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Xash3DArchive/server/ents/g_pendulum.c

602 lines
17 KiB
C

#include "g_local.h"
//====================================================================
/* FUNC_PENDULUM
SF 1 = START_ON
2 = STOP_AT_TOP
8 = SLOW (internal use only, used to slow a pendulum to a stop after
being blocked)
16= STOPPING (internal use only, set when a STOP_AT_TOP pendulum is triggered off)
radius = length of pendulum, used for motion equation (not impact)
distance = total arc that pendulum moves through, must be < 360
move_origin = vector from origin to c.g. of pendulum, used for impact
mass = mass of pendulum, used for knockback of func_pushables (not players/monsters)
*/
#define SF_PENDULUM_STARTON 1
#define SF_PENDULUM_STOP_AT_TOP 2
#define SF_PENDULUM_SLOW 8
#define SF_PENDULUM_STOPPING 16
void box_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
void pendulum_blocked (edict_t *self, edict_t *other)
{
trace_t trace;
vec3_t angles;
vec3_t forward, left, up;
vec3_t dir;
vec3_t f1, l1, u1;
vec3_t point;
vec3_t origin;
vec3_t new_velocity;
vec3_t new_origin;
float speed;
int damage;
// Since this routine is called in response to being blocked,
// the current s.angles is for the LAST frame, not the proposed
// angles for the current frame. Since we're basically overriding
// normal physics here, go ahead and move to new location. This
// means that later on we have to move blocker NOW rather than
// relying on its velocity to get it out of the way.
// BUT... trouble is doing this with players ends up giving
// goofy direction in some cases. For players/monsters, use old
// angles but STILL move 'em out of the way immediately
if(other->client || (other->svflags & SVF_MONSTER))
{
VectorCopy(self->s.angles,angles);
}
else
{
VectorMA(self->s.angles,FRAMETIME,self->avelocity,angles);
}
AngleVectors(angles,forward,left,up);
speed = fabs(self->avelocity[ROLL]) * M_PI / 180. * self->radius;
if( (level.time > self->touch_debounce_time) && (speed > 200) )
{
damage = (int)( self->dmg * (speed-200)/100 );
self->touch_debounce_time = level.time + 0.5;
}
else
damage = 0;
VectorAdd(other->s.origin,other->origin_offset,origin);
VectorCopy(left,dir);
if(self->avelocity[ROLL] > 0)
VectorNegate(dir,dir);
VectorScale(forward,self->move_origin[0],f1);
VectorScale(left,-self->move_origin[1],l1);
VectorScale(up,self->move_origin[2],u1);
VectorAdd(self->s.origin,f1,point);
VectorAdd(point,l1,point);
VectorAdd(point,u1,point);
VectorSubtract(origin,point,point);
VectorNormalize(point);
if(other->client || (other->svflags & SVF_MONSTER))
{
if((point[2] < -0.7) && other->groundentity)
{
T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, 100000, 1, DAMAGE_NO_PROTECTION, MOD_CRUSH);
return;
}
dir[2] = max(1.0,fabs(dir[2]));
VectorNormalize(dir);
// Normal kickback takes too long to take effect and allows embedment. Move
// the blocker NOW.
// Give a minimum speed so we can get the poor fool out of the way
speed = max(100,speed);
VectorScale(dir,speed,new_velocity);
VectorMA(other->s.origin,FRAMETIME,new_velocity,new_origin);
other->solid = SOLID_NOT;
gi.linkentity(other);
trace = gi.trace(other->s.origin,other->mins,other->maxs,new_origin,self,other->clipmask);
VectorCopy(trace.endpos,other->s.origin);
VectorCopy(new_velocity,other->velocity);
other->solid = SOLID_BBOX;
gi.linkentity(other);
T_Damage (other, self, self, dir, other->s.origin, vec3_origin, damage, 0, 0, MOD_CRUSH);
}
else if(other->solid == SOLID_BSP)
{
// Other is most likely a func_pushable, since almost all other bmodels aren't
// clipped to MOVETYPE_PUSH
vec3_t org, mins, maxs;
vec3_t vn2;
bool block;
float e=self->attenuation; // coefficient of restitution
float m=(float)(other->mass)/(float)(self->mass);
float v11 = speed;
float v21; // Initial speed of other in the impact direction
float v12, v22;
float new_rspeed;
float sgor, time, wave;
if(v11 >= 100)
gi.sound (self, 0, self->noise_index, 1, 1, 0);
// If other is on the ground, push it UP regardless of dir
if(other->groundentity)
dir[2] = max(1.0,fabs(dir[2]));
VectorNormalize(dir);
// If pendulum hits crate from above and crate is on the ground,
// destroy the crate. This may not be realistic, but there's really
// no other way since if we stop the pendulum we'd then have to
// continously monitor whether the crate moved away or not.
if((point[2] < -0.7) && (other->velocity[2] == 0))
{
box_die (other, self, self, 100000, point);
return;
}
if(e > 0)
{
v21 = VectorLength(other->velocity);
if(v21 > 0)
{
VectorCopy(other->velocity,vn2);
VectorNormalize(vn2);
v21 *= DotProduct(dir,vn2);
}
v22 = ( e*(v11-v21) + v11 + m*v21 ) / (1.0 + m);
v12 = v22 + e*(v21-v11);
// gi.dprintf("v11=%g, v21=%g, v12=%g, v22=%g\n",v11,v21,v12,v22);
// gi.dprintf("av[ROLL]=%g, roll=%g\n",self->avelocity[ROLL],angles[ROLL]);
}
else
{
v12 = v11;
if(other->mass > self->mass)
{
block = true;
VectorClear(self->avelocity);
gi.linkentity(self);
goto deadstop;
}
else
v22 = v11 * (float)self->mass/(float)other->mass;
}
VectorScale(dir,v22,new_velocity);
if(v12 < 0)
{
// Reverse rotation.
new_rspeed = fabs(v12) / (M_PI / 180. * self->radius);
if(self->avelocity[ROLL] > 0)
self->avelocity[ROLL] = -new_rspeed;
else
self->avelocity[ROLL] = new_rspeed;
}
else
{
// Continuing to move in same direction, though slower.
new_rspeed = v12 / (M_PI / 180. * self->radius);
if(self->avelocity[ROLL] > 0)
self->avelocity[ROLL] = new_rspeed;
else
self->avelocity[ROLL] = -new_rspeed;
}
sgor = sqrt( (float)sv_gravity->value / self->radius );
wave = fabs( self->avelocity[ROLL] / (angles[ROLL] * sgor) );
wave = atan(wave);
if(self->avelocity[ROLL] >= 0)
{
if(angles[ROLL] > 0)
wave = M_PI - wave;
}
else
{
if(angles[ROLL] > 0)
wave = M_PI + wave;
else
wave = 2*M_PI - wave;
}
time = wave/sgor;
self->startframe = level.framenum - time*10.;
self->moveinfo.start_angles[ROLL] = -fabs(angles[ROLL] / cos(wave));
// Now we know the new pendulum velocity and crate velocity, *assuming*
// nothing else is in the way. Now check to see if crate hits anything
// else.
VectorAdd(other->s.origin,other->origin_offset,org);
VectorMA(org,FRAMETIME,new_velocity,new_origin);
// Temporarily make crate nonsolid so we can ignore pendulum in our trace
// (rather than crate)
other->solid = SOLID_NOT;
gi.linkentity(other);
VectorSubtract(other->mins,other->origin_offset,mins);
VectorSubtract(other->maxs,other->origin_offset,maxs);
trace = gi.trace (org, mins, maxs, new_origin, self, other->clipmask);
// restore solidity of crate
other->solid = SOLID_BSP;
if(trace.startsolid)
{
// Things are completely fouled up. Nuke other and go away.
T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, 100000, 1, 0, MOD_CRUSH);
if (other)
BecomeExplosion1 (other);
return;
}
else if(trace.fraction < 1.0)
{
vec3_t vec;
float dist;
VectorSubtract(trace.endpos,org,vec);
dist = VectorLength(vec);
if( (trace.ent->client) || (trace.ent->flags & SVF_MONSTER))
{
float delta=FRAMETIME*VectorLength(new_velocity);
// If a player or monster is in the way of the crate, AND
// the pendulum speed is > 100, throw 'em out of the way.
// If pendulum tangential speed is < 100, give up.
if(speed < 100)
block = true;
else
{
if(dist < delta)
{
VectorScale(new_velocity,1.25,trace.ent->velocity);
VectorMA(trace.ent->s.origin,FRAMETIME,trace.ent->velocity,trace.ent->s.origin);
gi.linkentity(trace.ent);
}
block = false;
}
}
else
{
if(dist < speed*FRAMETIME)
{
block = true;
VectorScale(vec,10.,other->velocity);
VectorMA(other->s.origin,FRAMETIME,other->velocity,other->s.origin);
}
else
block = false;
}
}
else
block = false;
if(!block)
{
VectorCopy(new_velocity,other->velocity);
VectorMA(other->s.origin,FRAMETIME,other->velocity,other->s.origin);
}
gi.linkentity(other);
// Final checks:
// 1) If pendulum after-impact speed is < 100, that's too damn slow.
// Lie and say it's blocked
// 2) If not blocked, in its new position test for intersection
// of crate and pendulum. If they intersect, then most likely pendulum is
// moving VERY slowly and we need to reverse direction NOW to prevent
// embedment.
if(!block)
{
if(fabs(v12) < 100)
block = true;
else
{
VectorAdd(other->s.origin,other->origin_offset,org);
trace = gi.trace(org,mins,maxs,org,other,MASK_SOLID);
if(trace.startsolid)
block = true;
}
}
deadstop:
T_Damage (other, self, self, dir, other->s.origin, vec3_origin, damage, 0, 0, MOD_CRUSH);
if( block )
{
// Then this sucker will still be in the way. Reverse rotation, slow, or stop
if(fabs(angles[ROLL]) > 2)
{
if(abs(angles[ROLL]) < 10)
self->spawnflags |= SF_PENDULUM_SLOW;
self->moveinfo.start_angles[ROLL] = angles[ROLL];
VectorClear(self->avelocity);
self->startframe = 0;
}
else
{
self->spawnflags &= ~SF_PENDULUM_STARTON;
self->moveinfo.start_angles[ROLL] = 0;
VectorClear(self->s.angles);
VectorClear(self->avelocity);
}
gi.linkentity(self);
}
else if((fabs(self->avelocity[ROLL]) < 10) && (fabs(self->s.angles[ROLL]) < 10))
{
self->spawnflags |= SF_PENDULUM_SLOW;
self->moveinfo.start_angles[ROLL] = angles[ROLL];
VectorClear(self->avelocity);
self->startframe = 0;
}
}
else
{
T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, 100000, 1, 0, MOD_CRUSH);
// if it's still there, nuke it
if (other)
BecomeExplosion1 (other);
}
}
void pendulum_rotate (edict_t *self)
{
float this_angle;
float wave;
float sgor;
if(!(self->spawnflags & SF_PENDULUM_STARTON))
return;
if(self->spawnflags & SF_PENDULUM_SLOW)
{
if(self->startframe == 0)
{
// Then we just started moving again after being blocked
self->avelocity[ROLL] = -self->s.angles[ROLL];
self->startframe = level.framenum;
}
else
{
float next_angle;
next_angle = self->s.angles[ROLL] + self->avelocity[ROLL]*FRAMETIME;
if( (next_angle >= 0 && self->s.angles[ROLL] < 0) ||
(next_angle <= 0 && self->s.angles[ROLL] > 0) )
{
VectorClear(self->s.angles);
VectorClear(self->avelocity);
gi.linkentity(self);
return;
}
}
self->nextthink = level.time + FRAMETIME;
}
else
{
float old_velocity = self->avelocity[ROLL];
if(!self->startframe)
self->startframe = level.framenum;
sgor = sqrt( (float)sv_gravity->value / self->radius );
wave = sgor * (level.framenum - self->startframe) * 0.1;
this_angle = self->moveinfo.start_angles[ROLL] * cos(wave);
self->avelocity[ROLL] = -self->moveinfo.start_angles[ROLL] * sgor * sin(wave);
if( (self->spawnflags & SF_PENDULUM_STOPPING) && (cos(wave) > 0.0))
{
if( ((old_velocity > 0) && (self->avelocity[ROLL] <= 0)) ||
((old_velocity < 0) && (self->avelocity[ROLL] >= 0)) )
{
self->spawnflags &= ~SF_PENDULUM_STARTON;
VectorClear(self->avelocity);
self->nextthink = 0;
gi.linkentity(self);
return;
}
}
self->s.angles[ROLL] = this_angle;
self->nextthink = level.time + FRAMETIME;
}
gi.linkentity(self);
}
void pendulum_use (edict_t *self, edict_t *other, edict_t *activator)
{
if(self->spawnflags & SF_PENDULUM_STARTON)
{
if(self->spawnflags & SF_PENDULUM_STOP_AT_TOP)
{
self->spawnflags |= SF_PENDULUM_STOPPING;
}
else
{
VectorClear(self->avelocity);
self->spawnflags &= ~SF_PENDULUM_STARTON;
gi.linkentity(self);
}
}
else
{
self->spawnflags |= SF_PENDULUM_STARTON;
self->spawnflags &= ~SF_PENDULUM_STOPPING;
self->think = pendulum_rotate;
if(self->delay > 0)
{
float delay;
delay = self->delay * 2.0 * M_PI * sqrt(self->radius/(float)sv_gravity->value);
delay = 0.1 * (int)(10*delay);
self->nextthink = level.time + delay;
self->startframe = level.framenum + delay*10;
if(!(self->spawnflags & SF_PENDULUM_STOP_AT_TOP))
self->delay = 0;
}
else
{
if(self->s.angles[ROLL] == self->moveinfo.start_angles[ROLL])
self->startframe = level.framenum;
else
{
float t;
t = acos (self->s.angles[ROLL] / self->moveinfo.start_angles[ROLL]);
t /= sqrt((float)sv_gravity->value / self->radius);
self->startframe = level.framenum - t*10;
}
self->think(self);
}
}
}
void pendulum_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
// Mostly copied from func_explosive_explode. We can't use that function because
// the origin is a bit different.
vec3_t origin;
vec3_t forward, left, up;
vec3_t chunkorigin;
vec3_t size;
int count;
int mass;
// Particles originate from business end of pendulum
AngleVectors(self->s.angles,forward,left,up);
VectorScale(forward,self->move_origin[0],forward);
VectorScale(left,-self->move_origin[1],left);
VectorScale(up,self->move_origin[2],up);
VectorAdd(self->s.origin,forward,origin);
VectorAdd(origin,left,origin);
VectorAdd(origin,up,origin);
self->mass *= 2;
self->takedamage = DAMAGE_NO;
VectorSubtract (origin, self->enemy->s.origin, self->velocity);
VectorNormalize (self->velocity);
VectorScale (self->velocity, 150, self->velocity);
// start chunks towards the center
VectorSet(size, 0, 0, 0);
VectorScale (size, 0.5, size);
mass = self->mass;
if (!mass)
mass = 75;
// big chunks
if (mass >= 100)
{
count = mass / 100;
if (count > 8)
count = 8;
while(count--)
{
chunkorigin[0] = origin[0] + crandom() * size[0];
chunkorigin[1] = origin[1] + crandom() * size[1];
chunkorigin[2] = origin[2] + crandom() * size[2];
ThrowDebris (self, "models/objects/debris1/tris.md2", 1, chunkorigin, 0, 0);
}
}
// small chunks
count = mass / 25;
if (count > 16)
count = 16;
while(count--)
{
chunkorigin[0] = origin[0] + crandom() * size[0];
chunkorigin[1] = origin[1] + crandom() * size[1];
chunkorigin[2] = origin[2] + crandom() * size[2];
ThrowDebris (self, "models/objects/debris2/tris.md2", 2, chunkorigin, 0, 0);
}
G_FreeEdict (self);
}
void SP_func_pendulum (edict_t *ent)
{
float max_speed;
ent->class_id = ENTITY_FUNC_PENDULUM;
ent->solid = SOLID_BSP;
ent->movetype = MOVETYPE_PENDULUM;
if(!st.distance)
ent->moveinfo.distance = 90;
else
ent->moveinfo.distance = st.distance;
if(st.noise)
ent->noise_index = gi.soundindex(st.noise);
else
ent->noise_index = gi.soundindex("world/land.wav");
if(ent->moveinfo.distance >= 360)
{
gi.dprintf("func_pendulum distance must be < 360\n");
ent->moveinfo.distance = 359.;
}
if (!ent->speed)
ent->speed = 100;
if (!ent->radius)
ent->radius = 100;
if (!ent->mass)
ent->mass = 200;
if (st.phase > 0)
ent->delay = st.phase;
else
ent->delay = 0;
if(ent->delay > 1.0)
ent->delay -= (int)(ent->delay);
// Coefficient of restitution - default = 0.5, must be <= 1.0
if(ent->attenuation == 0.0)
ent->attenuation = 0.5;
else if(ent->attenuation > 1.0)
ent->attenuation = 1.0;
if (!ent->dmg)
ent->dmg = 5;
// This is the damage delivered by the pendulum at max speed. Convert to
// a damage scale used in our damage equation.
max_speed = ent->moveinfo.distance/2 * M_PI / 180. * sqrt((float)sv_gravity->value * ent->radius );
if(max_speed <= 200.)
ent->dmg = 0;
else
{
float dmg;
dmg = (float)(ent->dmg) * 100. / (max_speed - 200.);
ent->dmg = (int)(dmg - 0.5) + 1;
}
if(ent->health > 0)
{
ent->die = pendulum_die;
ent->takedamage = DAMAGE_YES;
}
ent->blocked = pendulum_blocked;
// ent->touch = pendulum_touch;
if(!ent->accel)
ent->accel = 1;
else if (ent->accel > ent->speed)
ent->accel = ent->speed;
if(!ent->decel)
ent->decel = 1;
else if (ent->decel > ent->speed)
ent->decel = ent->speed;
gi.setmodel (ent, ent->model);
ent->s.angles[ROLL] = ent->moveinfo.distance/2;
ent->moveinfo.start_angles[ROLL] = ent->s.angles[ROLL];
if(ent->spawnflags & SF_PENDULUM_STARTON)
{
ent->think = pendulum_rotate;
ent->nextthink = level.time + FRAMETIME;
}
else
{
ent->use = pendulum_use;
}
gi.linkentity (ent);
}