCopy( check->pvServerData->moved_origin, check->v.origin );
|
|
VectorCopy( check->pvServerData->moved_angles, check->v.angles );
|
|
|
|
if(!SV_PushEntity( &trace2, check, move2, true, true ))
|
|
{
|
|
// entity "check" got teleported
|
|
continue;
|
|
}
|
|
|
|
pusher->v.solid = savesolid;
|
|
trace = SV_ClipMoveToEntity( pusher, check->v.origin, check->v.mins, check->v.maxs, check->v.origin, checkcontents, FTRACE_SIMPLEBOX );
|
|
|
|
if( trace.fStartSolid )
|
|
{
|
|
// still inside pusher, so it's really blocked
|
|
|
|
// fail the move
|
|
if( check->v.mins[0] == check->v.maxs[0] )
|
|
continue;
|
|
|
|
if( check->v.solid == SOLID_NOT || check->v.solid == SOLID_TRIGGER )
|
|
{
|
|
// corpse
|
|
check->v.mins[0] = check->v.mins[1] = 0;
|
|
VectorCopy( check->v.mins, check->v.maxs );
|
|
continue;
|
|
}
|
|
|
|
VectorCopy( pushorg, pusher->v.origin );
|
|
VectorCopy( pushang, pusher->v.angles );
|
|
|
|
pusher->v.ltime = pushltime;
|
|
SV_LinkEdict( pusher, false );
|
|
|
|
// move back any entities we already moved
|
|
for( i = 0; i < num_moved; i++ )
|
|
{
|
|
edict_t *ed = EDICT_NUM( moved_edicts[i] );
|
|
|
|
VectorCopy( ed->pvServerData->moved_origin, ed->v.origin );
|
|
VectorCopy( ed->pvServerData->moved_angles, ed->v.angles );
|
|
SV_LinkEdict( ed, false );
|
|
}
|
|
|
|
// if the pusher has a "blocked" function, call it
|
|
// otherwise, just stay in place until the obstacle is gone
|
|
svgame.dllFuncs.pfnBlocked( pusher, check );
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
SV_ClampAngles( pusher->v.angles );
|
|
}
|
|
|
|
typedef struct
|
|
{
|
|
edict_t *ent;
|
|
vec3_t origin;
|
|
vec3_t angles;
|
|
} pushed_t;
|
|
pushed_t pushed[MAX_EDICTS], *pushed_p;
|
|
|
|
/*
|
|
============
|
|
SV_Push
|
|
|
|
Objects need to be moved back on a failed push,
|
|
otherwise riders would continue to slide.
|
|
============
|
|
*/
|
|
bool SV_PushAngles( edict_t *pusher, vec3_t move, vec3_t amove )
|
|
{
|
|
int e, block;
|
|
edict_t *check;
|
|
vec3_t mins, maxs;
|
|
float oldsolid;
|
|
pushed_t *p;
|
|
vec3_t org, org2, move2, forward, right, up;
|
|
|
|
pushed_p = pushed;
|
|
|
|
// getting real bbox size
|
|
SV_TransformedBBox( pusher, mins, maxs );
|
|
|
|
// we need this for pushing things later
|
|
VectorNegate( amove, org );
|
|
AngleVectors( org, forward, right, up );
|
|
|
|
// 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
|
|
VectorAdd( pusher->v.origin, move, pusher->v.origin );
|
|
VectorAdd( pusher->v.angles, amove, pusher->v.angles );
|
|
SV_LinkEdict( pusher, false );
|
|
|
|
// see if any solid entities are inside the final position
|
|
for( e = 1; e < svgame.globals->numEntities; e++ )
|
|
{
|
|
check = EDICT_NUM( e );
|
|
if ( check->free ) continue;
|
|
|
|
// filter movetypes to collide with
|
|
switch( check->v.movetype )
|
|
{
|
|
case MOVETYPE_NONE:
|
|
case MOVETYPE_PUSH:
|
|
case MOVETYPE_FOLLOW:
|
|
case MOVETYPE_NOCLIP:
|
|
continue;
|
|
default: break;
|
|
}
|
|
|
|
oldsolid = pusher->v.solid;
|
|
pusher->v.solid = SOLID_NOT;
|
|
block = SV_TestEntityPosition( check, vec3_origin );
|
|
pusher->v.solid = oldsolid;
|
|
if( block ) continue;
|
|
|
|
// if the entity is standing on the pusher, it will definitely be moved
|
|
if(!( check->v.flags & FL_ONGROUND && check->v.groundentity == pusher ))
|
|
{
|
|
// see if the ent needs to be tested
|
|
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;
|
|
}
|
|
|
|
if(( pusher->v.movetype == MOVETYPE_PUSH ) || ( check->v.groundentity == pusher ))
|
|
{
|
|
// move this 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
|
|
VectorAdd( check->v.origin, move, check->v.origin );
|
|
VectorAdd( check->v.angles, amove, check->v.angles);
|
|
|
|
// figure movement due to the pusher's amove
|
|
VectorSubtract( check->v.origin, pusher->v.origin, org );
|
|
org2[0] = DotProduct( org, forward );
|
|
org2[1] = -DotProduct( org, right );
|
|
org2[2] = DotProduct( org, up );
|
|
VectorSubtract( org2, org, move2 );
|
|
VectorAdd( check->v.origin, move2, check->v.origin );
|
|
|
|
check->v.flags &= ~FL_ONGROUND;
|
|
|
|
// may have pushed them off an edge
|
|
if( check->v.groundentity != pusher )
|
|
check->v.groundentity = 0;
|
|
|
|
block = SV_TestEntityPosition( check, vec3_origin );
|
|
if (!block)
|
|
{
|
|
// pushed ok
|
|
SV_LinkEdict( check, false );
|
|
// impact?
|
|
continue;
|
|
}
|
|
|
|
// if it is ok to leave in the old position, do it
|
|
// this is only relevent for riding entities, not pushed
|
|
// FIXME: this doesn't acount for rotation
|
|
VectorSubtract( check->v.origin, move, check->v.origin );
|
|
block = SV_TestEntityPosition( check, vec3_origin );
|
|
if( !block )
|
|
{
|
|
pushed_p--;
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// if it is sitting on top. Do not block.
|
|
if( check->v.mins[0] == check->v.maxs[0] )
|
|
{
|
|
SV_LinkEdict( check, false );
|
|
continue;
|
|
}
|
|
|
|
MsgDev( D_INFO, "Pusher hit %s\n", SV_ClassName( check ));
|
|
svgame.dllFuncs.pfnBlocked( pusher, check );
|
|
|
|
// 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 >= pushed; p-- )
|
|
{
|
|
VectorCopy( p->origin, p->ent->v.origin );
|
|
VectorCopy( p->angles, p->ent->v.angles );
|
|
SV_LinkEdict( p->ent, false );
|
|
}
|
|
return false;
|
|
}
|
|
|
|
// FIXME: is there a better way to handle this?
|
|
// see if anything we moved has touched a trigger
|
|
for( p = pushed_p - 1; p >= pushed; p-- )
|
|
SV_TouchLinks( p->ent, sv_areanodes );
|
|
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
============
|
|
SV_PushMove
|
|
|
|
============
|
|
*/
|
|
void SVHL_PushMove( edict_t *pusher, float movetime )
|
|
{
|
|
int i;
|
|
vec3_t move;
|
|
vec3_t amove;
|
|
|
|
if( VectorIsNull( pusher->v.velocity ) && VectorIsNull( pusher->v.avelocity ))
|
|
{
|
|
pusher->v.ltime += movetime;
|
|
return;
|
|
}
|
|
|
|
for( i = 0; i < 3; i++ )
|
|
{
|
|
move[i] = pusher->v.velocity[i] * movetime;
|
|
amove[i] = pusher->v.avelocity[i] * movetime;
|
|
}
|
|
|
|
if( SV_PushAngles( pusher, move, amove ))
|
|
pusher->v.ltime += movetime;
|
|
}
|
|
|
|
/*
|
|
================
|
|
SV_Physics_Pusher
|
|
|
|
================
|
|
*/
|
|
void SV_Physics_Pusher( edict_t *ent )
|
|
{
|
|
float thinktime;
|
|
float oldltime;
|
|
float movetime;
|
|
vec3_t oldorg, move;
|
|
vec3_t oldang, amove;
|
|
float l;
|
|
|
|
oldltime = ent->v.ltime;
|
|
thinktime = ent->v.nextthink;
|
|
|
|
if( thinktime < ent->v.ltime + svgame.globals->frametime )
|
|
{
|
|
movetime = thinktime - ent->v.ltime;
|
|
if( movetime < 0 ) movetime = 0;
|
|
}
|
|
else movetime = svgame.globals->frametime;
|
|
|
|
if( movetime )
|
|
{
|
|
SVHL_PushMove( ent, movetime ); // advances ent->v.ltime if not blocked
|
|
}
|
|
|
|
if( thinktime > oldltime && thinktime <= ent->v.ltime )
|
|
{
|
|
VectorCopy( ent->v.origin, oldorg );
|
|
VectorCopy( ent->v.angles, oldang );
|
|
|
|
ent->v.nextthink = 0;
|
|
svgame.globals->time = (sv.time * 0.001f);
|
|
svgame.dllFuncs.pfnThink( ent );
|
|
if( ent->free ) return;
|
|
|
|
VectorSubtract( ent->v.origin, oldorg, move );
|
|
VectorSubtract( ent->v.angles, oldang, amove);
|
|
|
|
l = VectorLength( move ) + VectorLength( amove );
|
|
if( l > 1.0f / 64 )
|
|
{
|
|
Msg( "**** snap: %f\n", l );
|
|
VectorCopy( oldorg, ent->v.origin );
|
|
SV_PushAngles( ent, move, amove );
|
|
}
|
|
|
|
}
|
|
else if( ent->v.flags & FL_ALWAYSTHINK )
|
|
{
|
|
ent->v.nextthink = 0;
|
|
svgame.globals->time = (sv.time * 0.001f);
|
|
svgame.dllFuncs.pfnThink( ent );
|
|
if( ent->free ) return;
|
|
}
|
|
|
|
}
|
|
|
|
/*
|
|
================
|
|
SV_Physics_Pusher
|
|
|
|
================
|
|
*/
|
|
void _SV_Physics_Pusher( edict_t *ent )
|
|
{
|
|
float movetime, thinktime, oldltime;
|
|
|
|
oldltime = ent->v.ltime;
|
|
thinktime = ent->v.nextthink;
|
|
|
|
if( thinktime < ent->v.ltime + svgame.globals->frametime )
|
|
{
|
|
movetime = thinktime - ent->v.ltime;
|
|
if( movetime < 0 ) movetime = 0;
|
|
}
|
|
else movetime = svgame.globals->frametime;
|
|
|
|
// advances ent->v.ltime if not blocked
|
|
if( movetime ) SV_PushMove( ent, movetime );
|
|
|
|
if( thinktime > oldltime && thinktime <= ent->v.ltime )
|
|
{
|
|
ent->v.nextthink = 0;
|
|
svgame.globals->time = (sv.time * 0.001f);
|
|
svgame.dllFuncs.pfnThink( ent );
|
|
}
|
|
else if( ent->v.flags & FL_ALWAYSTHINK )
|
|
{
|
|
ent->v.nextthink = 0;
|
|
svgame.globals->time = (sv.time * 0.001f);
|
|
svgame.dllFuncs.pfnThink( ent );
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
|
|
/*
|
|
=============
|
|
SV_Physics_Follow
|
|
|
|
Entities that are "stuck" to another entity
|
|
=============
|
|
*/
|
|
void SV_Physics_Follow( edict_t *ent )
|
|
{
|
|
vec3_t vf, vr, vu, angles, v;
|
|
edict_t *e;
|
|
|
|
// regular thinking
|
|
if( !SV_RunThink( ent ))
|
|
return;
|
|
|
|
e = ent->v.aiment;
|
|
if( !e || e->free ) return;
|
|
|
|
if( VectorCompare( e->v.angles, ent->v.punchangle ))
|
|
{
|
|
// quick case for no rotation
|
|
VectorAdd( e->v.origin, ent->v.view_ofs, ent->v.origin );
|
|
}
|
|
else
|
|
{
|
|
angles[0] = -ent->v.punchangle[0];
|
|
angles[1] = ent->v.punchangle[1];
|
|
angles[2] = ent->v.punchangle[2];
|
|
AngleVectors( angles, vf, vr, vu );
|
|
v[0] = ent->v.view_ofs[0] * vf[0] + ent->v.view_ofs[1] * vr[0] + ent->v.view_ofs[2] * vu[0];
|
|
v[1] = ent->v.view_ofs[0] * vf[1] + ent->v.view_ofs[1] * vr[1] + ent->v.view_ofs[2] * vu[1];
|
|
v[2] = ent->v.view_ofs[0] * vf[2] + ent->v.view_ofs[1] * vr[2] + ent->v.view_ofs[2] * vu[2];
|
|
angles[0] = -e->v.angles[0];
|
|
angles[1] = e->v.angles[1];
|
|
angles[2] = e->v.angles[2];
|
|
AngleVectors( angles, vf, vr, vu );
|
|
ent->v.origin[0] = v[0] * vf[0] + v[1] * vf[1] + v[2] * vf[2] + e->v.origin[0];
|
|
ent->v.origin[1] = v[0] * vr[0] + v[1] * vr[1] + v[2] * vr[2] + e->v.origin[1];
|
|
ent->v.origin[2] = v[0] * vu[0] + v[1] * vu[1] + v[2] * vu[2] + e->v.origin[2];
|
|
}
|
|
|
|
VectorAdd( e->v.angles, ent->v.viewangles, ent->v.angles );
|
|
SV_LinkEdict( ent, false );
|
|
}
|
|
|
|
/*
|
|
=============
|
|
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.angles, svgame.globals->frametime, ent->v.avelocity, ent->v.angles );
|
|
VectorMA( ent->v.origin, svgame.globals->frametime, ent->v.velocity, ent->v.origin );
|
|
|
|
SV_LinkEdict( ent, false ); // nocip ents never touch triggers
|
|
}
|
|
|
|
/*
|
|
==============================================================================
|
|
|
|
TOSS / BOUNCE
|
|
|
|
==============================================================================
|
|
*/
|
|
|
|
/*
|
|
=============
|
|
SV_CheckWaterTransition
|
|
|
|
=============
|
|
*/
|
|
void SV_CheckWaterTransition( edict_t *ent )
|
|
{
|
|
int 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_Bounce
|
|
|
|
Toss, bounce, and fly movement. When onground, do nothing.
|
|
=============
|
|
*/
|
|
void SV_Physics_Bounce( edict_t *ent )
|
|
{
|
|
trace_t trace;
|
|
vec3_t move;
|
|
float movetime;
|
|
int bump;
|
|
|
|
// check for in water
|
|
SV_CheckWater( ent );
|
|
|
|
// regular thinking
|
|
if( !SV_RunThink( ent )) return;
|
|
|
|
// if onground, return without moving
|
|
if( ent->v.flags & FL_ONGROUND )
|
|
{
|
|
if( ent->v.velocity[2] >= DIST_EPSILON )
|
|
{
|
|
// don't stick to ground if onground and moving upward
|
|
ent->v.flags &= ~FL_ONGROUND;
|
|
}
|
|
else 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
|
|
VectorMA( ent->v.angles, svgame.globals->frametime, ent->v.avelocity, ent->v.angles );
|
|
|
|
movetime = svgame.globals->frametime;
|
|
for( bump = 0; bump < MAX_CLIP_PLANES && movetime > 0; bump++ )
|
|
{
|
|
// move origin
|
|
VectorScale( ent->v.velocity, movetime, move );
|
|
|
|
if( !SV_PushEntity( &trace, ent, move, true, true ))
|
|
return; // teleported
|
|
if( ent->free ) return;
|
|
|
|
if( trace.fStartStuck )
|
|
{
|
|
// try to unstick the entity
|
|
SV_UnstickEntity( ent );
|
|
if( !SV_PushEntity( &trace, ent, move, false, true ))
|
|
return; // teleported
|
|
if( ent->free ) return;
|
|
}
|
|
|
|
if( trace.flFraction == 1.0f )
|
|
break;
|
|
|
|
movetime *= 1 - min( 1, trace.flFraction );
|
|
|
|
if( ent->v.movetype == MOVETYPE_BOUNCEMISSILE )
|
|
{
|
|
SV_ClipVelocity( ent->v.velocity, trace.vecPlaneNormal, ent->v.velocity, 2.0f );
|
|
ent->v.flags &= ~FL_ONGROUND;
|
|
}
|
|
else if( ent->v.movetype == MOVETYPE_BOUNCE )
|
|
{
|
|
float d, ent_gravity;
|
|
float bouncefactor = 0.5f;
|
|
float bouncestop = 60.0f / 800.0f;
|
|
|
|
if( ent->v.friction != 0.0f )
|
|
bouncefactor = ent->v.friction;
|
|
|
|
SV_ClipVelocity( ent->v.velocity, trace.vecPlaneNormal, ent->v.velocity, 1.0f + bouncefactor );
|
|
|
|
if( ent->v.gravity != 0.0f )
|
|
ent_gravity = ent->v.gravity;
|
|
else ent_gravity = 1.0;
|
|
|
|
d = fabs( DotProduct( trace.vecPlaneNormal, ent->v.velocity ));
|
|
if( trace.vecPlaneNormal[2] > 0.7f && d < sv_gravity->value * bouncestop * ent_gravity )
|
|
{
|
|
ent->v.flags |= FL_ONGROUND;
|
|
ent->v.groundentity = trace.pHit;
|
|
VectorClear( ent->v.velocity );
|
|
VectorClear( ent->v.avelocity );
|
|
}
|
|
else ent->v.flags &= ~FL_ONGROUND;
|
|
}
|
|
else
|
|
{
|
|
SV_ClipVelocity( ent->v.velocity, trace.vecPlaneNormal, ent->v.velocity, 1.0f );
|
|
if( trace.vecPlaneNormal[2] > 0.7f )
|
|
{
|
|
ent->v.flags |= FL_ONGROUND;
|
|
ent->v.groundentity = trace.pHit;
|
|
VectorClear( ent->v.velocity );
|
|
VectorClear( ent->v.avelocity );
|
|
}
|
|
else ent->v.flags &= ~FL_ONGROUND;
|
|
}
|
|
if(( ent->v.movetype != MOVETYPE_BOUNCE && ent->v.movetype == MOVETYPE_BOUNCEMISSILE ) || ( ent->v.flags & FL_ONGROUND ))
|
|
break;
|
|
}
|
|
|
|
// check for in water
|
|
SV_CheckWaterTransition( ent );
|
|
}
|
|
|
|
/*
|
|
=============
|
|
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;
|
|
|
|
SV_CheckWaterTransition( ent );
|
|
SV_CheckWater( ent );
|
|
|
|
// regular thinking
|
|
if( !SV_RunThink( ent )) return;
|
|
|
|
// if onground, return without moving
|
|
if( ent->v.flags & FL_ONGROUND )
|
|
return;
|
|
|
|
if( ent->v.velocity[2] > DIST_EPSILON )
|
|
{
|
|
ent->v.flags &= ~FL_ONGROUND;
|
|
ent->v.groundentity = NULL;
|
|
}
|
|
|
|
// If on ground and not moving, return.
|
|
if( 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_BOUNCEMISSILE:
|
|
case MOVETYPE_FLYMISSILE:
|
|
break;
|
|
default:
|
|
SV_AddGravity( ent );
|
|
break;
|
|
}
|
|
|
|
// move angles (with friction)
|
|
switch( ent->v.movetype )
|
|
{
|
|
case MOVETYPE_TOSS:
|
|
case MOVETYPE_BOUNCE:
|
|
SV_AngularMove( ent, svgame.globals->frametime, ent->v.friction );
|
|
break;
|
|
default:
|
|
SV_AngularMove( ent, svgame.globals->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, svgame.globals->frametime, move );
|
|
VectorSubtract( ent->v.velocity, ent->v.basevelocity, ent->v.velocity );
|
|
|
|
if( !SV_PushEntity( &trace, ent, move, false, true ))
|
|
return; // teleported
|
|
|
|
if( ent->free ) return;
|
|
|
|
if( trace.fStartStuck )
|
|
{
|
|
// try to unstick the entity
|
|
SV_UnstickEntity( ent );
|
|
if( !SV_PushEntity( &trace, ent, move, false, true ))
|
|
return; // teleported
|
|
if( ent->free ) return;
|
|
}
|
|
|
|
SV_CheckVelocity( ent );
|
|
|
|
if( trace.fAllSolid )
|
|
{
|
|
// entity is trapped in another solid
|
|
ent->v.flags |= FL_ONGROUND;
|
|
ent->v.groundentity = trace.pHit;
|
|
ent->pvServerData->stuck = true;
|
|
VectorClear( ent->v.velocity );
|
|
return;
|
|
}
|
|
|
|
if( trace.flFraction == 1.0f )
|
|
{
|
|
SV_CheckWaterTransition( ent );
|
|
return;
|
|
}
|
|
|
|
if( ent->v.movetype == MOVETYPE_BOUNCE )
|
|
backoff = 2.0f - ent->v.friction;
|
|
else if( ent->v.movetype == MOVETYPE_BOUNCEMISSILE )
|
|
backoff = 2.0f;
|
|
else backoff = 1.0f;
|
|
|
|
SV_ClipVelocity( ent->v.velocity, trace.vecPlaneNormal, ent->v.velocity, backoff );
|
|
|
|
// stop if on ground
|
|
if( trace.vecPlaneNormal[2] > 0.7f )
|
|
{
|
|
float vel;
|
|
|
|
if( ent->v.velocity[2] < sv_gravity->value * svgame.globals->frametime )
|
|
{
|
|
// we're rolling on the ground, add static friction.
|
|
ent->v.groundentity = trace.pHit;
|
|
ent->v.velocity[2] = 0.0f;
|
|
ent->v.flags |= FL_ONGROUND;
|
|
}
|
|
|
|
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 );
|
|
VectorClear( ent->v.avelocity );
|
|
}
|
|
else
|
|
{
|
|
VectorScale( ent->v.velocity, (1.0f - trace.flFraction) * svgame.globals->frametime * 0.9f, move );
|
|
if( !SV_PushEntity( &trace, ent, move, false, true ))
|
|
return; // teleported
|
|
if( ent->free ) return;
|
|
}
|
|
}
|
|
|
|
// check for in water
|
|
SV_CheckWater( ent );
|
|
}
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
STEPPING MOVEMENT
|
|
|
|
===============================================================================
|
|
*/
|
|
void SV_AddRotationalFriction( edict_t *ent )
|
|
{
|
|
int i;
|
|
float adjustment;
|
|
|
|
VectorMA( ent->v.angles, svgame.globals->frametime, ent->v.avelocity, ent->v.angles );
|
|
adjustment = svgame.globals->frametime * sv_stopspeed->value * sv_friction->value;
|
|
|
|
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_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_RunTimestep( edict_t *ent, float timestep )
|
|
{
|
|
bool wasonground;
|
|
bool inwater;
|
|
bool hitsound = false;
|
|
bool isfalling = false;
|
|
trace_t trace;
|
|
|
|
SV_CheckVelocity( ent );
|
|
|
|
wasonground = (ent->v.flags & FL_ONGROUND) ? true : false;
|
|
|
|
// add gravity except:
|
|
// flying monsters
|
|
// swimming monsters who are in the water
|
|
inwater = SV_CheckWater( ent );
|
|
|
|
if( !wasonground )
|
|
{
|
|
if( !( ent->v.flags & FL_FLY ))
|
|
{
|
|
if(!( ent->v.flags & (FL_SWIM|FL_FLOAT) && ent->v.waterlevel > 0 ))
|
|
{
|
|
if( ent->v.velocity[2] < ( sv_gravity->value * -svgame.globals->frametime ))
|
|
{
|
|
hitsound = true;
|
|
}
|
|
|
|
if( !inwater )
|
|
{
|
|
SV_AddHalfGravity( ent, timestep );
|
|
isfalling = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ent->v.velocity[2] += (ent->v.skin * ent->v.waterlevel) * timestep;
|
|
Msg( "velocity %g %g\n", ent->v.velocity[2] );
|
|
}
|
|
}
|
|
}
|
|
|
|
if( !VectorIsNull( ent->v.velocity ) || !VectorIsNull( ent->v.basevelocity ))
|
|
{
|
|
vec3_t mins, maxs, point;
|
|
float friction = sv_friction->value;
|
|
int x, y;
|
|
|
|
if( ent->v.friction != 0.0f )
|
|
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 control;
|
|
|
|
speed = VectorLength( ent->v.velocity );
|
|
|
|
if( speed )
|
|
{
|
|
control = speed < sv_stopspeed->value ? sv_stopspeed->value : speed;
|
|
newspeed = speed - timestep * 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_AngularMove( ent, timestep, friction );
|
|
|
|
SV_CheckVelocity( ent );
|
|
SV_TryMove( ent, timestep, NULL );
|
|
SV_CheckVelocity( ent );
|
|
|
|
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;
|
|
break;
|
|
}
|
|
}
|
|
|
|
}
|
|
SV_LinkEdict( ent, true );
|
|
}
|
|
|
|
if(!( ent->v.flags & FL_ONGROUND) && isfalling )
|
|
{
|
|
SV_AddHalfGravity( ent, timestep );
|
|
}
|
|
}
|
|
|
|
void SV_Physics_Step( edict_t *ent )
|
|
{
|
|
float dt, thinktime, deltaThink;
|
|
|
|
// regular thinking
|
|
if( !SV_RunThink( ent )) return;
|
|
|
|
thinktime = ent->v.nextthink;
|
|
deltaThink = thinktime - svgame.globals->time;
|
|
|
|
if( thinktime <= 0.0f || deltaThink > 0.5f )
|
|
{
|
|
SV_Physics_Step_RunTimestep( ent, svgame.globals->frametime );
|
|
SV_CheckWaterTransition( ent );
|
|
ent->v.nextthink = svgame.globals->time;
|
|
return;
|
|
}
|
|
|
|
// not going to think, don't run physics either
|
|
if( thinktime > svgame.globals->frametime )
|
|
return;
|
|
|
|
// Don't let things stay in the past.
|
|
// it is possible to start that way
|
|
// by a trigger with a local time.
|
|
if( thinktime < svgame.globals->time )
|
|
thinktime = svgame.globals->time;
|
|
|
|
// simulate over the timestep
|
|
dt = thinktime - ent->v.nextthink;
|
|
SV_Physics_Step_RunTimestep( ent, dt );
|
|
|
|
if( !SV_RunThink( ent )) return;
|
|
|
|
SV_CheckWaterTransition( ent );
|
|
}
|
|
|
|
/*
|
|
============
|
|
SV_WallFriction
|
|
|
|
============
|
|
*/
|
|
void SV_WallFriction( edict_t *ent, trace_t *trace )
|
|
{
|
|
vec3_t forward;
|
|
vec3_t into, side;
|
|
float d, i;
|
|
|
|
AngleVectors( ent->v.viewangles, forward, NULL, NULL );
|
|
d = DotProduct( trace->vecPlaneNormal, forward );
|
|
|
|
d += 0.5f;
|
|
if( d >= 0.0f || IS_NAN( d ))
|
|
return;
|
|
|
|
// cut the tangential velocity
|
|
i = DotProduct( trace->vecPlaneNormal, ent->v.velocity );
|
|
VectorScale( trace->vecPlaneNormal, i, into );
|
|
VectorSubtract( ent->v.velocity, into, side );
|
|
|
|
ent->v.velocity[0] = side[0] * (1 + d);
|
|
ent->v.velocity[1] = side[1] * (1 + d);
|
|
}
|
|
|
|
/*
|
|
====================
|
|
SV_Physics_Conveyor
|
|
|
|
REAL simple - all we do is check for player riders and adjust their position.
|
|
Only gotcha here is we have to make sure we don't end up embedding player in
|
|
*another* object that's being moved by the conveyor.
|
|
|
|
====================
|
|
*/
|
|
void SV_Physics_Conveyor( edict_t *ent )
|
|
{
|
|
edict_t *player;
|
|
int i;
|
|
trace_t tr;
|
|
vec3_t v, move;
|
|
vec3_t point, end;
|
|
|
|
VectorScale( ent->v.movedir, ent->v.speed, v );
|
|
VectorScale( v, svgame.globals->frametime, move );
|
|
|
|
for( i = 0; i < svgame.globals->maxClients; i++ )
|
|
{
|
|
player = EDICT_NUM( i + 1 );
|
|
if( player->free ) continue;
|
|
if( !player->v.groundentity ) continue;
|
|
if( player->v.groundentity != ent )
|
|
continue;
|
|
|
|
// Look below player; make sure he's on a conveyor
|
|
VectorCopy( player->v.origin, point );
|
|
point[2] += 1;
|
|
VectorCopy( point, end );
|
|
end[2] -= 256;
|
|
|
|
tr = SV_Move( point, player->v.mins, player->v.maxs, end, MOVE_NORMAL, player );
|
|
// tr.pHit HAS to be conveyor, but just in case we screwed something up:
|
|
if( tr.pHit == ent )
|
|
{
|
|
if( tr.vecPlaneNormal[2] > 0 )
|
|
{
|
|
v[2] = ent->v.speed * com.sqrt( 1.0f - tr.vecPlaneNormal[2] * tr.vecPlaneNormal[2] ) / tr.vecPlaneNormal[2];
|
|
if(DotProduct( ent->v.movedir, tr.vecPlaneNormal) > 0.0f )
|
|
v[2] = -v[2]; // then we're moving down
|
|
move[2] = v[2] * svgame.globals->frametime;
|
|
}
|
|
VectorAdd( player->v.origin, move, end );
|
|
tr = SV_Move( player->v.origin, player->v.mins, player->v.maxs, end, MOVE_NORMAL, player );
|
|
VectorCopy( tr.vecEndPos, player->v.origin );
|
|
SV_LinkEdict( player, false );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============
|
|
SV_PhysicsNone
|
|
|
|
Non moving objects can only think
|
|
=============
|
|
*/
|
|
void SV_Physics_None( edict_t *ent )
|
|
{
|
|
float newtime;
|
|
|
|
newtime = (sv.time + sv.frametime) * 0.001f;
|
|
if( ent->v.nextthink > 0.0f && ent->v.nextthink <= newtime )
|
|
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 + (svgame.globals->frametime * 0.5f), ent->v.basevelocity, ent->v.velocity );
|
|
VectorClear( ent->v.basevelocity );
|
|
}
|
|
ent->v.flags &= ~FL_BASEVELOCITY;
|
|
|
|
// user dll has override movement type
|
|
if( svgame.dllFuncs.pfnPhysicsEntity( ent ))
|
|
return;
|
|
|
|
switch( ent->v.movetype )
|
|
{
|
|
case MOVETYPE_PUSH:
|
|
SV_Physics_Pusher( ent );
|
|
break;
|
|
case MOVETYPE_NONE:
|
|
SV_Physics_None( ent );
|
|
break;
|
|
case MOVETYPE_FOLLOW:
|
|
SV_Physics_Follow( ent );
|
|
break;
|
|
case MOVETYPE_NOCLIP:
|
|
SV_Physics_Noclip( 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_CONVEYOR:
|
|
SV_Physics_Conveyor( 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.globals->numEntities; i++ )
|
|
{
|
|
ent = EDICT_NUM( i );
|
|
if( ent->free ) continue;
|
|
|
|
if( ent->v.flags & FL_KILLME )
|
|
SV_FreeEdict( ent );
|
|
}
|
|
|
|
// decrement svgame.globals->numEntities if the highest number entities died
|
|
for( ; EDICT_NUM( svgame.globals->numEntities - 1)->free; svgame.globals->numEntities-- );
|
|
}
|
|
|
|
/*
|
|
================
|
|
SV_Physics
|
|
|
|
================
|
|
*/
|
|
void SV_Physics( void )
|
|
{
|
|
edict_t *ent;
|
|
int i;
|
|
|
|
// let the progs know that a new frame has started
|
|
svgame.globals->time = sv.time * 0.001f;
|
|
svgame.globals->frametime = sv.frametime * 0.001f;
|
|
svgame.dllFuncs.pfnStartFrame();
|
|
|
|
SV_FreeOldEntities (); // released in PM_Move
|
|
SV_CheckAllEnts ();
|
|
|
|
// treat each object in turn
|
|
for( i = 1; ( svgame.globals->force_retouch > 0 ) && i < svgame.globals->numEntities; i++ )
|
|
{
|
|
ent = EDICT_NUM( i );
|
|
if( ent->free ) continue;
|
|
|
|
SV_LinkEdict( ent, true ); // force retouch even for stationary
|
|
}
|
|
|
|
// treat each object in turn
|
|
for( i = svgame.globals->maxClients + 1; !sv_playersonly->integer && i < svgame.globals->numEntities; i++ )
|
|
{
|
|
ent = EDICT_NUM( i );
|
|
if( ent->free ) continue;
|
|
|
|
SV_Physics_Entity( ent );
|
|
}
|
|
|
|
// let everything in the world think and move
|
|
CM_Frame( svgame.globals->frametime );
|
|
|
|
svgame.globals->time = sv.time * 0.001f;
|
|
|
|
// 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 );
|
|
|
|
svgame.dllFuncs.pfnEndFrame();
|
|
|
|
if( !sv_playersonly->integer )
|
|
sv.time += sv.frametime;
|
|
} |