/* ============= 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? ============= */ void SV_Physics_Step (edict_t *ent) { qbool hitsound; // frefall if not onground if ( ! ((int)ent->v.flags & (FL_ONGROUND | FL_FLY | FL_SWIM) ) ) { if (ent->v.velocity[2] < sv.movevars.gravity*-0.1) hitsound = true; else hitsound = false; SV_AddGravity (ent, 1.0); SV_CheckVelocity (ent); // Tonik: the check for SOLID_NOT is to fix the way dead bodies and // gibs behave (should not be blocked by players & monsters); // The SOLID_TRIGGER check is disabled lest we break frikbots if (ent->v.solid == SOLID_NOT /* || ent->v.solid == SOLID_TRIGGER*/) SV_FlyMove (ent, sv_frametime, NULL, MOVE_NOMONSTERS); else SV_FlyMove (ent, sv_frametime, NULL, MOVE_NORMAL); 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, NULL); } } // regular thinking SV_RunThink (ent); SV_CheckWaterTransition (ent); }
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); }
/* ============= SV_Physics_Toss Toss, bounce, and fly movement. When onground, do nothing. ============= */ TM_CALLABLE void SV_Physics_Toss (edict_t *ent) { trace_t trace; vec3_t move; float backoff; // regular thinking if (!SV_RunThink (ent)) return; if (ent->v.velocity[2] > 0) ent->v.flags = (int)ent->v.flags & ~FL_ONGROUND; // 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, 1.0); // move angles VectorMA (ent->v.angles, host_frametime, ent->v.avelocity, ent->v.angles); // move origin VectorScale (ent->v.velocity, host_frametime, move); trace = SV_PushEntity (ent, move); if (trace.fraction == 1) return; if (ent->free) return; if (ent->v.movetype == MOVETYPE_BOUNCE) backoff = 1.5; 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) { if (ent->v.velocity[2] < 60 || ent->v.movetype != MOVETYPE_BOUNCE ) { 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); }
/* ============= 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. ============= */ void SV_Physics_Step (edict_t *ent) { qboolean hitsound; char *snd; // 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 #ifdef HEXEN2_SUPPORT if (!hexen2 || (!ent->v.flags & FL_MONSTER)) #endif { if (hitsound) { #ifdef HEXEN2_SUPPORT if (hexen2) snd = "fx/thngland.wav"; else #endif snd = "demon/dland2.wav"; SV_StartSound (ent, 0, snd, 255, 1); } } } // regular thinking SV_RunThink (ent); SV_CheckWaterTransition (ent); }
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); }
/* ============= 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 = ((int)EDICT_TO_PROG(trace.ent)); VectorCopy (vec3_origin, ent->v.velocity); VectorCopy (vec3_origin, ent->v.avelocity); } } // check for in water SV_CheckWaterTransition (ent); }
/* ============= 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. ============= */ void SV_Physics_Step( edict_t *ent ) { qboolean inwater; qboolean wasonground; qboolean wasonmover; vec3_t mins, maxs; vec3_t point; trace_t trace; int x, y; SV_WaterMove( ent ); SV_CheckVelocity( ent ); wasonground = (ent->v.flags & FL_ONGROUND); wasonmover = SV_CheckMover( ent ); inwater = SV_CheckWater( ent ); if( ent->v.flags & FL_FLOAT && ent->v.waterlevel > 0 ) { float buoyancy = SV_Submerged( ent ) * ent->v.skin * host.frametime; SV_AddGravity( ent ); ent->v.velocity[2] += buoyancy; } if( !wasonground && !( ent->v.flags & FL_FLY ) && (!( ent->v.flags & FL_SWIM ) || ent->v.waterlevel <= 0 )) { if( !inwater ) SV_AddGravity( ent ); } if( !VectorIsNull( ent->v.velocity ) || !VectorIsNull( ent->v.basevelocity )) { ent->v.flags &= ~FL_ONGROUND; if(( wasonground || wasonmover ) && ( ent->v.health > 0 || SV_CheckBottom( ent, MOVE_NORMAL ))) { float *vel = ent->v.velocity; float control, speed, newspeed; float friction; speed = sqrt(( vel[0] * vel[0] ) + ( vel[1] * vel[1] )); // DotProduct2D if( speed ) { friction = sv_friction->value * ent->v.friction; // factor ent->v.friction = 1.0f; // g-cont. ??? if( wasonmover ) friction *= 0.5f; // add a little friction 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_CheckVelocity( ent ); SV_FlyMove( ent, host.frametime, NULL ); if( ent->free ) return; SV_CheckVelocity( ent ); VectorSubtract( ent->v.velocity, ent->v.basevelocity, ent->v.velocity ); SV_CheckVelocity( ent ); VectorAdd( ent->v.origin, ent->v.mins, mins ); VectorAdd( ent->v.origin, ent->v.maxs, maxs ); point[2] = mins[2] - 1.0f; for( x = 0; x <= 1; x++ ) { if( ent->v.flags & FL_ONGROUND ) break; for( y = 0; y <= 1; y++ ) { point[0] = x ? maxs[0] : mins[0]; point[1] = y ? maxs[1] : mins[1]; trace = SV_Move( point, vec3_origin, vec3_origin, point, MOVE_NORMAL, ent ); if( trace.startsolid ) { ent->v.flags |= FL_ONGROUND; ent->v.groundentity = trace.ent; ent->v.friction = 1.0f; break; } } } SV_LinkEdict( ent, true ); } else { if( svgame.globals->force_retouch != 0 ) { trace = SV_Move( ent->v.origin, ent->v.mins, ent->v.maxs, ent->v.origin, MOVE_NORMAL, ent ); // hentacle impact code if(( trace.fraction < 1.0f || trace.startsolid ) && SV_IsValidEdict( trace.ent )) { SV_Impact( ent, trace.ent, &trace ); if( ent->free ) return; } } } if( !SV_RunThink( ent )) return; SV_CheckWaterTransition( ent ); }
/* ============= 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 *ground; SV_CheckWater( ent ); // regular thinking if( !SV_RunThink( ent )) return; ground = ent->v.groundentity; if( ent->v.velocity[2] > 0.0f || !SV_IsValidEdict( ground ) || ground->v.flags & (FL_MONSTER|FL_CLIENT) || svgame.globals->changelevel ) { ent->v.flags &= ~FL_ONGROUND; } // if on ground and not moving, return. if( ent->v.flags & FL_ONGROUND && VectorIsNull( ent->v.velocity )) { VectorClear( ent->v.avelocity ); if( VectorIsNull( ent->v.basevelocity )) return; // at rest } SV_CheckVelocity( ent ); // add gravity switch( ent->v.movetype ) { case MOVETYPE_FLY: case MOVETYPE_FLYMISSILE: case MOVETYPE_BOUNCEMISSILE: break; default: SV_AddGravity( ent ); break; } // move angles (with friction) switch( ent->v.movetype ) { case MOVETYPE_TOSS: case MOVETYPE_BOUNCE: SV_AngularMove( ent, host.frametime, ent->v.friction ); break; default: SV_AngularMove( ent, host.frametime, 0.0f ); break; } // move origin // Base velocity is not properly accounted for since this entity will move again // after the bounce without taking it into account VectorAdd( ent->v.velocity, ent->v.basevelocity, ent->v.velocity ); SV_CheckVelocity( ent ); VectorScale( ent->v.velocity, host.frametime, move ); VectorSubtract( ent->v.velocity, ent->v.basevelocity, ent->v.velocity ); trace = SV_PushEntity( ent, move, vec3_origin, NULL ); if( ent->free ) return; SV_CheckVelocity( ent ); if( trace.allsolid ) { // entity is trapped in another solid VectorClear( ent->v.avelocity ); VectorClear( ent->v.velocity ); return; } if( trace.fraction == 1.0f ) { SV_CheckWaterTransition( ent ); return; } if( ent->v.movetype == MOVETYPE_BOUNCE ) backoff = 2.0f - ent->v.friction; else if( ent->v.movetype == MOVETYPE_BOUNCEMISSILE ) backoff = 2.0f; else backoff = 1.0f; SV_ClipVelocity( ent->v.velocity, trace.plane.normal, ent->v.velocity, backoff ); // stop if on ground if( trace.plane.normal[2] > 0.7f ) { float vel; VectorAdd( ent->v.velocity, ent->v.basevelocity, move ); vel = DotProduct( move, move ); if( ent->v.velocity[2] < sv_gravity->value * host.frametime ) { // we're rolling on the ground, add static friction. ent->v.groundentity = trace.ent; ent->v.flags |= FL_ONGROUND; ent->v.velocity[2] = 0.0f; } if( vel < 900.0f || ( ent->v.movetype != MOVETYPE_BOUNCE && ent->v.movetype != MOVETYPE_BOUNCEMISSILE )) { ent->v.flags |= FL_ONGROUND; ent->v.groundentity = trace.ent; VectorClear( ent->v.avelocity ); VectorClear( ent->v.velocity ); } else { VectorScale( ent->v.velocity, (1.0f - trace.fraction) * host.frametime * 0.9f, move ); VectorMA( move, (1.0f - trace.fraction) * host.frametime * 0.9f, ent->v.basevelocity, move ); trace = SV_PushEntity( ent, move, vec3_origin, NULL ); if( ent->free ) return; } } // check for in water SV_CheckWaterTransition( ent ); }
/* ============= 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; // regular thinking if (!SV_RunThink (ent)) return; // 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) #ifdef HEXEN2_SUPPORT if ( (!hexen2) || (ent->v.movetype != MOVETYPE_BOUNCEMISSILE && ent->v.movetype != MOVETYPE_SWIM)) #endif SV_AddGravity (ent); // move anglesy VectorMA (ent->v.angles, host_frametime, ent->v.avelocity, ent->v.angles); // move origin VectorScale (ent->v.velocity, host_frametime, move); trace = SV_PushEntity (ent, move); if (trace.fraction == 1) return; if (ent->free) return; if (ent->v.movetype == MOVETYPE_BOUNCE) backoff = 1.5; #ifdef HEXEN2_SUPPORT else if (hexen2 && (ent->v.movetype == MOVETYPE_BOUNCEMISSILE)) { if ((ent->v.solid == SOLID_PHASE) && (((int) trace.ent->v.flags & FL_MONSTER) || ((int) trace.ent->v.movetype == MOVETYPE_WALK))) { return; // Solid phased missiles don't bounce on monsters or players } 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 HEXEN2_SUPPORT if ((!hexen2) || (ent->v.movetype != MOVETYPE_BOUNCEMISSILE)) #endif if (ent->v.velocity[2] < 60 || ent->v.movetype != MOVETYPE_BOUNCE) { 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); }