/* =========================================================================== Doom 3 GPL Source Code Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code"). Doom 3 Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Doom 3 Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Doom 3 Source Code. If not, see . In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #include "sys/platform.h" #include "renderer/ModelManager.h" #include "gamesys/SysCvar.h" #include "ai/AI.h" #include "Fx.h" #include "Moveable.h" /* =============================================================================== idMoveable =============================================================================== */ const idEventDef EV_BecomeNonSolid( "becomeNonSolid" ); const idEventDef EV_SetOwnerFromSpawnArgs( "" ); const idEventDef EV_IsAtRest( "isAtRest", NULL, 'd' ); const idEventDef EV_EnableDamage( "enableDamage", "f" ); CLASS_DECLARATION( idEntity, idMoveable ) EVENT( EV_Activate, idMoveable::Event_Activate ) EVENT( EV_BecomeNonSolid, idMoveable::Event_BecomeNonSolid ) EVENT( EV_SetOwnerFromSpawnArgs, idMoveable::Event_SetOwnerFromSpawnArgs ) EVENT( EV_IsAtRest, idMoveable::Event_IsAtRest ) EVENT( EV_EnableDamage, idMoveable::Event_EnableDamage ) END_CLASS static const float BOUNCE_SOUND_MIN_VELOCITY = 80.0f; static const float BOUNCE_SOUND_MAX_VELOCITY = 200.0f; /* ================ idMoveable::idMoveable ================ */ idMoveable::idMoveable( void ) { minDamageVelocity = 100.0f; maxDamageVelocity = 200.0f; nextCollideFxTime = 0; nextDamageTime = 0; nextSoundTime = 0; initialSpline = NULL; initialSplineDir = vec3_zero; explode = false; unbindOnDeath = false; allowStep = false; canDamage = false; #ifdef _D3XP attacker = NULL; #endif } /* ================ idMoveable::~idMoveable ================ */ idMoveable::~idMoveable( void ) { delete initialSpline; initialSpline = NULL; } /* ================ idMoveable::Spawn ================ */ void idMoveable::Spawn( void ) { idTraceModel trm; float density, friction, bouncyness, mass; int clipShrink; idStr clipModelName; // check if a clip model is set spawnArgs.GetString( "clipmodel", "", clipModelName ); if ( !clipModelName[0] ) { clipModelName = spawnArgs.GetString( "model" ); // use the visual model } if ( !collisionModelManager->TrmFromModel( clipModelName, trm ) ) { gameLocal.Error( "idMoveable '%s': cannot load collision model %s", name.c_str(), clipModelName.c_str() ); return; } // if the model should be shrinked clipShrink = spawnArgs.GetInt( "clipshrink" ); if ( clipShrink != 0 ) { trm.Shrink( clipShrink * CM_CLIP_EPSILON ); } // get rigid body properties spawnArgs.GetFloat( "density", "0.5", density ); density = idMath::ClampFloat( 0.001f, 1000.0f, density ); spawnArgs.GetFloat( "friction", "0.05", friction ); friction = idMath::ClampFloat( 0.0f, 1.0f, friction ); spawnArgs.GetFloat( "bouncyness", "0.6", bouncyness ); bouncyness = idMath::ClampFloat( 0.0f, 1.0f, bouncyness ); explode = spawnArgs.GetBool( "explode" ); unbindOnDeath = spawnArgs.GetBool( "unbindondeath" ); fxCollide = spawnArgs.GetString( "fx_collide" ); nextCollideFxTime = 0; fl.takedamage = true; damage = spawnArgs.GetString( "def_damage", "" ); #ifdef _D3XP monsterDamage = spawnArgs.GetString( "monster_damage", "" ); fl.networkSync = true; attacker = NULL; #endif canDamage = spawnArgs.GetBool( "damageWhenActive" ) ? false : true; minDamageVelocity = spawnArgs.GetFloat( "minDamageVelocity", "300" ); // _D3XP maxDamageVelocity = spawnArgs.GetFloat( "maxDamageVelocity", "700" ); // _D3XP nextDamageTime = 0; nextSoundTime = 0; health = spawnArgs.GetInt( "health", "0" ); spawnArgs.GetString( "broken", "", brokenModel ); if ( health ) { if ( brokenModel != "" && !renderModelManager->CheckModel( brokenModel ) ) { gameLocal.Error( "idMoveable '%s' at (%s): cannot load broken model '%s'", name.c_str(), GetPhysics()->GetOrigin().ToString(0), brokenModel.c_str() ); } } // setup the physics physicsObj.SetSelf( this ); physicsObj.SetClipModel( new idClipModel( trm ), density ); physicsObj.GetClipModel()->SetMaterial( GetRenderModelMaterial() ); physicsObj.SetOrigin( GetPhysics()->GetOrigin() ); physicsObj.SetAxis( GetPhysics()->GetAxis() ); physicsObj.SetBouncyness( bouncyness ); physicsObj.SetFriction( 0.6f, 0.6f, friction ); physicsObj.SetGravity( gameLocal.GetGravity() ); physicsObj.SetContents( CONTENTS_SOLID ); physicsObj.SetClipMask( MASK_SOLID | CONTENTS_BODY | CONTENTS_CORPSE | CONTENTS_MOVEABLECLIP ); SetPhysics( &physicsObj ); if ( spawnArgs.GetFloat( "mass", "10", mass ) ) { physicsObj.SetMass( mass ); } if ( spawnArgs.GetBool( "nodrop" ) ) { physicsObj.PutToRest(); } else { physicsObj.DropToFloor(); } if ( spawnArgs.GetBool( "noimpact" ) || spawnArgs.GetBool( "notPushable" ) ) { physicsObj.DisableImpact(); } if ( spawnArgs.GetBool( "nonsolid" ) ) { BecomeNonSolid(); } allowStep = spawnArgs.GetBool( "allowStep", "1" ); PostEventMS( &EV_SetOwnerFromSpawnArgs, 0 ); } /* ================ idMoveable::Save ================ */ void idMoveable::Save( idSaveGame *savefile ) const { savefile->WriteString( brokenModel ); savefile->WriteString( damage ); #ifdef _D3XP savefile->WriteString( monsterDamage ); savefile->WriteObject( attacker ); #endif savefile->WriteString( fxCollide ); savefile->WriteInt( nextCollideFxTime ); savefile->WriteFloat( minDamageVelocity ); savefile->WriteFloat( maxDamageVelocity ); savefile->WriteBool( explode ); savefile->WriteBool( unbindOnDeath ); savefile->WriteBool( allowStep ); savefile->WriteBool( canDamage ); savefile->WriteInt( nextDamageTime ); savefile->WriteInt( nextSoundTime ); savefile->WriteInt( initialSpline != NULL ? initialSpline->GetTime( 0 ) : -1 ); savefile->WriteVec3( initialSplineDir ); savefile->WriteStaticObject( physicsObj ); } /* ================ idMoveable::Restore ================ */ void idMoveable::Restore( idRestoreGame *savefile ) { int initialSplineTime; savefile->ReadString( brokenModel ); savefile->ReadString( damage ); #ifdef _D3XP savefile->ReadString( monsterDamage ); savefile->ReadObject( reinterpret_cast( attacker ) ); #endif savefile->ReadString( fxCollide ); savefile->ReadInt( nextCollideFxTime ); savefile->ReadFloat( minDamageVelocity ); savefile->ReadFloat( maxDamageVelocity ); savefile->ReadBool( explode ); savefile->ReadBool( unbindOnDeath ); savefile->ReadBool( allowStep ); savefile->ReadBool( canDamage ); savefile->ReadInt( nextDamageTime ); savefile->ReadInt( nextSoundTime ); savefile->ReadInt( initialSplineTime ); savefile->ReadVec3( initialSplineDir ); if ( initialSplineTime != -1 ) { InitInitialSpline( initialSplineTime ); } else { initialSpline = NULL; } savefile->ReadStaticObject( physicsObj ); RestorePhysics( &physicsObj ); } /* ================ idMoveable::Hide ================ */ void idMoveable::Hide( void ) { idEntity::Hide(); physicsObj.SetContents( 0 ); } /* ================ idMoveable::Show ================ */ void idMoveable::Show( void ) { idEntity::Show(); if ( !spawnArgs.GetBool( "nonsolid" ) ) { physicsObj.SetContents( CONTENTS_SOLID ); } } /* ================= idMoveable::Collide ================= */ bool idMoveable::Collide( const trace_t &collision, const idVec3 &velocity ) { float v, f; idVec3 dir; idEntity *ent; v = -( velocity * collision.c.normal ); if ( v > BOUNCE_SOUND_MIN_VELOCITY && gameLocal.time > nextSoundTime ) { f = v > BOUNCE_SOUND_MAX_VELOCITY ? 1.0f : idMath::Sqrt( v - BOUNCE_SOUND_MIN_VELOCITY ) * ( 1.0f / idMath::Sqrt( BOUNCE_SOUND_MAX_VELOCITY - BOUNCE_SOUND_MIN_VELOCITY ) ); if ( StartSound( "snd_bounce", SND_CHANNEL_ANY, 0, false, NULL ) ) { // don't set the volume unless there is a bounce sound as it overrides the entire channel // which causes footsteps on ai's to not honor their shader parms SetSoundVolume( f ); } nextSoundTime = gameLocal.time + 500; } // _D3XP :: changes relating to the addition of monsterDamage if ( !gameLocal.isClient && canDamage && gameLocal.time > nextDamageTime ) { bool hasDamage = damage.Length() > 0; bool hasMonsterDamage = monsterDamage.Length() > 0; if ( hasDamage || hasMonsterDamage ) { ent = gameLocal.entities[ collision.c.entityNum ]; if ( ent && v > minDamageVelocity ) { f = v > maxDamageVelocity ? 1.0f : idMath::Sqrt( v - minDamageVelocity ) * ( 1.0f / idMath::Sqrt( maxDamageVelocity - minDamageVelocity ) ); dir = velocity; dir.NormalizeFast(); if ( ent->IsType( idAI::Type ) && hasMonsterDamage ) { #ifdef _D3XP if ( attacker ) { ent->Damage( this, attacker, dir, monsterDamage, f, INVALID_JOINT ); } else { ent->Damage( this, GetPhysics()->GetClipModel()->GetOwner(), dir, monsterDamage, f, INVALID_JOINT ); } #else ent->Damage( this, GetPhysics()->GetClipModel()->GetOwner(), dir, monsterDamage, f, INVALID_JOINT ); #endif } else if ( hasDamage ) { #ifdef _D3XP // in multiplayer, scale damage wrt mass of object if ( gameLocal.isMultiplayer ) { f *= GetPhysics()->GetMass() * g_moveableDamageScale.GetFloat(); } if ( attacker ) { ent->Damage( this, attacker, dir, damage, f, INVALID_JOINT ); } else { ent->Damage( this, GetPhysics()->GetClipModel()->GetOwner(), dir, damage, f, INVALID_JOINT ); } #else ent->Damage( this, GetPhysics()->GetClipModel()->GetOwner(), dir, damage, f, INVALID_JOINT ); #endif } nextDamageTime = gameLocal.time + 1000; } } } #ifdef _D3XP if ( this->IsType( idExplodingBarrel::Type ) ) { idExplodingBarrel *ebarrel = static_cast(this); if ( !ebarrel->IsStable() ) { PostEventSec( &EV_Explode, 0.04f ); } } #endif if ( fxCollide.Length() && gameLocal.time > nextCollideFxTime ) { idEntityFx::StartFx( fxCollide, &collision.c.point, NULL, this, false ); nextCollideFxTime = gameLocal.time + 3500; } return false; } /* ============ idMoveable::Killed ============ */ void idMoveable::Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location ) { if ( unbindOnDeath ) { Unbind(); } if ( brokenModel != "" ) { SetModel( brokenModel ); } if ( explode ) { if ( brokenModel == "" ) { PostEventMS( &EV_Remove, 1000 ); } } if ( renderEntity.gui[ 0 ] ) { renderEntity.gui[ 0 ] = NULL; } ActivateTargets( this ); fl.takedamage = false; } /* ================ idMoveable::AllowStep ================ */ bool idMoveable::AllowStep( void ) const { return allowStep; } /* ================ idMoveable::BecomeNonSolid ================ */ void idMoveable::BecomeNonSolid( void ) { // set CONTENTS_RENDERMODEL so bullets still collide with the moveable physicsObj.SetContents( CONTENTS_CORPSE | CONTENTS_RENDERMODEL ); physicsObj.SetClipMask( MASK_SOLID | CONTENTS_CORPSE | CONTENTS_MOVEABLECLIP ); } /* ================ idMoveable::EnableDamage ================ */ void idMoveable::EnableDamage( bool enable, float duration ) { #ifdef _D3XP if ( canDamage == enable ) { return; } #endif canDamage = enable; if ( duration ) { PostEventSec( &EV_EnableDamage, duration, ( /*_D3XP*/enable ) ? 0.0f : 1.0f ); } } /* ================ idMoveable::InitInitialSpline ================ */ void idMoveable::InitInitialSpline( int startTime ) { int initialSplineTime; initialSpline = GetSpline(); initialSplineTime = spawnArgs.GetInt( "initialSplineTime", "300" ); if ( initialSpline != NULL ) { initialSpline->MakeUniform( initialSplineTime ); initialSpline->ShiftTime( startTime - initialSpline->GetTime( 0 ) ); initialSplineDir = initialSpline->GetCurrentFirstDerivative( startTime ); initialSplineDir *= physicsObj.GetAxis().Transpose(); initialSplineDir.Normalize(); BecomeActive( TH_THINK ); } } /* ================ idMoveable::FollowInitialSplinePath ================ */ bool idMoveable::FollowInitialSplinePath( void ) { if ( initialSpline != NULL ) { if ( gameLocal.time < initialSpline->GetTime( initialSpline->GetNumValues() - 1 ) ) { idVec3 splinePos = initialSpline->GetCurrentValue( gameLocal.time ); idVec3 linearVelocity = ( splinePos - physicsObj.GetOrigin() ) * USERCMD_HZ; physicsObj.SetLinearVelocity( linearVelocity ); idVec3 splineDir = initialSpline->GetCurrentFirstDerivative( gameLocal.time ); idVec3 dir = initialSplineDir * physicsObj.GetAxis(); idVec3 angularVelocity = dir.Cross( splineDir ); angularVelocity.Normalize(); angularVelocity *= idMath::ACos16( dir * splineDir / splineDir.Length() ) * USERCMD_HZ; physicsObj.SetAngularVelocity( angularVelocity ); return true; } else { delete initialSpline; initialSpline = NULL; } } return false; } /* ================ idMoveable::Think ================ */ void idMoveable::Think( void ) { if ( thinkFlags & TH_THINK ) { if ( !FollowInitialSplinePath() ) { BecomeInactive( TH_THINK ); } } idEntity::Think(); } /* ================ idMoveable::GetRenderModelMaterial ================ */ const idMaterial *idMoveable::GetRenderModelMaterial( void ) const { if ( renderEntity.customShader ) { return renderEntity.customShader; } if ( renderEntity.hModel && renderEntity.hModel->NumSurfaces() ) { return renderEntity.hModel->Surface( 0 )->shader; } return NULL; } /* ================ idMoveable::WriteToSnapshot ================ */ void idMoveable::WriteToSnapshot( idBitMsgDelta &msg ) const { physicsObj.WriteToSnapshot( msg ); } /* ================ idMoveable::ReadFromSnapshot ================ */ void idMoveable::ReadFromSnapshot( const idBitMsgDelta &msg ) { physicsObj.ReadFromSnapshot( msg ); if ( msg.HasChanged() ) { UpdateVisuals(); } } /* ================ idMoveable::Event_BecomeNonSolid ================ */ void idMoveable::Event_BecomeNonSolid( void ) { BecomeNonSolid(); } #ifdef _D3XP /* ================ idMoveable::SetAttacker ================ */ void idMoveable::SetAttacker( idEntity *ent ) { attacker = ent; } #endif /* ================ idMoveable::Event_Activate ================ */ void idMoveable::Event_Activate( idEntity *activator ) { float delay; idVec3 init_velocity, init_avelocity; Show(); if ( !spawnArgs.GetInt( "notPushable" ) ) { physicsObj.EnableImpact(); } physicsObj.Activate(); spawnArgs.GetVector( "init_velocity", "0 0 0", init_velocity ); spawnArgs.GetVector( "init_avelocity", "0 0 0", init_avelocity ); delay = spawnArgs.GetFloat( "init_velocityDelay", "0" ); if ( delay == 0.0f ) { physicsObj.SetLinearVelocity( init_velocity ); } else { PostEventSec( &EV_SetLinearVelocity, delay, init_velocity ); } delay = spawnArgs.GetFloat( "init_avelocityDelay", "0" ); if ( delay == 0.0f ) { physicsObj.SetAngularVelocity( init_avelocity ); } else { PostEventSec( &EV_SetAngularVelocity, delay, init_avelocity ); } InitInitialSpline( gameLocal.time ); } /* ================ idMoveable::Event_SetOwnerFromSpawnArgs ================ */ void idMoveable::Event_SetOwnerFromSpawnArgs( void ) { idStr owner; if ( spawnArgs.GetString( "owner", "", owner ) ) { ProcessEvent( &EV_SetOwner, gameLocal.FindEntity( owner ) ); } } /* ================ idMoveable::Event_IsAtRest ================ */ void idMoveable::Event_IsAtRest( void ) { idThread::ReturnInt( physicsObj.IsAtRest() ); } /* ================ idMoveable::Event_EnableDamage ================ */ void idMoveable::Event_EnableDamage( float enable ) { #ifdef _D3XP // clear out attacker attacker = NULL; #endif canDamage = ( enable != 0.0f ); } /* =============================================================================== idBarrel =============================================================================== */ CLASS_DECLARATION( idMoveable, idBarrel ) END_CLASS /* ================ idBarrel::idBarrel ================ */ idBarrel::idBarrel() { radius = 1.0f; barrelAxis = 0; lastOrigin.Zero(); lastAxis.Identity(); additionalRotation = 0.0f; additionalAxis.Identity(); fl.networkSync = true; } /* ================ idBarrel::Save ================ */ void idBarrel::Save( idSaveGame *savefile ) const { savefile->WriteFloat( radius ); savefile->WriteInt( barrelAxis ); savefile->WriteVec3( lastOrigin ); savefile->WriteMat3( lastAxis ); savefile->WriteFloat( additionalRotation ); savefile->WriteMat3( additionalAxis ); } /* ================ idBarrel::Restore ================ */ void idBarrel::Restore( idRestoreGame *savefile ) { savefile->ReadFloat( radius ); savefile->ReadInt( barrelAxis ); savefile->ReadVec3( lastOrigin ); savefile->ReadMat3( lastAxis ); savefile->ReadFloat( additionalRotation ); savefile->ReadMat3( additionalAxis ); } /* ================ idBarrel::BarrelThink ================ */ void idBarrel::BarrelThink( void ) { bool wasAtRest, onGround; float movedDistance, rotatedDistance, angle; idVec3 curOrigin, gravityNormal, dir; idMat3 curAxis, axis; wasAtRest = IsAtRest(); // run physics RunPhysics(); // only need to give the visual model an additional rotation if the physics were run if ( !wasAtRest ) { // current physics state onGround = GetPhysics()->HasGroundContacts(); curOrigin = GetPhysics()->GetOrigin(); curAxis = GetPhysics()->GetAxis(); // if the barrel is on the ground if ( onGround ) { gravityNormal = GetPhysics()->GetGravityNormal(); dir = curOrigin - lastOrigin; dir -= gravityNormal * dir * gravityNormal; movedDistance = dir.LengthSqr(); // if the barrel moved and the barrel is not aligned with the gravity direction if ( movedDistance > 0.0f && idMath::Fabs( gravityNormal * curAxis[barrelAxis] ) < 0.7f ) { // barrel movement since last think frame orthogonal to the barrel axis movedDistance = idMath::Sqrt( movedDistance ); dir *= 1.0f / movedDistance; movedDistance = ( 1.0f - idMath::Fabs( dir * curAxis[barrelAxis] ) ) * movedDistance; // get rotation about barrel axis since last think frame angle = lastAxis[(barrelAxis+1)%3] * curAxis[(barrelAxis+1)%3]; angle = idMath::ACos( angle ); // distance along cylinder hull rotatedDistance = angle * radius; // if the barrel moved further than it rotated about it's axis if ( movedDistance > rotatedDistance ) { // additional rotation of the visual model to make it look // like the barrel rolls instead of slides angle = 180.0f * (movedDistance - rotatedDistance) / (radius * idMath::PI); if ( gravityNormal.Cross( curAxis[barrelAxis] ) * dir < 0.0f ) { additionalRotation += angle; } else { additionalRotation -= angle; } dir = vec3_origin; dir[barrelAxis] = 1.0f; additionalAxis = idRotation( vec3_origin, dir, additionalRotation ).ToMat3(); } } } // save state for next think lastOrigin = curOrigin; lastAxis = curAxis; } Present(); } /* ================ idBarrel::Think ================ */ void idBarrel::Think( void ) { if ( thinkFlags & TH_THINK ) { if ( !FollowInitialSplinePath() ) { BecomeInactive( TH_THINK ); } } BarrelThink(); } /* ================ idBarrel::GetPhysicsToVisualTransform ================ */ bool idBarrel::GetPhysicsToVisualTransform( idVec3 &origin, idMat3 &axis ) { origin = vec3_origin; axis = additionalAxis; return true; } /* ================ idBarrel::Spawn ================ */ void idBarrel::Spawn( void ) { const idBounds &bounds = GetPhysics()->GetBounds(); // radius of the barrel cylinder radius = ( bounds[1][0] - bounds[0][0] ) * 0.5f; // always a vertical barrel with cylinder axis parallel to the z-axis barrelAxis = 2; lastOrigin = GetPhysics()->GetOrigin(); lastAxis = GetPhysics()->GetAxis(); additionalRotation = 0.0f; additionalAxis.Identity(); #ifdef _D3XP fl.networkSync = true; #endif } /* ================ idBarrel::ClientPredictionThink ================ */ void idBarrel::ClientPredictionThink( void ) { Think(); } /* =============================================================================== idExplodingBarrel =============================================================================== */ const idEventDef EV_Respawn( "" ); const idEventDef EV_TriggerTargets( "" ); CLASS_DECLARATION( idBarrel, idExplodingBarrel ) EVENT( EV_Activate, idExplodingBarrel::Event_Activate ) EVENT( EV_Respawn, idExplodingBarrel::Event_Respawn ) EVENT( EV_Explode, idExplodingBarrel::Event_Explode ) EVENT( EV_TriggerTargets, idExplodingBarrel::Event_TriggerTargets ) END_CLASS /* ================ idExplodingBarrel::idExplodingBarrel ================ */ idExplodingBarrel::idExplodingBarrel() { spawnOrigin.Zero(); spawnAxis.Zero(); state = NORMAL; #ifdef _D3XP isStable = true; #endif particleModelDefHandle = -1; lightDefHandle = -1; memset( &particleRenderEntity, 0, sizeof( particleRenderEntity ) ); memset( &light, 0, sizeof( light ) ); particleTime = 0; lightTime = 0; time = 0.0f; } /* ================ idExplodingBarrel::~idExplodingBarrel ================ */ idExplodingBarrel::~idExplodingBarrel() { if ( particleModelDefHandle >= 0 ){ gameRenderWorld->FreeEntityDef( particleModelDefHandle ); } if ( lightDefHandle >= 0 ) { gameRenderWorld->FreeLightDef( lightDefHandle ); } } /* ================ idExplodingBarrel::Save ================ */ void idExplodingBarrel::Save( idSaveGame *savefile ) const { savefile->WriteVec3( spawnOrigin ); savefile->WriteMat3( spawnAxis ); savefile->WriteInt( state ); savefile->WriteInt( particleModelDefHandle ); savefile->WriteInt( lightDefHandle ); savefile->WriteRenderEntity( particleRenderEntity ); savefile->WriteRenderLight( light ); savefile->WriteInt( particleTime ); savefile->WriteInt( lightTime ); savefile->WriteFloat( time ); #ifdef _D3XP savefile->WriteBool( isStable ); #endif } /* ================ idExplodingBarrel::Restore ================ */ void idExplodingBarrel::Restore( idRestoreGame *savefile ) { savefile->ReadVec3( spawnOrigin ); savefile->ReadMat3( spawnAxis ); savefile->ReadInt( (int &)state ); savefile->ReadInt( (int &)particleModelDefHandle ); savefile->ReadInt( (int &)lightDefHandle ); savefile->ReadRenderEntity( particleRenderEntity ); savefile->ReadRenderLight( light ); savefile->ReadInt( particleTime ); savefile->ReadInt( lightTime ); savefile->ReadFloat( time ); #ifdef _D3XP savefile->ReadBool( isStable ); if ( lightDefHandle != -1 ) { lightDefHandle = gameRenderWorld->AddLightDef( &light ); } if ( particleModelDefHandle != -1 ) { particleModelDefHandle = gameRenderWorld->AddEntityDef( &particleRenderEntity ); } #endif } /* ================ idExplodingBarrel::Spawn ================ */ void idExplodingBarrel::Spawn( void ) { health = spawnArgs.GetInt( "health", "5" ); fl.takedamage = true; #ifdef _D3XP isStable = true; fl.networkSync = true; #endif spawnOrigin = GetPhysics()->GetOrigin(); spawnAxis = GetPhysics()->GetAxis(); state = NORMAL; particleModelDefHandle = -1; lightDefHandle = -1; lightTime = 0; particleTime = 0; time = spawnArgs.GetFloat( "time" ); memset( &particleRenderEntity, 0, sizeof( particleRenderEntity ) ); memset( &light, 0, sizeof( light ) ); } /* ================ idExplodingBarrel::Think ================ */ void idExplodingBarrel::Think( void ) { idBarrel::BarrelThink(); if ( lightDefHandle >= 0 ){ if ( state == BURNING ) { // ramp the color up over 250 ms float pct = (gameLocal.time - lightTime) / 250.f; if ( pct > 1.0f ) { pct = 1.0f; } light.origin = physicsObj.GetAbsBounds().GetCenter(); light.axis = mat3_identity; light.shaderParms[ SHADERPARM_RED ] = pct; light.shaderParms[ SHADERPARM_GREEN ] = pct; light.shaderParms[ SHADERPARM_BLUE ] = pct; light.shaderParms[ SHADERPARM_ALPHA ] = pct; gameRenderWorld->UpdateLightDef( lightDefHandle, &light ); } else { if ( gameLocal.time - lightTime > 250 ) { gameRenderWorld->FreeLightDef( lightDefHandle ); lightDefHandle = -1; } return; } } if ( !gameLocal.isClient && state != BURNING && state != EXPLODING ) { BecomeInactive( TH_THINK ); return; } if ( particleModelDefHandle >= 0 ){ particleRenderEntity.origin = physicsObj.GetAbsBounds().GetCenter(); particleRenderEntity.axis = mat3_identity; gameRenderWorld->UpdateEntityDef( particleModelDefHandle, &particleRenderEntity ); } } #ifdef _D3XP /* ================ idExplodingBarrel::SetStability ================ */ void idExplodingBarrel::SetStability( bool stability ) { isStable = stability; } /* ================ idExplodingBarrel::IsStable ================ */ bool idExplodingBarrel::IsStable( void ) { return isStable; } /* ================ idExplodingBarrel::StartBurning ================ */ void idExplodingBarrel::StartBurning( void ) { state = BURNING; AddParticles( "barrelfire.prt", true ); } /* ================ idExplodingBarrel::StartBurning ================ */ void idExplodingBarrel::StopBurning( void ) { state = NORMAL; if ( particleModelDefHandle >= 0 ){ gameRenderWorld->FreeEntityDef( particleModelDefHandle ); particleModelDefHandle = -1; particleTime = 0; memset( &particleRenderEntity, 0, sizeof( particleRenderEntity ) ); } } #endif /* ================ idExplodingBarrel::AddParticles ================ */ void idExplodingBarrel::AddParticles( const char *name, bool burn ) { if ( name && *name ) { #ifdef _D3XP int explicitTimeGroup = timeGroup; SetTimeState explicitTS( explicitTimeGroup ); #endif if ( particleModelDefHandle >= 0 ){ gameRenderWorld->FreeEntityDef( particleModelDefHandle ); } memset( &particleRenderEntity, 0, sizeof ( particleRenderEntity ) ); const idDeclModelDef *modelDef = static_cast( declManager->FindType( DECL_MODELDEF, name ) ); if ( modelDef ) { particleRenderEntity.origin = physicsObj.GetAbsBounds().GetCenter(); particleRenderEntity.axis = mat3_identity; particleRenderEntity.hModel = modelDef->ModelHandle(); float rgb = ( burn ) ? 0.0f : 1.0f; particleRenderEntity.shaderParms[ SHADERPARM_RED ] = rgb; particleRenderEntity.shaderParms[ SHADERPARM_GREEN ] = rgb; particleRenderEntity.shaderParms[ SHADERPARM_BLUE ] = rgb; particleRenderEntity.shaderParms[ SHADERPARM_ALPHA ] = rgb; particleRenderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( gameLocal.realClientTime ); particleRenderEntity.shaderParms[ SHADERPARM_DIVERSITY ] = ( burn ) ? 1.0f : gameLocal.random.RandomInt( 90 ); #ifdef _D3XP particleRenderEntity.timeGroup = explicitTimeGroup; #endif if ( !particleRenderEntity.hModel ) { particleRenderEntity.hModel = renderModelManager->FindModel( name ); } particleModelDefHandle = gameRenderWorld->AddEntityDef( &particleRenderEntity ); if ( burn ) { BecomeActive( TH_THINK ); } particleTime = gameLocal.realClientTime; } } } /* ================ idExplodingBarrel::AddLight ================ */ void idExplodingBarrel::AddLight( const char *name, bool burn ) { if ( lightDefHandle >= 0 ){ gameRenderWorld->FreeLightDef( lightDefHandle ); } memset( &light, 0, sizeof ( light ) ); light.axis = mat3_identity; light.lightRadius.x = spawnArgs.GetFloat( "light_radius" ); light.lightRadius.y = light.lightRadius.z = light.lightRadius.x; light.origin = physicsObj.GetOrigin(); light.origin.z += 128; light.pointLight = true; light.shader = declManager->FindMaterial( name ); light.shaderParms[ SHADERPARM_RED ] = 2.0f; light.shaderParms[ SHADERPARM_GREEN ] = 2.0f; light.shaderParms[ SHADERPARM_BLUE ] = 2.0f; light.shaderParms[ SHADERPARM_ALPHA ] = 2.0f; lightDefHandle = gameRenderWorld->AddLightDef( &light ); lightTime = gameLocal.realClientTime; BecomeActive( TH_THINK ); } /* ================ idExplodingBarrel::ExplodingEffects ================ */ void idExplodingBarrel::ExplodingEffects( void ) { const char *temp; StartSound( "snd_explode", SND_CHANNEL_ANY, 0, false, NULL ); temp = spawnArgs.GetString( "model_damage" ); if ( *temp != '\0' ) { SetModel( temp ); Show(); } temp = spawnArgs.GetString( "model_detonate" ); if ( *temp != '\0' ) { AddParticles( temp, false ); } temp = spawnArgs.GetString( "mtr_lightexplode" ); if ( *temp != '\0' ) { AddLight( temp, false ); } temp = spawnArgs.GetString( "mtr_burnmark" ); if ( *temp != '\0' ) { gameLocal.ProjectDecal( GetPhysics()->GetOrigin(), GetPhysics()->GetGravity(), 128.0f, true, 96.0f, temp ); } } /* ================ idExplodingBarrel::Killed ================ */ void idExplodingBarrel::Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location ) { if ( IsHidden() || state == EXPLODING || state == BURNING ) { return; } float f = spawnArgs.GetFloat( "burn" ); if ( f > 0.0f && state == NORMAL ) { state = BURNING; PostEventSec( &EV_Explode, f ); StartSound( "snd_burn", SND_CHANNEL_ANY, 0, false, NULL ); AddParticles( spawnArgs.GetString ( "model_burn", "" ), true ); return; } else { state = EXPLODING; if ( gameLocal.isServer ) { idBitMsg msg; byte msgBuf[MAX_EVENT_PARAM_SIZE]; msg.Init( msgBuf, sizeof( msgBuf ) ); msg.WriteInt( gameLocal.time ); ServerSendEvent( EVENT_EXPLODE, &msg, false, -1 ); } } // do this before applying radius damage so the ent can trace to any damagable ents nearby Hide(); physicsObj.SetContents( 0 ); const char *splash = spawnArgs.GetString( "def_splash_damage", "damage_explosion" ); if ( splash && *splash ) { gameLocal.RadiusDamage( GetPhysics()->GetOrigin(), this, attacker, this, this, splash ); } ExplodingEffects( ); //FIXME: need to precache all the debris stuff here and in the projectiles const idKeyValue *kv = spawnArgs.MatchPrefix( "def_debris" ); // bool first = true; while ( kv ) { const idDict *debris_args = gameLocal.FindEntityDefDict( kv->GetValue(), false ); if ( debris_args ) { idEntity *ent; idVec3 dir; idDebris *debris; //if ( first ) { dir = physicsObj.GetAxis()[1]; // first = false; //} else { dir.x += gameLocal.random.CRandomFloat() * 4.0f; dir.y += gameLocal.random.CRandomFloat() * 4.0f; //dir.z = gameLocal.random.RandomFloat() * 8.0f; //} dir.Normalize(); gameLocal.SpawnEntityDef( *debris_args, &ent, false ); if ( !ent || !ent->IsType( idDebris::Type ) ) { gameLocal.Error( "'projectile_debris' is not an idDebris" ); } debris = static_cast(ent); debris->Create( this, physicsObj.GetOrigin(), dir.ToMat3() ); debris->Launch(); debris->GetRenderEntity()->shaderParms[ SHADERPARM_TIME_OF_DEATH ] = ( gameLocal.time + 1500 ) * 0.001f; debris->UpdateVisuals(); } kv = spawnArgs.MatchPrefix( "def_debris", kv ); } physicsObj.PutToRest(); CancelEvents( &EV_Explode ); CancelEvents( &EV_Activate ); f = spawnArgs.GetFloat( "respawn" ); if ( f > 0.0f ) { PostEventSec( &EV_Respawn, f ); } else { PostEventMS( &EV_Remove, 5000 ); } if ( spawnArgs.GetBool( "triggerTargets" ) ) { ActivateTargets( this ); } } /* ================ idExplodingBarrel::Damage ================ */ void idExplodingBarrel::Damage( idEntity *inflictor, idEntity *attacker, const idVec3 &dir, const char *damageDefName, const float damageScale, const int location ) { const idDict *damageDef = gameLocal.FindEntityDefDict( damageDefName ); if ( !damageDef ) { gameLocal.Error( "Unknown damageDef '%s'\n", damageDefName ); } if ( damageDef->FindKey( "radius" ) && GetPhysics()->GetContents() != 0 && GetBindMaster() == NULL ) { PostEventMS( &EV_Explode, 400 ); } else { idEntity::Damage( inflictor, attacker, dir, damageDefName, damageScale, location ); } } /* ================ idExplodingBarrel::Event_TriggerTargets ================ */ void idExplodingBarrel::Event_TriggerTargets() { ActivateTargets( this ); } /* ================ idExplodingBarrel::Event_Explode ================ */ void idExplodingBarrel::Event_Explode() { if ( state == NORMAL || state == BURNING ) { state = BURNEXPIRED; Killed( NULL, NULL, 0, vec3_zero, 0 ); } } /* ================ idExplodingBarrel::Event_Respawn ================ */ void idExplodingBarrel::Event_Respawn() { int i; int minRespawnDist = spawnArgs.GetInt( "respawn_range", "256" ); if ( minRespawnDist ) { float minDist = -1; for ( i = 0; i < gameLocal.numClients; i++ ) { if ( !gameLocal.entities[ i ] || !gameLocal.entities[ i ]->IsType( idPlayer::Type ) ) { continue; } idVec3 v = gameLocal.entities[ i ]->GetPhysics()->GetOrigin() - GetPhysics()->GetOrigin(); float dist = v.Length(); if ( minDist < 0 || dist < minDist ) { minDist = dist; } } if ( minDist < minRespawnDist ) { PostEventSec( &EV_Respawn, spawnArgs.GetInt( "respawn_again", "10" ) ); return; } } const char *temp = spawnArgs.GetString( "model" ); if ( temp && *temp ) { SetModel( temp ); } health = spawnArgs.GetInt( "health", "5" ); fl.takedamage = true; physicsObj.SetOrigin( spawnOrigin ); physicsObj.SetAxis( spawnAxis ); physicsObj.SetContents( CONTENTS_SOLID ); physicsObj.DropToFloor(); state = NORMAL; Show(); UpdateVisuals(); } /* ================ idMoveable::Event_Activate ================ */ void idExplodingBarrel::Event_Activate( idEntity *activator ) { Killed( activator, activator, 0, vec3_origin, 0 ); } /* ================ idMoveable::WriteToSnapshot ================ */ void idExplodingBarrel::WriteToSnapshot( idBitMsgDelta &msg ) const { idMoveable::WriteToSnapshot( msg ); msg.WriteBits( IsHidden(), 1 ); } /* ================ idMoveable::ReadFromSnapshot ================ */ void idExplodingBarrel::ReadFromSnapshot( const idBitMsgDelta &msg ) { idMoveable::ReadFromSnapshot( msg ); if ( msg.ReadBits( 1 ) ) { Hide(); } else { Show(); } } /* ================ idExplodingBarrel::ClientReceiveEvent ================ */ bool idExplodingBarrel::ClientReceiveEvent( int event, int time, const idBitMsg &msg ) { switch( event ) { case EVENT_EXPLODE: if ( gameLocal.realClientTime - msg.ReadInt() < spawnArgs.GetInt( "explode_lapse", "1000" ) ) { ExplodingEffects( ); } return true; default: break; } return idBarrel::ClientReceiveEvent( event, time, msg ); }