// 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; }