1508 lines
42 KiB
C++
1508 lines
42 KiB
C++
/*
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================================================================
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ROPES
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================================================================
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Copyright (C) 1998 by 2015, Inc.
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All rights reserved.
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This source is may not be distributed and/or modified without
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expressly written permission by 2015, Inc.
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NOTES:
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Rope piece length can be varied anywhere between 16 and 32.
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For the movement dampening values, lower values make fore stiffer movement.
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*/
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#include "rope.h"
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#include "player.h"
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// functions used from g_phys.c
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void G_CheckVelocity(Entity *ent);
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int G_ClipVelocity (Vector& in, Vector& normal, Vector& out, float overbounce, int gravaxis);
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void G_Impact(Entity *e1, trace_t *trace);
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void G_AddCurrents (Entity *ent, Vector *basevel);
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/*================================================================
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main physics functions
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================================================================*/
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void rope_set_angles(RopePiece *piece)
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{
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Vector angvec;
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int tmpflt;
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angvec = piece->prev_piece->origin - piece->origin;
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// helps eliminate an annoying wavering like effect
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if(fabs(angvec.x) < 0.2)
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angvec.x = 0;
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if(fabs(angvec.y) < 0.2)
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angvec.y = 0;
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piece->angles = angvec.toAngles();
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piece->angles[PITCH] = -(piece->angles[PITCH]);
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piece->setAngles(piece->angles);
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//also set rope segment frame here
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tmpflt = angvec.length();
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if(tmpflt < 16)
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tmpflt = 16;
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else if(tmpflt > 40)
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tmpflt = 40;
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piece->edict->s.frame = tmpflt - 16;
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}
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/*
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Like G_PushEntity, except that it doesn't use the
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actual entity's bounding box size and doesn't
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bother with doing touching with non-client entities.
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*/
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trace_t G_PushRopePiece (RopePiece *ent, Vector push)
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{
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trace_t trace;
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Vector start;
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Vector end;
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int mask;
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start = ent->worldorigin;
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end = start + push;
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if (ent->edict->clipmask)
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mask = ent->edict->clipmask;
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else
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mask = MASK_SOLID;
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trace = G_Trace( start, ent->rope_base->mins, ent->rope_base->maxs, end, ent, mask, "G_PushRopePiece");
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ent->setOrigin(trace.endpos);
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if (trace.fraction != 1.0)
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{
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// only bother with touching a client
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if(trace.ent->entity->isSubclassOf(Player))
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G_Impact(ent, &trace);
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}
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return trace;
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}
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void G_Physics_Rope(RopePiece *ent)
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{
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RopePiece *piece, *tmpent;
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trace_t trace;
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Vector move, tmpvec;
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Vector old_origin;
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float f1;
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Vector basevel;
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edict_t *edict;
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qboolean onconveyor;
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const gravityaxis_t &grav = gravity_axis[ent->gravaxis];
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// rope piece movement is done by the base
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if(ent->rope_base)
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return;
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// check PVS physics cancelation
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if(!((RopeBase *)ent)->clientinpvs)
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return;
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// move rope base if it has a velocity
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ent->origin += ent->velocity*FRAMETIME;
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ent->setOrigin(ent->origin);
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// calc velocities for rope_pieces
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if(ent->rope)
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((RopeBase *)ent)->FixAttachedRope(ent, (RopePiece *)ent->next_piece.Ptr());
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else
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((RopeBase *)ent)->RestrictFreeRope((RopePiece *)ent->next_piece.Ptr());
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// do actual movement of rope pieces
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piece = (RopePiece *)ent->next_piece.Ptr();
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while(piece)
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{
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piece->groundentity = NULL;
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G_AddCurrents(piece, &basevel);
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onconveyor = (basevel != vec_zero);
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if(fabs(piece->velocity[grav.x]) < 0.5)
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piece->velocity[grav.x] = 0;
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if(fabs(piece->velocity[grav.y]) < 0.5)
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piece->velocity[grav.y] = 0;
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old_origin = piece->origin;
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G_CheckVelocity (piece);
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// move origin
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move = (piece->velocity + basevel)*FRAMETIME;
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edict = piece->edict;
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trace = G_PushRopePiece(piece, move);
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if (!piece->edict->inuse)
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gi.error("rope_piece removed from game (not a good thing)\n");
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if (trace.fraction < 1)
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{
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G_ClipVelocity (piece->velocity, Vector(trace.plane.normal), piece->velocity, 1, ent->gravaxis);
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// set groundentity if needed
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if ((trace.plane.normal[grav.z]*grav.sign) > 0.7)
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{
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piece->groundentity = trace.ent;
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piece->groundentity_linkcount = trace.ent->linkcount;
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piece->groundplane = trace.plane;
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piece->groundsurface = trace.surface;
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piece->groundcontents = trace.contents;
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}
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if((move[grav.z] == 0) && onconveyor)
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{
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// Check if we still have a ground
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piece->CheckGround();
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}
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move = piece->prev_piece->velocity;
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f1 = move.length();
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// dampen rope movement from dragging across the floor
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if(f1 > 30)
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{
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tmpent = piece;
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while(tmpent->rope_base && !tmpent->rope)
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{
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tmpent->velocity[grav.x] *= 0.98;
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tmpent->velocity[grav.y] *= 0.98;
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// also dampen movement of rope grabbers
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if(tmpent->rope == ROPE_GRABBED)
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{
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tmpent->grabber->velocity[grav.x] *= 0.98;
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tmpent->grabber->velocity[grav.y] *= 0.98;
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}
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tmpent = (RopePiece *)tmpent->prev_piece.Ptr();
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}
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}
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// try moving a bit more if we can
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f1 = 1 - trace.fraction;
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move *= f1;
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trace = G_PushRopePiece(piece, move);
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}
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piece->moveorg = piece->origin;
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// keeps piece from getting too far away.
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move = piece->origin - piece->prev_piece->origin;
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f1 = ((RopeBase *)ent)->piecelength + 8;
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if(move.length() > f1)
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{
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move.normalize();
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move *= f1;
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move += piece->prev_piece->origin;
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trace = G_Trace(piece->prev_piece->origin, ent->mins, ent->maxs, move, piece, piece->edict->clipmask, "G_Physics_Rope");
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piece->setOrigin(trace.endpos);
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}
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// move on to next rope_piece
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tmpent = piece;
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piece = (RopePiece *)piece->next_piece.Ptr();
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}
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// if the rope is attached to something, restrict it's movement properly
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f1 = ((RopeBase *)ent)->piecelength + 9;
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piece = tmpent;
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while(piece && piece->rope_base)
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{
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if(piece->rope)
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{
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if(piece->attachent)
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{
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piece->setOrigin(piece->attachent->origin);
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}
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else if(piece->next_piece)
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{
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move = piece->origin - piece->next_piece->origin;
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if(move.length() > f1)
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{
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move.normalize();
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move *= f1;
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move += piece->next_piece->origin;
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trace = G_Trace(piece->origin, ent->mins, ent->maxs, move, piece, piece->edict->clipmask, "G_Physics_Rope");
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piece->setOrigin(trace.endpos);
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}
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}
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}
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piece = (RopePiece *)piece->prev_piece.Ptr();
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}
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// set the angles now that all the pieces have been moved
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piece = (RopePiece *)ent->next_piece.Ptr();
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while(piece)
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{
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rope_set_angles(piece);
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piece = (RopePiece *)piece->next_piece.Ptr();
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}
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}
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/*================================================================
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RopePiece class | main setup stuff
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================================================================*/
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/*SINED rope_piece (.6 .5 .1) (-8 -8 -8) (8 8 8) STEAM WIGGLE ATT_STEAM ATT_WIGGLE
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Rope Piece - A single piece of a rope
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STEAM : Makes this piece of the rope shoot out steam. Only does this while not attached.
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WIGGLE : Makes this piece of the rope wiggle about randomly. Only does this while not attached.
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ATT_STEAM : Makes this piece of the rope spray steam even while attached. STEAM must also be marked for this to work.
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ATT_WIGGLE : Makes this piece of the rope wiggle around even while attached. WIGGLE must also be marked for this to work.
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"target" : the "targetname" of the next piece in the rope. This should be blank if it's the last piece in the rope.
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If a non-rope_piece entity is targeted, it will attach itself to it.
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"targetname" : used for the previous piece in the rope to find and link to this piece of the rope.
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"target2" : the targetname of the entity to attach this piece of the rope to.
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Any piece of a rope can be attached to something and be triggered at any time to detach it.
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Triggering the base of an attached rope will detach all attached points on that rope.
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"wigglemove" : the amount of force the random wiggling has. Also used for the number of particles to throw while steaming
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Default = 32
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"steamtime" : number of seconds between each time the rope shoots out steam.
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Default = 0.2
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"wiggletime" : number of seconds between each time the rope wiggles.
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Default = 0.5
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"damage" : Amount of damage the rope piece does to things when it touches them. Will not hurt things if the rope is an untriggered START_STILL rope.
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Default = 0
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All other settings are set in the rope's rope_base entity.
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*/
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CLASS_DECLARATION(ScriptSlave, RopePiece, "rope_piece");
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Event EV_RopePiece_Setup("ropepiece_setup");
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ResponseDef RopePiece::Responses[] =
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{
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{&EV_RopePiece_Setup, (Response)RopePiece::Setup},
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{&EV_Touch, (Response)RopePiece::CheckTouch},
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{&EV_Activate, (Response)RopePiece::PieceTriggered},
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{NULL, NULL}
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};
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RopePiece::RopePiece()
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{
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setSolidType(SOLID_TRIGGER);
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setMoveType(MOVETYPE_NONE); // movement done by the RopeBase
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takedamage = DAMAGE_NO;
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edict->clipmask = MASK_SOLID;
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wigglemove = G_GetIntArg("wigglemove", 32);
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steamtime = G_GetFloatArg("steamtime", 0.2);
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wiggletime = G_GetFloatArg("wiggletime", 0.5);
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touchdamage = G_GetIntArg("damage", 0);
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rope = ROPE_NONE;
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attachent = NULL;
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grabber = NULL;
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if(!LoadingSavegame)
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PostEvent(EV_RopePiece_Setup, 0.4 + G_Random(0.2));
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}
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void RopePiece::Setup(Event *ev)
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{
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int num;
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Vector tmpvec;
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Entity *tmpent;
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// a rope base shouldn't do this setup stuff
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if(this->isSubclassOf(RopeBase))
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{
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return;
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}
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if(!Targeted())
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gi.error("rope_piece without targetname at (%i,%i,%i)\n", (int)origin[0], (int)origin[1], (int)origin[2]);
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if(Target() && strcmp(Target(), ""))
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{
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num = G_FindTarget(0, Target());
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if(!num)
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{
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gi.error("rope_piece at (%i,%i,%i) can't find its target\n", (int)origin[0], (int)origin[1], (int)origin[2]);
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}
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tmpent = G_GetEntity(num);
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if(tmpent->isSubclassOf(RopePiece))
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next_piece = (RopePiece *)tmpent;
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else
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{
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next_piece = NULL;
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attachent = tmpent;
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rope = ROPE_ATTACHED;
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}
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}
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if(Target2() && strcmp(Target2(), ""))
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{
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num = G_FindTarget(0, Target2());
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if(!num)
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gi.error("rope_piece at (%i,%i,%i) can't find attach target2\n", (int)origin[0], (int)origin[1], (int)origin[2]);
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if(attachent && (Target() != Target2()))
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gi.error("rope_piece at (%i,%i,%i) conflicting target & target2 attach names\n", (int)origin[0], (int)origin[1], (int)origin[2]);
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next_piece = NULL;
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attachent = G_GetEntity(num);
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rope = ROPE_ATTACHED;
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}
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}
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/*================================================================
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RopePiece class | function for being touched
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================================================================*/
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void RopePiece::CheckTouch(Event *ev)
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{
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Entity *other;
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RopePiece *curr_piece;
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Vector org;
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// shouldn't happen, but just in case
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if(!rope_base)
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gi.error("rope_piece without a base\n");
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// don't touch if in a still rope
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if(rope_base->movetype != MOVETYPE_ROPE)
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return;
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other = ev->GetEntity(1);
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assert(other);
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// do damage if applicable
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if(touchdamage)
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{
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if(other->takedamage)
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other->Damage(this, rope_base, touchdamage, origin, velocity, vec_zero, 0, 0, MOD_ROCKET, -1, -1, 1.0f );
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}
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// only get pushed by sentients
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if(!other->isSubclassOf(Sentient))
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return;
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// if other is a player, also check for grabbing
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if(other->isSubclassOf(Player))
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{
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// player already grabbed a rope
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if(((Player *)other)->rope_grabbed)
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return;
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// nudge the rope if not trying to grab it
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if(!(((Player *)other)->Buttons() & BUTTON_USE))
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{
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Pushed(other);
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return;
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}
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// can't grab ropes with the NO_GRAB spawnflag set
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if(rope_base->spawnflags & ROPE_NOGRAB)
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return;
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// can't grab a rope that's attached to something
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// (this is to prevent major physics problems
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// also can't grab a rope piece that's already grabbed
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if(rope & (ROPE_GRABBED | ROPE_ATTACHED | ROPE_ABELOW))
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return;
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// check the player's grab debounce timmer
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if(((Player *)other)->rope_debounce_time > level.time)
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return;
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// make sure that rope is infront of player
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org = other->origin;
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org[0] += 32*other->orientation[0][gravity_axis[other->gravaxis].x];
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org[1] += 32*other->orientation[0][gravity_axis[other->gravaxis].y]*gravity_axis[other->gravaxis].sign;
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org[2] += 32*other->orientation[0][gravity_axis[other->gravaxis].z]*gravity_axis[other->gravaxis].sign;
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org = origin - org;
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if(org.length() > (((RopeBase *)rope_base.Ptr())->piecelength + 16))
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return;
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grabber = ((Sentient *)other);
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grabber->rope_grabbed = this;
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rope = ROPE_GRABBED;
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curr_piece = (RopePiece *)prev_piece.Ptr();
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while(curr_piece)
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{
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if(curr_piece->rope != ROPE_NONE)
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break;
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curr_piece->rope = ROPE_TBELOW;
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curr_piece = (RopePiece *)curr_piece->prev_piece.Ptr();
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}
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}
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else
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{
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Pushed(other);
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}
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}
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void RopePiece::Pushed(Entity *other)
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{
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Vector tmpvec;
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if(push_debounce_time > level.time)
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{
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return;
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}
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// don't push a rope that's laying on the ground
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if(groundentity)
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return;
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if(other->velocity.length() < 10)
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return;
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tmpvec = other->velocity*0.2;
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((RopeBase *)rope_base.Ptr())->SetTouchVelocity(tmpvec, this, 0);
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push_debounce_time = level.time + 0.5;
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}
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/*================================================================
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RopePiece class | grabber climb and release stuff
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================================================================*/
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// releases any entity that's grabbing this rope piece
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void RopePiece::Release(void)
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{
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RopePiece *curr_piece;
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// only release if actually grabbed
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if(!grabber)
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return;
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// take care of grabber first
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grabber->rope_grabbed = NULL;
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grabber->rope_debounce_time = level.time + 0.5;
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if(!grabber->groundentity)
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{
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Vector tmpvec;
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tmpvec = Vector(grabber->orientation[0])*200;
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tmpvec.z += 200;
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grabber->velocity[gravity_axis[grabber->gravaxis].x] += tmpvec.x;
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grabber->velocity[gravity_axis[grabber->gravaxis].y] += tmpvec.y*gravity_axis[grabber->gravaxis].sign;
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grabber->velocity[gravity_axis[grabber->gravaxis].z] += tmpvec.z*gravity_axis[grabber->gravaxis].sign;
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grabber->TempAnim("jump", NULL);
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}
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// now take care of the rope
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grabber = NULL;
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rope = ROPE_TBELOW;
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if(next_piece) // if grabbed below, everything's fine
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if(((RopePiece *)next_piece.Ptr())->rope != ROPE_NONE)
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return;
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curr_piece = this;
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while(curr_piece)
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{
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if(curr_piece->rope & ROPE_GRABBED)
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return;
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curr_piece->rope = ROPE_NONE;
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curr_piece = (RopePiece *)(curr_piece->prev_piece.Ptr());
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}
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}
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// move grabber down to the next piece
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// releases if moves off the end of the rope
|
|
void RopePiece::ClimbDown(void)
|
|
{
|
|
trace_t trace;
|
|
Vector tmpvec;
|
|
|
|
// make sure we've got a grabber
|
|
if(!grabber)
|
|
return;
|
|
|
|
// check climbing timmer
|
|
if(grabber->rope_debounce_time > level.time)
|
|
return;
|
|
|
|
// try to move player down a full rope piece length immediatly
|
|
tmpvec = grabber->origin;
|
|
tmpvec[gravity_axis[grabber->gravaxis].z] -= ((RopeBase *)rope_base.Ptr())->piecelength*gravity_axis[grabber->gravaxis].sign;
|
|
trace = G_Trace(grabber->origin, grabber->mins, grabber->maxs, tmpvec, grabber, grabber->edict->clipmask, "RopePiece::ClimbDown");
|
|
grabber->setOrigin(trace.endpos);
|
|
|
|
// climbing debounce timmer
|
|
grabber->rope_debounce_time = level.time + 0.2;
|
|
// give the player a bit of a downward boost to get down
|
|
grabber->velocity[gravity_axis[grabber->gravaxis].z] -= 50*gravity_axis[grabber->gravaxis].sign;
|
|
|
|
// no more rope, so completely release rope
|
|
if(!next_piece)
|
|
{
|
|
Release();
|
|
return;
|
|
}
|
|
|
|
// don't move down if it's already grabbed or attached
|
|
if(((RopePiece *)next_piece.Ptr())->rope & (ROPE_GRABBED | ROPE_ATTACHED))
|
|
return;
|
|
|
|
//all clear to climb down, so do it
|
|
grabber->rope_grabbed = next_piece;
|
|
|
|
((RopePiece *)next_piece.Ptr())->grabber = grabber;
|
|
((RopePiece *)next_piece.Ptr())->rope = ROPE_GRABBED;
|
|
|
|
rope = ROPE_TBELOW;
|
|
grabber = NULL;
|
|
}
|
|
|
|
// move grabber up to the next piece
|
|
// doesn't climb past the first piece of the rope
|
|
void RopePiece::ClimbUp(void)
|
|
{
|
|
trace_t trace;
|
|
Vector tmpvec;
|
|
|
|
// make sure we've got a grabber
|
|
if(!grabber)
|
|
return;
|
|
|
|
// check climbing timmer
|
|
if(grabber->rope_debounce_time > level.time)
|
|
return;
|
|
|
|
// check for initing ropesound timmer
|
|
if(level.time - grabber->rope_debounce_time > 0.5)
|
|
grabber->ropesound = true;
|
|
|
|
// climbing debounce timmer
|
|
grabber->rope_debounce_time = level.time + 0.3;
|
|
|
|
// check if there's more rope up above
|
|
if(!((RopePiece *)prev_piece.Ptr())->rope_base)
|
|
return;
|
|
|
|
// try to move player up a full rope piece length immediatly
|
|
tmpvec = grabber->origin;
|
|
tmpvec[gravity_axis[grabber->gravaxis].z] += ((RopeBase *)rope_base.Ptr())->piecelength*gravity_axis[grabber->gravaxis].sign;
|
|
trace = G_Trace(grabber->origin, grabber->mins, grabber->maxs, tmpvec, grabber, grabber->edict->clipmask, "RopePiece::ClimbUp");
|
|
grabber->setOrigin(trace.endpos);
|
|
|
|
// don't move up if it's already grabbed or attached
|
|
if(((RopePiece *)prev_piece.Ptr())->rope & (ROPE_GRABBED | ROPE_ATTACHED))
|
|
return;
|
|
|
|
// make the climbing sound
|
|
if(grabber->ropesound)
|
|
{
|
|
grabber->RandomGlobalSound("sound_rope", 1, CHAN_BODY);
|
|
grabber->ropesound = false;
|
|
}
|
|
else
|
|
{
|
|
grabber->ropesound = true;
|
|
}
|
|
|
|
//all clear to climb down, so do it
|
|
grabber->rope_grabbed = prev_piece;
|
|
// give a bit of a vertical boost
|
|
grabber->velocity[gravity_axis[grabber->gravaxis].z] -= 50*gravity_axis[grabber->gravaxis].sign;
|
|
|
|
((RopePiece *)prev_piece.Ptr())->grabber = grabber;
|
|
((RopePiece *)prev_piece.Ptr())->rope = ROPE_GRABBED;
|
|
|
|
if(next_piece && ((RopePiece *)next_piece.Ptr())->rope)
|
|
rope = ROPE_TBELOW;
|
|
else
|
|
rope = ROPE_NONE;
|
|
grabber = NULL;
|
|
}
|
|
|
|
void RopePiece::Detach(void)
|
|
{
|
|
qboolean attbelow;
|
|
|
|
//only if we're attached to something
|
|
if(!attachent)
|
|
return;
|
|
|
|
// adjust all the rope values of this rope's pieces
|
|
// to allow it to move freely and for it to be grabbed.
|
|
attachent = NULL;
|
|
|
|
if(next_piece)
|
|
{
|
|
if(((RopePiece *)next_piece.Ptr())->rope & (ROPE_ATTACHED | ROPE_ABELOW))
|
|
attbelow = true;
|
|
else
|
|
attbelow = false;
|
|
}
|
|
else
|
|
{
|
|
attbelow = false;
|
|
}
|
|
|
|
if(attbelow)
|
|
{
|
|
rope = ROPE_ABELOW;
|
|
}
|
|
else
|
|
{
|
|
RopePiece *curr_piece;
|
|
|
|
curr_piece = this;
|
|
while(curr_piece)
|
|
{
|
|
curr_piece->rope = ROPE_NONE;
|
|
curr_piece = (RopePiece *)curr_piece->prev_piece.Ptr();
|
|
}
|
|
}
|
|
}
|
|
|
|
void RopePiece::PieceTriggered(Event *ev)
|
|
{
|
|
Detach();
|
|
}
|
|
|
|
/*================================================================
|
|
RopePiece class | speaming and wiggling, oh my
|
|
================================================================*/
|
|
|
|
void RopePiece::Steam(void)
|
|
{
|
|
Vector tmpvec;
|
|
|
|
if(steam_debounce_time > level.time)
|
|
return;
|
|
steam_debounce_time = level.time + steamtime;
|
|
|
|
tmpvec = velocity*(-1);
|
|
tmpvec.normalize();
|
|
|
|
SpawnSparks(origin, tmpvec, wigglemove/2);
|
|
}
|
|
|
|
void RopePiece::Wiggle(void)
|
|
{
|
|
Vector tmpvec;
|
|
int i;
|
|
|
|
if(wiggle_debounce_time > level.time)
|
|
return;
|
|
wiggle_debounce_time = level.time + wiggletime;
|
|
|
|
tmpvec = velocity;
|
|
for(i = 0; i < 3; i++)
|
|
tmpvec[i] += crandom()*wigglemove;
|
|
|
|
((RopeBase *)rope_base.Ptr())->SetTouchVelocity(tmpvec, this, 1);
|
|
}
|
|
|
|
|
|
|
|
|
|
/*================================================================
|
|
|
|
RopeBase class | main setup stuff
|
|
|
|
================================================================*/
|
|
|
|
/*SINED rope_base (.7 .6 .2) (-8 -8 -8) (8 8 8) NOATTGRAB START_STILL NO_GRAB
|
|
Rope Base - the main control and top end attachment entity for ropes
|
|
|
|
This entity is the point to where ropes attach their top end. It's a stationary point entity. All setting for the whole rope are specified through this entity. If you want/need to trigger a rope to do something, then this is the entity to trigger. Trying to trigger a rope_piece will do nothing.
|
|
|
|
NOATTGRAB : makes the entire rope non-grabbable when attached anywhere along the rope.
|
|
|
|
START_STILL : Specifies that the whole rope will be completely stationary untill it is either triggered, or grabbed.
|
|
|
|
NO_GRAB : Specifies that player's can not grab the rope. They'll still bump it from walking through it, but they can not grab it.
|
|
|
|
|
|
"targetname" : The name that the rope is triggered with.
|
|
|
|
"target" : The "targetname" of the first rope_piece in the rope.
|
|
|
|
"piecelength" : The distance between each piece of the rope.
|
|
Default = 24
|
|
|
|
"piecemodel" : The model to use for the rope pieces.
|
|
Default = rope.def
|
|
|
|
"pieceskin" : The skin number of the model to use for the rope pieces.
|
|
Default = 0
|
|
|
|
"ropedampener" : Horizontal velocity dampener for the rope.
|
|
Default = 0.8
|
|
|
|
"playerdampener" : Horizontal velocity dampener for a player grabbing the rope.
|
|
Default = 0.95
|
|
|
|
"stiffness" : Movement restricter on the amount that the rope can flex and bend. Valid values are from -1 (no restriction) to 1 (tried to be perfectly straight. The position of the first rope piece determines what direction the rope is pushed from the base of the rope.
|
|
Default = -1
|
|
|
|
"strength" : How strongly a stiff rope goes to position.
|
|
Default = 1;
|
|
|
|
"gravityaxis" sets the axis of gravity for the rope. Valid values are 0 to 5. Here's list of what orientation goes with which value.
|
|
0: upright
|
|
1: South is down
|
|
2: East is down
|
|
3: upsidedown
|
|
4: North is down
|
|
5: West is down
|
|
*/
|
|
|
|
CLASS_DECLARATION(RopePiece, RopeBase, "rope_base");
|
|
|
|
Event EV_RopeBase_Setup("ropebase_setup");
|
|
Event EV_RopeBase_PVSCheck("ropebase_pvscheck");
|
|
|
|
ResponseDef RopeBase::Responses[] =
|
|
{
|
|
{&EV_RopeBase_Setup, (Response)RopeBase::setup},
|
|
{&EV_RopeBase_PVSCheck, (Response)RopeBase::PVSCheck},
|
|
{&EV_Activate, (Response)RopeBase::Activate},
|
|
{NULL, NULL}
|
|
};
|
|
|
|
RopeBase::RopeBase()
|
|
{
|
|
str tmpstr;
|
|
|
|
setOrigin(origin);
|
|
setSolidType(SOLID_NOT);
|
|
setMoveType(MOVETYPE_NONE); // till after setup
|
|
|
|
gravaxis = G_GetIntArg("gravityaxis", 0);
|
|
if(gravaxis < 0)
|
|
gravaxis = 0;
|
|
else if(gravaxis > 5)
|
|
gravaxis = 5;
|
|
SetGravityAxis(gravaxis);
|
|
|
|
piecelength = G_GetFloatArg("piecelength", 24);
|
|
pieceframe = floor(piecelength - 16);
|
|
|
|
pieceskin = G_GetIntArg("pieceskin", 0);
|
|
|
|
dotlimit = G_GetFloatArg("stiffness", -1);
|
|
if(dotlimit < -1)
|
|
dotlimit = -1;
|
|
else if(dotlimit > 1)
|
|
dotlimit = 1;
|
|
|
|
strength = G_GetFloatArg("strength", 1);
|
|
|
|
playerdampener = G_GetFloatArg("playerdampener", 0.95);
|
|
if(playerdampener < 0.001)
|
|
playerdampener = 0.001;
|
|
else if(playerdampener > 1)
|
|
playerdampener = 1;
|
|
|
|
ropedampener = G_GetFloatArg("ropedampener", 0.75);
|
|
if(ropedampener < 0.001)
|
|
ropedampener = 0.001;
|
|
else if(ropedampener > 1)
|
|
ropedampener = 1;
|
|
|
|
piecemodel = G_GetStringArg("piecemodel", "rope.def");
|
|
modelIndex(piecemodel.c_str());
|
|
hideModel(); // make sure the base doesn't have a visual model
|
|
|
|
rope_base = NULL;
|
|
prev_piece = NULL;
|
|
rope = ROPE_NONE;
|
|
|
|
if(!LoadingSavegame)
|
|
{
|
|
// setup all the pieces of the rope
|
|
PostEvent(EV_RopeBase_Setup, 1 + G_Random(0.2));
|
|
|
|
// allow the rope to move a bit at first
|
|
clientinpvs = true;
|
|
PostEvent(EV_RopeBase_PVSCheck, 5);
|
|
}
|
|
}
|
|
|
|
void RopeBase::setup(Event *ev)
|
|
{
|
|
RopePiece *lastpiece, *currpiece;
|
|
int num;
|
|
Vector smin, smax, tmpvec;
|
|
|
|
if(!strcmp(Target(), ""))
|
|
gi.error("rope_base without target\n");
|
|
|
|
num = G_FindTarget(0, Target());
|
|
if(!num)
|
|
gi.error("rope_base can not find target\n");
|
|
next_piece = (RopePiece *)G_GetEntity(num);
|
|
|
|
// set rope direction for stiff ropes
|
|
if(dotlimit)
|
|
{
|
|
ropedir = next_piece->origin - origin;
|
|
ropedir.normalize();
|
|
}
|
|
|
|
// set the size for the rope piece's touching box
|
|
smin.x = smin.y = smin.z = -piecelength;
|
|
smax.x = smax.y = smax.z = piecelength;
|
|
|
|
//set rope piece id numbers for use in various things
|
|
piecenum = 0;
|
|
|
|
num = 0;
|
|
currpiece = (RopePiece *)next_piece.Ptr();
|
|
lastpiece = this;
|
|
while(currpiece)
|
|
{
|
|
num++;
|
|
currpiece->piecenum = num;
|
|
|
|
currpiece->moveorg = currpiece->origin;
|
|
currpiece->setMoveType(MOVETYPE_ROPE);
|
|
currpiece->setSize(smin, smax);
|
|
currpiece->setModel(piecemodel);
|
|
currpiece->edict->s.frame = pieceframe;
|
|
currpiece->edict->s.skinnum = pieceskin;
|
|
|
|
currpiece->rope_base = this;
|
|
currpiece->prev_piece = lastpiece;
|
|
|
|
tmpvec = lastpiece->origin - currpiece->origin;
|
|
currpiece->angles = tmpvec.toAngles();
|
|
currpiece->angles[PITCH] = -(currpiece->angles[PITCH]);
|
|
currpiece->setAngles(currpiece->angles);
|
|
|
|
currpiece->SetGravityAxis(gravaxis);
|
|
|
|
lastpiece = currpiece;
|
|
currpiece = (RopePiece *)currpiece->next_piece.Ptr();
|
|
}
|
|
|
|
// go through the pieces again to set attach flags
|
|
currpiece = lastpiece;
|
|
num = 0;
|
|
while(currpiece)
|
|
{
|
|
// mark all pieces above this as attached
|
|
if(currpiece->rope & ROPE_ATTACHED)
|
|
num = 1;
|
|
|
|
if(currpiece->rope == ROPE_NONE && num)
|
|
currpiece->rope = ROPE_ABELOW;
|
|
|
|
currpiece = (RopePiece *)currpiece->prev_piece.Ptr();
|
|
}
|
|
|
|
if(!(spawnflags & ROPE_START_STILL))
|
|
{
|
|
setMoveType(MOVETYPE_ROPE);
|
|
}
|
|
}
|
|
|
|
void RopeBase::Activate(Event *ev)
|
|
{
|
|
setMoveType(MOVETYPE_ROPE);
|
|
|
|
if(rope == ROPE_ABELOW)
|
|
{
|
|
RopePiece *curr_piece;
|
|
|
|
curr_piece = (RopePiece *)next_piece.Ptr();
|
|
while(curr_piece)
|
|
{
|
|
curr_piece->Detach();
|
|
curr_piece = (RopePiece *)curr_piece->next_piece.Ptr();
|
|
}
|
|
}
|
|
}
|
|
|
|
/* This check if the rope is in a client's PVS. If not, then it
|
|
prevents it from checking it's physics
|
|
*/
|
|
void RopeBase::PVSCheck(Event *ev)
|
|
{
|
|
Entity *ent;
|
|
int i;
|
|
RopePiece *curr_piece;
|
|
|
|
// if the rope is in use, don't bother PVS checking
|
|
if(rope)
|
|
{
|
|
clientinpvs = true;
|
|
PostEvent(EV_RopeBase_PVSCheck, 2);
|
|
return;
|
|
}
|
|
|
|
for(i = 1; i <= maxclients->value; i++)
|
|
{
|
|
if(!g_edicts[i].inuse || !g_edicts[i].entity)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
ent = g_edicts[i].entity;
|
|
|
|
curr_piece = this;
|
|
while(curr_piece)
|
|
{
|
|
if(gi.inPVS(curr_piece->worldorigin.vec3(), ent->worldorigin.vec3()))
|
|
{
|
|
clientinpvs = true;
|
|
PostEvent(EV_RopeBase_PVSCheck, 2);
|
|
return;
|
|
}
|
|
|
|
curr_piece = (RopePiece *)curr_piece->next_piece.Ptr();
|
|
}
|
|
}
|
|
|
|
clientinpvs = false;
|
|
PostEvent(EV_RopeBase_PVSCheck, 1);
|
|
}
|
|
|
|
/*================================================================
|
|
RopeBase class | free hanging rope restriction
|
|
================================================================*/
|
|
|
|
void RopeBase::RestrictFreeRope(RopePiece *curr_piece)
|
|
{
|
|
Vector ropevec; // rope piece vector
|
|
Vector velpart; // velocity component moving to or away from rope piece
|
|
float ropelen; // length of extended rope
|
|
float f1, f2; // restrainment forces
|
|
float i1, i2; // intermediate values
|
|
Vector tmpvec;
|
|
|
|
while(curr_piece)
|
|
{
|
|
// add in velocity from gravity
|
|
curr_piece->velocity[gravity_axis[gravaxis].z] -= gravity*sv_gravity->value*FRAMETIME*gravity_axis[gravaxis].sign;
|
|
|
|
ropevec = curr_piece->prev_piece->origin - curr_piece->moveorg;
|
|
ropelen = ropevec.length();
|
|
|
|
// if location is beyond the rope's reach
|
|
if (ropelen > (piecelength - 2))
|
|
{
|
|
// inertial dampener to reduce exagerated motion.
|
|
curr_piece->velocity[gravity_axis[gravaxis].x] *= ropedampener;
|
|
curr_piece->velocity[gravity_axis[gravaxis].y] *= ropedampener;
|
|
|
|
// determine velocity component of rope vector
|
|
i1 = DotProduct(curr_piece->velocity.vec3(), ropevec.vec3());
|
|
i2 = DotProduct(ropevec.vec3(), ropevec.vec3());
|
|
velpart = ropevec*(i1/i2);
|
|
|
|
// restrainment default force
|
|
f2 = (ropelen - (piecelength - 3)) * 5;
|
|
|
|
// if velocity heading is away from the rope piece
|
|
if (i1 < 0)
|
|
{
|
|
// if rope has streched too much
|
|
if (ropelen > piecelength+64)
|
|
{
|
|
// remove velocity component moving away from rope base
|
|
curr_piece->velocity -= velpart;
|
|
}
|
|
f1 = f2;
|
|
}
|
|
else // if velocity heading is towards the rope piece
|
|
{
|
|
if (velpart.length() < f2)
|
|
f1 = f2 - velpart.length();
|
|
else
|
|
f1 = 0;
|
|
}
|
|
|
|
if(f1) // applies rope restrainment
|
|
{
|
|
ropevec.normalize();
|
|
curr_piece->velocity += ropevec*f1;
|
|
}
|
|
}
|
|
|
|
// stiffen the rope if needed
|
|
if(dotlimit > -1)
|
|
{
|
|
// get direction of destination
|
|
if(((RopePiece *)curr_piece->prev_piece.Ptr())->rope_base) // rope piece above
|
|
{
|
|
ropevec = curr_piece->prev_piece->origin - ((RopePiece *)curr_piece->prev_piece.Ptr())->prev_piece->origin;
|
|
ropevec.normalize();
|
|
}
|
|
else // rope base above current piece
|
|
{
|
|
ropevec = ropedir;
|
|
}
|
|
|
|
// current direction
|
|
tmpvec = curr_piece->prev_piece->origin - curr_piece->origin;
|
|
ropelen = tmpvec.normalize2();
|
|
|
|
// get to dot product
|
|
f1 = DotProduct(ropevec.vec3(), tmpvec.vec3());
|
|
|
|
if((f1 - 0.2) < dotlimit)
|
|
{
|
|
i1 = DotProduct(curr_piece->velocity.vec3(), ropevec.vec3());
|
|
velpart = ropevec*i1;
|
|
if((f1 + 0.2) < dotlimit)
|
|
f2 = (dotlimit - (f1 + 0.2))*150*strength;
|
|
else if(f1 < dotlimit)
|
|
f2 = (dotlimit - f1)*100*strength;
|
|
else if((f1 - 0.2) < dotlimit)
|
|
f2 = (dotlimit - (f1 - 0.1))*50*strength;
|
|
else
|
|
f2 = (dotlimit - (f1 - 0.2))*20*strength;
|
|
|
|
if(i1 < 0)
|
|
curr_piece->velocity -= velpart;
|
|
curr_piece->velocity += ropevec*f2;
|
|
}
|
|
}
|
|
|
|
// check if piece is wiggling
|
|
if(curr_piece->spawnflags & PIECE_WIGGLE)
|
|
{
|
|
// if rope is attached, check if we still should steam
|
|
if((curr_piece->spawnflags & PIECE_ATTWIGGLE) ||
|
|
!(rope & (ROPE_ATTACHED | ROPE_ABELOW)))
|
|
{
|
|
curr_piece->Wiggle();
|
|
}
|
|
}
|
|
// check if piece is steaming
|
|
if(curr_piece->spawnflags & PIECE_STEAM)
|
|
{
|
|
// if rope is attached, check if we still should steam
|
|
if((curr_piece->spawnflags & PIECE_ATTSTEAM) ||
|
|
!(rope & (ROPE_ATTACHED | ROPE_ABELOW)))
|
|
{
|
|
curr_piece->Steam();
|
|
}
|
|
}
|
|
|
|
curr_piece = (RopePiece *)curr_piece->next_piece.Ptr();
|
|
}
|
|
}
|
|
|
|
/*================================================================
|
|
RopeBase class | velocity setting for touching
|
|
================================================================*/
|
|
|
|
void RopeBase::SetTouchVelocity(Vector fullvel, RopePiece *touched_piece, int set_z)
|
|
{
|
|
float tmpflt;
|
|
RopePiece *currpiece;
|
|
|
|
currpiece = touched_piece;
|
|
while(currpiece->rope_base)
|
|
{
|
|
tmpflt = (float)currpiece->piecenum / (float)touched_piece->piecenum;
|
|
if(set_z)
|
|
{
|
|
currpiece->velocity += fullvel*tmpflt;
|
|
|
|
if(currpiece->rope & ROPE_GRABBED)
|
|
{
|
|
tmpflt *= 0.5;
|
|
currpiece->grabber->velocity += fullvel*tmpflt;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
currpiece->velocity[gravity_axis[gravaxis].x] += fullvel[gravity_axis[gravaxis].x]*tmpflt;
|
|
currpiece->velocity[gravity_axis[gravaxis].y] += fullvel[gravity_axis[gravaxis].y]*tmpflt;
|
|
|
|
if(currpiece->rope & ROPE_GRABBED)
|
|
{
|
|
tmpflt *= 0.5;
|
|
currpiece->grabber->velocity[gravity_axis[gravaxis].x] += fullvel[gravity_axis[gravaxis].x]*tmpflt;
|
|
currpiece->grabber->velocity[gravity_axis[gravaxis].y] += fullvel[gravity_axis[gravaxis].y]*tmpflt;
|
|
}
|
|
}
|
|
|
|
currpiece = (RopePiece *)currpiece->prev_piece.Ptr();
|
|
}
|
|
}
|
|
|
|
/*================================================================
|
|
RopeBase class | restrict a grabbed or attached rope
|
|
================================================================*/
|
|
|
|
void RopeBase::FixAttachedRope(RopePiece *curr_base, RopePiece *curr_piece)
|
|
{
|
|
Sentient *grabber;
|
|
Vector tmpvec;
|
|
|
|
while(curr_piece)
|
|
{
|
|
// a player has grabbed the rope at this piece
|
|
if(curr_piece->rope & ROPE_GRABBED)
|
|
{
|
|
grabber = curr_piece->grabber;
|
|
|
|
if(!grabber)
|
|
gi.error("FixAttachedRope: can not find rope grabber\n");
|
|
// restrict the player to the rope
|
|
RestrictPlayer(curr_base, curr_piece);
|
|
|
|
// set position and velocity of grabbed piece
|
|
tmpvec[gravity_axis[grabber->gravaxis].x] = grabber->orientation[0][0]*16 + grabber->orientation[1][0]*6;
|
|
tmpvec[gravity_axis[grabber->gravaxis].y] = (grabber->orientation[0][1]*16 + grabber->orientation[1][1]*6)*gravity_axis[grabber->gravaxis].sign;
|
|
tmpvec[gravity_axis[grabber->gravaxis].z] = (grabber->orientation[0][2]*16 + grabber->orientation[1][2]*6 + 50)*gravity_axis[grabber->gravaxis].sign;
|
|
tmpvec += grabber->origin;
|
|
tmpvec -= grabber->velocity*FRAMETIME;
|
|
// don't do right after climbing up or down though
|
|
if(curr_piece->grabber->rope_debounce_time < (level.time + 0.2))
|
|
{
|
|
curr_piece->setOrigin(tmpvec);
|
|
curr_piece->velocity = grabber->velocity;
|
|
}
|
|
|
|
//just make the rope straight if player isn't on the ground
|
|
if((!grabber->groundentity) && (curr_piece->rope & ROPE_STRAIGHTEN))
|
|
StraightenRope(curr_base, curr_piece);
|
|
else // player is on the ground, so do it all
|
|
RestrictGrabbedRope(curr_base, curr_piece);
|
|
curr_piece->rope &= ~ROPE_STRAIGHTEN;
|
|
|
|
if(curr_piece->next_piece)
|
|
curr_base = curr_piece;
|
|
}
|
|
else if(curr_piece->rope == ROPE_ATTACHED)
|
|
{
|
|
float max, curr;
|
|
|
|
curr_piece->setOrigin(curr_piece->attachent->origin);
|
|
curr_piece->velocity = curr_piece->attachent->velocity;
|
|
|
|
// check if the rope's pulled tight
|
|
tmpvec = curr_piece->origin - curr_base->origin;
|
|
curr = tmpvec.length();
|
|
max = (curr_piece->piecenum - curr_base->piecenum)*piecelength;
|
|
|
|
if(curr > max)
|
|
StraightenRope(curr_base, curr_piece);
|
|
else
|
|
RestrictGrabbedRope(curr_base, curr_piece);
|
|
|
|
if(curr_piece->next_piece)
|
|
curr_base = curr_piece;
|
|
}
|
|
// nothing attached to rest of rope
|
|
else if(!curr_piece->rope)
|
|
{
|
|
RestrictFreeRope(curr_piece);
|
|
return;
|
|
}
|
|
|
|
curr_piece = (RopePiece *)curr_piece->next_piece.Ptr();
|
|
}
|
|
}
|
|
|
|
void RopeBase::RestrictGrabbedRope(RopePiece *fix_base, RopePiece *grabbed_piece)
|
|
{
|
|
RopePiece *curr_piece;
|
|
Vector ropevec; // rope piece vector
|
|
Vector velpart; // velocity component moving to or away from rope piece
|
|
float ropelen; // length of extended rope
|
|
float f1, f2; // restrainment forces
|
|
float i1, i2; // intermediate values
|
|
Vector tmpvec;
|
|
trace_t trace;
|
|
|
|
//first restrict the rope to the player
|
|
curr_piece = (RopePiece *)grabbed_piece->prev_piece.Ptr();
|
|
while(curr_piece != fix_base)
|
|
{
|
|
// add in velocity from gravity
|
|
curr_piece->velocity[gravity_axis[gravaxis].z] -= gravity*sv_gravity->value*FRAMETIME*gravity_axis[gravaxis].sign;
|
|
|
|
ropevec = curr_piece->next_piece->origin - curr_piece->origin;
|
|
ropelen = ropevec.length();
|
|
|
|
// if location is beyond the rope's reach
|
|
if (ropelen > piecelength)
|
|
{
|
|
// inertial dampener for the free rope's motion.
|
|
curr_piece->velocity[gravity_axis[gravaxis].x] *= ropedampener;
|
|
curr_piece->velocity[gravity_axis[gravaxis].y] *= ropedampener;
|
|
|
|
// determine velocity component of rope vector
|
|
i1 = DotProduct(curr_piece->velocity.vec3(), ropevec.vec3());
|
|
i2 = DotProduct(ropevec.vec3(), ropevec.vec3());
|
|
velpart = ropevec*(i1 / i2);
|
|
|
|
// restrainment default force
|
|
f2 = (ropelen - piecelength) * 5;
|
|
|
|
// if velocity heading is away from the rope piece
|
|
if (i1 < 0)
|
|
{
|
|
if (ropelen > piecelength+1)
|
|
{
|
|
// remove velocity component moving away from hook
|
|
curr_piece->velocity -= velpart;
|
|
}
|
|
f1 = f2;
|
|
}
|
|
else // if velocity heading is towards the rope piece
|
|
{
|
|
if(velpart.length() < f2)
|
|
f1 = f2 - velpart.length();
|
|
else
|
|
f1 = 0;
|
|
}
|
|
|
|
ropevec.normalize();
|
|
if(f1) // applies rope restrainment
|
|
curr_piece->velocity += ropevec*f1;
|
|
}
|
|
|
|
// keeps piece from getting too far away.
|
|
if (ropelen > piecelength)
|
|
{
|
|
tmpvec = ropevec.normalize();
|
|
tmpvec *= piecelength;
|
|
tmpvec = curr_piece->next_piece->origin - tmpvec;
|
|
trace = G_Trace(curr_piece->next_piece->origin, mins, maxs, tmpvec, curr_piece, curr_piece->edict->clipmask, "RopeBase::RestrictGrabbedRope");
|
|
curr_piece->setOrigin(trace.endpos);
|
|
}
|
|
|
|
curr_piece = (RopePiece *)curr_piece->prev_piece.Ptr();
|
|
}
|
|
|
|
curr_piece = (RopePiece *)curr_piece->next_piece.Ptr();
|
|
|
|
// now restrict the rope to the rope base
|
|
while(!(curr_piece->rope & (ROPE_GRABBED | ROPE_ATTACHED)))
|
|
{
|
|
ropevec = curr_piece->prev_piece->origin - curr_piece->origin;
|
|
ropelen = ropevec.length();
|
|
|
|
// if location is beyond the rope's reach
|
|
if (ropelen > piecelength)
|
|
{
|
|
// inertial dampener to reduce exagerated motion.
|
|
curr_piece->velocity[gravity_axis[gravaxis].x] *= ropedampener;
|
|
curr_piece->velocity[gravity_axis[gravaxis].y] *= ropedampener;
|
|
|
|
// determine velocity component of rope vector
|
|
i1 = DotProduct(curr_piece->velocity.vec3(), ropevec.vec3());
|
|
i2 = DotProduct(ropevec.vec3(), ropevec.vec3());
|
|
velpart = ropevec*(i1/i2);
|
|
|
|
// restrainment default force
|
|
f2 = (ropelen - (piecelength - 1)) * 5;
|
|
|
|
// if velocity heading is away from the rope piece
|
|
if (i1 < 0)
|
|
{
|
|
// if rope has streched a bit
|
|
if (ropelen > piecelength+32)
|
|
{
|
|
// remove velocity component moving away from rope base
|
|
curr_piece->velocity-= velpart;
|
|
}
|
|
f1 = f2;
|
|
}
|
|
else // if velocity heading is towards the rope piece
|
|
{
|
|
if(velpart.length() < f2)
|
|
f1 = f2 - velpart.length();
|
|
else
|
|
f1 = 0;
|
|
}
|
|
|
|
ropevec.normalize();
|
|
if(f1) // applies rope restrainment
|
|
curr_piece->velocity += ropevec*f1;
|
|
}
|
|
|
|
// keeps piece from getting too far away.
|
|
if(ropelen > piecelength)
|
|
{
|
|
tmpvec = ropevec;
|
|
tmpvec.normalize();
|
|
tmpvec *= piecelength;
|
|
tmpvec = curr_piece->prev_piece->origin - tmpvec;
|
|
trace = G_Trace( curr_piece->prev_piece->origin, mins, maxs, tmpvec, curr_piece, curr_piece->edict->clipmask, "RopeBase::RestrictGrabbedRope");
|
|
curr_piece->setOrigin(trace.endpos);
|
|
}
|
|
|
|
// check if piece is wiggling
|
|
if(curr_piece->spawnflags & PIECE_WIGGLE)
|
|
{
|
|
// if rope is attached, check if we still should steam
|
|
if((curr_piece->spawnflags & PIECE_ATTWIGGLE) ||
|
|
!(rope & (ROPE_ATTACHED | ROPE_ABELOW)))
|
|
{
|
|
curr_piece->Wiggle();
|
|
}
|
|
}
|
|
// check if piece is steaming
|
|
if(curr_piece->spawnflags & PIECE_STEAM)
|
|
{
|
|
// if rope is attached, check if we still should steam
|
|
if((curr_piece->spawnflags & PIECE_ATTSTEAM) ||
|
|
!(rope & (ROPE_ATTACHED | ROPE_ABELOW)))
|
|
{
|
|
curr_piece->Steam();
|
|
}
|
|
}
|
|
|
|
curr_piece = (RopePiece *)curr_piece->next_piece.Ptr();
|
|
}
|
|
}
|
|
|
|
// for when the player is pulling the rope tight
|
|
void RopeBase::StraightenRope(RopePiece *fix_base, RopePiece *grabbed_piece)
|
|
{
|
|
RopePiece *curr_piece;
|
|
Vector ropevec, tmpvec;
|
|
int ropelen = 0; //this keeps track of the length position of the current piece
|
|
float tnum, f1, f2;
|
|
float plength;
|
|
|
|
//this calculates the vector along which to set the rope pieces
|
|
ropevec = fix_base->origin - grabbed_piece->origin;
|
|
plength = ropevec.normalize2();
|
|
|
|
tnum = grabbed_piece->piecenum - fix_base->piecenum;
|
|
plength /= tnum;
|
|
curr_piece = grabbed_piece;
|
|
while(curr_piece != fix_base)
|
|
{
|
|
f1 = curr_piece->piecenum - fix_base->piecenum;
|
|
f2 = f1/tnum;
|
|
curr_piece->velocity = grabbed_piece->velocity*f2;
|
|
f2 = 1 - f2;
|
|
curr_piece->velocity += fix_base->velocity*f2;
|
|
tmpvec = grabbed_piece->origin + ropevec*ropelen;
|
|
curr_piece->setOrigin(tmpvec);
|
|
|
|
ropelen += plength;
|
|
|
|
// check if piece is wiggling
|
|
if(curr_piece->spawnflags & PIECE_WIGGLE)
|
|
{
|
|
// if rope is attached, check if we still should steam
|
|
if((curr_piece->spawnflags & PIECE_ATTWIGGLE) ||
|
|
!(rope & (ROPE_ATTACHED | ROPE_ABELOW)))
|
|
{
|
|
curr_piece->Wiggle();
|
|
}
|
|
}
|
|
// check if piece is steaming
|
|
if(curr_piece->spawnflags & PIECE_STEAM)
|
|
{
|
|
// if rope is attached, check if we still should steam
|
|
if((curr_piece->spawnflags & PIECE_ATTSTEAM) ||
|
|
!(rope & (ROPE_ATTACHED | ROPE_ABELOW)))
|
|
{
|
|
curr_piece->Steam();
|
|
}
|
|
}
|
|
|
|
curr_piece = (RopePiece *)curr_piece->prev_piece.Ptr();
|
|
}
|
|
}
|
|
|
|
/*================================================================
|
|
RopeBase class | restrict a player to the rope he grabbed
|
|
================================================================*/
|
|
|
|
EXPORT_FROM_DLL void RopeBase::RestrictPlayer(RopePiece *curr_base, RopePiece *grabbed_piece)
|
|
{
|
|
Sentient *grabber;
|
|
Vector ropevec; // rope piece vector
|
|
Vector velpart; // velocity component moving to or away from rope piece
|
|
float ropelen; // length of extended rope
|
|
int ropemax; // max dist player can get away while on rope.
|
|
float f1, f2; // restrainment forces
|
|
float i1, i2; // intermediate values
|
|
Vector tmpvec;
|
|
|
|
grabber = grabbed_piece->grabber;
|
|
|
|
if(!grabber)
|
|
gi.error("RestrictPlayer: can't find rope grabber\n");
|
|
|
|
tmpvec[gravity_axis[grabber->gravaxis].x] = grabber->orientation[0][0]*16 - grabber->orientation[1][0]*4;
|
|
tmpvec[gravity_axis[grabber->gravaxis].y] = (grabber->orientation[0][1]*16 - grabber->orientation[1][1]*4)*gravity_axis[grabber->gravaxis].sign;
|
|
tmpvec[gravity_axis[grabber->gravaxis].z] = (grabber->orientation[0][2]*16 - grabber->orientation[1][2]*4 + 50)*gravity_axis[grabber->gravaxis].sign;
|
|
tmpvec += grabber->origin;
|
|
|
|
ropevec = curr_base->origin - tmpvec;
|
|
ropelen = ropevec.length();
|
|
|
|
ropemax = (grabbed_piece->piecenum - curr_base->piecenum)*piecelength;
|
|
// keep it from snapping together from its usual semi-streached state
|
|
ropemax *= 1.1;
|
|
|
|
// if location is beyond the rope's reach
|
|
if (ropelen > (ropemax - 8))
|
|
{
|
|
// inertial dampener for the player's movement while on the rope.
|
|
grabber->velocity[gravity_axis[grabber->gravaxis].x] *= playerdampener;
|
|
grabber->velocity[gravity_axis[grabber->gravaxis].y] *= playerdampener;
|
|
|
|
// determine velocity component of rope vector
|
|
i1 = DotProduct(grabber->velocity.vec3(), ropevec.vec3());
|
|
i2 = DotProduct(ropevec.vec3(), ropevec.vec3());
|
|
i2 = i1 / i2;
|
|
velpart = ropevec*i2;
|
|
|
|
// restrainment default force
|
|
f2 = (ropelen - (ropemax - 8)) * 5;
|
|
|
|
// if velocity heading is away from the rope piece
|
|
if (i1 < 0)
|
|
{
|
|
// if rope has streched a bit, remove velocity
|
|
// component moving away from hook
|
|
if (ropelen > ropemax)
|
|
grabber->velocity -= velpart;
|
|
f1 = f2;
|
|
}
|
|
else // if velocity heading is towards the rope piece
|
|
{
|
|
i2 = velpart.length();
|
|
if (i2 < f2)
|
|
f1 = f2 - i2;
|
|
else
|
|
f1 = 0;
|
|
}
|
|
|
|
ropevec.normalize();
|
|
if(f1) // applies rope restrainment
|
|
{
|
|
grabber->velocity += ropevec*f1;
|
|
grabbed_piece->rope |= ROPE_STRAIGHTEN;
|
|
}
|
|
}
|
|
}
|