mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-11-24 13:01:19 +00:00
200 lines
4.3 KiB
C++
200 lines
4.3 KiB
C++
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#include "../idlib/precompiled.h"
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#pragma hdrstop
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#include "Game_local.h"
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#ifdef STEAM
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#include "steamstats.h"
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#endif
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//#define ROCKETSPEED 256
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const idEventDef EV_glassreset( "glassreset" );
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CLASS_DECLARATION( idEntity, idQGlass )
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EVENT( EV_glassreset, idQGlass::Event_glassreset)
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END_CLASS
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void idQGlass::Save( idSaveGame *savefile ) const
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{
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savefile->WriteInt(state);
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savefile->WriteInt(count);
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savefile->WriteString(fxFracture);
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}
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void idQGlass::Restore( idRestoreGame *savefile )
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{
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savefile->ReadInt(state);
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savefile->ReadInt(count);
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savefile->ReadString(fxFracture);
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}
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void idQGlass::Spawn( void )
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{
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fxFracture = spawnArgs.GetString( "fx" );
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count = spawnArgs.GetInt("count", "3");
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this->GetPhysics()->SetContents( CONTENTS_SOLID );
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renderEntity.noShadow = true;
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renderEntity.noSelfShadow = true;
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//precache.
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common->Printf("\n------------- Caching glass debris -------------\n");
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const idKeyValue *kv = spawnArgs.MatchPrefix( "def_debris" );
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while ( kv )
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{
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const idDict *debris_args = gameLocal.FindEntityDefDict( kv->GetValue(), false );
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if ( debris_args )
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{
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const idDeclEntityDef *debrisDef = gameLocal.FindEntityDef( kv->GetValue(), false );
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if (debrisDef)
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{
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const char *clipModelName;
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debrisDef->dict.GetString( "clipmodel", "", &clipModelName );
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if ( !clipModelName[0] )
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{
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clipModelName = debrisDef->dict.GetString( "model" ); // use the visual model
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}
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// load the trace model
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idTraceModel trm;
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collisionModelManager->TrmFromModel( clipModelName, trm );
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}
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}
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kv = spawnArgs.MatchPrefix( "def_debris", kv );
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}
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}
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void idQGlass::Event_glassreset( void )
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{
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this->state = IDLE;
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this->Show();
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GetPhysics()->SetContents(CONTENTS_SOLID);
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}
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void idQGlass::AddForce( idEntity *ent, int id, const idVec3 &point, const idVec3 &force )
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{
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if (state == DESTROYED)
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return;
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//hide the brush.
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this->Hide();
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state = DESTROYED;
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GetPhysics()->SetContents(0);
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//audio.
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StartSound( "snd_shatter", SND_CHANNEL_ANY, 0, false, NULL );
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//particles.
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if ( fxFracture.Length() )
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{
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idEntityFx::StartFx( fxFracture, &point, &GetPhysics()->GetAxis(), this, true );
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}
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idBounds bounds = this->GetPhysics()->GetAbsBounds();
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idVec3 tmin;
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idVec3 tmax;
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tmin[0] = bounds[0][0] ;
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tmin[1] = bounds[0][1] ;
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tmin[2] = bounds[0][2] ;
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tmax[0] = bounds[1][0] ;
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tmax[1] = bounds[1][1] ;
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tmax[2] = bounds[1][2] ;
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int i;
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//GetPhysics()->GetOrigin()
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//gameRenderWorld->DebugSphere(idVec4(1,1,1,1), idSphere(tmin + GetPhysics()->GetOrigin(), 4), 10000);
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//gameRenderWorld->DebugSphere(idVec4(1,0,0,1), idSphere(tmax + GetPhysics()->GetOrigin(), 4), 10000);
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//facingAxis 0, 1 = wall panes. facingAxis 2 = ceiling/floor pane.
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int facingAxis = 0;
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for ( i = 1 ; i < 3 ; i++ )
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{
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if ( bounds[1][ i ] - bounds[0][ i ] < bounds[1][ facingAxis ] - bounds[0][ facingAxis ] )
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{
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facingAxis = i;
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}
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}
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//debris shower.
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const idKeyValue *kv = spawnArgs.MatchPrefix( "def_debris" );
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while ( kv )
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{
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const idDict *debris_args = gameLocal.FindEntityDefDict( kv->GetValue(), false );
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if ( debris_args )
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{
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idAngles dir = idAngles(0,0,0);
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if (facingAxis == 0)
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{
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dir.yaw = 0;
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}
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else if (facingAxis == 1)
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{
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dir.yaw = 90;
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}
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else if (facingAxis == 2)
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{
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dir.pitch = 90;
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}
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for (i = 0; i < count; i++)
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{
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idVec3 pos;
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idDebris *debris;
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idEntity *ent;
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dir.roll = gameLocal.random.RandomInt(360);
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gameLocal.SpawnEntityDef( *debris_args, &ent, false );
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if ( !ent || !ent->IsType( idDebris::Type ) )
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{
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gameLocal.Error( "'projectile_debris' is not an idDebris" );
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}
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pos.x = (gameLocal.random.CRandomFloat() * (tmax[0] - tmin[0])) / 2;
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pos.y = (gameLocal.random.CRandomFloat() * (tmax[1] - tmin[1])) / 2;
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pos.z = (gameLocal.random.CRandomFloat() * (tmax[2] - tmin[2])) / 2;
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pos += GetPhysics()->GetOrigin();
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debris = static_cast<idDebris *>(ent);
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debris->Create( this, pos, dir.ToMat3() );
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debris->Launch();
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//debris->GetRenderEntity()->shaderParms[ SHADERPARM_TIME_OF_DEATH ] = ( gameLocal.time + 1500 ) * 0.001f;
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debris->UpdateVisuals();
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}
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}
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kv = spawnArgs.MatchPrefix( "def_debris", kv );
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}
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ActivateTargets( gameLocal.GetLocalPlayer() );
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#ifdef STEAM
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g_SteamStats->SetStatDelta("stat_glassbreaks", 1);
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#endif
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}
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