📄 g_phys.c
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{
// move this entity
pushed_p->ent = check;
VectorCopy (check->s.origin, pushed_p->origin);
VectorCopy (check->s.angles, pushed_p->angles);
pushed_p++;
// try moving the contacted entity
VectorAdd (check->s.origin, move, check->s.origin);
if (check->client)
{ // FIXME: doesn't rotate monsters?
check->client->ps.pmove.delta_angles[YAW] += amove[YAW];
}
// figure movement due to the pusher's amove
VectorSubtract (check->s.origin, pusher->s.origin, org);
org2[0] = DotProduct (org, forward);
org2[1] = -DotProduct (org, right);
org2[2] = DotProduct (org, up);
VectorSubtract (org2, org, move2);
VectorAdd (check->s.origin, move2, check->s.origin);
// may have pushed them off an edge
if (check->groundentity != pusher)
check->groundentity = NULL;
block = SV_TestEntityPosition (check);
if (!block)
{ // pushed ok
gi.linkentity (check);
// impact?
continue;
}
// if it is ok to leave in the old position, do it
// this is only relevent for riding entities, not pushed
// FIXME: this doesn't acount for rotation
VectorSubtract (check->s.origin, move, check->s.origin);
block = SV_TestEntityPosition (check);
if (!block)
{
pushed_p--;
continue;
}
}
// save off the obstacle so we can call the block function
obstacle = check;
// move back any entities we already moved
// go backwards, so if the same entity was pushed
// twice, it goes back to the original position
for (p=pushed_p-1 ; p>=pushed ; p--)
{
VectorCopy (p->origin, p->ent->s.origin);
VectorCopy (p->angles, p->ent->s.angles);
if (p->ent->client)
{
p->ent->client->ps.pmove.delta_angles[YAW] = p->deltayaw;
}
gi.linkentity (p->ent);
}
return false;
}
//FIXME: is there a better way to handle this?
// see if anything we moved has touched a trigger
for (p=pushed_p-1 ; p>=pushed ; p--)
G_TouchTriggers (p->ent);
return true;
}
/*
================
SV_Physics_Pusher
Bmodel objects don't interact with each other, but
push all box objects
================
*/
void SV_Physics_Pusher (edict_t *ent)
{
vec3_t move, amove;
edict_t *part, *mv;
// if not a team captain, so movement will be handled elsewhere
if ( ent->flags & FL_TEAMSLAVE)
return;
// make sure all team slaves can move before commiting
// any moves or calling any think functions
// if the move is blocked, all moved objects will be backed out
//retry:
pushed_p = pushed;
for (part = ent ; part ; part=part->teamchain)
{
if (part->velocity[0] || part->velocity[1] || part->velocity[2] ||
part->avelocity[0] || part->avelocity[1] || part->avelocity[2]
)
{ // object is moving
VectorScale (part->velocity, FRAMETIME, move);
VectorScale (part->avelocity, FRAMETIME, amove);
if (!SV_Push (part, move, amove))
break; // move was blocked
}
}
if (pushed_p > &pushed[MAX_EDICTS])
gi.error (ERR_FATAL, "pushed_p > &pushed[MAX_EDICTS], memory corrupted");
if (part)
{
// the move failed, bump all nextthink times and back out moves
for (mv = ent ; mv ; mv=mv->teamchain)
{
if (mv->nextthink > 0)
mv->nextthink += FRAMETIME;
}
// if the pusher has a "blocked" function, call it
// otherwise, just stay in place until the obstacle is gone
if (part->blocked)
part->blocked (part, obstacle);
#if 0
// if the pushed entity went away and the pusher is still there
if (!obstacle->inuse && part->inuse)
goto retry;
#endif
}
else
{
// the move succeeded, so call all think functions
for (part = ent ; part ; part=part->teamchain)
{
SV_RunThink (part);
}
}
}
//==================================================================
/*
=============
SV_Physics_None
Non moving objects can only think
=============
*/
void SV_Physics_None (edict_t *ent)
{
// regular thinking
SV_RunThink (ent);
}
/*
=============
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->s.angles, FRAMETIME, ent->avelocity, ent->s.angles);
VectorMA (ent->s.origin, FRAMETIME, ent->velocity, ent->s.origin);
gi.linkentity (ent);
}
/*
==============================================================================
TOSS / BOUNCE
==============================================================================
*/
/*
=============
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;
edict_t *slave;
qboolean wasinwater;
qboolean isinwater;
vec3_t old_origin;
// regular thinking
SV_RunThink (ent);
// if not a team captain, so movement will be handled elsewhere
if ( ent->flags & FL_TEAMSLAVE)
return;
if (ent->velocity[2] > 0)
ent->groundentity = NULL;
// check for the groundentity going away
if (ent->groundentity)
if (!ent->groundentity->inuse)
ent->groundentity = NULL;
// if onground, return without moving
if ( ent->groundentity )
return;
VectorCopy (ent->s.origin, old_origin);
SV_CheckVelocity (ent);
// add gravity
if (ent->movetype != MOVETYPE_FLY
&& ent->movetype != MOVETYPE_FLYMISSILE)
SV_AddGravity (ent);
// move angles
VectorMA (ent->s.angles, FRAMETIME, ent->avelocity, ent->s.angles);
// move origin
VectorScale (ent->velocity, FRAMETIME, move);
trace = SV_PushEntity (ent, move);
if (!ent->inuse)
return;
if (trace.fraction < 1)
{
if (ent->movetype == MOVETYPE_BOUNCE)
backoff = 1.5;
else
backoff = 1;
ClipVelocity (ent->velocity, trace.plane.normal, ent->velocity, backoff);
// stop if on ground
if (trace.plane.normal[2] > 0.7)
{
if (ent->velocity[2] < 60 || ent->movetype != MOVETYPE_BOUNCE )
{
ent->groundentity = trace.ent;
ent->groundentity_linkcount = trace.ent->linkcount;
VectorCopy (vec3_origin, ent->velocity);
VectorCopy (vec3_origin, ent->avelocity);
}
}
// if (ent->touch)
// ent->touch (ent, trace.ent, &trace.plane, trace.surface);
}
// check for water transition
wasinwater = (ent->watertype & MASK_WATER);
ent->watertype = gi.pointcontents (ent->s.origin);
isinwater = ent->watertype & MASK_WATER;
if (isinwater)
ent->waterlevel = 1;
else
ent->waterlevel = 0;
if (!wasinwater && isinwater)
gi.positioned_sound (old_origin, g_edicts, CHAN_AUTO, gi.soundindex("misc/h2ohit1.wav"), 1, 1, 0);
else if (wasinwater && !isinwater)
gi.positioned_sound (ent->s.origin, g_edicts, CHAN_AUTO, gi.soundindex("misc/h2ohit1.wav"), 1, 1, 0);
// move teamslaves
for (slave = ent->teamchain; slave; slave = slave->teamchain)
{
VectorCopy (ent->s.origin, slave->s.origin);
gi.linkentity (slave);
}
}
/*
===============================================================================
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.
FIXME: is this true?
=============
*/
//FIXME: hacked in for E3 demo
#define sv_stopspeed 100
#define sv_friction 6
#define sv_waterfriction 1
void SV_AddRotationalFriction (edict_t *ent)
{
int n;
float adjustment;
VectorMA (ent->s.angles, FRAMETIME, ent->avelocity, ent->s.angles);
adjustment = FRAMETIME * sv_stopspeed * sv_friction;
for (n = 0; n < 3; n++)
{
if (ent->avelocity[n] > 0)
{
ent->avelocity[n] -= adjustment;
if (ent->avelocity[n] < 0)
ent->avelocity[n] = 0;
}
else
{
ent->avelocity[n] += adjustment;
if (ent->avelocity[n] > 0)
ent->avelocity[n] = 0;
}
}
}
void SV_Physics_Step (edict_t *ent)
{
qboolean wasonground;
qboolean hitsound = false;
float *vel;
float speed, newspeed, control;
float friction;
edict_t *groundentity;
int mask;
// airborn monsters should always check for ground
if (!ent->groundentity)
M_CheckGround (ent);
groundentity = ent->groundentity;
SV_CheckVelocity (ent);
if (groundentity)
wasonground = true;
else
wasonground = false;
if (ent->avelocity[0] || ent->avelocity[1] || ent->avelocity[2])
SV_AddRotationalFriction (ent);
// add gravity except:
// flying monsters
// swimming monsters who are in the water
if (! wasonground)
if (!(ent->flags & FL_FLY))
if (!((ent->flags & FL_SWIM) && (ent->waterlevel > 2)))
{
if (ent->velocity[2] < sv_gravity->value*-0.1)
hitsound = true;
if (ent->waterlevel == 0)
SV_AddGravity (ent);
}
// friction for flying monsters that have been given vertical velocity
if ((ent->flags & FL_FLY) && (ent->velocity[2] != 0))
{
speed = fabs(ent->velocity[2]);
control = speed < sv_stopspeed ? sv_stopspeed : speed;
friction = sv_friction/3;
newspeed = speed - (FRAMETIME * control * friction);
if (newspeed < 0)
newspeed = 0;
newspeed /= speed;
ent->velocity[2] *= newspeed;
}
// friction for flying monsters that have been given vertical velocity
if ((ent->flags & FL_SWIM) && (ent->velocity[2] != 0))
{
speed = fabs(ent->velocity[2]);
control = speed < sv_stopspeed ? sv_stopspeed : speed;
newspeed = speed - (FRAMETIME * control * sv_waterfriction * ent->waterlevel);
if (newspeed < 0)
newspeed = 0;
newspeed /= speed;
ent->velocity[2] *= newspeed;
}
if (ent->velocity[2] || ent->velocity[1] || ent->velocity[0])
{
// apply friction
// let dead monsters who aren't completely onground slide
if ((wasonground) || (ent->flags & (FL_SWIM|FL_FLY)))
if (!(ent->health <= 0.0 && !M_CheckBottom(ent)))
{
vel = ent->velocity;
speed = sqrt(vel[0]*vel[0] +vel[1]*vel[1]);
if (speed)
{
friction = sv_friction;
control = speed < sv_stopspeed ? sv_stopspeed : speed;
newspeed = speed - FRAMETIME*control*friction;
if (newspeed < 0)
newspeed = 0;
newspeed /= speed;
vel[0] *= newspeed;
vel[1] *= newspeed;
}
}
if (ent->svflags & SVF_MONSTER)
mask = MASK_MONSTERSOLID;
else
mask = MASK_SOLID;
SV_FlyMove (ent, FRAMETIME, mask);
gi.linkentity (ent);
G_TouchTriggers (ent);
if (ent->groundentity)
if (!wasonground)
if (hitsound)
gi.sound (ent, 0, gi.soundindex("world/land.wav"), 1, 1, 0);
}
// regular thinking
SV_RunThink (ent);
}
//============================================================================
/*
================
G_RunEntity
================
*/
void G_RunEntity (edict_t *ent)
{
if (ent->prethink)
ent->prethink (ent);
switch ( (int)ent->movetype)
{
case MOVETYPE_PUSH:
case MOVETYPE_STOP:
SV_Physics_Pusher (ent);
break;
case MOVETYPE_NONE:
SV_Physics_None (ent);
break;
case MOVETYPE_NOCLIP:
SV_Physics_Noclip (ent);
break;
case MOVETYPE_STEP:
SV_Physics_Step (ent);
break;
case MOVETYPE_TOSS:
case MOVETYPE_BOUNCE:
case MOVETYPE_FLY:
case MOVETYPE_FLYMISSILE:
SV_Physics_Toss (ent);
break;
default:
gi.error ("SV_Physics: bad movetype %i", (int)ent->movetype);
}
}
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