//-----------------------------------------------------------------------------
//
//  $Logfile:: /Quake 2 Engine/Sin/code/game/g_phys.cpp                       $
// $Revision:: 61                                                             $
//   $Author:: Markd                                                          $
//     $Date:: 11/20/98 7:17p                                                 $
//
// Copyright (C) 1998 by Ritual Entertainment, Inc.
// All rights reserved.
//
// This source is may not be distributed and/or modified without
// expressly written permission by Ritual Entertainment, Inc.
//
// $Log:: /Quake 2 Engine/Sin/code/game/g_phys.cpp                            $
// 
// 61    11/20/98 7:17p Markd
// Took out G_SnapPosition
// 
// 60    11/19/98 9:28p Jimdose
// fixed some more gravaxis issues
// 
// 59    11/19/98 7:54p Jimdose
// Added G_SnapPosition.  Fixes bug with player getting hurt when standing on
// some moving objects.
// 
// 58    11/18/98 5:23a Jimdose
// G_Physics_Toss properly checks normal an alternate grav axis
// 
// 57    11/16/98 9:43p Jimdose
// fixed sliding on alternate gravaxis
// 
// 56    11/16/98 8:24p Markd
// fixed vehicles getting stuck
// 
// 55    11/15/98 11:32p Markd
// change fat rocket behavior a bit
// 
// 54    11/15/98 8:50p Jimdose
// added sv_fatrockets
// made SV_Physics_Toss do a fulltrace when sv_fatrockets is true, allowing you
// to shoot rockets and grenades through character's legs.
// 
// 53    11/13/98 10:03p Jimdose
// added G_CheckWater
// G_Physics_Step now checks water
// 
// 52    10/27/98 1:49a Markd
// made physics work better with waterlevel
// 
// 51    10/25/98 11:57p Jimdose
// don't call animate during intermissions
// 
// 50    10/18/98 8:43p Jimdose
// removed unnecessary setting or the origin and angles when bindmaster is set
// in G_RunEntity
// 
// 49    10/16/98 2:21a Jimdose
// Made gravity different in water
// 
// 48    10/16/98 2:09a Aldie
// 
// 47    10/08/98 6:30p Markd
// Fixed TestEntityPosition
// 
// 46    10/06/98 10:17p Markd
// fixed vehicle physics
// 
// 45    10/04/98 10:28p Aldie
// Added multiple weapon changes.  Damage, flashes, quantum stuff
// 
// 44    9/22/98 10:21p Markd
// changed default vehicle clipmask
// 
// 43    9/18/98 10:59p Jimdose
// made pointcontents test in G_Physics_Toss use worldorigin
// 
// 42    9/15/98 3:49p Markd
// Put blocking functionality into MOVETYPE_VEHICLES
// 
// 41    9/14/98 6:12p Markd
// Added MOVETYPE_VEHICLE
// 
// 40    8/31/98 7:45p Aldie
// Updated surface data structure and removed surfinfo field
// 
// 39    8/29/98 9:42p Jimdose
// Made all function names consistantly begin with G_
// Added call info to G_Trace
// 
// 38    8/27/98 9:05p Jimdose
// Moved STEPSIZE definition to g_local.h
// 
// 37    8/22/98 9:36p Jimdose
// Added support for alternate gravity axis
// 
// 36    8/18/98 11:50p Jimdose
// Made G_PushEntity so that the entity doesn't touch itself
// 
// 35    8/18/98 11:08p Markd
// Added new Alias System
// 
// 34    7/25/98 8:38p Markd
// put in landing sound
// 
// 33    7/18/98 8:27p Jimdose
// Fixed sliding bug with entities standing on rotating entities
// 
// 32    7/11/98 8:23p Jimdose
// G_Push does one less setorigin
// 
// 31    7/09/98 9:38p Jimdose
// Changed calls to getLocalVector to getParentVector
// Removed quantization of move to 1/8 of a unit from G_Push
// 
// 30    7/02/98 7:58p Markd
// When MOVETYPE_BOUNCE We still rotate if avelocity is non-zero
// 
// 29    6/27/98 2:16p Aldie
// Changed some sliding stuff
// 
// 28    6/09/98 4:19p Jimdose
// worked on ai
// 
// 27    6/08/98 11:35a Aldie
// Added some slide move stuff
// 
// 26    5/26/98 1:54a Markd
// Put in default water transition sounds
// 
// 25    5/25/98 6:47p Jimdose
// Made animateframe, prethink and posthink into functions built into the base
// entity class
// 
// 24    5/24/98 8:46p Jimdose
// Made a lot of functions more str-friendly.
// Got rid of a lot of char * based strings
// Cleaned up get spawn arg functions and sound functions
// sound functions now use consistant syntax
// 
// 23    5/22/98 7:18p Jimdose
// Working on ai stuff
// 
// 22    5/14/98 10:12p Jimdose
// Added extended result information for G_Movestep
// 
// 21    5/03/98 4:32p Jimdose
// Changed Vector class
// 
// 20    5/02/98 12:02a Jimdose
// added groundplane, groundsurface, groundcontents
// added current and conveyors to non-player entities
// 
// 19    4/30/98 4:48p Jimdose
// G_Push no longer gets blocked by SOLID_TRIGGER or SOLID_NOT
// 
// 18    4/20/98 2:45p Jimdose
// working on ai
// 
// 17    4/18/98 3:04p Jimdose
// Made G_Physics_Toss properly update angles using setAngles
// working on ai
// 
// 16    4/16/98 2:03p Jimdose
// Added G_TestMovestep
// 
// 15    4/10/98 4:56p Jimdose
// only play water transitition sound on ents with mass of 0 or spawntime older
// than FRAMETIME
// 
// 14    4/09/98 3:32p Jimdose
// G_RunEntity now does a setOrigin and setAngle on bound entities to keep
// their worldorigin and worlangles up to date
// 
// 13    4/04/98 6:04p Jimdose
// cleared out level.impact_trace after impact
// 
// 12    3/31/98 1:04a Jimdose
// Added monster movement code
// 
// 11    3/30/98 2:42p Jimdose
// Made stepmove take the animation delta into account
// 
// 10    3/26/98 8:20p Jimdose
// Made groundentity an edict_t *
// Changed landing sound
// 
// 9     3/24/98 7:35p Jimdose
// Made change to try to fix problem where non-solid entities were being
// blocked by solid ones.
// 
// 8     3/23/98 1:31p Jimdose
// Revamped event and command system
// 
// 7     3/18/98 7:15p Markd
// Changed sound code call in game.h
// 
// 6     3/04/98 8:01p Aldie
// More support for damage surfaces.
// 
// 5     2/21/98 1:15p Jimdose
// Added G_TestMove and G_TestStepMove for use in pathfinding code
// 
// 4     2/16/98 2:25p Jimdose
// Added G_PushMove to allow non-physics functions to push an entity into
// place without having to use setOrigin or messing with velocities.
// Added hierarchial object binding.  Lots of changes all over the place.
// 
// 3     2/06/98 5:52p Jimdose
// Converted physics to be c++
// 
// 2     2/03/98 11:05a Jimdose
// In process of converting to work with Sin progs
// 
// 1     1/26/98 5:48p Jimdose
// 
// 3     12/30/97 6:04p Jimdose
// Added header text
//
// DESCRIPTION:
// 

#include "g_local.h"
#include "sentient.h"
#include "actor.h"

extern cvar_t *sv_fatrockets;

/*


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.

*/

typedef struct
	{
	Entity	*ent;
	Vector	origin;
	Vector	worldorigin;
	Vector	angles;
	Vector	worldangles;
	float		deltayaw;
	} pushed_t;

pushed_t	pushed[ MAX_EDICTS ];
pushed_t *pushed_p;

Entity *obstacle;


/*
============
G_TestEntityPosition

============
*/
Entity *G_TestEntityPosition 
	(
	Entity *ent
	)

	{
   int mask;
	trace_t trace;

   mask = ent->edict->clipmask;
   if ( !mask )
      mask = MASK_SOLID;

	trace = G_Trace( ent->worldorigin, ent->mins, ent->maxs, ent->worldorigin, ent, mask, "G_TestEntityPosition" );
	
	if ( trace.startsolid )
		{
		//return g_edicts->entity;
		assert( trace.ent->entity );
		return trace.ent->entity;
		}
		
	return NULL;
	}


/*
================
G_CheckVelocity
================
*/
void G_CheckVelocity
	(
	Entity *ent
	)

	{
	int i;

	//
	// bound velocity
	//
	for( i = 0; i < 3; i++ )
		{
		if ( ent->velocity[ i ] > sv_maxvelocity->value )
			{
			ent->velocity[ i ] = sv_maxvelocity->value;
			}
		else if ( ent->velocity[ i ] < -sv_maxvelocity->value )
			{
			ent->velocity[ i ] = -sv_maxvelocity->value;
			}
		}
	}

/*
==================
G_Impact

Two entities have touched, so run their touch functions
==================
*/
void G_Impact
	(
	Entity *e1,
	trace_t *trace
	)

	{
	edict_t	   *e2;
	Event		   *ev;
   qboolean    doImpactDamage=false;

	e2 = trace->ent;

   if ( ( e1->movetype == MOVETYPE_HURL ) || ( e2->entity->movetype == MOVETYPE_HURL ) )
      {
      doImpactDamage = true;
      }
   
	//FIXME - this should be passed in the event.
   level.impact_trace = *trace;

   if ( e1->edict->solid != SOLID_NOT )
		{
		ev = new Event( EV_Touch );
		ev->AddEntity( e2->entity );
		e1->ProcessEvent( ev );

      if ( doImpactDamage )
         {
         ev = new Event( EV_Sentient_ImpactDamage );
         e1->ProcessEvent( ev );
         }
		}
	
	if ( e2->entity && e2->solid != SOLID_NOT )
		{
		ev = new Event( EV_Touch );
		ev->AddEntity( e1 );
		e2->entity->ProcessEvent( ev );

      if ( doImpactDamage )
         {
         ev = new Event( EV_Sentient_ImpactDamage );
         e2->entity->ProcessEvent( ev );
         }
		}

	memset( &level.impact_trace, 0, sizeof( level.impact_trace ) );
	}

/*
=============
G_AddCurrents
=============
*/
void G_AddCurrents
	(
	Entity *ent,
	Vector *basevel
	)

	{
	float			speed;
	csurface_t *surface;
	float			angle;
	Vector		vel;

	vel = vec_zero;	

	//
	// add water currents
	//
	if ( ent->watertype & MASK_CURRENT )
		{
		speed = sv_waterspeed->value;
		if ( ( ent->waterlevel == 1 ) && ( ent->groundentity ) )
			{
			speed /= 2;
			}

		if ( ent->watertype & CONTENTS_CURRENT_0 )
			{
			vel[ 0 ] += speed;
			}
		if ( ent->watertype & CONTENTS_CURRENT_90 )
			{
			vel[ 1 ] += speed;
			}
		if ( ent->watertype & CONTENTS_CURRENT_180 )
			{
			vel[ 0 ] -= speed;
			}
		if ( ent->watertype & CONTENTS_CURRENT_270 )
			{
			vel[ 1 ] -= speed;
			}
		if ( ent->watertype & CONTENTS_CURRENT_UP )
			{
			vel[ 2 ] += speed;
			}
		if ( ent->watertype & CONTENTS_CURRENT_DOWN )
			{
			vel[ 2 ] -= speed;
			}
		}

	//
	// add conveyor belt velocities
	//
	if ( ent->groundentity && ent->groundsurface )
		{
		surface = ent->groundsurface;
		if ( ( surface->flags & SURF_CONVEYOR ) && ( surface->flags & SURF_TRANSLATE ) )
         {
			angle = surface->trans_angle * ( 3.14159 / 180.0 );

			vel[ 0 ] += -cos( angle ) * surface->trans_mag;
			vel[ 1 ] += sin( angle ) * surface->trans_mag;
			}
		}

	*basevel = vel;
	}

/*
==================
G_ClipVelocity

Slide off of the impacting object
returns the blocked flags (1 = floor, 2 = step / wall)
==================
*/
#define STOP_EPSILON 0.1

int G_ClipVelocity
	(
	Vector& in,
	Vector& normal,
	Vector& out,
	float overbounce,
   int gravaxis
	)

	{
	int	i;
	int	blocked;
	float	backoff;
	
	blocked = 0;
	if ( ( normal[ gravity_axis[ gravaxis ].z ] * gravity_axis[ gravaxis ].sign ) > 0 )
		{
		// floor
		blocked |= 1;
		}
	if ( !normal[ gravity_axis[ gravaxis ].z ] )
		{
		// step
		blocked |= 2;
		}
	
	backoff = ( in * normal ) * overbounce;

	out = in - normal * backoff;
	for( i = 0; i < 3; i++ )
		{
		if ( out[ i ] > -STOP_EPSILON && out[ i ] < STOP_EPSILON )
			{
			out[ i ] = 0;
			}
		}
	
	return blocked;
	}


/*
============
G_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
============
*/
#define MAX_CLIP_PLANES 5

int G_FlyMove
	(
	Entity *ent,
	Vector basevel,
	float time,
	int mask
	)
	
	{
	Entity	*hit;
	edict_t	*edict;
	int		bumpcount, numbumps;
	Vector	dir;
	float		d;
	int		numplanes;
	vec3_t	planes[ MAX_CLIP_PLANES ];
	Vector	primal_velocity, original_velocity, new_velocity;
	int		i, j;
	trace_t	trace;
	Vector	end;
	float		time_left;
	int		blocked;
#if 0
	Vector   move;
	Vector	v;
#endif
	
	edict = ent->edict;

	numbumps = 4;
	
	blocked = 0;
	original_velocity = ent->velocity;
	primal_velocity = ent->velocity;
	numplanes = 0;

#if 1
	time_left = time;
#else
	time_left = 1.0;//time;

	v = ent->total_delta;
	v[ 1 ] = -v[ 1 ];  // sigh...
	MatrixTransformVector( v.vec3(), ent->orientation, move.vec3() );
	move += ent->velocity * time;
	ent->total_delta = vec_zero;
#endif

	ent->groundentity = NULL;
	for( bumpcount = 0; bumpcount < numbumps; bumpcount++ )
		{
#if 1
		end = ent->worldorigin + time_left * ( ent->velocity + basevel );
#else
		end = ent->worldorigin + time_left * move;
#endif

		trace = G_Trace( ent->worldorigin, ent->mins, ent->maxs, end, ent, mask, "G_FlyMove" );

		if (
            ( trace.allsolid ) ||
            (
               ( trace.startsolid ) &&
               ( ent->movetype == MOVETYPE_VEHICLE ) 
            )
         )
			{	
			// entity is trapped in another solid
			ent->velocity = vec_zero;
			return 3;
			}

		if ( trace.fraction > 0 )
			{
			// actually covered some distance
			ent->setOrigin( trace.endpos );
			original_velocity = ent->velocity;
			numplanes = 0;
			}

		if ( trace.fraction == 1 )
			{
			// moved the entire distance
			break;
			}

		hit = trace.ent->entity;

		if ( trace.plane.normal[ 2 ] > 0.7 )
			{
			// floor
			blocked |= 1;
			if ( hit->getSolidType() == SOLID_BSP )
				{
				ent->groundentity = hit->edict;
				ent->groundentity_linkcount = hit->edict->linkcount;
				ent->groundplane = trace.plane;
				ent->groundsurface = trace.surface;
				ent->groundcontents = trace.contents;
				}
			}

		if ( !trace.plane.normal[ 2 ] )
			{
			// step
			blocked |= 2;
			}

		//
		// run the impact function
		//
		G_Impact( ent, &trace );
		if ( !edict->inuse )
			{
			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
			ent->velocity = vec_zero;
			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++ )
			{
			G_ClipVelocity( original_velocity, Vector( planes[ i ] ), new_velocity, 1.01, ent->gravaxis );
			for( j = 0; j < numplanes; j++ )
				{
				if ( j != i )
					{
					if ( ( new_velocity * planes[ j ] ) < 0 )
						{
						// not ok
						break;
						}
					}
				}

			if ( j == numplanes )
				{
				break;
				}
			}
		
		if ( i != numplanes )
			{
			// go along this plane
			ent->velocity = new_velocity;
			}
		else
			{
			// go along the crease
			if ( numplanes != 2 )
				{
				ent->velocity = vec_zero;
				return 7;
				}
			CrossProduct( planes[ 0 ], planes[ 1 ], dir.vec3() );
			d = dir * ent->velocity;
			ent->velocity = dir * d;
			}

		//
		// if original velocity is against the original velocity, stop dead
		// to avoid tiny occilations in sloping corners
		//
		if ( ( ent->velocity * primal_velocity ) <= 0 )
			{
			ent->velocity = vec_zero;
			return blocked;
			}
		}

	return blocked;
	}


/*
============
G_AddGravity

============
*/
void G_AddGravity
	(
	Entity *ent
	)

	{
   float grav;

   if ( ent->waterlevel > 2 )
      {
      grav = ent->gravity * 60 * FRAMETIME * gravity_axis[ ent->gravaxis ].sign;
      }
   else
      {
      grav = ent->gravity * sv_gravity->value * FRAMETIME * gravity_axis[ ent->gravaxis ].sign;
      }

	ent->velocity[ gravity_axis[ ent->gravaxis ].z ] -= grav;
	}

/*
===============================================================================

PUSHMOVE

===============================================================================
*/

/*
============
G_PushEntity

Does not change the entities velocity at all
============
*/
trace_t G_PushEntity
	(
	Entity *ent,
	Vector push
	)
	
	{
	trace_t	trace;
	Vector	start;
	Vector	end;
	int		mask;
	edict_t	*edict;

	start = ent->worldorigin;
	end = start + push;

retry:
	if ( ent->edict->clipmask )
		{
		mask = ent->edict->clipmask;
		}
	else
		{
		mask = MASK_SOLID;
		}

   if ( !sv_fatrockets->value && ( ent->flags & FL_FATPROJECTILE ) )
      {
      trace = G_FullTrace( start, ent->mins, ent->maxs,  end, ent->maxs.y, ent, mask, "G_PushEntity" );
      }
   else
      {
   	trace = G_Trace( start, ent->mins, ent->maxs, end, ent, mask, "G_PushEntity" );
      }
	
	edict = ent->edict;

	ent->setOrigin( trace.endpos );

	if ( trace.fraction != 1.0 )
		{
		G_Impact( ent, &trace );

		// if the pushed entity went away and the pusher is still there
		if ( !trace.ent->inuse && edict->inuse )
			{
			// move the pusher back and try again
			ent->setOrigin( start );
			goto retry;
			}
		}

	if ( edict && ( edict != ent->edict ) )
		{
		G_TouchTriggers( ent );
		}

	return trace;
	}					

/*
============
G_SlideEntity
============
*/
trace_t G_SlideEntity
	(
	Entity *ent,
	Vector push
	)
	
	{
	trace_t	trace;
	Vector	start;
	Vector	end;
	int		mask;
	edict_t	*edict;

	start = ent->worldorigin;
	end = start + push;

	if ( ent->edict->clipmask )
		{
		mask = ent->edict->clipmask;
		}
	else
		{
		mask = MASK_SOLID;
		}

	trace = G_Trace( start, ent->mins, ent->maxs, end, ent, mask, "G_SlideEntity" );
	
	edict = ent->edict;

	ent->setOrigin( trace.endpos );

	return trace;
	}					


/*
================
G_SnapPosition

================
*/
/*
qboolean G_SnapPosition
   (
   Entity *ent
   )

   {
   int    x, y, z;
   Vector offset( 0, -1, 1 );
   Vector base;

   base = ent->worldorigin;
   for ( z = 0; z < 3; z++ ) 
      {
      ent->worldorigin.z = base.z + offset[ z ];
      for ( y = 0; y < 3; y++ )
         {
         ent->worldorigin.y = base.y + offset[ y ];
         for ( x = 0; x < 3; x++ )
            {
            ent->worldorigin.x = base.x + offset[ x ];
            if ( G_TestEntityPosition( ent ) )
               {
               ent->origin.x += offset[ x ];
               ent->origin.y += offset[ y ];
               ent->origin.z += offset[ z ];
               ent->setOrigin( ent->origin );
               return true;
               }
            }
         }
      }

   // can't find a good position, so put him back.
   ent->worldorigin = base;
   
   return false;
   }
*/

/*
============
G_Push

Objects need to be moved back on a failed push,
otherwise riders would continue to slide.
============
*/
qboolean G_Push
	(
	Entity *pusher,
	Vector pushermove,
	Vector pusheramove
	)

	{
	Entity		*check, *block;
	edict_t		*edict, *next;
	Vector		move, amove;
	Vector		mins, maxs;
	Vector		save;
	pushed_t		*p;
	Vector		org, org2, move2;
	float			mat[ 3 ][ 3 ];
	pushed_t		*pusher_p;

	// save the pusher's original position
	pusher_p = pushed_p;
	pushed_p->ent				= pusher;
	pushed_p->origin			= pusher->origin;
	pushed_p->worldorigin	= pusher->worldorigin;
	pushed_p->angles			= pusher->angles;
	pushed_p->worldangles	= pusher->worldangles;
	if ( pusher->client )
		{
		pushed_p->deltayaw = pusher->client->ps.pmove.delta_angles[ YAW ];
		}
	pushed_p++;
	if ( pushed_p >= &pushed[ MAX_EDICTS ] )
		{
		gi.error( ERR_FATAL, "Pushed too many entities." );
		}

	// move the pusher to it's final position
	pusher->setAngles( pusher->angles + pusheramove );
	pusher->setOrigin( pusher->origin + pushermove );

	if ( pusher->edict->solid == SOLID_NOT )
		{
		// Doesn't push anything
		return true;
		}

	// change the move to worldspace
	move = pusher->worldorigin - pusher_p->worldorigin;
	amove = pusher->worldangles - pusher_p->worldangles;

	// we need this for pushing things later
	AnglesToMat( amove.vec3(), mat );

	// find the bounding box
	mins = pusher->absmin;
	maxs = pusher->absmax;

	// see if any solid entities are inside the final position
	for( edict = g_edicts->next; edict != &active_edicts; edict = next )
		{
		assert( edict );
		assert( edict->inuse );
		assert( edict->entity );

		next = edict->next;
		check = edict->entity;

		if ( check->movetype == MOVETYPE_PUSH || 
			check->movetype == MOVETYPE_STOP ||
			check->movetype == MOVETYPE_NONE ||
			check->movetype == MOVETYPE_NOCLIP )
			{
			continue;
			}

		// if the entity is standing on the pusher, it will definitely be moved
		if ( check->groundentity != pusher->edict )
			{
			// Only move triggers and non-solid objects if they're sitting on a moving object
			if ( check->edict->solid == SOLID_TRIGGER ||  check->edict->solid == SOLID_NOT )
				{
				continue;
				}

			// see if the ent needs to be tested
			if ( check->absmin[ 0 ] >= maxs[ 0 ] ||
				check->absmin[ 1 ] >= maxs[ 1 ] ||
				check->absmin[ 2 ] >= maxs[ 2 ] ||
				check->absmax[ 0 ] <= mins[ 0 ] ||
				check->absmax[ 1 ] <= mins[ 1 ] ||
				check->absmax[ 2 ] <= mins[ 2 ] )
				{
				continue;
				}

			// see if the ent's bbox is inside the pusher's final position
			if ( !G_TestEntityPosition( check ) )
				{
				continue;
				}
			}

		if ( ( pusher->movetype == MOVETYPE_PUSH ) || ( check->groundentity == pusher->edict ) )
			{
			// move this entity
			pushed_p->ent				= check;
			pushed_p->origin			= check->origin;
			pushed_p->worldorigin	= check->worldorigin;
			pushed_p->angles			= check->angles;
			pushed_p->worldangles	= check->worldangles;
			pushed_p++;
			if ( pushed_p >= &pushed[ MAX_EDICTS ] )
				{
				gi.error( ERR_FATAL, "Pushed too many entities." );
				}

			// save off the origin
			save = check->origin;

			// try moving the contacted entity
			move2 = move;

#if 0
// The way id had this was wrong (delta_angles are shorts, not floats)
// This is probably what it should be, but it's not interpolated by the client, so it jitters.
			if ( check->client )
				{
				// FIXME: doesn't rotate monsters?
				//check->client->ps.pmove.delta_angles[ YAW ] += amove[ YAW ];
				
				check->client->ps.pmove.delta_angles[ YAW ] =
					ANGLE2SHORT( 
					SHORT2ANGLE( check->client->ps.pmove.delta_angles[ YAW ] ) + amove[ YAW ] );
				}
#endif

			// figure movement due to the pusher's amove
			org = check->worldorigin - pusher->worldorigin;

			MatrixTransformVector( org.vec3(), mat, org2.vec3() );
			move2 += org2 - org;

			//FIXME
			// We should probably do a flymove here so that we slide against other objects
			check->setOrigin( check->origin + check->getParentVector( move2 ) );

			// may have pushed them off an edge
			if ( check->groundentity != pusher->edict )
				{
				check->groundentity = NULL;
				}

			block = G_TestEntityPosition( check );
			if ( !block )
				{
				// pushed ok
				check->link();

				// impact?
				continue;
				}

         // try to snap it to a good position
         /*
         if ( G_SnapPosition( check ) )
            {
            // snapped ok.  we don't have to link since G_SnapPosition does it for us.
            continue;
            }
         */

			// if it is ok to leave in the old position, do it
			// this is only relevent for riding entities, not pushed
			// FIXME: this doesn't acount for rotation
			check->setOrigin( save );
			block = G_TestEntityPosition( check );
			if ( !block )
				{
				pushed_p--;
				continue;
				}
			}
		
		// save off the obstacle so we can call the block function
		obstacle = check;

		// move back any entities we already moved
		// go backwards, so if the same entity was pushed
		// twice, it goes back to the original position
		for( p = pushed_p - 1; p >= pushed; p-- )
			{
			p->ent->angles = p->angles;
			p->ent->origin = p->origin;
			if ( p->ent->client )
				{
				p->ent->client->ps.pmove.delta_angles[ YAW ] = p->deltayaw;
				}
			}

		// Only "really" move it in order so that the bound coordinate system is correct
		for( p = pushed; p < pushed_p; p++ )
			{
			p->ent->setAngles( p->ent->angles );
			p->ent->setOrigin( p->ent->origin );
			}

		return false;
		}
	
	//FIXME: is there a better way to handle this?
	// see if anything we moved has touched a trigger
	for( p = pushed_p - 1; p >= pushed; p-- )
		{
		G_TouchTriggers( p->ent );
		}

	return true;
	}

/*
================
G_PushMove
================
*/
qboolean G_PushMove
	(
	Entity *ent,
	Vector move,
	Vector amove
	)
	
	{
	Entity *part;
	Vector m, a;
	Event	 *ev;

	m = move;
	a = amove;

	pushed_p = pushed;
	for( part = ent; part; part = part->teamchain )
		{
		if ( !G_Push( part, m, a ) )
			{
			// move was blocked
			// call the pusher's "blocked" function
			// otherwise, just stay in place until the obstacle is gone
			ev = new Event( EV_Blocked );
			ev->AddEntity( obstacle );
			part->ProcessEvent( ev );
			return false;
			}

		m = vec_zero;
		a = vec_zero;
		}

	return true;
	}

/*
================
G_Physics_Pusher

Bmodel objects don't interact with each other, but
push all box objects
================
*/
void G_Physics_Pusher
	(
	Entity *ent
	)
	
	{
	Vector	move, amove;
	Entity	*part, *mv;
	Event		*ev;

	// team slaves are only moved by their captains
	if ( ent->flags & FL_TEAMSLAVE )
		{
		return;
		}

	// Check if anyone on the team is moving
	for( part = ent; part; part = part->teamchain )
		{
		if ( part->velocity != vec_zero || part->avelocity != vec_zero )
			{
			break;
			}
		}

	// make sure all team slaves can move before commiting
	// any moves or calling any think functions
	// if the move is blocked, all moved objects will be backed out
	pushed_p = pushed;
	while( part )
		{
		move = part->velocity * FRAMETIME;
		amove = part->avelocity * FRAMETIME;
		if ( !G_Push( part, move, amove ) )
			{
			// move was blocked
			break;
			}

		part = part->teamchain;
		}

	if ( part )
		{
		// the move failed, bump all movedone times
		for( mv = ent; mv; mv = mv->teamchain )
			{
			mv->PostponeEvent( EV_MoveDone, FRAMETIME );
			}

		// if the pusher has a "blocked" function, call it
		// otherwise, just stay in place until the obstacle is gone
		ev = new Event( EV_Blocked );
		ev->AddEntity( obstacle );
		part->ProcessEvent( ev );
		}
	}

//==================================================================

/*
=============
G_Physics_Noclip

A moving object that doesn't obey physics
=============
*/
void G_Physics_Noclip
	(
	Entity *ent
	)

	{
	ent->angles += ent->avelocity * FRAMETIME;
	ent->origin += ent->velocity * FRAMETIME;
	ent->link();
	}

/*
==============================================================================

TOSS / BOUNCE

==============================================================================
*/

/*
=============
G_Physics_Toss

Toss, bounce, and fly movement.  When onground, do nothing.
=============
*/
void G_Physics_Toss 
	(
	Entity *ent
	)

	{
	trace_t	trace;
	Vector	move;
	float		backoff;
	Entity	*slave;
	qboolean	wasinwater;
	qboolean	isinwater;
	Vector	old_origin;
	Vector	basevel;
	edict_t	*edict;
	qboolean onconveyor;
   const gravityaxis_t &grav = gravity_axis[ ent->gravaxis ];

	// if not a team captain, so movement will be handled elsewhere
	if ( ent->flags & FL_TEAMSLAVE )
		{
		return;
		}

	if ( ( ent->velocity[ grav.z ] * grav.sign ) > 0 )
		{
		ent->groundentity = NULL;
		}

	// check for the groundentity going away
	if ( ent->groundentity && !ent->groundentity->inuse )
		{
		ent->groundentity = NULL;
		}

	G_AddCurrents( ent, &basevel );
	onconveyor = ( basevel != vec_zero );

	// if onground, return without moving
	if ( ent->groundentity && !onconveyor && ( ent->movetype != MOVETYPE_VEHICLE ) )
		{
      if ( ent->avelocity.length() )
         {
	      // move angles
	      ent->setAngles( ent->angles + ent->avelocity * FRAMETIME );
         }
      ent->velocity = vec_zero;
		return;
		}

	old_origin = ent->origin;

	G_CheckVelocity( ent );

	// add gravity
	if ( !onconveyor && ent->movetype != MOVETYPE_FLY && ent->movetype != MOVETYPE_FLYMISSILE )
		{
		G_AddGravity( ent );
		}

	// move angles
	ent->setAngles( ent->angles + ent->avelocity * FRAMETIME );

	// move origin
	move = ( ent->velocity + basevel ) * FRAMETIME;

	edict = ent->edict;
   if ( ent->movetype == MOVETYPE_VEHICLE )
      {
      int mask;

	   if ( ent->edict->clipmask )
		   {
		   mask = ent->edict->clipmask;
		   }
	   else
		   {
		   mask = MASK_MONSTERSOLID;
		   }
      G_FlyMove( ent, basevel, FRAMETIME, mask );
   	G_TouchTriggers( ent );
      return;
      }
   else
      {
	   trace = G_PushEntity( ent, move );
      }

   if ( (trace.fraction == 0) && (ent->movetype == MOVETYPE_SLIDE) )
      {
      // Check for slide by removing the downward velocity
      Vector slide;

      slide[ grav.x ] = move[ grav.x ] * 0.7f;
      slide[ grav.y ] = move[ grav.y ] * 0.7f;
      slide[ grav.z ] = 0;
      G_PushEntity( ent, slide );
      }

	if ( !edict->inuse )
		{
		return;
		}

	if ( trace.fraction < 1 )
		{
		if ( ent->movetype == MOVETYPE_BOUNCE )
			{
			backoff = 1.5;
			}
		else
			{
			backoff = 1;
			}

		G_ClipVelocity( ent->velocity, Vector( trace.plane.normal ), ent->velocity, backoff, ent->gravaxis );

		// stop if on ground
		if ( ( trace.plane.normal[ grav.z ] * grav.sign ) > 0.7 )
			{	
			if (( ( ent->velocity[ grav.z ] * grav.sign ) < 60 || ent->movetype != MOVETYPE_BOUNCE ) && 
            (ent->movetype != MOVETYPE_SLIDE))
            {
				ent->groundentity = trace.ent;
				ent->groundentity_linkcount = trace.ent->linkcount;
				ent->groundplane = trace.plane;
				ent->groundsurface = trace.surface;
				ent->groundcontents = trace.contents;
				ent->velocity = vec_zero;
				ent->avelocity = vec_zero;
				}
			}
		}

	if ( ( move[ grav.z ] == 0 ) && onconveyor )
		{
		// Check if we still have a ground
		ent->CheckGround();
		}

	// check for water transition
	wasinwater = ( ent->watertype & MASK_WATER );
	ent->watertype = gi.pointcontents( ent->worldorigin.vec3() );
	isinwater = ent->watertype & MASK_WATER;

	if ( isinwater )
		{
		ent->waterlevel = 1;
		}
	else
		{
		ent->waterlevel = 0;
		}

	if ( ( edict->spawntime < ( level.time - FRAMETIME ) ) && ( ent->mass > 0 ) )
		{
		if ( !wasinwater && isinwater )
			{
#ifdef SIN
         ent->RandomPositionedSound( old_origin.vec3(), "impact_watersplash" );
#else
			gi.positioned_sound( old_origin.vec3(), g_edicts, CHAN_AUTO, 
				gi.soundindex( "misc/h2ohit1.wav" ), 1, 1, 0, 1, 0, 0 );
#endif
			}
		else if ( wasinwater && !isinwater )
			{
#ifdef SIN
         ent->RandomPositionedSound( old_origin.vec3(), "impact_watersplash" );
#else
			gi.positioned_sound( old_origin.vec3(), g_edicts, CHAN_AUTO, 
				gi.soundindex( "misc/h2ohit1.wav" ), 1, 1, 0, 1, 0, 0 );
#endif
			}
		}

	// move teamslaves
	for( slave = ent->teamchain; slave; slave = slave->teamchain )
		{
		slave->origin = ent->origin;
		slave->link();
		}

	G_TouchTriggers( ent );
	}

/*
===============================================================================

STEPPING MOVEMENT

===============================================================================
*/

void G_AddRotationalFriction
	(
	Entity *ent
	)

	{
	int	n;
	float	adjustment;

	ent->angles += FRAMETIME * ent->avelocity;
	adjustment = FRAMETIME * sv_stopspeed->value * sv_friction->value;
	for( n = 0; n < 3; n++ )
		{
		if ( ent->avelocity[ n ] > 0)
			{
			ent->avelocity[ n ] -= adjustment;
			if ( ent->avelocity[ n ] < 0 )
				{
				ent->avelocity[ n ] = 0;
				}
			}
		else
			{
			ent->avelocity[ n ] += adjustment;
			if ( ent->avelocity[ n ] > 0 )
				{
				ent->avelocity[ n ] = 0;
				}
			}
		}
	}

/*
=============
G_CheckWater

=============
*/

void G_CheckWater
	(
   Entity *ent
	)

   {
   if ( ent->isSubclassOf( Actor ) )
      {
      ( ( Actor * )ent )->CheckWater();
      }
   else
      {
	   ent->watertype = gi.pointcontents( ent->worldorigin.vec3() );
	   if ( ent->watertype & MASK_WATER )
		   {
		   ent->waterlevel = 1;
		   }
	   else
		   {
		   ent->waterlevel = 0;
		   }
      }
   }

/*
=============
G_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 G_Physics_Step
	(
	Entity *ent
	)

	{
	qboolean	wasonground;
	qboolean	hitsound = false;
	Vector	vel;
	float		speed, newspeed, control;
	float		friction;
	int		mask;
	Vector	basevel;

	// airborn monsters should always check for ground
	if ( !ent->groundentity )
		{
		ent->CheckGround();
		}

	if ( ent->groundentity )
		{
		wasonground = true;
		}
	else
		{
		wasonground = false;
		}

	G_CheckVelocity( ent );

	if ( ent->avelocity != vec_zero )
		{
		G_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[ gravity_axis[ ent->gravaxis ].z ] < sv_gravity->value * ent->gravity * -0.1 *
					gravity_axis[ ent->gravaxis ].sign )
					{
					hitsound = true;
					}

            // Testing water gravity.  If this doesn't work, just restore the uncommented lines
				//if ( ent->waterlevel == 0 )
					//{
					G_AddGravity( ent );
					//}
				}
			}
		}

	// friction for flying monsters that have been given vertical velocity
	if ( ( ent->flags & FL_FLY ) && ( ent->velocity.z != 0 ) )
		{
		speed = fabs( ent->velocity.z );
		control = speed < sv_stopspeed->value ? sv_stopspeed->value : speed;
		friction = sv_friction->value / 3;
		newspeed = speed - ( FRAMETIME * control * friction );
		if ( newspeed < 0 )
			{
			newspeed = 0;
			}
		newspeed /= speed;
		ent->velocity.z *= newspeed;
		}

	// friction for flying monsters that have been given vertical velocity
	if ( ( ent->flags & FL_SWIM ) && ( ent->velocity.z != 0 ) )
		{
		speed = fabs( ent->velocity.z );
		control = speed < sv_stopspeed->value ? sv_stopspeed->value : speed;
		newspeed = speed - ( FRAMETIME * control * sv_waterfriction->value * ent->waterlevel );
		if ( newspeed < 0 )
			{
			newspeed = 0;
			}
		newspeed /= speed;
		ent->velocity.z *= newspeed;
		}

	if ( ent->velocity != vec_zero )
		{
		// 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;
				vel.z = 0;
				speed = vel.length();
				if ( speed )
					{
					friction = sv_friction->value;

					control = speed < sv_stopspeed->value ? sv_stopspeed->value : speed;
					newspeed = speed - FRAMETIME * control * friction;

					if ( newspeed < 0 )
						{
						newspeed = 0;
						}

					newspeed /= speed;

					ent->velocity.x *= newspeed;
					ent->velocity.y *= newspeed;
					}
				}
			}
		}

	G_AddCurrents( ent, &basevel );

	if ( ( basevel != vec_zero ) || ( ent->velocity != vec_zero ) || ( ent->total_delta != vec_zero ) )
		{
		if ( ent->edict->svflags & SVF_MONSTER )
			{
			mask = MASK_MONSTERSOLID;
			}
		else
			{
			mask = MASK_SOLID;
			}
	
		G_FlyMove( ent, basevel, FRAMETIME, mask );

		ent->link();

      G_CheckWater( ent );
		G_TouchTriggers( ent );

		if ( ent->groundentity && !wasonground && hitsound )
			{
			ent->RandomGlobalSound( "impact_softland", 0.5f, CHAN_BODY, 1 );
			}
		}
	}

//============================================================================
/*
================
G_RunEntity

================
*/
void G_RunEntity 
	(
	Entity *ent
	)

	{
	edict_t *edict;

	edict = ent->edict;

   if ( ent->animating && !level.intermissiontime )
		{
		ent->AnimateFrame();
		}
	
	if ( edict->inuse && ent->flags & FL_PRETHINK )
		{
		ent->Prethink();
		}

	if ( edict->inuse )
		{
		switch ( ( int )ent->movetype )
			{
			case MOVETYPE_PUSH:
			case MOVETYPE_STOP:
				G_Physics_Pusher( ent );
				break;
			case MOVETYPE_NONE:
			case MOVETYPE_WALK:
				break;
			case MOVETYPE_NOCLIP:
				G_Physics_Noclip( ent );
				break;
			case MOVETYPE_STEP:
         case MOVETYPE_HURL:
				G_Physics_Step( ent );
				break;
			case MOVETYPE_TOSS:
			case MOVETYPE_BOUNCE:
			case MOVETYPE_FLY:
			case MOVETYPE_FLYMISSILE:
         case MOVETYPE_SLIDE:
         case MOVETYPE_VEHICLE:
				G_Physics_Toss( ent );
				break;
			default:
				gi.error( "G_Physics: bad movetype %i", ( int )ent->movetype );
			}
		}

	if ( ( edict->inuse ) && ( ent->flags & FL_POSTTHINK ) )
		{
		ent->Postthink();
		}
	}
