void set_movetype(entity this, int mt)
{
this.move_movetype = mt;
- if (mt == MOVETYPE_PHYSICS || mt == MOVETYPE_PUSH || mt == MOVETYPE_FAKEPUSH) {
+ if (mt == MOVETYPE_PHYSICS /*|| mt == MOVETYPE_PUSH || mt == MOVETYPE_FAKEPUSH*/) {
this.move_qcphysics = false;
}
if(!IL_CONTAINS(g_moveables, this))
IL_PUSH(g_moveables, this); // add it to the moveable entities list (even if it doesn't move!) logic: if an object never sets its movetype, we assume it never does anything notable
- this.movetype = (this.move_qcphysics) ? MOVETYPE_NONE : mt;
+ this.movetype = (this.move_qcphysics) ? MOVETYPE_QCENTITY : mt;
}
#elif defined(CSQC)
void set_movetype(entity this, int mt)
}
#endif
+bool _Movetype_NudgeOutOfSolid_PivotIsKnownGood(entity this, vector pivot) // SV_NudgeOutOfSolid_PivotIsKnownGood
+{
+ vector stuckorigin = this.origin;
+ vector goodmins = pivot, goodmaxs = pivot;
+ for(int bump = 0; bump < 6; bump++)
+ {
+ int coord = 2 - (bump >> 1);
+ int dir = (bump & 1);
+
+ for(int subbump = 0; ; ++subbump)
+ {
+ vector testorigin = stuckorigin;
+ if(dir)
+ {
+ // pushing maxs
+ switch(coord)
+ {
+ case 0: testorigin.x += this.maxs_x - goodmaxs.x; break;
+ case 1: testorigin.y += this.maxs_y - goodmaxs.y; break;
+ case 2: testorigin.z += this.maxs_z - goodmaxs.z; break;
+ }
+ }
+ else
+ {
+ // pushing mins
+ switch(coord)
+ {
+ case 0: testorigin.x += this.mins_x - goodmins.x; break;
+ case 1: testorigin.y += this.mins_y - goodmins.y; break;
+ case 2: testorigin.z += this.mins_z - goodmins.z; break;
+ }
+ }
+
+ tracebox(stuckorigin, goodmins, goodmaxs, testorigin, MOVE_NOMONSTERS, this);
+ if(trace_startsolid) // NOTE: this checks for bmodelstartsolid in the engine
+ {
+
+ // BAD BAD, can't fix that
+ return false;
+ }
+
+ if(trace_fraction >= 1)
+ break; // it WORKS!
+
+ if(subbump >= 10)
+ {
+ // BAD BAD, can't fix that
+ return false;
+ }
+
+ // we hit something... let's move out of it
+ vector move = trace_endpos - testorigin;
+ float nudge = (trace_plane_normal * move) + 0.03125f; // FIXME cvar this constant
+ stuckorigin = stuckorigin + nudge * trace_plane_normal;
+ }
+
+ if(dir)
+ {
+ // pushing maxs
+ switch(coord)
+ {
+ case 0: goodmaxs.x = this.maxs_x; break;
+ case 1: goodmaxs.y = this.maxs_y; break;
+ case 2: goodmaxs.z = this.maxs_z; break;
+ }
+ }
+ else
+ {
+ // pushing mins
+ switch(coord)
+ {
+ case 0: goodmins.x = this.mins_x; break;
+ case 1: goodmins.y = this.mins_y; break;
+ case 2: goodmins.z = this.mins_z; break;
+ }
+ }
+ }
+
+ // WE WIN
+ this.origin = stuckorigin;
+
+ return true;
+}
+
void _Movetype_WallFriction(entity this, vector stepnormal) // SV_WallFriction
{
/*float d, i;
{
case MOVETYPE_PUSH:
case MOVETYPE_FAKEPUSH:
- LOG_DEBUG("Physics: Lacking QuakeC support for Push movetype, FIX ME by using engine physics!");
+ _Movetype_Physics_Push(this, movedt);
break;
case MOVETYPE_NONE:
break;
--- /dev/null
+#include "push.qh"
+void _Movetype_PushMove(entity this, float dt) // SV_PushMove
+{
+ if(this.velocity == '0 0 0' && this.avelocity == '0 0 0')
+ {
+ this.ltime += dt;
+ return;
+ }
+
+ switch(this.solid)
+ {
+ // LadyHavoc: valid pusher types
+ case SOLID_BSP:
+ case SOLID_BBOX:
+ case SOLID_SLIDEBOX:
+ case SOLID_CORPSE: // LadyHavoc: this would be weird...
+ break;
+ // LadyHavoc: no collisions
+ case SOLID_NOT:
+ case SOLID_TRIGGER:
+ {
+ this.origin = this.origin + dt * this.velocity;
+ this.angles = this.angles + dt * this.avelocity;
+ this.angles_x -= 360.0 * floor(this.angles_x) * (1.0 / 360.0);
+ this.angles_y -= 360.0 * floor(this.angles_y) * (1.0 / 360.0);
+ this.angles_z -= 360.0 * floor(this.angles_z) * (1.0 / 360.0);
+ this.ltime += dt;
+ _Movetype_LinkEdict(this, false);
+ return;
+ }
+ default:
+ {
+ LOG_INFOF("_Movetype_Physics_Push: entity #%d, unrecognized solid type %d", etof(this), this.solid);
+ return;
+ }
+ }
+ if(!this.modelindex)
+ {
+ LOG_INFOF("_Movetype_Physics_Push: entity #%d has an invalid modelindex %d", etof(this), this.modelindex);
+ return;
+ }
+
+ bool rotated = ((vlen2(this.angles) + vlen2(this.avelocity)) > 0);
+
+ vector move1 = this.velocity * dt;
+ vector moveangle = this.avelocity * dt;
+
+ vector a = -moveangle;
+ vector forward, left, up;
+ MAKE_VECTORS(a, forward, left, up);
+ left *= -1; // actually make it left!
+
+ vector pushorig = this.origin;
+ vector pushang = this.angles;
+ float pushltime = this.ltime;
+
+ // move the pusher to its final position
+
+ this.origin = this.origin + dt * this.velocity;
+ this.angles = this.angles + dt * this.avelocity;
+ this.ltime += dt;
+ _Movetype_LinkEdict(this, false); // pulls absmin/absmax from the engine
+
+ if(this.move_movetype == MOVETYPE_FAKEPUSH) // Tenebrae's MOVETYPE_PUSH variant that doesn't push...
+ {
+ this.angles_x -= 360.0 * floor(this.angles_x) * (1.0 / 360.0);
+ this.angles_y -= 360.0 * floor(this.angles_y) * (1.0 / 360.0);
+ this.angles_z -= 360.0 * floor(this.angles_z) * (1.0 / 360.0);
+ return;
+ }
+
+ IL_CLEAR(g_pushmove_moved); // make sure it's not somehow uncleared
+
+ FOREACH_ENTITY_RADIUS(0.5 * (this.absmin + this.absmax), 0.5 * vlen(this.absmax - this.absmin), true,
+ {
+ switch(it.move_movetype)
+ {
+ case MOVETYPE_NONE:
+ case MOVETYPE_PUSH:
+ case MOVETYPE_FOLLOW:
+ case MOVETYPE_NOCLIP:
+ case MOVETYPE_FLY_WORLDONLY:
+ continue;
+ default:
+ break;
+ }
+
+ if(it.owner == this || this.owner == it)
+ continue;
+
+ // if the entity is standing on the pusher, it will definitely be moved
+ // if the entity is not standing on the pusher, but is in the pusher's
+ // final position, move it
+ if (!IS_ONGROUND(it) || it.groundentity != this)
+ {
+ tracebox(it.origin, it.mins, it.maxs, it.origin, MOVE_NORMAL, it);
+ if(!trace_startsolid)
+ continue;
+ }
+ vector pivot = it.mins + 0.5 * it.maxs;
+ vector move;
+
+ if(rotated)
+ {
+ vector org = it.origin - this.origin;
+ org = org + pivot;
+
+ vector org2;
+ org2.x = (org * forward);
+ org2.y = (org * left);
+ org2.z = (org * up);
+ move = org2 - org;
+ move = move + move1;
+ }
+ else
+ move = move1;
+
+ it.moved_from = it.origin;
+ it.moved_fromangles = it.angles;
+ IL_PUSH(g_pushmove_moved, it);
+
+ // physics objects need better collisions than this code can do
+ if(it.move_movetype == MOVETYPE_PHYSICS)
+ {
+ it.origin = it.origin + move;
+ _Movetype_LinkEdict(it, true);
+ continue;
+ }
+
+ // try moving the contacted entity
+ int savesolid = it.solid;
+ it.solid = SOLID_NOT;
+ if(!_Movetype_PushEntity(it, move, true, false))
+ {
+ // entity "check" got teleported
+ it.angles_y += trace_fraction * moveangle.y;
+ it.solid = savesolid;
+ continue; // pushed enough
+ }
+ // FIXME: turn players specially
+ it.angles_y += trace_fraction * moveangle.y;
+ it.solid = savesolid;
+
+ // this trace.fraction < 1 check causes items to fall off of pushers
+ // if they pass under or through a wall
+ // the groundentity check causes items to fall off of ledges
+ if(it.move_movetype != MOVETYPE_WALK && (trace_fraction < 1 || it.groundentity != this))
+ UNSET_ONGROUND(it);
+
+ // if it is still inside the pusher, block
+ tracebox(it.origin, it.mins, it.maxs, it.origin, MOVE_NORMAL, it);
+ if(trace_startsolid)
+ {
+ if(_Movetype_NudgeOutOfSolid_PivotIsKnownGood(it, pivot))
+ {
+ // hack to invoke all necessary movement triggers
+ vector move2 = '0 0 0';
+ if(!_Movetype_PushEntity(it, move2, true, false))
+ {
+ // entity "check" got teleported
+ continue;
+ }
+ // we could fix it
+ continue;
+ }
+
+ // still inside pusher, so it's really blocked
+
+ // fail the move
+ if(it.mins_x == it.maxs_x)
+ continue;
+ if(it.solid == SOLID_NOT || it.solid == SOLID_TRIGGER)
+ {
+ // corpse
+ it.mins_x = it.mins_y = 0;
+ it.maxs = it.mins;
+ continue;
+ }
+
+ this.origin = pushorig;
+ this.angles = pushang;
+ this.ltime = pushltime;
+ _Movetype_LinkEdict(this, false);
+
+ // move back any entities we already moved
+ IL_EACH(g_pushmove_moved, true,
+ {
+ it.origin = it.moved_from;
+ it.angles = it.moved_fromangles;
+ _Movetype_LinkEdict(it, false);
+ });
+
+ // if the pusher has a "blocked" function, call it, otherwise just stay in place until the obstacle is gone
+ if(getblocked(this))
+ getblocked(this)(this, it);
+ break;
+ }
+ });
+ this.angles_x -= 360.0 * floor(this.angles_x) * (1.0 / 360.0);
+ this.angles_y -= 360.0 * floor(this.angles_y) * (1.0 / 360.0);
+ this.angles_z -= 360.0 * floor(this.angles_z) * (1.0 / 360.0);
+ IL_CLEAR(g_pushmove_moved); // clean up
+}
+
+void _Movetype_Physics_Push(entity this, float dt) // SV_Physics_Pusher
+{
+ float oldltime = this.ltime;
+ float movetime = dt;
+ if(this.nextthink < this.ltime + dt)
+ {
+ movetime = this.nextthink - this.ltime;
+ if(movetime < 0)
+ movetime = 0;
+ }
+
+ if(movetime)
+ {
+ // advances this.ltime if not blocked
+ _Movetype_PushMove(this, dt);
+ }
+
+ if(this.nextthink > oldltime && this.nextthink <= this.ltime)
+ {
+ this.nextthink = 0;
+ getthink(this)(this);
+ }
+}