stvoy-sp-sdk/game/g_object.cpp
2002-11-22 00:00:00 +00:00

173 lines
4.7 KiB
C++

#include "g_local.h"
#include "g_functions.h"
extern void G_MoverTouchTeleportTriggers( gentity_t *ent, vec3_t oldOrg );
void G_StopObjectMoving( gentity_t *object );
/*
================
G_RunObject
================
*/
void G_RunObject( gentity_t *ent )
{
vec3_t origin, oldOrg;
trace_t tr;
ent->nextthink = level.time + FRAMETIME;
VectorCopy( ent->currentOrigin, oldOrg );
// get current position
EvaluateTrajectory( &ent->s.pos, level.time, origin );
//FIXME: Get current angles?
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;
}
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 )
{
return;
}
if ( ent->s.pos.trType == TR_GRAVITY )//tr.fraction < 1.0 &&
{//FIXME: only do this if no trDelta
//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 );
}
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 )
{
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_GRENADE;
//object->splashMethodOfDeath = MOD_GRENADE_SPLASH;
object->clipmask = MASK_SOLID;//?
//object->e_TouchFunc = touchF_charge_stick;
//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;
}