コード例 #1
0
/*	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.self = EDICT_TO_PROG(ent);

	Game->Game_Init(SERVER_PLAYERPRETHINK,ent,sv.time);

	Game->Physics_CheckVelocity(ent);

	// decide which move function to call
	switch(ent->v.movetype)
	{
	case MOVETYPE_NONE:
		if (!Server_RunThink(ent))
			return;
		break;
	case MOVETYPE_WALK:
		if(!Server_RunThink(ent))
			return;

		if(!Physics_CheckWater(ent) && !(ent->v.flags & FL_WATERJUMP))
			Game->Physics_SetGravity(ent);

		SV_CheckStuck (ent);
		SV_WalkMove (ent);
		break;
	case MOVETYPE_TOSS:
	case MOVETYPE_BOUNCE:
	case MOVETYPE_FLYBOUNCE:
		Physics_Toss(ent);
		break;
	case MOVETYPE_FLY:
		if(!Server_RunThink(ent))
			return;

		SV_FlyMove(ent,host_frametime,NULL);
		break;
	case MOVETYPE_NOCLIP:
		if(!Server_RunThink(ent))
			return;
		Math_VectorMA (ent->v.origin, host_frametime, ent->v.velocity, ent->v.origin);
		break;
	default:
		Sys_Error ("SV_Physics_client: bad movetype %i", (int)ent->v.movetype);
	}

	// Call standard player post-think
	SV_LinkEdict(ent,true);

	pr_global_struct.self = EDICT_TO_PROG(ent);

	Game->Game_Init(SERVER_CLIENTPOSTTHINK,ent,sv.time);
}
コード例 #2
0
ファイル: sv_phys.c プロジェクト: MaddTheSane/TenebraeQuake
/*
================
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 = ((int)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
		SV_WalkMove (ent);

#ifdef QUAKE2
		VectorSubtract (ent->v.velocity, ent->v.basevelocity, ent->v.velocity);
#endif
		break;
		
	case MOVETYPE_TOSS:
	case MOVETYPE_BOUNCE:
		SV_Physics_Toss (ent);
		break;

	case MOVETYPE_FLY:
		if (!SV_RunThink (ent))
			return;
		SV_FlyMove (ent, host_frametime, NULL);
		break;
		
	case MOVETYPE_NOCLIP:
		if (!SV_RunThink (ent))
			return;
		VectorMA (ent->v.origin, host_frametime, ent->v.velocity, ent->v.origin);
		break;
		
	default:
		Sys_Error ("SV_Physics_client: bad movetype %i", (int)ent->v.movetype);
	}

//
// call standard player post-think
//		
	SV_LinkEdict (ent, true);

	pr_global_struct->time = sv.time;
	pr_global_struct->self = ((int)EDICT_TO_PROG(ent));
	PR_ExecuteProgram (pr_global_struct->PlayerPostThink);
}
コード例 #3
0
void Physics_ServerFrame(void)
{
	int		i;
	edict_t	*eEntity;

	// Let the progs know that a new frame has started
	pr_global_struct.self	= EDICT_TO_PROG(sv.edicts);
	pr_global_struct.eOther	= sv.edicts;

	// TODO: should we pass the time to this? ~hogsy
	Game->Server_StartFrame();

	// Treat each object in turn
	eEntity = sv.edicts;
	for(i = 0; i < sv.num_edicts; i++,eEntity = NEXT_EDICT(eEntity))
	{
		if(eEntity->free)
			continue;

		if(pr_global_struct.force_retouch)
			SV_LinkEdict(eEntity,true);	// Force retouch even for stationary

		// [11/7/2013] Cleaned this up and gave it its own function ~hogsy
		Game->Server_EntityFrame(eEntity);

		if(i > 0 && i <= svs.maxclients)
			SV_Physics_Client(eEntity,i);
		else
		{
			switch(eEntity->v.movetype)
			{
			case MOVETYPE_NONE:
				Server_RunThink(eEntity);
				break;
			case MOVETYPE_PUSH:
				SV_Physics_Pusher(eEntity);
				break;
			case MOVETYPE_NOCLIP:
				Physics_NoClip(eEntity);
				break;
			case MOVETYPE_WALK:
			case MOVETYPE_STEP:
				Game->Physics_CheckVelocity(eEntity);
				Game->Physics_SetGravity(eEntity);

				Physics_AddFriction(eEntity,eEntity->v.velocity,eEntity->v.origin);

				SV_WalkMove(eEntity);
				SV_LinkEdict(eEntity,true);

				Server_RunThink(eEntity);
				break;
			case MOVETYPE_TOSS:
			case MOVETYPE_BOUNCE:
			case MOVETYPE_FLY:
			case MOVETYPE_FLYMISSILE:
			case MOVETYPE_FLYBOUNCE:
				Physics_Toss(eEntity);
				break;
			default:
				Con_Warning("Bad movetype set for entity! (%s)",eEntity->v.cClassname);
			}
		}
	}

	if(pr_global_struct.force_retouch)
		pr_global_struct.force_retouch--;

	sv.time += host_frametime;
}
コード例 #4
0
ファイル: sv_phys.c プロジェクト: SpiritQuaddicted/reQuiem
/*
================
SV_Physics_Client

Player character actions
================
*/
void SV_Physics_Client (edict_t	*ent, int num)
{
	client_t	*cl;
	vec3_t		v;
	qboolean	was_angle_set;
	
	cl = &svs.clients[num-1];
	if (!cl->active)
		return;		// unconnected slot

// call standard client pre-think
	PR_GLOBAL(time) = sv.time;
	PR_GLOBAL(self) = EDICT_TO_PROG(ent);
	PR_ExecuteProgram (PR_GLOBAL(PlayerPreThink));
	
	// for cutscene hack (see below)
	if (isDedicated || (num != 1))
		was_angle_set = false;		// do it on local client only
	else
		was_angle_set = (ent->v.fixangle != 0);
	
// 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);
		SV_WalkMove (ent);

		break;
		
	case MOVETYPE_TOSS:
	case MOVETYPE_BOUNCE:
		SV_Physics_Toss (ent);
		break;

	case MOVETYPE_FLY:
#ifdef HEXEN2_SUPPORT
	case MOVETYPE_SWIM:
#endif
		if (!SV_RunThink(ent))
			return;
		SV_FlyMove (ent, host_frametime, NULL);
		break;
		
	case MOVETYPE_NOCLIP:
		if (!SV_RunThink(ent))
			return;
		VectorMA (ent->v.origin, host_frametime, ent->v.velocity, ent->v.origin);
		break;
		
	default:
		Sys_Error ("SV_Physics_client: bad movetype %i", (int)ent->v.movetype);
	}


	// JDH: hack for cutscenes made by Darin McNeil's Cutscene Construction Kit:
	//  (note that the extra precision is noticeable only if the viewangles 
	//  are sent from server to client as 2-byte values; hence the addition 
	//  of the new svc_setpreciseangle message code)

	if (was_angle_set && (ent->v.view_ofs[2] == 0) && host_cutscenehack.value 
		&& !strcmp (pr_strings + ent->v.classname, "camera"))
	{
		// - when camera changes back to player, classname remains "camera" for
		//   1 frame, but movedir is no longer valid.  So as an  additional check, 
		//   I verify that view_ofs[2] is still 0
		// - early version(s?) of Cutscene Construction Kit don't move the camera, 
		//   so movedir is not used.  I determine the version by checking *when* 
		//   the viewangle is set: early version does it in the .think function; 
		//   later ones in PlayerPreThink.	was_angle_set will be true only if
		//   it was changed in PlayerPreThink
		
		//if (!sv_oldprotocol.value)
		{
			v[0] = ent->v.movedir[0] - ent->v.origin[0];
			v[1] = ent->v.movedir[1] - ent->v.origin[1];
			v[2] = ent->v.origin[2] - ent->v.movedir[2];
			//vectoangles (v, ent->v.angles);
			vectoangles (v, cl->cutscene_viewangles);
		}
		
		if (!cl->in_cutscene)
		{
			int i;
			edict_t *ed;
			
			// by this time, the player's viewangles have already been changed.
			// But the dummy entity spawned in place of the player has the values
			
			for (i = 1 ; i < sv.num_edicts ; i++)
			{
			// get the current server version
				ed = EDICT_NUM(i);
				if (ed->free)
					continue;

				if (!strcmp(pr_strings + ed->v.classname, "dummy"))
				{
					VectorCopy (ed->v.angles, cl->prev_viewangles);
					break;
				}
			}

			cl->in_cutscene = true;
		}
		//sv.found_cutscene = true;
	}
	else 
	{
		if (cl->in_cutscene)
		{
		// I'm not sure why, but last viewangle while in_cutscene isn't final angle
			ent->v.fixangle = 1;
			VectorCopy (cl->prev_viewangles, ent->v.angles);
			cl->in_cutscene = false;
		}
	}
	
	SV_LinkEdict (ent, true);
	
	PR_GLOBAL(time) = sv.time;
	PR_GLOBAL(self) = EDICT_TO_PROG(ent);

// JDH: another hack, this time for progs that lack CycleWeaponReverse
	if ((ent->v.impulse == 12.0) && ((sv_imp12hack.value >= 2) || (sv_imp12hack.value && !pr_handles_imp12)) && 
		!ent->v.deadflag && (ent->v.view_ofs[0] || ent->v.view_ofs[1] || ent->v.view_ofs[2]))
	{
		eval_t  *val = GETEDICTFIELD(ent, eval_attack_finished);
		if (val && (sv.time >= val->_float))
		{
			SV_CycleWeaponReverse (ent);
		}
	}

// call standard player post-think
	PR_ExecuteProgram (PR_GLOBAL(PlayerPostThink));
}
コード例 #5
0
ファイル: sv_phys.c プロジェクト: bazilio-ua/fxquake
/*
================
SV_Physics

================
*/
void SV_Physics (void)
{
	int	i;
	int		entity_cap; // For sv_freezenonclients
	edict_t	*ent;

// let the progs know that a new frame has started
	pr_global_struct->self = EDICT_TO_PROG(sv.edicts);
	pr_global_struct->other = EDICT_TO_PROG(sv.edicts);
	pr_global_struct->time = sv.time;
	PR_ExecuteProgram (pr_global_struct->StartFrame);

//SV_CheckAllEnts ();

//
// treat each object in turn
//
	ent = sv.edicts;
	if (sv.frozen)
		entity_cap = svs.maxclients + 1; // Only run physics on clients and the world
	else
		entity_cap = sv.num_edicts;

	for (i=0 ; i<entity_cap ; i++, ent = NEXT_EDICT(ent))
//	for (i=0 ; i<sv.num_edicts ; i++, ent = NEXT_EDICT(ent))
	{
		if (ent->free)
			continue;

		if (pr_global_struct->force_retouch)
		{
			SV_LinkEdict (ent, true);	// force retouch even for stationary
		}

		if (i > 0 && i <= svs.maxclients)
			SV_Physics_Client (ent, i);
		else if (ent->v.movetype == MOVETYPE_PUSH)
			SV_Physics_Pusher (ent);
		else if (ent->v.movetype == MOVETYPE_NONE)
			SV_Physics_None (ent);
		else if (ent->v.movetype == MOVETYPE_FOLLOW) // Nehahra
			SV_Physics_Follow (ent);
		else if (ent->v.movetype == MOVETYPE_NOCLIP)
			SV_Physics_Noclip (ent);
		else if (ent->v.movetype == MOVETYPE_STEP)
			SV_Physics_Step (ent);
		else if (ent->v.movetype == MOVETYPE_WALK) // Nehahra
		{
			if (!SV_RunThink (ent))
				return;
			if (!SV_CheckWater (ent) && ! ((int)ent->v.flags & FL_WATERJUMP) )
				SV_AddGravity (ent);
			SV_CheckStuck (ent);
			SV_WalkMove (ent);
		}
		else if (ent->v.movetype == MOVETYPE_TOSS 
		|| ent->v.movetype == MOVETYPE_BOUNCE
		|| ent->v.movetype == MOVETYPE_FLY
		|| ent->v.movetype == MOVETYPE_FLYMISSILE)
			SV_Physics_Toss (ent);
		else
			Host_Error ("SV_Physics: bad movetype %i", (int)ent->v.movetype);			
	}
	
	if (pr_global_struct->force_retouch)
		pr_global_struct->force_retouch--;	

	if (!sv.frozen)
		sv.time += host_frametime;
}
コード例 #6
0
ファイル: sv_phys.c プロジェクト: bazilio-ua/fxquake
/*
================
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);
		SV_WalkMove (ent);
		break;
		
	case MOVETYPE_TOSS:
	case MOVETYPE_BOUNCE:
		SV_Physics_Toss (ent);
		break;
		
	case MOVETYPE_FLY:
		if (!SV_RunThink (ent))
			return;
		SV_CheckWater (ent);
		SV_FlyMove (ent, host_frametime, NULL);
		break;
		
	case MOVETYPE_NOCLIP:
		if (!SV_RunThink (ent))
			return;
		ent->v.waterlevel = 0;	// Avoid annoying waterjumps in noclip
		ent->v.watertype = CONTENTS_EMPTY;	// Avoid annoying waterjumps in noclip
		VectorMA (ent->v.origin, host_frametime, ent->v.velocity, ent->v.origin);
		break;
		
	default:
		Host_Error ("SV_Physics_client: bad movetype %i", (int)ent->v.movetype);
	}

//
// call standard player post-think
//		
	if (ent->v.movetype == MOVETYPE_NOCLIP)
		SV_LinkEdict (ent, false); // don't touch triggers in noclip
	else
		SV_LinkEdict (ent, true);

	pr_global_struct->time = sv.time;
	pr_global_struct->self = EDICT_TO_PROG(ent);
	PR_ExecuteProgram (pr_global_struct->PlayerPostThink);
}