xash3d-fwgs/engine/server/sv_phys.c

2164 lines
49 KiB
C

/*
sv_phys.c - server physic
Copyright (C) 2007 Uncle Mike
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
*/
#include "common.h"
#include "server.h"
#include "const.h"
#include "library.h"
#include "triangleapi.h"
#include "ref_common.h"
typedef int (*PHYSICAPI)( int, server_physics_api_t*, physics_interface_t* );
#if !XASH_DEDICATED
extern triangleapi_t gTriApi;
#endif
/*
pushmove objects do not obey gravity, and do not interact with each other or trigger fields,
but block normal movement and push normal objects when they move.
onground is set for toss objects when they come to a complete rest. it is set for steping or walking objects
doors, plats, etc are SOLID_BSP, and MOVETYPE_PUSH
bonus items are SOLID_TRIGGER touch, and MOVETYPE_TOSS
corpses are SOLID_NOT and MOVETYPE_TOSS
crates are SOLID_BBOX and MOVETYPE_TOSS
walking monsters are SOLID_BBOX and MOVETYPE_STEP
flying/floating monsters are SOLID_BBOX and MOVETYPE_FLY
solid_edge items only clip against bsp models.
*/
#define MOVE_EPSILON 0.01f
#define MAX_CLIP_PLANES 5
static const vec3_t current_table[] =
{
{ 1, 0, 0 },
{ 0, 1, 0 },
{-1, 0, 0 },
{ 0, -1, 0 },
{ 0, 0, 1 },
{ 0, 0, -1}
};
/*
===============================================================================
Utility functions
===============================================================================
*/
/*
================
SV_CheckAllEnts
================
*/
static void SV_CheckAllEnts( void )
{
static double nextcheck;
edict_t *e;
int i;
if( !sv_check_errors.value || sv.state != ss_active )
return;
if(( nextcheck - Sys_DoubleTime()) > 0.0 )
return;
// don't check entities every frame (but every 5 secs)
nextcheck = Sys_DoubleTime() + 5.0;
// check edicts errors
for( i = svs.maxclients + 1; i < svgame.numEntities; i++ )
{
e = EDICT_NUM( i );
if( e->free && e->pvPrivateData != NULL )
{
Con_Printf( S_ERROR "Freed entity %s (%i) has private data.\n", SV_ClassName( e ), i );
continue;
}
if( !SV_IsValidEdict( e ))
continue;
if( !e->v.pContainingEntity || e->v.pContainingEntity != e )
{
Con_Printf( S_ERROR "Entity %s (%i) has invalid container, fixed.\n", SV_ClassName( e ), i );
e->v.pContainingEntity = e;
continue;
}
if( !e->pvPrivateData || !Mem_IsAllocatedExt( svgame.mempool, e->pvPrivateData ))
{
Con_Printf( S_ERROR "Entity %s (%i) trashed private data.\n", SV_ClassName( e ), i );
e->pvPrivateData = NULL;
continue;
}
SV_CheckVelocity( e );
}
}
/*
================
SV_CheckVelocity
================
*/
void SV_CheckVelocity( edict_t *ent )
{
float wishspd;
float maxspd;
int i;
// bound velocity
for( i = 0; i < 3; i++ )
{
if( IS_NAN( ent->v.velocity[i] ))
{
if( sv_check_errors.value )
Con_Printf( "Got a NaN velocity on %s\n", STRING( ent->v.classname ));
ent->v.velocity[i] = 0.0f;
}
if( IS_NAN( ent->v.origin[i] ))
{
if( sv_check_errors.value )
Con_Printf( "Got a NaN origin on %s\n", STRING( ent->v.classname ));
ent->v.origin[i] = 0.0f;
}
}
wishspd = DotProduct( ent->v.velocity, ent->v.velocity );
maxspd = sv_maxvelocity.value * sv_maxvelocity.value * 1.73f; // half-diagonal
if( wishspd > maxspd )
{
wishspd = sqrt( wishspd );
if( sv_check_errors.value )
Con_Printf( "Got a velocity too high on %s ( %.2f > %.2f )\n", STRING( ent->v.classname ), wishspd, sqrt( maxspd ));
wishspd = sv_maxvelocity.value / wishspd;
VectorScale( ent->v.velocity, wishspd, 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_TestEntityPosition
returns true if the entity is in solid currently
============
*/
static qboolean SV_TestEntityPosition( edict_t *ent, edict_t *blocker )
{
qboolean monsterClip = FBitSet( ent->v.flags, FL_MONSTERCLIP ) ? true : false;
trace_t trace;
if( FBitSet( ent->v.flags, FL_CLIENT|FL_FAKECLIENT ))
{
// to avoid falling through tracktrain update client mins\maxs here
if( FBitSet( ent->v.flags, FL_DUCKING ))
SV_SetMinMaxSize( ent, svgame.pmove->player_mins[1], svgame.pmove->player_maxs[1], true );
else SV_SetMinMaxSize( ent, svgame.pmove->player_mins[0], svgame.pmove->player_maxs[0], true );
}
trace = SV_Move( ent->v.origin, ent->v.mins, ent->v.maxs, ent->v.origin, MOVE_NORMAL, ent, monsterClip );
if( SV_IsValidEdict( blocker ) && SV_IsValidEdict( trace.ent ))
{
if( trace.ent->v.movetype == MOVETYPE_PUSH || trace.ent == blocker )
return trace.startsolid;
return false;
}
return trace.startsolid;
}
/*
=============
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.
=============
*/
static qboolean SV_RunThink( edict_t *ent )
{
float thinktime;
if( !FBitSet( ent->v.flags, FL_KILLME ))
{
thinktime = ent->v.nextthink;
if( thinktime <= 0.0f || thinktime > (sv.time + sv.frametime))
return true;
if( thinktime < sv.time )
thinktime = sv.time; // don't let things stay in the past.
// it is possible to start that way
// by a trigger with a local time.
ent->v.nextthink = 0.0f;
svgame.globals->time = thinktime;
svgame.dllFuncs.pfnThink( ent );
}
if( FBitSet( ent->v.flags, FL_KILLME ))
SV_FreeEdict( ent );
return !ent->free;
}
/*
=============
SV_PlayerRunThink
Runs thinking code if player time. There is some play in the exact time the think
function will be called, because it is called before any movement is done
in a frame. Not used for pushmove objects, because they must be exact.
Returns false if the entity removed itself.
=============
*/
qboolean SV_PlayerRunThink( edict_t *ent, float frametime, double time )
{
float thinktime;
if( svgame.physFuncs.SV_PlayerThink )
return svgame.physFuncs.SV_PlayerThink( ent, frametime, time );
if( !FBitSet( ent->v.flags, FL_KILLME|FL_DORMANT ))
{
thinktime = ent->v.nextthink;
if( thinktime <= 0.0f || thinktime > (time + frametime))
return true;
if( thinktime < time )
thinktime = time; // don't let things stay in the past.
// it is possible to start that way
// by a trigger with a local time.
ent->v.nextthink = 0.0f;
svgame.globals->time = thinktime;
svgame.dllFuncs.pfnThink( ent );
}
if( FBitSet( ent->v.flags, FL_KILLME ))
ClearBits( ent->v.flags, FL_KILLME );
return !ent->free;
}
/*
==================
SV_Impact
Two entities have touched, so run their touch functions
==================
*/
void SV_Impact( edict_t *e1, edict_t *e2, trace_t *trace )
{
svgame.globals->time = sv.time;
if(( e1->v.flags|e2->v.flags ) & FL_KILLME )
return;
if( e1->v.groupinfo && e2->v.groupinfo )
{
if( svs.groupop == GROUP_OP_AND && !FBitSet( e1->v.groupinfo, e2->v.groupinfo ))
return;
if( svs.groupop == GROUP_OP_NAND && FBitSet( e1->v.groupinfo, e2->v.groupinfo ))
return;
}
if( e1->v.solid != SOLID_NOT )
{
SV_CopyTraceToGlobal( trace );
svgame.dllFuncs.pfnTouch( e1, e2 );
}
if( e2->v.solid != SOLID_NOT )
{
SV_CopyTraceToGlobal( trace );
svgame.dllFuncs.pfnTouch( e2, e1 );
}
}
/*
=============
SV_AngularMove
may use friction for smooth stopping
=============
*/
static void SV_AngularMove( edict_t *ent, float frametime, float friction )
{
float adjustment;
int i;
VectorMA( ent->v.angles, frametime, ent->v.avelocity, ent->v.angles );
if( friction == 0.0f ) return;
adjustment = frametime * (sv_stopspeed.value / 10.0f) * 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
=============
*/
static 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 / 10.0f) * 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_RecursiveWaterLevel
recursively recalculating the middle
=============
*/
static float SV_RecursiveWaterLevel( vec3_t origin, float out, float in, int count )
{
vec3_t point;
float offset;
offset = ((out - in) * 0.5f) + in;
if( ++count > 5 ) return offset;
VectorSet( point, origin[0], origin[1], origin[2] + offset );
if( SV_PointContents( point ) == CONTENTS_WATER )
return SV_RecursiveWaterLevel( origin, out, offset, count );
return SV_RecursiveWaterLevel( origin, offset, in, count );
}
/*
=============
SV_Submerged
determine how deep the entity is
=============
*/
static float SV_Submerged( edict_t *ent )
{
float start, bottom;
vec3_t point;
vec3_t center;
VectorAverage( ent->v.absmin, ent->v.absmax, center );
start = ent->v.absmin[2] - center[2];
switch( ent->v.waterlevel )
{
case 1:
bottom = SV_RecursiveWaterLevel( center, 0.0f, start, 0 );
return bottom - start;
case 3:
VectorSet( point, center[0], center[1], ent->v.absmax[2] );
svs.groupmask = ent->v.groupinfo;
if( SV_PointContents( point ) == CONTENTS_WATER )
return (ent->v.maxs[2] - ent->v.mins[2]);
// intentionally fallthrough
case 2:
bottom = SV_RecursiveWaterLevel( center, ent->v.absmax[2] - center[2], 0.0f, 0 );
return bottom - start;
}
return 0.0f;
}
/*
=============
SV_CheckWater
=============
*/
static qboolean SV_CheckWater( edict_t *ent )
{
int cont, truecont;
vec3_t point;
point[0] = (ent->v.absmax[0] + ent->v.absmin[0]) * 0.5f;
point[1] = (ent->v.absmax[1] + ent->v.absmin[1]) * 0.5f;
point[2] = (ent->v.absmin[2] + 1.0f);
ent->v.watertype = CONTENTS_EMPTY;
svs.groupmask = ent->v.groupinfo;
ent->v.waterlevel = 0;
cont = SV_PointContents( point );
if( cont <= CONTENTS_WATER && cont > CONTENTS_TRANSLUCENT )
{
svs.groupmask = ent->v.groupinfo;
truecont = SV_TruePointContents( point );
ent->v.watertype = cont;
ent->v.waterlevel = 1;
if( ent->v.absmin[2] != ent->v.absmax[2] )
{
point[2] = (ent->v.absmin[2] + ent->v.absmax[2]) * 0.5f;
svs.groupmask = ent->v.groupinfo;
cont = SV_PointContents( point );
if( cont <= CONTENTS_WATER && cont > CONTENTS_TRANSLUCENT )
{
ent->v.waterlevel = 2;
VectorAdd( point, ent->v.view_ofs, point );
svs.groupmask = ent->v.groupinfo;
cont = SV_PointContents( point );
if( cont <= CONTENTS_WATER && cont > CONTENTS_TRANSLUCENT )
ent->v.waterlevel = 3;
}
}
else
{
// a point entity
ent->v.waterlevel = 3;
}
// Quake2 feature. Probably never was used in Half-Life...
if( truecont <= CONTENTS_CURRENT_0 && truecont >= CONTENTS_CURRENT_DOWN )
{
float speed = 150.0f * ent->v.waterlevel / 3.0f;
const float *dir = current_table[CONTENTS_CURRENT_0 - truecont];
VectorMA( ent->v.basevelocity, speed, dir, ent->v.basevelocity );
}
}
return (ent->v.waterlevel > 1);
}
/*
=============
SV_CheckMover
test thing (applies the friction to pushables while standing on moving platform)
=============
*/
static qboolean SV_CheckMover( edict_t *ent )
{
edict_t *gnd = ent->v.groundentity;
if( !SV_IsValidEdict( gnd ))
return false;
if( gnd->v.movetype != MOVETYPE_PUSH )
return false;
if( VectorIsNull( gnd->v.velocity ) && VectorIsNull( gnd->v.avelocity ))
return false;
return true;
}
/*
==================
SV_ClipVelocity
Slide off of the impacting object
==================
*/
static int SV_ClipVelocity( vec3_t in, vec3_t normal, vec3_t out, float overbounce )
{
float backoff;
float change;
int i, blocked;
blocked = 0;
if( normal[2] > 0.0f ) blocked |= 1; // floor
if( !normal[2] ) blocked |= 2; // step
backoff = DotProduct( in, normal ) * overbounce;
for( i = 0; i < 3; i++ )
{
change = normal[i] * backoff;
out[i] = in[i] - change;
if( out[i] > -1.0f && out[i] < 1.0f )
out[i] = 0.0f;
}
return blocked;
}
/*
===============================================================================
FLYING MOVEMENT CODE
===============================================================================
*/
/*
============
SV_FlyMove
The basic solid body movement clip that slides along multiple planes
*steptrace - if not NULL, the trace results of any vertical wall hit will be stored
Returns the clipflags if the velocity was modified (hit something solid)
1 = floor
2 = wall / step
4 = dead stop
============
*/
static int SV_FlyMove( edict_t *ent, float time, trace_t *steptrace )
{
int i, j, numplanes, bumpcount, blocked;
vec3_t dir, end, planes[MAX_CLIP_PLANES];
vec3_t primal_velocity, original_velocity, new_velocity;
float d, time_left, allFraction;
qboolean monsterClip;
trace_t trace;
blocked = 0;
monsterClip = FBitSet( ent->v.flags, FL_MONSTERCLIP ) ? true : false;
VectorCopy( ent->v.velocity, original_velocity );
VectorCopy( ent->v.velocity, primal_velocity );
numplanes = 0;
allFraction = 0.0f;
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, monsterClip );
allFraction += trace.fraction;
if( trace.allsolid )
{
// entity is trapped in another solid
VectorClear( ent->v.velocity );
return 4;
}
if( trace.fraction > 0.0f )
{
// actually covered some distance
VectorCopy( trace.endpos, ent->v.origin );
VectorCopy( ent->v.velocity, original_velocity );
numplanes = 0;
}
if( trace.fraction == 1.0f )
break; // moved the entire distance
if( !SV_IsValidEdict( trace.ent ))
break; // g-cont. this should never happens
if( trace.plane.normal[2] > 0.7f )
{
blocked |= 1; // floor
if( trace.ent->v.solid == SOLID_BSP || trace.ent->v.solid == SOLID_SLIDEBOX ||
trace.ent->v.movetype == MOVETYPE_PUSHSTEP || (trace.ent->v.flags & FL_CLIENT))
{
SetBits( ent->v.flags, FL_ONGROUND );
ent->v.groundentity = trace.ent;
}
}
if( trace.plane.normal[2] == 0.0f )
{
blocked |= 2; // step
if( steptrace ) *steptrace = trace; // save for player extrafriction
}
// run the impact function
SV_Impact( ent, trace.ent, &trace );
// break if removed by the impact function
if( ent->free ) break;
time_left -= time_left * trace.fraction;
// clipped to another plane
if( numplanes >= MAX_CLIP_PLANES )
{
// this shouldn't really happen
VectorClear( ent->v.velocity );
break;
}
VectorCopy( trace.plane.normal, planes[numplanes] );
numplanes++;
// modify original_velocity so it parallels all of the clip planes
for( i = 0; i < numplanes; i++ )
{
SV_ClipVelocity( original_velocity, planes[i], new_velocity, 1.0f );
for( j = 0; j < numplanes; j++ )
{
if( j != i )
{
if( DotProduct( new_velocity, planes[j] ) < 0.0f )
break; // not ok
}
}
if( j == numplanes )
break;
}
if( i != numplanes )
{
// go along this plane
VectorCopy( new_velocity, ent->v.velocity );
}
else
{
// go along the crease
if( numplanes != 2 )
{
VectorClear( ent->v.velocity );
break;
}
CrossProduct( planes[0], planes[1], dir );
d = DotProduct( dir, ent->v.velocity );
VectorScale( dir, d, ent->v.velocity );
}
// if current velocity is against the original velocity,
// stop dead to avoid tiny occilations in sloping corners
if( DotProduct( ent->v.velocity, primal_velocity ) <= 0.0f )
{
VectorClear( ent->v.velocity );
break;
}
}
if( allFraction == 0.0f )
VectorClear( ent->v.velocity );
return blocked;
}
/*
============
SV_AddGravity
============
*/
static void SV_AddGravity( edict_t *ent )
{
float ent_gravity;
if( ent->v.gravity )
ent_gravity = ent->v.gravity;
else ent_gravity = 1.0f;
// add gravity incorrectly
ent->v.velocity[2] -= ( ent_gravity * sv_gravity.value * sv.frametime );
ent->v.velocity[2] += ( ent->v.basevelocity[2] * sv.frametime );
ent->v.basevelocity[2] = 0.0f;
// bound velocity
SV_CheckVelocity( ent );
}
/*
===============================================================================
PUSHMOVE
===============================================================================
*/
/*
============
SV_AllowPushRotate
Allows to change entity yaw?
============
*/
static qboolean SV_AllowPushRotate( edict_t *ent )
{
model_t *mod;
mod = SV_ModelHandle( ent->v.modelindex );
if( !mod || mod->type != mod_brush )
return true;
if( !FBitSet( host.features, ENGINE_PHYSICS_PUSHER_EXT ))
return false;
if( FBitSet( mod->flags, MODEL_HAS_ORIGIN ))
return true;
return false;
}
/*
============
SV_PushEntity
Does not change the entities velocity at all
============
*/
static trace_t SV_PushEntity( edict_t *ent, const vec3_t lpush, const vec3_t apush, int *blocked, float flDamage )
{
trace_t trace;
qboolean monsterBlock;
qboolean monsterClip;
int type;
vec3_t end;
monsterClip = FBitSet( ent->v.flags, FL_MONSTERCLIP ) ? true : false;
VectorAdd( ent->v.origin, lpush, end );
if( ent->v.movetype == MOVETYPE_FLYMISSILE )
type = MOVE_MISSILE;
else if( ent->v.solid == SOLID_TRIGGER || ent->v.solid == SOLID_NOT )
type = MOVE_NOMONSTERS; // only clip against bmodels
else type = MOVE_NORMAL;
trace = SV_Move( ent->v.origin, ent->v.mins, ent->v.maxs, end, type, ent, monsterClip );
if( trace.fraction != 0.0f )
{
VectorCopy( trace.endpos, ent->v.origin );
if( sv.state == ss_active && apush[YAW] && ( ent->v.flags & FL_CLIENT ))
{
ent->v.avelocity[1] += apush[1];
ent->v.fixangle = 2;
}
// don't rotate pushables!
if( SV_AllowPushRotate( ent ))
ent->v.angles[YAW] += trace.fraction * apush[YAW];
}
SV_LinkEdict( ent, true );
if( ent->v.movetype == MOVETYPE_WALK || ent->v.movetype == MOVETYPE_STEP || ent->v.movetype == MOVETYPE_PUSHSTEP )
monsterBlock = true;
else monsterBlock = false;
if( blocked )
{
// more accuracy blocking code
if( monsterBlock )
*blocked = !VectorCompareEpsilon( ent->v.origin, end, ON_EPSILON ); // can't move full distance
else *blocked = true;
}
// so we can run impact function afterwards.
if( SV_IsValidEdict( trace.ent ))
SV_Impact( ent, trace.ent, &trace );
return trace;
}
/*
============
SV_CanPushed
filter entities for push
============
*/
static qboolean SV_CanPushed( edict_t *ent )
{
// filter movetypes to collide with
switch( ent->v.movetype )
{
case MOVETYPE_NONE:
case MOVETYPE_PUSH:
case MOVETYPE_FOLLOW:
case MOVETYPE_NOCLIP:
case MOVETYPE_COMPOUND:
return false;
}
return true;
}
/*
============
SV_CanBlock
allow entity to block pusher?
============
*/
static qboolean SV_CanBlock( edict_t *ent )
{
if( ent->v.mins[0] == ent->v.maxs[0] )
return false;
if( ent->v.solid == SOLID_NOT || ent->v.solid == SOLID_TRIGGER )
{
// clear bounds for deadbody
ent->v.mins[0] = ent->v.mins[1] = 0;
VectorCopy( ent->v.mins, ent->v.maxs );
return false;
}
return true;
}
/*
============
SV_PushMove
============
*/
static edict_t *SV_PushMove( edict_t *pusher, float movetime )
{
int i, e, block;
int num_moved, oldsolid;
vec3_t mins, maxs, lmove;
sv_pushed_t *p, *pushed_p;
edict_t *check;
if( svgame.globals->changelevel || VectorIsNull( pusher->v.velocity ))
{
pusher->v.ltime += movetime;
return NULL;
}
for( i = 0; i < 3; i++ )
{
lmove[i] = pusher->v.velocity[i] * movetime;
mins[i] = pusher->v.absmin[i] + lmove[i];
maxs[i] = pusher->v.absmax[i] + lmove[i];
}
pushed_p = svgame.pushed;
// save the pusher's original position
pushed_p->ent = pusher;
VectorCopy( pusher->v.origin, pushed_p->origin );
VectorCopy( pusher->v.angles, pushed_p->angles );
pushed_p++;
// move the pusher to it's final position
SV_LinearMove( pusher, movetime, 0.0f );
SV_LinkEdict( pusher, false );
pusher->v.ltime += movetime;
oldsolid = pusher->v.solid;
// non-solid pushers can't push anything
if( pusher->v.solid == SOLID_NOT )
return NULL;
// see if any solid entities are inside the final position
num_moved = 0;
for( e = 1; e < svgame.numEntities; e++ )
{
check = EDICT_NUM( e );
if( !SV_IsValidEdict( check )) continue;
// filter movetypes to collide with
if( !SV_CanPushed( check ))
continue;
pusher->v.solid = SOLID_NOT;
block = SV_TestEntityPosition( check, pusher );
pusher->v.solid = oldsolid;
if( block ) continue;
// if the entity is standing on the pusher, it will definately be moved
if( !( FBitSet( check->v.flags, FL_ONGROUND ) && check->v.groundentity == pusher ))
{
if( check->v.absmin[0] >= maxs[0]
|| check->v.absmin[1] >= maxs[1]
|| check->v.absmin[2] >= maxs[2]
|| check->v.absmax[0] <= mins[0]
|| check->v.absmax[1] <= mins[1]
|| check->v.absmax[2] <= mins[2] )
continue;
// see if the ent's bbox is inside the pusher's final position
if( !SV_TestEntityPosition( check, NULL ))
continue;
}
// remove the onground flag for non-players
if( check->v.movetype != MOVETYPE_WALK )
check->v.flags &= ~FL_ONGROUND;
// save original position of contacted entity
pushed_p->ent = check;
VectorCopy( check->v.origin, pushed_p->origin );
VectorCopy( check->v.angles, pushed_p->angles );
pushed_p++;
// try moving the contacted entity
pusher->v.solid = SOLID_NOT;
SV_PushEntity( check, lmove, vec3_origin, &block, pusher->v.dmg );
pusher->v.solid = oldsolid;
// if it is still inside the pusher, block
if( SV_TestEntityPosition( check, NULL ) && block )
{
if( !SV_CanBlock( check ))
continue;
pusher->v.ltime -= movetime;
// move back any entities we already moved
// go backwards, so if the same entity was pushed
// twice, it goes back to the original position
for( p = pushed_p - 1; p >= svgame.pushed; p-- )
{
VectorCopy( p->origin, p->ent->v.origin );
VectorCopy( p->angles, p->ent->v.angles );
SV_LinkEdict( p->ent, (p->ent == check) ? true : false );
}
return check;
}
}
return NULL;
}
/*
============
SV_PushRotate
============
*/
static edict_t *SV_PushRotate( edict_t *pusher, float movetime )
{
int i, e, block, oldsolid;
matrix4x4 start_l, end_l;
vec3_t lmove, amove;
sv_pushed_t *p, *pushed_p;
vec3_t org, org2, temp;
edict_t *check;
if( svgame.globals->changelevel || VectorIsNull( pusher->v.avelocity ))
{
pusher->v.ltime += movetime;
return NULL;
}
for( i = 0; i < 3; i++ )
amove[i] = pusher->v.avelocity[i] * movetime;
// create pusher initial position
Matrix4x4_CreateFromEntity( start_l, pusher->v.angles, pusher->v.origin, 1.0f );
pushed_p = svgame.pushed;
// save the pusher's original position
pushed_p->ent = pusher;
VectorCopy( pusher->v.origin, pushed_p->origin );
VectorCopy( pusher->v.angles, pushed_p->angles );
pushed_p++;
// move the pusher to it's final position
SV_AngularMove( pusher, movetime, pusher->v.friction );
SV_LinkEdict( pusher, false );
pusher->v.ltime += movetime;
oldsolid = pusher->v.solid;
// non-solid pushers can't push anything
if( pusher->v.solid == SOLID_NOT )
return NULL;
// create pusher final position
Matrix4x4_CreateFromEntity( end_l, pusher->v.angles, pusher->v.origin, 1.0f );
// see if any solid entities are inside the final position
for( e = 1; e < svgame.numEntities; e++ )
{
check = EDICT_NUM( e );
if( !SV_IsValidEdict( check ))
continue;
// filter movetypes to collide with
if( !SV_CanPushed( check ))
continue;
pusher->v.solid = SOLID_NOT;
block = SV_TestEntityPosition( check, pusher );
pusher->v.solid = oldsolid;
if( block ) continue;
// if the entity is standing on the pusher, it will definately be moved
if( !(( check->v.flags & FL_ONGROUND ) && check->v.groundentity == pusher ))
{
if( check->v.absmin[0] >= pusher->v.absmax[0]
|| check->v.absmin[1] >= pusher->v.absmax[1]
|| check->v.absmin[2] >= pusher->v.absmax[2]
|| check->v.absmax[0] <= pusher->v.absmin[0]
|| check->v.absmax[1] <= pusher->v.absmin[1]
|| check->v.absmax[2] <= pusher->v.absmin[2] )
continue;
// see if the ent's bbox is inside the pusher's final position
if( !SV_TestEntityPosition( check, NULL ))
continue;
}
// save original position of contacted entity
pushed_p->ent = check;
VectorCopy( check->v.origin, pushed_p->origin );
VectorCopy( check->v.angles, pushed_p->angles );
pushed_p->fixangle = check->v.fixangle;
pushed_p++;
// calculate destination position
if( check->v.movetype == MOVETYPE_PUSHSTEP || check->v.movetype == MOVETYPE_STEP )
VectorAverage( check->v.absmin, check->v.absmax, org );
else VectorCopy( check->v.origin, org );
Matrix4x4_VectorITransform( start_l, org, temp );
Matrix4x4_VectorTransform( end_l, temp, org2 );
VectorSubtract( org2, org, lmove );
// i can't clear FL_ONGROUND in all cases because many bad things may be happen
if( check->v.movetype != MOVETYPE_WALK )
{
if( lmove[2] != 0.0f ) check->v.flags &= ~FL_ONGROUND;
if( lmove[2] < 0.0f && !pusher->v.dmg )
lmove[2] = 0.0f; // let's the free falling
}
// try moving the contacted entity
pusher->v.solid = SOLID_NOT;
SV_PushEntity( check, lmove, amove, &block, pusher->v.dmg );
pusher->v.solid = oldsolid;
// pushed entity blocked by wall
if( block && check->v.movetype != MOVETYPE_WALK )
check->v.flags &= ~FL_ONGROUND;
// if it is still inside the pusher, block
if( SV_TestEntityPosition( check, NULL ) && block )
{
if( !SV_CanBlock( check ))
continue;
pusher->v.ltime -= movetime;
// move back any entities we already moved
// go backwards, so if the same entity was pushed
// twice, it goes back to the original position
for( p = pushed_p - 1; p >= svgame.pushed; p-- )
{
VectorCopy( p->origin, p->ent->v.origin );
VectorCopy( p->angles, p->ent->v.angles );
SV_LinkEdict( p->ent, (p->ent == check) ? true : false );
p->ent->v.fixangle = p->fixangle;
}
return check;
}
}
return NULL;
}
/*
================
SV_Physics_Pusher
================
*/
static void SV_Physics_Pusher( edict_t *ent )
{
float oldtime, oldtime2;
float thinktime, movetime;
edict_t *pBlocker;
int i;
pBlocker = NULL;
oldtime = ent->v.ltime;
thinktime = ent->v.nextthink;
if( thinktime < oldtime + sv.frametime )
{
movetime = thinktime - oldtime;
if( movetime < 0.0f ) movetime = 0.0f;
}
else movetime = sv.frametime;
if( movetime )
{
if( !VectorIsNull( ent->v.avelocity ))
{
if( !VectorIsNull( ent->v.velocity ))
{
pBlocker = SV_PushRotate( ent, movetime );
if( !pBlocker )
{
oldtime2 = ent->v.ltime;
// reset the local time to what it was before we rotated
ent->v.ltime = oldtime;
pBlocker = SV_PushMove( ent, movetime );
if( ent->v.ltime < oldtime2 )
ent->v.ltime = oldtime2;
}
}
else
{
pBlocker = SV_PushRotate( ent, movetime );
}
}
else
{
pBlocker = SV_PushMove( ent, movetime );
}
}
// if the pusher has a "blocked" function, call it
// otherwise, just stay in place until the obstacle is gone
if( pBlocker ) svgame.dllFuncs.pfnBlocked( ent, pBlocker );
for( i = 0; i < 3; i++ )
{
if( ent->v.angles[i] < -3600.0f || ent->v.angles[i] > 3600.0f )
ent->v.angles[i] = fmod( ent->v.angles[i], 3600.0f );
}
if( thinktime > oldtime && (( ent->v.flags & FL_ALWAYSTHINK ) || thinktime <= ent->v.ltime ))
{
ent->v.nextthink = 0.0f;
svgame.globals->time = sv.time;
svgame.dllFuncs.pfnThink( ent );
}
}
//============================================================================
/*
=============
SV_Physics_Follow
just copy angles and origin of parent
=============
*/
static 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 ))
{
ent->v.movetype = MOVETYPE_NONE;
return;
}
VectorAdd( parent->v.origin, ent->v.v_angle, ent->v.origin );
VectorCopy( parent->v.angles, ent->v.angles );
SV_LinkEdict( ent, true );
}
/*
=============
SV_Physics_Compound
a glue two entities together
=============
*/
static void SV_Physics_Compound( edict_t *ent )
{
edict_t *parent;
// regular thinking
if( !SV_RunThink( ent )) return;
parent = ent->v.aiment;
if( !SV_IsValidEdict( parent ))
{
ent->v.movetype = MOVETYPE_NONE;
return;
}
if( ent->v.solid != SOLID_TRIGGER )
ent->v.solid = SOLID_NOT;
switch( parent->v.movetype )
{
case MOVETYPE_PUSH:
case MOVETYPE_PUSHSTEP:
break;
default: return;
}
// not initialized ?
if( ent->v.ltime == 0.0f )
{
VectorCopy( parent->v.origin, ent->v.oldorigin );
VectorCopy( parent->v.angles, ent->v.avelocity );
ent->v.ltime = sv.frametime;
return;
}
if( !VectorCompare( parent->v.origin, ent->v.oldorigin ) || !VectorCompare( parent->v.angles, ent->v.avelocity ))
{
matrix4x4 start_l, end_l, temp_l, child;
// create parent old position
Matrix4x4_CreateFromEntity( temp_l, ent->v.avelocity, ent->v.oldorigin, 1.0f );
Matrix4x4_Invert_Simple( start_l, temp_l );
// create parent actual position
Matrix4x4_CreateFromEntity( end_l, parent->v.angles, parent->v.origin, 1.0f );
// stupid quake bug!!!
if( !( host.features & ENGINE_COMPENSATE_QUAKE_BUG ))
ent->v.angles[PITCH] = -ent->v.angles[PITCH];
// create child actual position
Matrix4x4_CreateFromEntity( child, ent->v.angles, ent->v.origin, 1.0f );
// transform child from start to end
Matrix4x4_ConcatTransforms( temp_l, start_l, child );
Matrix4x4_ConcatTransforms( child, end_l, temp_l );
// create child final position
Matrix4x4_ConvertToEntity( child, ent->v.angles, ent->v.origin );
// stupid quake bug!!!
if( !( host.features & ENGINE_COMPENSATE_QUAKE_BUG ))
ent->v.angles[PITCH] = -ent->v.angles[PITCH];
}
// notsolid ents never touch triggers
SV_LinkEdict( ent, (ent->v.solid == SOLID_NOT) ? false : true );
// shuffle states
VectorCopy( parent->v.origin, ent->v.oldorigin );
VectorCopy( parent->v.angles, ent->v.avelocity );
}
/*
=============
SV_PhysicsNoclip
A moving object that doesn't obey physics
=============
*/
static void SV_Physics_Noclip( edict_t *ent )
{
// regular thinking
if( !SV_RunThink( ent )) return;
SV_CheckWater( ent );
VectorMA( ent->v.origin, sv.frametime, ent->v.velocity, ent->v.origin );
VectorMA( ent->v.angles, sv.frametime, ent->v.avelocity, ent->v.angles );
// noclip ents never touch triggers
SV_LinkEdict( ent, false );
}
/*
==============================================================================
TOSS / BOUNCE
==============================================================================
*/
/*
=============
SV_CheckWaterTransition
=============
*/
static void SV_CheckWaterTransition( edict_t *ent )
{
vec3_t point;
int cont;
point[0] = (ent->v.absmax[0] + ent->v.absmin[0]) * 0.5f;
point[1] = (ent->v.absmax[1] + ent->v.absmin[1]) * 0.5f;
point[2] = (ent->v.absmin[2] + 1.0f);
svs.groupmask = ent->v.groupinfo;
cont = SV_PointContents( point );
if( !ent->v.watertype )
{
// just spawned here
ent->v.watertype = cont;
ent->v.waterlevel = 1;
return;
}
if( cont <= CONTENTS_WATER && cont > CONTENTS_TRANSLUCENT )
{
if( ent->v.watertype == CONTENTS_EMPTY )
{
// just crossed into water
const char *snd = SoundList_GetRandom( PlayerWaterEnter );
if( snd )
SV_StartSound( ent, CHAN_AUTO, snd, 1.0f, ATTN_NORM, 0, 100 );
ent->v.velocity[2] *= 0.5f;
}
ent->v.watertype = cont;
ent->v.waterlevel = 1;
if( ent->v.absmin[2] != ent->v.absmax[2] )
{
point[2] = (ent->v.absmin[2] + ent->v.absmax[2]) * 0.5f;
svs.groupmask = ent->v.groupinfo;
cont = SV_PointContents( point );
if( cont <= CONTENTS_WATER && cont > CONTENTS_TRANSLUCENT )
{
ent->v.waterlevel = 2;
VectorAdd( point, ent->v.view_ofs, point );
svs.groupmask = ent->v.groupinfo;
cont = SV_PointContents( point );
if( cont <= CONTENTS_WATER && cont > CONTENTS_TRANSLUCENT )
ent->v.waterlevel = 3;
}
}
else
{
// point entity
ent->v.waterlevel = 3;
}
}
else
{
if( ent->v.watertype != CONTENTS_EMPTY )
{
// just crossed into water
const char *snd = SoundList_GetRandom( PlayerWaterExit );
if( snd )
SV_StartSound( ent, CHAN_AUTO, snd, 1.0f, ATTN_NORM, 0, 100 );
}
ent->v.watertype = CONTENTS_EMPTY;
ent->v.waterlevel = 0;
}
}
/*
=============
SV_Physics_Toss
Toss, bounce, and fly movement. When onground, do nothing.
=============
*/
static void SV_Physics_Toss( edict_t *ent )
{
trace_t trace;
vec3_t move;
float backoff;
edict_t *ground;
SV_CheckWater( ent );
// regular thinking
if( !SV_RunThink( ent )) return;
ground = ent->v.groundentity;
if( ent->v.velocity[2] > 0 )
ClearBits( ent->v.flags, FL_ONGROUND );
if( !SV_IsValidEdict( ground ) || FBitSet( ground->v.flags, FL_MONSTER|FL_CLIENT ))
ClearBits( ent->v.flags, FL_ONGROUND );
// if on ground and not moving, return.
if( FBitSet( ent->v.flags, FL_ONGROUND ) && VectorIsNull( ent->v.velocity ))
{
VectorClear( ent->v.avelocity );
if( VectorIsNull( ent->v.basevelocity ))
return; // at rest
}
SV_CheckVelocity( ent );
// add gravity
switch( ent->v.movetype )
{
case MOVETYPE_FLY:
case MOVETYPE_FLYMISSILE:
case MOVETYPE_BOUNCEMISSILE:
break;
default:
SV_AddGravity( ent );
break;
}
// move angles (with friction)
switch( ent->v.movetype )
{
case MOVETYPE_TOSS:
case MOVETYPE_BOUNCE:
SV_AngularMove( ent, sv.frametime, ent->v.friction );
break;
default:
SV_AngularMove( ent, sv.frametime, 0.0f );
break;
}
// move origin
// Base velocity is not properly accounted for since this entity will move again
// after the bounce without taking it into account
VectorAdd( ent->v.velocity, ent->v.basevelocity, ent->v.velocity );
SV_CheckVelocity( ent );
VectorScale( ent->v.velocity, sv.frametime, move );
VectorSubtract( ent->v.velocity, ent->v.basevelocity, ent->v.velocity );
trace = SV_PushEntity( ent, move, vec3_origin, NULL, 0.0f );
if( ent->free ) return;
SV_CheckVelocity( ent );
if( trace.allsolid )
{
// entity is trapped in another solid
VectorClear( ent->v.avelocity );
VectorClear( ent->v.velocity );
return;
}
if( trace.fraction == 1.0f )
{
SV_CheckWaterTransition( ent );
return;
}
if( ent->v.movetype == MOVETYPE_BOUNCE )
backoff = 2.0f - ent->v.friction;
else if( ent->v.movetype == MOVETYPE_BOUNCEMISSILE )
backoff = 2.0f;
else backoff = 1.0f;
SV_ClipVelocity( ent->v.velocity, trace.plane.normal, ent->v.velocity, backoff );
// stop if on ground
if( trace.plane.normal[2] > 0.7f )
{
float vel;
VectorAdd( ent->v.velocity, ent->v.basevelocity, move );
vel = DotProduct( move, move );
if( ent->v.velocity[2] < sv_gravity.value * sv.frametime )
{
// we're rolling on the ground, add static friction.
ent->v.groundentity = trace.ent;
ent->v.flags |= FL_ONGROUND;
ent->v.velocity[2] = 0.0f;
}
if( vel < 900.0f || ( ent->v.movetype != MOVETYPE_BOUNCE && ent->v.movetype != MOVETYPE_BOUNCEMISSILE ))
{
ent->v.flags |= FL_ONGROUND;
ent->v.groundentity = trace.ent;
VectorClear( ent->v.avelocity );
VectorClear( ent->v.velocity );
}
else
{
VectorScale( ent->v.velocity, (1.0f - trace.fraction) * sv.frametime * 0.9f, move );
VectorMA( move, (1.0f - trace.fraction) * sv.frametime * 0.9f, ent->v.basevelocity, move );
trace = SV_PushEntity( ent, move, vec3_origin, NULL, 0.0f );
if( ent->free ) return;
}
}
// check for in water
SV_CheckWaterTransition( 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.
=============
*/
static void SV_Physics_Step( edict_t *ent )
{
qboolean inwater;
qboolean wasonground;
qboolean wasonmover;
vec3_t mins, maxs;
vec3_t point;
trace_t trace;
int x, y;
SV_WaterMove( ent );
SV_CheckVelocity( ent );
wasonground = (ent->v.flags & FL_ONGROUND);
wasonmover = SV_CheckMover( ent );
inwater = SV_CheckWater( ent );
if( FBitSet( ent->v.flags, FL_FLOAT ) && ent->v.waterlevel > 0 )
{
float buoyancy = SV_Submerged( ent ) * ent->v.skin * sv.frametime;
SV_AddGravity( ent );
ent->v.velocity[2] += buoyancy;
}
if( !wasonground )
{
if( !FBitSet( ent->v.flags, FL_FLY ))
{
if( !FBitSet( ent->v.flags, FL_SWIM ) || ( ent->v.waterlevel <= 0 ))
{
if( !inwater )
SV_AddGravity( ent );
}
}
}
if( !VectorIsNull( ent->v.velocity ) || !VectorIsNull( ent->v.basevelocity ))
{
ent->v.flags &= ~FL_ONGROUND;
if(( wasonground || wasonmover ) && ( ent->v.health > 0 || SV_CheckBottom( ent, MOVE_NORMAL )))
{
float *vel = ent->v.velocity;
float control, speed, newspeed;
float friction;
speed = sqrt(( vel[0] * vel[0] ) + ( vel[1] * vel[1] )); // DotProduct2D
if( speed )
{
friction = sv_friction.value * ent->v.friction; // factor
ent->v.friction = 1.0f; // g-cont. ???
if( wasonmover ) friction *= 0.5f; // add a little friction
control = (speed < sv_stopspeed.value) ? sv_stopspeed.value : speed;
newspeed = speed - (sv.frametime * control * friction);
if( newspeed < 0 ) newspeed = 0;
newspeed /= speed;
vel[0] = vel[0] * newspeed;
vel[1] = vel[1] * newspeed;
}
}
VectorAdd( ent->v.velocity, ent->v.basevelocity, ent->v.velocity );
SV_CheckVelocity( ent );
SV_FlyMove( ent, sv.frametime, NULL );
if( ent->free ) return;
SV_CheckVelocity( ent );
VectorSubtract( ent->v.velocity, ent->v.basevelocity, ent->v.velocity );
SV_CheckVelocity( ent );
VectorAdd( ent->v.origin, ent->v.mins, mins );
VectorAdd( ent->v.origin, ent->v.maxs, maxs );
point[2] = mins[2] - 1.0f;
for( x = 0; x <= 1; x++ )
{
if( FBitSet( 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, false );
if( trace.startsolid )
{
SetBits( ent->v.flags, FL_ONGROUND );
ent->v.groundentity = trace.ent;
ent->v.friction = 1.0f;
break;
}
}
}
SV_LinkEdict( ent, true );
}
else
{
if( svgame.globals->force_retouch != 0 )
{
qboolean monsterClip = FBitSet( ent->v.flags, FL_MONSTERCLIP ) ? true : false;
trace = SV_Move( ent->v.origin, ent->v.mins, ent->v.maxs, ent->v.origin, MOVE_NORMAL, ent, monsterClip );
// hentacle impact code
if(( trace.fraction < 1.0f || trace.startsolid ) && SV_IsValidEdict( trace.ent ))
{
SV_Impact( ent, trace.ent, &trace );
if( ent->free ) return;
}
}
}
if( !SV_RunThink( ent )) return;
SV_CheckWaterTransition( ent );
}
/*
=============
SV_PhysicsNone
Non moving objects can only think
=============
*/
static void SV_Physics_None( edict_t *ent )
{
SV_RunThink( ent );
}
//============================================================================
static void SV_Physics_Entity( edict_t *ent )
{
// user dll can override movement type (Xash3D extension)
if( svgame.physFuncs.SV_PhysicsEntity && svgame.physFuncs.SV_PhysicsEntity( ent ))
return; // overrided
SV_UpdateBaseVelocity( ent );
if( !FBitSet( ent->v.flags, FL_BASEVELOCITY ) && !VectorIsNull( ent->v.basevelocity ))
{
// Apply momentum (add in half of the previous frame of velocity first)
VectorMA( ent->v.velocity, 1.0f + (sv.frametime * 0.5f), ent->v.basevelocity, ent->v.velocity );
VectorClear( ent->v.basevelocity );
}
ent->v.flags &= ~FL_BASEVELOCITY;
if( svgame.globals->force_retouch != 0.0f )
{
// force retouch even for stationary
SV_LinkEdict( ent, true );
}
switch( ent->v.movetype )
{
case MOVETYPE_NONE:
SV_Physics_None( ent );
break;
case MOVETYPE_NOCLIP:
SV_Physics_Noclip( ent );
break;
case MOVETYPE_FOLLOW:
SV_Physics_Follow( ent );
break;
case MOVETYPE_COMPOUND:
SV_Physics_Compound( ent );
break;
case MOVETYPE_STEP:
case MOVETYPE_PUSHSTEP:
SV_Physics_Step( ent );
break;
case MOVETYPE_FLY:
case MOVETYPE_TOSS:
case MOVETYPE_BOUNCE:
case MOVETYPE_FLYMISSILE:
case MOVETYPE_BOUNCEMISSILE:
SV_Physics_Toss( ent );
break;
case MOVETYPE_PUSH:
SV_Physics_Pusher( ent );
break;
case MOVETYPE_WALK:
Host_Error( "SV_Physics: bad movetype %i\n", ent->v.movetype );
break;
}
// g-cont. don't alow free entities during loading because
// this produce a corrupted baselines
if( sv.state == ss_active && FBitSet( ent->v.flags, FL_KILLME ))
SV_FreeEdict( ent );
}
static void SV_RunLightStyles( void )
{
int i, ofs;
lightstyle_t *ls;
float scale;
scale = 1.0f;
// run lightstyles animation
for( i = 0, ls = sv.lightstyles; i < MAX_LIGHTSTYLES; i++, ls++ )
{
ls->time += sv.frametime;
ofs = (ls->time * 10);
if( ls->length == 0 ) ls->value = scale; // disable this light
else if( ls->length == 1 ) ls->value = ( ls->map[0] / 12.0f ) * scale;
else ls->value = ( ls->map[ofs % ls->length] / 12.0f ) * scale;
}
}
/*
================
SV_Physics
================
*/
void SV_Physics( void )
{
edict_t *ent;
int i;
SV_CheckAllEnts ();
svgame.globals->time = sv.time;
// let the progs know that a new frame has started
svgame.dllFuncs.pfnStartFrame();
// treat each object in turn
for( i = 0; i < svgame.numEntities; i++ )
{
ent = EDICT_NUM( i );
if( !SV_IsValidEdict( ent ))
continue;
if( i > 0 && i <= svs.maxclients )
continue;
SV_Physics_Entity( ent );
}
if( svgame.globals->force_retouch != 0.0f )
svgame.globals->force_retouch--;
if( svgame.physFuncs.SV_EndFrame != NULL )
svgame.physFuncs.SV_EndFrame();
// animate lightstyles (used for GetEntityIllum)
SV_RunLightStyles ();
// increase framecount
sv.framecount++;
#if 0 // figure out why this causes memory corruption
// decrement svgame.numEntities if the highest number entities died
for( ; ( ent = EDICT_NUM( svgame.numEntities - 1 )) && ent->free; svgame.numEntities-- );
#endif
}
/*
================
SV_GetServerTime
Inplementation for new physics interface
================
*/
static double GAME_EXPORT SV_GetServerTime( void )
{
return sv.time;
}
/*
================
SV_GetFrameTime
Inplementation for new physics interface
================
*/
static double GAME_EXPORT SV_GetFrameTime( void )
{
return sv.frametime;
}
/*
================
SV_GetHeadNode
Inplementation for new physics interface
================
*/
static areanode_t *GAME_EXPORT SV_GetHeadNode( void )
{
return sv_areanodes;
}
/*
================
SV_ServerState
Inplementation for new physics interface
================
*/
static int GAME_EXPORT SV_ServerState( void )
{
return sv.state;
}
/*
================
SV_DrawDebugTriangles
Called from renderer for debug purposes
================
*/
void SV_DrawDebugTriangles( void )
{
if( host.type != HOST_NORMAL )
return;
if( svgame.physFuncs.DrawNormalTriangles != NULL )
{
// draw solid overlay
svgame.physFuncs.DrawNormalTriangles ();
}
if( svgame.physFuncs.DrawDebugTriangles != NULL )
{
#if 0
// debug draws only
pglDisable( GL_BLEND );
pglDepthMask( GL_FALSE );
pglDisable( GL_TEXTURE_2D );
#endif
// draw wireframe overlay
svgame.physFuncs.DrawDebugTriangles ();
#if 0
pglEnable( GL_TEXTURE_2D );
pglDepthMask( GL_TRUE );
pglEnable( GL_BLEND );
#endif
}
}
/*
================
SV_DrawOrthoTriangles
Called from renderer for debug purposes
================
*/
void SV_DrawOrthoTriangles( void )
{
if( host.type != HOST_NORMAL )
return;
if( svgame.physFuncs.DrawOrthoTriangles != NULL )
{
// draw solid overlay
svgame.physFuncs.DrawOrthoTriangles ();
}
}
/*
==================
SV_GetLightStyle
needs to get correct working SV_LightPoint
==================
*/
static const char *GAME_EXPORT SV_GetLightStyle( int style )
{
if( style < 0 ) style = 0;
if( style >= MAX_LIGHTSTYLES )
Host_Error( "SV_GetLightStyle: style: %i >= %d", style, MAX_LIGHTSTYLES );
return sv.lightstyles[style].pattern;
}
static void GAME_EXPORT SV_UpdateFogSettings( unsigned int packed_fog )
{
svgame.movevars.fog_settings = packed_fog;
host.movevars_changed = true; // force to transmit
}
/*
=========
pfnGetFilesList
=========
*/
static char **GAME_EXPORT pfnGetFilesList( const char *pattern, int *numFiles, int gamedironly )
{
static search_t *t = NULL;
if( t ) Mem_Free( t ); // release prev search
t = FS_Search( pattern, true, gamedironly );
if( !t )
{
if( numFiles ) *numFiles = 0;
return NULL;
}
if( numFiles ) *numFiles = t->numfilenames;
return t->filenames;
}
static void *GAME_EXPORT pfnMem_Alloc( size_t cb, const char *filename, const int fileline )
{
return _Mem_Alloc( svgame.mempool, cb, true, filename, fileline );
}
static void GAME_EXPORT pfnMem_Free( void *mem, const char *filename, const int fileline )
{
if( !mem ) return;
_Mem_Free( mem, filename, fileline );
}
/*
=============
pfnPointContents
=============
*/
static int GAME_EXPORT pfnPointContents( const float *pos, int groupmask )
{
int oldmask, cont;
if( !pos ) return CONTENTS_NONE;
oldmask = svs.groupmask;
svs.groupmask = groupmask;
cont = SV_PointContents( pos );
svs.groupmask = oldmask; // restore old mask
return cont;
}
static trace_t GAME_EXPORT SV_MoveNormal( const vec3_t start, vec3_t mins, vec3_t maxs, const vec3_t end, int type, edict_t *e )
{
return SV_Move( start, mins, maxs, end, type, e, false );
}
/*
=============
pfnWriteBytes
=============
*/
static void GAME_EXPORT pfnWriteBytes( const byte *bytes, int count )
{
MSG_WriteBytes( &sv.multicast, bytes, count );
if( svgame.msg_trace ) Con_Printf( "\t^3%s( %i )\n", __FUNCTION__, count );
svgame.msg_realsize += count;
}
static const byte *GAME_EXPORT pfnLoadImagePixels( const char *filename, int *width, int *height )
{
rgbdata_t *pic = FS_LoadImage( filename, NULL, 0 );
byte *buffer;
if( !pic ) return NULL;
buffer = Mem_Malloc( svgame.mempool, pic->size );
if( buffer ) memcpy( buffer, pic->buffer, pic->size );
if( width ) *width = pic->width;
if( height ) *height = pic->height;
FS_FreeImage( pic );
return buffer;
}
static const char *GAME_EXPORT pfnGetModelName( int modelindex )
{
if( modelindex < 0 || modelindex >= MAX_MODELS )
return NULL;
return sv.model_precache[modelindex];
}
static const byte *GAME_EXPORT GL_TextureData( unsigned int texnum )
{
#if !XASH_DEDICATED
return Host_IsDedicated() ? NULL : ref.dllFuncs.GL_TextureData( texnum );
#else // XASH_DEDICATED
return NULL;
#endif // XASH_DEDICATED
}
static server_physics_api_t gPhysicsAPI =
{
SV_LinkEdict,
SV_GetServerTime,
SV_GetFrameTime,
(void*)SV_ModelHandle,
SV_GetHeadNode,
SV_ServerState,
Host_Error,
#if !XASH_DEDICATED
&gTriApi, // ouch!
pfnDrawConsoleString,
pfnDrawSetTextColor,
pfnDrawConsoleStringLen,
#else
NULL, // ouch! ouch!
NULL, // ouch! ouch!
NULL, // ouch! ouch!
NULL, // ouch! ouch!
#endif
Con_NPrintf,
Con_NXPrintf,
SV_GetLightStyle,
SV_UpdateFogSettings,
pfnGetFilesList,
SV_TraceSurface,
GL_TextureData,
pfnMem_Alloc,
pfnMem_Free,
pfnPointContents,
SV_MoveNormal,
SV_MoveNoEnts,
(void*)SV_BoxInPVS,
pfnWriteBytes,
Mod_CheckLump,
Mod_ReadLump,
Mod_SaveLump,
COM_SaveFile,
pfnLoadImagePixels,
pfnGetModelName,
Sys_GetNativeObject
};
/*
===============
SV_InitPhysicsAPI
Initialize server external physics
===============
*/
qboolean SV_InitPhysicsAPI( void )
{
static PHYSICAPI pPhysIface;
pPhysIface = (PHYSICAPI)COM_GetProcAddress( svgame.hInstance, "Server_GetPhysicsInterface" );
if( pPhysIface )
{
if( pPhysIface( SV_PHYSICS_INTERFACE_VERSION, &gPhysicsAPI, &svgame.physFuncs ))
{
Con_Reportf( "SV_LoadProgs: ^2initailized extended PhysicAPI ^7ver. %i\n", SV_PHYSICS_INTERFACE_VERSION );
if( svgame.physFuncs.SV_CheckFeatures != NULL )
{
// grab common engine features (it will be shared across the network)
Host_ValidateEngineFeatures( svgame.physFuncs.SV_CheckFeatures( ));
}
return true;
}
// make sure what physic functions is cleared
memset( &svgame.physFuncs, 0, sizeof( svgame.physFuncs ));
Host_ValidateEngineFeatures( 0 );
return false; // just tell user about problems
}
// physic interface is missed
Host_ValidateEngineFeatures( 0 );
return true;
}