]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/g_subs.qc
Invert z velocity so that the train aims properly
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / g_subs.qc
index e119e5aba40040a359eca73d26d6a909f6f5d128..049ba797ed24d450f2ec568ba78bcb410c30e3ce 100644 (file)
@@ -171,6 +171,7 @@ void SUB_CalcMoveDone (void)
                self.think1 ();
 }
 
+.float bezier_turn;
 void SUB_CalcMove_controller_think (void)
 {
        entity oldself;
@@ -178,31 +179,45 @@ void SUB_CalcMove_controller_think (void)
        float phasepos;
        float nexttick;
        vector delta;
+       vector delta2;
        vector veloc;
        vector nextpos;
+       delta = self.destvec;
+       delta2 = self.destvec2;
        if(time < self.animstate_endtime) {
-               delta = self.destvec;
                nexttick = time + sys_frametime;
 
-               if(nexttick < self.animstate_endtime) {
-                       traveltime = self.animstate_endtime - self.animstate_starttime;
-                       phasepos = (nexttick - self.animstate_starttime) / traveltime; // range: [0, 1]
+               traveltime = self.animstate_endtime - self.animstate_starttime;
+               phasepos = (nexttick - self.animstate_starttime) / traveltime; // range: [0, 1]
+               if(self.platmovetype != 1)
+               {
                        phasepos = 3.14159265 + (phasepos * 3.14159265); // range: [pi, 2pi]
                        phasepos = cos(phasepos); // cos [pi, 2pi] is in [-1, 1]
                        phasepos = phasepos + 1; // correct range to [0, 2]
                        phasepos = phasepos / 2; // correct range to [0, 1]
-                       nextpos = self.origin + (delta * phasepos);
+               }
+               nextpos = self.origin + (delta * phasepos) + (delta2 * phasepos * phasepos);
+               // derivative: delta + 2 * delta2 * phasepos (e.g. for angle positioning)
 
+               if(nexttick < self.animstate_endtime) {
                        veloc = nextpos - self.owner.origin;
                        veloc = veloc * (1 / sys_frametime); // so it arrives for the next frame
-
                } else {
                        veloc = self.finaldest - self.owner.origin;
                        veloc = veloc * (1 / sys_frametime); // so it arrives for the next frame
                }
                self.owner.velocity = veloc;
+               if(self.owner.bezier_turn)
+               {
+                       vector vel;
+                       vel = delta + 2 * delta2 * phasepos;
+                       vel_z = -vel_z; // invert z velocity
+                       vel = vectoangles(vel);
+                       self.owner.angles = vel;
+               }
                self.nextthink = nexttick;
        } else {
+               // derivative: delta + 2 * delta2 (e.g. for angle positioning)
                oldself = self;
                self.owner.think = self.think1;
                self = self.owner;
@@ -211,9 +226,36 @@ void SUB_CalcMove_controller_think (void)
        }
 }
 
-void SUB_CalcMove (vector tdest, float tspeed, void() func)
+void SUB_CalcMove_controller_setbezier (entity controller, vector org, vector control, vector dest)
+{
+       // 0 * (1-t) * (1-t) + 2 * control * t * (1-t) + dest * t * t
+       // 2 * control * t - 2 * control * t * t + dest * t * t
+       // 2 * control * t + (dest - 2 * control) * t * t
+
+       controller.origin = org; // starting point
+       control -= org;
+       dest -= org;
+
+       controller.destvec = 2 * control; // control point
+       controller.destvec2 = dest - 2 * control; // quadratic part required to reach end point
+       // also: initial d/dphasepos origin = 2 * control, final speed = 2 * (dest - control)
+}
+
+void SUB_CalcMove_controller_setlinear (entity controller, vector org, vector dest)
+{
+       // 0 * (1-t) * (1-t) + 2 * control * t * (1-t) + dest * t * t
+       // 2 * control * t - 2 * control * t * t + dest * t * t
+       // 2 * control * t + (dest - 2 * control) * t * t
+
+       controller.origin = org; // starting point
+       dest -= org;
+
+       controller.destvec = dest; // end point
+       controller.destvec2 = '0 0 0';
+}
+
+void SUB_CalcMove_Bezier (vector tcontrol, vector tdest, float tspeed, void() func)
 {
-       vector  delta;
        float   traveltime;
        entity controller;
 
@@ -224,40 +266,24 @@ void SUB_CalcMove (vector tdest, float tspeed, void() func)
        self.finaldest = tdest;
        self.think = SUB_CalcMoveDone;
 
-       if (tdest == self.origin)
-       {
-               self.velocity = '0 0 0';
-               self.nextthink = self.ltime + 0.1;
-               return;
-       }
+       if(tspeed > 0) // positive: start speed
+               traveltime = 2 * vlen(tcontrol - self.origin) /  tspeed;
+       else // negative: end speed
+               traveltime = 2 * vlen(tcontrol - tdest)       / -tspeed;
 
-       delta = tdest - self.origin;
-       traveltime = vlen (delta) / tspeed;
-
-       if (traveltime < 0.1)
+       if (traveltime < 0.1) // useless anim
        {
                self.velocity = '0 0 0';
                self.nextthink = self.ltime + 0.1;
                return;
        }
 
-       // Very short animations don't really show off the effect
-       // of controlled animation, so let's just use linear movement.
-       // Alternatively entities can choose to specify non-controlled movement.
-        // The only currently implemented alternative movement is linear (value 1)
-       if (traveltime < 0.15 || self.platmovetype == 1)
-       {
-               self.velocity = delta * (1/traveltime); // QuakeC doesn't allow vector/float division
-               self.nextthink = self.ltime + traveltime;
-               return;
-       }
-
        controller = spawn();
        controller.classname = "SUB_CalcMove_controller";
        controller.owner = self;
-       controller.origin = self.origin; // starting point
+       controller.platmovetype = self.platmovetype;
+       SUB_CalcMove_controller_setbezier(controller, self.origin, tcontrol, tdest);
        controller.finaldest = (tdest + '0 0 0.125'); // where do we want to end? Offset to overshoot a bit.
-       controller.destvec = delta;
        controller.animstate_starttime = time;
        controller.animstate_endtime = time + traveltime;
        controller.think = SUB_CalcMove_controller_think;
@@ -273,6 +299,43 @@ void SUB_CalcMove (vector tdest, float tspeed, void() func)
        self = self.owner;
 }
 
+void SUB_CalcMove (vector tdest, float tspeed, void() func)
+{
+       vector  delta;
+       float   traveltime;
+
+       if (!tspeed)
+               objerror ("No speed is defined!");
+
+       self.think1 = func;
+       self.finaldest = tdest;
+       self.think = SUB_CalcMoveDone;
+
+       if (tdest == self.origin)
+       {
+               self.velocity = '0 0 0';
+               self.nextthink = self.ltime + 0.1;
+               return;
+       }
+
+       delta = tdest - self.origin;
+       traveltime = vlen (delta) / tspeed;
+
+       // Very short animations don't really show off the effect
+       // of controlled animation, so let's just use linear movement.
+       // Alternatively entities can choose to specify non-controlled movement.
+        // The only currently implemented alternative movement is linear (value 1)
+       if (traveltime < 0.15 || self.platmovetype == 1)
+       {
+               self.velocity = delta * (1/traveltime); // QuakeC doesn't allow vector/float division
+               self.nextthink = self.ltime + traveltime;
+               return;
+       }
+
+       // now just run like a bezier curve...
+       SUB_CalcMove_Bezier((self.origin + tdest) * 0.5, tdest, tspeed, func);
+}
+
 void SUB_CalcMoveEnt (entity ent, vector tdest, float tspeed, void() func)
 {
        entity  oldself;
@@ -382,11 +445,9 @@ void tracebox_antilag_force_wz (entity source, vector v1, vector mi, vector ma,
                lag = 0; // only antilag for clients
 
        // change shooter to SOLID_BBOX so the shot can hit corpses
+       oldsolid = source.dphitcontentsmask;
        if(source)
-       {
-               oldsolid = source.dphitcontentsmask;
                source.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
-       }
 
        if (lag)
        {