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-rw-r--r--WinQuake/sv_phys.c3234
1 files changed, 1617 insertions, 1617 deletions
diff --git a/WinQuake/sv_phys.c b/WinQuake/sv_phys.c
index e13c0e4..1e3cc73 100644
--- a/WinQuake/sv_phys.c
+++ b/WinQuake/sv_phys.c
@@ -1,1617 +1,1617 @@
-/*
-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 = {"sv_friction","4",false,true};
-cvar_t sv_stopspeed = {"sv_stopspeed","100"};
-cvar_t sv_gravity = {"sv_gravity","800",false,true};
-cvar_t sv_maxvelocity = {"sv_maxvelocity","2000"};
-cvar_t sv_nostep = {"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->v.movetype == MOVETYPE_PUSH
- || check->v.movetype == MOVETYPE_NONE
-#ifdef QUAKE2
- || check->v.movetype == MOVETYPE_FOLLOW
-#endif
- || check->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->v.velocity[i]))
- {
- Con_Printf ("Got a NaN velocity on %s\n", pr_strings + ent->v.classname);
- ent->v.velocity[i] = 0;
- }
- if (IS_NAN(ent->v.origin[i]))
- {
- Con_Printf ("Got a NaN origin on %s\n", pr_strings + ent->v.classname);
- ent->v.origin[i] = 0;
- }
- if (ent->v.velocity[i] > sv_maxvelocity.value)
- ent->v.velocity[i] = sv_maxvelocity.value;
- else if (ent->v.velocity[i] < -sv_maxvelocity.value)
- ent->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->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->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->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->v.touch && e1->v.solid != SOLID_NOT)
- {
- pr_global_struct->self = EDICT_TO_PROG(e1);
- pr_global_struct->other = EDICT_TO_PROG(e2);
- PR_ExecuteProgram (e1->v.touch);
- }
-
- if (e2->v.touch && e2->v.solid != SOLID_NOT)
- {
- pr_global_struct->self = EDICT_TO_PROG(e2);
- pr_global_struct->other = EDICT_TO_PROG(e1);
- PR_ExecuteProgram (e2->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->v.velocity, original_velocity);
- VectorCopy (ent->v.velocity, primal_velocity);
- numplanes = 0;
-
- time_left = time;
-
- for (bumpcount=0 ; bumpcount<numbumps ; bumpcount++)
- {
- if (!ent->v.velocity[0] && !ent->v.velocity[1] && !ent->v.velocity[2])
- break;
-
- for (i=0 ; i<3 ; i++)
- end[i] = ent->v.origin[i] + time_left * ent->v.velocity[i];
-
- trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, end, false, ent);
-
- if (trace.allsolid)
- { // entity is trapped in another solid
- VectorCopy (vec3_origin, ent->v.velocity);
- return 3;
- }
-
- if (trace.fraction > 0)
- { // actually covered some distance
- VectorCopy (trace.endpos, ent->v.origin);
- VectorCopy (ent->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->v.solid == SOLID_BSP)
- {
- ent->v.flags = (int)ent->v.flags | FL_ONGROUND;
- ent->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->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->v.velocity);
- }
- else
- { // go along the crease
- if (numplanes != 2)
- {
-// Con_Printf ("clip velocity, numplanes == %i\n",numplanes);
- VectorCopy (vec3_origin, ent->v.velocity);
- return 7;
- }
- CrossProduct (planes[0], planes[1], dir);
- d = DotProduct (dir, ent->v.velocity);
- VectorScale (dir, d, ent->v.velocity);
- }
-
-//
-// if original velocity is against the original velocity, stop dead
-// to avoid tiny occilations in sloping corners
-//
- if (DotProduct (ent->v.velocity, primal_velocity) <= 0)
- {
- VectorCopy (vec3_origin, ent->v.velocity);
- return blocked;
- }
- }
-
- return blocked;
-}
-
-
-/*
-============
-SV_AddGravity
-
-============
-*/
-void SV_AddGravity (edict_t *ent)
-{
- float ent_gravity;
-
-#ifdef QUAKE2
- if (ent->v.gravity)
- ent_gravity = ent->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->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->v.origin, push, end);
-
- if (ent->v.movetype == MOVETYPE_FLYMISSILE)
- trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, end, MOVE_MISSILE, ent);
- else if (ent->v.solid == SOLID_TRIGGER || ent->v.solid == SOLID_NOT)
- // only clip against bmodels
- trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, end, MOVE_NOMONSTERS, ent);
- else
- trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, end, MOVE_NORMAL, ent);
-
- VectorCopy (trace.endpos, ent->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->v.velocity[0] && !pusher->v.velocity[1] && !pusher->v.velocity[2])
- {
- pusher->v.ltime += movetime;
- return;
- }
-
- for (i=0 ; i<3 ; i++)
- {
- move[i] = pusher->v.velocity[i] * movetime;
- mins[i] = pusher->v.absmin[i] + move[i];
- maxs[i] = pusher->v.absmax[i] + move[i];
- }
-
- VectorCopy (pusher->v.origin, pushorig);
-
-// move the pusher to it's final position
-
- VectorAdd (pusher->v.origin, move, pusher->v.origin);
- pusher->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->v.movetype == MOVETYPE_PUSH
- || check->v.movetype == MOVETYPE_NONE
-#ifdef QUAKE2
- || check->v.movetype == MOVETYPE_FOLLOW
-#endif
- || check->v.movetype == MOVETYPE_NOCLIP)
- continue;
-
- // if the entity is standing on the pusher, it will definately be moved
- if ( ! ( ((int)check->v.flags & FL_ONGROUND)
- && PROG_TO_EDICT(check->v.groundentity) == pusher) )
- {
- if ( check->v.absmin[0] >= maxs[0]
- || check->v.absmin[1] >= maxs[1]
- || check->v.absmin[2] >= maxs[2]
- || check->v.absmax[0] <= mins[0]
- || check->v.absmax[1] <= mins[1]
- || check->v.absmax[2] <= mins[2] )
- continue;
-
- // see if the ent's bbox is inside the pusher's final position
- if (!SV_TestEntityPosition (check))
- continue;
- }
-
- // remove the onground flag for non-players
- if (check->v.movetype != MOVETYPE_WALK)
- check->v.flags = (int)check->v.flags & ~FL_ONGROUND;
-
- VectorCopy (check->v.origin, entorig);
- VectorCopy (check->v.origin, moved_from[num_moved]);
- moved_edict[num_moved] = check;
- num_moved++;
-
- // try moving the contacted entity
- pusher->v.solid = SOLID_NOT;
- SV_PushEntity (check, move);
- pusher->v.solid = SOLID_BSP;
-
- // if it is still inside the pusher, block
- block = SV_TestEntityPosition (check);
- if (block)
- { // fail the move
- if (check->v.mins[0] == check->v.maxs[0])
- continue;
- if (check->v.solid == SOLID_NOT || check->v.solid == SOLID_TRIGGER)
- { // corpse
- check->v.mins[0] = check->v.mins[1] = 0;
- VectorCopy (check->v.mins, check->v.maxs);
- continue;
- }
-
- VectorCopy (entorig, check->v.origin);
- SV_LinkEdict (check, true);
-
- VectorCopy (pushorig, pusher->v.origin);
- SV_LinkEdict (pusher, false);
- pusher->v.ltime -= movetime;
-
- // if the pusher has a "blocked" function, call it
- // otherwise, just stay in place until the obstacle is gone
- if (pusher->v.blocked)
- {
- pr_global_struct->self = EDICT_TO_PROG(pusher);
- pr_global_struct->other = EDICT_TO_PROG(check);
- PR_ExecuteProgram (pusher->v.blocked);
- }
-
- // move back any entities we already moved
- for (i=0 ; i<num_moved ; i++)
- {
- VectorCopy (moved_from[i], moved_edict[i]->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->v.avelocity[0] && !pusher->v.avelocity[1] && !pusher->v.avelocity[2])
- {
- pusher->v.ltime += movetime;
- return;
- }
-
- for (i=0 ; i<3 ; i++)
- amove[i] = pusher->v.avelocity[i] * movetime;
-
- VectorSubtract (vec3_origin, amove, a);
- AngleVectors (a, forward, right, up);
-
- VectorCopy (pusher->v.angles, pushorig);
-
-// move the pusher to it's final position
-
- VectorAdd (pusher->v.angles, amove, pusher->v.angles);
- pusher->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->v.movetype == MOVETYPE_PUSH
- || check->v.movetype == MOVETYPE_NONE
- || check->v.movetype == MOVETYPE_FOLLOW
- || check->v.movetype == MOVETYPE_NOCLIP)
- continue;
-
- // if the entity is standing on the pusher, it will definately be moved
- if ( ! ( ((int)check->v.flags & FL_ONGROUND)
- && PROG_TO_EDICT(check->v.groundentity) == pusher) )
- {
- if ( check->v.absmin[0] >= pusher->v.absmax[0]
- || check->v.absmin[1] >= pusher->v.absmax[1]
- || check->v.absmin[2] >= pusher->v.absmax[2]
- || check->v.absmax[0] <= pusher->v.absmin[0]
- || check->v.absmax[1] <= pusher->v.absmin[1]
- || check->v.absmax[2] <= pusher->v.absmin[2] )
- continue;
-
- // see if the ent's bbox is inside the pusher's final position
- if (!SV_TestEntityPosition (check))
- continue;
- }
-
- // remove the onground flag for non-players
- if (check->v.movetype != MOVETYPE_WALK)
- check->v.flags = (int)check->v.flags & ~FL_ONGROUND;
-
- VectorCopy (check->v.origin, entorig);
- VectorCopy (check->v.origin, moved_from[num_moved]);
- moved_edict[num_moved] = check;
- num_moved++;
-
- // calculate destination position
- VectorSubtract (check->v.origin, pusher->v.origin, org);
- org2[0] = DotProduct (org, forward);
- org2[1] = -DotProduct (org, right);
- org2[2] = DotProduct (org, up);
- VectorSubtract (org2, org, move);
-
- // try moving the contacted entity
- pusher->v.solid = SOLID_NOT;
- SV_PushEntity (check, move);
- pusher->v.solid = SOLID_BSP;
-
- // if it is still inside the pusher, block
- block = SV_TestEntityPosition (check);
- if (block)
- { // fail the move
- if (check->v.mins[0] == check->v.maxs[0])
- continue;
- if (check->v.solid == SOLID_NOT || check->v.solid == SOLID_TRIGGER)
- { // corpse
- check->v.mins[0] = check->v.mins[1] = 0;
- VectorCopy (check->v.mins, check->v.maxs);
- continue;
- }
-
- VectorCopy (entorig, check->v.origin);
- SV_LinkEdict (check, true);
-
- VectorCopy (pushorig, pusher->v.angles);
- SV_LinkEdict (pusher, false);
- pusher->v.ltime -= movetime;
-
- // if the pusher has a "blocked" function, call it
- // otherwise, just stay in place until the obstacle is gone
- if (pusher->v.blocked)
- {
- pr_global_struct->self = EDICT_TO_PROG(pusher);
- pr_global_struct->other = EDICT_TO_PROG(check);
- PR_ExecuteProgram (pusher->v.blocked);
- }
-
- // move back any entities we already moved
- for (i=0 ; i<num_moved ; i++)
- {
- VectorCopy (moved_from[i], moved_edict[i]->v.origin);
- VectorSubtract (moved_edict[i]->v.angles, amove, moved_edict[i]->v.angles);
- SV_LinkEdict (moved_edict[i], false);
- }
- return;
- }
- else
- {
- VectorAdd (check->v.angles, amove, check->v.angles);
- }
- }
-
-
-}
-#endif
-
-/*
-================
-SV_Physics_Pusher
-
-================
-*/
-void SV_Physics_Pusher (edict_t *ent)
-{
- float thinktime;
- float oldltime;
- float movetime;
-
- oldltime = ent->v.ltime;
-
- thinktime = ent->v.nextthink;
- if (thinktime < ent->v.ltime + host_frametime)
- {
- movetime = thinktime - ent->v.ltime;
- if (movetime < 0)
- movetime = 0;
- }
- else
- movetime = host_frametime;
-
- if (movetime)
- {
-#ifdef QUAKE2
- if (ent->v.avelocity[0] || ent->v.avelocity[1] || ent->v.avelocity[2])
- SV_PushRotate (ent, movetime);
- else
-#endif
- SV_PushMove (ent, movetime); // advances ent->v.ltime if not blocked
- }
-
- if (thinktime > oldltime && thinktime <= ent->v.ltime)
- {
- ent->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->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->v.origin, ent->v.oldorigin);
- return;
- }
-
- VectorCopy (ent->v.origin, org);
- VectorCopy (ent->v.oldorigin, ent->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->v.origin[0] = org[0] + i;
- ent->v.origin[1] = org[1] + j;
- ent->v.origin[2] = org[2] + z;
- if (!SV_TestEntityPosition(ent))
- {
- Con_DPrintf ("Unstuck.\n");
- SV_LinkEdict (ent, true);
- return;
- }
- }
-
- VectorCopy (org, ent->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->v.origin[0];
- point[1] = ent->v.origin[1];
- point[2] = ent->v.origin[2] + ent->v.mins[2] + 1;
-
- ent->v.waterlevel = 0;
- ent->v.watertype = CONTENTS_EMPTY;
- cont = SV_PointContents (point);
- if (cont <= CONTENTS_WATER)
- {
-#ifdef QUAKE2
- truecont = SV_TruePointContents (point);
-#endif
- ent->v.watertype = cont;
- ent->v.waterlevel = 1;
- point[2] = ent->v.origin[2] + (ent->v.mins[2] + ent->v.maxs[2])*0.5;
- cont = SV_PointContents (point);
- if (cont <= CONTENTS_WATER)
- {
- ent->v.waterlevel = 2;
- point[2] = ent->v.origin[2] + ent->v.view_ofs[2];
- cont = SV_PointContents (point);
- if (cont <= CONTENTS_WATER)
- ent->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->v.basevelocity, 150.0*ent->v.waterlevel/3.0, current_table[CONTENTS_CURRENT_0 - truecont], ent->v.basevelocity);
- }
-#endif
- }
-
- return ent->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->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->v.velocity);
- VectorScale (trace->plane.normal, i, into);
- VectorSubtract (ent->v.velocity, into, side);
-
- ent->v.velocity[0] = side[0] * (1 + d);
- ent->v.velocity[1] = side[1] * (1 + d);
-}
-
-/*
-=====================
-SV_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->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->v.velocity[0] = oldvel[0];
- ent->v. velocity[1] = oldvel[1];
- ent->v. velocity[2] = 0;
- clip = SV_FlyMove (ent, 0.1, &steptrace);
-
- if ( fabs(oldorg[1] - ent->v.origin[1]) > 4
- || fabs(oldorg[0] - ent->v.origin[0]) > 4 )
- {
-//Con_DPrintf ("unstuck!\n");
- return clip;
- }
-
-// go back to the original pos and try again
- VectorCopy (oldorg, ent->v.origin);
- }
-
- VectorCopy (vec3_origin, ent->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->v.flags & FL_ONGROUND;
- ent->v.flags = (int)ent->v.flags & ~FL_ONGROUND;
-
- VectorCopy (ent->v.origin, oldorg);
- VectorCopy (ent->v.velocity, oldvel);
-
- clip = SV_FlyMove (ent, host_frametime, &steptrace);
-
- if ( !(clip & 2) )
- return; // move didn't block on a step
-
- if (!oldonground && ent->v.waterlevel == 0)
- return; // don't stair up while jumping
-
- if (ent->v.movetype != MOVETYPE_WALK)
- return; // gibbed by a trigger
-
- if (sv_nostep.value)
- return;
-
- if ( (int)sv_player->v.flags & FL_WATERJUMP )
- return;
-
- VectorCopy (ent->v.origin, nosteporg);
- VectorCopy (ent->v.velocity, nostepvel);
-
-//
-// try moving up and forward to go up a step
-//
- VectorCopy (oldorg, ent->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->v.velocity[0] = oldvel[0];
- ent->v. velocity[1] = oldvel[1];
- ent->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->v.origin[1]) < 0.03125
- && fabs(oldorg[0] - ent->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->v.solid == SOLID_BSP)
- {
- ent->v.flags = (int)ent->v.flags | FL_ONGROUND;
- ent->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->v.origin);
- VectorCopy (nostepvel, ent->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->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->v.flags & FL_WATERJUMP) )
- SV_AddGravity (ent);
- SV_CheckStuck (ent);
-#ifdef QUAKE2
- VectorAdd (ent->v.velocity, ent->v.basevelocity, ent->v.velocity);
-#endif
- SV_WalkMove (ent);
-
-#ifdef QUAKE2
- VectorSubtract (ent->v.velocity, ent->v.basevelocity, ent->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->v.origin, host_frametime, ent->v.velocity, ent->v.origin);
- break;
-
- default:
- Sys_Error ("SV_Physics_client: bad movetype %i", (int)ent->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->v.aiment)->v.origin, ent->v.v_angle, ent->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->v.angles, host_frametime, ent->v.avelocity, ent->v.angles);
- VectorMA (ent->v.origin, host_frametime, ent->v.velocity, ent->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->v.origin[0];
- point[1] = ent->v.origin[1];
- point[2] = ent->v.origin[2] + ent->v.mins[2] + 1;
- cont = SV_PointContents (point);
-#else
- cont = SV_PointContents (ent->v.origin);
-#endif
- if (!ent->v.watertype)
- { // just spawned here
- ent->v.watertype = cont;
- ent->v.waterlevel = 1;
- return;
- }
-
- if (cont <= CONTENTS_WATER)
- {
- if (ent->v.watertype == CONTENTS_EMPTY)
- { // just crossed into water
- SV_StartSound (ent, 0, "misc/h2ohit1.wav", 255, 1);
- }
- ent->v.watertype = cont;
- ent->v.waterlevel = 1;
- }
- else
- {
- if (ent->v.watertype != CONTENTS_EMPTY)
- { // just crossed into water
- SV_StartSound (ent, 0, "misc/h2ohit1.wav", 255, 1);
- }
- ent->v.watertype = CONTENTS_EMPTY;
- ent->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->v.groundentity);
- if ((int)groundentity->v.flags & FL_CONVEYOR)
- VectorScale(groundentity->v.movedir, groundentity->v.speed, ent->v.basevelocity);
- else
- VectorCopy(vec_origin, ent->v.basevelocity);
- SV_CheckWater (ent);
-#endif
- // regular thinking
- if (!SV_RunThink (ent))
- return;
-
-#ifdef QUAKE2
- if (ent->v.velocity[2] > 0)
- ent->v.flags = (int)ent->v.flags & ~FL_ONGROUND;
-
- if ( ((int)ent->v.flags & FL_ONGROUND) )
-//@@
- if (VectorCompare(ent->v.basevelocity, vec_origin))
- return;
-
- SV_CheckVelocity (ent);
-
-// add gravity
- if (! ((int)ent->v.flags & FL_ONGROUND)
- && ent->v.movetype != MOVETYPE_FLY
- && ent->v.movetype != MOVETYPE_BOUNCEMISSILE
- && ent->v.movetype != MOVETYPE_FLYMISSILE)
- SV_AddGravity (ent);
-
-#else
-// if onground, return without moving
- if ( ((int)ent->v.flags & FL_ONGROUND) )
- return;
-
- SV_CheckVelocity (ent);
-
-// add gravity
- if (ent->v.movetype != MOVETYPE_FLY
- && ent->v.movetype != MOVETYPE_FLYMISSILE)
- SV_AddGravity (ent);
-#endif
-
-// move angles
- VectorMA (ent->v.angles, host_frametime, ent->v.avelocity, ent->v.angles);
-
-// move origin
-#ifdef QUAKE2
- VectorAdd (ent->v.velocity, ent->v.basevelocity, ent->v.velocity);
-#endif
- VectorScale (ent->v.velocity, host_frametime, move);
- trace = SV_PushEntity (ent, move);
-#ifdef QUAKE2
- VectorSubtract (ent->v.velocity, ent->v.basevelocity, ent->v.velocity);
-#endif
- if (trace.fraction == 1)
- return;
- if (ent->free)
- return;
-
- if (ent->v.movetype == MOVETYPE_BOUNCE)
- backoff = 1.5;
-#ifdef QUAKE2
- else if (ent->v.movetype == MOVETYPE_BOUNCEMISSILE)
- backoff = 2.0;
-#endif
- else
- backoff = 1;
-
- ClipVelocity (ent->v.velocity, trace.plane.normal, ent->v.velocity, backoff);
-
-// stop if on ground
- if (trace.plane.normal[2] > 0.7)
- {
-#ifdef QUAKE2
- if (ent->v.velocity[2] < 60 || (ent->v.movetype != MOVETYPE_BOUNCE && ent->v.movetype != MOVETYPE_BOUNCEMISSILE))
-#else
- if (ent->v.velocity[2] < 60 || ent->v.movetype != MOVETYPE_BOUNCE)
-#endif
- {
- ent->v.flags = (int)ent->v.flags | FL_ONGROUND;
- ent->v.groundentity = EDICT_TO_PROG(trace.ent);
- VectorCopy (vec3_origin, ent->v.velocity);
- VectorCopy (vec3_origin, ent->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->v.groundentity);
- if ((int)groundentity->v.flags & FL_CONVEYOR)
- VectorScale(groundentity->v.movedir, groundentity->v.speed, ent->v.basevelocity);
- else
- VectorCopy(vec_origin, ent->v.basevelocity);
-//@@
- pr_global_struct->time = sv.time;
- pr_global_struct->self = EDICT_TO_PROG(ent);
- PF_WaterMove();
-
- SV_CheckVelocity (ent);
-
- wasonground = (int)ent->v.flags & FL_ONGROUND;
-// ent->v.flags = (int)ent->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->v.flags & FL_FLY))
- if (!(((int)ent->v.flags & FL_SWIM) && (ent->v.waterlevel > 0)))
- {
- if (ent->v.velocity[2] < sv_gravity.value*-0.1)
- hitsound = true;
- if (!inwater)
- SV_AddGravity (ent);
- }
-
- if (!VectorCompare(ent->v.velocity, vec_origin) || !VectorCompare(ent->v.basevelocity, vec_origin))
- {
- ent->v.flags = (int)ent->v.flags & ~FL_ONGROUND;
- // apply friction
- // let dead monsters who aren't completely onground slide
- if (wasonground)
- if (!(ent->v.health <= 0.0 && !SV_CheckBottom(ent)))
- {
- vel = ent->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->v.velocity, ent->v.basevelocity, ent->v.velocity);
- SV_FlyMove (ent, host_frametime, NULL);
- VectorSubtract (ent->v.velocity, ent->v.basevelocity, ent->v.velocity);
-
- // determine if it's on solid ground at all
- {
- vec3_t mins, maxs, point;
- int x, y;
-
- VectorAdd (ent->v.origin, ent->v.mins, mins);
- VectorAdd (ent->v.origin, ent->v.maxs, maxs);
-
- point[2] = mins[2] - 1;
- for (x=0 ; x<=1 ; x++)
- 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->v.flags = (int)ent->v.flags | FL_ONGROUND;
- break;
- }
- }
-
- }
-
- SV_LinkEdict (ent, true);
-
- if ((int)ent->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->v.flags & (FL_ONGROUND | FL_FLY | FL_SWIM) ) )
- {
- if (ent->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->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->v.movetype == MOVETYPE_PUSH)
- SV_Physics_Pusher (ent);
- else if (ent->v.movetype == MOVETYPE_NONE)
- SV_Physics_None (ent);
-#ifdef QUAKE2
- else if (ent->v.movetype == MOVETYPE_FOLLOW)
- SV_Physics_Follow (ent);
-#endif
- else if (ent->v.movetype == MOVETYPE_NOCLIP)
- SV_Physics_Noclip (ent);
- else if (ent->v.movetype == MOVETYPE_STEP)
- SV_Physics_Step (ent);
- else if (ent->v.movetype == MOVETYPE_TOSS
- || ent->v.movetype == MOVETYPE_BOUNCE
-#ifdef QUAKE2
- || ent->v.movetype == MOVETYPE_BOUNCEMISSILE
-#endif
- || ent->v.movetype == MOVETYPE_FLY
- || ent->v.movetype == MOVETYPE_FLYMISSILE)
- SV_Physics_Toss (ent);
- else
- Sys_Error ("SV_Physics: bad movetype %i", (int)ent->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->v.angles, host_frametime, tent->v.avelocity, tent->v.angles);
- VectorScale (tent->v.velocity, host_frametime, move);
- VectorAdd (tent->v.origin, move, end);
- trace = SV_Move (tent->v.origin, tent->v.mins, tent->v.maxs, end, MOVE_NORMAL, tent);
- VectorCopy (trace.endpos, tent->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->v.origin, p->org);
-// }
-
- if (trace.ent)
- if (trace.ent != ignore)
- break;
- }
-// p->color = 224;
- host_frametime = save_frametime;
- return trace;
-}
-#endif
+/*
+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 = {"sv_friction","4",false,true};
+cvar_t sv_stopspeed = {"sv_stopspeed","100"};
+cvar_t sv_gravity = {"sv_gravity","800",false,true};
+cvar_t sv_maxvelocity = {"sv_maxvelocity","2000"};
+cvar_t sv_nostep = {"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->v.movetype == MOVETYPE_PUSH
+ || check->v.movetype == MOVETYPE_NONE
+#ifdef QUAKE2
+ || check->v.movetype == MOVETYPE_FOLLOW
+#endif
+ || check->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->v.velocity[i]))
+ {
+ Con_Printf ("Got a NaN velocity on %s\n", pr_strings + ent->v.classname);
+ ent->v.velocity[i] = 0;
+ }
+ if (IS_NAN(ent->v.origin[i]))
+ {
+ Con_Printf ("Got a NaN origin on %s\n", pr_strings + ent->v.classname);
+ ent->v.origin[i] = 0;
+ }
+ if (ent->v.velocity[i] > sv_maxvelocity.value)
+ ent->v.velocity[i] = sv_maxvelocity.value;
+ else if (ent->v.velocity[i] < -sv_maxvelocity.value)
+ ent->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->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->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->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->v.touch && e1->v.solid != SOLID_NOT)
+ {
+ pr_global_struct->self = EDICT_TO_PROG(e1);
+ pr_global_struct->other = EDICT_TO_PROG(e2);
+ PR_ExecuteProgram (e1->v.touch);
+ }
+
+ if (e2->v.touch && e2->v.solid != SOLID_NOT)
+ {
+ pr_global_struct->self = EDICT_TO_PROG(e2);
+ pr_global_struct->other = EDICT_TO_PROG(e1);
+ PR_ExecuteProgram (e2->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->v.velocity, original_velocity);
+ VectorCopy (ent->v.velocity, primal_velocity);
+ numplanes = 0;
+
+ time_left = time;
+
+ for (bumpcount=0 ; bumpcount<numbumps ; bumpcount++)
+ {
+ if (!ent->v.velocity[0] && !ent->v.velocity[1] && !ent->v.velocity[2])
+ break;
+
+ for (i=0 ; i<3 ; i++)
+ end[i] = ent->v.origin[i] + time_left * ent->v.velocity[i];
+
+ trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, end, false, ent);
+
+ if (trace.allsolid)
+ { // entity is trapped in another solid
+ VectorCopy (vec3_origin, ent->v.velocity);
+ return 3;
+ }
+
+ if (trace.fraction > 0)
+ { // actually covered some distance
+ VectorCopy (trace.endpos, ent->v.origin);
+ VectorCopy (ent->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->v.solid == SOLID_BSP)
+ {
+ ent->v.flags = (int)ent->v.flags | FL_ONGROUND;
+ ent->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->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->v.velocity);
+ }
+ else
+ { // go along the crease
+ if (numplanes != 2)
+ {
+// Con_Printf ("clip velocity, numplanes == %i\n",numplanes);
+ VectorCopy (vec3_origin, ent->v.velocity);
+ return 7;
+ }
+ CrossProduct (planes[0], planes[1], dir);
+ d = DotProduct (dir, ent->v.velocity);
+ VectorScale (dir, d, ent->v.velocity);
+ }
+
+//
+// if original velocity is against the original velocity, stop dead
+// to avoid tiny occilations in sloping corners
+//
+ if (DotProduct (ent->v.velocity, primal_velocity) <= 0)
+ {
+ VectorCopy (vec3_origin, ent->v.velocity);
+ return blocked;
+ }
+ }
+
+ return blocked;
+}
+
+
+/*
+============
+SV_AddGravity
+
+============
+*/
+void SV_AddGravity (edict_t *ent)
+{
+ float ent_gravity;
+
+#ifdef QUAKE2
+ if (ent->v.gravity)
+ ent_gravity = ent->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->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->v.origin, push, end);
+
+ if (ent->v.movetype == MOVETYPE_FLYMISSILE)
+ trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, end, MOVE_MISSILE, ent);
+ else if (ent->v.solid == SOLID_TRIGGER || ent->v.solid == SOLID_NOT)
+ // only clip against bmodels
+ trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, end, MOVE_NOMONSTERS, ent);
+ else
+ trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, end, MOVE_NORMAL, ent);
+
+ VectorCopy (trace.endpos, ent->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->v.velocity[0] && !pusher->v.velocity[1] && !pusher->v.velocity[2])
+ {
+ pusher->v.ltime += movetime;
+ return;
+ }
+
+ for (i=0 ; i<3 ; i++)
+ {
+ move[i] = pusher->v.velocity[i] * movetime;
+ mins[i] = pusher->v.absmin[i] + move[i];
+ maxs[i] = pusher->v.absmax[i] + move[i];
+ }
+
+ VectorCopy (pusher->v.origin, pushorig);
+
+// move the pusher to it's final position
+
+ VectorAdd (pusher->v.origin, move, pusher->v.origin);
+ pusher->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->v.movetype == MOVETYPE_PUSH
+ || check->v.movetype == MOVETYPE_NONE
+#ifdef QUAKE2
+ || check->v.movetype == MOVETYPE_FOLLOW
+#endif
+ || check->v.movetype == MOVETYPE_NOCLIP)
+ continue;
+
+ // if the entity is standing on the pusher, it will definately be moved
+ if ( ! ( ((int)check->v.flags & FL_ONGROUND)
+ && PROG_TO_EDICT(check->v.groundentity) == pusher) )
+ {
+ if ( check->v.absmin[0] >= maxs[0]
+ || check->v.absmin[1] >= maxs[1]
+ || check->v.absmin[2] >= maxs[2]
+ || check->v.absmax[0] <= mins[0]
+ || check->v.absmax[1] <= mins[1]
+ || check->v.absmax[2] <= mins[2] )
+ continue;
+
+ // see if the ent's bbox is inside the pusher's final position
+ if (!SV_TestEntityPosition (check))
+ continue;
+ }
+
+ // remove the onground flag for non-players
+ if (check->v.movetype != MOVETYPE_WALK)
+ check->v.flags = (int)check->v.flags & ~FL_ONGROUND;
+
+ VectorCopy (check->v.origin, entorig);
+ VectorCopy (check->v.origin, moved_from[num_moved]);
+ moved_edict[num_moved] = check;
+ num_moved++;
+
+ // try moving the contacted entity
+ pusher->v.solid = SOLID_NOT;
+ SV_PushEntity (check, move);
+ pusher->v.solid = SOLID_BSP;
+
+ // if it is still inside the pusher, block
+ block = SV_TestEntityPosition (check);
+ if (block)
+ { // fail the move
+ if (check->v.mins[0] == check->v.maxs[0])
+ continue;
+ if (check->v.solid == SOLID_NOT || check->v.solid == SOLID_TRIGGER)
+ { // corpse
+ check->v.mins[0] = check->v.mins[1] = 0;
+ VectorCopy (check->v.mins, check->v.maxs);
+ continue;
+ }
+
+ VectorCopy (entorig, check->v.origin);
+ SV_LinkEdict (check, true);
+
+ VectorCopy (pushorig, pusher->v.origin);
+ SV_LinkEdict (pusher, false);
+ pusher->v.ltime -= movetime;
+
+ // if the pusher has a "blocked" function, call it
+ // otherwise, just stay in place until the obstacle is gone
+ if (pusher->v.blocked)
+ {
+ pr_global_struct->self = EDICT_TO_PROG(pusher);
+ pr_global_struct->other = EDICT_TO_PROG(check);
+ PR_ExecuteProgram (pusher->v.blocked);
+ }
+
+ // move back any entities we already moved
+ for (i=0 ; i<num_moved ; i++)
+ {
+ VectorCopy (moved_from[i], moved_edict[i]->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->v.avelocity[0] && !pusher->v.avelocity[1] && !pusher->v.avelocity[2])
+ {
+ pusher->v.ltime += movetime;
+ return;
+ }
+
+ for (i=0 ; i<3 ; i++)
+ amove[i] = pusher->v.avelocity[i] * movetime;
+
+ VectorSubtract (vec3_origin, amove, a);
+ AngleVectors (a, forward, right, up);
+
+ VectorCopy (pusher->v.angles, pushorig);
+
+// move the pusher to it's final position
+
+ VectorAdd (pusher->v.angles, amove, pusher->v.angles);
+ pusher->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->v.movetype == MOVETYPE_PUSH
+ || check->v.movetype == MOVETYPE_NONE
+ || check->v.movetype == MOVETYPE_FOLLOW
+ || check->v.movetype == MOVETYPE_NOCLIP)
+ continue;
+
+ // if the entity is standing on the pusher, it will definately be moved
+ if ( ! ( ((int)check->v.flags & FL_ONGROUND)
+ && PROG_TO_EDICT(check->v.groundentity) == pusher) )
+ {
+ if ( check->v.absmin[0] >= pusher->v.absmax[0]
+ || check->v.absmin[1] >= pusher->v.absmax[1]
+ || check->v.absmin[2] >= pusher->v.absmax[2]
+ || check->v.absmax[0] <= pusher->v.absmin[0]
+ || check->v.absmax[1] <= pusher->v.absmin[1]
+ || check->v.absmax[2] <= pusher->v.absmin[2] )
+ continue;
+
+ // see if the ent's bbox is inside the pusher's final position
+ if (!SV_TestEntityPosition (check))
+ continue;
+ }
+
+ // remove the onground flag for non-players
+ if (check->v.movetype != MOVETYPE_WALK)
+ check->v.flags = (int)check->v.flags & ~FL_ONGROUND;
+
+ VectorCopy (check->v.origin, entorig);
+ VectorCopy (check->v.origin, moved_from[num_moved]);
+ moved_edict[num_moved] = check;
+ num_moved++;
+
+ // calculate destination position
+ VectorSubtract (check->v.origin, pusher->v.origin, org);
+ org2[0] = DotProduct (org, forward);
+ org2[1] = -DotProduct (org, right);
+ org2[2] = DotProduct (org, up);
+ VectorSubtract (org2, org, move);
+
+ // try moving the contacted entity
+ pusher->v.solid = SOLID_NOT;
+ SV_PushEntity (check, move);
+ pusher->v.solid = SOLID_BSP;
+
+ // if it is still inside the pusher, block
+ block = SV_TestEntityPosition (check);
+ if (block)
+ { // fail the move
+ if (check->v.mins[0] == check->v.maxs[0])
+ continue;
+ if (check->v.solid == SOLID_NOT || check->v.solid == SOLID_TRIGGER)
+ { // corpse
+ check->v.mins[0] = check->v.mins[1] = 0;
+ VectorCopy (check->v.mins, check->v.maxs);
+ continue;
+ }
+
+ VectorCopy (entorig, check->v.origin);
+ SV_LinkEdict (check, true);
+
+ VectorCopy (pushorig, pusher->v.angles);
+ SV_LinkEdict (pusher, false);
+ pusher->v.ltime -= movetime;
+
+ // if the pusher has a "blocked" function, call it
+ // otherwise, just stay in place until the obstacle is gone
+ if (pusher->v.blocked)
+ {
+ pr_global_struct->self = EDICT_TO_PROG(pusher);
+ pr_global_struct->other = EDICT_TO_PROG(check);
+ PR_ExecuteProgram (pusher->v.blocked);
+ }
+
+ // move back any entities we already moved
+ for (i=0 ; i<num_moved ; i++)
+ {
+ VectorCopy (moved_from[i], moved_edict[i]->v.origin);
+ VectorSubtract (moved_edict[i]->v.angles, amove, moved_edict[i]->v.angles);
+ SV_LinkEdict (moved_edict[i], false);
+ }
+ return;
+ }
+ else
+ {
+ VectorAdd (check->v.angles, amove, check->v.angles);
+ }
+ }
+
+
+}
+#endif
+
+/*
+================
+SV_Physics_Pusher
+
+================
+*/
+void SV_Physics_Pusher (edict_t *ent)
+{
+ float thinktime;
+ float oldltime;
+ float movetime;
+
+ oldltime = ent->v.ltime;
+
+ thinktime = ent->v.nextthink;
+ if (thinktime < ent->v.ltime + host_frametime)
+ {
+ movetime = thinktime - ent->v.ltime;
+ if (movetime < 0)
+ movetime = 0;
+ }
+ else
+ movetime = host_frametime;
+
+ if (movetime)
+ {
+#ifdef QUAKE2
+ if (ent->v.avelocity[0] || ent->v.avelocity[1] || ent->v.avelocity[2])
+ SV_PushRotate (ent, movetime);
+ else
+#endif
+ SV_PushMove (ent, movetime); // advances ent->v.ltime if not blocked
+ }
+
+ if (thinktime > oldltime && thinktime <= ent->v.ltime)
+ {
+ ent->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->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->v.origin, ent->v.oldorigin);
+ return;
+ }
+
+ VectorCopy (ent->v.origin, org);
+ VectorCopy (ent->v.oldorigin, ent->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->v.origin[0] = org[0] + i;
+ ent->v.origin[1] = org[1] + j;
+ ent->v.origin[2] = org[2] + z;
+ if (!SV_TestEntityPosition(ent))
+ {
+ Con_DPrintf ("Unstuck.\n");
+ SV_LinkEdict (ent, true);
+ return;
+ }
+ }
+
+ VectorCopy (org, ent->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->v.origin[0];
+ point[1] = ent->v.origin[1];
+ point[2] = ent->v.origin[2] + ent->v.mins[2] + 1;
+
+ ent->v.waterlevel = 0;
+ ent->v.watertype = CONTENTS_EMPTY;
+ cont = SV_PointContents (point);
+ if (cont <= CONTENTS_WATER)
+ {
+#ifdef QUAKE2
+ truecont = SV_TruePointContents (point);
+#endif
+ ent->v.watertype = cont;
+ ent->v.waterlevel = 1;
+ point[2] = ent->v.origin[2] + (ent->v.mins[2] + ent->v.maxs[2])*0.5;
+ cont = SV_PointContents (point);
+ if (cont <= CONTENTS_WATER)
+ {
+ ent->v.waterlevel = 2;
+ point[2] = ent->v.origin[2] + ent->v.view_ofs[2];
+ cont = SV_PointContents (point);
+ if (cont <= CONTENTS_WATER)
+ ent->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->v.basevelocity, 150.0*ent->v.waterlevel/3.0, current_table[CONTENTS_CURRENT_0 - truecont], ent->v.basevelocity);
+ }
+#endif
+ }
+
+ return ent->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->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->v.velocity);
+ VectorScale (trace->plane.normal, i, into);
+ VectorSubtract (ent->v.velocity, into, side);
+
+ ent->v.velocity[0] = side[0] * (1 + d);
+ ent->v.velocity[1] = side[1] * (1 + d);
+}
+
+/*
+=====================
+SV_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->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->v.velocity[0] = oldvel[0];
+ ent->v. velocity[1] = oldvel[1];
+ ent->v. velocity[2] = 0;
+ clip = SV_FlyMove (ent, 0.1, &steptrace);
+
+ if ( fabs(oldorg[1] - ent->v.origin[1]) > 4
+ || fabs(oldorg[0] - ent->v.origin[0]) > 4 )
+ {
+//Con_DPrintf ("unstuck!\n");
+ return clip;
+ }
+
+// go back to the original pos and try again
+ VectorCopy (oldorg, ent->v.origin);
+ }
+
+ VectorCopy (vec3_origin, ent->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->v.flags & FL_ONGROUND;
+ ent->v.flags = (int)ent->v.flags & ~FL_ONGROUND;
+
+ VectorCopy (ent->v.origin, oldorg);
+ VectorCopy (ent->v.velocity, oldvel);
+
+ clip = SV_FlyMove (ent, host_frametime, &steptrace);
+
+ if ( !(clip & 2) )
+ return; // move didn't block on a step
+
+ if (!oldonground && ent->v.waterlevel == 0)
+ return; // don't stair up while jumping
+
+ if (ent->v.movetype != MOVETYPE_WALK)
+ return; // gibbed by a trigger
+
+ if (sv_nostep.value)
+ return;
+
+ if ( (int)sv_player->v.flags & FL_WATERJUMP )
+ return;
+
+ VectorCopy (ent->v.origin, nosteporg);
+ VectorCopy (ent->v.velocity, nostepvel);
+
+//
+// try moving up and forward to go up a step
+//
+ VectorCopy (oldorg, ent->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->v.velocity[0] = oldvel[0];
+ ent->v. velocity[1] = oldvel[1];
+ ent->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->v.origin[1]) < 0.03125
+ && fabs(oldorg[0] - ent->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->v.solid == SOLID_BSP)
+ {
+ ent->v.flags = (int)ent->v.flags | FL_ONGROUND;
+ ent->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->v.origin);
+ VectorCopy (nostepvel, ent->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->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->v.flags & FL_WATERJUMP) )
+ SV_AddGravity (ent);
+ SV_CheckStuck (ent);
+#ifdef QUAKE2
+ VectorAdd (ent->v.velocity, ent->v.basevelocity, ent->v.velocity);
+#endif
+ SV_WalkMove (ent);
+
+#ifdef QUAKE2
+ VectorSubtract (ent->v.velocity, ent->v.basevelocity, ent->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->v.origin, host_frametime, ent->v.velocity, ent->v.origin);
+ break;
+
+ default:
+ Sys_Error ("SV_Physics_client: bad movetype %i", (int)ent->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->v.aiment)->v.origin, ent->v.v_angle, ent->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->v.angles, host_frametime, ent->v.avelocity, ent->v.angles);
+ VectorMA (ent->v.origin, host_frametime, ent->v.velocity, ent->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->v.origin[0];
+ point[1] = ent->v.origin[1];
+ point[2] = ent->v.origin[2] + ent->v.mins[2] + 1;
+ cont = SV_PointContents (point);
+#else
+ cont = SV_PointContents (ent->v.origin);
+#endif
+ if (!ent->v.watertype)
+ { // just spawned here
+ ent->v.watertype = cont;
+ ent->v.waterlevel = 1;
+ return;
+ }
+
+ if (cont <= CONTENTS_WATER)
+ {
+ if (ent->v.watertype == CONTENTS_EMPTY)
+ { // just crossed into water
+ SV_StartSound (ent, 0, "misc/h2ohit1.wav", 255, 1);
+ }
+ ent->v.watertype = cont;
+ ent->v.waterlevel = 1;
+ }
+ else
+ {
+ if (ent->v.watertype != CONTENTS_EMPTY)
+ { // just crossed into water
+ SV_StartSound (ent, 0, "misc/h2ohit1.wav", 255, 1);
+ }
+ ent->v.watertype = CONTENTS_EMPTY;
+ ent->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->v.groundentity);
+ if ((int)groundentity->v.flags & FL_CONVEYOR)
+ VectorScale(groundentity->v.movedir, groundentity->v.speed, ent->v.basevelocity);
+ else
+ VectorCopy(vec_origin, ent->v.basevelocity);
+ SV_CheckWater (ent);
+#endif
+ // regular thinking
+ if (!SV_RunThink (ent))
+ return;
+
+#ifdef QUAKE2
+ if (ent->v.velocity[2] > 0)
+ ent->v.flags = (int)ent->v.flags & ~FL_ONGROUND;
+
+ if ( ((int)ent->v.flags & FL_ONGROUND) )
+//@@
+ if (VectorCompare(ent->v.basevelocity, vec_origin))
+ return;
+
+ SV_CheckVelocity (ent);
+
+// add gravity
+ if (! ((int)ent->v.flags & FL_ONGROUND)
+ && ent->v.movetype != MOVETYPE_FLY
+ && ent->v.movetype != MOVETYPE_BOUNCEMISSILE
+ && ent->v.movetype != MOVETYPE_FLYMISSILE)
+ SV_AddGravity (ent);
+
+#else
+// if onground, return without moving
+ if ( ((int)ent->v.flags & FL_ONGROUND) )
+ return;
+
+ SV_CheckVelocity (ent);
+
+// add gravity
+ if (ent->v.movetype != MOVETYPE_FLY
+ && ent->v.movetype != MOVETYPE_FLYMISSILE)
+ SV_AddGravity (ent);
+#endif
+
+// move angles
+ VectorMA (ent->v.angles, host_frametime, ent->v.avelocity, ent->v.angles);
+
+// move origin
+#ifdef QUAKE2
+ VectorAdd (ent->v.velocity, ent->v.basevelocity, ent->v.velocity);
+#endif
+ VectorScale (ent->v.velocity, host_frametime, move);
+ trace = SV_PushEntity (ent, move);
+#ifdef QUAKE2
+ VectorSubtract (ent->v.velocity, ent->v.basevelocity, ent->v.velocity);
+#endif
+ if (trace.fraction == 1)
+ return;
+ if (ent->free)
+ return;
+
+ if (ent->v.movetype == MOVETYPE_BOUNCE)
+ backoff = 1.5;
+#ifdef QUAKE2
+ else if (ent->v.movetype == MOVETYPE_BOUNCEMISSILE)
+ backoff = 2.0;
+#endif
+ else
+ backoff = 1;
+
+ ClipVelocity (ent->v.velocity, trace.plane.normal, ent->v.velocity, backoff);
+
+// stop if on ground
+ if (trace.plane.normal[2] > 0.7)
+ {
+#ifdef QUAKE2
+ if (ent->v.velocity[2] < 60 || (ent->v.movetype != MOVETYPE_BOUNCE && ent->v.movetype != MOVETYPE_BOUNCEMISSILE))
+#else
+ if (ent->v.velocity[2] < 60 || ent->v.movetype != MOVETYPE_BOUNCE)
+#endif
+ {
+ ent->v.flags = (int)ent->v.flags | FL_ONGROUND;
+ ent->v.groundentity = EDICT_TO_PROG(trace.ent);
+ VectorCopy (vec3_origin, ent->v.velocity);
+ VectorCopy (vec3_origin, ent->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->v.groundentity);
+ if ((int)groundentity->v.flags & FL_CONVEYOR)
+ VectorScale(groundentity->v.movedir, groundentity->v.speed, ent->v.basevelocity);
+ else
+ VectorCopy(vec_origin, ent->v.basevelocity);
+//@@
+ pr_global_struct->time = sv.time;
+ pr_global_struct->self = EDICT_TO_PROG(ent);
+ PF_WaterMove();
+
+ SV_CheckVelocity (ent);
+
+ wasonground = (int)ent->v.flags & FL_ONGROUND;
+// ent->v.flags = (int)ent->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->v.flags & FL_FLY))
+ if (!(((int)ent->v.flags & FL_SWIM) && (ent->v.waterlevel > 0)))
+ {
+ if (ent->v.velocity[2] < sv_gravity.value*-0.1)
+ hitsound = true;
+ if (!inwater)
+ SV_AddGravity (ent);
+ }
+
+ if (!VectorCompare(ent->v.velocity, vec_origin) || !VectorCompare(ent->v.basevelocity, vec_origin))
+ {
+ ent->v.flags = (int)ent->v.flags & ~FL_ONGROUND;
+ // apply friction
+ // let dead monsters who aren't completely onground slide
+ if (wasonground)
+ if (!(ent->v.health <= 0.0 && !SV_CheckBottom(ent)))
+ {
+ vel = ent->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->v.velocity, ent->v.basevelocity, ent->v.velocity);
+ SV_FlyMove (ent, host_frametime, NULL);
+ VectorSubtract (ent->v.velocity, ent->v.basevelocity, ent->v.velocity);
+
+ // determine if it's on solid ground at all
+ {
+ vec3_t mins, maxs, point;
+ int x, y;
+
+ VectorAdd (ent->v.origin, ent->v.mins, mins);
+ VectorAdd (ent->v.origin, ent->v.maxs, maxs);
+
+ point[2] = mins[2] - 1;
+ for (x=0 ; x<=1 ; x++)
+ 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->v.flags = (int)ent->v.flags | FL_ONGROUND;
+ break;
+ }
+ }
+
+ }
+
+ SV_LinkEdict (ent, true);
+
+ if ((int)ent->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->v.flags & (FL_ONGROUND | FL_FLY | FL_SWIM) ) )
+ {
+ if (ent->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->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->v.movetype == MOVETYPE_PUSH)
+ SV_Physics_Pusher (ent);
+ else if (ent->v.movetype == MOVETYPE_NONE)
+ SV_Physics_None (ent);
+#ifdef QUAKE2
+ else if (ent->v.movetype == MOVETYPE_FOLLOW)
+ SV_Physics_Follow (ent);
+#endif
+ else if (ent->v.movetype == MOVETYPE_NOCLIP)
+ SV_Physics_Noclip (ent);
+ else if (ent->v.movetype == MOVETYPE_STEP)
+ SV_Physics_Step (ent);
+ else if (ent->v.movetype == MOVETYPE_TOSS
+ || ent->v.movetype == MOVETYPE_BOUNCE
+#ifdef QUAKE2
+ || ent->v.movetype == MOVETYPE_BOUNCEMISSILE
+#endif
+ || ent->v.movetype == MOVETYPE_FLY
+ || ent->v.movetype == MOVETYPE_FLYMISSILE)
+ SV_Physics_Toss (ent);
+ else
+ Sys_Error ("SV_Physics: bad movetype %i", (int)ent->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->v.angles, host_frametime, tent->v.avelocity, tent->v.angles);
+ VectorScale (tent->v.velocity, host_frametime, move);
+ VectorAdd (tent->v.origin, move, end);
+ trace = SV_Move (tent->v.origin, tent->v.mins, tent->v.maxs, end, MOVE_NORMAL, tent);
+ VectorCopy (trace.endpos, tent->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->v.origin, p->org);
+// }
+
+ if (trace.ent)
+ if (trace.ent != ignore)
+ break;
+ }
+// p->color = 224;
+ host_frametime = save_frametime;
+ return trace;
+}
+#endif