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- // leave this line at the top for all g_xxxx.cpp files...
- #include "g_headers.h"
- #include "g_local.h"
- #include "g_functions.h"
- extern void G_MoverTouchPushTriggers( gentity_t *ent, vec3_t oldOrg );
- void G_StopObjectMoving( gentity_t *object );
- /*
- ================
- G_BounceMissile
- ================
- */
- void G_BounceObject( gentity_t *ent, trace_t *trace )
- {
- vec3_t velocity;
- float dot;
- int hitTime;
- // reflect the velocity on the trace plane
- hitTime = level.previousTime + ( level.time - level.previousTime ) * trace->fraction;
- EvaluateTrajectoryDelta( &ent->s.pos, hitTime, velocity );
- dot = DotProduct( velocity, trace->plane.normal );
- float bounceFactor = 60/ent->mass;
- if ( bounceFactor > 1.0f )
- {
- bounceFactor = 1.0f;
- }
- VectorMA( velocity, -2*dot*bounceFactor, trace->plane.normal, ent->s.pos.trDelta );
- //FIXME: customized or material-based impact/bounce sounds
- if ( ent->s.eFlags & EF_BOUNCE_HALF )
- {
- VectorScale( ent->s.pos.trDelta, 0.5, ent->s.pos.trDelta );
- // check for stop
- if ( ((trace->plane.normal[2] > 0.7&&g_gravity->value>0) || (trace->plane.normal[2]<-0.7&&g_gravity->value<0)) && ((ent->s.pos.trDelta[2]<40&&g_gravity->value>0)||(ent->s.pos.trDelta[2]>-40&&g_gravity->value<0)) ) //this can happen even on very slightly sloped walls, so changed it from > 0 to > 0.7
- {
- //G_SetOrigin( ent, trace->endpos );
- //ent->nextthink = level.time + 500;
- ent->s.apos.trType = TR_STATIONARY;
- VectorCopy( ent->currentAngles, ent->s.apos.trBase );
- VectorCopy( trace->endpos, ent->currentOrigin );
- VectorCopy( trace->endpos, ent->s.pos.trBase );
- ent->s.pos.trTime = level.time;
- return;
- }
- }
- // NEW--It would seem that we want to set our trBase to the trace endpos
- // and set the trTime to the actual time of impact....
- // FIXME: Should we still consider adding the normal though??
- VectorCopy( trace->endpos, ent->currentOrigin );
- ent->s.pos.trTime = hitTime;
- VectorCopy( ent->currentOrigin, ent->s.pos.trBase );
- VectorCopy( trace->plane.normal, ent->pos1 );//???
- }
- /*
- ================
- G_RunObject
- TODO: When transition to 0 grav, push away from surface you were resting on
- TODO: When free-floating in air, apply some friction to your trDelta (based on mass?)
- ================
- */
- extern void DoImpact( gentity_t *self, gentity_t *other, qboolean damageSelf, trace_t *trace );
- void G_RunObject( gentity_t *ent )
- {
- vec3_t origin, oldOrg;
- trace_t tr;
- gentity_t *traceEnt = NULL;
- //FIXME: floaters need to stop floating up after a while, even if gravity stays negative?
- if ( ent->s.pos.trType == TR_STATIONARY )//g_gravity->value <= 0 &&
- {
- ent->s.pos.trType = TR_GRAVITY;
- VectorCopy( ent->currentOrigin, ent->s.pos.trBase );
- ent->s.pos.trTime = level.previousTime;//?necc?
- if ( !g_gravity->value )
- {
- ent->s.pos.trDelta[2] += 100;
- }
- }
- ent->nextthink = level.time + FRAMETIME;
- VectorCopy( ent->currentOrigin, oldOrg );
- // get current position
- EvaluateTrajectory( &ent->s.pos, level.time, origin );
- //Get current angles?
- EvaluateTrajectory( &ent->s.apos, level.time, ent->currentAngles );
- if ( VectorCompare( ent->currentOrigin, origin ) )
- {//error - didn't move at all!
- return;
- }
- // trace a line from the previous position to the current position,
- // ignoring interactions with the missile owner
- gi.trace( &tr, ent->currentOrigin, ent->mins, ent->maxs, origin,
- ent->owner ? ent->owner->s.number : ent->s.number, ent->clipmask );
- if ( !tr.startsolid && !tr.allsolid && tr.fraction )
- {
- VectorCopy( tr.endpos, ent->currentOrigin );
- gi.linkentity( ent );
- }
- else
- //if ( tr.startsolid )
- {
- tr.fraction = 0;
- }
- G_MoverTouchPushTriggers( ent, oldOrg );
- /*
- if ( !(ent->s.eFlags & EF_TELEPORT_BIT) && !(ent->svFlags & SVF_NO_TELEPORT) )
- {
- G_MoverTouchTeleportTriggers( ent, oldOrg );
- if ( ent->s.eFlags & EF_TELEPORT_BIT )
- {//was teleported
- return;
- }
- }
- else
- {
- ent->s.eFlags &= ~EF_TELEPORT_BIT;
- }
- */
- if ( tr.fraction == 1 )
- {
- if ( g_gravity->value <= 0 )
- {
- if ( ent->s.apos.trType == TR_STATIONARY )
- {
- VectorCopy( ent->currentAngles, ent->s.apos.trBase );
- ent->s.apos.trType = TR_LINEAR;
- ent->s.apos.trDelta[1] = Q_flrand( -300, 300 );
- ent->s.apos.trDelta[0] = Q_flrand( -10, 10 );
- ent->s.apos.trDelta[2] = Q_flrand( -10, 10 );
- ent->s.apos.trTime = level.time;
- }
- }
- //friction in zero-G
- if ( !g_gravity->value )
- {
- float friction = 0.975f;
- /*friction -= ent->mass/1000.0f;
- if ( friction < 0.1 )
- {
- friction = 0.1f;
- }
- */
- VectorScale( ent->s.pos.trDelta, friction, ent->s.pos.trDelta );
- VectorCopy( ent->currentOrigin, ent->s.pos.trBase );
- ent->s.pos.trTime = level.time;
- }
- return;
- }
- //hit something
- //Do impact damage
- traceEnt = &g_entities[tr.entityNum];
- if ( tr.fraction || (traceEnt && traceEnt->takedamage) )
- {
- if ( !VectorCompare( ent->currentOrigin, oldOrg ) )
- {//moved and impacted
- if ( (traceEnt && traceEnt->takedamage) )
- {//hurt someone
- vec3_t fxDir;
- VectorNormalize2( ent->s.pos.trDelta, fxDir );
- VectorScale( fxDir, -1, fxDir );
- G_PlayEffect( G_EffectIndex( "melee/kick_impact" ), tr.endpos, fxDir );
- //G_Sound( ent, G_SoundIndex( va( "sound/weapons/melee/punch%d", Q_irand( 1, 4 ) ) ) );
- }
- else
- {
- G_PlayEffect( G_EffectIndex( "melee/kick_impact_silent" ), tr.endpos, tr.plane.normal );
- }
- if ( ent->mass > 100 )
- {
- G_Sound( ent, G_SoundIndex( "sound/movers/objects/objectHitHeavy.wav" ) );
- }
- else
- {
- G_Sound( ent, G_SoundIndex( "sound/movers/objects/objectHit.wav" ) );
- }
- }
- DoImpact( ent, traceEnt, !(tr.surfaceFlags&SURF_NODAMAGE), &tr );
- }
- if ( !ent || (ent->takedamage&&ent->health <= 0) )
- {//been destroyed by impact
- //chunks?
- G_Sound( ent, G_SoundIndex( "sound/movers/objects/objectBreak.wav" ) );
- return;
- }
- //do impact physics
- if ( ent->s.pos.trType == TR_GRAVITY )//tr.fraction < 1.0 &&
- {//FIXME: only do this if no trDelta
- if ( g_gravity->value <= 0 || tr.plane.normal[2] < 0.7 )
- {
- if ( ent->s.eFlags&(EF_BOUNCE|EF_BOUNCE_HALF) )
- {
- if ( tr.fraction <= 0.0f )
- {
- VectorCopy( tr.endpos, ent->currentOrigin );
- VectorCopy( tr.endpos, ent->s.pos.trBase );
- VectorClear( ent->s.pos.trDelta );
- ent->s.pos.trTime = level.time;
- }
- else
- {
- G_BounceObject( ent, &tr );
- }
- }
- else
- {//slide down?
- //FIXME: slide off the slope
- }
- }
- else
- {
- ent->s.apos.trType = TR_STATIONARY;
- pitch_roll_for_slope( ent, tr.plane.normal );
- //ent->currentAngles[0] = 0;//FIXME: match to slope
- //ent->currentAngles[2] = 0;//FIXME: match to slope
- VectorCopy( ent->currentAngles, ent->s.apos.trBase );
- //okay, we hit the floor, might as well stop or prediction will
- //make us go through the floor!
- //FIXME: this means we can't fall if something is pulled out from under us...
- G_StopObjectMoving( ent );
- }
- }
- else
- {
- ent->s.apos.trType = TR_STATIONARY;
- pitch_roll_for_slope( ent, tr.plane.normal );
- //ent->currentAngles[0] = 0;//FIXME: match to slope
- //ent->currentAngles[2] = 0;//FIXME: match to slope
- VectorCopy( ent->currentAngles, ent->s.apos.trBase );
- }
- //call touch func
- GEntity_TouchFunc( ent, &g_entities[tr.entityNum], &tr );
- }
- void G_StopObjectMoving( gentity_t *object )
- {
- object->s.pos.trType = TR_STATIONARY;
- VectorCopy( object->currentOrigin, object->s.origin );
- VectorCopy( object->currentOrigin, object->s.pos.trBase );
- VectorClear( object->s.pos.trDelta );
- /*
- //Stop spinning
- VectorClear( self->s.apos.trDelta );
- vectoangles(trace->plane.normal, self->s.angles);
- VectorCopy(self->s.angles, self->currentAngles );
- VectorCopy(self->s.angles, self->s.apos.trBase);
- */
- }
- void G_StartObjectMoving( gentity_t *object, vec3_t dir, float speed, trType_t trType )
- {
- VectorNormalize (dir);
- //object->s.eType = ET_GENERAL;
- object->s.pos.trType = trType;
- VectorCopy( object->currentOrigin, object->s.pos.trBase );
- VectorScale(dir, speed, object->s.pos.trDelta );
- object->s.pos.trTime = level.time;
- /*
- //FIXME: incorporate spin?
- vectoangles(dir, object->s.angles);
- VectorCopy(object->s.angles, object->s.apos.trBase);
- VectorSet(object->s.apos.trDelta, 300, 0, 0 );
- object->s.apos.trTime = level.time;
- */
- //FIXME: make these objects go through G_RunObject automatically, like missiles do
- if ( object->e_ThinkFunc == thinkF_NULL )
- {
- object->nextthink = level.time + FRAMETIME;
- object->e_ThinkFunc = thinkF_G_RunObject;
- }
- else
- {//You're responsible for calling RunObject
- }
- }
- gentity_t *G_CreateObject ( gentity_t *owner, vec3_t origin, vec3_t angles, int modelIndex, int frame, trType_t trType, int effectID = 0 )
- {
- gentity_t *object;
- object = G_Spawn();
- if ( object == NULL )
- {
- return NULL;
- }
- object->classname = "object";//?
- object->nextthink = level.time + FRAMETIME;
- object->e_ThinkFunc = thinkF_G_RunObject;
- object->s.eType = ET_GENERAL;
- object->s.eFlags |= EF_AUTO_SIZE;//CG_Ents will create the mins & max itself based on model bounds
- object->s.modelindex = modelIndex;
- //FIXME: allow to set a targetname/script_targetname and animation info?
- object->s.frame = object->startFrame = object->endFrame = frame;
- object->owner = owner;
- //object->damage = 100;
- //object->splashDamage = 200;
- //object->splashRadius = 200;
- //object->methodOfDeath = MOD_EXPLOSIVE;
- //object->splashMethodOfDeath = MOD_EXPLOSIVE_SPLASH;
- object->clipmask = MASK_SOLID;//?
- //object->e_TouchFunc = touchF_charge_stick;
- // The effect to play.
- object->count = effectID;
- //Give it SOME size for now
- VectorSet( object->mins, -4, -4, -4 );
- VectorSet( object->maxs, 4, 4, 4 );
- //Origin
- G_SetOrigin( object, origin );
- object->s.pos.trType = trType;
- VectorCopy( origin, object->s.pos.trBase );
- //Velocity
- VectorClear( object->s.pos.trDelta );
- object->s.pos.trTime = level.time;
- //VectorScale( dir, 300, object->s.pos.trDelta );
- //object->s.pos.trTime = level.time;
- //Angles
- VectorCopy( angles, object->s.angles );
- VectorCopy( object->s.angles, object->s.apos.trBase );
- //Angular Velocity
- VectorClear( object->s.apos.trDelta );
- object->s.apos.trTime = level.time;
- //VectorSet( object->s.apos.trDelta, 300, 0, 0 );
- //object->s.apos.trTime = level.time;
- gi.linkentity( object );
- return object;
- }
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