From bf23ecf17f432cf8e47302ef7464612c17be9bbe Mon Sep 17 00:00:00 2001 From: Tim Angus Date: Sat, 10 Dec 2005 03:23:37 +0000 Subject: * Move the game source from mod/src/ to src/ --- src/game/g_physics.c | 161 +++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 161 insertions(+) create mode 100644 src/game/g_physics.c (limited to 'src/game/g_physics.c') diff --git a/src/game/g_physics.c b/src/game/g_physics.c new file mode 100644 index 00000000..c6c03f69 --- /dev/null +++ b/src/game/g_physics.c @@ -0,0 +1,161 @@ +// Copyright (C) 1999-2000 Id Software, Inc. +// + +/* + * Portions Copyright (C) 2000-2001 Tim Angus + * + * This program is free software; you can redistribute it and/or modify it + * under the terms of the OSML - Open Source Modification License v1.0 as + * described in the file COPYING which is distributed with this source + * code. + * + * This program 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. + */ + +#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_FindMinNormalForBuildable( ent->s.modelindex ); + invert = BG_FindInvertNormalForBuildable( ent->s.modelindex ); + } + else + minNormal = 0.707f; + + // cut the velocity to keep from bouncing forever + 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, 0.5, trace->plane.normal, trace->endpos ); // make sure it is off ground + SnapVector( trace->endpos ); + 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 200 + +/* +================ +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_FindTrajectoryForBuildable( ent->s.modelindex ) ) + { + ent->s.pos.trType = BG_FindTrajectoryForBuildable( ent->s.modelindex ); + 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 & ~CONTENTS_BODY;//MASK_SOLID; + + 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 ); +} + -- cgit