/*
Copyright (C) 1996-1997 Id Software, Inc.

This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.

See the GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.

*/
// sv_phys.c

#include "quakedef.h"

/*


pushmove objects do not obey gravity, and do not interact with each other or trigger fields, but block normal movement and push normal objects when they move.

onground is set for toss objects when they come to a complete rest.  it is set for steping or walking objects

doors, plats, etc are SOLID_BSP, and MOVETYPE_PUSH
bonus items are SOLID_TRIGGER touch, and MOVETYPE_TOSS
corpses are SOLID_NOT and MOVETYPE_TOSS
crates are SOLID_BBOX and MOVETYPE_TOSS
walking monsters are SOLID_SLIDEBOX and MOVETYPE_STEP
flying/floating monsters are SOLID_SLIDEBOX and MOVETYPE_FLY

solid_edge items only clip against bsp models.

*/

cvar_t	sv_friction = {"sv_friction","4",false,true};
cvar_t	sv_stopspeed = {"sv_stopspeed","100"};
cvar_t	sv_gravity = {"sv_gravity","800",false,true};
cvar_t	sv_maxvelocity = {"sv_maxvelocity","2000"};
cvar_t	sv_nostep = {"sv_nostep","0"};

#ifdef QUAKE2
static	vec3_t	vec_origin = {0.0, 0.0, 0.0};
#endif

#define	MOVE_EPSILON	0.01

void SV_Physics_Toss(edict_t *ent);

/*
================
SV_CheckAllEnts
================
*/
void SV_CheckAllEnts(void)
{
    int			e;
    edict_t		*check;

// see if any solid entities are inside the final position
    check = NEXT_EDICT(sv.edicts);
    for (e=1 ; e<sv.num_edicts ; e++, check = NEXT_EDICT(check)) {
        if (check->free) {
            continue;
        }
        if (check->v.movetype == MOVETYPE_PUSH
                || check->v.movetype == MOVETYPE_NONE
#ifdef QUAKE2
                || check->v.movetype == MOVETYPE_FOLLOW
#endif
                || check->v.movetype == MOVETYPE_NOCLIP) {
            continue;
        }

        if (SV_TestEntityPosition(check)) {
            Con_Printf("entity in invalid position\n");
        }
    }
}

/*
================
SV_CheckVelocity
================
*/
void SV_CheckVelocity(edict_t *ent)
{
    int		i;
    float	wishspeed;	// 1999-10-18 SV_MAXVELOCITY fix by Maddes

//
// bound velocity
//
    for (i=0 ; i<3 ; i++) {
        if (IS_NAN(ent->v.velocity[i])) {
            Con_Printf("Got a NaN velocity on %s\n", pr_strings + ent->v.classname);
            ent->v.velocity[i] = 0;
        }
        if (IS_NAN(ent->v.origin[i])) {
            Con_Printf("Got a NaN origin on %s\n", pr_strings + ent->v.classname);
            ent->v.origin[i] = 0;
        }
// 1999-10-18 SV_MAXVELOCITY fix by Maddes  start
        /*
        		if (ent->v.velocity[i] > sv_maxvelocity.value)
        			ent->v.velocity[i] = sv_maxvelocity.value;
        		else if (ent->v.velocity[i] < -sv_maxvelocity.value)
        			ent->v.velocity[i] = -sv_maxvelocity.value;
        */
// 1999-10-18 SV_MAXVELOCITY fix by Maddes  end
    }
// 1999-10-18 SV_MAXVELOCITY fix by Maddes  start
    wishspeed = Length(ent->v.velocity);
    if (wishspeed > sv_maxvelocity.value) {
        VectorScale(ent->v.velocity, sv_maxvelocity.value/wishspeed, ent->v.velocity);
    }
// 1999-10-18 SV_MAXVELOCITY fix by Maddes  end
}

/*
=============
SV_RunThink

Runs thinking code if time.  There is some play in the exact time the think
function will be called, because it is called before any movement is done
in a frame.  Not used for pushmove objects, because they must be exact.
Returns false if the entity removed itself.
=============
*/
qboolean SV_RunThink(edict_t *ent)
{
    float	thinktime;

    thinktime = ent->v.nextthink;
    if (thinktime <= 0 || thinktime > sv.time + host_frametime) {
        return true;
    }

    if (thinktime < sv.time) {
        thinktime = sv.time;    // don't let things stay in the past.
    }
    // it is possible to start that way
    // by a trigger with a local time.
    ent->v.nextthink = 0;
    pr_global_struct->time = thinktime;
    pr_global_struct->self = EDICT_TO_PROG(ent);
    pr_global_struct->other = EDICT_TO_PROG(sv.edicts);
    PR_ExecuteProgram(ent->v.think);
    return !ent->free;
}

/*
==================
SV_Impact

Two entities have touched, so run their touch functions
==================
*/
void SV_Impact(edict_t *e1, edict_t *e2)
{
    int		old_self, old_other;

    old_self = pr_global_struct->self;
    old_other = pr_global_struct->other;

    pr_global_struct->time = sv.time;
    if (e1->v.touch && e1->v.solid != SOLID_NOT) {
        pr_global_struct->self = EDICT_TO_PROG(e1);
        pr_global_struct->other = EDICT_TO_PROG(e2);
        PR_ExecuteProgram(e1->v.touch);
    }

    if (e2->v.touch && e2->v.solid != SOLID_NOT) {
        pr_global_struct->self = EDICT_TO_PROG(e2);
        pr_global_struct->other = EDICT_TO_PROG(e1);
        PR_ExecuteProgram(e2->v.touch);
    }

    pr_global_struct->self = old_self;
    pr_global_struct->other = old_other;
}


/*
==================
ClipVelocity

Slide off of the impacting object
returns the blocked flags (1 = floor, 2 = step / wall)
==================
*/
#define	STOP_EPSILON	0.1

int ClipVelocity(vec3_t in, vec3_t normal, vec3_t out, float overbounce)
{
    float	backoff;
    float	change;
    int		i, blocked;

    blocked = 0;
    if (normal[2] > 0) {
        blocked |= 1;    // floor
    }
    if (!normal[2]) {
        blocked |= 2;    // step
    }

    backoff = DotProduct(in, normal) * overbounce;

    for (i=0 ; i<3 ; i++) {
        change = normal[i]*backoff;
        out[i] = in[i] - change;
        if (out[i] > -STOP_EPSILON && out[i] < STOP_EPSILON) {
            out[i] = 0;
        }
    }

    return blocked;
}


/*
============
SV_FlyMove

The basic solid body movement clip that slides along multiple planes
Returns the clipflags if the velocity was modified (hit something solid)
1 = floor
2 = wall / step
4 = dead stop
If steptrace is not NULL, the trace of any vertical wall hit will be stored
============
*/
#define	MAX_CLIP_PLANES	5
int SV_FlyMove(edict_t *ent, float time, trace_t *steptrace)
{
    int			bumpcount, numbumps;
    vec3_t		dir;
    float		d;
    int			numplanes;
    vec3_t		planes[MAX_CLIP_PLANES];
    vec3_t		primal_velocity, original_velocity, new_velocity;
    int			i, j;
    trace_t		trace;
    vec3_t		end;
    float		time_left;
    int			blocked;

    numbumps = 4;

    blocked = 0;
    VectorCopy(ent->v.velocity, original_velocity);
    VectorCopy(ent->v.velocity, primal_velocity);
    numplanes = 0;

    time_left = time;

    for (bumpcount=0 ; bumpcount<numbumps ; bumpcount++) {
        if (!ent->v.velocity[0] && !ent->v.velocity[1] && !ent->v.velocity[2]) {
            break;
        }

        for (i=0 ; i<3 ; i++) {
            end[i] = ent->v.origin[i] + time_left * ent->v.velocity[i];
        }

        trace = SV_Move(ent->v.origin, ent->v.mins, ent->v.maxs, end, false, ent);

        if (trace.allsolid) {
            // entity is trapped in another solid
            VectorCopy(vec3_origin, ent->v.velocity);
            return 3;
        }

        if (trace.fraction > 0) {
            // actually covered some distance
            VectorCopy(trace.endpos, ent->v.origin);
            VectorCopy(ent->v.velocity, original_velocity);
            numplanes = 0;
        }

        if (trace.fraction == 1) {
            break;    // moved the entire distance
        }

        if (!trace.ent) {
            Sys_Error("SV_FlyMove: !trace.ent");
        }

        if (trace.plane.normal[2] > 0.7) {
            blocked |= 1;		// floor
            if (trace.ent->v.solid == SOLID_BSP) {
                ent->v.flags =	(int)ent->v.flags | FL_ONGROUND;
                ent->v.groundentity = EDICT_TO_PROG(trace.ent);
            }
        }
        if (!trace.plane.normal[2]) {
            blocked |= 2;		// step
            if (steptrace) {
                *steptrace = trace;    // save for player extrafriction
            }
        }

//
// run the impact function
//
        SV_Impact(ent, trace.ent);
        if (ent->free) {
            break;    // removed by the impact function
        }


        time_left -= time_left * trace.fraction;

        // cliped to another plane
        if (numplanes >= MAX_CLIP_PLANES) {
            // this shouldn't really happen
            VectorCopy(vec3_origin, ent->v.velocity);
            return 3;
        }

        VectorCopy(trace.plane.normal, planes[numplanes]);
        numplanes++;

//
// modify original_velocity so it parallels all of the clip planes
//
        for (i=0 ; i<numplanes ; i++) {
            ClipVelocity(original_velocity, planes[i], new_velocity, 1);
            for (j=0 ; j<numplanes ; j++)
                if (j != i) {
                    if (DotProduct(new_velocity, planes[j]) < 0) {
                        break;    // not ok
                    }
                }
            if (j == numplanes) {
                break;
            }
        }

        if (i != numplanes) {
            // go along this plane
            VectorCopy(new_velocity, ent->v.velocity);
        } else {
            // go along the crease
            if (numplanes != 2) {
//				Con_Printf ("clip velocity, numplanes == %i\n",numplanes);
                VectorCopy(vec3_origin, ent->v.velocity);
                return 7;
            }
            CrossProduct(planes[0], planes[1], dir);
            d = DotProduct(dir, ent->v.velocity);
            VectorScale(dir, d, ent->v.velocity);
        }

//
// if original velocity is against the original velocity, stop dead
// to avoid tiny occilations in sloping corners
//
        if (DotProduct(ent->v.velocity, primal_velocity) <= 0) {
            VectorCopy(vec3_origin, ent->v.velocity);
            return blocked;
        }
    }

    return blocked;
}


/*
============
SV_AddGravity

============
*/
void SV_AddGravity(edict_t *ent)
{
    float	ent_gravity;

#ifdef QUAKE2
    if (ent->v.gravity) {
        ent_gravity = ent->v.gravity;
    } else {
        ent_gravity = 1.0;
    }
#else
    eval_t	*val;

    val = GetEdictFieldValue(ent, "gravity");
    if (val && val->_float) {
        ent_gravity = val->_float;
    } else {
        ent_gravity = 1.0;
    }
#endif
    ent->v.velocity[2] -= ent_gravity * sv_gravity.value * host_frametime;
}


/*
===============================================================================

PUSHMOVE

===============================================================================
*/

/*
============
SV_PushEntity

Does not change the entities velocity at all
============
*/
trace_t SV_PushEntity(edict_t *ent, vec3_t push)
{
    trace_t	trace;
    vec3_t	end;

    VectorAdd(ent->v.origin, push, end);

    if (ent->v.movetype == MOVETYPE_FLYMISSILE) {
        trace = SV_Move(ent->v.origin, ent->v.mins, ent->v.maxs, end, MOVE_MISSILE, ent);
    } else if (ent->v.solid == SOLID_TRIGGER || ent->v.solid == SOLID_NOT)
        // only clip against bmodels
    {
        trace = SV_Move(ent->v.origin, ent->v.mins, ent->v.maxs, end, MOVE_NOMONSTERS, ent);
    } else {
        trace = SV_Move(ent->v.origin, ent->v.mins, ent->v.maxs, end, MOVE_NORMAL, ent);
    }

    VectorCopy(trace.endpos, ent->v.origin);
    SV_LinkEdict(ent, true);

    if (trace.ent) {
        SV_Impact(ent, trace.ent);
    }

    return trace;
}


/*
============
SV_PushMove

============
*/
void SV_PushMove(edict_t *pusher, float movetime)
{
    int			i, e;
    edict_t		*check, *block;
    vec3_t		mins, maxs, move;
    vec3_t		entorig, pushorig;
    int			num_moved;
    edict_t		*moved_edict[MAX_EDICTS];
    vec3_t		moved_from[MAX_EDICTS];
    float		solid_backup;		// 1999-10-07 MOVETYPE_PUSH fix by LordHavoc/Maddes

    if (!pusher->v.velocity[0] && !pusher->v.velocity[1] && !pusher->v.velocity[2]) {
        pusher->v.ltime += movetime;
        return;
    }

    for (i=0 ; i<3 ; i++) {
        move[i] = pusher->v.velocity[i] * movetime;
        mins[i] = pusher->v.absmin[i] + move[i];
        maxs[i] = pusher->v.absmax[i] + move[i];
    }

    VectorCopy(pusher->v.origin, pushorig);

// move the pusher to it's final position

    VectorAdd(pusher->v.origin, move, pusher->v.origin);
    pusher->v.ltime += movetime;
    SV_LinkEdict(pusher, false);


// see if any solid entities are inside the final position
    num_moved = 0;
    check = NEXT_EDICT(sv.edicts);
    for (e=1 ; e<sv.num_edicts ; e++, check = NEXT_EDICT(check)) {
        if (check->free) {
            continue;
        }
        if (check->v.movetype == MOVETYPE_PUSH
                || check->v.movetype == MOVETYPE_NONE
#ifdef QUAKE2
                || check->v.movetype == MOVETYPE_FOLLOW
#endif
                || check->v.movetype == MOVETYPE_NOCLIP) {
            continue;
        }

        // if the entity is standing on the pusher, it will definately be moved
        if (!(((int)check->v.flags & FL_ONGROUND)
                && PROG_TO_EDICT(check->v.groundentity) == pusher)) {
            if (check->v.absmin[0] >= maxs[0]
                    || check->v.absmin[1] >= maxs[1]
                    || check->v.absmin[2] >= maxs[2]
                    || check->v.absmax[0] <= mins[0]
                    || check->v.absmax[1] <= mins[1]
                    || check->v.absmax[2] <= mins[2]) {
                continue;
            }

            // see if the ent's bbox is inside the pusher's final position
            if (!SV_TestEntityPosition(check)) {
                continue;
            }
        }

        // remove the onground flag for non-players
        if (check->v.movetype != MOVETYPE_WALK) {
            check->v.flags = (int)check->v.flags & ~FL_ONGROUND;
        }

        VectorCopy(check->v.origin, entorig);
        VectorCopy(check->v.origin, moved_from[num_moved]);
        moved_edict[num_moved] = check;
        num_moved++;

// 1999-10-07 MOVETYPE_PUSH fix by LordHavoc/Maddes  start
        solid_backup = pusher->v.solid;
        if (solid_backup == SOLID_BSP		// everything that blocks: bsp models==map brushes==doors,plats,etc.
                || solid_backup == SOLID_BBOX		// normally boxes
                || solid_backup == SOLID_SLIDEBOX) {	// normally monsters
// 1999-10-07 MOVETYPE_PUSH fix by LordHavoc/Maddes  end
            // try moving the contacted entity
            pusher->v.solid = SOLID_NOT;
            SV_PushEntity(check, move);
// 1999-10-07 MOVETYPE_PUSH fix by LordHavoc/Maddes  start
//		pusher->v.solid = SOLID_BSP;
            pusher->v.solid = solid_backup;
// 1999-10-07 MOVETYPE_PUSH fix by LordHavoc/Maddes  end

            // if it is still inside the pusher, block
            block = SV_TestEntityPosition(check);
// 1999-10-07 MOVETYPE_PUSH fix by LordHavoc/Maddes  start
        } else {
            block = NULL;
        }
// 1999-10-07 MOVETYPE_PUSH fix by LordHavoc/Maddes  end
        if (block) {
            // fail the move
            if (check->v.mins[0] == check->v.maxs[0]) {
                continue;
            }
            if (check->v.solid == SOLID_NOT || check->v.solid == SOLID_TRIGGER) {
                // corpse
                check->v.mins[0] = check->v.mins[1] = 0;
                VectorCopy(check->v.mins, check->v.maxs);
                continue;
            }

            VectorCopy(entorig, check->v.origin);
            SV_LinkEdict(check, true);

            VectorCopy(pushorig, pusher->v.origin);
            SV_LinkEdict(pusher, false);
            pusher->v.ltime -= movetime;

            // if the pusher has a "blocked" function, call it
            // otherwise, just stay in place until the obstacle is gone
            if (pusher->v.blocked) {
                pr_global_struct->self = EDICT_TO_PROG(pusher);
                pr_global_struct->other = EDICT_TO_PROG(check);
                PR_ExecuteProgram(pusher->v.blocked);
            }

            // move back any entities we already moved
            for (i=0 ; i<num_moved ; i++) {
                VectorCopy(moved_from[i], moved_edict[i]->v.origin);
                SV_LinkEdict(moved_edict[i], false);
            }
            return;
        }
    }


}

/*
============
SV_PushRotate

============
*/
void SV_PushRotate(edict_t *pusher, float movetime)
{
    int			i, e;
    edict_t		*check, *block;
    vec3_t		move, a, amove;
    vec3_t		entorig, pushorig;
    int			num_moved;
    edict_t		*moved_edict[MAX_EDICTS];
    vec3_t		moved_from[MAX_EDICTS];
    vec3_t		org, org2;
    vec3_t		forward, right, up;

    if (!pusher->v.avelocity[0] && !pusher->v.avelocity[1] && !pusher->v.avelocity[2]) {
        pusher->v.ltime += movetime;
        return;
    }

    for (i=0 ; i<3 ; i++) {
        amove[i] = pusher->v.avelocity[i] * movetime;
    }

    VectorSubtract(vec3_origin, amove, a);
    AngleVectors(a, forward, right, up);

    VectorCopy(pusher->v.angles, pushorig);

// move the pusher to it's final position

    VectorAdd(pusher->v.angles, amove, pusher->v.angles);
    pusher->v.ltime += movetime;
    SV_LinkEdict(pusher, false);


// see if any solid entities are inside the final position
    num_moved = 0;
    check = NEXT_EDICT(sv.edicts);
    for (e=1 ; e<sv.num_edicts ; e++, check = NEXT_EDICT(check)) {
        if (check->free) {
            continue;
        }
        if (check->v.movetype == MOVETYPE_PUSH
                || check->v.movetype == MOVETYPE_NONE
                //	|| check->v.movetype == MOVETYPE_FOLLOW // rotating brushes - removed
                || check->v.movetype == MOVETYPE_NOCLIP) {
            continue;
        }

        // if the entity is standing on the pusher, it will definately be moved
        if (!(((int)check->v.flags & FL_ONGROUND)
                && PROG_TO_EDICT(check->v.groundentity) == pusher)) {
            if (check->v.absmin[0] >= pusher->v.absmax[0]
                    || check->v.absmin[1] >= pusher->v.absmax[1]
                    || check->v.absmin[2] >= pusher->v.absmax[2]
                    || check->v.absmax[0] <= pusher->v.absmin[0]
                    || check->v.absmax[1] <= pusher->v.absmin[1]
                    || check->v.absmax[2] <= pusher->v.absmin[2]) {
                continue;
            }

            // see if the ent's bbox is inside the pusher's final position
            if (!SV_TestEntityPosition(check)) {
                continue;
            }
        }

        // remove the onground flag for non-players
        if (check->v.movetype != MOVETYPE_WALK) {
            check->v.flags = (int)check->v.flags & ~FL_ONGROUND;
        }

        VectorCopy(check->v.origin, entorig);
        VectorCopy(check->v.origin, moved_from[num_moved]);
        moved_edict[num_moved] = check;
        num_moved++;

        // calculate destination position
        VectorSubtract(check->v.origin, pusher->v.origin, org);
        org2[0] = DotProduct(org, forward);
        org2[1] = -DotProduct(org, right);
        org2[2] = DotProduct(org, up);
        VectorSubtract(org2, org, move);

        // try moving the contacted entity
        pusher->v.solid = SOLID_NOT;
        SV_PushEntity(check, move);
        pusher->v.solid = SOLID_BSP;

        // if it is still inside the pusher, block
        block = SV_TestEntityPosition(check);
        if (block) {
            // fail the move
            if (check->v.mins[0] == check->v.maxs[0]) {
                continue;
            }
            if (check->v.solid == SOLID_NOT || check->v.solid == SOLID_TRIGGER) {
                // corpse
                check->v.mins[0] = check->v.mins[1] = 0;
                VectorCopy(check->v.mins, check->v.maxs);
                continue;
            }

            VectorCopy(entorig, check->v.origin);
            SV_LinkEdict(check, true);

            VectorCopy(pushorig, pusher->v.angles);
            SV_LinkEdict(pusher, false);
            pusher->v.ltime -= movetime;

            // if the pusher has a "blocked" function, call it
            // otherwise, just stay in place until the obstacle is gone
            if (pusher->v.blocked) {
                pr_global_struct->self = EDICT_TO_PROG(pusher);
                pr_global_struct->other = EDICT_TO_PROG(check);
                PR_ExecuteProgram(pusher->v.blocked);
            }

            // move back any entities we already moved
            for (i=0 ; i<num_moved ; i++) {
                VectorCopy(moved_from[i], moved_edict[i]->v.origin);
                VectorSubtract(moved_edict[i]->v.angles, amove, moved_edict[i]->v.angles);
                SV_LinkEdict(moved_edict[i], false);
            }
            return;
        } else {
            VectorAdd(check->v.angles, amove, check->v.angles);
        }
    }


}

/*
================
SV_Physics_Pusher

================
*/
void SV_Physics_Pusher(edict_t *ent)
{
    float	thinktime;
    float	oldltime;
    float	movetime;

    oldltime = ent->v.ltime;

    thinktime = ent->v.nextthink;
    if (thinktime < ent->v.ltime + host_frametime) {
        movetime = thinktime - ent->v.ltime;
        if (movetime < 0) {
            movetime = 0;
        }
    } else {
        movetime = host_frametime;
    }

    // rotating brushes - edited - begin
    if (ent->v.avelocity[0] || ent->v.avelocity[1] || ent->v.avelocity[2]) {
        SV_PushRotate(ent, movetime);
    }

    if (movetime) {
        SV_PushMove(ent, movetime);    // advances ent->v.ltime if not blocked
    }
    // rotating brushes - edited - end

    if (thinktime > oldltime && thinktime <= ent->v.ltime) {
        ent->v.nextthink = 0;
        pr_global_struct->time = sv.time;
        pr_global_struct->self = EDICT_TO_PROG(ent);
        pr_global_struct->other = EDICT_TO_PROG(sv.edicts);
        PR_ExecuteProgram(ent->v.think);
        if (ent->free) {
            return;
        }
    }

}


/*
===============================================================================

CLIENT MOVEMENT

===============================================================================
*/

/*
=============
SV_CheckStuck

This is a big hack to try and fix the rare case of getting stuck in the world
clipping hull.
=============
*/
void SV_CheckStuck(edict_t *ent)
{
    int		i, j;
    int		z;
    vec3_t	org;

    if (!SV_TestEntityPosition(ent)) {
        VectorCopy(ent->v.origin, ent->v.oldorigin);
        return;
    }

    VectorCopy(ent->v.origin, org);
    VectorCopy(ent->v.oldorigin, ent->v.origin);
    if (!SV_TestEntityPosition(ent)) {
        Con_DPrintf("Unstuck.\n");
        SV_LinkEdict(ent, true);
        return;
    }

    for (z=0 ; z< 18 ; z++)
        for (i=-1 ; i <= 1 ; i++)
            for (j=-1 ; j <= 1 ; j++) {
                ent->v.origin[0] = org[0] + i;
                ent->v.origin[1] = org[1] + j;
                ent->v.origin[2] = org[2] + z;
                if (!SV_TestEntityPosition(ent)) {
                    Con_DPrintf("Unstuck.\n");
                    SV_LinkEdict(ent, true);
                    return;
                }
            }

    VectorCopy(org, ent->v.origin);
    Con_DPrintf("player is stuck.\n");
}


/*
=============
SV_CheckWater
=============
*/
qboolean SV_CheckWater(edict_t *ent)
{
    vec3_t	point;
    int		cont;
#ifdef QUAKE2
    int		truecont;
#endif

    point[0] = ent->v.origin[0];
    point[1] = ent->v.origin[1];
    point[2] = ent->v.origin[2] + ent->v.mins[2] + 1;

    ent->v.waterlevel = 0;
    ent->v.watertype = CONTENTS_EMPTY;
    cont = SV_PointContents(point);
    if (cont <= CONTENTS_WATER) {
#ifdef QUAKE2
        truecont = SV_TruePointContents(point);
#endif
        ent->v.watertype = cont;
        ent->v.waterlevel = 1;
        point[2] = ent->v.origin[2] + (ent->v.mins[2] + ent->v.maxs[2])*0.5;
        cont = SV_PointContents(point);
        if (cont <= CONTENTS_WATER) {
            ent->v.waterlevel = 2;
            point[2] = ent->v.origin[2] + ent->v.view_ofs[2];
            cont = SV_PointContents(point);
            if (cont <= CONTENTS_WATER) {
                ent->v.waterlevel = 3;
            }
        }
#ifdef QUAKE2
        if (truecont <= CONTENTS_CURRENT_0 && truecont >= CONTENTS_CURRENT_DOWN) {
            static vec3_t current_table[] = {
                {1, 0, 0},
                {0, 1, 0},
                {-1, 0, 0},
                {0, -1, 0},
                {0, 0, 1},
                {0, 0, -1}
            };

            VectorMA(ent->v.basevelocity, 150.0*ent->v.waterlevel/3.0, current_table[CONTENTS_CURRENT_0 - truecont], ent->v.basevelocity);
        }
#endif
    }

    return ent->v.waterlevel > 1;
}

/*
============
SV_WallFriction

============
*/
void SV_WallFriction(edict_t *ent, trace_t *trace)
{
    vec3_t		forward, right, up;
    float		d, i;
    vec3_t		into, side;

    AngleVectors(ent->v.v_angle, forward, right, up);
    d = DotProduct(trace->plane.normal, forward);

    d += 0.5;
    if (d >= 0) {
        return;
    }

// cut the tangential velocity
    i = DotProduct(trace->plane.normal, ent->v.velocity);
    VectorScale(trace->plane.normal, i, into);
    VectorSubtract(ent->v.velocity, into, side);

    ent->v.velocity[0] = side[0] * (1 + d);
    ent->v.velocity[1] = side[1] * (1 + d);
}

/*
=====================
SV_TryUnstick

Player has come to a dead stop, possibly due to the problem with limited
float precision at some angle joins in the BSP hull.

Try fixing by pushing one pixel in each direction.

This is a hack, but in the interest of good gameplay...
======================
*/
int SV_TryUnstick(edict_t *ent, vec3_t oldvel)
{
    int		i;
    vec3_t	oldorg;
    vec3_t	dir;
    int		clip;
    trace_t	steptrace;

    VectorCopy(ent->v.origin, oldorg);
    VectorCopy(vec3_origin, dir);

    for (i=0 ; i<8 ; i++) {
// try pushing a little in an axial direction
        switch (i) {
        case 0:
            dir[0] = 2;
            dir[1] = 0;
            break;
        case 1:
            dir[0] = 0;
            dir[1] = 2;
            break;
        case 2:
            dir[0] = -2;
            dir[1] = 0;
            break;
        case 3:
            dir[0] = 0;
            dir[1] = -2;
            break;
        case 4:
            dir[0] = 2;
            dir[1] = 2;
            break;
        case 5:
            dir[0] = -2;
            dir[1] = 2;
            break;
        case 6:
            dir[0] = 2;
            dir[1] = -2;
            break;
        case 7:
            dir[0] = -2;
            dir[1] = -2;
            break;
        }

        SV_PushEntity(ent, dir);

// retry the original move
        ent->v.velocity[0] = oldvel[0];
        ent->v. velocity[1] = oldvel[1];
        ent->v. velocity[2] = 0;
        clip = SV_FlyMove(ent, 0.1, &steptrace);

        if (fabs(oldorg[1] - ent->v.origin[1]) > 4
                || fabs(oldorg[0] - ent->v.origin[0]) > 4) {
//Con_DPrintf ("unstuck!\n");
            return clip;
        }

// go back to the original pos and try again
        VectorCopy(oldorg, ent->v.origin);
    }

    VectorCopy(vec3_origin, ent->v.velocity);
    return 7;		// still not moving
}

/*
=====================
SV_WalkMove

Only used by players
======================
*/
#define	STEPSIZE	18
void SV_WalkMove(edict_t *ent)
{
    vec3_t		upmove, downmove;
    vec3_t		oldorg, oldvel;
    vec3_t		nosteporg, nostepvel;
    int			clip;
    int			oldonground;
    trace_t		steptrace, downtrace;

//
// do a regular slide move unless it looks like you ran into a step
//
    oldonground = (int)ent->v.flags & FL_ONGROUND;
    ent->v.flags = (int)ent->v.flags & ~FL_ONGROUND;

    VectorCopy(ent->v.origin, oldorg);
    VectorCopy(ent->v.velocity, oldvel);

    clip = SV_FlyMove(ent, host_frametime, &steptrace);

    if (!(clip & 2)) {
        return;    // move didn't block on a step
    }

    if (!oldonground && ent->v.waterlevel == 0) {
        return;    // don't stair up while jumping
    }

    if (ent->v.movetype != MOVETYPE_WALK) {
        return;    // gibbed by a trigger
    }

    if (sv_nostep.value) {
        return;
    }

    if ((int)sv_player->v.flags & FL_WATERJUMP) {
        return;
    }

    VectorCopy(ent->v.origin, nosteporg);
    VectorCopy(ent->v.velocity, nostepvel);

//
// try moving up and forward to go up a step
//
    VectorCopy(oldorg, ent->v.origin);	// back to start pos

    VectorCopy(vec3_origin, upmove);
    VectorCopy(vec3_origin, downmove);
    upmove[2] = STEPSIZE;
    downmove[2] = -STEPSIZE + oldvel[2]*host_frametime;

// move up
    SV_PushEntity(ent, upmove);	// FIXME: don't link?

// move forward
    ent->v.velocity[0] = oldvel[0];
    ent->v. velocity[1] = oldvel[1];
    ent->v. velocity[2] = 0;
    clip = SV_FlyMove(ent, host_frametime, &steptrace);

// check for stuckness, possibly due to the limited precision of floats
// in the clipping hulls
    if (clip) {
        if (fabs(oldorg[1] - ent->v.origin[1]) < 0.03125
                && fabs(oldorg[0] - ent->v.origin[0]) < 0.03125) {
            // stepping up didn't make any progress
            clip = SV_TryUnstick(ent, oldvel);
        }
    }

// extra friction based on view angle
    if (clip & 2) {
        SV_WallFriction(ent, &steptrace);
    }

// move down
    downtrace = SV_PushEntity(ent, downmove);	// FIXME: don't link?

    if (downtrace.plane.normal[2] > 0.7) {
        if (ent->v.solid == SOLID_BSP) {
            ent->v.flags =	(int)ent->v.flags | FL_ONGROUND;
            ent->v.groundentity = EDICT_TO_PROG(downtrace.ent);
        }
    } else {
// if the push down didn't end up on good ground, use the move without
// the step up.  This happens near wall / slope combinations, and can
// cause the player to hop up higher on a slope too steep to climb
        VectorCopy(nosteporg, ent->v.origin);
        VectorCopy(nostepvel, ent->v.velocity);
    }
}


/*
================
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);
#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 = EDICT_TO_PROG(ent);
    PR_ExecuteProgram(pr_global_struct->PlayerPostThink);
}

//============================================================================

/*
=============
SV_Physics_None

Non moving objects can only think
=============
*/
void SV_Physics_None(edict_t *ent)
{
// regular thinking
    SV_RunThink(ent);
}

#ifdef QUAKE2
/*
=============
SV_Physics_Follow

Entities that are "stuck" to another entity
=============
*/
void SV_Physics_Follow(edict_t *ent)
{
// regular thinking
    SV_RunThink(ent);
    VectorAdd(PROG_TO_EDICT(ent->v.aiment)->v.origin, ent->v.v_angle, ent->v.origin);
    SV_LinkEdict(ent, true);
}
#endif

/*
=============
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->v.angles, host_frametime, ent->v.avelocity, ent->v.angles);
    VectorMA(ent->v.origin, host_frametime, ent->v.velocity, ent->v.origin);

    SV_LinkEdict(ent, false);
}

/*
==============================================================================

TOSS / BOUNCE

==============================================================================
*/

/*
=============
SV_CheckWaterTransition

=============
*/
void SV_CheckWaterTransition(edict_t *ent)
{
    int		cont;
#ifdef QUAKE2
    vec3_t	point;

    point[0] = ent->v.origin[0];
    point[1] = ent->v.origin[1];
    point[2] = ent->v.origin[2] + ent->v.mins[2] + 1;
    cont = SV_PointContents(point);
#else
    cont = SV_PointContents(ent->v.origin);
#endif
    if (!ent->v.watertype) {
        // just spawned here
        ent->v.watertype = cont;
        ent->v.waterlevel = 1;
        return;
    }

    if (cont <= CONTENTS_WATER) {
        if (ent->v.watertype == CONTENTS_EMPTY) {
            // just crossed into water
            SV_StartSound(ent, 0, "misc/h2ohit1.wav", 255, 1);
        }
        ent->v.watertype = cont;
        ent->v.waterlevel = 1;
    } else {
        if (ent->v.watertype != CONTENTS_EMPTY) {
            // just crossed into water
            SV_StartSound(ent, 0, "misc/h2ohit1.wav", 255, 1);
        }
        ent->v.watertype = CONTENTS_EMPTY;
        ent->v.waterlevel = cont;
    }
}

/*
=============
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 = EDICT_TO_PROG(trace.ent);
            VectorCopy(vec3_origin, ent->v.velocity);
            VectorCopy(vec3_origin, ent->v.avelocity);
        }
    }

// check for in water
    SV_CheckWaterTransition(ent);
}

/*
===============================================================================

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.
=============
*/
#ifdef QUAKE2
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);
}
#else
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);
}
#endif

//============================================================================

/*
================
SV_Physics

================
*/
void SV_Physics(void)
{
    int		i;
    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;
    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);
        }
#ifdef QUAKE2
        else if (ent->v.movetype == MOVETYPE_FOLLOW) {
            SV_Physics_Follow(ent);
        }
#endif
        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_TOSS
                   || ent->v.movetype == MOVETYPE_BOUNCE
#ifdef QUAKE2
                   || ent->v.movetype == MOVETYPE_BOUNCEMISSILE
#endif
                   || ent->v.movetype == MOVETYPE_FLY
                   || ent->v.movetype == MOVETYPE_FLYMISSILE) {
            SV_Physics_Toss(ent);
        } else {
            Sys_Error("SV_Physics: bad movetype %i", (int)ent->v.movetype);
        }
    }
    // FrikaC - EndFrame function - begin
    if (EndFrame) {
        // let the progs know that the frame has ended
        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(EndFrame);
    }
    // FrikaC - EndFrame function - end

    if (pr_global_struct->force_retouch) {
        pr_global_struct->force_retouch--;
    }

    sv.time += host_frametime;
}


//#ifdef QUAKE2	// 2001-09-16 Quake 2 builtin functions by id/Maddes
trace_t SV_Trace_Toss(edict_t *ent, edict_t *ignore)
{
    edict_t	tempent, *tent;
    trace_t	trace;
    vec3_t	move;
    vec3_t	end;
    double	save_frametime;
//	extern particle_t	*active_particles, *free_particles;
//	particle_t	*p;
    int i;	// 2001-09-16 SV_Trace_Toss endless loop fix by LordHavoc

    save_frametime = host_frametime;
    host_frametime = 0.05;

    memcpy(&tempent, ent, sizeof(edict_t));
    tent = &tempent;

// 2001-09-16 SV_Trace_Toss endless loop fix by LordHavoc  start
//	while (1)
    for (i = 0; i < 200; i++)	//sanity check; never trace more than 10 seconds
// 2001-09-16 SV_Trace_Toss endless loop fix by LordHavoc  end
    {
        SV_CheckVelocity(tent);
        SV_AddGravity(tent);
        VectorMA(tent->v.angles, host_frametime, tent->v.avelocity, tent->v.angles);
        VectorScale(tent->v.velocity, host_frametime, move);
        VectorAdd(tent->v.origin, move, end);
        trace = SV_Move(tent->v.origin, tent->v.mins, tent->v.maxs, end, MOVE_NORMAL, tent);
        VectorCopy(trace.endpos, tent->v.origin);

//		p = free_particles;
//		if (p)
//		{
//			free_particles = p->next;
//			p->next = active_particles;
//			active_particles = p;
//
//			p->die = 256;
//			p->color = 15;
//			p->type = pt_static;
//			VectorCopy (vec3_origin, p->vel);
//			VectorCopy (tent->v.origin, p->org);
//		}

        if (trace.ent)
            if (trace.ent != ignore) {
                break;
            }
    }
//	p->color = 224;
    host_frametime = save_frametime;
    return trace;
}
//#endif	// 2001-09-16 Quake 2 builtin functions by id/Maddes
