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Xash3DArchive/engine/server/sv_phys.c

1855 lines
45 KiB
C

//=======================================================================
// Copyright XashXT Group 2007 ©
// sv_physics.c - server physic
//=======================================================================
#include "common.h"
#include "server.h"
#include "matrix_lib.h"
#include "const.h"
/*
pushmove objects do not obey gravity, and do not interact with each other or trigger fields,
but block normal movement and push normal objects when they move.
onground is set for toss objects when they come to a complete rest. it is set for steping or walking objects
doors, plats, etc are SOLID_BSP, and MOVETYPE_PUSH
bonus items are SOLID_TRIGGER touch, and MOVETYPE_TOSS
corpses are SOLID_NOT and MOVETYPE_TOSS
crates are SOLID_BBOX and MOVETYPE_TOSS
walking monsters are SOLID_BBOX and MOVETYPE_STEP
flying/floating monsters are SOLID_BBOX and MOVETYPE_FLY
solid_edge items only clip against bsp models.
*/
#define DIST_EPSILON (0.03125) // 1/32 epsilon to keep floating point happy
#define MOVE_EPSILON 0.01
#define MAX_CLIP_PLANES 5
/*
===============================================================================
Utility functions
===============================================================================
*/
/*
============
SV_TestEntityPosition
returns true if the entity is in solid currently
============
*/
bool SV_TestEntityPosition( edict_t *ent )
{
trace_t trace;
trace = SV_Move( ent->v.origin, ent->v.mins, ent->v.maxs, ent->v.origin, MOVE_NORMAL|FMOVE_SIMPLEBOX, ent );
return trace.fStartSolid;
}
/*
================
SV_CheckAllEnts
================
*/
void SV_CheckAllEnts( void )
{
int i;
edict_t *e;
if( !sv_check_errors->integer ) return;
// see if any solid entities are inside the final position
for( i = svgame.globals->maxClients + 1; i < svgame.globals->numEntities; i++ )
{
e = EDICT_NUM( i );
if( !SV_IsValidEdict( e )) continue;
switch( e->v.movetype )
{
case MOVETYPE_PUSH:
case MOVETYPE_NONE:
case MOVETYPE_FOLLOW:
case MOVETYPE_NOCLIP:
continue;
default:
break;
}
if( SV_TestEntityPosition( e ))
MsgDev( D_INFO, "Stuck entity %s\n", SV_ClassName( e ));
}
}
/*
================
SV_CheckVelocity
================
*/
void SV_CheckVelocity( edict_t *ent )
{
int i;
float maxvel;
maxvel = fabs( svgame.movevars.maxvelocity );
// bound velocity
for( i = 0; i < 3; i++ )
{
if( IS_NAN( ent->v.velocity[i] ))
{
MsgDev( D_INFO, "Got a NaN velocity on %s\n", STRING( ent->v.classname ));
ent->v.velocity[i] = 0.0f;
}
if( IS_NAN( ent->v.origin[i] ))
{
MsgDev( D_INFO, "Got a NaN origin on %s\n", STRING( ent->v.classname ));
ent->v.origin[i] = 0.0f;
}
}
if( VectorLength( ent->v.velocity ) > maxvel )
VectorScale( ent->v.velocity, maxvel / VectorLength( ent->v.velocity ), ent->v.velocity );
}
/*
================
SV_UpdateBaseVelocity
================
*/
void SV_UpdateBaseVelocity( edict_t *ent )
{
if( ent->v.flags & FL_ONGROUND )
{
edict_t *groundentity = ent->v.groundentity;
if( SV_IsValidEdict( groundentity ))
{
// On conveyor belt that's moving?
if( groundentity->v.flags & FL_CONVEYOR )
{
vec3_t new_basevel;
VectorScale( groundentity->v.movedir, groundentity->v.speed, new_basevel );
if( ent->v.flags & FL_BASEVELOCITY )
VectorAdd( new_basevel, ent->v.basevelocity, new_basevel );
ent->v.flags |= FL_BASEVELOCITY;
VectorCopy( new_basevel, ent->v.basevelocity );
}
}
}
}
/*
=============
SV_RunThink
Runs thinking code if time. There is some play in the exact time the think
function will be called, because it is called before any movement is done
in a frame. Not used for pushmove objects, because they must be exact.
Returns false if the entity removed itself.
=============
*/
bool SV_RunThink( edict_t *ent )
{
float thinktime;
thinktime = ent->v.nextthink;
if( thinktime <= 0.0f || thinktime > svgame.globals->time + svgame.globals->frametime )
return true;
if( thinktime < svgame.globals->time )
thinktime = svgame.globals->time; // don't let things stay in the past.
// it is possible to start that way
// by a trigger with a local time.
ent->v.nextthink = 0;
svgame.globals->time = thinktime;
svgame.dllFuncs.pfnThink( ent );
return !ent->free;
}
/*
==================
SV_Impact
Two entities have touched, so run their touch functions
==================
*/
bool SV_Impact( edict_t *e1, trace_t *trace )
{
edict_t *e2 = trace->pHit;
vec3_t org;
// custom user filter
if( !svgame.dllFuncs.pfnShouldCollide( e1, e2 ))
return false;
SV_CopyTraceToGlobal( trace );
VectorCopy( e1->v.origin, org );
if( !e1->free && !e2->free && e1->v.solid != SOLID_NOT )
{
svgame.dllFuncs.pfnTouch( e1, e2 );
}
if( !e1->free && !e2->free && e2->v.solid != SOLID_NOT )
{
// inverse plane and normal for second contacted edict
VectorCopy( e2->v.origin, svgame.globals->trace_endpos );
VectorNegate( trace->vecPlaneNormal, svgame.globals->trace_plane_normal );
svgame.globals->trace_plane_dist = -trace->flPlaneDist;
svgame.globals->trace_ent = e1;
svgame.dllFuncs.pfnTouch( e2, e1 );
}
return VectorCompare( e1->v.origin, org );
}
/*
============
SV_TransformedBBox
Returns the actual bounding box of a bmodel. This is a big improvement over
what quake normally does with rotating bmodels - quake sets absmin, absmax to a cube
that will completely contain the bmodel at *any* rotation on *any* axis, whether
the bmodel can actually rotate to that angle or not. This leads to a lot of
false block tests in SV_MovePush if another bmodel is in the vicinity.
============
*/
void SV_TransformedBBox( edict_t *ent, vec3_t mins, vec3_t maxs )
{
vec3_t forward, left, up, f1, l1, u1;
int i, j, k, j2, k4;
vec3_t p[8];
for( k = 0; k < 2; k++ )
{
k4 = k * 4;
if( k ) p[k4][2] = ent->v.maxs[2];
else p[k4][2] = ent->v.mins[2];
p[k4+1][2] = p[k4][2];
p[k4+2][2] = p[k4][2];
p[k4+3][2] = p[k4][2];
for( j = 0; j < 2; j++ )
{
j2 = j * 2;
if( j ) p[j2+k4][1] = ent->v.maxs[1];
else p[j2+k4][1] = ent->v.mins[1];
p[j2+k4+1][1] = p[j2+k4][1];
for( i = 0; i < 2; i++ )
{
if( i ) p[i+j2+k4][0] = ent->v.maxs[0];
else p[i+j2+k4][0] = ent->v.mins[0];
}
}
}
AngleVectorsFLU( ent->v.angles, forward, left, up );
for( i = 0; i < 8; i++ )
{
VectorScale( forward, p[i][0], f1 );
VectorScale( left, -p[i][1], l1 );
VectorScale( up, p[i][2], u1 );
VectorAdd( ent->v.origin, f1, p[i] );
VectorAdd( p[i], l1, p[i] );
VectorAdd( p[i], u1, p[i] );
}
VectorCopy( p[0], mins );
VectorCopy( p[0], maxs );
for( i = 1; i < 8; i++ )
{
mins[0] = min( mins[0], p[i][0] );
mins[1] = min( mins[1], p[i][1] );
mins[2] = min( mins[2], p[i][2] );
maxs[0] = max( maxs[0], p[i][0] );
maxs[1] = max( maxs[1], p[i][1] );
maxs[2] = max( maxs[2], p[i][2] );
}
}
/*
=============
SV_AngularMove
may use friction for smooth stopping
=============
*/
void SV_AngularMove( edict_t *ent, float frametime, float friction )
{
int i;
float adjustment;
VectorMA( ent->v.angles, frametime, ent->v.avelocity, ent->v.angles );
if( friction == 0.0f ) return;
adjustment = frametime * (sv_stopspeed->value / 10) * sv_friction->value * fabs( friction );
for( i = 0; i < 3; i++ )
{
if( ent->v.avelocity[i] > 0.0f )
{
ent->v.avelocity[i] -= adjustment;
if( ent->v.avelocity[i] < 0.0f ) ent->v.avelocity[i] = 0.0f;
}
else
{
ent->v.avelocity[i] += adjustment;
if( ent->v.avelocity[i] > 0.0f ) ent->v.avelocity[i] = 0.0f;
}
}
}
/*
=============
SV_LinearMove
use friction for smooth stopping
=============
*/
void SV_LinearMove( edict_t *ent, float frametime, float friction )
{
int i;
float adjustment;
VectorMA( ent->v.origin, frametime, ent->v.velocity, ent->v.origin );
if( friction == 0.0f ) return;
adjustment = frametime * (sv_stopspeed->value / 10) * sv_friction->value * fabs( friction );
for( i = 0; i < 3; i++ )
{
if( ent->v.velocity[i] > 0.0f )
{
ent->v.velocity[i] -= adjustment;
if( ent->v.velocity[i] < 0.0f ) ent->v.velocity[i] = 0.0f;
}
else
{
ent->v.velocity[i] += adjustment;
if( ent->v.velocity[i] > 0.0f ) ent->v.velocity[i] = 0.0f;
}
}
}
/*
=============
SV_CheckWater
=============
*/
bool SV_CheckWater( edict_t *ent )
{
int cont;
vec3_t point;
point[0] = (ent->v.absmin[0] + ent->v.absmax[0]) * 0.5f;
point[1] = (ent->v.absmin[1] + ent->v.absmax[1]) * 0.5f;
point[2] = ent->v.absmin[2] + 1;
ent->v.waterlevel = 0;
ent->v.watertype = CONTENTS_EMPTY;
cont = SV_TruePointContents( point );
if( cont <= CONTENTS_WATER )
{
ent->v.watertype = cont;
ent->v.waterlevel = 1;
// point sized entities are always fully submerged
if( ent->v.absmin[2] == ent->v.absmax[2] )
{
ent->v.waterlevel = 3;
}
else
{
// check the exact center of the box
point[2] = (ent->v.absmin[2] + ent->v.absmax[2]) * 0.5f;
if( SV_PointContents( point ) <= CONTENTS_WATER )
{
ent->v.waterlevel = 2;
point[2] = ent->v.origin[2] + ent->v.view_ofs[2];
// now check where the eyes are...
if( SV_PointContents( point ) <= CONTENTS_WATER )
ent->v.waterlevel = 3;
}
if( cont <= CONTENTS_CURRENT_0 && cont >= CONTENTS_CURRENT_DOWN )
{
static vec3_t current_table[] =
{
{ 1, 0, 0 },
{ 0, 1, 0 },
{-1, 0, 0 },
{ 0, -1, 0 },
{ 0, 0, 1 },
{ 0, 0, -1}
};
float speed = ent->v.waterlevel * 50.0f;
float *dir = current_table[CONTENTS_CURRENT_0 - cont];
VectorMA( ent->v.basevelocity, speed, dir, ent->v.basevelocity );
}
}
}
return ent->v.waterlevel > 1;
}
/*
============
SV_ClampOrigin
clamp the move to 1/32 units, so the position will
be accurate for client side prediction
============
*/
void SV_ClampOrigin( vec3_t origin )
{
origin[0] -= 32.0f * floor( origin[0] * ( 1.0f / 32.0f ));
origin[1] -= 32.0f * floor( origin[1] * ( 1.0f / 32.0f ));
origin[2] -= 32.0f * floor( origin[2] * ( 1.0f / 32.0f ));
}
/*
============
SV_ClampAngles
clamp the angles to 1/360 degrees, so the position will
be accurate for client side prediction
============
*/
void SV_ClampAngles( vec3_t angles )
{
angles[0] -= 360.0f * floor( angles[0] * ( 1.0f / 360.0f ));
angles[1] -= 360.0f * floor( angles[1] * ( 1.0f / 360.0f ));
angles[2] -= 360.0f * floor( angles[2] * ( 1.0f / 360.0f ));
}
/*
==================
SV_ClipVelocity
Slide off of the impacting object
==================
*/
void SV_ClipVelocity( vec3_t in, vec3_t normal, vec3_t out, float overbounce )
{
int i;
float backoff;
backoff = -DotProduct (in, normal) * overbounce;
VectorMA( in, backoff, normal, out );
for( i = 0; i < 3; i++ )
{
if( out[i] > -STOP_EPSILON && out[i] < STOP_EPSILON )
out[i] = 0.0f;
}
}
/*
===============================================================================
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->v.gravity ) // gravity modifier
ent->v.velocity[2] -= sv_gravity->value * ent->v.gravity * svgame.frametime;
else ent->v.velocity[2] -= sv_gravity->value * svgame.frametime;
}
void SV_AddHalfGravity( edict_t *ent, float timestep )
{
float ent_gravity;
if( ent->v.gravity )
ent_gravity = ent->v.gravity;
else ent_gravity = 1.0f;
// Add 1/2 of the total gravitational effects over this timestep
ent->v.velocity[2] -= ( 0.5f * ent_gravity * sv_gravity->value * timestep );
ent->v.velocity[2] += ent->v.basevelocity[2] * svgame.frametime;
ent->v.basevelocity[2] = 0.0f;
// bound velocity
SV_CheckVelocity( ent );
}
/*
===============================================================================
PUSHMOVE
===============================================================================
*/
/*
============
PM_PushEntity
Does not change the entities velocity at all
============
*/
trace_t SV_PushEntity( edict_t *ent, const vec3_t lpush, const vec3_t apush, int *blocked )
{
trace_t trace;
sv_client_t *cl;
int type;
vec3_t end;
VectorAdd( ent->v.origin, lpush, end );
if( ent->v.movetype == MOVETYPE_FLYMISSILE )
type = MOVE_MISSILE;
else if( ent->v.solid == SOLID_TRIGGER || ent->v.solid == SOLID_NOT )
type = MOVE_NOMONSTERS; // only clip against bmodels
else type = MOVE_NORMAL;
trace = SV_Move( ent->v.origin, ent->v.mins, ent->v.maxs, end, type|FMOVE_SIMPLEBOX, ent );
VectorCopy( trace.vecEndPos, ent->v.origin );
SV_LinkEdict( ent, true );
if( apush[YAW] && ent->v.flags & FL_CLIENT && ( cl = SV_ClientFromEdict( ent, true )) != NULL )
{
// Because we can run multiple ticks per server frame,
// accumulate a total offset here instead of straight
// setting it. The engine will reset anglechange to 0
// when the message is actually sent to the client
cl->anglechangetotal += apush[1];
cl->anglechangefinal = apush[1];
ent->v.fixangle = 2;
}
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 bool 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 bool 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;
vec3_t entorg, pushorg;
edict_t *check, *moved_edict[MAX_EDICTS];
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];
}
VectorCopy( pusher->v.origin, pushorg );
// 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.globals->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;
}
VectorCopy( check->v.origin, entorg );
VectorCopy( check->v.origin, check->pvServerData->moved_origin );
moved_edict[num_moved] = check;
num_moved++;
// 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;
// fail the move
VectorCopy( entorg, check->v.origin );
SV_LinkEdict( check, true );
VectorCopy( pushorg, pusher->v.origin );
SV_LinkEdict( pusher, false );
pusher->v.ltime -= movetime;
// move back any entities we already moved
for( i = 0; i < num_moved; i++ )
{
edict_t *ed = moved_edict[i];
VectorCopy( ed->pvServerData->moved_origin, ed->v.origin );
SV_LinkEdict( ed, false );
}
return check;
}
else
{
// if leaving it where it was, allow it to drop to the floor again
// (useful for plats that move downward)
check->v.flags &= ~FL_ONGROUND;
check->v.groundentity = NULL;
num_moved--;
continue;
}
}
return NULL;
}
/*
============
SV_PushRotate
============
*/
static edict_t *SV_PushRotate( edict_t *pusher, float movetime )
{
int i, e, block;
int num_moved, oldsolid;
vec3_t lmove, a, amove, entorg, pushang;
edict_t *check, *moved_edict[MAX_EDICTS];
vec3_t forward, right, up;
vec3_t org, org2;
if( VectorIsNull( pusher->v.avelocity ))
{
pusher->v.ltime += movetime;
return NULL;
}
for( i = 0; i < 3; i++ )
amove[i] = pusher->v.avelocity[i] * movetime;
VectorNegate( amove, a );
AngleVectors( a, forward, right, up );
VectorCopy( pusher->v.angles, pushang );
// 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;
// see if any solid entities are inside the final position
num_moved = 0;
for( e = 1; e < svgame.globals->numEntities; e++ )
{
check = EDICT_NUM( e );
if( !SV_IsValidEdict( check )) continue;
// filter movetypes to collide with
if( !SV_CanPushed( check ))
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;
}
VectorCopy( check->v.origin, entorg );
VectorCopy( check->v.origin, check->pvServerData->moved_origin );
VectorCopy( check->v.angles, check->pvServerData->moved_angles );
moved_edict[num_moved] = check;
num_moved++;
// calculate destination position
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, lmove );
// try moving the contacted entity
#if 0
VectorAdd( check->v.angles, amove, check->v.angles );
VectorAdd( check->v.origin, lmove, check->v.origin );
block = false;
#else
pusher->v.solid = SOLID_NOT;
SV_PushEntity( check, lmove, amove, &block );
pusher->v.solid = oldsolid;
#endif
// if it is still inside the pusher, block
if( block || SV_TestEntityPosition( check ))
{
if( !SV_CanBlock( check ))
continue;
// fail the move
VectorCopy( entorg, check->v.origin );
SV_LinkEdict( check, true );
VectorCopy( pushang, pusher->v.angles );
SV_LinkEdict( pusher, false );
pusher->v.ltime -= movetime;
// move back any entities we already moved
for( i = 0; i < num_moved; i++ )
{
edict_t *ed = moved_edict[i];
sv_client_t *cl;
if( ed->v.flags & FL_CLIENT && ( cl = SV_ClientFromEdict( ed, true )) != NULL )
{
cl->anglechangetotal = cl->anglechangefinal = 0.0f;
ed->v.fixangle = 0;
}
VectorCopy( ed->pvServerData->moved_origin, ed->v.origin );
VectorCopy( ed->pvServerData->moved_angles, ed->v.angles );
SV_LinkEdict( ed, false );
}
return check;
}
else
{
SV_AngularMove( check, movetime, pusher->v.friction );
}
}
return NULL;
}
/*
============
SV_PushComplex
============
*/
void SV_PushComplex( edict_t *pusher, float movetime )
{
int i, e, oldsolid, num_moved;
vec3_t a, lmove, amove, org, org2, move2;
vec3_t forward, right, up, pushorg, pushang, test;
edict_t *check, *pusherowner, *moved_edict[MAX_EDICTS];
bool rotated, blocked;
vec3_t mins, maxs;
float pushltime;
trace_t trace;
chull_t *hull;
switch( pusher->v.solid )
{
case SOLID_BSP:
case SOLID_BBOX:
case SOLID_SLIDEBOX:
break;
case SOLID_NOT:
case SOLID_TRIGGER:
SV_LinearMove( pusher, movetime, pusher->v.friction );
SV_AngularMove( pusher, movetime, pusher->v.friction );
pusher->v.ltime += movetime;
SV_LinkEdict( pusher, false );
return;
default:
Host_Error( "SV_PushMove: invalid solid type %i\n", pusher->v.solid );
}
if( VectorIsNull( pusher->v.velocity ) && VectorIsNull( pusher->v.avelocity ))
{
// advances ltime when stop too for thinking
pusher->v.ltime += movetime;
return;
}
for( i = 0; i < 3; i++ )
{
lmove[i] = pusher->v.velocity[i] * movetime;
amove[i] = pusher->v.avelocity[i] * movetime;
mins[i] = pusher->v.absmin[i] + lmove[i];
maxs[i] = pusher->v.absmax[i] + lmove[i];
}
pusherowner = pusher->v.owner;
rotated = !VectorIsNull( amove );
VectorNegate( amove, a );
AngleVectors( a, forward, right, up );
// save pusher parms
VectorCopy( pusher->v.origin, pushorg );
VectorCopy( pusher->v.angles, pushang );
pushltime = pusher->v.ltime;
// getting real bbox size
// SV_TransformedBBox( pusher, mins, maxs );
// move the pusher to it's final position
SV_LinearMove( pusher, movetime, pusher->v.friction );
SV_AngularMove( pusher, movetime, pusher->v.friction );
pusher->v.ltime += movetime;
SV_LinkEdict( pusher, false );
num_moved = 0;
oldsolid = pusher->v.solid;
// see if any solid entities are inside the final position
for( e = 1; e < svgame.globals->numEntities; e++ )
{
check = EDICT_NUM( e );
if( !SV_IsValidEdict( check )) continue;
// filter movetypes to collide with
switch( check->v.movetype )
{
case MOVETYPE_NONE:
case MOVETYPE_PUSH:
case MOVETYPE_FOLLOW:
case MOVETYPE_NOCLIP:
case MOVETYPE_COMPOUND:
continue;
default: break;
}
if( check->v.owner == pusher )
continue;
if( pusherowner == check )
continue;
// if the entity is standing on the pusher, it will definately be moved
if( !(( check->v.flags & FL_ONGROUND ) && check->v.groundentity == pusher ))
{
// see if the ent needs to be tested
if( !BoundsIntersect( check->v.absmin, check->v.absmax, mins, maxs ))
continue;
hull = CM_HullForBsp( pusher, check->v.mins, check->v.maxs, test );
// offset the test point appropriately for this hull.
VectorSubtract( check->v.origin, test, test );
// test hull for intersection with this model
if( CM_HullPointContents( hull, hull->firstclipnode, test ) == CONTENTS_EMPTY )
continue;
/*
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;
}
VectorCopy( check->v.origin, check->pvServerData->moved_origin );
VectorCopy( check->v.angles, check->pvServerData->moved_angles );
moved_edict[num_moved++] = check;
// try moving the contacted entity
pusher->v.solid = SOLID_NOT;
trace = SV_PushEntity( check, lmove, amove, &blocked );
pusher->v.solid = oldsolid; // was SOLID_BSP
if( check->v.groundentity == pusher )
{
blocked = false; // probably groundents can't block pusher
check->v.flags |= FL_ONGROUND;
}
if( rotated && !blocked )
{
// 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 );
pusher->v.solid = SOLID_NOT;
trace = SV_PushEntity( check, move2, vec3_origin, &blocked );
pusher->v.solid = oldsolid; // was SOLID_BSP
}
// remove the onground flag for non-players
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
if( blocked || SV_TestEntityPosition( check ))
{
// fail the move
if( check->v.mins[0] == check->v.maxs[0] )
continue;
if( check->v.solid == SOLID_NOT || check->v.solid == SOLID_TRIGGER || check->v.deadflag >= DEAD_DEAD )
{
// corpse
check->v.mins[0] = check->v.mins[1] = 0;
VectorCopy( check->v.mins, check->v.maxs );
continue;
}
// restore oldpos
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 = moved_edict[i];
sv_client_t *cl;
if( ed->v.flags & FL_CLIENT && ( cl = SV_ClientFromEdict( ed, true )) != NULL )
{
cl->anglechangetotal = cl->anglechangefinal = 0.0f;
ed->v.fixangle = 0;
}
VectorCopy( ed->pvServerData->moved_origin, ed->v.origin );
VectorCopy( ed->pvServerData->moved_angles, ed->v.angles );
SV_LinkEdict( ed, false );
}
// call the pusher "blocked" function
svgame.dllFuncs.pfnBlocked( pusher, check );
return;
}
}
}
/*
================
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 + svgame.frametime )
{
movetime = thinktime - ent->v.ltime;
if( movetime < 0.0f ) movetime = 0.0f;
}
else movetime = svgame.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.flags & FL_ALWAYSTHINK ))
{
ent->v.nextthink = 0.0f;
svgame.dllFuncs.pfnThink( ent );
if( ent->free ) return;
}
}
//============================================================================
/*
=============
SV_Physics_Compound
Entities that are "stuck" to another entity
assume oldorigin as originoffset and oldangles as angle difference
=============
*/
void SV_Physics_Compound( edict_t *ent )
{
vec3_t vf, vr, vu, angles;
edict_t *parent;
// regular thinking
if( !SV_RunThink( ent )) return;
parent = ent->v.aiment;
if( !SV_IsValidEdict( parent )) return;
// force to hold current values as offsets
if( ent->v.effects & EF_NOINTERP )
{
VectorSubtract( ent->v.origin, parent->v.origin, ent->v.oldorigin );
VectorSubtract( ent->v.angles, parent->v.angles, ent->v.oldangles );
ent->v.effects &= ~EF_NOINTERP; // done
}
if( VectorCompare( parent->v.angles, ent->v.oldangles ))
{
// quick case for no rotation
VectorAdd( parent->v.origin, ent->v.oldorigin, ent->v.origin );
}
else
{
vec3_t org, org2, move;
VectorAdd( parent->v.origin, ent->v.oldorigin, ent->v.origin );
VectorSubtract( ent->v.origin, parent->v.origin, org );
VectorNegate( parent->v.angles, angles );
AngleVectors( angles, vf, vr, vu );
org2[0] = DotProduct( ent->v.oldorigin, vf );
org2[1] = -DotProduct( ent->v.oldorigin, vr );
org2[2] = DotProduct( ent->v.oldorigin, vu );
VectorSubtract( org2, ent->v.oldorigin, move );
VectorAdd( ent->v.origin, move, ent->v.origin );
}
VectorAdd( parent->v.angles, ent->v.oldangles, ent->v.angles );
SV_LinkEdict( ent, false );
}
/*
=============
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 );
SV_LinkEdict( ent, false ); // nocip ents never touch triggers
}
/*
=============
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, svgame.frametime, ent->v.velocity, ent->v.origin );
VectorMA( ent->v.angles, svgame.frametime, ent->v.avelocity, ent->v.angles );
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_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, svgame.frametime, ent->v.friction );
break;
default:
SV_AngularMove( ent, svgame.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.frametime, move );
VectorSubtract( ent->v.velocity, ent->v.basevelocity, ent->v.velocity );
trace = SV_PushEntity( ent, move, vec3_origin, NULL );
if( ent->free ) return;
SV_CheckVelocity( ent );
if( trace.fAllSolid )
{
// entity is trapped in another solid
ent->v.flags |= FL_ONGROUND;
ent->v.groundentity = trace.pHit;
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;
if( ent->v.velocity[2] < sv_gravity->value * svgame.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) * svgame.frametime * 0.9f, move );
trace = SV_PushEntity( ent, move, vec3_origin, NULL );
if( ent->free ) return;
}
}
// 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 )
{
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.frametime ))
{
hitsound = true;
}
if( !inwater )
{
SV_AddHalfGravity( ent, svgame.frametime );
isfalling = true;
}
}
else if( ent->v.waterlevel > 0 )
{
if( ent->v.waterlevel > 1 )
{
VectorScale( ent->v.velocity, 0.9f, ent->v.velocity );
ent->v.velocity[2] += ( ent->v.skin * svgame.frametime );
}
else if( ent->v.waterlevel == 1 )
{
if( ent->v.velocity[2] > 0.0f )
ent->v.velocity[2] = svgame.frametime;
ent->v.velocity[2] -= ( ent->v.skin * svgame.frametime );
}
}
}
}
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 - svgame.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_AngularMove( ent, svgame.frametime, friction );
SV_CheckVelocity( ent );
SV_TryMove( ent, svgame.frametime, 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, svgame.frametime );
}
if( !SV_RunThink( ent )) return;
SV_CheckWaterTransition( ent );
}
/*
====================
SV_Physics_Conveyor
REAL simple - all we do is check for player riders and adjust their position.
Only gotcha here is we have to make sure we don't end up embedding player in
*another* object that's being moved by the conveyor.
====================
*/
void SV_Physics_Conveyor( edict_t *ent )
{
edict_t *player;
int i;
trace_t tr;
vec3_t v, move;
vec3_t point, end;
VectorScale( ent->v.movedir, ent->v.speed, v );
VectorScale( v, svgame.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.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 )
{
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.frametime * 0.5f), ent->v.basevelocity, ent->v.velocity );
VectorClear( ent->v.basevelocity );
}
ent->v.flags &= ~FL_BASEVELOCITY;
// user dll can override movement type
if( svgame.dllFuncs.pfnPhysicsEntity( ent ))
return;
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_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 )
{
int i;
edict_t *ent;
// let the progs know that a new frame has started
svgame.dllFuncs.pfnStartFrame();
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( !SV_IsValidEdict( ent )) continue;
// force retouch even for stationary
SV_LinkEdict( ent, true );
}
// treat each object in turn
if( !( sv.hostflags & SVF_PLAYERSONLY ))
{
for( i = svgame.globals->maxClients + 1; i < svgame.globals->numEntities; i++ )
{
ent = EDICT_NUM( i );
if( !SV_IsValidEdict( ent )) continue;
SV_Physics_Entity( ent );
}
}
// let everything in the world think and move
CM_Frame( svgame.frametime );
// 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.hostflags & SVF_PLAYERSONLY ))
sv.time += sv.frametime;
}