| /* |
| Copyright (C) 1996-1997 Id Software, Inc. |
| |
| 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 2 |
| 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. |
| |
| You should have received a copy of the GNU General Public License |
| along with this program; if not, write to the Free Software |
| Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. |
| |
| */ |
| // sv_phys.c |
| |
| #include "quakedef.h" |
| |
| /* |
| |
| |
| pushmove objects do not obey gravity, and do not interact with each other or trigger fields, but block normal movement and push normal objects when they move. |
| |
| onground is set for toss objects when they come to a complete rest. it is set for steping or walking objects |
| |
| doors, plats, etc are SOLID_BSP, and MOVETYPE_PUSH |
| bonus items are SOLID_TRIGGER touch, and MOVETYPE_TOSS |
| corpses are SOLID_NOT and MOVETYPE_TOSS |
| crates are SOLID_BBOX and MOVETYPE_TOSS |
| walking monsters are SOLID_SLIDEBOX and MOVETYPE_STEP |
| flying/floating monsters are SOLID_SLIDEBOX and MOVETYPE_FLY |
| |
| solid_edge items only clip against bsp models. |
| |
| */ |
| |
| cvar_t sv_friction = CVAR4("sv_friction","4",false,true); |
| cvar_t sv_stopspeed = CVAR2("sv_stopspeed","100"); |
| cvar_t sv_gravity = CVAR4("sv_gravity","800",false,true); |
| cvar_t sv_maxvelocity = CVAR2("sv_maxvelocity","2000"); |
| cvar_t sv_nostep = CVAR2("sv_nostep","0"); |
| |
| #ifdef QUAKE2 |
| static vec3_t vec_origin = {0.0, 0.0, 0.0}; |
| #endif |
| |
| #define MOVE_EPSILON 0.01 |
| |
| void SV_Physics_Toss (edict_t *ent); |
| |
| /* |
| ================ |
| SV_CheckAllEnts |
| ================ |
| */ |
| void SV_CheckAllEnts (void) |
| { |
| int e; |
| edict_t *check; |
| |
| // see if any solid entities are inside the final position |
| check = NEXT_EDICT(sv.edicts); |
| for (e=1 ; e<sv.num_edicts ; e++, check = NEXT_EDICT(check)) |
| { |
| if (check->free) |
| continue; |
| if (check->u.v.movetype == MOVETYPE_PUSH |
| || check->u.v.movetype == MOVETYPE_NONE |
| #ifdef QUAKE2 |
| || check->u.v.movetype == MOVETYPE_FOLLOW |
| #endif |
| || check->u.v.movetype == MOVETYPE_NOCLIP) |
| continue; |
| |
| if (SV_TestEntityPosition (check)) |
| Con_Printf ("entity in invalid position\n"); |
| } |
| } |
| |
| /* |
| ================ |
| SV_CheckVelocity |
| ================ |
| */ |
| void SV_CheckVelocity (edict_t *ent) |
| { |
| int i; |
| |
| // |
| // bound velocity |
| // |
| for (i=0 ; i<3 ; i++) |
| { |
| if (IS_NAN(ent->u.v.velocity[i])) |
| { |
| Con_Printf ("Got a NaN velocity on %s\n", pr_strings + ent->u.v.classname); |
| ent->u.v.velocity[i] = 0; |
| } |
| if (IS_NAN(ent->u.v.origin[i])) |
| { |
| Con_Printf ("Got a NaN origin on %s\n", pr_strings + ent->u.v.classname); |
| ent->u.v.origin[i] = 0; |
| } |
| if (ent->u.v.velocity[i] > sv_maxvelocity.value) |
| ent->u.v.velocity[i] = sv_maxvelocity.value; |
| else if (ent->u.v.velocity[i] < -sv_maxvelocity.value) |
| ent->u.v.velocity[i] = -sv_maxvelocity.value; |
| } |
| } |
| |
| /* |
| ============= |
| 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. |
| ============= |
| */ |
| qboolean SV_RunThink (edict_t *ent) |
| { |
| float thinktime; |
| |
| thinktime = ent->u.v.nextthink; |
| if (thinktime <= 0 || thinktime > sv.time + host_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->u.v.nextthink = 0; |
| pr_global_struct->time = thinktime; |
| pr_global_struct->self = EDICT_TO_PROG(ent); |
| pr_global_struct->other = EDICT_TO_PROG(sv.edicts); |
| PR_ExecuteProgram (ent->u.v.think); |
| return !ent->free; |
| } |
| |
| /* |
| ================== |
| SV_Impact |
| |
| Two entities have touched, so run their touch functions |
| ================== |
| */ |
| void SV_Impact (edict_t *e1, edict_t *e2) |
| { |
| int old_self, old_other; |
| |
| old_self = pr_global_struct->self; |
| old_other = pr_global_struct->other; |
| |
| pr_global_struct->time = sv.time; |
| if (e1->u.v.touch && e1->u.v.solid != SOLID_NOT) |
| { |
| pr_global_struct->self = EDICT_TO_PROG(e1); |
| pr_global_struct->other = EDICT_TO_PROG(e2); |
| PR_ExecuteProgram (e1->u.v.touch); |
| } |
| |
| if (e2->u.v.touch && e2->u.v.solid != SOLID_NOT) |
| { |
| pr_global_struct->self = EDICT_TO_PROG(e2); |
| pr_global_struct->other = EDICT_TO_PROG(e1); |
| PR_ExecuteProgram (e2->u.v.touch); |
| } |
| |
| pr_global_struct->self = old_self; |
| pr_global_struct->other = old_other; |
| } |
| |
| |
| /* |
| ================== |
| 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 |
| If steptrace is not NULL, the trace of any vertical wall hit will be stored |
| ============ |
| */ |
| #define MAX_CLIP_PLANES 5 |
| int SV_FlyMove (edict_t *ent, float time, trace_t *steptrace) |
| { |
| 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; |
| |
| numbumps = 4; |
| |
| blocked = 0; |
| VectorCopy (ent->u.v.velocity, original_velocity); |
| VectorCopy (ent->u.v.velocity, primal_velocity); |
| numplanes = 0; |
| |
| time_left = time; |
| |
| for (bumpcount=0 ; bumpcount<numbumps ; bumpcount++) |
| { |
| if (!ent->u.v.velocity[0] && !ent->u.v.velocity[1] && !ent->u.v.velocity[2]) |
| break; |
| |
| for (i=0 ; i<3 ; i++) |
| end[i] = ent->u.v.origin[i] + time_left * ent->u.v.velocity[i]; |
| |
| trace = SV_Move (ent->u.v.origin, ent->u.v.mins, ent->u.v.maxs, end, false, ent); |
| |
| if (trace.allsolid) |
| { // entity is trapped in another solid |
| VectorCopy (vec3_origin, ent->u.v.velocity); |
| return 3; |
| } |
| |
| if (trace.fraction > 0) |
| { // actually covered some distance |
| VectorCopy (trace.endpos, ent->u.v.origin); |
| VectorCopy (ent->u.v.velocity, original_velocity); |
| numplanes = 0; |
| } |
| |
| if (trace.fraction == 1) |
| break; // moved the entire distance |
| |
| if (!trace.ent) |
| Sys_Error ("SV_FlyMove: !trace.ent"); |
| |
| if (trace.plane.normal[2] > 0.7) |
| { |
| blocked |= 1; // floor |
| if (trace.ent->u.v.solid == SOLID_BSP) |
| { |
| ent->u.v.flags = (int)ent->u.v.flags | FL_ONGROUND; |
| ent->u.v.groundentity = EDICT_TO_PROG(trace.ent); |
| } |
| } |
| if (!trace.plane.normal[2]) |
| { |
| blocked |= 2; // step |
| if (steptrace) |
| *steptrace = trace; // save for player extrafriction |
| } |
| |
| // |
| // run the impact function |
| // |
| SV_Impact (ent, trace.ent); |
| if (ent->free) |
| 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->u.v.velocity); |
| return 3; |
| } |
| |
| 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) |
| { |
| 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->u.v.velocity); |
| } |
| else |
| { // go along the crease |
| if (numplanes != 2) |
| { |
| // Con_Printf ("clip velocity, numplanes == %i\n",numplanes); |
| VectorCopy (vec3_origin, ent->u.v.velocity); |
| return 7; |
| } |
| CrossProduct (planes[0], planes[1], dir); |
| d = DotProduct (dir, ent->u.v.velocity); |
| VectorScale (dir, d, ent->u.v.velocity); |
| } |
| |
| // |
| // if original velocity is against the original velocity, stop dead |
| // to avoid tiny occilations in sloping corners |
| // |
| if (DotProduct (ent->u.v.velocity, primal_velocity) <= 0) |
| { |
| VectorCopy (vec3_origin, ent->u.v.velocity); |
| return blocked; |
| } |
| } |
| |
| return blocked; |
| } |
| |
| |
| /* |
| ============ |
| SV_AddGravity |
| |
| ============ |
| */ |
| void SV_AddGravity (edict_t *ent) |
| { |
| float ent_gravity; |
| |
| #ifdef QUAKE2 |
| if (ent->u.v.gravity) |
| ent_gravity = ent->u.v.gravity; |
| else |
| ent_gravity = 1.0; |
| #else |
| eval_t *val; |
| |
| val = GetEdictFieldValue(ent, "gravity"); |
| if (val && val->_float) |
| ent_gravity = val->_float; |
| else |
| ent_gravity = 1.0; |
| #endif |
| ent->u.v.velocity[2] -= ent_gravity * sv_gravity.value * host_frametime; |
| } |
| |
| |
| /* |
| =============================================================================== |
| |
| PUSHMOVE |
| |
| =============================================================================== |
| */ |
| |
| /* |
| ============ |
| SV_PushEntity |
| |
| Does not change the entities velocity at all |
| ============ |
| */ |
| trace_t SV_PushEntity (edict_t *ent, vec3_t push) |
| { |
| trace_t trace; |
| vec3_t end; |
| |
| VectorAdd (ent->u.v.origin, push, end); |
| |
| if (ent->u.v.movetype == MOVETYPE_FLYMISSILE) |
| trace = SV_Move (ent->u.v.origin, ent->u.v.mins, ent->u.v.maxs, end, MOVE_MISSILE, ent); |
| else if (ent->u.v.solid == SOLID_TRIGGER || ent->u.v.solid == SOLID_NOT) |
| // only clip against bmodels |
| trace = SV_Move (ent->u.v.origin, ent->u.v.mins, ent->u.v.maxs, end, MOVE_NOMONSTERS, ent); |
| else |
| trace = SV_Move (ent->u.v.origin, ent->u.v.mins, ent->u.v.maxs, end, MOVE_NORMAL, ent); |
| |
| VectorCopy (trace.endpos, ent->u.v.origin); |
| SV_LinkEdict (ent, true); |
| |
| if (trace.ent) |
| SV_Impact (ent, trace.ent); |
| |
| return trace; |
| } |
| |
| |
| /* |
| ============ |
| SV_PushMove |
| |
| ============ |
| */ |
| void SV_PushMove (edict_t *pusher, float movetime) |
| { |
| int i, e; |
| edict_t *check, *block; |
| vec3_t mins, maxs, move; |
| vec3_t entorig, pushorig; |
| int num_moved; |
| edict_t *moved_edict[MAX_EDICTS]; |
| vec3_t moved_from[MAX_EDICTS]; |
| |
| if (!pusher->u.v.velocity[0] && !pusher->u.v.velocity[1] && !pusher->u.v.velocity[2]) |
| { |
| pusher->u.v.ltime += movetime; |
| return; |
| } |
| |
| for (i=0 ; i<3 ; i++) |
| { |
| move[i] = pusher->u.v.velocity[i] * movetime; |
| mins[i] = pusher->u.v.absmin[i] + move[i]; |
| maxs[i] = pusher->u.v.absmax[i] + move[i]; |
| } |
| |
| VectorCopy (pusher->u.v.origin, pushorig); |
| |
| // move the pusher to it's final position |
| |
| VectorAdd (pusher->u.v.origin, move, pusher->u.v.origin); |
| pusher->u.v.ltime += movetime; |
| SV_LinkEdict (pusher, false); |
| |
| |
| // see if any solid entities are inside the final position |
| num_moved = 0; |
| check = NEXT_EDICT(sv.edicts); |
| for (e=1 ; e<sv.num_edicts ; e++, check = NEXT_EDICT(check)) |
| { |
| if (check->free) |
| continue; |
| if (check->u.v.movetype == MOVETYPE_PUSH |
| || check->u.v.movetype == MOVETYPE_NONE |
| #ifdef QUAKE2 |
| || check->u.v.movetype == MOVETYPE_FOLLOW |
| #endif |
| || check->u.v.movetype == MOVETYPE_NOCLIP) |
| continue; |
| |
| // if the entity is standing on the pusher, it will definately be moved |
| if ( ! ( ((int)check->u.v.flags & FL_ONGROUND) |
| && PROG_TO_EDICT(check->u.v.groundentity) == pusher) ) |
| { |
| if ( check->u.v.absmin[0] >= maxs[0] |
| || check->u.v.absmin[1] >= maxs[1] |
| || check->u.v.absmin[2] >= maxs[2] |
| || check->u.v.absmax[0] <= mins[0] |
| || check->u.v.absmax[1] <= mins[1] |
| || check->u.v.absmax[2] <= mins[2] ) |
| continue; |
| |
| // see if the ent's bbox is inside the pusher's final position |
| if (!SV_TestEntityPosition (check)) |
| continue; |
| } |
| |
| // remove the onground flag for non-players |
| if (check->u.v.movetype != MOVETYPE_WALK) |
| check->u.v.flags = (int)check->u.v.flags & ~FL_ONGROUND; |
| |
| VectorCopy (check->u.v.origin, entorig); |
| VectorCopy (check->u.v.origin, moved_from[num_moved]); |
| moved_edict[num_moved] = check; |
| num_moved++; |
| |
| // try moving the contacted entity |
| pusher->u.v.solid = SOLID_NOT; |
| SV_PushEntity (check, move); |
| pusher->u.v.solid = SOLID_BSP; |
| |
| // if it is still inside the pusher, block |
| block = SV_TestEntityPosition (check); |
| if (block) |
| { // fail the move |
| if (check->u.v.mins[0] == check->u.v.maxs[0]) |
| continue; |
| if (check->u.v.solid == SOLID_NOT || check->u.v.solid == SOLID_TRIGGER) |
| { // corpse |
| check->u.v.mins[0] = check->u.v.mins[1] = 0; |
| VectorCopy (check->u.v.mins, check->u.v.maxs); |
| continue; |
| } |
| |
| VectorCopy (entorig, check->u.v.origin); |
| SV_LinkEdict (check, true); |
| |
| VectorCopy (pushorig, pusher->u.v.origin); |
| SV_LinkEdict (pusher, false); |
| pusher->u.v.ltime -= movetime; |
| |
| // if the pusher has a "blocked" function, call it |
| // otherwise, just stay in place until the obstacle is gone |
| if (pusher->u.v.blocked) |
| { |
| pr_global_struct->self = EDICT_TO_PROG(pusher); |
| pr_global_struct->other = EDICT_TO_PROG(check); |
| PR_ExecuteProgram (pusher->u.v.blocked); |
| } |
| |
| // move back any entities we already moved |
| for (i=0 ; i<num_moved ; i++) |
| { |
| VectorCopy (moved_from[i], moved_edict[i]->u.v.origin); |
| SV_LinkEdict (moved_edict[i], false); |
| } |
| return; |
| } |
| } |
| |
| |
| } |
| |
| #ifdef QUAKE2 |
| /* |
| ============ |
| SV_PushRotate |
| |
| ============ |
| */ |
| void SV_PushRotate (edict_t *pusher, float movetime) |
| { |
| int i, e; |
| edict_t *check, *block; |
| vec3_t move, a, amove; |
| vec3_t entorig, pushorig; |
| int num_moved; |
| edict_t *moved_edict[MAX_EDICTS]; |
| vec3_t moved_from[MAX_EDICTS]; |
| vec3_t org, org2; |
| vec3_t forward, right, up; |
| |
| if (!pusher->u.v.avelocity[0] && !pusher->u.v.avelocity[1] && !pusher->u.v.avelocity[2]) |
| { |
| pusher->u.v.ltime += movetime; |
| return; |
| } |
| |
| for (i=0 ; i<3 ; i++) |
| amove[i] = pusher->u.v.avelocity[i] * movetime; |
| |
| VectorSubtract (vec3_origin, amove, a); |
| AngleVectors (a, forward, right, up); |
| |
| VectorCopy (pusher->u.v.angles, pushorig); |
| |
| // move the pusher to it's final position |
| |
| VectorAdd (pusher->u.v.angles, amove, pusher->u.v.angles); |
| pusher->u.v.ltime += movetime; |
| SV_LinkEdict (pusher, false); |
| |
| |
| // see if any solid entities are inside the final position |
| num_moved = 0; |
| check = NEXT_EDICT(sv.edicts); |
| for (e=1 ; e<sv.num_edicts ; e++, check = NEXT_EDICT(check)) |
| { |
| if (check->free) |
| continue; |
| if (check->u.v.movetype == MOVETYPE_PUSH |
| || check->u.v.movetype == MOVETYPE_NONE |
| || check->u.v.movetype == MOVETYPE_FOLLOW |
| || check->u.v.movetype == MOVETYPE_NOCLIP) |
| continue; |
| |
| // if the entity is standing on the pusher, it will definately be moved |
| if ( ! ( ((int)check->u.v.flags & FL_ONGROUND) |
| && PROG_TO_EDICT(check->u.v.groundentity) == pusher) ) |
| { |
| if ( check->u.v.absmin[0] >= pusher->u.v.absmax[0] |
| || check->u.v.absmin[1] >= pusher->u.v.absmax[1] |
| || check->u.v.absmin[2] >= pusher->u.v.absmax[2] |
| || check->u.v.absmax[0] <= pusher->u.v.absmin[0] |
| || check->u.v.absmax[1] <= pusher->u.v.absmin[1] |
| || check->u.v.absmax[2] <= pusher->u.v.absmin[2] ) |
| continue; |
| |
| // see if the ent's bbox is inside the pusher's final position |
| if (!SV_TestEntityPosition (check)) |
| continue; |
| } |
| |
| // remove the onground flag for non-players |
| if (check->u.v.movetype != MOVETYPE_WALK) |
| check->u.v.flags = (int)check->u.v.flags & ~FL_ONGROUND; |
| |
| VectorCopy (check->u.v.origin, entorig); |
| VectorCopy (check->u.v.origin, moved_from[num_moved]); |
| moved_edict[num_moved] = check; |
| num_moved++; |
| |
| // calculate destination position |
| VectorSubtract (check->u.v.origin, pusher->u.v.origin, org); |
| org2[0] = DotProduct (org, forward); |
| org2[1] = -DotProduct (org, right); |
| org2[2] = DotProduct (org, up); |
| VectorSubtract (org2, org, move); |
| |
| // try moving the contacted entity |
| pusher->u.v.solid = SOLID_NOT; |
| SV_PushEntity (check, move); |
| pusher->u.v.solid = SOLID_BSP; |
| |
| // if it is still inside the pusher, block |
| block = SV_TestEntityPosition (check); |
| if (block) |
| { // fail the move |
| if (check->u.v.mins[0] == check->u.v.maxs[0]) |
| continue; |
| if (check->u.v.solid == SOLID_NOT || check->u.v.solid == SOLID_TRIGGER) |
| { // corpse |
| check->u.v.mins[0] = check->u.v.mins[1] = 0; |
| VectorCopy (check->u.v.mins, check->u.v.maxs); |
| continue; |
| } |
| |
| VectorCopy (entorig, check->u.v.origin); |
| SV_LinkEdict (check, true); |
| |
| VectorCopy (pushorig, pusher->u.v.angles); |
| SV_LinkEdict (pusher, false); |
| pusher->u.v.ltime -= movetime; |
| |
| // if the pusher has a "blocked" function, call it |
| // otherwise, just stay in place until the obstacle is gone |
| if (pusher->u.v.blocked) |
| { |
| pr_global_struct->self = EDICT_TO_PROG(pusher); |
| pr_global_struct->other = EDICT_TO_PROG(check); |
| PR_ExecuteProgram (pusher->u.v.blocked); |
| } |
| |
| // move back any entities we already moved |
| for (i=0 ; i<num_moved ; i++) |
| { |
| VectorCopy (moved_from[i], moved_edict[i]->u.v.origin); |
| VectorSubtract (moved_edict[i]->u.v.angles, amove, moved_edict[i]->u.v.angles); |
| SV_LinkEdict (moved_edict[i], false); |
| } |
| return; |
| } |
| else |
| { |
| VectorAdd (check->u.v.angles, amove, check->u.v.angles); |
| } |
| } |
| |
| |
| } |
| #endif |
| |
| /* |
| ================ |
| SV_Physics_Pusher |
| |
| ================ |
| */ |
| void SV_Physics_Pusher (edict_t *ent) |
| { |
| float thinktime; |
| float oldltime; |
| float movetime; |
| |
| oldltime = ent->u.v.ltime; |
| |
| thinktime = ent->u.v.nextthink; |
| if (thinktime < ent->u.v.ltime + host_frametime) |
| { |
| movetime = thinktime - ent->u.v.ltime; |
| if (movetime < 0) |
| movetime = 0; |
| } |
| else |
| movetime = host_frametime; |
| |
| if (movetime) |
| { |
| #ifdef QUAKE2 |
| if (ent->u.v.avelocity[0] || ent->u.v.avelocity[1] || ent->u.v.avelocity[2]) |
| SV_PushRotate (ent, movetime); |
| else |
| #endif |
| SV_PushMove (ent, movetime); // advances ent->u.v.ltime if not blocked |
| } |
| |
| if (thinktime > oldltime && thinktime <= ent->u.v.ltime) |
| { |
| ent->u.v.nextthink = 0; |
| pr_global_struct->time = sv.time; |
| pr_global_struct->self = EDICT_TO_PROG(ent); |
| pr_global_struct->other = EDICT_TO_PROG(sv.edicts); |
| PR_ExecuteProgram (ent->u.v.think); |
| if (ent->free) |
| return; |
| } |
| |
| } |
| |
| |
| /* |
| =============================================================================== |
| |
| CLIENT MOVEMENT |
| |
| =============================================================================== |
| */ |
| |
| /* |
| ============= |
| SV_CheckStuck |
| |
| This is a big hack to try and fix the rare case of getting stuck in the world |
| clipping hull. |
| ============= |
| */ |
| void SV_CheckStuck (edict_t *ent) |
| { |
| int i, j; |
| int z; |
| vec3_t org; |
| |
| if (!SV_TestEntityPosition(ent)) |
| { |
| VectorCopy (ent->u.v.origin, ent->u.v.oldorigin); |
| return; |
| } |
| |
| VectorCopy (ent->u.v.origin, org); |
| VectorCopy (ent->u.v.oldorigin, ent->u.v.origin); |
| if (!SV_TestEntityPosition(ent)) |
| { |
| Con_DPrintf ("Unstuck.\n"); |
| SV_LinkEdict (ent, true); |
| return; |
| } |
| |
| for (z=0 ; z< 18 ; z++) |
| for (i=-1 ; i <= 1 ; i++) |
| for (j=-1 ; j <= 1 ; j++) |
| { |
| ent->u.v.origin[0] = org[0] + i; |
| ent->u.v.origin[1] = org[1] + j; |
| ent->u.v.origin[2] = org[2] + z; |
| if (!SV_TestEntityPosition(ent)) |
| { |
| Con_DPrintf ("Unstuck.\n"); |
| SV_LinkEdict (ent, true); |
| return; |
| } |
| } |
| |
| VectorCopy (org, ent->u.v.origin); |
| Con_DPrintf ("player is stuck.\n"); |
| } |
| |
| |
| /* |
| ============= |
| SV_CheckWater |
| ============= |
| */ |
| qboolean SV_CheckWater (edict_t *ent) |
| { |
| vec3_t point; |
| int cont; |
| #ifdef QUAKE2 |
| int truecont; |
| #endif |
| |
| point[0] = ent->u.v.origin[0]; |
| point[1] = ent->u.v.origin[1]; |
| point[2] = ent->u.v.origin[2] + ent->u.v.mins[2] + 1; |
| |
| ent->u.v.waterlevel = 0; |
| ent->u.v.watertype = CONTENTS_EMPTY; |
| cont = SV_PointContents (point); |
| if (cont <= CONTENTS_WATER) |
| { |
| #ifdef QUAKE2 |
| truecont = SV_TruePointContents (point); |
| #endif |
| ent->u.v.watertype = cont; |
| ent->u.v.waterlevel = 1; |
| point[2] = ent->u.v.origin[2] + (ent->u.v.mins[2] + ent->u.v.maxs[2])*0.5; |
| cont = SV_PointContents (point); |
| if (cont <= CONTENTS_WATER) |
| { |
| ent->u.v.waterlevel = 2; |
| point[2] = ent->u.v.origin[2] + ent->u.v.view_ofs[2]; |
| cont = SV_PointContents (point); |
| if (cont <= CONTENTS_WATER) |
| ent->u.v.waterlevel = 3; |
| } |
| #ifdef QUAKE2 |
| if (truecont <= CONTENTS_CURRENT_0 && truecont >= CONTENTS_CURRENT_DOWN) |
| { |
| static vec3_t current_table[] = |
| { |
| {1, 0, 0}, |
| {0, 1, 0}, |
| {-1, 0, 0}, |
| {0, -1, 0}, |
| {0, 0, 1}, |
| {0, 0, -1} |
| }; |
| |
| VectorMA (ent->u.v.basevelocity, 150.0*ent->u.v.waterlevel/3.0, current_table[CONTENTS_CURRENT_0 - truecont], ent->u.v.basevelocity); |
| } |
| #endif |
| } |
| |
| return ent->u.v.waterlevel > 1; |
| } |
| |
| /* |
| ============ |
| SV_WallFriction |
| |
| ============ |
| */ |
| void SV_WallFriction (edict_t *ent, trace_t *trace) |
| { |
| vec3_t forward, right, up; |
| float d, i; |
| vec3_t into, side; |
| |
| AngleVectors (ent->u.v.v_angle, forward, right, up); |
| d = DotProduct (trace->plane.normal, forward); |
| |
| d += 0.5; |
| if (d >= 0) |
| return; |
| |
| // cut the tangential velocity |
| i = DotProduct (trace->plane.normal, ent->u.v.velocity); |
| VectorScale (trace->plane.normal, i, into); |
| VectorSubtract (ent->u.v.velocity, into, side); |
| |
| ent->u.v.velocity[0] = side[0] * (1 + d); |
| ent->u.v.velocity[1] = side[1] * (1 + d); |
| } |
| |
| /* |
| ===================== |
| SV_TryUnstick |
| |
| Player has come to a dead stop, possibly due to the problem with limited |
| float precision at some angle joins in the BSP hull. |
| |
| Try fixing by pushing one pixel in each direction. |
| |
| This is a hack, but in the interest of good gameplay... |
| ====================== |
| */ |
| int SV_TryUnstick (edict_t *ent, vec3_t oldvel) |
| { |
| int i; |
| vec3_t oldorg; |
| vec3_t dir; |
| int clip; |
| trace_t steptrace; |
| |
| VectorCopy (ent->u.v.origin, oldorg); |
| VectorCopy (vec3_origin, dir); |
| |
| for (i=0 ; i<8 ; i++) |
| { |
| // try pushing a little in an axial direction |
| switch (i) |
| { |
| case 0: dir[0] = 2; dir[1] = 0; break; |
| case 1: dir[0] = 0; dir[1] = 2; break; |
| case 2: dir[0] = -2; dir[1] = 0; break; |
| case 3: dir[0] = 0; dir[1] = -2; break; |
| case 4: dir[0] = 2; dir[1] = 2; break; |
| case 5: dir[0] = -2; dir[1] = 2; break; |
| case 6: dir[0] = 2; dir[1] = -2; break; |
| case 7: dir[0] = -2; dir[1] = -2; break; |
| } |
| |
| SV_PushEntity (ent, dir); |
| |
| // retry the original move |
| ent->u.v.velocity[0] = oldvel[0]; |
| ent->u.v. velocity[1] = oldvel[1]; |
| ent->u.v. velocity[2] = 0; |
| clip = SV_FlyMove (ent, 0.1, &steptrace); |
| |
| if ( fabs(oldorg[1] - ent->u.v.origin[1]) > 4 |
| || fabs(oldorg[0] - ent->u.v.origin[0]) > 4 ) |
| { |
| //Con_DPrintf ("unstuck!\n"); |
| return clip; |
| } |
| |
| // go back to the original pos and try again |
| VectorCopy (oldorg, ent->u.v.origin); |
| } |
| |
| VectorCopy (vec3_origin, ent->u.v.velocity); |
| return 7; // still not moving |
| } |
| |
| /* |
| ===================== |
| SV_WalkMove |
| |
| Only used by players |
| ====================== |
| */ |
| #define STEPSIZE 18 |
| void SV_WalkMove (edict_t *ent) |
| { |
| vec3_t upmove, downmove; |
| vec3_t oldorg, oldvel; |
| vec3_t nosteporg, nostepvel; |
| int clip; |
| int oldonground; |
| trace_t steptrace, downtrace; |
| |
| // |
| // do a regular slide move unless it looks like you ran into a step |
| // |
| oldonground = (int)ent->u.v.flags & FL_ONGROUND; |
| ent->u.v.flags = (int)ent->u.v.flags & ~FL_ONGROUND; |
| |
| VectorCopy (ent->u.v.origin, oldorg); |
| VectorCopy (ent->u.v.velocity, oldvel); |
| |
| clip = SV_FlyMove (ent, host_frametime, &steptrace); |
| |
| if ( !(clip & 2) ) |
| return; // move didn't block on a step |
| |
| if (!oldonground && ent->u.v.waterlevel == 0) |
| return; // don't stair up while jumping |
| |
| if (ent->u.v.movetype != MOVETYPE_WALK) |
| return; // gibbed by a trigger |
| |
| if (sv_nostep.value) |
| return; |
| |
| if ( (int)sv_player->u.v.flags & FL_WATERJUMP ) |
| return; |
| |
| VectorCopy (ent->u.v.origin, nosteporg); |
| VectorCopy (ent->u.v.velocity, nostepvel); |
| |
| // |
| // try moving up and forward to go up a step |
| // |
| VectorCopy (oldorg, ent->u.v.origin); // back to start pos |
| |
| VectorCopy (vec3_origin, upmove); |
| VectorCopy (vec3_origin, downmove); |
| upmove[2] = STEPSIZE; |
| downmove[2] = -STEPSIZE + oldvel[2]*host_frametime; |
| |
| // move up |
| SV_PushEntity (ent, upmove); // FIXME: don't link? |
| |
| // move forward |
| ent->u.v.velocity[0] = oldvel[0]; |
| ent->u.v. velocity[1] = oldvel[1]; |
| ent->u.v. velocity[2] = 0; |
| clip = SV_FlyMove (ent, host_frametime, &steptrace); |
| |
| // check for stuckness, possibly due to the limited precision of floats |
| // in the clipping hulls |
| if (clip) |
| { |
| if ( fabs(oldorg[1] - ent->u.v.origin[1]) < 0.03125 |
| && fabs(oldorg[0] - ent->u.v.origin[0]) < 0.03125 ) |
| { // stepping up didn't make any progress |
| clip = SV_TryUnstick (ent, oldvel); |
| } |
| } |
| |
| // extra friction based on view angle |
| if ( clip & 2 ) |
| SV_WallFriction (ent, &steptrace); |
| |
| // move down |
| downtrace = SV_PushEntity (ent, downmove); // FIXME: don't link? |
| |
| if (downtrace.plane.normal[2] > 0.7) |
| { |
| if (ent->u.v.solid == SOLID_BSP) |
| { |
| ent->u.v.flags = (int)ent->u.v.flags | FL_ONGROUND; |
| ent->u.v.groundentity = EDICT_TO_PROG(downtrace.ent); |
| } |
| } |
| else |
| { |
| // if the push down didn't end up on good ground, use the move without |
| // the step up. This happens near wall / slope combinations, and can |
| // cause the player to hop up higher on a slope too steep to climb |
| VectorCopy (nosteporg, ent->u.v.origin); |
| VectorCopy (nostepvel, ent->u.v.velocity); |
| } |
| } |
| |
| |
| /* |
| ================ |
| SV_Physics_Client |
| |
| Player character actions |
| ================ |
| */ |
| void SV_Physics_Client (edict_t *ent, int num) |
| { |
| if ( ! svs.clients[num-1].active ) |
| return; // unconnected slot |
| |
| // |
| // call standard client pre-think |
| // |
| pr_global_struct->time = sv.time; |
| pr_global_struct->self = EDICT_TO_PROG(ent); |
| PR_ExecuteProgram (pr_global_struct->PlayerPreThink); |
| |
| // |
| // do a move |
| // |
| SV_CheckVelocity (ent); |
| |
| // |
| // decide which move function to call |
| // |
| switch ((int)ent->u.v.movetype) |
| { |
| case MOVETYPE_NONE: |
| if (!SV_RunThink (ent)) |
| return; |
| break; |
| |
| case MOVETYPE_WALK: |
| if (!SV_RunThink (ent)) |
| return; |
| if (!SV_CheckWater (ent) && ! ((int)ent->u.v.flags & FL_WATERJUMP) ) |
| SV_AddGravity (ent); |
| SV_CheckStuck (ent); |
| #ifdef QUAKE2 |
| VectorAdd (ent->u.v.velocity, ent->u.v.basevelocity, ent->u.v.velocity); |
| #endif |
| SV_WalkMove (ent); |
| |
| #ifdef QUAKE2 |
| VectorSubtract (ent->u.v.velocity, ent->u.v.basevelocity, ent->u.v.velocity); |
| #endif |
| break; |
| |
| case MOVETYPE_TOSS: |
| case MOVETYPE_BOUNCE: |
| SV_Physics_Toss (ent); |
| break; |
| |
| case MOVETYPE_FLY: |
| if (!SV_RunThink (ent)) |
| return; |
| SV_FlyMove (ent, host_frametime, NULL); |
| break; |
| |
| case MOVETYPE_NOCLIP: |
| if (!SV_RunThink (ent)) |
| return; |
| VectorMA (ent->u.v.origin, host_frametime, ent->u.v.velocity, ent->u.v.origin); |
| break; |
| |
| default: |
| Sys_Error ("SV_Physics_client: bad movetype %i", (int)ent->u.v.movetype); |
| } |
| |
| // |
| // call standard player post-think |
| // |
| SV_LinkEdict (ent, true); |
| |
| pr_global_struct->time = sv.time; |
| pr_global_struct->self = EDICT_TO_PROG(ent); |
| PR_ExecuteProgram (pr_global_struct->PlayerPostThink); |
| } |
| |
| //============================================================================ |
| |
| /* |
| ============= |
| SV_Physics_None |
| |
| Non moving objects can only think |
| ============= |
| */ |
| void SV_Physics_None (edict_t *ent) |
| { |
| // regular thinking |
| SV_RunThink (ent); |
| } |
| |
| #ifdef QUAKE2 |
| /* |
| ============= |
| SV_Physics_Follow |
| |
| Entities that are "stuck" to another entity |
| ============= |
| */ |
| void SV_Physics_Follow (edict_t *ent) |
| { |
| // regular thinking |
| SV_RunThink (ent); |
| VectorAdd (PROG_TO_EDICT(ent->u.v.aiment)->u.v.origin, ent->u.v.v_angle, ent->u.v.origin); |
| SV_LinkEdict (ent, true); |
| } |
| #endif |
| |
| /* |
| ============= |
| 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->u.v.angles, host_frametime, ent->u.v.avelocity, ent->u.v.angles); |
| VectorMA (ent->u.v.origin, host_frametime, ent->u.v.velocity, ent->u.v.origin); |
| |
| SV_LinkEdict (ent, false); |
| } |
| |
| /* |
| ============================================================================== |
| |
| TOSS / BOUNCE |
| |
| ============================================================================== |
| */ |
| |
| /* |
| ============= |
| SV_CheckWaterTransition |
| |
| ============= |
| */ |
| void SV_CheckWaterTransition (edict_t *ent) |
| { |
| int cont; |
| #ifdef QUAKE2 |
| vec3_t point; |
| |
| point[0] = ent->u.v.origin[0]; |
| point[1] = ent->u.v.origin[1]; |
| point[2] = ent->u.v.origin[2] + ent->u.v.mins[2] + 1; |
| cont = SV_PointContents (point); |
| #else |
| cont = SV_PointContents (ent->u.v.origin); |
| #endif |
| if (!ent->u.v.watertype) |
| { // just spawned here |
| ent->u.v.watertype = cont; |
| ent->u.v.waterlevel = 1; |
| return; |
| } |
| |
| if (cont <= CONTENTS_WATER) |
| { |
| if (ent->u.v.watertype == CONTENTS_EMPTY) |
| { // just crossed into water |
| SV_StartSound (ent, 0, "misc/h2ohit1.wav", 255, 1); |
| } |
| ent->u.v.watertype = cont; |
| ent->u.v.waterlevel = 1; |
| } |
| else |
| { |
| if (ent->u.v.watertype != CONTENTS_EMPTY) |
| { // just crossed into water |
| SV_StartSound (ent, 0, "misc/h2ohit1.wav", 255, 1); |
| } |
| ent->u.v.watertype = CONTENTS_EMPTY; |
| ent->u.v.waterlevel = cont; |
| } |
| } |
| |
| /* |
| ============= |
| 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; |
| #ifdef QUAKE2 |
| edict_t *groundentity; |
| |
| groundentity = PROG_TO_EDICT(ent->u.v.groundentity); |
| if ((int)groundentity->u.v.flags & FL_CONVEYOR) |
| VectorScale(groundentity->u.v.movedir, groundentity->u.v.speed, ent->u.v.basevelocity); |
| else |
| VectorCopy(vec_origin, ent->u.v.basevelocity); |
| SV_CheckWater (ent); |
| #endif |
| // regular thinking |
| if (!SV_RunThink (ent)) |
| return; |
| |
| #ifdef QUAKE2 |
| if (ent->u.v.velocity[2] > 0) |
| ent->u.v.flags = (int)ent->u.v.flags & ~FL_ONGROUND; |
| |
| if ( ((int)ent->u.v.flags & FL_ONGROUND) ) |
| //@@ |
| if (VectorCompare(ent->u.v.basevelocity, vec_origin)) |
| return; |
| |
| SV_CheckVelocity (ent); |
| |
| // add gravity |
| if (! ((int)ent->u.v.flags & FL_ONGROUND) |
| && ent->u.v.movetype != MOVETYPE_FLY |
| && ent->u.v.movetype != MOVETYPE_BOUNCEMISSILE |
| && ent->u.v.movetype != MOVETYPE_FLYMISSILE) |
| SV_AddGravity (ent); |
| |
| #else |
| // if onground, return without moving |
| if ( ((int)ent->u.v.flags & FL_ONGROUND) ) |
| return; |
| |
| SV_CheckVelocity (ent); |
| |
| // add gravity |
| if (ent->u.v.movetype != MOVETYPE_FLY |
| && ent->u.v.movetype != MOVETYPE_FLYMISSILE) |
| SV_AddGravity (ent); |
| #endif |
| |
| // move angles |
| VectorMA (ent->u.v.angles, host_frametime, ent->u.v.avelocity, ent->u.v.angles); |
| |
| // move origin |
| #ifdef QUAKE2 |
| VectorAdd (ent->u.v.velocity, ent->u.v.basevelocity, ent->u.v.velocity); |
| #endif |
| VectorScale (ent->u.v.velocity, host_frametime, move); |
| trace = SV_PushEntity (ent, move); |
| #ifdef QUAKE2 |
| VectorSubtract (ent->u.v.velocity, ent->u.v.basevelocity, ent->u.v.velocity); |
| #endif |
| if (trace.fraction == 1) |
| return; |
| if (ent->free) |
| return; |
| |
| if (ent->u.v.movetype == MOVETYPE_BOUNCE) |
| backoff = 1.5; |
| #ifdef QUAKE2 |
| else if (ent->u.v.movetype == MOVETYPE_BOUNCEMISSILE) |
| backoff = 2.0; |
| #endif |
| else |
| backoff = 1; |
| |
| ClipVelocity (ent->u.v.velocity, trace.plane.normal, ent->u.v.velocity, backoff); |
| |
| // stop if on ground |
| if (trace.plane.normal[2] > 0.7) |
| { |
| #ifdef QUAKE2 |
| if (ent->u.v.velocity[2] < 60 || (ent->u.v.movetype != MOVETYPE_BOUNCE && ent->u.v.movetype != MOVETYPE_BOUNCEMISSILE)) |
| #else |
| if (ent->u.v.velocity[2] < 60 || ent->u.v.movetype != MOVETYPE_BOUNCE) |
| #endif |
| { |
| ent->u.v.flags = (int)ent->u.v.flags | FL_ONGROUND; |
| ent->u.v.groundentity = EDICT_TO_PROG(trace.ent); |
| VectorCopy (vec3_origin, ent->u.v.velocity); |
| VectorCopy (vec3_origin, ent->u.v.avelocity); |
| } |
| } |
| |
| // 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. |
| ============= |
| */ |
| #ifdef QUAKE2 |
| void SV_Physics_Step (edict_t *ent) |
| { |
| qboolean wasonground; |
| qboolean inwater; |
| qboolean hitsound = false; |
| float *vel; |
| float speed, newspeed, control; |
| float friction; |
| edict_t *groundentity; |
| |
| groundentity = PROG_TO_EDICT(ent->u.v.groundentity); |
| if ((int)groundentity->u.v.flags & FL_CONVEYOR) |
| VectorScale(groundentity->u.v.movedir, groundentity->u.v.speed, ent->u.v.basevelocity); |
| else |
| VectorCopy(vec_origin, ent->u.v.basevelocity); |
| //@@ |
| pr_global_struct->time = sv.time; |
| pr_global_struct->self = EDICT_TO_PROG(ent); |
| PF_WaterMove(); |
| |
| SV_CheckVelocity (ent); |
| |
| wasonground = (int)ent->u.v.flags & FL_ONGROUND; |
| // ent->u.v.flags = (int)ent->u.v.flags & ~FL_ONGROUND; |
| |
| // add gravity except: |
| // flying monsters |
| // swimming monsters who are in the water |
| inwater = SV_CheckWater(ent); |
| if (! wasonground) |
| if (!((int)ent->u.v.flags & FL_FLY)) |
| if (!(((int)ent->u.v.flags & FL_SWIM) && (ent->u.v.waterlevel > 0))) |
| { |
| if (ent->u.v.velocity[2] < sv_gravity.value*-0.1) |
| hitsound = true; |
| if (!inwater) |
| SV_AddGravity (ent); |
| } |
| |
| if (!VectorCompare(ent->u.v.velocity, vec_origin) || !VectorCompare(ent->u.v.basevelocity, vec_origin)) |
| { |
| ent->u.v.flags = (int)ent->u.v.flags & ~FL_ONGROUND; |
| // apply friction |
| // let dead monsters who aren't completely onground slide |
| if (wasonground) |
| if (!(ent->u.v.health <= 0.0 && !SV_CheckBottom(ent))) |
| { |
| vel = ent->u.v.velocity; |
| speed = sqrt(vel[0]*vel[0] +vel[1]*vel[1]); |
| if (speed) |
| { |
| friction = sv_friction.value; |
| |
| control = speed < sv_stopspeed.value ? sv_stopspeed.value : speed; |
| newspeed = speed - host_frametime*control*friction; |
| |
| if (newspeed < 0) |
| newspeed = 0; |
| newspeed /= speed; |
| |
| vel[0] = vel[0] * newspeed; |
| vel[1] = vel[1] * newspeed; |
| } |
| } |
| |
| VectorAdd (ent->u.v.velocity, ent->u.v.basevelocity, ent->u.v.velocity); |
| SV_FlyMove (ent, host_frametime, NULL); |
| VectorSubtract (ent->u.v.velocity, ent->u.v.basevelocity, ent->u.v.velocity); |
| |
| // determine if it's on solid ground at all |
| { |
| vec3_t mins, maxs, point; |
| int x, y; |
| |
| VectorAdd (ent->u.v.origin, ent->u.v.mins, mins); |
| VectorAdd (ent->u.v.origin, ent->u.v.maxs, maxs); |
| |
| point[2] = mins[2] - 1; |
| for (x=0 ; x<=1 ; x++) |
| for (y=0 ; y<=1 ; y++) |
| { |
| point[0] = x ? maxs[0] : mins[0]; |
| point[1] = y ? maxs[1] : mins[1]; |
| if (SV_PointContents (point) == CONTENTS_SOLID) |
| { |
| ent->u.v.flags = (int)ent->u.v.flags | FL_ONGROUND; |
| break; |
| } |
| } |
| |
| } |
| |
| SV_LinkEdict (ent, true); |
| |
| if ((int)ent->u.v.flags & FL_ONGROUND) |
| if (!wasonground) |
| if (hitsound) |
| SV_StartSound (ent, 0, "demon/dland2.wav", 255, 1); |
| } |
| |
| // regular thinking |
| SV_RunThink (ent); |
| SV_CheckWaterTransition (ent); |
| } |
| #else |
| void SV_Physics_Step (edict_t *ent) |
| { |
| qboolean hitsound; |
| |
| // freefall if not onground |
| if ( ! ((int)ent->u.v.flags & (FL_ONGROUND | FL_FLY | FL_SWIM) ) ) |
| { |
| if (ent->u.v.velocity[2] < sv_gravity.value*-0.1) |
| hitsound = true; |
| else |
| hitsound = false; |
| |
| SV_AddGravity (ent); |
| SV_CheckVelocity (ent); |
| SV_FlyMove (ent, host_frametime, NULL); |
| SV_LinkEdict (ent, true); |
| |
| if ( (int)ent->u.v.flags & FL_ONGROUND ) // just hit ground |
| { |
| if (hitsound) |
| SV_StartSound (ent, 0, "demon/dland2.wav", 255, 1); |
| } |
| } |
| |
| // regular thinking |
| SV_RunThink (ent); |
| |
| SV_CheckWaterTransition (ent); |
| } |
| #endif |
| |
| //============================================================================ |
| |
| /* |
| ================ |
| SV_Physics |
| |
| ================ |
| */ |
| void SV_Physics (void) |
| { |
| int i; |
| edict_t *ent; |
| |
| // let the progs know that a new frame has started |
| pr_global_struct->self = EDICT_TO_PROG(sv.edicts); |
| pr_global_struct->other = EDICT_TO_PROG(sv.edicts); |
| pr_global_struct->time = sv.time; |
| PR_ExecuteProgram (pr_global_struct->StartFrame); |
| |
| //SV_CheckAllEnts (); |
| |
| // |
| // treat each object in turn |
| // |
| ent = sv.edicts; |
| for (i=0 ; i<sv.num_edicts ; i++, ent = NEXT_EDICT(ent)) |
| { |
| if (ent->free) |
| continue; |
| |
| if (pr_global_struct->force_retouch) |
| { |
| SV_LinkEdict (ent, true); // force retouch even for stationary |
| } |
| |
| if (i > 0 && i <= svs.maxclients) |
| SV_Physics_Client (ent, i); |
| else if (ent->u.v.movetype == MOVETYPE_PUSH) |
| SV_Physics_Pusher (ent); |
| else if (ent->u.v.movetype == MOVETYPE_NONE) |
| SV_Physics_None (ent); |
| #ifdef QUAKE2 |
| else if (ent->u.v.movetype == MOVETYPE_FOLLOW) |
| SV_Physics_Follow (ent); |
| #endif |
| else if (ent->u.v.movetype == MOVETYPE_NOCLIP) |
| SV_Physics_Noclip (ent); |
| else if (ent->u.v.movetype == MOVETYPE_STEP) |
| SV_Physics_Step (ent); |
| else if (ent->u.v.movetype == MOVETYPE_TOSS |
| || ent->u.v.movetype == MOVETYPE_BOUNCE |
| #ifdef QUAKE2 |
| || ent->u.v.movetype == MOVETYPE_BOUNCEMISSILE |
| #endif |
| || ent->u.v.movetype == MOVETYPE_FLY |
| || ent->u.v.movetype == MOVETYPE_FLYMISSILE) |
| SV_Physics_Toss (ent); |
| else |
| Sys_Error ("SV_Physics: bad movetype %i", (int)ent->u.v.movetype); |
| } |
| |
| if (pr_global_struct->force_retouch) |
| pr_global_struct->force_retouch--; |
| |
| sv.time += host_frametime; |
| } |
| |
| |
| #ifdef QUAKE2 |
| trace_t SV_Trace_Toss (edict_t *ent, edict_t *ignore) |
| { |
| edict_t tempent, *tent; |
| trace_t trace; |
| vec3_t move; |
| vec3_t end; |
| double save_frametime; |
| // extern particle_t *active_particles, *free_particles; |
| // particle_t *p; |
| |
| |
| save_frametime = host_frametime; |
| host_frametime = 0.05; |
| |
| memcpy(&tempent, ent, sizeof(edict_t)); |
| tent = &tempent; |
| |
| while (1) |
| { |
| SV_CheckVelocity (tent); |
| SV_AddGravity (tent); |
| VectorMA (tent->u.v.angles, host_frametime, tent->u.v.avelocity, tent->u.v.angles); |
| VectorScale (tent->u.v.velocity, host_frametime, move); |
| VectorAdd (tent->u.v.origin, move, end); |
| trace = SV_Move (tent->u.v.origin, tent->u.v.mins, tent->u.v.maxs, end, MOVE_NORMAL, tent); |
| VectorCopy (trace.endpos, tent->u.v.origin); |
| |
| // p = free_particles; |
| // if (p) |
| // { |
| // free_particles = p->next; |
| // p->next = active_particles; |
| // active_particles = p; |
| // |
| // p->die = 256; |
| // p->color = 15; |
| // p->type = pt_static; |
| // VectorCopy (vec3_origin, p->vel); |
| // VectorCopy (tent->u.v.origin, p->org); |
| // } |
| |
| if (trace.ent) |
| if (trace.ent != ignore) |
| break; |
| } |
| // p->color = 224; |
| host_frametime = save_frametime; |
| return trace; |
| } |
| #endif |