sv_phys.c

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/*
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;
cvar_t	*sv_stopspeed;
cvar_t	*sv_gravity;
cvar_t	*sv_maxvelocity;
cvar_t	*sv_nostep;

#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);

// 2001-09-20 Configurable entity limits by Maddes  start
edict_t		**moved_edict;
vec3_t		*moved_from;
// 2001-09-20 Configurable entity limits by Maddes  end

/*
================
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;
	float	wishspeed;	// 1999-10-18 SV_MAXVELOCITY fix by Maddes

//
// 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;
		}
// 1999-10-18 SV_MAXVELOCITY fix by Maddes  start
/*
		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;
*/
// 1999-10-18 SV_MAXVELOCITY fix by Maddes  end
	}

// 1999-10-18 SV_MAXVELOCITY fix by Maddes  start
	wishspeed = Length(ent->v.velocity);
	if (wishspeed > sv_maxvelocity->value)
	{
		VectorScale (ent->v.velocity, sv_maxvelocity->value/wishspeed, ent->v.velocity);
	}
// 1999-10-18 SV_MAXVELOCITY fix by Maddes  end
}

/*
=============
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;

// 2001-11-15 Better GetEdictFieldValue performance by LordHavoc/Maddes  start
//	val = GetEdictFieldValue(ent, "gravity");
	val = GETEDICTFIELDVALUE(ent, pr_field_gravity);
// 2001-11-15 Better GetEdictFieldValue performance by LordHavoc/Maddes  end
	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;
// 2001-09-20 Configurable entity limits by Maddes  start
/*
	edict_t		*moved_edict[MAX_EDICTS];
	vec3_t		moved_from[MAX_EDICTS];
*/
// 2001-09-20 Configurable entity limits by Maddes  end
	float		solid_backup;		// 1999-10-07 MOVETYPE_PUSH fix by LordHavoc/Maddes

	if (!pusher->v.velocity[0] && !pusher->v.velocity[1] && !pusher->v.velocity[2])
	{
		pusher->v.ltime += movetime;
		return;
	}

// 2001-09-20 Configurable entity limits by Maddes  start
// FIXME: is this really necessary
	memset (moved_edict, 0, sv.max_edicts*sizeof(edict_t *));
	memset (moved_from, 0, sv.max_edicts*sizeof(vec3_t));
// 2001-09-20 Configurable entity limits by Maddes  end

	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++;

// 1999-10-07 MOVETYPE_PUSH fix by LordHavoc/Maddes  start
		solid_backup = pusher->v.solid;
		if ( solid_backup == SOLID_BSP		// everything that blocks: bsp models==map brushes==doors,plats,etc.
		|| solid_backup == SOLID_BBOX		// normally boxes
		|| solid_backup == SOLID_SLIDEBOX )	// normally monsters
		{
// 1999-10-07 MOVETYPE_PUSH fix by LordHavoc/Maddes  end
			// try moving the contacted entity
			pusher->v.solid = SOLID_NOT;
			SV_PushEntity (check, move);
// 1999-10-07 MOVETYPE_PUSH fix by LordHavoc/Maddes  start
//			pusher->v.solid = SOLID_BSP;
			pusher->v.solid = solid_backup;
// 1999-10-07 MOVETYPE_PUSH fix by LordHavoc/Maddes  end

			// if it is still inside the pusher, block
// 1999-10-07 MOVETYPE_PUSH fix by LordHavoc/Maddes  start
			block = SV_TestEntityPosition (check);
		}
		else
			block = NULL;
// 1999-10-07 MOVETYPE_PUSH fix by LordHavoc/Maddes  end

		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;
			}

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