Esempio n. 1
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->value ? sv_stopspeed->value : 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->value ? sv_stopspeed->value : 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->value ? sv_stopspeed->value : 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);

// ========
// PGM - reset this every time they move. 
//       G_touchtriggers will set it back if appropriate
		ent->gravity = 1.0;
// ========
		
		G_TouchTriggers (ent);
		if (!ent->inuse)
			return;

		if (ent->groundentity)
			if (!wasonground)
				if (hitsound)
					gi.sound (ent, 0, gi.soundindex("world/land.wav"), 1, 1, 0);
	}

	if(!ent->inuse)			// PGM g_touchtrigger free problem
		return;

// regular thinking
	SV_RunThink (ent);
}
Esempio n. 2
0
/*
=============
SV_Physics_NewToss

Toss, bounce, and fly movement. When on ground and no velocity, do nothing. With velocity,
slide.
=============
*/
void SV_Physics_NewToss (edict_t *ent)
{
	trace_t		trace;
	vec3_t		move;
//	float		backoff;
	edict_t		*slave;
	qboolean	wasinwater;
	qboolean	isinwater;
	qboolean	wasonground;
	float		speed, newspeed;
	vec3_t		old_origin;
//	float		firstmove;
//	int			mask;

	// regular thinking
	SV_RunThink (ent);

	// if not a team captain, so movement will be handled elsewhere
	if ( ent->flags & FL_TEAMSLAVE)
		return;

	if (ent->groundentity)
		wasonground = true;
	else
		wasonground = false;
	
	wasinwater = ent->waterlevel;

	// find out what we're sitting on.
	VectorCopy (ent->s.origin, move);
	move[2] -= 0.25;
	trace = gi.trace (ent->s.origin, ent->mins, ent->maxs, move, ent, ent->clipmask);
	if(ent->groundentity && ent->groundentity->inuse)
		ent->groundentity = trace.ent;
	else
		ent->groundentity = NULL;

	// if we're sitting on something flat and have no velocity of our own, return.
	if (ent->groundentity && (trace.plane.normal[2] == 1.0) && 
		!ent->velocity[0] && !ent->velocity[1] && !ent->velocity[2])
	{
		return;
	}

	// store the old origin
	VectorCopy (ent->s.origin, old_origin);

	SV_CheckVelocity (ent);

	// add gravity
	SV_AddGravity (ent);

	if (ent->avelocity[0] || ent->avelocity[1] || ent->avelocity[2])
		SV_AddRotationalFriction (ent);

	// add friction
	speed = VectorLength(ent->velocity);
	if(ent->waterlevel)				// friction for water movement
	{
		newspeed = speed - (sv_waterfriction * 6 * ent->waterlevel);
		if (newspeed < 0)
			newspeed = 0;
		newspeed /= speed;
		VectorScale (ent->velocity, newspeed, ent->velocity);
	}
	else if (!ent->groundentity)	// friction for air movement
	{
		newspeed = speed - ((sv_friction));
		if (newspeed < 0)
			newspeed = 0;
		newspeed /= speed;
		VectorScale (ent->velocity, newspeed, ent->velocity);
	}
	else	// use ground friction
	{
		newspeed = speed - (sv_friction * 6);
		if (newspeed < 0)
			newspeed = 0;
		newspeed /= speed;
		VectorScale (ent->velocity, newspeed, ent->velocity);
	}

	SV_FlyMove (ent, FRAMETIME, ent->clipmask);
	gi.linkentity (ent);

	G_TouchTriggers (ent);

// 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);
	}
}
Esempio n. 3
0
void SV_Physics_Step (edict_t *ent)
{
	bool	wasonground;
	bool	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] < level.gravity*-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->r.svflags & SVF_MONSTER)
			mask = MASK_MONSTERSOLID;
		else
			mask = MASK_SOLID;
		SV_FlyMove (ent, FRAMETIME, mask);

		GClip_LinkEntity (ent);
		GClip_TouchTriggers (ent);

		if (ent->groundentity)
			if (!wasonground)
				if (hitsound)
					G_Sound (ent, 0, trap_SoundIndex( S_LAND ), ATTN_NORM);
	}
}
Esempio n. 4
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;
	int			retval;
	vec3_t		oldpos;

	// BEGIN:	Xatrix/Ridah
	vec3_t	old_vel;
	// END:		Xatrix/Ridah

	// Joseph
	if (ent->fallerflag)
	{
		// Fix if sitting off center
		think_checkedges(ent);
	}
	
	// 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;
// Ridah, 1-may-99, disabled this to prevent guys getting stuck in water
//				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;
				}
			}

		// BEGIN:	Xatrix/Ridah
		// JOSEPH 26-APR-99
		if ((ent->svflags & SVF_MONSTER) || (ent->monsterprop))
		// END JOSEPH
		{
//			if (ent->cast_info.aiflags & AI_PLAYERCLIP)
				mask = MASK_PLAYERSOLID | CONTENTS_MONSTERCLIP;
//			else
//				mask = MASK_MONSTERSOLID;
		}
		else
			mask = MASK_SOLID;

		VectorCopy (ent->velocity, old_vel);
		// END:		Xatrix/Ridah

		VectorCopy (ent->s.origin, oldpos );

		retval = SV_FlyMove (ent, FRAMETIME, mask);

#if 0	// leave this here for now.

		// Ridah, HACK... sometimes they get stuck, we should debug this properly when we get the time
		if (!ValidBoxAtLoc( ent->s.origin, ent->mins, ent->maxs, ent, MASK_SOLID ))
		{	// move back to old position and clear velocity
			int iter=0;

			VectorCopy (oldpos, ent->s.origin);
			VectorClear (ent->velocity);

			// find a good position
			while (!ValidBoxAtLoc( ent->s.origin, ent->mins, ent->maxs, ent, MASK_SOLID ))
			{
				VectorAdd( ent->s.origin, tv((random()-0.5) * 64, (random()-0.5) * 64, (random()-0.5) * 64), ent->s.origin );

				if (++iter > 10)
					break;
			}

//			if (iter <= 4)
//			{	// make sure they're on the ground
//				M_droptofloor( ent );
//			}

			goto exit_vel_check;		// get out of here?
		}
#endif

		// BEGIN:	Xatrix/Ridah
		if (!ent->groundentity || (ent->flags & FL_FLY))
		{
			node_t	*land_node;

			// Ridah, prevent guys getting stuck trying to jump
			if (VectorDistance( ent->s.origin, oldpos ) < 1 && !ent->groundentity && (ent->last_onground < (level.time - 2)))
			{
				ent->velocity[0] = crandom() * 300;
				ent->velocity[1] = crandom() * 300;

				if (ent->velocity[2] < -200)
					ent->velocity[2] = -200;

				ent->velocity[2] += random() * 350;

				ent->nav_data.goal_index = 0;
				ent->last_onground = level.time;
			}

			if (ent->velocity[2] > 80 && retval != 20)
			{	// while rising, maintain XY velocity
				ent->velocity[0] = old_vel[0];
				ent->velocity[1] = old_vel[1];
			}

			// see if we've gone passed the landing position
			if (	!(ent->flags & FL_FLY)
				&&	(retval == -1) && (ent->nav_data.goal_index)
				&&	(land_node = level.node_data->nodes[ent->nav_data.goal_index-1]))
//				&&	(land_node->node_type & NODE_LANDING))
			{
				vec3_t	unit_vel, goal_dir, goal_vec;
				float	vel_scale, dist;

				VectorSubtract( land_node->origin, ent->s.origin, goal_vec );
				goal_vec[2] = 0;
				dist = VectorNormalize2( goal_vec, goal_dir );

				if (dist > 16)
				{

					VectorCopy( ent->velocity, unit_vel );
					unit_vel[2] = 0;
					vel_scale = VectorNormalize( unit_vel );

					if (DotProduct( unit_vel, goal_dir ) < 0.8)
					{	// we've either gone passed, or need some correction
						vec3_t new_pos;
						float	old_z;

						if (VectorLength( goal_vec ) < 40)
						{
							new_pos[0] = land_node->origin[0];
							new_pos[1] = land_node->origin[1];
							new_pos[2] = ent->s.origin[2];

							if (ValidBoxAtLoc( new_pos, ent->mins, ent->maxs, ent, MASK_PLAYERSOLID | MASK_MONSTERSOLID ))
							{	// move there, it's safe, and clear velocity
								VectorCopy( new_pos, ent->s.origin );
								ent->velocity[0] = ent->velocity[1] = 0;

								goto exit_vel_check;
							}
						}

						// we need to adjust our velocity
						if (land_node->origin[2] < (ent->s.origin[2] - 64))
						{
							old_z = ent->velocity[2];
							VectorScale( goal_dir, vel_scale, ent->velocity );
							ent->velocity[2] = old_z;
						}
						
					}

				}
			}	

			if (	(ent->flags & FL_FLY)
				&&	((land_node = level.node_data->nodes[ent->nav_data.goal_index-1]) || ((ent->flags &= ~FL_FLY) && false))
				/*&&	(land_node->node_type & NODE_LANDING)*/)
			{	// if climbing ladder, and we're reached the landing position, stop

				// Ridah, 8-jun-99, make sure dog's don't climb ladders
				if (!ent->gender)
				{
					goto abort_climb;
				}

				if (ent->s.origin[2] > land_node->origin[2])
				{
//gi.dprintf( "-> end of climb\n" );
//					VectorSubtract( land_node->origin, ent->s.origin, ent->velocity );
					AngleVectors( ent->s.angles, ent->velocity, NULL, NULL );
					ent->velocity[2] = 0;
					VectorNormalize( ent->velocity );
					VectorScale( ent->velocity, 96, ent->velocity );

					ent->velocity[2] = 200;

					ent->flags &= ~FL_FLY;
					ent->nav_data.goal_index = 0;		// look for a new node
					ent->nav_data.cache_node = -1;

					if (ent->cast_info.move_end_climb)
						ent->cast_info.currentmove = ent->cast_info.move_end_climb;
				}
				else
				{
					trace_t tr;
					vec3_t	end, goal_vec;

					VectorSubtract( land_node->origin, ent->s.origin, goal_vec );

					ent->velocity[0] = goal_vec[0];
					ent->velocity[1] = goal_vec[1];
					ent->velocity[2] = 120;

					// if another character is above us, abort
					VectorCopy( ent->s.origin, end );
					end[2] += 128;
					tr = gi.trace( ent->s.origin, ent->mins, ent->maxs, end, ent, MASK_PLAYERSOLID | MASK_MONSTERSOLID );
					
					if ((tr.fraction < 1) && (tr.ent->svflags & SVF_MONSTER))
					{

abort_climb:

						AngleVectors( ent->s.angles, goal_vec, NULL, NULL );
						VectorScale( goal_vec, -64, ent->velocity );
						ent->flags &= ~FL_FLY;
						ent->nav_data.goal_index = 0;

						if (ent->cast_info.move_end_climb)
						{
							ent->cast_info.currentmove = ent->cast_info.move_end_climb;
						}
						else if (ent->cast_info.move_jump)
						{
							ent->cast_info.currentmove = ent->cast_info.move_jump;
						}
					}
					else if (ent->s.origin[2] > (land_node->origin[2] - 48))
					{	// we're near the top, stopping climbing anim
//gi.dprintf( "near end of climb\n" );
						if (ent->cast_info.move_end_climb)
							ent->cast_info.currentmove = ent->cast_info.move_end_climb;

						// add some forward momentum
						AngleVectors( ent->s.angles, goal_vec, NULL, NULL );
						VectorMA( ent->velocity, 64, goal_vec, ent->velocity );
					}

				}

			}
		}

exit_vel_check:

		// END:		Xatrix/Ridah

		gi.linkentity (ent);
		G_TouchTriggers (ent);

// Note to Ryan: we can't use this because we are playing specific sounds elsewhere
/*
		if (ent->groundentity)
			if (!wasonground)
				if (hitsound)
					// BEGIN:	Xatrix/Ridah/Navigator/03-apr-1998
					if (!(ent->cast_info.move_run))
					// END:		Xatrix/Ridah/Navigator/03-apr-1998
						gi.sound (ent, 0, gi.soundindex("world/land.wav"), 1, 1, 0);
*/
	}

// regular thinking
	SV_RunThink (ent);
}
Esempio n. 5
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;

	if (!ent)
	{
		return;
	}

	/* 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])
	{
		/* 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->inuse)
		{
			return;
		}

		if (ent->groundentity)
		{
			if (!wasonground)
			{
				if (hitsound)
				{
					gi.sound(ent, 0, gi.soundindex("world/land.wav"), 1, 1, 0);
				}
			}
		}
	}

	/* regular thinking */
	SV_RunThink(ent);
}