mirror of
https://github.com/ioquake/jedi-academy.git
synced 2024-11-13 00:24:18 +00:00
287 lines
8.1 KiB
C
287 lines
8.1 KiB
C
#include "g_local.h"
|
|
|
|
extern void G_MoverTouchPushTriggers( gentity_t *ent, vec3_t oldOrg );
|
|
void G_StopObjectMoving( gentity_t *object );
|
|
|
|
void pitch_roll_for_slope( gentity_t *forwhom, vec3_t pass_slope );
|
|
|
|
/*
|
|
================
|
|
G_BounceObject
|
|
|
|
================
|
|
*/
|
|
void G_BounceObject( gentity_t *ent, trace_t *trace )
|
|
{
|
|
vec3_t velocity;
|
|
float dot, bounceFactor;
|
|
int hitTime;
|
|
|
|
// reflect the velocity on the trace plane
|
|
hitTime = level.previousTime + ( level.time - level.previousTime ) * trace->fraction;
|
|
BG_EvaluateTrajectoryDelta( &ent->s.pos, hitTime, velocity );
|
|
dot = DotProduct( velocity, trace->plane.normal );
|
|
// bounceFactor = 60/ent->mass; // NOTENOTE Mass is not yet implemented
|
|
bounceFactor = 1.0f;
|
|
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->flags & FL_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->r.currentAngles, ent->s.apos.trBase );
|
|
VectorCopy( trace->endpos, ent->r.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->r.currentOrigin );
|
|
ent->s.pos.trTime = hitTime;
|
|
|
|
VectorCopy( ent->r.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 );
|
|
extern void pitch_roll_for_slope( gentity_t *forwhom, vec3_t pass_slope );
|
|
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->r.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->r.currentOrigin, oldOrg );
|
|
// get current position
|
|
BG_EvaluateTrajectory( &ent->s.pos, level.time, origin );
|
|
//Get current angles?
|
|
BG_EvaluateTrajectory( &ent->s.apos, level.time, ent->r.currentAngles );
|
|
|
|
if ( VectorCompare( ent->r.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
|
|
trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, origin,
|
|
ent->parent ? ent->parent->s.number : ent->s.number, ent->clipmask );
|
|
|
|
if ( !tr.startsolid && !tr.allsolid && tr.fraction )
|
|
{
|
|
VectorCopy( tr.endpos, ent->r.currentOrigin );
|
|
trap_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->r.currentAngles, ent->s.apos.trBase );
|
|
ent->s.apos.trType = TR_LINEAR;
|
|
ent->s.apos.trDelta[1] = flrand( -300, 300 );
|
|
ent->s.apos.trDelta[0] = flrand( -10, 10 );
|
|
ent->s.apos.trDelta[2] = 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->r.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->r.currentOrigin, oldOrg ) )
|
|
{//moved and impacted
|
|
if ( (traceEnt && traceEnt->takedamage) )
|
|
{//hurt someone
|
|
// G_Sound( ent, G_SoundIndex( "sound/movers/objects/objectHurt.wav" ) );
|
|
}
|
|
// G_Sound( ent, G_SoundIndex( "sound/movers/objects/objectHit.wav" ) );
|
|
}
|
|
|
|
if (ent->s.weapon != WP_SABER)
|
|
{
|
|
DoImpact( ent, traceEnt, qtrue );
|
|
}
|
|
}
|
|
|
|
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->flags&(FL_BOUNCE|FL_BOUNCE_HALF) )
|
|
{
|
|
if ( tr.fraction <= 0.0f )
|
|
{
|
|
VectorCopy( tr.endpos, ent->r.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->r.currentAngles[0] = 0;//FIXME: match to slope
|
|
//ent->r.currentAngles[2] = 0;//FIXME: match to slope
|
|
VectorCopy( ent->r.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 if (ent->s.weapon != WP_SABER)
|
|
{
|
|
ent->s.apos.trType = TR_STATIONARY;
|
|
pitch_roll_for_slope( ent, tr.plane.normal );
|
|
//ent->r.currentAngles[0] = 0;//FIXME: match to slope
|
|
//ent->r.currentAngles[2] = 0;//FIXME: match to slope
|
|
VectorCopy( ent->r.currentAngles, ent->s.apos.trBase );
|
|
}
|
|
|
|
//call touch func
|
|
ent->touch( ent, &g_entities[tr.entityNum], &tr );
|
|
}
|
|
|
|
|
|
void G_StopObjectMoving( gentity_t *object )
|
|
{
|
|
object->s.pos.trType = TR_STATIONARY;
|
|
VectorCopy( object->r.currentOrigin, object->s.origin );
|
|
VectorCopy( object->r.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->r.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->r.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->think == NULL )
|
|
{
|
|
object->nextthink = level.time + FRAMETIME;
|
|
object->think = G_RunObject;
|
|
}
|
|
else
|
|
{//You're responsible for calling RunObject
|
|
}
|
|
}
|