mirror of
https://github.com/blendogames/thirtyflightsofloving.git
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45a81cf57b
Cleaned up strig handling functions in game DLLs. Refactored ThrowGib(), ThrowHead() and ThrowDebris() functions in missionpack DLL.
228 lines
7.8 KiB
C
228 lines
7.8 KiB
C
#include "g_local.h"
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#ifdef JETPACK_MOD
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/*we get silly velocity-effects when we are on ground and try to
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accelerate, so lift us a little bit if possible*/
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qboolean Jet_AvoidGround( edict_t *ent )
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{
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vec3_t new_origin;
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trace_t trace;
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qboolean success;
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/*Check if there is enough room above us before we change origin[2]*/
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new_origin[0] = ent->s.origin[0];
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new_origin[1] = ent->s.origin[1];
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new_origin[2] = ent->s.origin[2] + 0.5;
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trace = gi.trace( ent->s.origin, ent->mins, ent->maxs, new_origin, ent, MASK_PLAYERSOLID );
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if ( success=(trace.plane.normal[2]==0) )
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/*no ceiling?*/
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ent->s.origin[2] += 0.5;
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/*then make sure off ground*/
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return success;
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}
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/*If a player dies with activated jetpack this function will be called
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and produces a little explosion*/
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void Jet_BecomeExplosion( edict_t *ent, int damage )
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{
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gi.WriteByte( svc_temp_entity );
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gi.WriteByte( TE_EXPLOSION1 );
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/*TE_EXPLOSION2 is possible too*/
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gi.WritePosition( ent->s.origin );
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gi.multicast( ent->s.origin, MULTICAST_PVS );
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gi.sound( ent, CHAN_BODY, gi.soundindex("misc/udeath.wav"), 1, ATTN_NORM, 0 );
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if (level.num_reflectors)
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ReflectExplosion (TE_EXPLOSION1, ent->s.origin);
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// Lazarus: NO! This is taken care of already in player_die
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/*throw some gib*/
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/* for ( n=0; n<4; n++ )
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ThrowGib( ent, "models/objects/gibs/sm_meat/tris.md2", 0, 0, damage, GIB_ORGANIC );
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ThrowClientHead (ent, damage); */
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ent->takedamage = DAMAGE_NO;
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}
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/*The lifting effect is done through changing the origin, it
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gives the best results. Of course its a little dangerous because
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if we dont take care, we can move into solid*/
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void Jet_ApplyLifting( edict_t *ent )
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{
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float delta;
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vec3_t new_origin;
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trace_t trace;
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int time = 24;
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/*must be >0, time/10 = time in sec for a complete cycle (up/down)*/
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float amplitude = 2.0;
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/*calculate the z-distance to lift in this step*/
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delta = sin( (float)((level.framenum%time)*(360/time))/180*M_PI ) * amplitude;
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delta = (float)((int)(delta*8))/8; /*round to multiples of 0.125*/
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VectorCopy( ent->s.origin, new_origin );
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new_origin[2] += delta;
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if( VectorLength(ent->velocity) == 0 )
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{
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/*i dont know the reason yet, but there is some floating so we
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have to compensate that here (only if there is no velocity left)*/
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new_origin[0] -= 0.125;
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new_origin[1] -= 0.125;
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new_origin[2] -= 0.125;
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}
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/*before we change origin, its important to check that we dont go
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into solid*/
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trace = gi.trace( ent->s.origin, ent->mins, ent->maxs, new_origin, ent, MASK_MONSTERSOLID );
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if ( trace.plane.normal[2] == 0 )
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VectorCopy( new_origin, ent->s.origin );
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}
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/*This function applys some sparks to your jetpack*/
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void Jet_ApplySparks ( edict_t *ent )
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{
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vec3_t forward, right;
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vec3_t pack_pos, jet_vector;
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AngleVectors(ent->client->v_angle, forward, right, NULL);
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VectorScale (forward, -8, pack_pos);
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VectorAdd (pack_pos, ent->s.origin, pack_pos);
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pack_pos[2] += 6;
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VectorScale (forward, -50, jet_vector);
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gi.WriteByte (svc_temp_entity);
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gi.WriteByte (TE_SPARKS);
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gi.WritePosition (pack_pos);
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gi.WriteDir (jet_vector);
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gi.multicast (pack_pos, MULTICAST_PVS);
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if (level.num_reflectors)
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ReflectSparks(TE_SPARKS,pack_pos,jet_vector);
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}
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/*Now for the main movement code. The steering is a lot like in water, that
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means your viewing direction is your moving direction. You have three
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direction Boosters: the big Main Booster and the smaller up-down and
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left-right Boosters.
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There are only 2 adds to the code of the first tutorial: the jetpack_nextthink
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and the rolling.
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The other modifications results in the use of the built-in quake functions,
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there is no change in moving behavior (reinventing the wheel is a lot of
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"fun" and a BIG waste of time ;-))*/
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void Jet_ApplyJet( edict_t *ent, usercmd_t *ucmd )
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{
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float direction;
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float scale;
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vec3_t acc;
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vec3_t forward, right;
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/*clear gravity so we dont have to compensate it with the Boosters*/
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ent->client->ps.pmove.gravity = 0;
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/*calculate the direction vectors dependent on viewing direction
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(length of the vectors forward/right is always 1, the coordinates of
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the vectors are values of how much youre looking in a specific direction
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[if youre looking up to the top, the x/y values are nearly 0 the
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z value is nearly 1])*/
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AngleVectors( ent->client->v_angle, forward, right, NULL );
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/*Run jet only 10 times a second so movement doesn't depend on fps
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because ClientThink is called as often as possible
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(fps<10 still is a problem ?)*/
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if ( ent->client->jetpack_nextthink <= level.framenum )
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{
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ent->client->jetpack_nextthink = level.framenum + 1;
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/*clear acceleration-vector*/
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VectorClear( acc );
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/*if we are moving forward or backward add MainBooster acceleration
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(60)*/
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if ( ucmd->forwardmove )
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{
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/*are we accelerating backward or forward?*/
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direction = (ucmd->forwardmove<0) ? -1.0 : 1.0;
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/*add the acceleration for each direction*/
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if(jetpack_weenie->value)
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{
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acc[0] += forward[0] * direction * 60;
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acc[1] += forward[1] * direction * 60;
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acc[2] += forward[2] * direction * 60;
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}
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else
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{
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acc[0] += forward[0] * direction * 120;
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acc[1] += forward[1] * direction * 120;
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}
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}
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/*if we sidestep add Left-Right-Booster acceleration (40)*/
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if ( ucmd->sidemove )
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{ /*are we accelerating left or right*/
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direction = (ucmd->sidemove<0) ? -1.0 : 1.0;
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/*add only to x and y acceleration*/
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if(jetpack_weenie->value)
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scale = direction * 40;
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else
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scale = direction * 80;
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acc[0] += right[0] * scale;
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acc[1] += right[1] * scale;
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}
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/*if we crouch or jump add Up-Down-Booster acceleration (30)*/
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if ( ucmd->upmove )
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{
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if(jetpack_weenie->value)
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scale = 30;
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else
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scale = 45;
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acc[2] += ucmd->upmove > 0 ? scale : -scale;
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}
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/*now apply some friction dependent on velocity (higher velocity results
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in higher friction), without acceleration this will reduce the velocity
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to 0 in a few steps*/
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ent->velocity[0] *= 0.83;
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ent->velocity[1] *= 0.83;
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ent->velocity[2] *= 0.86;
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/*then accelerate with the calculated values. If the new acceleration for
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a direction is smaller than an earlier, the friction will reduce the speed
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in that direction to the new value in a few steps, so if youre flying
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curves or around corners youre floating a little bit in the old direction*/
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VectorAdd( ent->velocity, acc, ent->velocity );
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/*round velocitys (is this necessary?)*/
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ent->velocity[0] = (float)((int)(ent->velocity[0]*8))/8;
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ent->velocity[1] = (float)((int)(ent->velocity[1]*8))/8;
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ent->velocity[2] = (float)((int)(ent->velocity[2]*8))/8;
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/*Bound X and Y velocity so that friction and acceleration dont need to be
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synced on maxvelocitys*/
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if(jetpack_weenie->value)
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{
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if(ent->velocity[0] > 300) ent->velocity[0] = 300;
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if(ent->velocity[0] < -300) ent->velocity[0] = -300;
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if(ent->velocity[1] > 300) ent->velocity[1] = 300;
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if(ent->velocity[1] < -300) ent->velocity[1] = -300;
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}
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else
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{
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if(ent->velocity[0] > 1000) ent->velocity[0] = 1000;
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if(ent->velocity[0] < -1000) ent->velocity[0] = -1000;
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if(ent->velocity[1] > 1000) ent->velocity[1] = 1000;
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if(ent->velocity[1] < -1000) ent->velocity[1] = -1000;
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}
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/*add some gentle up and down when idle (not accelerating)*/
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if( (VectorLength(acc) == 0) && (!ent->groundentity))
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Jet_ApplyLifting( ent );
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} //if ( ent->client->jetpack_nextthink...
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/*add rolling when we fly curves or boost left/right*/
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if((bob_roll->value > 0) && (jetpack_weenie->value || !ent->groundentity))
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{
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ent->client->kick_angles[ROLL] = -DotProduct( ent->velocity, right ) * ent->client->jetpack_roll;
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if(ucmd->sidemove)
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ent->client->jetpack_roll = min(0.02,ent->client->jetpack_roll + 0.002);
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else
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ent->client->jetpack_roll = max(0.00,ent->client->jetpack_roll - 0.002);
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}
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else
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ent->client->jetpack_roll = 0;
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/*last but not least add some smoke*/
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Jet_ApplySparks( ent );
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// gi.dprintf("%5g %5g %5g\n",ent->velocity[0],ent->velocity[1],ent->velocity[2]);
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}
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#endif
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