sv_phys.c
来自「quake1 dos源代码最新版本」· C语言 代码 · 共 1,727 行 · 第 1/3 页
C
1,727 行
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;
// 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
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;
}
// 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++)
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
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