VectorMA() public static method

c = a + b * scale;
public static VectorMA ( v3f &a, float scale, v3f &b, v3f &c ) : void
a v3f
scale float
b v3f
c v3f
return void
        /// <summary>
        /// SV_Physics_Noclip
        /// A moving object that doesn't obey physics
        /// </summary>
        static void Physics_Noclip(edict_t ent)
        {
            // regular thinking
            if (!RunThink(ent))
            {
                return;
            }

            Mathlib.VectorMA(ref ent.v.angles, (float)Host.FrameTime, ref ent.v.avelocity, out ent.v.angles);
            Mathlib.VectorMA(ref ent.v.origin, (float)Host.FrameTime, ref ent.v.velocity, out ent.v.origin);
            LinkEdict(ent, false);
        }
        /// <summary>
        /// SV_FlyMove
        /// The basic solid body movement clip that slides along multiple planes
        /// Returns the clipflags if the velocity was modified (hit something solid)
        /// 1 = floor
        /// 2 = wall / step
        /// 4 = dead stop
        /// If steptrace is not NULL, the trace of any vertical wall hit will be stored
        /// </summary>
        static int FlyMove(edict_t ent, float time, trace_t steptrace)
        {
            v3f original_velocity = ent.v.velocity;
            v3f primal_velocity   = ent.v.velocity;

            int numbumps = 4;
            int blocked  = 0;

            Vector3[] planes    = new Vector3[MAX_CLIP_PLANES];
            int       numplanes = 0;
            float     time_left = time;

            for (int bumpcount = 0; bumpcount < numbumps; bumpcount++)
            {
                if (ent.v.velocity.IsEmpty)
                {
                    break;
                }

                v3f end;
                Mathlib.VectorMA(ref ent.v.origin, time_left, ref ent.v.velocity, out end);

                trace_t trace = Move(ref ent.v.origin, ref ent.v.mins, ref ent.v.maxs, ref end, 0, ent);

                if (trace.allsolid)
                {       // entity is trapped in another solid
                    ent.v.velocity = default(v3f);
                    return(3);
                }

                if (trace.fraction > 0)
                {       // actually covered some distance
                    Mathlib.Copy(ref trace.endpos, out ent.v.origin);
                    original_velocity = ent.v.velocity;
                    numplanes         = 0;
                }

                if (trace.fraction == 1)
                {
                    break;              // moved the entire distance
                }
                if (trace.ent == null)
                {
                    Sys.Error("SV_FlyMove: !trace.ent");
                }

                if (trace.plane.normal.Z > 0.7)
                {
                    blocked |= 1;               // floor
                    if (trace.ent.v.solid == Solids.SOLID_BSP)
                    {
                        ent.v.flags        = (int)ent.v.flags | EdictFlags.FL_ONGROUND;
                        ent.v.groundentity = EdictToProg(trace.ent);
                    }
                }

                if (trace.plane.normal.Z == 0)
                {
                    blocked |= 2;               // step
                    if (steptrace != null)
                    {
                        steptrace.CopyFrom(trace);      // save for player extrafriction
                    }
                }

                //
                // run the impact function
                //
                Impact(ent, trace.ent);
                if (ent.free)
                {
                    break;              // removed by the impact function
                }
                time_left -= time_left * trace.fraction;

                // cliped to another plane
                if (numplanes >= MAX_CLIP_PLANES)
                {
                    // this shouldn't really happen
                    ent.v.velocity = default(v3f);
                    return(3);
                }

                planes[numplanes] = trace.plane.normal;
                numplanes++;

                //
                // modify original_velocity so it parallels all of the clip planes
                //
                v3f new_velocity = default(v3f);
                int i, j;
                for (i = 0; i < numplanes; i++)
                {
                    ClipVelocity(ref original_velocity, ref planes[i], out new_velocity, 1);
                    for (j = 0; j < numplanes; j++)
                    {
                        if (j != i)
                        {
                            float dot = new_velocity.x * planes[j].X + new_velocity.y * planes[j].Y + new_velocity.z * planes[j].Z;
                            if (dot < 0)
                            {
                                break;  // not ok
                            }
                        }
                    }
                    if (j == numplanes)
                    {
                        break;
                    }
                }

                if (i != numplanes)
                {
                    // go along this plane
                    ent.v.velocity = new_velocity;
                }
                else
                {
                    // go along the crease
                    if (numplanes != 2)
                    {
                        ent.v.velocity = default(v3f);
                        return(7);
                    }
                    Vector3 dir = Vector3.Cross(planes[0], planes[1]);
                    float   d   = dir.X * ent.v.velocity.x + dir.Y * ent.v.velocity.y + dir.Z * ent.v.velocity.z;
                    Mathlib.Copy(ref dir, out ent.v.velocity);
                    Mathlib.VectorScale(ref ent.v.velocity, d, out ent.v.velocity);
                }

                //
                // if original velocity is against the original velocity, stop dead
                // to avoid tiny occilations in sloping corners
                //
                if (Mathlib.DotProduct(ref ent.v.velocity, ref primal_velocity) <= 0)
                {
                    ent.v.velocity = default(v3f);
                    return(blocked);
                }
            }

            return(blocked);
        }
        /// <summary>
        /// SV_Physics_Client
        /// Player character actions
        /// </summary>
        static void Physics_Client(edict_t ent, int num)
        {
            if (!svs.clients[num - 1].active)
            {
                return;         // unconnected slot
            }
            //
            // call standard client pre-think
            //
            Progs.GlobalStruct.time = (float)sv.time;
            Progs.GlobalStruct.self = EdictToProg(ent);
            Progs.Execute(Progs.GlobalStruct.PlayerPreThink);

            //
            // do a move
            //
            CheckVelocity(ent);

            //
            // decide which move function to call
            //
            switch ((int)ent.v.movetype)
            {
            case Movetypes.MOVETYPE_NONE:
                if (!RunThink(ent))
                {
                    return;
                }
                break;

            case Movetypes.MOVETYPE_WALK:
                if (!RunThink(ent))
                {
                    return;
                }
                if (!CheckWater(ent) && ((int)ent.v.flags & EdictFlags.FL_WATERJUMP) == 0)
                {
                    AddGravity(ent);
                }
                CheckStuck(ent);

                WalkMove(ent);
                break;

            case Movetypes.MOVETYPE_TOSS:
            case Movetypes.MOVETYPE_BOUNCE:
                Physics_Toss(ent);
                break;

            case Movetypes.MOVETYPE_FLY:
                if (!RunThink(ent))
                {
                    return;
                }
                FlyMove(ent, (float)Host.FrameTime, null);
                break;

            case Movetypes.MOVETYPE_NOCLIP:
                if (!RunThink(ent))
                {
                    return;
                }
                Mathlib.VectorMA(ref ent.v.origin, (float)Host.FrameTime, ref ent.v.velocity, out ent.v.origin);
                break;

            default:
                Sys.Error("SV_Physics_client: bad movetype {0}", (int)ent.v.movetype);
                break;
            }

            //
            // call standard player post-think
            //
            LinkEdict(ent, true);

            Progs.GlobalStruct.time = (float)sv.time;
            Progs.GlobalStruct.self = EdictToProg(ent);
            Progs.Execute(Progs.GlobalStruct.PlayerPostThink);
        }
        /// <summary>
        /// SV_Physics_Toss
        /// Toss, bounce, and fly movement.  When onground, do nothing.
        /// </summary>
        private static void Physics_Toss(edict_t ent)
        {
            // regular thinking
            if (!RunThink(ent))
            {
                return;
            }

            // if onground, return without moving
            if (((int)ent.v.flags & EdictFlags.FL_ONGROUND) != 0)
            {
                return;
            }

            CheckVelocity(ent);

            // add gravity
            if (ent.v.movetype != Movetypes.MOVETYPE_FLY && ent.v.movetype != Movetypes.MOVETYPE_FLYMISSILE)
            {
                AddGravity(ent);
            }


            // move angles
            Mathlib.VectorMA(ref ent.v.angles, (float)Host.FrameTime, ref ent.v.avelocity, out ent.v.angles);

            // move origin
            v3f move;

            Mathlib.VectorScale(ref ent.v.velocity, (float)Host.FrameTime, out move);
            trace_t trace = PushEntity(ent, ref move);

            if (trace.fraction == 1)
            {
                return;
            }
            if (ent.free)
            {
                return;
            }

            float backoff;

            if (ent.v.movetype == Movetypes.MOVETYPE_BOUNCE)
            {
                backoff = 1.5f;
            }
            else
            {
                backoff = 1;
            }

            ClipVelocity(ref ent.v.velocity, ref trace.plane.normal, out ent.v.velocity, backoff);

            // stop if on ground
            if (trace.plane.normal.Z > 0.7f)
            {
                if (ent.v.velocity.z < 60 || ent.v.movetype != Movetypes.MOVETYPE_BOUNCE)
                {
                    ent.v.flags        = (int)ent.v.flags | EdictFlags.FL_ONGROUND;
                    ent.v.groundentity = EdictToProg(trace.ent);
                    ent.v.velocity     = default(v3f);
                    ent.v.avelocity    = default(v3f);
                }
            }

            // check for in water
            CheckWaterTransition(ent);
        }
Beispiel #5
0
        /// <summary>
        /// SV_StartSound
        /// Each entity can have eight independant sound sources, like voice,
        /// weapon, feet, etc.
        ///
        /// Channel 0 is an auto-allocate channel, the others override anything
        /// allready running on that entity/channel pair.
        ///
        /// An attenuation of 0 will play full volume everywhere in the level.
        /// Larger attenuations will drop off.  (max 4 attenuation)
        /// </summary>
        public static void StartSound(edict_t entity, int channel, string sample, int volume, float attenuation)
        {
            if (volume < 0 || volume > 255)
            {
                Sys.Error("SV_StartSound: volume = {0}", volume);
            }

            if (attenuation < 0 || attenuation > 4)
            {
                Sys.Error("SV_StartSound: attenuation = {0}", attenuation);
            }

            if (channel < 0 || channel > 7)
            {
                Sys.Error("SV_StartSound: channel = {0}", channel);
            }

            if (sv.datagram.Length > QDef.MAX_DATAGRAM - 16)
            {
                return;
            }

            // find precache number for sound
            int sound_num;

            for (sound_num = 1; sound_num < QDef.MAX_SOUNDS && sv.sound_precache[sound_num] != null; sound_num++)
            {
                if (sample == sv.sound_precache[sound_num])
                {
                    break;
                }
            }

            if (sound_num == QDef.MAX_SOUNDS || String.IsNullOrEmpty(sv.sound_precache[sound_num]))
            {
                Con.Print("SV_StartSound: {0} not precacheed\n", sample);
                return;
            }

            int ent = NumForEdict(entity);

            channel = (ent << 3) | channel;

            int field_mask = 0;

            if (volume != Sound.DEFAULT_SOUND_PACKET_VOLUME)
            {
                field_mask |= Protocol.SND_VOLUME;
            }
            if (attenuation != Sound.DEFAULT_SOUND_PACKET_ATTENUATION)
            {
                field_mask |= Protocol.SND_ATTENUATION;
            }

            // directed messages go only to the entity the are targeted on
            sv.datagram.WriteByte(Protocol.svc_sound);
            sv.datagram.WriteByte(field_mask);
            if ((field_mask & Protocol.SND_VOLUME) != 0)
            {
                sv.datagram.WriteByte(volume);
            }
            if ((field_mask & Protocol.SND_ATTENUATION) != 0)
            {
                sv.datagram.WriteByte((int)(attenuation * 64));
            }
            sv.datagram.WriteShort(channel);
            sv.datagram.WriteByte(sound_num);
            v3f v;

            Mathlib.VectorAdd(ref entity.v.mins, ref entity.v.maxs, out v);
            Mathlib.VectorMA(ref entity.v.origin, 0.5f, ref v, out v);
            sv.datagram.WriteCoord(v.x);
            sv.datagram.WriteCoord(v.y);
            sv.datagram.WriteCoord(v.z);
        }
Beispiel #6
0
        /*
         * =============
         * PF_aim
         *
         * Pick a vector for the player to shoot along
         * vector aim(entity, missilespeed)
         * =============
         */
        static void PF_aim()
        {
            edict_t ent   = GetEdict(OFS.OFS_PARM0);
            float   speed = GetFloat(OFS.OFS_PARM1);

            Vector3 start = Common.ToVector(ref ent.v.origin);

            start.Z += 20;

            // try sending a trace straight
            Vector3 dir;

            Mathlib.Copy(ref Progs.GlobalStruct.v_forward, out dir);
            Vector3 end = start + dir * 2048;
            trace_t tr  = Server.Move(ref start, ref Common.ZeroVector, ref Common.ZeroVector, ref end, 0, ent);

            if (tr.ent != null && tr.ent.v.takedamage == Damages.DAMAGE_AIM &&
                (Host.TeamPlay == 0 || ent.v.team <= 0 || ent.v.team != tr.ent.v.team))
            {
                ReturnVector(ref Progs.GlobalStruct.v_forward);
                return;
            }

            // try all possible entities
            Vector3 bestdir  = dir;
            float   bestdist = Server.Aim;
            edict_t bestent  = null;

            for (int i = 1; i < Server.sv.num_edicts; i++)
            {
                edict_t check = Server.sv.edicts[i];
                if (check.v.takedamage != Damages.DAMAGE_AIM)
                {
                    continue;
                }

                if (check == ent)
                {
                    continue;
                }

                if (Host.TeamPlay != 0 && ent.v.team > 0 && ent.v.team == check.v.team)
                {
                    continue;   // don't aim at teammate
                }

                v3f tmp;
                Mathlib.VectorAdd(ref check.v.mins, ref check.v.maxs, out tmp);
                Mathlib.VectorMA(ref check.v.origin, 0.5f, ref tmp, out tmp);
                Mathlib.Copy(ref tmp, out end);

                dir = end - start;
                Mathlib.Normalize(ref dir);
                float dist = Vector3.Dot(dir, Common.ToVector(ref Progs.GlobalStruct.v_forward));
                if (dist < bestdist)
                {
                    continue;   // to far to turn
                }

                tr = Server.Move(ref start, ref Common.ZeroVector, ref Common.ZeroVector, ref end, 0, ent);
                if (tr.ent == check)
                {       // can shoot at this one
                    bestdist = dist;
                    bestent  = check;
                }
            }

            if (bestent != null)
            {
                v3f dir2, end2;
                Mathlib.VectorSubtract(ref bestent.v.origin, ref ent.v.origin, out dir2);
                float dist = Mathlib.DotProduct(ref dir2, ref Progs.GlobalStruct.v_forward);
                Mathlib.VectorScale(ref Progs.GlobalStruct.v_forward, dist, out end2);
                end2.z = dir2.z;
                Mathlib.Normalize(ref end2);
                ReturnVector(ref end2);
            }
            else
            {
                ReturnVector(ref bestdir);
            }
        }