// 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; // 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; } /* ================ 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 ); 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 == 1.0 ) ent->s.groundEntityNum = -1; 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 ) 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 ); }