jediacademy/code/game/g_object.cpp

357 lines
10 KiB
C++

// 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;
}