mirror of
https://github.com/blendogames/thirtyflightsofloving.git
synced 2024-11-15 08:51:22 +00:00
481 lines
14 KiB
C
481 lines
14 KiB
C
#include "g_local.h"
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#define RFAST -3
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#define RMEDIUM -2
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#define RSLOW -1
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#define STOP 0
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#define SLOW 1
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#define MEDIUM 2
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#define FAST 3
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#define VEHICLE_BLOCK_STOPS 4
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void func_vehicle_explode (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
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{
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vec3_t origin;
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vec3_t chunkorigin;
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vec3_t size;
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int count;
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int mass;
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if(self->deathtarget)
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{
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self->target = self->deathtarget;
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G_UseTargets (self, attacker);
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}
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// bmodel origins are (0 0 0), we need to adjust that here
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VectorScale (self->size, 0.5, size);
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VectorAdd (self->absmin, size, origin);
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VectorCopy (origin, self->s.origin);
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self->takedamage = DAMAGE_NO;
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if (self->dmg)
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T_RadiusDamage (self, attacker, self->dmg, NULL, self->dmg+40, MOD_EXPLOSIVE);
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VectorSubtract (self->s.origin, inflictor->s.origin, self->velocity);
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VectorNormalize (self->velocity);
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VectorScale (self->velocity, 150, self->velocity);
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// start chunks towards the center
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VectorScale (size, 0.5, size);
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mass = self->mass;
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// big chunks
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if (mass >= 100)
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{
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count = mass / 100;
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if (count > 8)
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count = 8;
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while(count--)
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{
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chunkorigin[0] = origin[0] + crandom() * size[0];
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chunkorigin[1] = origin[1] + crandom() * size[1];
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chunkorigin[2] = origin[2] + crandom() * size[2];
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ThrowDebris (self, "models/objects/debris1/tris.md2", 1, chunkorigin, 0, 0);
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}
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}
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// small chunks
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count = mass / 25;
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if (count > 16)
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count = 16;
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while(count--)
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{
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chunkorigin[0] = origin[0] + crandom() * size[0];
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chunkorigin[1] = origin[1] + crandom() * size[1];
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chunkorigin[2] = origin[2] + crandom() * size[2];
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ThrowDebris (self, "models/objects/debris2/tris.md2", 2, chunkorigin, 0, 0);
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}
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if (self->dmg)
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BecomeExplosion1 (self);
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else
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G_FreeEdict (self);
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}
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void vehicle_blocked (edict_t *self, edict_t *other)
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{
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edict_t *attacker;
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if((self->spawnflags & VEHICLE_BLOCK_STOPS) || (other == world))
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{
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VectorClear(self->velocity);
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VectorClear(self->avelocity);
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self->moveinfo.current_speed = 0;
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gi.linkentity(self);
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return;
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}
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if (other->takedamage)
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{
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if (self->teammaster->owner)
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attacker = self->teammaster->owner;
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else
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attacker = self->owner;
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T_Damage (other, self, attacker, vec3_origin, other->s.origin, vec3_origin, self->teammaster->dmg, 10, 0, MOD_CRUSH);
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}
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else
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{
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VectorClear(self->velocity);
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VectorClear(self->avelocity);
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self->moveinfo.current_speed = 0;
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self->moveinfo.state = STOP;
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gi.linkentity(self);
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}
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if (!(other->svflags & SVF_MONSTER) && (!other->client))
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{
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T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, 100000, 1, 0, MOD_CRUSH);
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if (other)
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BecomeExplosion1 (other);
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return;
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}
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}
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// Not needed, because collisions are effectively prevented by the vehicle physics in
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// g_phys.c.
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void vehicle_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
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{
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vec3_t dir, v;
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vec3_t new_origin, new_velocity;
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vec_t points;
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vec_t vspeed, mspeed;
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vec_t knockback;
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vec3_t end;
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trace_t tr;
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if (other == world || (self->spawnflags & VEHICLE_BLOCK_STOPS) )
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{
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VectorClear(self->velocity);
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VectorClear(self->avelocity);
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self->moveinfo.current_speed = 0;
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gi.linkentity(self);
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}
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if (!self->owner) return; // if vehicle isn't being driven, it can't hurt anybody
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if (other == self->owner) return; // can't hurt the driver
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if (other->takedamage == DAMAGE_NO) return;
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// we damage func_explosives elsewhere. About all that's left to hurt are
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// players and monsters
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if (!other->client && !(other->svflags & SVF_MONSTER)) return;
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vspeed = VectorLength(self->velocity);
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if(!vspeed) return;
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VectorSubtract(other->s.origin,self->s.origin,dir);
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dir[2] = 0;
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VectorNormalize(dir);
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VectorCopy(self->velocity,v);
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VectorNormalize(v);
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// damage and knockback are proportional to square of velocity * mass of vehicle.
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// Lessee... with a mass=2000 vehicle traveling 400 units/sec, give 100 points
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// damage and a velocity of 160 to a 200 mass monster.
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vspeed *= DotProduct(dir,v);
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mspeed = VectorLength(other->velocity) * DotProduct(dir,v);
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vspeed -= mspeed;
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if(vspeed <= 0.) return;
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// for speed < 200, don't do damage but move monster
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if(vspeed < 200) {
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if(other->mass > self->mass) vspeed *= (float)self->mass/other->mass;
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VectorMA(other->velocity,vspeed,dir,new_velocity);
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VectorMA(other->s.origin,FRAMETIME,new_velocity,new_origin);
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new_origin[2] += 2;
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// if the move would place the monster in a solid, make him go splat
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VectorCopy(new_origin,end);
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end[2] -= 1;
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tr = gi.trace(new_origin,other->mins,other->maxs,end,self,CONTENTS_SOLID);
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if(tr.startsolid)
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// splat
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T_Damage (other, self, self->owner, dir, self->s.origin, vec3_origin,
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other->health - other->gib_health + 1, 0, 0, MOD_VEHICLE);
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else
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{
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// go ahead and move the bastard
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VectorCopy(new_velocity,other->velocity);
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VectorCopy(new_origin,other->s.origin);
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gi.linkentity(other);
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}
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return;
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}
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if (other->damage_debounce_time > level.time) return;
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other->damage_debounce_time = level.time + 0.2;
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points = 100. * (self->mass/2000.0f * vspeed*vspeed/160000);
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// knockback takes too long to take effect. If we can move him w/o throwing him
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// into a solid, do so NOW
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dir[2] = 0.2; // make knockback slightly upward
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VectorMA(other->velocity,vspeed,dir,new_velocity);
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VectorMA(other->s.origin,FRAMETIME,new_velocity,new_origin);
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if(gi.pointcontents(new_origin) & CONTENTS_SOLID)
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knockback = (160.0f/500.0f) * 200.0f * (self->mass/2000.0f * vspeed*vspeed/160000);
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else {
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knockback = 0;
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VectorCopy(new_velocity,other->velocity);
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VectorCopy(new_origin, other->s.origin);
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}
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T_Damage (other, self, self->owner, dir, self->s.origin, vec3_origin,
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(int)points, (int)knockback, 0, MOD_VEHICLE);
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gi.linkentity(other);
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}
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void vehicle_disengage (edict_t *vehicle)
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{
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edict_t *driver;
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vec3_t forward, left, f1, l1;
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driver = vehicle->owner;
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if(!driver) return;
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AngleVectors(vehicle->s.angles, forward, left, NULL);
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VectorCopy(vehicle->velocity,driver->velocity);
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VectorScale(forward,vehicle->move_origin[0],f1);
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VectorScale(left,-vehicle->move_origin[1],l1);
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VectorAdd(vehicle->s.origin,f1,driver->s.origin);
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VectorAdd(driver->s.origin,l1,driver->s.origin);
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driver->s.origin[2] += vehicle->move_origin[2];
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driver->vehicle = NULL;
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driver->client->vehicle_framenum = level.framenum;
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driver->movetype = MOVETYPE_WALK;
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driver->gravity = 1;
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// turn ON client side prediction for this player
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driver->client->ps.pmove.pm_flags &= ~PMF_NO_PREDICTION;
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vehicle->s.sound = 0;
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gi.linkentity (driver);
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vehicle->owner = NULL;
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}
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void vehicle_think (edict_t *self)
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{
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float aspeed, speed, newspeed;
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vec3_t forward, left, f1, l1, v;
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self->nextthink = level.time + FRAMETIME;
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VectorCopy(self->oldvelocity,v);
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v[2] = 0;
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speed = VectorLength(v);
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if(speed > 0)
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self->s.effects |= EF_ANIM_ALL;
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else
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self->s.effects &= ~EF_ANIM_ALL;
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AngleVectors(self->s.angles, forward, left, NULL);
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if(DotProduct(forward,self->oldvelocity) < 0) speed = -speed;
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self->moveinfo.current_speed = speed;
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if (self->owner)
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{
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// ... then we have a driver
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if (self->owner->health <= 0)
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{
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vehicle_disengage(self);
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return;
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}
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if (self->owner->client->use)
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{
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// if he's pressing the use key, and he didn't just
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// get on or off, disengage
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if(level.framenum - self->owner->client->vehicle_framenum > 2)
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{
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VectorCopy(self->velocity,self->oldvelocity);
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vehicle_disengage(self);
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return;
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}
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}
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if (self->owner->client->ucmd.forwardmove != 0 && level.time > self->moveinfo.wait)
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{
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if(self->owner->client->ucmd.forwardmove > 0)
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{
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if(self->moveinfo.state < FAST)
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{
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self->moveinfo.state++;
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self->moveinfo.next_speed = self->moveinfo.state * self->speed/3;
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self->moveinfo.wait = level.time + FRAMETIME;
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}
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}
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else
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{
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if(self->moveinfo.state > RFAST)
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{
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self->moveinfo.state--;
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self->moveinfo.next_speed = self->moveinfo.state * self->speed/3;
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self->moveinfo.wait = level.time + FRAMETIME;
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}
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}
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}
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if(self->moveinfo.current_speed < self->moveinfo.next_speed)
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{
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speed = self->moveinfo.current_speed + self->accel/10;
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if(speed > self->moveinfo.next_speed) speed = self->moveinfo.next_speed;
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}
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else if(self->moveinfo.current_speed > self->moveinfo.next_speed)
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{
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speed = self->moveinfo.current_speed - self->decel/10;
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if(speed < self->moveinfo.next_speed) speed = self->moveinfo.next_speed;
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}
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VectorScale(forward,speed,self->velocity);
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if (self->owner->client->ucmd.sidemove != 0 && speed != 0 )
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{
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aspeed = 180.*speed/(M_PI*self->radius);
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if(self->owner->client->ucmd.sidemove > 0) aspeed = -aspeed;
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self->avelocity[1] = aspeed;
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}
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else
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self->avelocity[1] = 0;
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if(speed != 0)
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self->s.sound = self->noise_index;
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else
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self->s.sound = self->noise_index2;
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#ifdef LOOP_SOUND_ATTENUATION
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self->s.attenuation = self->attenuation;
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#endif
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gi.linkentity(self);
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// Copy velocities and set position of driver
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VectorCopy(self->velocity,self->owner->velocity);
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VectorScale(forward,self->move_origin[0],f1);
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VectorScale(left,-self->move_origin[1],l1);
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VectorAdd(self->s.origin,f1,self->owner->s.origin);
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VectorAdd(self->owner->s.origin,l1,self->owner->s.origin);
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self->owner->s.origin[2] += self->move_origin[2];
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// If moving, turn driver
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if(speed != 0)
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{
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float yaw;
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yaw = self->avelocity[1]*FRAMETIME;
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self->owner->s.angles[YAW] += yaw;
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self->owner->client->ps.pmove.delta_angles[YAW] += ANGLE2SHORT(yaw);
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self->owner->client->ps.pmove.pm_type = PM_FREEZE;
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}
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VectorCopy(self->velocity,self->oldvelocity);
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gi.linkentity(self->owner);
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}
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else
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{
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int i;
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edict_t *ent;
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vec3_t dir, drive;
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//
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// No driver
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//
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// if vehicle has stopped, drop it to ground.
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// otherwise slow it down
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if(speed==0)
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{
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if(!self->groundentity)
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SV_AddGravity (self);
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}
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else
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{
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// no driver... slow to an eventual stop in no more than 5 sec.
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self->moveinfo.next_speed = 0;
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self->moveinfo.state = STOP;
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if(speed > 0)
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newspeed = max(0.,speed - self->speed/50);
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else
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newspeed = min(0.,speed + self->speed/50);
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VectorScale(forward,newspeed,self->velocity);
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VectorScale(self->avelocity,newspeed/speed,self->avelocity);
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VectorCopy(self->velocity,self->oldvelocity);
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gi.linkentity(self);
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}
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// check if a player has mounted the vehicle
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// first get driving position
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VectorScale(forward,self->move_origin[0],f1);
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VectorScale(left,-self->move_origin[1],l1);
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VectorAdd(self->s.origin,f1,drive);
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VectorAdd(drive,l1,drive);
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drive[2] += self->move_origin[2];
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// find a player
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for (i=1, ent=&g_edicts[1] ; i<=maxclients->value ; i++, ent++) {
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if (!ent->inuse) continue;
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if (ent->movetype == MOVETYPE_NOCLIP) continue;
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if (!ent->client->use) continue;
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if (level.framenum - ent->client->vehicle_framenum <= 2) continue;
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// determine distance from vehicle "move_origin"
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VectorSubtract(drive,ent->s.origin,dir);
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if (fabs(dir[2]) < 64)
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dir[2] = 0;
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if (VectorLength(dir) < 16) {
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ent->client->vehicle_framenum = level.framenum;
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// player has taken control of vehicle
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// move vehicle up slightly to avoid roundoff collisions
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self->s.origin[2] += 1;
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gi.linkentity(self);
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if(self->message)
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gi.centerprintf(ent,self->message);
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self->owner = ent;
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ent->movetype = MOVETYPE_PUSH;
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ent->gravity = 0;
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ent->vehicle = self;
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// turn off client side prediction for this player
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ent->client->ps.pmove.pm_flags |= PMF_NO_PREDICTION;
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// force a good driving position
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VectorCopy(drive,self->owner->s.origin);
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gi.linkentity(ent);
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// vehicle idle noise
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self->s.sound = self->noise_index2;
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#ifdef LOOP_SOUND_ATTENUATION
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self->s.attenuation = self->attenuation;
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#endif
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// reset wait time so we can start accelerating
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self->moveinfo.wait = 0;
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}
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}
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}
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// if(self->movewith_next && (self->movewith_next->movewith_ent == self))
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// set_child_movement(self);
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}
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void turn_vehicle (edict_t *self)
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{
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self->s.angles[YAW] = self->ideal_yaw;
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gi.linkentity(self);
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self->prethink = NULL;
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}
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void SP_func_vehicle (edict_t *self)
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{
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self->ideal_yaw = self->s.angles[YAW];
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VectorClear (self->s.angles);
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self->solid = SOLID_BSP;
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gi.setmodel (self, self->model);
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// usermodel (for alias model vehicles) goes on modelindex2
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if (self->usermodel && strlen(self->usermodel)) {
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char modelname[256];
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// check for "models/" already in path
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if ( !strncmp(self->usermodel, "models/", 7) )
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Com_sprintf(modelname, sizeof(modelname), "%s", self->usermodel);
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else
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Com_sprintf(modelname, sizeof(modelname), "models/%s", self->usermodel);
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self->s.modelindex2 = gi.modelindex (modelname);
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}
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self->movetype = MOVETYPE_VEHICLE;
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if (!self->speed)
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self->speed = 200;
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if (!self->accel)
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self->accel = self->speed; // accelerates to full speed in 1 second (approximate).
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if (!self->decel)
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self->decel = self->accel;
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if (!self->mass)
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self->mass = 2000;
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if (!self->radius)
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self->radius = 256;
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self->blocked = vehicle_blocked;
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self->touch = vehicle_touch;
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self->think = vehicle_think;
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self->nextthink = level.time + FRAMETIME;
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self->noise_index = gi.soundindex("engine/engine.wav");
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self->noise_index2 = gi.soundindex("engine/idle.wav");
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#ifdef LOOP_SOUND_ATTENUATION
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if (self->attenuation <= 0)
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self->attenuation = ATTN_IDLE;
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#endif
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VectorClear(self->velocity);
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VectorClear(self->avelocity);
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self->moveinfo.current_speed = 0;
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self->moveinfo.state = STOP;
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gi.linkentity (self);
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VectorCopy(self->size,self->org_size);
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self->postthink = train_move_children; //Knightmare- supports movewith
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if (self->ideal_yaw != 0)
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self->prethink = turn_vehicle;
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if (self->health) {
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self->die = func_vehicle_explode;
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self->takedamage = DAMAGE_YES;
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} else
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self->takedamage = DAMAGE_NO;
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}
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