/* =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. Copyright (C) 2000-2009 Darklegion Development This file is part of Tremulous. Tremulous is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. Tremulous is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Tremulous; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ #include "g_local.h" /* ================ G_Bounce ================ */ static void G_Bounce( gentity_t *ent, trace_t *trace ) { vec3_t velocity; float dot; int hitTime; float minNormal; qboolean invert = qfalse; // 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 ); VectorMA( velocity, -2*dot, trace->plane.normal, ent->s.pos.trDelta ); if( ent->s.eType == ET_BUILDABLE ) { minNormal = BG_Buildable( ent->s.modelindex, NULL )->minNormal; invert = BG_Buildable( ent->s.modelindex, NULL )->invertNormal; } else minNormal = 0.707f; // cut the velocity to keep from bouncing forever if( ent->s.eType == ET_BUILDABLE ) // buildable should never bounce VectorScale( ent->s.pos.trDelta, 0.0f, ent->s.pos.trDelta ); else if( ( trace->plane.normal[ 2 ] >= minNormal || ( invert && trace->plane.normal[ 2 ] <= -minNormal ) ) && trace->entityNum == ENTITYNUM_WORLD ) VectorScale( ent->s.pos.trDelta, ent->physicsBounce, ent->s.pos.trDelta ); else VectorScale( ent->s.pos.trDelta, 0.3f, ent->s.pos.trDelta ); if( VectorLength( ent->s.pos.trDelta ) < 10 ) { VectorMA( trace->endpos, 0.5f, trace->plane.normal, trace->endpos ); // make sure it is off ground G_SetOrigin( ent, trace->endpos ); ent->s.groundEntityNum = trace->entityNum; VectorCopy( trace->plane.normal, ent->s.origin2 ); VectorSet( ent->s.pos.trDelta, 0.0f, 0.0f, 0.0f ); return; } VectorCopy( ent->r.currentOrigin, ent->s.pos.trBase ); VectorAdd( ent->r.currentOrigin, trace->plane.normal, ent->r.currentOrigin); ent->s.pos.trTime = level.time; } #define PHYSICS_TIME 50 /* ================ G_Physics ================ */ void G_Physics( gentity_t *ent, int msec ) { vec3_t origin; trace_t tr; int contents; int mask; // if groundentity has been set to -1, it may have been pushed off an edge if( ent->s.groundEntityNum == -1 ) { if( ent->s.eType == ET_BUILDABLE ) { if( ent->s.pos.trType != BG_Buildable( ent->s.modelindex, NULL )->traj ) { ent->s.pos.trType = BG_Buildable( ent->s.modelindex, NULL )->traj; ent->s.pos.trTime = level.time; } } else if( ent->s.pos.trType != TR_GRAVITY ) { ent->s.pos.trType = TR_GRAVITY; ent->s.pos.trTime = level.time; } } // trace a line from the previous position to the current position if( ent->clipmask ) mask = ent->clipmask; else mask = MASK_PLAYERSOLID; if( ent->s.pos.trType == TR_STATIONARY ) { // check think function G_RunThink( ent ); //check floor infrequently if( ent->nextPhysicsTime < level.time ) { VectorCopy( ent->r.currentOrigin, origin ); VectorMA( origin, -2.0f, ent->s.origin2, origin ); trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, origin, ent->s.number, mask ); if( tr.fraction == 1.0f ) ent->s.groundEntityNum = -1; ent->nextPhysicsTime = level.time + PHYSICS_TIME; } return; } // get current position BG_EvaluateTrajectory( &ent->s.pos, level.time, origin ); trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, origin, ent->s.number, mask ); VectorCopy( tr.endpos, ent->r.currentOrigin ); if( tr.startsolid ) tr.fraction = 0; trap_LinkEntity( ent ); // FIXME: avoid this for stationary? // check think function G_RunThink( ent ); if( tr.fraction == 1.0f ) return; // if it is in a nodrop volume, remove it contents = trap_PointContents( ent->r.currentOrigin, -1 ); if( contents & CONTENTS_NODROP ) { G_FreeEntity( ent ); return; } G_Bounce( ent, &tr ); }