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https://github.com/ioquake/jedi-academy.git
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287 lines
8.1 KiB
C
287 lines
8.1 KiB
C
#include "g_local.h"
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extern void G_MoverTouchPushTriggers( gentity_t *ent, vec3_t oldOrg );
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void G_StopObjectMoving( gentity_t *object );
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void pitch_roll_for_slope( gentity_t *forwhom, vec3_t pass_slope );
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/*
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================
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G_BounceObject
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================
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*/
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void G_BounceObject( gentity_t *ent, trace_t *trace )
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{
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vec3_t velocity;
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float dot, bounceFactor;
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int hitTime;
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// reflect the velocity on the trace plane
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hitTime = level.previousTime + ( level.time - level.previousTime ) * trace->fraction;
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BG_EvaluateTrajectoryDelta( &ent->s.pos, hitTime, velocity );
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dot = DotProduct( velocity, trace->plane.normal );
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// bounceFactor = 60/ent->mass; // NOTENOTE Mass is not yet implemented
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bounceFactor = 1.0f;
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if ( bounceFactor > 1.0f )
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{
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bounceFactor = 1.0f;
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}
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VectorMA( velocity, -2*dot*bounceFactor, trace->plane.normal, ent->s.pos.trDelta );
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//FIXME: customized or material-based impact/bounce sounds
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if ( ent->flags & FL_BOUNCE_HALF )
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{
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VectorScale( ent->s.pos.trDelta, 0.5, ent->s.pos.trDelta );
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// check for stop
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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
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{
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//G_SetOrigin( ent, trace->endpos );
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//ent->nextthink = level.time + 500;
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ent->s.apos.trType = TR_STATIONARY;
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VectorCopy( ent->r.currentAngles, ent->s.apos.trBase );
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VectorCopy( trace->endpos, ent->r.currentOrigin );
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VectorCopy( trace->endpos, ent->s.pos.trBase );
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ent->s.pos.trTime = level.time;
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return;
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}
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}
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// NEW--It would seem that we want to set our trBase to the trace endpos
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// and set the trTime to the actual time of impact....
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// FIXME: Should we still consider adding the normal though??
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VectorCopy( trace->endpos, ent->r.currentOrigin );
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ent->s.pos.trTime = hitTime;
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VectorCopy( ent->r.currentOrigin, ent->s.pos.trBase );
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VectorCopy( trace->plane.normal, ent->pos1 );//???
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}
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/*
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================
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G_RunObject
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TODO: When transition to 0 grav, push away from surface you were resting on
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TODO: When free-floating in air, apply some friction to your trDelta (based on mass?)
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================
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*/
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extern void DoImpact( gentity_t *self, gentity_t *other, qboolean damageSelf );
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extern void pitch_roll_for_slope( gentity_t *forwhom, vec3_t pass_slope );
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void G_RunObject( gentity_t *ent )
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{
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vec3_t origin, oldOrg;
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trace_t tr;
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gentity_t *traceEnt = NULL;
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//FIXME: floaters need to stop floating up after a while, even if gravity stays negative?
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if ( ent->s.pos.trType == TR_STATIONARY )//g_gravity.value <= 0 &&
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{
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ent->s.pos.trType = TR_GRAVITY;
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VectorCopy( ent->r.currentOrigin, ent->s.pos.trBase );
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ent->s.pos.trTime = level.previousTime;//?necc?
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if ( !g_gravity.value )
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{
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ent->s.pos.trDelta[2] += 100;
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}
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}
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ent->nextthink = level.time + FRAMETIME;
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VectorCopy( ent->r.currentOrigin, oldOrg );
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// get current position
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BG_EvaluateTrajectory( &ent->s.pos, level.time, origin );
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//Get current angles?
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BG_EvaluateTrajectory( &ent->s.apos, level.time, ent->r.currentAngles );
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if ( VectorCompare( ent->r.currentOrigin, origin ) )
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{//error - didn't move at all!
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return;
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}
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// trace a line from the previous position to the current position,
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// ignoring interactions with the missile owner
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trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, origin,
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ent->parent ? ent->parent->s.number : ent->s.number, ent->clipmask );
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if ( !tr.startsolid && !tr.allsolid && tr.fraction )
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{
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VectorCopy( tr.endpos, ent->r.currentOrigin );
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trap_LinkEntity( ent );
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}
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else
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//if ( tr.startsolid )
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{
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tr.fraction = 0;
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}
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G_MoverTouchPushTriggers( ent, oldOrg );
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/*
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if ( !(ent->s.eFlags & EF_TELEPORT_BIT) && !(ent->svFlags & SVF_NO_TELEPORT) )
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{
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G_MoverTouchTeleportTriggers( ent, oldOrg );
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if ( ent->s.eFlags & EF_TELEPORT_BIT )
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{//was teleported
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return;
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}
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}
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else
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{
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ent->s.eFlags &= ~EF_TELEPORT_BIT;
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}
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*/
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if ( tr.fraction == 1 )
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{
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if ( g_gravity.value <= 0 )
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{
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if ( ent->s.apos.trType == TR_STATIONARY )
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{
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VectorCopy( ent->r.currentAngles, ent->s.apos.trBase );
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ent->s.apos.trType = TR_LINEAR;
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ent->s.apos.trDelta[1] = flrand( -300, 300 );
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ent->s.apos.trDelta[0] = flrand( -10, 10 );
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ent->s.apos.trDelta[2] = flrand( -10, 10 );
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ent->s.apos.trTime = level.time;
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}
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}
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//friction in zero-G
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if ( !g_gravity.value )
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{
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float friction = 0.975f;
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//friction -= ent->mass/1000.0f;
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if ( friction < 0.1 )
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{
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friction = 0.1f;
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}
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VectorScale( ent->s.pos.trDelta, friction, ent->s.pos.trDelta );
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VectorCopy( ent->r.currentOrigin, ent->s.pos.trBase );
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ent->s.pos.trTime = level.time;
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}
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return;
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}
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//hit something
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//Do impact damage
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traceEnt = &g_entities[tr.entityNum];
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if ( tr.fraction || (traceEnt && traceEnt->takedamage) )
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{
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if ( !VectorCompare( ent->r.currentOrigin, oldOrg ) )
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{//moved and impacted
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if ( (traceEnt && traceEnt->takedamage) )
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{//hurt someone
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// G_Sound( ent, G_SoundIndex( "sound/movers/objects/objectHurt.wav" ) );
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}
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// G_Sound( ent, G_SoundIndex( "sound/movers/objects/objectHit.wav" ) );
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}
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if (ent->s.weapon != WP_SABER)
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{
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DoImpact( ent, traceEnt, qtrue );
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}
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}
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if ( !ent || (ent->takedamage&&ent->health <= 0) )
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{//been destroyed by impact
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//chunks?
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// G_Sound( ent, G_SoundIndex( "sound/movers/objects/objectBreak.wav" ) );
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return;
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}
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//do impact physics
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if ( ent->s.pos.trType == TR_GRAVITY )//tr.fraction < 1.0 &&
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{//FIXME: only do this if no trDelta
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if ( g_gravity.value <= 0 || tr.plane.normal[2] < 0.7 )
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{
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if ( ent->flags&(FL_BOUNCE|FL_BOUNCE_HALF) )
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{
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if ( tr.fraction <= 0.0f )
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{
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VectorCopy( tr.endpos, ent->r.currentOrigin );
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VectorCopy( tr.endpos, ent->s.pos.trBase );
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VectorClear( ent->s.pos.trDelta );
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ent->s.pos.trTime = level.time;
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}
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else
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{
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G_BounceObject( ent, &tr );
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}
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}
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else
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{//slide down?
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//FIXME: slide off the slope
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}
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}
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else
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{
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ent->s.apos.trType = TR_STATIONARY;
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pitch_roll_for_slope( ent, tr.plane.normal );
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//ent->r.currentAngles[0] = 0;//FIXME: match to slope
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//ent->r.currentAngles[2] = 0;//FIXME: match to slope
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VectorCopy( ent->r.currentAngles, ent->s.apos.trBase );
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//okay, we hit the floor, might as well stop or prediction will
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//make us go through the floor!
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//FIXME: this means we can't fall if something is pulled out from under us...
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G_StopObjectMoving( ent );
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}
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}
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else if (ent->s.weapon != WP_SABER)
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{
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ent->s.apos.trType = TR_STATIONARY;
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pitch_roll_for_slope( ent, tr.plane.normal );
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//ent->r.currentAngles[0] = 0;//FIXME: match to slope
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//ent->r.currentAngles[2] = 0;//FIXME: match to slope
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VectorCopy( ent->r.currentAngles, ent->s.apos.trBase );
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}
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//call touch func
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ent->touch( ent, &g_entities[tr.entityNum], &tr );
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}
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void G_StopObjectMoving( gentity_t *object )
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{
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object->s.pos.trType = TR_STATIONARY;
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VectorCopy( object->r.currentOrigin, object->s.origin );
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VectorCopy( object->r.currentOrigin, object->s.pos.trBase );
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VectorClear( object->s.pos.trDelta );
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/*
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//Stop spinning
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VectorClear( self->s.apos.trDelta );
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vectoangles(trace->plane.normal, self->s.angles);
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VectorCopy(self->s.angles, self->r.currentAngles );
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VectorCopy(self->s.angles, self->s.apos.trBase);
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*/
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}
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void G_StartObjectMoving( gentity_t *object, vec3_t dir, float speed, trType_t trType )
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{
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VectorNormalize (dir);
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//object->s.eType = ET_GENERAL;
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object->s.pos.trType = trType;
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VectorCopy( object->r.currentOrigin, object->s.pos.trBase );
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VectorScale(dir, speed, object->s.pos.trDelta );
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object->s.pos.trTime = level.time;
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/*
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//FIXME: incorporate spin?
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vectoangles(dir, object->s.angles);
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VectorCopy(object->s.angles, object->s.apos.trBase);
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VectorSet(object->s.apos.trDelta, 300, 0, 0 );
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object->s.apos.trTime = level.time;
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*/
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//FIXME: make these objects go through G_RunObject automatically, like missiles do
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if ( object->think == NULL )
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{
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object->nextthink = level.time + FRAMETIME;
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object->think = G_RunObject;
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}
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else
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{//You're responsible for calling RunObject
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}
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}
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