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Xash3DArchive/server/g_phys.c

3159 lines
84 KiB
C

// g_phys.c
#include "g_local.h"
bool wasonground;
bool onconveyor;
edict_t *blocker;
/*
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_SLIDEBOX and MOVETYPE_STEP
flying/floating monsters are SOLID_SLIDEBOX and MOVETYPE_FLY
solid_edge items only clip against bsp models.
*/
#define STEPSIZE 18
/*
=============
M_CheckBottom
Returns false if any part of the bottom of the entity is off an edge that
is not a staircase.
=============
*/
int c_yes, c_no;
bool M_CheckBottom (edict_t *ent)
{
vec3_t mins, maxs, start, stop;
trace_t trace;
int x, y;
float mid, bottom;
VectorAdd (ent->s.origin, ent->mins, mins);
VectorAdd (ent->s.origin, ent->maxs, maxs);
// if all of the points under the corners are solid world, don't bother
// with the tougher checks
// the corners must be within 16 of the midpoint
start[2] = mins[2] - 1;
for (x=0 ; x<=1 ; x++)
for (y=0 ; y<=1 ; y++)
{
start[0] = x ? maxs[0] : mins[0];
start[1] = y ? maxs[1] : mins[1];
if (gi.pointcontents (start) != CONTENTS_SOLID)
goto realcheck;
}
c_yes++;
return true; // we got out easy
realcheck:
c_no++;
//
// check it for real...
//
start[2] = mins[2];
// the midpoint must be within 16 of the bottom
start[0] = stop[0] = (mins[0] + maxs[0])*0.5;
start[1] = stop[1] = (mins[1] + maxs[1])*0.5;
stop[2] = start[2] - 2*STEPSIZE;
trace = gi.trace (start, vec3_origin, vec3_origin, stop, ent, MASK_MONSTERSOLID);
if (trace.fraction == 1.0)
return false;
mid = bottom = trace.endpos[2];
// the corners must be within 16 of the midpoint
for (x=0 ; x<=1 ; x++)
for (y=0 ; y<=1 ; y++)
{
start[0] = stop[0] = x ? maxs[0] : mins[0];
start[1] = stop[1] = y ? maxs[1] : mins[1];
trace = gi.trace (start, vec3_origin, vec3_origin, stop, ent, MASK_MONSTERSOLID);
if (trace.fraction != 1.0 && trace.endpos[2] > bottom)
bottom = trace.endpos[2];
if (trace.fraction == 1.0 || mid - trace.endpos[2] > STEPSIZE)
return false;
}
c_yes++;
return true;
}
/*
=============
SV_movestep
Called by monster program code.
The move will be adjusted for slopes and stairs, but if the move isn't
possible, no move is done, false is returned, and
pr_global_struct->trace_normal is set to the normal of the blocking wall
=============
*/
//FIXME since we need to test end position contents here, can we avoid doing
//it again later in catagorize position?
bool SV_movestep (edict_t *ent, vec3_t move, bool relink)
{
float dz;
vec3_t oldorg, neworg, end;
trace_t trace;
int i;
float stepsize;
float jumpheight;
vec3_t test;
int contents;
bool canjump;
float d1, d2;
int jump; // 1=jump up, -1=jump down
vec3_t forward, up;
vec3_t dir;
vec_t dist;
edict_t *target;
// try the move
VectorCopy (ent->s.origin, oldorg);
VectorAdd (ent->s.origin, move, neworg);
AngleVectors(ent->s.angles,forward,NULL,up);
if(ent->enemy)
target = ent->enemy;
else if(ent->movetarget)
target = ent->movetarget;
else
target = NULL;
// flying monsters don't step up
if ( ent->flags & (FL_SWIM | FL_FLY) )
{
// try one move with vertical motion, then one without
for (i=0 ; i<2 ; i++)
{
VectorAdd (ent->s.origin, move, neworg);
if (i == 0 && ent->enemy)
{
if (!ent->goalentity)
ent->goalentity = ent->enemy;
dz = ent->s.origin[2] - ent->goalentity->s.origin[2];
if (ent->goalentity->client)
{
if (dz > 40)
neworg[2] -= 8;
if (!((ent->flags & FL_SWIM) && (ent->waterlevel < 2)))
if (dz < 30)
neworg[2] += 8;
}
else
{
if (dz > 8)
neworg[2] -= 8;
else if (dz > 0)
neworg[2] -= dz;
else if (dz < -8)
neworg[2] += 8;
else
neworg[2] += dz;
}
}
trace = gi.trace (ent->s.origin, ent->mins, ent->maxs, neworg, ent, MASK_MONSTERSOLID);
// fly monsters don't enter water voluntarily
if (ent->flags & FL_FLY)
{
if (!ent->waterlevel)
{
test[0] = trace.endpos[0];
test[1] = trace.endpos[1];
test[2] = trace.endpos[2] + ent->mins[2] + 1;
contents = gi.pointcontents(test);
if (contents & MASK_WATER)
return false;
}
}
// swim monsters don't exit water voluntarily
if (ent->flags & FL_SWIM)
{
if (ent->waterlevel < 2)
{
test[0] = trace.endpos[0];
test[1] = trace.endpos[1];
test[2] = trace.endpos[2] + ent->mins[2] + 1;
contents = gi.pointcontents(test);
if (!(contents & MASK_WATER))
return false;
}
}
if (trace.fraction == 1)
{
VectorCopy (trace.endpos, ent->s.origin);
if (relink)
{
gi.linkentity (ent);
G_TouchTriggers (ent);
}
return true;
}
if (!ent->enemy)
break;
}
return false;
}
// push down from a step height above the wished position
if (!(ent->monsterinfo.aiflags & AI_NOSTEP))
stepsize = STEPSIZE;
else
stepsize = 1;
neworg[2] += stepsize;
VectorCopy (neworg, end);
end[2] -= stepsize*2;
trace = gi.trace (neworg, ent->mins, ent->maxs, end, ent, MASK_MONSTERSOLID);
// Determine whether monster is capable of and/or should jump
jump = 0;
if((ent->monsterinfo.jump) && !(ent->monsterinfo.aiflags & AI_DUCKED))
{
// Don't jump if path is blocked by monster or player. Otherwise,
// monster might attempt to jump OVER the monster/player, which
// ends up looking a bit goofy. Also don't jump if the monster's
// movement isn't deliberate (target=NULL)
if(trace.ent && (trace.ent->client || (trace.ent->svflags & SVF_MONSTER)))
canjump = false;
else if(target)
{
// Never jump unless it places monster closer to his goal
vec3_t dir;
VectorSubtract(target->s.origin, oldorg, dir);
d1 = VectorLength(dir);
VectorSubtract(target->s.origin, trace.endpos, dir);
d2 = VectorLength(dir);
if(d2 < d1)
canjump = true;
else
canjump = false;
}
else
canjump = false;
}
else
canjump = false;
if (trace.allsolid)
{
if(canjump && (ent->monsterinfo.jumpup > 0))
{
neworg[2] += ent->monsterinfo.jumpup - stepsize;
trace = gi.trace (neworg, ent->mins, ent->maxs, end, ent, MASK_MONSTERSOLID);
if (!trace.allsolid && !trace.startsolid && trace.fraction > 0 && (trace.plane.normal[2] > 0.9))
{
if(!trace.ent || (!trace.ent->client && !(trace.ent->svflags & SVF_MONSTER) && !(trace.ent->svflags & SVF_DEADMONSTER)))
{
// Good plane to jump on. Make sure monster is more or less facing
// the obstacle to avoid cutting-corners jumps
trace_t tr;
vec3_t p2;
VectorMA(ent->s.origin,1024,forward,p2);
tr = gi.trace(ent->s.origin,ent->mins,ent->maxs,p2,ent,MASK_MONSTERSOLID);
if(DotProduct(tr.plane.normal,forward) < -0.95)
{
jump = 1;
jumpheight = trace.endpos[2] - ent->s.origin[2];
}
else
return false;
}
}
else
return false;
}
else
return false;
}
if (trace.startsolid)
{
neworg[2] -= stepsize;
trace = gi.trace (neworg, ent->mins, ent->maxs, end, ent, MASK_MONSTERSOLID);
if (trace.allsolid || trace.startsolid)
return false;
}
// don't go in to water
// Lazarus: misc_actors don't go swimming, but wading is fine
if (ent->monsterinfo.aiflags & AI_ACTOR)
{
// First check for lava/slime under feet - but only if we're not already in
// a liquid
test[0] = trace.endpos[0];
test[1] = trace.endpos[1];
if (ent->waterlevel == 0)
{
test[2] = trace.endpos[2] + ent->mins[2] + 1;
contents = gi.pointcontents(test);
if (contents & (CONTENTS_LAVA | CONTENTS_SLIME))
return false;
}
test[2] = trace.endpos[2] + ent->viewheight - 1;
contents = gi.pointcontents(test);
if (contents & MASK_WATER)
return false;
}
else if (ent->waterlevel == 0)
{
test[0] = trace.endpos[0];
test[1] = trace.endpos[1];
test[2] = trace.endpos[2] + ent->mins[2] + 1;
contents = gi.pointcontents(test);
if (contents & MASK_WATER)
return false;
}
// Lazarus: Don't intentionally walk into lasers.
dist = VectorLength(move);
if(dist > 0.)
{
edict_t *e;
trace_t laser_trace;
vec_t delta;
vec3_t laser_mins, laser_maxs;
vec3_t laser_start, laser_end;
vec3_t monster_mins, monster_maxs;
for(i=game.maxclients+1; i<globals.num_edicts; i++)
{
e = &g_edicts[i];
if(!e->inuse)
continue;
if(!e->classname)
continue;
if(e->class_id != ENTITY_TARGET_LASER)
continue;
if(e->svflags & SVF_NOCLIENT)
continue;
if( (e->style == 2) || (e->style == 3))
continue;
if(!gi.inPVS(ent->s.origin,e->s.origin))
continue;
// Check to see if monster is ALREADY in the path of this laser.
// If so, allow the move so he can get out.
VectorMA(e->s.origin,2048,e->movedir,laser_end);
laser_trace = gi.trace(e->s.origin,NULL,NULL,laser_end,NULL,CONTENTS_SOLID|CONTENTS_MONSTER);
if(laser_trace.ent == ent)
continue;
VectorCopy(laser_trace.endpos,laser_end);
laser_mins[0] = min(e->s.origin[0],laser_end[0]);
laser_mins[1] = min(e->s.origin[1],laser_end[1]);
laser_mins[2] = min(e->s.origin[2],laser_end[2]);
laser_maxs[0] = max(e->s.origin[0],laser_end[0]);
laser_maxs[1] = max(e->s.origin[1],laser_end[1]);
laser_maxs[2] = max(e->s.origin[2],laser_end[2]);
monster_mins[0] = min(oldorg[0],trace.endpos[0]) + ent->mins[0];
monster_mins[1] = min(oldorg[1],trace.endpos[1]) + ent->mins[1];
monster_mins[2] = min(oldorg[2],trace.endpos[2]) + ent->mins[2];
monster_maxs[0] = max(oldorg[0],trace.endpos[0]) + ent->maxs[0];
monster_maxs[1] = max(oldorg[1],trace.endpos[1]) + ent->maxs[1];
monster_maxs[2] = max(oldorg[2],trace.endpos[2]) + ent->maxs[2];
if( monster_maxs[0] < laser_mins[0] ) continue;
if( monster_maxs[1] < laser_mins[1] ) continue;
if( monster_maxs[2] < laser_mins[2] ) continue;
if( monster_mins[0] > laser_maxs[0] ) continue;
if( monster_mins[1] > laser_maxs[1] ) continue;
if( monster_mins[2] > laser_maxs[2] ) continue;
// If we arrive here, some part of the bounding box surrounding
// monster's total movement intersects laser bounding box.
// If laser is parallel to x, y, or z, we definitely
// know this move will put monster in path of laser
if ( (e->movedir[0] == 1.) || (e->movedir[1] == 1.) || (e->movedir[2] == 1.))
return false;
// Shift psuedo laser towards monster's current position up to
// the total distance he's proposing moving.
delta = min(16,dist);
VectorCopy(move,dir);
VectorNormalize(dir);
while(delta < dist+15.875)
{
if(delta > dist) delta = dist;
VectorMA(e->s.origin, -delta,dir,laser_start);
VectorMA(e->s.old_origin,-delta,dir,laser_end);
laser_trace = gi.trace(laser_start,NULL,NULL,laser_end,world,CONTENTS_SOLID|CONTENTS_MONSTER);
if(laser_trace.ent == ent)
return false;
delta += 16;
}
}
}
if ((trace.fraction == 1) && !jump && canjump && (ent->monsterinfo.jumpdn > 0))
{
end[2] = oldorg[2] + move[2] - ent->monsterinfo.jumpdn;
trace = gi.trace (neworg, ent->mins, ent->maxs, end, ent, MASK_MONSTERSOLID | MASK_WATER);
if(trace.fraction < 1 && (trace.plane.normal[2] > 0.9) && (trace.contents & MASK_SOLID) && (neworg[2] - 16 > trace.endpos[2]))
{
if(!trace.ent || (!trace.ent->client && !(trace.ent->svflags & SVF_MONSTER) && !(trace.ent->svflags & SVF_DEADMONSTER)))
jump = -1;
}
}
if ((trace.fraction == 1) && !jump)
{
// if monster had the ground pulled out, go ahead and fall
if ( ent->flags & FL_PARTIALGROUND )
{
VectorAdd (ent->s.origin, move, ent->s.origin);
if (relink)
{
gi.linkentity (ent);
G_TouchTriggers (ent);
}
ent->groundentity = NULL;
return true;
}
return false; // walked off an edge
}
// check point traces down for dangling corners
VectorCopy (trace.endpos, ent->s.origin);
if(!jump)
{
bool skip = false;
// if monster CAN jump down, and a position just a bit forward would be
// a good jump-down spot, allow (briefly) !M_CheckBottom
if (canjump && target && (target->s.origin[2] < ent->s.origin[2]) && (ent->monsterinfo.jumpdn > 0))
{
vec3_t p1, p2;
trace_t tr;
VectorMA(oldorg,48,forward,p1);
tr = gi.trace(ent->s.origin, ent->mins, ent->maxs, p1, ent, MASK_MONSTERSOLID);
if(tr.fraction == 1)
{
p2[0] = p1[0];
p2[1] = p1[1];
p2[2] = p1[2] - ent->monsterinfo.jumpdn;
tr = gi.trace(p1,ent->mins,ent->maxs,p2,ent,MASK_MONSTERSOLID | MASK_WATER);
if(tr.fraction < 1 && (tr.plane.normal[2] > 0.9) && (tr.contents & MASK_SOLID) && (p1[2] - 16 > tr.endpos[2]))
{
if(!tr.ent || (!tr.ent->client && !(tr.ent->svflags & SVF_MONSTER) && !(tr.ent->svflags & SVF_DEADMONSTER)))
{
VectorSubtract(target->s.origin, tr.endpos, dir);
d2 = VectorLength(dir);
if(d2 < d1)
skip = true;
}
}
}
}
if (!skip)
{
if (!M_CheckBottom (ent))
{
if ( ent->flags & FL_PARTIALGROUND )
{ // entity had floor mostly pulled out from underneath it
// and is trying to correct
if (relink)
{
gi.linkentity (ent);
G_TouchTriggers (ent);
}
return true;
}
VectorCopy (oldorg, ent->s.origin);
return false;
}
}
}
if ( ent->flags & FL_PARTIALGROUND )
{
ent->flags &= ~FL_PARTIALGROUND;
}
ent->groundentity = trace.ent;
if(trace.ent)
ent->groundentity_linkcount = trace.ent->linkcount;
// the move is ok
if(jump)
{
VectorScale(move, 10, ent->velocity);
if(jump > 0)
{
ent->monsterinfo.jump(ent);
ent->velocity[2] = 2.5*jumpheight + 80;
}
else
{
ent->velocity[2] = max(ent->velocity[2],100);
if(oldorg[2] - ent->s.origin[2] > 48)
ent->s.origin[2] = oldorg[2] + ent->velocity[2]*FRAMETIME;
}
if(relink)
{
gi.linkentity (ent);
G_TouchTriggers (ent);
}
}
else if (relink)
{
gi.linkentity (ent);
G_TouchTriggers (ent);
}
return true;
}
/*
===============
M_walkmove
===============
*/
bool M_walkmove (edict_t *ent, float yaw, float dist)
{
vec3_t move;
if (!ent->groundentity && !(ent->flags & (FL_FLY|FL_SWIM)))
return false;
yaw = yaw*M_PI*2 / 360;
move[0] = cos(yaw)*dist;
move[1] = sin(yaw)*dist;
move[2] = 0;
return SV_movestep(ent, move, true);
}
//
//=================
// other_FallingDamage
// Identical to player's P_FallingDamage... except of course ent doesn't have to be a player
//=================
//
void other_FallingDamage (edict_t *ent)
{
float delta;
float fall_time, fall_value;
int damage;
vec3_t dir;
if (ent->movetype == MOVETYPE_NOCLIP)
return;
if ((ent->oldvelocity[2] < 0) && (ent->velocity[2] > ent->oldvelocity[2]) && (!ent->groundentity))
{
delta = ent->oldvelocity[2];
}
else
{
if (!ent->groundentity)
return;
delta = ent->velocity[2] - ent->oldvelocity[2];
}
delta = delta*delta * 0.0001;
// never take falling damage if completely underwater
if (ent->waterlevel == 3)
return;
if (ent->waterlevel == 2)
delta *= 0.25;
if (ent->waterlevel == 1)
delta *= 0.5;
if (delta < 1)
return;
if (delta < 15)
{
ent->s.event = EV_FOOTSTEP;
return;
}
fall_value = delta*0.5;
if (fall_value > 40) fall_value = 40;
fall_time = level.time + FALL_TIME;
if (delta > 30)
{
ent->pain_debounce_time = level.time; // no normal pain sound
damage = (delta-30)/2;
if (damage < 1)
damage = 1;
VectorSet (dir, 0, 0, 1);
if (!deathmatch->value || !((int)dmflags->value & DF_NO_FALLING) )
T_Damage (ent, world, world, dir, ent->s.origin, vec3_origin, damage, 0, 0, MOD_FALLING);
}
else
{
// ent->s.event = EV_FALLSHORT;
return;
}
}
/*
============
SV_TestEntityPosition
============
*/
edict_t *SV_TestEntityPosition (edict_t *ent)
{
trace_t trace;
int mask;
if (ent->clipmask)
mask = ent->clipmask;
else
mask = MASK_SOLID;
if(ent->solid == SOLID_BSP)
{
vec3_t org, mins, maxs;
VectorAdd(ent->s.origin,ent->origin_offset,org);
VectorSubtract(ent->mins,ent->origin_offset,mins);
VectorSubtract(ent->maxs,ent->origin_offset,maxs);
trace = gi.trace (org, mins, maxs, org, ent, mask);
}
else
trace = gi.trace (ent->s.origin, ent->mins, ent->maxs, ent->s.origin, ent, mask);
if (trace.startsolid)
{
// Lazarus - work around for players/monsters standing on dead monsters causing
// those monsters to gib when rotating brush models are in the vicinity
if ( (ent->svflags & SVF_DEADMONSTER) && (trace.ent->client || (trace.ent->svflags & SVF_MONSTER)))
return NULL;
// Lazarus - return a bit more useful info than simply "g_edicts"
if(trace.ent)
return trace.ent;
else
return world;
}
return NULL;
}
/*
================
SV_CheckVelocity
================
*/
void SV_CheckVelocity (edict_t *ent)
{
// Lazarus: This is a pretty goofy way to bound velocity. This has the effect
// of changing directions, which makes no sense at all. Maybe they
// were just avoiding a sqrt?
/*
int i;
//
// bound velocity
//
for (i=0 ; i<3 ; i++)
{
if (ent->velocity[i] > sv_maxvelocity->value)
ent->velocity[i] = sv_maxvelocity->value;
else if (ent->velocity[i] < -sv_maxvelocity->value)
ent->velocity[i] = -sv_maxvelocity->value;
} */
if (VectorLength(ent->velocity) > sv_maxvelocity->value)
{
VectorNormalize(ent->velocity);
VectorScale(ent->velocity, sv_maxvelocity->value, ent->velocity);
}
}
/*
=============
SV_RunThink
Runs thinking code for this frame if necessary
=============
*/
bool SV_RunThink (edict_t *ent)
{
float thinktime;
thinktime = ent->nextthink;
if (thinktime <= 0)
return true;
if (thinktime > level.time+0.001)
return true;
ent->nextthink = 0;
if (!ent->think)
gi.error ("NULL ent->think for %s",ent->classname);
ent->think (ent);
return false;
}
/*
==================
SV_Impact
Two entities have touched, so run their touch functions
==================
*/
void SV_Impact (edict_t *e1, trace_t *trace)
{
edict_t *e2;
// cplane_t backplane;
e2 = trace->ent;
if (e1->touch && e1->solid != SOLID_NOT)
e1->touch (e1, e2, &trace->plane, trace->surface);
if (e2->touch && e2->solid != SOLID_NOT)
e2->touch (e2, e1, NULL, NULL);
}
/*
==================
ClipVelocity
Slide off of the impacting object
returns the blocked flags (1 = floor, 2 = step / wall)
==================
*/
#define STOP_EPSILON 0.1
int ClipVelocity (vec3_t in, vec3_t normal, vec3_t out, float overbounce)
{
float backoff;
float change;
int i, blocked;
blocked = 0;
if (normal[2] > 0)
blocked |= 1; // floor
if (!normal[2])
blocked |= 2; // step
backoff = DotProduct (in, normal) * overbounce;
for (i=0 ; i<3 ; i++)
{
change = normal[i]*backoff;
out[i] = in[i] - change;
if (out[i] > -STOP_EPSILON && out[i] < STOP_EPSILON)
out[i] = 0;
}
return blocked;
}
/*
============
SV_FlyMove
The basic solid body movement clip that slides along multiple planes
Returns the clipflags if the velocity was modified (hit something solid)
1 = floor
2 = wall / step
4 = dead stop
============
*/
#define MAX_CLIP_PLANES 5
int SV_FlyMove (edict_t *ent, float time, int mask)
{
edict_t *hit;
int bumpcount, numbumps;
vec3_t dir;
float d;
int numplanes;
vec3_t planes[MAX_CLIP_PLANES];
vec3_t primal_velocity, original_velocity, new_velocity;
int i, j;
trace_t trace;
vec3_t end;
float time_left;
int blocked;
int num_retries = 0;
retry:
numbumps = 4;
blocked = 0;
VectorCopy (ent->velocity, original_velocity);
VectorCopy (ent->velocity, primal_velocity);
numplanes = 0;
time_left = time;
ent->groundentity = NULL;
for (bumpcount=0 ; bumpcount<numbumps ; bumpcount++)
{
for (i=0 ; i<3 ; i++)
end[i] = ent->s.origin[i] + time_left * ent->velocity[i];
trace = gi.trace (ent->s.origin, ent->mins, ent->maxs, end, ent, mask);
if (trace.allsolid)
{ // entity is trapped in another solid
VectorCopy (vec3_origin, ent->velocity);
return 3;
}
if (trace.fraction > 0)
{ // actually covered some distance
VectorCopy (trace.endpos, ent->s.origin);
VectorCopy (ent->velocity, original_velocity);
numplanes = 0;
}
if (trace.fraction == 1)
break; // moved the entire distance
blocker = hit = trace.ent;
// Lazarus: If the pushed entity is a conveyor, raise us up and
// try again
if (!num_retries && wasonground)
{
if ((hit->movetype == MOVETYPE_CONVEYOR) && (trace.plane.normal[2] > 0.7))
{
vec3_t above;
VectorCopy(end,above);
above[2] += 32;
trace = gi.trace (above, ent->mins, ent->maxs, end, ent, mask);
VectorCopy (trace.endpos,end);
end[2] += 1;
VectorSubtract (end,ent->s.origin,ent->velocity);
VectorScale (ent->velocity,1.0/time_left,ent->velocity);
num_retries++;
goto retry;
}
}
// if blocked by player AND on a conveyor
if (hit->client && onconveyor)
{
vec3_t player_dest;
trace_t ptrace;
if(ent->mass > hit->mass)
{
VectorMA (hit->s.origin,time_left,ent->velocity,player_dest);
ptrace = gi.trace(hit->s.origin,hit->mins,hit->maxs,player_dest,hit,hit->clipmask);
if(ptrace.fraction == 1.0)
{
VectorCopy(player_dest,hit->s.origin);
gi.linkentity(hit);
goto retry;
}
}
blocked |= 8;
}
if (trace.plane.normal[2] > 0.7)
{
blocked |= 1; // floor
if ( hit->solid == SOLID_BSP)
{
ent->groundentity = hit;
ent->groundentity_linkcount = hit->linkcount;
}
}
if (!trace.plane.normal[2])
{
blocked |= 2; // step
}
//
// run the impact function
//
SV_Impact (ent, &trace);
if (!ent->inuse)
break; // removed by the impact function
time_left -= time_left * trace.fraction;
// cliped to another plane
if (numplanes >= MAX_CLIP_PLANES)
{ // this shouldn't really happen
VectorCopy (vec3_origin, ent->velocity);
blocked |= 3;
return blocked;
}
VectorCopy (trace.plane.normal, planes[numplanes]);
numplanes++;
//
// modify original_velocity so it parallels all of the clip planes
//
for (i=0 ; i<numplanes ; i++)
{
ClipVelocity (original_velocity, planes[i], new_velocity, 1);
for (j=0 ; j<numplanes ; j++)
if ((j != i) && !VectorCompare (planes[i], planes[j]))
{
if (DotProduct (new_velocity, planes[j]) < 0)
break; // not ok
}
if (j == numplanes)
break;
}
if (i != numplanes)
{ // go along this plane
VectorCopy (new_velocity, ent->velocity);
}
else
{ // go along the crease
if (numplanes != 2)
{
// gi.dprintf ("clip velocity, numplanes == %i\n",numplanes);
VectorCopy (vec3_origin, ent->velocity);
blocked |= 7;
return blocked;
}
CrossProduct (planes[0], planes[1], dir);
d = DotProduct (dir, ent->velocity);
VectorScale (dir, d, ent->velocity);
}
//
// if original velocity is against the original velocity, stop dead
// to avoid tiny occilations in sloping corners
//
if (DotProduct (ent->velocity, primal_velocity) <= 0)
{
VectorCopy (vec3_origin, ent->velocity);
return blocked;
}
}
return blocked;
}
/*
============
SV_PushableMove
The basic solid body movement clip that slides along multiple planes
Returns the clipflags if the velocity was modified (hit something solid)
1 = floor
2 = wall / step
4 = dead stop
============
*/
#define MAX_CLIP_PLANES 5
int SV_PushableMove (edict_t *ent, float time, int mask)
{
edict_t *hit;
int bumpcount, numbumps;
vec3_t dir;
float d;
int numplanes;
vec3_t planes[MAX_CLIP_PLANES];
vec3_t primal_velocity, original_velocity, new_velocity;
int i, j;
trace_t trace;
vec3_t end;
float time_left;
int blocked;
int num_retries=0;
// Corrective stuff added for bmodels with no origin brush
vec3_t mins, maxs;
vec3_t origin;
retry:
numbumps = 4;
ent->bounce_me = 0;
blocked = 0;
VectorCopy (ent->velocity, original_velocity);
VectorCopy (ent->velocity, primal_velocity);
numplanes = 0;
time_left = time;
VectorAdd(ent->s.origin,ent->origin_offset,origin);
VectorCopy(ent->size,maxs);
VectorScale(maxs,0.5,maxs);
VectorNegate(maxs,mins);
ent->groundentity = NULL;
for (bumpcount=0 ; bumpcount<numbumps ; bumpcount++)
{
for (i=0 ; i<3 ; i++)
end[i] = origin[i] + time_left * ent->velocity[i];
trace = gi.trace (origin, mins, maxs, end, ent, mask);
if (trace.allsolid)
{ // entity is trapped in another solid
VectorCopy (vec3_origin, ent->velocity);
return 3;
}
if (trace.fraction > 0)
{ // actually covered some distance
VectorCopy (trace.endpos, origin);
VectorSubtract (origin, ent->origin_offset, ent->s.origin);
VectorCopy (ent->velocity, original_velocity);
numplanes = 0;
}
if (trace.fraction == 1)
break; // moved the entire distance
blocker = hit = trace.ent;
// Lazarus: If the pushed entity is a conveyor, raise us up and
// try again
if (!num_retries && wasonground)
{
if ((hit->movetype == MOVETYPE_CONVEYOR) && (trace.plane.normal[2] > 0.7))
{
vec3_t above;
VectorCopy(end,above);
above[2] += 32;
trace = gi.trace (above, mins, maxs, end, ent, mask);
VectorCopy (trace.endpos,end);
VectorSubtract (end,origin,ent->velocity);
VectorScale (ent->velocity,1.0/time_left,ent->velocity);
num_retries++;
goto retry;
}
}
// if blocked by player AND on a conveyor
if (hit->client && onconveyor)
{
vec3_t player_dest;
trace_t ptrace;
if(ent->mass > hit->mass)
{
VectorMA (hit->s.origin,time_left,ent->velocity,player_dest);
ptrace = gi.trace(hit->s.origin,hit->mins,hit->maxs,player_dest,hit,hit->clipmask);
if(ptrace.fraction == 1.0)
{
VectorCopy(player_dest,hit->s.origin);
gi.linkentity(hit);
goto retry;
}
}
blocked |= 8;
}
if (trace.plane.normal[2] > 0.7)
{
// Lazarus: special case - if this ent or the impact ent is
// in water, motion is NOT blocked.
if((hit->movetype != MOVETYPE_PUSHABLE) || ((ent->waterlevel==0) && (hit->waterlevel==0)))
{
blocked |= 1; // floor
if ( hit->solid == SOLID_BSP)
{
ent->groundentity = hit;
ent->groundentity_linkcount = hit->linkcount;
}
}
}
if (!trace.plane.normal[2])
{
blocked |= 2; // step
}
//
// run the impact function
//
SV_Impact (ent, &trace);
if (!ent->inuse)
break; // removed by the impact function
time_left -= time_left * trace.fraction;
// clipped to another plane
if (numplanes >= MAX_CLIP_PLANES)
{ // this shouldn't really happen
VectorCopy (vec3_origin, ent->velocity);
blocked |= 3;
return blocked;
}
VectorCopy (trace.plane.normal, planes[numplanes]);
numplanes++;
//
// modify original_velocity so it parallels all of the clip planes
//
for (i=0 ; i<numplanes ; i++)
{
// DH: experimenting here. 1 is no bounce,
// 1.5 bounces like a grenade, 2 is a superball
if(ent->bounce_me == 1) {
ClipVelocity (original_velocity, planes[i], new_velocity, 1.4);
// stop small oscillations
if (new_velocity[2] < 60)
{
ent->groundentity = trace.ent;
ent->groundentity_linkcount = trace.ent->linkcount;
VectorCopy (vec3_origin, new_velocity);
} else {
// add a bit of random horizontal motion
if(!new_velocity[0]) new_velocity[0] = crandom() * new_velocity[2]/4;
if(!new_velocity[1]) new_velocity[1] = crandom() * new_velocity[2]/4;
}
}
else if(ent->bounce_me == 2)
{
VectorCopy(ent->velocity,new_velocity);
}
else
{
ClipVelocity (original_velocity, planes[i], new_velocity, 1);
}
for (j=0 ; j<numplanes ; j++)
if ((j != i) && !VectorCompare (planes[i], planes[j]))
{
if (DotProduct (new_velocity, planes[j]) < 0)
break; // not ok
}
if (j == numplanes)
break;
}
if (i != numplanes)
{ // go along this plane
VectorCopy (new_velocity, ent->velocity);
}
else
{ // go along the crease
if (numplanes != 2)
{
VectorCopy (vec3_origin, ent->velocity);
blocked |= 7;
return blocked;
}
CrossProduct (planes[0], planes[1], dir);
d = DotProduct (dir, ent->velocity);
VectorScale (dir, d, ent->velocity);
}
//
// if velocity is against the original velocity, stop dead
// to avoid tiny occilations in sloping corners
//
if( !ent->bounce_me ) {
if (DotProduct (ent->velocity, primal_velocity) <= 0)
{
VectorCopy (vec3_origin, ent->velocity);
return blocked;
}
}
}
return blocked;
}
/*
============
SV_AddGravity
============
*/
void SV_AddGravity (edict_t *ent)
{
if(level.time > ent->gravity_debounce_time)
ent->velocity[2] -= ent->gravity * sv_gravity->value * FRAMETIME;
}
/*
===============================================================================
PUSHMOVE
===============================================================================
*/
/*
=================================================
SV_PushEntity
Does not change the entities velocity at all
called for MOVETYPE_TOSS
MOVETYPE_BOUNCE
MOVETYPE_FLY
MOVETYPE_FLYMISSILE
MOVETYPE_RAIN
=================================================
*/
trace_t SV_PushEntity (edict_t *ent, vec3_t push)
{
trace_t trace;
vec3_t start;
vec3_t end;
int mask;
int num_retries=0;
VectorCopy (ent->s.origin, start);
VectorAdd (start, push, end);
if (ent->clipmask)
mask = ent->clipmask;
else
mask = MASK_SOLID;
retry:
trace = gi.trace (start, ent->mins, ent->maxs, end, ent, mask);
VectorCopy (trace.endpos, ent->s.origin);
gi.linkentity (ent);
if (trace.fraction != 1.0)
{
SV_Impact (ent, &trace);
// if the pushed entity went away and the pusher is still there
if (!trace.ent->inuse && ent->inuse)
{
// move the pusher back and try again
VectorCopy (start, ent->s.origin);
gi.linkentity (ent);
goto retry;
}
// Lazarus: If the pushed entity is a conveyor, raise us up and
// try again
if (!num_retries && wasonground)
{
if ((trace.ent->movetype == MOVETYPE_CONVEYOR) && (trace.plane.normal[2] > 0.7) && !trace.startsolid)
{
vec3_t above;
VectorCopy(end,above);
above[2] += 32;
trace = gi.trace (above, ent->mins, ent->maxs, end, ent, mask);
VectorCopy (trace.endpos, end);
VectorCopy (start, ent->s.origin);
gi.linkentity(ent);
num_retries++;
goto retry;
}
}
if(onconveyor && !trace.ent->client)
{
// If blocker can be damaged, destroy it. Otherwise destroy blockee.
if(trace.ent->takedamage == DAMAGE_YES)
T_Damage(trace.ent, ent, ent, vec3_origin, trace.ent->s.origin, vec3_origin, 100000, 1, 0, MOD_CRUSH);
else
T_Damage(ent, trace.ent, trace.ent, vec3_origin, ent->s.origin, vec3_origin, 100000, 1, 0, MOD_CRUSH);
}
}
if (ent->inuse)
G_TouchTriggers (ent);
return trace;
}
typedef struct
{
edict_t *ent;
vec3_t origin;
vec3_t angles;
float deltayaw;
} pushed_t;
pushed_t pushed[MAX_EDICTS], *pushed_p;
edict_t *obstacle;
void MoveRiders(edict_t *platform, edict_t *ignore, vec3_t move, vec3_t amove, bool turn)
{
int i;
edict_t *rider;
for(i=1, rider=g_edicts+i; i<=globals.num_edicts; i++, rider++) {
if((rider->groundentity == platform) && (rider != ignore)) {
VectorAdd(rider->s.origin,move,rider->s.origin);
if (turn && (amove[YAW] != 0.)) {
if(!rider->client)
rider->s.angles[YAW] += amove[YAW];
else
{
rider->s.angles[YAW] += amove[YAW];
rider->client->ps.pmove.delta_angles[YAW] += ANGLE2SHORT(amove[YAW]);
rider->client->ps.pmove.pm_type = PM_FREEZE;
rider->client->ps.pmove.pm_flags |= PMF_NO_PREDICTION;
}
}
gi.linkentity(rider);
if(SV_TestEntityPosition(rider)) {
// Move is blocked. Since this is for riders, not pushees,
// it should be ok to just back the move for this rider off
VectorSubtract(rider->s.origin,move,rider->s.origin);
if(turn && (amove[YAW] != 0.)) {
rider->s.angles[YAW] -= amove[YAW];
if(rider->client)
{
rider->client->ps.pmove.delta_angles[YAW] -= ANGLE2SHORT(amove[YAW]);
rider->client->ps.viewangles[YAW] -= amove[YAW];
}
}
gi.linkentity(rider);
} else {
// move this rider's riders
MoveRiders(rider,ignore,move,amove,turn);
}
}
}
}
/*
============
RealBoundingBox
Returns the actual bounding box of a bmodel. This is a big improvement over
what q2 normally does with rotating bmodels - q2 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_Push if another bmodel is in the vicinity.
============
*/
void RealBoundingBox(edict_t *ent, vec3_t mins, vec3_t maxs)
{
vec3_t forward, left, up, f1, l1, u1;
vec3_t p[8];
int i, j, k, j2, k4;
for(k=0; k<2; k++)
{
k4 = k*4;
if(k)
p[k4][2] = ent->maxs[2];
else
p[k4][2] = ent->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->maxs[1];
else
p[j2+k4][1] = ent->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->maxs[0];
else
p[i+j2+k4][0] = ent->mins[0];
}
}
}
AngleVectors(ent->s.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->s.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_Push
Objects need to be moved back on a failed push,
otherwise riders would continue to slide.
============
*/
bool SV_Push (edict_t *pusher, vec3_t move, vec3_t amove)
{
int i, e;
edict_t *check, *block;
vec3_t mins, maxs;
pushed_t *p;
vec3_t org, org2, org_check, forward, right, up;
vec3_t move2={0,0,0};
vec3_t move3={0,0,0};
vec3_t realmins, realmaxs;
bool turn;
trace_t tr;
// clamp the move to 1/8 units, so the position will
// be accurate for client side prediction
for (i=0 ; i<3 ; i++)
{
float temp;
temp = move[i]*8.0;
if (temp > 0.0)
temp += 0.5;
else
temp -= 0.5;
move[i] = 0.125 * (int)temp;
}
// find the bounding box
for (i=0 ; i<3 ; i++)
{
mins[i] = pusher->absmin[i] + move[i];
maxs[i] = pusher->absmax[i] + move[i];
}
// Lazarus: temp turn indicates whether riders
// should rotate with the pusher
if(pusher->turn_rider && turn_rider->value)
turn = true;
else
turn = false;
// we need this for pushing things later
VectorSubtract (vec3_origin, amove, org);
AngleVectors (org, forward, right, up);
// save the pusher's original position
pushed_p->ent = pusher;
VectorCopy (pusher->s.origin, pushed_p->origin);
VectorCopy (pusher->s.angles, pushed_p->angles);
if (pusher->client)
pushed_p->deltayaw = pusher->client->ps.pmove.delta_angles[YAW];
pushed_p++;
// move the pusher to it's final position
VectorAdd (pusher->s.origin, move, pusher->s.origin);
VectorAdd (pusher->s.angles, amove, pusher->s.angles);
gi.linkentity (pusher);
// Lazarus: Standard Q2 takes a horrible shortcut
// with rotating brush models, setting
// absmin and absmax to a cube that would
// contain the brush model if it could
// rotate around ANY axis. The result is
// a lot of false hits on intersections,
// particularly when you have multiple
// rotating brush models in the same area.
// RealBoundingBox gives us the actual
// bounding box at the current angles.
RealBoundingBox(pusher,realmins,realmaxs);
// see if any solid entities are inside the final position
check = g_edicts+1;
for (e = 1; e < globals.num_edicts; e++, check++)
{
if (!check->inuse)
continue;
if (check == pusher->owner) // Lazarus: owner can't block us
continue;
if (check->movetype == MOVETYPE_PUSH
|| check->movetype == MOVETYPE_STOP
|| check->movetype == MOVETYPE_NONE
|| check->movetype == MOVETYPE_NOCLIP
|| check->movetype == MOVETYPE_PENDULUM)
continue;
if (!check->area.prev)
continue; // not linked in anywhere
// if the entity is standing on the pusher, it will definitely be moved
if (check->groundentity != pusher)
{
// see if the ent needs to be tested
/* if ( check->absmin[0] >= maxs[0]
|| check->absmin[1] >= maxs[1]
|| check->absmin[2] >= maxs[2]
|| check->absmax[0] <= mins[0]
|| check->absmax[1] <= mins[1]
|| check->absmax[2] <= mins[2] )
continue; */
if ( check->absmin[0] >= realmaxs[0]
|| check->absmin[1] >= realmaxs[1]
|| check->absmin[2] >= realmaxs[2]
|| check->absmax[0] <= realmins[0]
|| check->absmax[1] <= realmins[1]
|| check->absmax[2] <= realmins[2] )
continue;
// see if the ent's bbox is inside the pusher's final position
if (!SV_TestEntityPosition (check))
continue;
}
// Lazarus: func_tracktrain-specific stuff
// If train is *driven*, then hurt monsters/players it touches NOW
// rather than waiting to be blocked.
if ((pusher->flags & FL_TRACKTRAIN) && pusher->owner && ((check->svflags & SVF_MONSTER) || check->client) && (check->groundentity != pusher))
{
vec3_t dir;
int knockback;
VectorSubtract(check->s.origin,pusher->s.origin,dir);
dir[2] += 16;
VectorNormalize(dir);
knockback = (int)(fabs(pusher->moveinfo.current_speed) * check->mass / 300.);
T_Damage (check, pusher, pusher, dir, check->s.origin, vec3_origin, pusher->dmg, knockback, 0, MOD_CRUSH);
}
if ((pusher->movetype == MOVETYPE_PUSH) || (pusher->movetype == MOVETYPE_PENDULUM) || (check->groundentity == pusher))
{
// move this entity
pushed_p->ent = check;
VectorCopy (check->s.origin, pushed_p->origin);
VectorCopy (check->s.angles, pushed_p->angles);
pushed_p++;
// try moving the contacted entity
VectorAdd (check->s.origin, move, check->s.origin);
// Lazarus: if turn_rider is set, do it. We don't do this by default
// 'cause it can be a fairly drastic change in gameplay
if (turn && (check->groundentity == pusher)) {
if(!check->client)
{
check->s.angles[YAW] += amove[YAW];
}
else
{
if(amove[YAW] != 0.)
{
check->client->ps.pmove.delta_angles[YAW] += ANGLE2SHORT(amove[YAW]);
check->client->ps.viewangles[YAW] += amove[YAW];
// PM_FREEZE makes the turn smooth, even though it will
// be turned off by ClientThink in the very next video frame
check->client->ps.pmove.pm_type = PM_FREEZE;
// PMF_NO_PREDICTION overrides .exe's client physics, which
// really doesn't like for us to change player angles. Note
// that this isn't strictly necessary, since Lazarus 1.7 and
// later automatically turn prediction off (in ClientThink) when
// player is riding a MOVETYPE_PUSH
check->client->ps.pmove.pm_flags |= PMF_NO_PREDICTION;
}
if(amove[PITCH] != 0.)
{
float delta_yaw;
float pitch = amove[PITCH];
delta_yaw = check->s.angles[YAW] - pusher->s.angles[YAW];
delta_yaw *= M_PI / 180.;
pitch *= cos(delta_yaw);
check->client->ps.pmove.delta_angles[PITCH] += ANGLE2SHORT(pitch);
check->client->ps.viewangles[PITCH] += pitch;
check->client->ps.pmove.pm_type = PM_FREEZE;
check->client->ps.pmove.pm_flags |= PMF_NO_PREDICTION;
}
}
}
// Lazarus: This is where we attempt to move check due to a rotation, WITHOUT embedding
// check in pusher (or anything else)
if(check->groundentity == pusher)
{
if((amove[PITCH] != 0) || (amove[YAW] != 0) || (amove[ROLL] != 0))
{
// figure movement due to the pusher's amove
VectorAdd(check->s.origin,check->origin_offset,org_check);
VectorSubtract (org_check, pusher->s.origin, org);
org2[0] = DotProduct (org, forward);
org2[1] = -DotProduct (org, right);
org2[2] = DotProduct (org, up);
VectorSubtract (org2, org, move2);
VectorAdd (check->s.origin, move2, check->s.origin);
if((amove[PITCH] != 0) || (amove[ROLL] != 0))
{
VectorCopy(check->s.origin,org);
org[2] += 2*check->mins[2];
tr = gi.trace(check->s.origin,vec3_origin,vec3_origin,org,check,MASK_SOLID);
if(!tr.startsolid && tr.fraction < 1)
check->s.origin[2] = tr.endpos[2] - check->mins[2] + fabs(tr.plane.normal[0])*check->size[0]/2 + fabs(tr.plane.normal[1])*check->size[1]/2;
// Lazarus: func_tracktrain is a special case. Since we KNOW (if the map was
// constructed properly) that "move_origin" is a safe position, we
// can infer that there should be a safe (not embedded) position
// somewhere between move_origin and the proposed new location.
if((pusher->flags & FL_TRACKTRAIN) && (check->client || (check->svflags & SVF_MONSTER)))
{
vec3_t f,l,u;
AngleVectors(pusher->s.angles, f, l, u);
VectorScale(f,pusher->move_origin[0],f);
VectorScale(l,-pusher->move_origin[1],l);
VectorAdd(pusher->s.origin,f,org);
VectorAdd(org,l,org);
org[2] += pusher->move_origin[2] + 1;
org[2] += 16 * ( fabs(u[0]) + fabs(u[1]) );
tr = gi.trace(org,check->mins,check->maxs,check->s.origin,check,MASK_SOLID);
if(!tr.startsolid)
{
VectorCopy(tr.endpos,check->s.origin);
VectorCopy(check->s.origin,org);
org[2] -= 128;
tr = gi.trace(check->s.origin,check->mins,check->maxs,org,check,MASK_SOLID);
if(tr.fraction > 0)
VectorCopy(tr.endpos,check->s.origin);
}
}
}
}
}
// may have pushed them off an edge
if (check->groundentity != pusher)
check->groundentity = NULL;
block = SV_TestEntityPosition (check);
if (block && (pusher->flags & FL_TRACKTRAIN) && (check->client || (check->svflags & SVF_MONSTER)) && (check->groundentity == pusher) )
{
// Lazarus: Last hope. If this doesn't get rider out of the way he's
// gonna be stuck.
vec3_t f,l,u;
AngleVectors(pusher->s.angles, f, l, u);
VectorScale(f,pusher->move_origin[0],f);
VectorScale(l,-pusher->move_origin[1],l);
VectorAdd(pusher->s.origin,f,org);
VectorAdd(org,l,org);
org[2] += pusher->move_origin[2] + 1;
org[2] += 16 * ( fabs(u[0]) + fabs(u[1]) );
tr = gi.trace(org,check->mins,check->maxs,check->s.origin,check,MASK_SOLID);
if(!tr.startsolid)
{
VectorCopy(tr.endpos,check->s.origin);
VectorCopy(check->s.origin,org);
org[2] -= 128;
tr = gi.trace(check->s.origin,check->mins,check->maxs,org,check,MASK_SOLID);
if(tr.fraction > 0)
VectorCopy(tr.endpos,check->s.origin);
block = SV_TestEntityPosition (check);
}
}
if (!block)
{ // pushed ok
gi.linkentity (check);
// Lazarus: Move check riders, and riders of riders, and... well, you get the pic
VectorAdd(move,move2,move3);
MoveRiders(check,NULL,move3,amove,turn);
// impact?
continue;
}
// if it is ok to leave in the old position, do it
// this is only relevent for riding entities, not pushed
VectorSubtract (check->s.origin, move, check->s.origin);
VectorSubtract (check->s.origin, move2, check->s.origin);
if(turn)
{
// Argh! - angle
check->s.angles[YAW] -= amove[YAW];
if(check->client)
{
check->client->ps.pmove.delta_angles[YAW] -= ANGLE2SHORT(amove[YAW]);
check->client->ps.viewangles[YAW] -= amove[YAW];
}
}
block = SV_TestEntityPosition (check);
if (!block)
{
pushed_p--;
continue;
}
}
// save off the obstacle so we can call the block function
obstacle = 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->s.origin);
VectorCopy (p->angles, p->ent->s.angles);
if (p->ent->client)
{
p->ent->client->ps.pmove.delta_angles[YAW] = p->deltayaw;
}
gi.linkentity (p->ent);
}
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--)
G_TouchTriggers (p->ent);
return true;
}
/*
================
SV_Physics_Pusher
Bmodel objects don't interact with each other, but
push all box objects
================
*/
void SV_Physics_Pusher (edict_t *ent)
{
vec3_t move, amove;
edict_t *part, *mv;
// if not a team captain, movement will be handled elsewhere
if ( ent->flags & FL_TEAMSLAVE)
return;
// make sure all team slaves can move before commiting
// any moves or calling any think functions
// if the move is blocked, all moved objects will be backed out
//retry:
pushed_p = pushed;
for (part = ent ; part ; part=part->teamchain)
{
if(part->attracted)
part->velocity[0] = part->velocity[1] = 0;
if (part->velocity[0] || part->velocity[1] || part->velocity[2] ||
part->avelocity[0] || part->avelocity[1] || part->avelocity[2]
)
{ // object is moving
VectorScale (part->velocity, FRAMETIME, move);
VectorScale (part->avelocity, FRAMETIME, amove);
if (!SV_Push (part, move, amove))
break; // move was blocked
if(part->moveinfo.is_blocked)
{
part->moveinfo.is_blocked = false;
if(part->moveinfo.sound_middle)
part->s.sound = part->moveinfo.sound_middle;
}
}
}
if (pushed_p > &pushed[MAX_EDICTS])
gi.error ("pushed_p > &pushed[MAX_EDICTS], memory corrupted");
if (part && !part->attracted)
{
// the move failed, bump all nextthink times and back out moves
for (mv = ent ; mv ; mv=mv->teamchain)
{
if (mv->nextthink > 0)
mv->nextthink += FRAMETIME;
}
// if the pusher has a "blocked" function, call it
// otherwise, just stay in place until the obstacle is gone
if (part->blocked)
{
// Lazarus: Func_pushables with health < 0 & vehicles ALWAYS block pushers
if( ( (obstacle->movetype == MOVETYPE_PUSHABLE) && (obstacle->health < 0)) ||
(obstacle->movetype == MOVETYPE_VEHICLE) )
{
part->moveinfo.is_blocked = true;
if(part->s.sound)
{
if (part->moveinfo.sound_end)
gi.sound (part, CHAN_NO_PHS_ADD+CHAN_VOICE, part->moveinfo.sound_end, 1, ATTN_STATIC, 0);
part->s.sound = 0;
}
// Lazarus: More special-case stuff. Man I hate doing this
if(part->movetype == MOVETYPE_PENDULUM)
{
if(fabs(part->s.angles[ROLL]) > 2)
{
// gi.dprintf("pendulum continue in g_phys, avelocity=%g\n",part->avelocity[ROLL]);
part->moveinfo.start_angles[ROLL] = part->s.angles[ROLL];
VectorClear(part->avelocity);
part->startframe = 0;
}
else
{
// gi.dprintf("pendulum stop in g_phys\n");
part->spawnflags &= ~1;
part->moveinfo.start_angles[ROLL] = 0;
VectorClear(part->s.angles);
VectorClear(part->avelocity);
}
}
}
else
{
part->blocked (part, obstacle);
part->moveinfo.is_blocked = true;
}
}
#if 0
// if the pushed entity went away and the pusher is still there
if (!obstacle->inuse && part->inuse)
goto retry;
#endif
}
else
{
// the move succeeded, so call all think functions
for (part = ent ; part ; part=part->teamchain)
{
SV_RunThink (part);
}
}
}
//==================================================================
/*
=============
SV_Physics_None
Non moving objects can only think
=============
*/
void SV_Physics_None (edict_t *ent)
{
// regular thinking
SV_RunThink (ent);
}
/*
=============
SV_Physics_Noclip
A moving object that doesn't obey physics
=============
*/
void SV_Physics_Noclip (edict_t *ent)
{
// regular thinking
if (!SV_RunThink (ent))
return;
VectorMA (ent->s.angles, FRAMETIME, ent->avelocity, ent->s.angles);
VectorMA (ent->s.origin, FRAMETIME, ent->velocity, ent->s.origin);
gi.linkentity (ent);
}
/*
==============================================================================
TOSS / BOUNCE
==============================================================================
*/
/*
=============
SV_Physics_Toss
Toss, bounce, and fly movement. When onground, do nothing.
=============
*/
void SV_Physics_Toss (edict_t *ent)
{
trace_t trace;
vec3_t move;
float backoff;
edict_t *slave;
bool wasinwater;
bool isinwater;
vec3_t old_origin;
// regular thinking
SV_RunThink (ent);
// if not a team captain, so movement will be handled elsewhere
if ( ent->flags & FL_TEAMSLAVE)
return;
if (ent->groundentity)
wasonground = true;
if (ent->velocity[2] > 0)
ent->groundentity = NULL;
// check for the groundentity going away
if (ent->groundentity)
if (!ent->groundentity->inuse)
ent->groundentity = NULL;
// Lazarus: conveyor
if (ent->groundentity && (ent->groundentity->movetype == MOVETYPE_CONVEYOR))
{
vec3_t point, end;
trace_t tr;
edict_t *ground = ent->groundentity;
VectorCopy(ent->s.origin,point);
point[2] += 1;
VectorCopy(point,end);
end[2] -= 256;
tr = gi.trace (point, ent->mins, ent->maxs, end, ent, MASK_SOLID);
// tr.ent HAS to be ground, but just in case we screwed something up:
if(tr.ent == ground)
{
onconveyor = true;
ent->velocity[0] = ground->movedir[0] * ground->speed;
ent->velocity[1] = ground->movedir[1] * ground->speed;
if(tr.plane.normal[2] > 0) {
ent->velocity[2] = ground->speed *
sqrt(1.0 - tr.plane.normal[2]*tr.plane.normal[2]) /
tr.plane.normal[2];
if(DotProduct(ground->movedir,tr.plane.normal) > 0) {
// then we're moving down
ent->velocity[2] = -ent->velocity[2];
}
}
VectorScale (ent->velocity, FRAMETIME, move);
trace = SV_PushEntity (ent, move);
if (!ent->inuse)
return;
M_CheckGround(ent);
}
}
// if onground, return without moving
if ( ent->groundentity )
return;
VectorCopy (ent->s.origin, old_origin);
SV_CheckVelocity (ent);
// add gravity
if (ent->movetype != MOVETYPE_FLY
&& ent->movetype != MOVETYPE_FLYMISSILE
&& ent->movetype != MOVETYPE_VEHICLE
&& ent->movetype != MOVETYPE_RAIN)
SV_AddGravity (ent);
// move angles
VectorMA (ent->s.angles, FRAMETIME, ent->avelocity, ent->s.angles);
// move origin
VectorScale (ent->velocity, FRAMETIME, move);
trace = SV_PushEntity (ent, move);
if (!ent->inuse)
return;
if (trace.fraction < 1 )
{
if (ent->movetype == MOVETYPE_BOUNCE)
// backoff = 1.5;
backoff = 1.0 + bounce_bounce->value;
else if((ent->movetype == MOVETYPE_RAIN) && (trace.plane.normal[2] <= 0.7))
backoff = 2;
else if(trace.plane.normal[2] <= 0.7) // Lazarus - don't stop on steep incline
backoff = 1.5;
else
backoff = 1;
ClipVelocity (ent->velocity, trace.plane.normal, ent->velocity, backoff);
// stop if on ground
if (trace.plane.normal[2] > 0.7)
{
// if (ent->velocity[2] < 60 || ent->movetype != MOVETYPE_BOUNCE )
if (ent->velocity[2] < bounce_minv->value || (ent->movetype != MOVETYPE_BOUNCE) )
{
ent->groundentity = trace.ent;
ent->groundentity_linkcount = trace.ent->linkcount;
VectorCopy (vec3_origin, ent->velocity);
VectorCopy (vec3_origin, ent->avelocity);
}
}
// if (ent->touch)
// ent->touch (ent, trace.ent, &trace.plane, trace.surface);
}
// Lazarus: MOVETYPE_RAIN doesn't cause splash noises when touching water
if(ent->movetype != MOVETYPE_RAIN)
{
// check for water transition
wasinwater = (ent->watertype & MASK_WATER);
ent->watertype = gi.pointcontents (ent->s.origin);
isinwater = ent->watertype & MASK_WATER;
if (isinwater)
ent->waterlevel = 1;
else
ent->waterlevel = 0;
// tpp... don't do sounds for the camera
if(ent->class_id != ENTITY_CHASECAM)
{
if (!wasinwater && isinwater)
gi.positioned_sound (old_origin, g_edicts, CHAN_AUTO, gi.soundindex("misc/h2ohit1.wav"), 1, 1, 0);
else if (wasinwater && !isinwater)
gi.positioned_sound (ent->s.origin, g_edicts, CHAN_AUTO, gi.soundindex("misc/h2ohit1.wav"), 1, 1, 0);
}
}
// move teamslaves
for (slave = ent->teamchain; slave; slave = slave->teamchain)
{
VectorCopy (ent->s.origin, slave->s.origin);
gi.linkentity (slave);
}
}
/*
===============================================================================
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.
FIXME: is this true?
=============
*/
//FIXME: hacked in for E3 demo
#define sv_stopspeed 100
#define sv_friction 6
#define sv_waterfriction 1
void SV_AddRotationalFriction (edict_t *ent)
{
int n;
float adjustment;
VectorMA (ent->s.angles, FRAMETIME, ent->avelocity, ent->s.angles);
adjustment = FRAMETIME * sv_stopspeed * sv_friction;
for (n = 0; n < 3; n++)
{
if (ent->avelocity[n] > 0)
{
ent->avelocity[n] -= adjustment;
if (ent->avelocity[n] < 0)
ent->avelocity[n] = 0;
}
else
{
ent->avelocity[n] += adjustment;
if (ent->avelocity[n] > 0)
ent->avelocity[n] = 0;
}
}
}
#define WATER_DENSITY 0.00190735
float RiderMass(edict_t *platform)
{
float mass = 0;
int i;
edict_t *rider;
trace_t trace;
vec3_t point;
for(i=1, rider=g_edicts+i; i<=globals.num_edicts; i++, rider++) {
if(rider == platform) continue;
if(!rider->inuse) continue;
if(rider->groundentity == platform) {
mass += rider->mass;
mass += RiderMass(rider);
} else if (rider->movetype == MOVETYPE_PUSHABLE ) {
// Bah - special case for func_pushable riders. Swimming
// func_pushables don't really have a groundentity, even
// though they may be sitting on another swimming
// func_pushable, which is what we need to know.
VectorCopy(rider->s.origin,point);
point[2] -= 0.25;
trace = gi.trace (rider->s.origin, rider->mins, rider->maxs, point, rider, MASK_MONSTERSOLID);
if ( trace.plane.normal[2] < 0.7 && !trace.startsolid)
continue;
if (!trace.startsolid && !trace.allsolid) {
if(trace.ent == platform) {
mass += rider->mass;
mass += RiderMass(rider);
}
}
}
}
return mass;
}
void SV_Physics_Step (edict_t *ent)
{
bool hitsound = false;
float *vel;
float speed, newspeed, control;
float friction;
edict_t *ground;
edict_t *e;
int cont;
int mask;
int i;
int oldwaterlevel;
vec3_t point, end;
vec3_t old_origin, move;
// airborne monsters should always check for ground
if (!ent->groundentity)
M_CheckGround (ent);
oldwaterlevel = ent->waterlevel;
VectorCopy(ent->s.origin,old_origin);
// Lazarus: If density hasn't been calculated yet, do so now
if (ent->mass > 0 && ent->density == 0.) {
ent->volume = ent->size[0] * ent->size[1] * ent->size[2];
ent->density = ent->mass/ent->volume;
if(ent->movetype == MOVETYPE_PUSHABLE) {
// This stuff doesn't apply to anything else, and... heh...
// caused monster_flipper to sink
ent->bob = min(2.0,300.0/ent->mass);
ent->duration = max(2.0,1.0 + ent->mass/100);
// Figure out neutral bouyancy line for this entity
// This isn't entirely realistic, but helps gameplay:
// Arbitrary mass limit for func_pushable that can be pushed on
// land is 500. So make a mass=500+, 64x64x64 crate sink.
// (Otherwise, player might cause a 501 crate to leave
// water and expect to be able to push it.)
// Max floating density is then 0.0019073486328125
if(ent->density > WATER_DENSITY)
ent->flags &= ~FL_SWIM; // sinks like a rock
}
}
// If not a monster, then determine whether we're in water.
// (monsters take care of this in g_monster.c)
if (!(ent->svflags & SVF_MONSTER) && (ent->flags && FL_SWIM) ) {
point[0] = (ent->absmax[0] + ent->absmin[0])/2;
point[1] = (ent->absmax[1] + ent->absmin[1])/2;
point[2] = ent->absmin[2] + 1;
cont = gi.pointcontents (point);
if (!(cont & MASK_WATER)) {
ent->waterlevel = 0;
ent->watertype = 0;
}
else {
ent->watertype = cont;
ent->waterlevel = 1;
point[2] = ent->absmin[2] + ent->size[2]/2;
cont = gi.pointcontents (point);
if (cont & MASK_WATER)
{
ent->waterlevel = 2;
point[2] = ent->absmax[2];
cont = gi.pointcontents (point);
if (cont & MASK_WATER)
ent->waterlevel = 3;
}
}
}
ground = ent->groundentity;
SV_CheckVelocity (ent);
if (ground)
wasonground = true;
if (ent->avelocity[0] || ent->avelocity[1] || ent->avelocity[2])
SV_AddRotationalFriction (ent);
// add gravity except:
// flying monsters
// swimming monsters who are in the water
if (! wasonground)
if (!(ent->flags & FL_FLY))
if (!((ent->flags & FL_SWIM) && (ent->waterlevel > 2))) {
if (ent->velocity[2] < sv_gravity->value*-0.1)
hitsound = true;
if (ent->waterlevel == 0)
SV_AddGravity (ent);
}
// friction for flying monsters that have been given vertical velocity
if ((ent->flags & FL_FLY) && (ent->velocity[2] != 0)) {
speed = fabs(ent->velocity[2]);
control = speed < sv_stopspeed ? sv_stopspeed : speed;
friction = sv_friction/3;
newspeed = speed - (FRAMETIME * control * friction);
if (newspeed < 0)
newspeed = 0;
newspeed /= speed;
ent->velocity[2] *= newspeed;
}
// friction for swimming monsters that have been given vertical velocity
if (ent->movetype != MOVETYPE_PUSHABLE) {
// Lazarus: This is id's swag at drag. It works mostly, but for submerged
// crates we can do better.
if ((ent->flags & FL_SWIM) && (ent->velocity[2] != 0)) {
speed = fabs(ent->velocity[2]);
control = speed < sv_stopspeed ? sv_stopspeed : speed;
newspeed = speed - (FRAMETIME * control * sv_waterfriction * ent->waterlevel);
if (newspeed < 0)
newspeed = 0;
newspeed /= speed;
ent->velocity[2] *= newspeed;
}
}
// Lazarus: Floating stuff
if ((ent->movetype == MOVETYPE_PUSHABLE) && (ent->flags && FL_SWIM) && (ent->waterlevel)) {
float waterlevel;
float rider_mass, total_mass;
trace_t tr;
float Accel, Area, Drag, Force;
VectorCopy(point,end);
if(ent->waterlevel < 3) {
point[2] = ent->absmax[2];
end[2] = ent->absmin[2];
tr = gi.trace(point,NULL,NULL,end,ent,MASK_WATER);
waterlevel = tr.endpos[2];
}
else {
// Not right, but really all we need to know
waterlevel = ent->absmax[2] + 1;
}
rider_mass = RiderMass(ent);
total_mass = rider_mass + ent->mass;
Area = ent->size[0] * ent->size[1];
if(waterlevel < ent->absmax[2]) {
// A portion of crate is above water
int time;
float t0, t1, z0, z1;
// For partially submerged crates, use same psuedo-friction thing used
// on other entities. This isn't really correct, but then neither is
// our drag calculation used for fully submerged crates good for this
// situation
if (ent->velocity[2] != 0) {
speed = fabs(ent->velocity[2]);
control = speed < sv_stopspeed ? sv_stopspeed : speed;
newspeed = speed - (FRAMETIME * control * sv_waterfriction * ent->waterlevel);
if (newspeed < 0)
newspeed = 0;
newspeed /= speed;
ent->velocity[2] *= newspeed;
}
// Apply physics and bob AFTER friction, or the damn thing will never move.
Force = -total_mass + ((waterlevel-ent->absmin[2]) * Area * WATER_DENSITY);
Accel = Force * sv_gravity->value/total_mass;
ent->velocity[2] += Accel*FRAMETIME;
time = ent->duration*10;
t0 = ent->bobframe%time;
t1 = (ent->bobframe+1)%time;
z0 = sin(2*M_PI*t0/time);
z1 = sin(2*M_PI*t1/time);
ent->velocity[2] += ent->bob * (z1-z0) * 10;
ent->bobframe = (ent->bobframe+1)%time;
} else {
// Crate is fully submerged
Force = -total_mass + ent->volume * WATER_DENSITY;
if(sv_gravity->value) {
Drag = 0.00190735 * 1.05 * Area * (ent->velocity[2]*ent->velocity[2])/sv_gravity->value;
if(Drag > fabs(Force)) {
// Drag actually CAN be > total weight, but if we do this we tend to
// get crates flying back out of the water after being dropped from some
// height
Drag = fabs(Force);
}
if(ent->velocity[2] > 0)
Drag = -Drag;
Force += Drag;
}
Accel = Force * sv_gravity->value/total_mass;
ent->velocity[2] += Accel*FRAMETIME;
}
if(ent->watertype & MASK_CURRENT) {
// Move with current, relative to mass. Mass=400 or less
// will move at 50 units/sec.
float v;
int current;
if(ent->mass > 400)
v = 0.125 * ent->mass;
else
v = 50.;
current = ent->watertype & MASK_CURRENT;
switch (current)
{
case CONTENTS_CURRENT_0: ent->velocity[0] = v; break;
case CONTENTS_CURRENT_90: ent->velocity[1] = v; break;
case CONTENTS_CURRENT_180: ent->velocity[0] = -v; break;
case CONTENTS_CURRENT_270: ent->velocity[1] = -v; break;
case CONTENTS_CURRENT_UP : ent->velocity[2] = max(v, ent->velocity[2]);
case CONTENTS_CURRENT_DOWN: ent->velocity[2] = min(-v, ent->velocity[2]);
}
}
}
// Conveyor
if (wasonground && (ground->movetype == MOVETYPE_CONVEYOR))
{
trace_t tr;
VectorCopy(ent->s.origin,point);
point[2] += 1;
VectorCopy(point,end);
end[2] -= 256;
tr = gi.trace (point, ent->mins, ent->maxs, end, ent, MASK_SOLID);
// tr.ent HAS to be ground, but just in case we screwed something up:
if(tr.ent == ground)
{
onconveyor = true;
ent->velocity[0] = ground->movedir[0] * ground->speed;
ent->velocity[1] = ground->movedir[1] * ground->speed;
if(tr.plane.normal[2] > 0) {
ent->velocity[2] = ground->speed *
sqrt(1.0 - tr.plane.normal[2]*tr.plane.normal[2]) /
tr.plane.normal[2];
if(DotProduct(ground->movedir,tr.plane.normal) > 0) {
// Then we're moving down.
ent->velocity[2] = -ent->velocity[2] + 2;
}
}
}
}
if (ent->velocity[2] || ent->velocity[1] || ent->velocity[0]) {
int block;
// apply friction
// let dead monsters who aren't completely onground slide
if ((wasonground) || (ent->flags & (FL_SWIM|FL_FLY)))
if (!onconveyor)
{
if (!(ent->health <= 0.0 && !M_CheckBottom(ent))) {
vel = ent->velocity;
speed = sqrt(vel[0]*vel[0] +vel[1]*vel[1]);
if (speed)
{
friction = sv_friction;
control = speed < sv_stopspeed ? sv_stopspeed : speed;
newspeed = speed - FRAMETIME*control*friction;
if (newspeed < 0)
newspeed = 0;
newspeed /= speed;
vel[0] *= newspeed;
vel[1] *= newspeed;
}
}
}
if (ent->svflags & SVF_MONSTER)
mask = MASK_MONSTERSOLID;
else if(ent->movetype == MOVETYPE_PUSHABLE)
mask = MASK_MONSTERSOLID | MASK_PLAYERSOLID;
else if(ent->clipmask)
mask = ent->clipmask; // Lazarus edition
else
mask = MASK_SOLID;
if (ent->movetype == MOVETYPE_PUSHABLE)
{
block = SV_PushableMove (ent, FRAMETIME, mask);
if(block && !(block & 8) && onconveyor)
{
if(blocker && (blocker->takedamage == DAMAGE_YES))
T_Damage(blocker,world,world,vec3_origin,ent->s.origin,vec3_origin,100000,1,0,MOD_CRUSH);
else
T_Damage(ent,world,world,vec3_origin,ent->s.origin,vec3_origin,100000,1,0,MOD_CRUSH);
if(!ent->inuse)
return;
}
}
else
{
block = SV_FlyMove (ent, FRAMETIME, mask);
if(block && !(block & 8) && onconveyor)
{
if(blocker && (blocker->takedamage == DAMAGE_YES))
T_Damage(blocker,world,world,vec3_origin,ent->s.origin,vec3_origin,100000,1,0,MOD_CRUSH);
else
T_Damage (ent,world,world,vec3_origin,ent->s.origin,vec3_origin,100000,1,0,MOD_CRUSH);
if(!ent->inuse)
return;
}
}
gi.linkentity (ent);
G_TouchTriggers (ent);
if (!ent->inuse)
return;
if (ent->groundentity)
if (!wasonground)
if (hitsound)
gi.sound (ent, 0, gi.soundindex("world/land.wav"), 1, 1, 0);
// Move func_pushable riders
if(ent->movetype == MOVETYPE_PUSHABLE) {
trace_t tr;
if(ent->bounce_me == 2)
VectorMA(old_origin,FRAMETIME,ent->velocity,ent->s.origin);
VectorSubtract(ent->s.origin,old_origin,move);
for(i=1, e=g_edicts+i; i<globals.num_edicts; i++, e++) {
if(e==ent) continue;
if(e->groundentity == ent) {
VectorAdd(e->s.origin,move,end);
tr = gi.trace(e->s.origin,e->mins,e->maxs,end,ent,MASK_SOLID);
VectorCopy(tr.endpos,e->s.origin);
gi.linkentity(e);
}
}
}
}
else if(ent->movetype == MOVETYPE_PUSHABLE) {
// We run touch function for non-moving func_pushables every frame
// to see if they are touching, for example, a trigger_mass
G_TouchTriggers(ent);
if(!ent->inuse) return;
}
// Lazarus: Add falling damage for entities that can be damaged
if( ent->takedamage ) {
other_FallingDamage(ent);
VectorCopy(ent->velocity,ent->oldvelocity);
}
if ((!oldwaterlevel && ent->waterlevel) && !ent->groundentity) {
if( (ent->watertype & CONTENTS_SLIME) || (ent->watertype & CONTENTS_WATER) )
gi.sound (ent, CHAN_BODY, gi.soundindex("player/watr_in.wav"), 1, ATTN_NORM, 0);
else if(ent->watertype & CONTENTS_MUD)
gi.sound (ent, CHAN_BODY, gi.soundindex("mud/mud_in2.wav"), 1, ATTN_NORM, 0);
}
// regular thinking
SV_RunThink (ent);
VectorCopy(ent->velocity,ent->oldvelocity);
}
//
//============
//SV_VehicleMove
//============
//
#define MAX_CLIP_PLANES 5
int SV_VehicleMove (edict_t *ent, float time, int mask)
{
edict_t *hit;
edict_t *ignore;
trace_t trace;
vec3_t dir;
vec3_t end;
vec3_t planes[MAX_CLIP_PLANES];
vec3_t primal_velocity, original_velocity, new_velocity;
vec3_t start;
vec3_t move, amove;
vec3_t xy_velocity;
vec_t xy_speed;
float d;
float e, m, v11, v12, v21, v22;
float time_left;
int bumpcount, numbumps;
int numplanes;
int i, j;
int blocked;
// Corrective stuff added for bmodels with no origin brush
vec3_t mins, maxs;
vec3_t origin;
numbumps = 4;
blocked = 0;
VectorCopy (ent->velocity, original_velocity);
VectorCopy (ent->velocity, primal_velocity);
numplanes = 0;
VectorCopy(ent->velocity,xy_velocity);
xy_velocity[2] = 0;
xy_speed = VectorLength(xy_velocity);
time_left = time;
VectorAdd(ent->s.origin,ent->origin_offset,origin);
VectorCopy(ent->size,maxs);
VectorScale(maxs,0.5,maxs);
VectorNegate(maxs,mins);
mins[2] += 1;
ent->groundentity = NULL;
ignore = ent;
VectorCopy(origin,start);
for (bumpcount=0 ; bumpcount<numbumps ; bumpcount++)
{
for (i=0 ; i<3 ; i++)
end[i] = origin[i] + time_left * ent->velocity[i];
trace = gi.trace (start, mins, maxs, end, ignore, mask);
if (trace.allsolid)
{
// entity is trapped in another solid
if(trace.ent && (trace.ent->svflags & SVF_MONSTER)) {
// Monster stuck in vehicle. No matter how screwed up this is,
// we've gotta get him out of there.
// Give him a light-speed nudge and a velocity
trace_t tr;
vec3_t new_origin, new_velocity;
VectorSubtract(trace.ent->s.origin,ent->s.origin,dir);
dir[2] = 0;
VectorNormalize(dir);
dir[2] = 0.2;
VectorMA(trace.ent->velocity,32,dir,new_velocity);
VectorMA(trace.ent->s.origin,FRAMETIME,new_velocity,new_origin);
tr = gi.trace(trace.ent->s.origin,trace.ent->mins,trace.ent->maxs,new_origin,trace.ent,MASK_MONSTERSOLID);
if(tr.fraction == 1) {
VectorCopy(new_origin,trace.ent->s.origin);
VectorCopy(new_velocity,trace.ent->velocity);
gi.linkentity(trace.ent);
}
}
else if(trace.ent->client && xy_speed > 0 )
{
// If player is relatively close to the vehicle move_origin, AND the
// vehicle is still moving, then most likely the player just disengaged
// the vehicle and isn't really trapped. Move player along with
// vehicle
vec3_t forward, left, f1, l1, drive, offset;
AngleVectors(ent->s.angles, forward, left, NULL);
VectorScale(forward,ent->move_origin[0],f1);
VectorScale(left,ent->move_origin[1],l1);
VectorAdd(ent->s.origin,f1,drive);
VectorAdd(drive,l1,drive);
VectorSubtract(drive,trace.ent->s.origin,offset);
if (fabs(offset[2]) < 64)
offset[2] = 0;
if (VectorLength(offset) < 16)
{
VectorAdd(trace.ent->s.origin,end,trace.ent->s.origin);
VectorSubtract(trace.ent->s.origin,origin,trace.ent->s.origin);
gi.linkentity(trace.ent);
goto not_allsolid;
}
}
VectorCopy (vec3_origin, ent->velocity);
VectorCopy (vec3_origin, ent->avelocity);
return 3;
}
not_allsolid:
if (trace.fraction > 0)
{ // actually covered some distance
VectorCopy (trace.endpos, origin);
VectorSubtract (origin, ent->origin_offset, ent->s.origin);
VectorCopy (ent->velocity, original_velocity);
numplanes = 0;
}
if (trace.fraction == 1)
break; // moved the entire distance
hit = trace.ent;
if (trace.plane.normal[2] > 0.7)
{
blocked |= 1; // floor
if ( hit->solid == SOLID_BSP)
{
ent->groundentity = hit;
ent->groundentity_linkcount = hit->linkcount;
}
}
if (trace.plane.normal[0] > 0 || trace.plane.normal[1] > 0)
blocked |= 1;
if (!trace.plane.normal[2])
blocked |= 2; // step
//
// run the impact function
//
SV_Impact (ent, &trace);
if (!ent->inuse)
break; // vehicle destroyed
if (!trace.ent->inuse)
{
blocked = 0;
break;
}
if(trace.ent->classname)
{
if(ent->owner && (trace.ent->svflags & (SVF_MONSTER | SVF_DEADMONSTER)))
{
continue; // handled in vehicle_touch
}
else if(trace.ent->movetype != MOVETYPE_PUSHABLE)
{
// if not a func_pushable, match speeds...
VectorCopy(trace.ent->velocity,ent->velocity);
}
else if(ent->mass && VectorLength(ent->velocity))
{
// otherwise push func_pushable (if vehicle has mass & is moving)
e = 0.0; // coefficient of restitution
m = (float)(ent->mass)/(float)(trace.ent->mass);
for(i=0; i<2; i++) {
v11 = ent->velocity[i];
v21 = trace.ent->velocity[i];
v22 = ( e*m*(v11-v21) + m*v11 + v21 ) / (1.0 + m);
v12 = v22 - e*(v11-v21);
ent->velocity[i] = v12;
trace.ent->velocity[i] = v22;
trace.ent->oldvelocity[i] = v22;
}
gi.linkentity(trace.ent);
}
}
time_left -= time_left * trace.fraction;
// cliped to another plane
if (numplanes >= MAX_CLIP_PLANES)
{
VectorCopy (vec3_origin, ent->velocity);
VectorCopy (vec3_origin, ent->avelocity);
return 3;
}
// players, monsters and func_pushables don't block us
if(trace.ent->client) {
blocked = 0;
continue;
}
if(trace.ent->svflags & SVF_MONSTER) {
blocked = 0;
continue;
}
if(trace.ent->movetype == MOVETYPE_PUSHABLE)
{
blocked = 0;
continue;
}
VectorCopy (trace.plane.normal, planes[numplanes]);
numplanes++;
//
// modify original_velocity so it parallels all of the clip planes
//
for (i=0 ; i<numplanes ; i++)
{
ClipVelocity (original_velocity, planes[i], new_velocity, 2);
for (j=0 ; j<numplanes ; j++)
if ((j != i) && !VectorCompare (planes[i], planes[j]))
{
if (DotProduct (new_velocity, planes[j]) < 0)
break; // not ok
}
if (j == numplanes)
break;
}
if (i != numplanes)
{ // go along this plane
VectorCopy (new_velocity, ent->velocity);
VectorCopy (new_velocity, ent->oldvelocity);
}
else
{ // go along the crease
// DWH: What the hell does this do?
if (numplanes != 2)
{
ent->moveinfo.state = 0;
ent->moveinfo.next_speed = 0;
VectorCopy (vec3_origin, ent->velocity);
VectorCopy (vec3_origin, ent->oldvelocity);
VectorCopy (vec3_origin, ent->avelocity);
return 7;
}
CrossProduct (planes[0], planes[1], dir);
d = DotProduct (dir, ent->velocity);
VectorScale (dir, d, ent->velocity);
}
//
// if original velocity is against the original velocity, stop dead
// to avoid tiny occilations in sloping corners
//
if (DotProduct (ent->velocity, primal_velocity) <= 0)
{
ent->moveinfo.state = 0;
ent->moveinfo.next_speed = 0;
VectorCopy (vec3_origin, ent->velocity);
VectorCopy (vec3_origin, ent->oldvelocity);
VectorCopy (vec3_origin, ent->avelocity);
return blocked;
}
}
VectorScale(ent->velocity,FRAMETIME,move);
VectorScale(ent->avelocity,FRAMETIME,amove);
return blocked;
}
void SV_Physics_Vehicle (edict_t *ent)
{
edict_t *ground;
int mask;
// see if we're on the ground
if (!ent->groundentity)
M_CheckGround (ent);
ground = ent->groundentity;
SV_CheckVelocity (ent);
if (ground)
wasonground = true;
// move angles
VectorMA (ent->s.angles, FRAMETIME, ent->avelocity, ent->s.angles);
if (ent->velocity[2] || ent->velocity[1] || ent->velocity[0])
{
if(ent->org_size[0])
{
float ca, sa, yaw;
vec3_t p[2][2];
vec3_t mins, maxs;
vec3_t s2;
// Adjust bounding box for yaw
yaw = ent->s.angles[YAW] * M_PI / 180.;
ca = cos(yaw);
sa = sin(yaw);
VectorCopy(ent->org_size,s2);
VectorScale(s2,0.5,s2);
p[0][0][0] = -s2[0]*ca + s2[1]*sa;
p[0][0][1] = -s2[1]*ca - s2[0]*sa;
p[0][1][0] = s2[0]*ca + s2[1]*sa;
p[0][1][1] = -s2[1]*ca + s2[0]*sa;
p[1][0][0] = -s2[0]*ca - s2[1]*sa;
p[1][0][1] = s2[1]*ca - s2[0]*sa;
p[1][1][0] = s2[0]*ca - s2[1]*sa;
p[1][1][1] = s2[1]*ca + s2[0]*sa;
mins[0] = min(p[0][0][0],p[0][1][0]);
mins[0] = min(mins[0],p[1][0][0]);
mins[0] = min(mins[0],p[1][1][0]);
mins[1] = min(p[0][0][1],p[0][1][1]);
mins[1] = min(mins[1],p[1][0][1]);
mins[1] = min(mins[1],p[1][1][1]);
maxs[0] = max(p[0][0][0],p[0][1][0]);
maxs[0] = max(maxs[0],p[1][0][0]);
maxs[0] = max(maxs[0],p[1][1][0]);
maxs[1] = max(p[0][0][1],p[0][1][1]);
maxs[1] = max(maxs[1],p[1][0][1]);
maxs[1] = max(maxs[1],p[1][1][1]);
ent->size[0] = maxs[0] - mins[0];
ent->size[1] = maxs[1] - mins[1];
ent->mins[0] = -ent->size[0]/2;
ent->mins[1] = -ent->size[1]/2;
ent->maxs[0] = ent->size[0]/2;
ent->maxs[1] = ent->size[1]/2;
gi.linkentity(ent);
}
mask = MASK_ALL;
SV_VehicleMove (ent, FRAMETIME, mask);
gi.linkentity (ent);
G_TouchTriggers (ent);
if (!ent->inuse)
return;
}
// regular thinking
SV_RunThink (ent);
VectorCopy(ent->velocity,ent->oldvelocity);
}
//============================================================================
/*
============
SV_DebrisEntity
Does not change the entities velocity at all
============
*/
trace_t SV_DebrisEntity (edict_t *ent, vec3_t push)
{
trace_t trace;
vec3_t start;
vec3_t end;
vec3_t v1, v2;
vec_t dot, speed1, speed2;
float scale;
int damage;
int mask;
VectorCopy (ent->s.origin, start);
VectorAdd (start, push, end);
if(ent->clipmask)
mask = ent->clipmask;
else
mask = MASK_SHOT;
trace = gi.trace (start, ent->mins, ent->maxs, end, ent, mask);
VectorCopy (trace.endpos, ent->s.origin);
gi.linkentity (ent);
if (trace.fraction != 1.0) {
if( (trace.surface) && (trace.surface->flags & SURF_SKY) ) {
G_FreeEdict(ent);
return trace;
}
if(trace.ent->client || (trace.ent->svflags & SVF_MONSTER) ) {
// touching a player or monster
// if rock has no mass we really don't care who it hits
if(!ent->mass) return trace;
speed1 = VectorLength(ent->velocity);
if(!speed1) return trace;
speed2 = VectorLength(trace.ent->velocity);
VectorCopy(ent->velocity,v1);
VectorNormalize(v1);
VectorCopy(trace.ent->velocity,v2);
VectorNormalize(v2);
dot = -DotProduct(v1,v2);
speed1 += speed2 * dot;
if(speed1 <= 0) return trace;
scale = (float)ent->mass/200.*speed1;
VectorMA(trace.ent->velocity,scale,v1,trace.ent->velocity);
// Take a swag at it...
if(speed1 > 100) {
damage = (int)(ent->mass * speed1 / 5000.);
if(damage)
T_Damage(trace.ent, world, world, v1, trace.ent->s.origin, vec3_origin,
damage, 0, DAMAGE_NO_KNOCKBACK, MOD_CRUSH);
}
if(ent->touch)
ent->touch (ent, trace.ent, &trace.plane, trace.surface);
gi.linkentity(trace.ent);
}
else
{
SV_Impact (ent, &trace);
}
}
return trace;
}
/*
=============
SV_Physics_Debris
Toss, bounce, and fly movement. When onground, do nothing.
=============
*/
void SV_Physics_Debris (edict_t *ent)
{
trace_t trace;
vec3_t move;
float backoff;
bool wasinwater;
bool isinwater;
vec3_t old_origin;
// regular thinking
SV_RunThink (ent);
if (ent->velocity[2] > 0)
ent->groundentity = NULL;
// check for the groundentity going away
if (ent->groundentity)
if (!ent->groundentity->inuse)
ent->groundentity = NULL;
// if onground, return without moving
if ( ent->groundentity )
return;
VectorCopy (ent->s.origin, old_origin);
SV_CheckVelocity (ent);
SV_AddGravity (ent);
// move angles
VectorMA (ent->s.angles, FRAMETIME, ent->avelocity, ent->s.angles);
// move origin
VectorScale (ent->velocity, FRAMETIME, move);
trace = SV_DebrisEntity (ent, move);
if (!ent->inuse)
return;
if (trace.fraction < 1)
{
backoff = 1.0 + ent->attenuation;
ClipVelocity (ent->velocity, trace.plane.normal, ent->velocity, backoff);
// stop if on ground
// if (trace.plane.normal[2] > 0.7) Lazarus: This is too strict... rocks get hung
// up on sides of cliffs and spin in place
if (trace.plane.normal[2] > 0.3)
{
if (ent->velocity[2] < 60)
{
ent->groundentity = trace.ent;
ent->groundentity_linkcount = trace.ent->linkcount;
VectorCopy (vec3_origin, ent->velocity);
VectorCopy (vec3_origin, ent->avelocity);
}
}
}
// check for water transition
wasinwater = (ent->watertype & MASK_WATER);
ent->watertype = gi.pointcontents (ent->s.origin);
isinwater = ent->watertype & MASK_WATER;
if (isinwater)
ent->waterlevel = 1;
else
ent->waterlevel = 0;
if (!wasinwater && isinwater)
gi.positioned_sound (old_origin, g_edicts, CHAN_AUTO, gi.soundindex("misc/h2ohit1.wav"), 1, 1, 0);
else if (wasinwater && !isinwater)
gi.positioned_sound (ent->s.origin, g_edicts, CHAN_AUTO, gi.soundindex("misc/h2ohit1.wav"), 1, 1, 0);
}
/*
====================
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->movedir,ent->speed,v);
VectorScale(v,FRAMETIME,move);
for(i=0; i<game.maxclients; i++)
{
player = g_edicts + 1 + i;
if(!player->inuse)
continue;
if(!player->groundentity)
continue;
if(player->groundentity != ent)
continue;
// Look below player; make sure he's on a conveyor
VectorCopy(player->s.origin,point);
point[2] += 1;
VectorCopy(point,end);
end[2] -= 256;
tr = gi.trace (point, player->mins, player->maxs, end, player, MASK_SOLID);
// tr.ent HAS to be conveyor, but just in case we screwed something up:
if(tr.ent == ent)
{
if(tr.plane.normal[2] > 0) {
v[2] = ent->speed * sqrt(1.0 - tr.plane.normal[2]*tr.plane.normal[2]) /
tr.plane.normal[2];
if(DotProduct(ent->movedir,tr.plane.normal) > 0) {
// then we're moving down
v[2] = -v[2];
}
move[2] = v[2]*FRAMETIME;
}
VectorAdd(player->s.origin,move,end);
tr = gi.trace(player->s.origin,player->mins,player->maxs,end,player,player->clipmask);
VectorCopy(tr.endpos,player->s.origin);
gi.linkentity(player);
}
}
}
void M_CheckGround (edict_t *ent)
{
vec3_t point;
trace_t trace;
if (level.time < ent->gravity_debounce_time)
return;
if (ent->flags & (FL_SWIM|FL_FLY))
return;
if (ent->velocity[2] > 100)
{
ent->groundentity = NULL;
return;
}
// if the hull point one-quarter unit down is solid the entity is on ground
point[0] = ent->s.origin[0];
point[1] = ent->s.origin[1];
point[2] = ent->s.origin[2] - 0.25;
trace = gi.trace (ent->s.origin, ent->mins, ent->maxs, point, ent, MASK_MONSTERSOLID);
// check steepness
if ( trace.plane.normal[2] < 0.7 && !trace.startsolid)
{
ent->groundentity = NULL;
return;
}
// Lazarus: The following 2 lines were in the original code and commented out
// by id. However, the effect of this is that a player walking over
// a dead monster who is laying on a brush model will cause the
// dead monster to drop through the brush model. This change *may*
// have other consequences, though, so watch out for this.
ent->groundentity = trace.ent;
ent->groundentity_linkcount = trace.ent->linkcount;
// if (!trace.startsolid && !trace.allsolid)
// VectorCopy (trace.endpos, ent->s.origin);
if (!trace.startsolid && !trace.allsolid)
{
VectorCopy (trace.endpos, ent->s.origin);
ent->groundentity = trace.ent;
ent->groundentity_linkcount = trace.ent->linkcount;
// ent->velocity[2] = 0; Lazarus: what if the groundentity is moving?
ent->velocity[2] = trace.ent->velocity[2];
}
}
/*
================
G_RunEntity
================
*/
void G_RunEntity (edict_t *ent)
{
if(level.freeze && (ent->class_id != ENTITY_CHASECAM))
return;
if (ent->prethink)
ent->prethink (ent);
onconveyor = false;
wasonground = false;
blocker = NULL;
switch ( (int)ent->movetype)
{
case MOVETYPE_PUSH:
case MOVETYPE_STOP:
case MOVETYPE_PENDULUM:
SV_Physics_Pusher (ent);
break;
case MOVETYPE_NONE:
SV_Physics_None (ent);
break;
case MOVETYPE_NOCLIP:
SV_Physics_Noclip (ent);
break;
case MOVETYPE_STEP:
case MOVETYPE_PUSHABLE:
SV_Physics_Step (ent);
break;
case MOVETYPE_TOSS:
case MOVETYPE_BOUNCE:
case MOVETYPE_FLY:
case MOVETYPE_FLYMISSILE:
case MOVETYPE_RAIN:
SV_Physics_Toss (ent);
break;
case MOVETYPE_DEBRIS:
SV_Physics_Debris (ent);
break;
case MOVETYPE_VEHICLE:
SV_Physics_Vehicle (ent);
break;
// Lazarus
case MOVETYPE_WALK:
SV_Physics_None(ent);
break;
case MOVETYPE_CONVEYOR:
SV_Physics_Conveyor(ent);
break;
default:
gi.error ("SV_Physics: bad movetype %i", (int)ent->movetype);
}
}