mirror of
https://github.com/dhewm/dhewm3-sdk.git
synced 2024-12-03 17:52:00 +00:00
351a1744a7
it was caused by decals of size 0 (when the arrow hits the floor) at least in Rivensin this caused trouble, so it seems likely that it's responsible for some of the reported Dentonmod crashes as well
2651 lines
74 KiB
C++
2651 lines
74 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#include "sys/platform.h"
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#include "renderer/ModelManager.h"
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#include "gamesys/SysCvar.h"
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#include "script/Script_Thread.h"
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#include "ai/AI.h"
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#include "Player.h"
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#include "Mover.h"
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#include "SmokeParticles.h"
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#include "framework/DeclEntityDef.h"
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#include "Projectile.h"
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#ifdef _DENTONMOD
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#include "BrittleFracture.h"
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#include "Moveable.h"
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#endif
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/*
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===============================================================================
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idProjectile
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===============================================================================
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*/
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static const int BFG_DAMAGE_FREQUENCY = 333;
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static const float BOUNCE_SOUND_MIN_VELOCITY = 100.0f; //200
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static const float BOUNCE_SOUND_MAX_VELOCITY = 600.0f;//400
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const idEventDef EV_Explode( "<explode>", NULL );
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const idEventDef EV_Fizzle( "<fizzle>", NULL );
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const idEventDef EV_RadiusDamage( "<radiusdmg>", "e" );
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const idEventDef EV_GetProjectileState( "getProjectileState", NULL, 'd' );
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CLASS_DECLARATION( idEntity, idProjectile )
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EVENT( EV_Explode, idProjectile::Event_Explode )
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EVENT( EV_Fizzle, idProjectile::Event_Fizzle )
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EVENT( EV_Touch, idProjectile::Event_Touch )
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EVENT( EV_RadiusDamage, idProjectile::Event_RadiusDamage )
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EVENT( EV_GetProjectileState, idProjectile::Event_GetProjectileState )
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END_CLASS
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/*
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================
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idProjectile::idProjectile
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================
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*/
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idProjectile::idProjectile( void ) {
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owner = NULL;
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lightDefHandle = -1;
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thrust = 0.0f;
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thrust_end = 0;
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smokeFly = NULL;
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smokeFlyTime = 0;
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state = SPAWNED;
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lightOffset = vec3_zero;
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lightStartTime = 0;
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lightEndTime = 0;
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lightColor = vec3_zero;
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state = SPAWNED;
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damagePower = 1.0f;
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damageDef = NULL; // new
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memset( &projectileFlags, 0, sizeof( projectileFlags ) );
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memset( &renderLight, 0, sizeof( renderLight ) );
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#ifdef _DENTONMOD
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tracerEffect = NULL;
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#endif
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// note: for net_instanthit projectiles, we will force this back to false at spawn time
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fl.networkSync = true;
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netSyncPhysics = false;
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}
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/*
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================
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idProjectile::Spawn
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================
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*/
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void idProjectile::Spawn( void ) {
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physicsObj.SetSelf( this );
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physicsObj.SetClipModel( new idClipModel( GetPhysics()->GetClipModel() ), 1.0f );
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physicsObj.SetContents( 0 );
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physicsObj.SetClipMask( 0 );
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physicsObj.PutToRest();
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SetPhysics( &physicsObj );
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}
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/*
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================
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idProjectile::Save
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================
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*/
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void idProjectile::Save( idSaveGame *savefile ) const {
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owner.Save( savefile );
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projectileFlags_s flags = projectileFlags;
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LittleBitField( &flags, sizeof( flags ) );
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savefile->Write( &flags, sizeof( flags ) );
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savefile->WriteFloat( thrust );
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savefile->WriteInt( thrust_end );
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savefile->WriteRenderLight( renderLight );
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savefile->WriteInt( (int)lightDefHandle );
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savefile->WriteVec3( lightOffset );
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savefile->WriteInt( lightStartTime );
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savefile->WriteInt( lightEndTime );
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savefile->WriteVec3( lightColor );
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savefile->WriteParticle( smokeFly );
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savefile->WriteInt( smokeFlyTime );
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savefile->WriteInt( (int)state );
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savefile->WriteFloat( damagePower );
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savefile->WriteStaticObject( physicsObj );
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savefile->WriteStaticObject( thruster );
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}
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/*
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================
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idProjectile::Restore
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================
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*/
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void idProjectile::Restore( idRestoreGame *savefile ) {
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owner.Restore( savefile );
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savefile->Read( &projectileFlags, sizeof( projectileFlags ) );
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LittleBitField( &projectileFlags, sizeof( projectileFlags ) );
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savefile->ReadFloat( thrust );
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savefile->ReadInt( thrust_end );
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savefile->ReadRenderLight( renderLight );
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savefile->ReadInt( (int &)lightDefHandle );
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savefile->ReadVec3( lightOffset );
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savefile->ReadInt( lightStartTime );
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savefile->ReadInt( lightEndTime );
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savefile->ReadVec3( lightColor );
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savefile->ReadParticle( smokeFly );
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savefile->ReadInt( smokeFlyTime );
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savefile->ReadInt( (int &)state );
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savefile->ReadFloat( damagePower );
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savefile->ReadStaticObject( physicsObj );
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RestorePhysics( &physicsObj );
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savefile->ReadStaticObject( thruster );
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thruster.SetPhysics( &physicsObj );
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if ( smokeFly != NULL ) {
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idVec3 dir;
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dir = physicsObj.GetLinearVelocity();
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dir.NormalizeFast();
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gameLocal.smokeParticles->EmitSmoke( smokeFly, gameLocal.time, gameLocal.random.RandomFloat(), GetPhysics()->GetOrigin(), GetPhysics()->GetAxis() );
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}
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//Reinitialize the damage Def--- By Clone JC Denton
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damageDef = gameLocal.FindEntityDef( spawnArgs.GetString( "def_damage" ) );
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}
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/*
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================
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idProjectile::GetOwner
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================
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*/
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idEntity *idProjectile::GetOwner( void ) const {
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return owner.GetEntity();
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}
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/*
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================
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idProjectile::Create
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================
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*/
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void idProjectile::Create( idEntity *owner, const idVec3 &start, const idVec3 &dir ) {
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idDict args;
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idStr shaderName;
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idVec3 light_color;
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// idVec3 light_offset; // was delcared unnecessarily, removed by Clone JC Denton
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idVec3 tmp;
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idMat3 axis;
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Unbind();
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// align z-axis of model with the direction
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axis = dir.ToMat3();
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tmp = axis[2];
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axis[2] = axis[0];
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axis[0] = -tmp;
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physicsObj.SetOrigin( start );
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physicsObj.SetAxis( axis );
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physicsObj.GetClipModel()->SetOwner( owner );
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this->owner = owner;
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memset( &renderLight, 0, sizeof( renderLight ) );
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shaderName = spawnArgs.GetString( "mtr_light_shader" );
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if ( *(const char *)shaderName ) {
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renderLight.shader = declManager->FindMaterial( shaderName, false );
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renderLight.pointLight = true;
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renderLight.lightRadius[0] =
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renderLight.lightRadius[1] =
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renderLight.lightRadius[2] = spawnArgs.GetFloat( "light_radius" );
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spawnArgs.GetVector( "light_color", "1 1 1", light_color );
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renderLight.shaderParms[0] = light_color[0];
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renderLight.shaderParms[1] = light_color[1];
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renderLight.shaderParms[2] = light_color[2];
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renderLight.shaderParms[3] = 1.0f;
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}
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spawnArgs.GetVector( "light_offset", "0 0 0", lightOffset );
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lightStartTime = 0;
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lightEndTime = 0;
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smokeFlyTime = 0;
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damagePower = 1.0f;
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damageDef = NULL; // New
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UpdateVisuals();
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state = CREATED;
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if ( spawnArgs.GetBool( "net_fullphysics" ) ) {
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netSyncPhysics = true;
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}
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}
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/*
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=================
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idProjectile::~idProjectile
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=================
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*/
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idProjectile::~idProjectile() {
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StopSound( SND_CHANNEL_ANY, false );
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FreeLightDef();
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#ifdef _DENTONMOD
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if( tracerEffect ) {
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delete tracerEffect;
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}
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#endif
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}
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/*
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=================
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idProjectile::FreeLightDef
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=================
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*/
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void idProjectile::FreeLightDef( void ) {
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if ( lightDefHandle != -1 ) {
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gameRenderWorld->FreeLightDef( lightDefHandle );
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lightDefHandle = -1;
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}
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}
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/*
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=================
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idProjectile::Launch
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=================
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*/
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void idProjectile::Launch( const idVec3 &start, const idVec3 &dir, const idVec3 &pushVelocity, const float timeSinceFire, const float launchPower, const float dmgPower ) {
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float fuse;
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float endthrust;
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idVec3 velocity;
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idAngles angular_velocity;
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float linear_friction;
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float angular_friction;
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float contact_friction;
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float bounce;
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float mass;
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float speed;
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float gravity;
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idVec3 gravVec;
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idVec3 tmp;
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idMat3 axis;
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int contents;
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int clipMask;
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// allow characters to throw projectiles during cinematics, but not the player
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if ( owner.GetEntity() && !owner.GetEntity()->IsType( idPlayer::Type ) ) {
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cinematic = owner.GetEntity()->cinematic;
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} else {
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cinematic = false;
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}
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thrust = spawnArgs.GetFloat( "thrust" );
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endthrust = spawnArgs.GetFloat( "thrust_end" );
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spawnArgs.GetVector( "velocity", "0 0 0", velocity );
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speed = velocity.Length() * launchPower;
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damagePower = dmgPower;
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spawnArgs.GetAngles( "angular_velocity", "0 0 0", angular_velocity );
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linear_friction = spawnArgs.GetFloat( "linear_friction" );
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angular_friction = spawnArgs.GetFloat( "angular_friction" );
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contact_friction = spawnArgs.GetFloat( "contact_friction" );
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bounce = spawnArgs.GetFloat( "bounce" );
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mass = spawnArgs.GetFloat( "mass" );
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gravity = spawnArgs.GetFloat( "gravity" );
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fuse = spawnArgs.GetFloat( "fuse" );
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projectileFlags.detonate_on_world = spawnArgs.GetBool( "detonate_on_world" );
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projectileFlags.detonate_on_actor = spawnArgs.GetBool( "detonate_on_actor" );
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projectileFlags.randomShaderSpin = spawnArgs.GetBool( "random_shader_spin" );
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if ( mass <= 0 ) {
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gameLocal.Error( "Invalid mass on '%s'\n", GetEntityDefName() );
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}
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thrust *= mass;
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thrust_end = SEC2MS( endthrust ) + gameLocal.time;
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lightStartTime = 0;
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lightEndTime = 0;
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if ( health ) {
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fl.takedamage = true;
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}
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gravVec = gameLocal.GetGravity();
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gravVec.NormalizeFast();
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Unbind();
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// align z-axis of model with the direction
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axis = dir.ToMat3();
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tmp = axis[2];
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axis[2] = axis[0];
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axis[0] = -tmp;
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contents = 0;
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clipMask = MASK_SHOT_RENDERMODEL;
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if ( spawnArgs.GetBool( "detonate_on_trigger" ) ) {
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contents |= CONTENTS_TRIGGER;
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}
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if ( !spawnArgs.GetBool( "no_contents" ) ) {
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contents |= CONTENTS_PROJECTILE;
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clipMask |= CONTENTS_PROJECTILE;
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}
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// don't do tracers on client, we don't know origin and direction
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// if ( spawnArgs.GetBool( "tracers" ) && gameLocal.random.RandomFloat() > 0.5f ) {
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physicsObj.SetMass( mass );
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physicsObj.SetFriction( linear_friction, angular_friction, contact_friction );
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if ( contact_friction == 0.0f ) {
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physicsObj.NoContact();
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}
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physicsObj.SetBouncyness( bounce );
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physicsObj.SetGravity( gravVec * gravity );
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physicsObj.SetContents( contents );
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physicsObj.SetClipMask( clipMask );
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physicsObj.SetLinearVelocity( axis[ 2 ] * speed + pushVelocity );
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physicsObj.SetAngularVelocity( angular_velocity.ToAngularVelocity() * axis );
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physicsObj.SetOrigin( start );
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physicsObj.SetAxis( axis );
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thruster.SetPosition( &physicsObj, 0, idVec3( GetPhysics()->GetBounds()[ 0 ].x, 0, 0 ) );
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// Find and store the damage def only once- --- New
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// place this line before checking the fuse- for beam weapons
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damageDef = gameLocal.FindEntityDef( spawnArgs.GetString( "def_damage" ) );
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if ( !gameLocal.isClient ) {
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if ( fuse <= 0 ) {
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// run physics for 1 second
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RunPhysics();
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PostEventMS( &EV_Remove, spawnArgs.GetInt( "remove_time", "1500" ) );
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} else if ( spawnArgs.GetBool( "detonate_on_fuse" ) ) {
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fuse -= timeSinceFire;
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if ( fuse < 0.0f ) {
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fuse = 0.0f;
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}
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PostEventSec( &EV_Explode, fuse );
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} else {
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fuse -= timeSinceFire;
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if ( fuse < 0.0f ) {
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fuse = 0.0f;
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}
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PostEventSec( &EV_Fizzle, fuse );
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}
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}
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const idDict *damageDict = damageDef != NULL ? &damageDef->dict : &spawnArgs;
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idStr sound;
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if ( spawnArgs.GetBool( "tracers" ) ) {
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if( !damageDict->GetString( "snd_tracer", "", sound ) ){
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spawnArgs.GetString( "snd_tracer", "", sound );
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}
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#ifdef _DENTONMOD
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if( spawnArgs.GetBool( "launchFromBarrel") ) {
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idStr tracerModel;
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if( spawnArgs.GetString( "beam_skin", NULL ) != NULL ) { // See if there's a beam_skin
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tracerEffect = new dnBarrelLaunchedBeamTracer( this );
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}
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else if ( tracerEffect == NULL && spawnArgs.GetString( "model_tracer", "", tracerModel ) ){
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SetModel( tracerModel );
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}
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}
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#else
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idStr tracerModel;
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if ( spawnArgs.GetString( "model_tracer", "", tracerModel ) ){
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SetModel( tracerModel );
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}
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#endif
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} else {
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if( !damageDict->GetString( "snd_fly", "", sound ) ){
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spawnArgs.GetString( "snd_fly", "", sound );
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}
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}
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StartSoundShader(declManager->FindSound( sound ), SND_CHANNEL_BODY, 0, false, NULL );
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//StartSoundShader( declManager->FindSound( sound ), SND_CHANNEL_BODY, 0, false, NULL );
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smokeFlyTime = 0;
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const char *smokeName = spawnArgs.GetString( "smoke_fly" );
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if ( *smokeName != '\0' ) {
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smokeFly = static_cast<const idDeclParticle *>( declManager->FindType( DECL_PARTICLE, smokeName ) );
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smokeFlyTime = gameLocal.time;
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}
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// used for the plasma bolts but may have other uses as well
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if ( projectileFlags.randomShaderSpin ) {
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float f = gameLocal.random.RandomFloat();
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f *= 0.5f;
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renderEntity.shaderParms[SHADERPARM_DIVERSITY] = f;
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}
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UpdateVisuals();
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state = LAUNCHED;
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}
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/*
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================
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idProjectile::Think
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================
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*/
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void idProjectile::Think( void ) {
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#ifdef _DENTONMOD
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if( state != EXPLODED ) { // update & run physics until projectile is not exploded. -Clone JC Denton
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#endif
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if( thinkFlags & TH_THINK ) {
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if ( thrust && ( gameLocal.time < thrust_end ) ) {
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// evaluate force
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thruster.SetForce( GetPhysics()->GetAxis()[ 0 ] * thrust );
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thruster.Evaluate( gameLocal.time );
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}
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}
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// run physics until projectile is not exploded. -Clone JC Denton
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RunPhysics();
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#ifdef _DENTONMOD
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}
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if( tracerEffect ) {
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tracerEffect->Think();
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}
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#endif
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Present();
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// add the particles
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if ( smokeFly != NULL && smokeFlyTime && !IsHidden() ) {
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idVec3 dir = -GetPhysics()->GetLinearVelocity();
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dir.Normalize();
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if ( !gameLocal.smokeParticles->EmitSmoke( smokeFly, smokeFlyTime, gameLocal.random.RandomFloat(), GetPhysics()->GetOrigin(), dir.ToMat3() ) ) {
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smokeFlyTime = gameLocal.time;
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}
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}
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// add the light
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if ( renderLight.lightRadius.x > 0.0f && g_projectileLights.GetBool() ) {
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renderLight.origin = GetPhysics()->GetOrigin() + GetPhysics()->GetAxis() * lightOffset;
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renderLight.axis = GetPhysics()->GetAxis();
|
|
if ( ( lightDefHandle != -1 ) ) {
|
|
if ( lightEndTime > 0 && gameLocal.time <= lightEndTime + gameLocal.GetMSec() ) {
|
|
idVec3 color( 0, 0, 0 );
|
|
if ( gameLocal.time < lightEndTime ) {
|
|
float frac = ( float )( gameLocal.time - lightStartTime ) / ( float )( lightEndTime - lightStartTime );
|
|
color.Lerp( lightColor, color, frac );
|
|
}
|
|
renderLight.shaderParms[SHADERPARM_RED] = color.x;
|
|
renderLight.shaderParms[SHADERPARM_GREEN] = color.y;
|
|
renderLight.shaderParms[SHADERPARM_BLUE] = color.z;
|
|
}
|
|
gameRenderWorld->UpdateLightDef( lightDefHandle, &renderLight );
|
|
} else {
|
|
lightDefHandle = gameRenderWorld->AddLightDef( &renderLight );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idProjectile::Collide
|
|
=================
|
|
*/
|
|
bool idProjectile::Collide( const trace_t &collision, const idVec3 &velocity ) {
|
|
idEntity *ent;
|
|
idEntity *ignore;
|
|
const char *damageDefName;
|
|
idVec3 dir;
|
|
float push;
|
|
float damageScale;
|
|
/*idDict &damageArgs;
|
|
|
|
if ( damageDef != NULL ) {
|
|
damageArgs = damageDef->dict;
|
|
}
|
|
else {
|
|
damageArgs = spawnArgs;
|
|
}*/
|
|
|
|
if ( state == EXPLODED || state == FIZZLED ) {
|
|
return true;
|
|
}
|
|
|
|
// predict the explosion
|
|
if ( gameLocal.isClient ) {
|
|
if ( ClientPredictionCollide( this, damageDef!=NULL ? damageDef->dict: spawnArgs, collision, velocity, !spawnArgs.GetBool( "net_instanthit" ) ) ) {
|
|
Explode( collision, NULL );
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
#ifdef _DENTONMOD
|
|
if( tracerEffect!= NULL && tracerEffect->IsType( dnRailBeam::Type() ) ) {
|
|
static_cast<dnRailBeam *>( tracerEffect )->Create( collision.c.point );
|
|
}
|
|
#endif
|
|
|
|
// remove projectile when a 'noimpact' surface is hit
|
|
if ( ( collision.c.material != NULL ) && ( collision.c.material->GetSurfaceFlags() & SURF_NOIMPACT ) ) {
|
|
PostEventMS( &EV_Remove, 0 );
|
|
common->DPrintf( "Projectile collision no impact\n" );
|
|
return true;
|
|
}
|
|
|
|
// get the entity the projectile collided with
|
|
ent = gameLocal.entities[ collision.c.entityNum ];
|
|
if ( ent == owner.GetEntity() ) {
|
|
assert( 0 );
|
|
return true;
|
|
}
|
|
|
|
// just get rid of the projectile when it hits a player in noclip
|
|
if ( ent->IsType( idPlayer::Type ) && static_cast<idPlayer *>( ent )->noclip ) {
|
|
PostEventMS( &EV_Remove, 0 );
|
|
return true;
|
|
}
|
|
|
|
// direction of projectile
|
|
dir = velocity;
|
|
dir.Normalize();
|
|
|
|
// projectiles can apply an additional impulse next to the rigid body physics impulse
|
|
if ( spawnArgs.GetFloat( "push", "0", push ) && push > 0.0f ) {
|
|
ent->ApplyImpulse( this, collision.c.id, collision.c.point, push * dir );
|
|
}
|
|
|
|
// MP: projectiles open doors
|
|
if ( gameLocal.isMultiplayer && ent->IsType( idDoor::Type ) && !static_cast< idDoor * >(ent)->IsOpen() && !ent->spawnArgs.GetBool( "no_touch" ) ) {
|
|
ent->ProcessEvent( &EV_Activate , this );
|
|
}
|
|
|
|
if ( ent->IsType( idActor::Type ) || ( ent->IsType( idAFAttachment::Type ) && static_cast<const idAFAttachment*>(ent)->GetBody()->IsType( idActor::Type ) ) ) {
|
|
if ( !projectileFlags.detonate_on_actor ) {
|
|
return false;
|
|
}
|
|
} else {
|
|
if ( !projectileFlags.detonate_on_world ) {
|
|
if ( !StartSound( "snd_ricochet", SND_CHANNEL_ITEM, 0, true, NULL ) ) {
|
|
float len = velocity.Length();
|
|
if ( len > BOUNCE_SOUND_MIN_VELOCITY ) {
|
|
SetSoundVolume( len > BOUNCE_SOUND_MAX_VELOCITY ? 1.0f : idMath::Sqrt( len - BOUNCE_SOUND_MIN_VELOCITY ) * ( 1.0f / idMath::Sqrt( BOUNCE_SOUND_MAX_VELOCITY - BOUNCE_SOUND_MIN_VELOCITY ) ) );
|
|
StartSound( "snd_bounce", SND_CHANNEL_ANY, 0, true, NULL );
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
}
|
|
|
|
SetOrigin( collision.endpos );
|
|
SetAxis( collision.endAxis );
|
|
|
|
// unlink the clip model because we no longer need it
|
|
GetPhysics()->UnlinkClip();
|
|
|
|
// damageDefName = spawnArgs.GetString( "def_damage" );
|
|
|
|
if (damageDef != NULL) {
|
|
damageDefName = damageDef->GetName();
|
|
}
|
|
else {
|
|
damageDefName = NULL;
|
|
}
|
|
ignore = NULL;
|
|
|
|
// if the projectile causes a damage effect
|
|
// The Damage effects were previously applied after applying damage but we are applying before it
|
|
// because we wanted it so in idAnimatedEntity::AddLocalDamageEffect - By Clone JCD
|
|
|
|
if ( spawnArgs.GetBool( "impact_damage_effect" ) ) {
|
|
// if the hit entity has a special damage effect
|
|
#ifdef _DENTONMOD
|
|
StopSound( SND_CHANNEL_BODY, false ); // stop projectile flying sound upon impact, useful when is a looping sound.
|
|
// FIXME: need to restart this sound when projectile is bouncing off of surfaces
|
|
|
|
if ( (ent->IsType(idBrittleFracture::Type) || ent->IsType(idAnimatedEntity::Type) || ent->IsType(idMoveable::Type) || ent->IsType(idMoveableItem::Type)) && ent->spawnArgs.GetBool( "bleed", "1" ) ) { // This ensures that if an entity does not have bleed key defined, it will be considered true by default
|
|
projectileFlags.impact_fx_played = true;
|
|
ent->AddDamageEffect( collision, velocity, damageDefName, this );
|
|
#else
|
|
if ( ent->spawnArgs.GetBool( "bleed" ) ) {
|
|
ent->AddDamageEffect( collision, velocity, damageDefName );
|
|
#endif
|
|
|
|
} else {
|
|
AddDefaultDamageEffect( collision, velocity );
|
|
}
|
|
}
|
|
|
|
|
|
// if the hit entity takes damage
|
|
if ( ent->fl.takedamage ) {
|
|
if ( damagePower ) {
|
|
damageScale = damagePower;
|
|
} else {
|
|
damageScale = 1.0f;
|
|
}
|
|
|
|
// if the projectile owner is a player
|
|
if ( owner.GetEntity() && owner.GetEntity()->IsType( idPlayer::Type ) ) {
|
|
// if the projectile hit an actor
|
|
if ( ent->IsType( idActor::Type ) ) {
|
|
idPlayer *player = static_cast<idPlayer *>( owner.GetEntity() );
|
|
player->AddProjectileHits( 1 );
|
|
damageScale *= player->PowerUpModifier( PROJECTILE_DAMAGE );
|
|
}
|
|
}
|
|
|
|
if ( damageDefName[0] != '\0' ) {
|
|
ent->Damage( this, owner.GetEntity(), dir, damageDefName, damageScale, CLIPMODEL_ID_TO_JOINT_HANDLE( collision.c.id ) );
|
|
if ( spawnArgs.GetBool ("ignore_splash_damage", "1") ) { // Added by Clone JCD for letting projectile def decide the ignore behaviour.
|
|
ignore = ent;
|
|
}
|
|
}
|
|
}
|
|
|
|
Explode( collision, ignore );
|
|
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idProjectile::DefaultDamageEffect
|
|
=================
|
|
*/
|
|
void idProjectile::DefaultDamageEffect( idEntity *soundEnt, const idDict &projectileDef, const trace_t &collision, const idVec3 &velocity ) {
|
|
const char *decal, *sound, *typeName;
|
|
surfTypes_t materialType;
|
|
|
|
if ( collision.c.material != NULL ) {
|
|
materialType = collision.c.material->GetSurfaceType();
|
|
} else {
|
|
materialType = SURFTYPE_METAL;
|
|
}
|
|
|
|
// get material type name
|
|
typeName = gameLocal.sufaceTypeNames[ materialType ];
|
|
|
|
// play impact sound
|
|
sound = projectileDef.GetString( va( "snd_%s", typeName ) );
|
|
if ( *sound == '\0' ) {
|
|
sound = projectileDef.GetString( "snd_metal" );
|
|
}
|
|
if ( *sound == '\0' ) {
|
|
sound = projectileDef.GetString( "snd_impact" );
|
|
}
|
|
if ( *sound != '\0' ) {
|
|
soundEnt->StartSoundShader( declManager->FindSound( sound ), SND_CHANNEL_BODY, 0, false, NULL );
|
|
}
|
|
|
|
// project decal
|
|
// Note that decal info is taken from projectile def, as projectDecal and projectOverlay work differently.
|
|
|
|
decal =projectileDef.GetString( va( "mtr_wound_%s", typeName ) );
|
|
|
|
if ( g_debugDamage.GetBool() && collision.c.material != NULL ) { // If this check is not performed game may crash at ocassions
|
|
gameLocal.Printf("\n Collision Material Type: %s", typeName);
|
|
gameLocal.Printf("\n File: %s", collision.c.material->GetFileName ());
|
|
gameLocal.Printf("\n Collision material: %s", collision.c.material->ImageName());
|
|
}
|
|
|
|
if ( *decal == '\0' ) {
|
|
decal = projectileDef.GetString( "mtr_wound" ); // Default decal
|
|
}
|
|
|
|
if ( *decal != '\0' ) {
|
|
float size;
|
|
if ( !projectileDef.GetFloat( va( "size_wound_%s", typeName ), "6.0", size ) ) { // If Material Specific decal size not found, look for default size
|
|
size = projectileDef.GetFloat( "size_wound", "6.0" );
|
|
}
|
|
|
|
// decals with size 0 don't make sense and even cause trouble by triggering assertions because the winding ends up broken or sth
|
|
if(size > 0.0f)
|
|
gameLocal.ProjectDecal( collision.c.point, -collision.c.normal, 8.0f, true, size, decal );
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idProjectile::AddDefaultDamageEffect
|
|
=================
|
|
*/
|
|
void idProjectile::AddDefaultDamageEffect( const trace_t &collision, const idVec3 &velocity ) {
|
|
|
|
|
|
#ifdef _DENTONMOD
|
|
DefaultDamageEffect( this, damageDef!=NULL? damageDef->dict : spawnArgs, collision, velocity );
|
|
#else
|
|
DefaultDamageEffect( this, spawnArgs, collision, velocity );
|
|
#endif
|
|
|
|
if ( gameLocal.isServer && fl.networkSync ) {
|
|
idBitMsg msg;
|
|
byte msgBuf[MAX_EVENT_PARAM_SIZE];
|
|
int excludeClient;
|
|
|
|
if ( spawnArgs.GetBool( "net_instanthit" ) ) {
|
|
excludeClient = owner.GetEntityNum();
|
|
} else {
|
|
excludeClient = -1;
|
|
}
|
|
|
|
msg.Init( msgBuf, sizeof( msgBuf ) );
|
|
msg.BeginWriting();
|
|
msg.WriteFloat( collision.c.point[0] );
|
|
msg.WriteFloat( collision.c.point[1] );
|
|
msg.WriteFloat( collision.c.point[2] );
|
|
msg.WriteDir( collision.c.normal, 24 );
|
|
msg.WriteInt( ( collision.c.material != NULL ) ? gameLocal.ServerRemapDecl( -1, DECL_MATERIAL, collision.c.material->Index() ) : -1 );
|
|
msg.WriteFloat( velocity[0], 5, 10 );
|
|
msg.WriteFloat( velocity[1], 5, 10 );
|
|
msg.WriteFloat( velocity[2], 5, 10 );
|
|
ServerSendEvent( EVENT_DAMAGE_EFFECT, &msg, false, excludeClient );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idProjectile::Killed
|
|
================
|
|
*/
|
|
void idProjectile::Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location ) {
|
|
if ( spawnArgs.GetBool( "detonate_on_death" ) ) {
|
|
trace_t collision;
|
|
|
|
memset( &collision, 0, sizeof( collision ) );
|
|
collision.endAxis = GetPhysics()->GetAxis();
|
|
collision.endpos = GetPhysics()->GetOrigin();
|
|
collision.c.point = GetPhysics()->GetOrigin();
|
|
collision.c.normal.Set( 0, 0, 1 );
|
|
Explode( collision, NULL );
|
|
physicsObj.ClearContacts();
|
|
physicsObj.PutToRest();
|
|
} else {
|
|
Fizzle();
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idProjectile::Fizzle
|
|
================
|
|
*/
|
|
void idProjectile::Fizzle( void ) {
|
|
|
|
if ( state == EXPLODED || state == FIZZLED ) {
|
|
return;
|
|
}
|
|
|
|
StopSound( SND_CHANNEL_BODY, false );
|
|
StartSound( "snd_fizzle", SND_CHANNEL_BODY, 0, false, NULL );
|
|
|
|
// fizzle FX
|
|
const char *psystem = spawnArgs.GetString( "smoke_fuse" );
|
|
if ( psystem && *psystem ) {
|
|
//FIXME:SMOKE gameLocal.particles->SpawnParticles( GetPhysics()->GetOrigin(), vec3_origin, psystem );
|
|
}
|
|
|
|
// we need to work out how long the effects last and then remove them at that time
|
|
// for example, bullets have no real effects
|
|
if ( smokeFly && smokeFlyTime ) {
|
|
smokeFlyTime = 0;
|
|
}
|
|
|
|
fl.takedamage = false;
|
|
physicsObj.SetContents( 0 );
|
|
physicsObj.GetClipModel()->Unlink();
|
|
physicsObj.PutToRest();
|
|
#ifdef _DENTONMOD
|
|
BecomeInactive(TH_PHYSICS); // This causes the physics not to update when it's fizzled
|
|
#endif
|
|
|
|
Hide();
|
|
FreeLightDef();
|
|
|
|
state = FIZZLED;
|
|
|
|
if ( gameLocal.isClient ) {
|
|
return;
|
|
}
|
|
|
|
CancelEvents( &EV_Fizzle );
|
|
PostEventMS( &EV_Remove, spawnArgs.GetInt( "remove_time", "1500" ) );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idProjectile::Event_RadiusDamage
|
|
================
|
|
*/
|
|
void idProjectile::Event_RadiusDamage( idEntity *ignore ) {
|
|
const char *splash_damage = spawnArgs.GetString( "def_splash_damage" );
|
|
if ( splash_damage[0] != '\0' ) {
|
|
gameLocal.RadiusDamage( physicsObj.GetOrigin(), this, owner.GetEntity(), ignore, this, splash_damage, damagePower );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idProjectile::Event_RadiusDamage
|
|
================
|
|
*/
|
|
void idProjectile::Event_GetProjectileState( void ) {
|
|
idThread::ReturnInt( state );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idProjectile::Explode
|
|
================
|
|
*/
|
|
void idProjectile::Explode( const trace_t &collision, idEntity *ignore ) {
|
|
const char *fxname, *light_shader, *sndExplode;
|
|
float light_fadetime;
|
|
idVec3 normal;
|
|
int removeTime;
|
|
|
|
if ( state == EXPLODED || state == FIZZLED ) {
|
|
return;
|
|
}
|
|
|
|
// stop sound
|
|
StopSound( SND_CHANNEL_BODY2, false );
|
|
|
|
// play explode sound
|
|
switch ( ( int ) damagePower ) {
|
|
case 2: sndExplode = "snd_explode2"; break;
|
|
case 3: sndExplode = "snd_explode3"; break;
|
|
case 4: sndExplode = "snd_explode4"; break;
|
|
default: sndExplode = "snd_explode"; break;
|
|
}
|
|
StartSound( sndExplode, SND_CHANNEL_BODY, 0, true, NULL );
|
|
|
|
// we need to work out how long the effects last and then remove them at that time
|
|
// for example, bullets have no real effects
|
|
if ( smokeFly && smokeFlyTime ) {
|
|
smokeFlyTime = 0;
|
|
}
|
|
|
|
Hide();
|
|
FreeLightDef();
|
|
|
|
if ( spawnArgs.GetVector( "detonation_axis", "", normal ) ) {
|
|
GetPhysics()->SetAxis( normal.ToMat3() );
|
|
}
|
|
else { //Added by Clone JCD for setting proper direction of fx.
|
|
GetPhysics()->SetAxis( collision.c.normal.ToMat3() );
|
|
}
|
|
|
|
// GetPhysics()->SetOrigin( collision.endpos + 2.0f * collision.c.normal ); // Actual effect starts a little away object.
|
|
GetPhysics()->SetOrigin( collision.endpos + 0.5f * collision.c.normal );// By Clone JC Denton
|
|
|
|
// default remove time
|
|
removeTime = spawnArgs.GetInt( "remove_time", "1500" );
|
|
|
|
// change the model, usually to a PRT
|
|
fxname = NULL;
|
|
if ( g_testParticle.GetInteger() == TEST_PARTICLE_IMPACT ) {
|
|
fxname = g_testParticleName.GetString();
|
|
} else {
|
|
fxname = spawnArgs.GetString( "model_detonate" );
|
|
}
|
|
|
|
if (!projectileFlags.impact_fx_played) { // New flag added by Clone JCD,this wont play damage effects when model_detonate key is in place.
|
|
// which is esp. useful for exploding projectiles like rockets, grenades etc.
|
|
if ( !( fxname && *fxname ) ) {
|
|
|
|
// fx shall be played from def from now on------- By Clone JCD
|
|
if (damageDef != NULL) {
|
|
|
|
int type = collision.c.material != NULL ? collision.c.material->GetSurfaceType() : SURFTYPE_METAL;
|
|
if ( type == SURFTYPE_NONE ) {
|
|
type = SURFTYPE_METAL;
|
|
}
|
|
|
|
const char *materialType = gameLocal.sufaceTypeNames[ type ];
|
|
|
|
fxname = damageDef->dict.GetString( va( "smoke_wound_%s", materialType ) );
|
|
if ( *fxname == '\0' ) {
|
|
fxname = damageDef->dict.GetString( "smoke_wound" );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( fxname && *fxname ) {
|
|
|
|
#ifdef _DENTONMOD
|
|
if( tracerEffect!= NULL && tracerEffect->IsType( dnBeamTracer::Type() ) ){ // check whether we used beam model as tracer
|
|
memset( &renderEntity, 0, sizeof(renderEntity) );
|
|
}
|
|
#endif
|
|
|
|
SetModel( fxname );
|
|
renderEntity.shaderParms[SHADERPARM_RED] =
|
|
renderEntity.shaderParms[SHADERPARM_GREEN] =
|
|
renderEntity.shaderParms[SHADERPARM_BLUE] =
|
|
renderEntity.shaderParms[SHADERPARM_ALPHA] = 1.0f;
|
|
renderEntity.shaderParms[SHADERPARM_TIMEOFFSET] = -MS2SEC( gameLocal.time );
|
|
renderEntity.shaderParms[SHADERPARM_DIVERSITY] = gameLocal.random.CRandomFloat();
|
|
Show();
|
|
removeTime = ( removeTime > 3000 ) ? removeTime : 3000;
|
|
}
|
|
|
|
// explosion light
|
|
light_shader = spawnArgs.GetString( "mtr_explode_light_shader" );
|
|
if ( *light_shader ) {
|
|
renderLight.shader = declManager->FindMaterial( light_shader, false );
|
|
renderLight.pointLight = true;
|
|
renderLight.lightRadius[0] =
|
|
renderLight.lightRadius[1] =
|
|
renderLight.lightRadius[2] = spawnArgs.GetFloat( "explode_light_radius" );
|
|
spawnArgs.GetVector( "explode_light_color", "1 1 1", lightColor );
|
|
renderLight.shaderParms[SHADERPARM_RED] = lightColor.x;
|
|
renderLight.shaderParms[SHADERPARM_GREEN] = lightColor.y;
|
|
renderLight.shaderParms[SHADERPARM_BLUE] = lightColor.z;
|
|
renderLight.shaderParms[SHADERPARM_ALPHA] = 1.0f;
|
|
renderLight.shaderParms[SHADERPARM_TIMEOFFSET] = -MS2SEC( gameLocal.time );
|
|
light_fadetime = spawnArgs.GetFloat( "explode_light_fadetime", "0.5" );
|
|
lightStartTime = gameLocal.time;
|
|
lightEndTime = gameLocal.time + SEC2MS( light_fadetime );
|
|
BecomeActive( TH_THINK );
|
|
}
|
|
|
|
fl.takedamage = false;
|
|
physicsObj.SetContents( 0 );
|
|
physicsObj.PutToRest();
|
|
|
|
#ifdef _DENTONMOD
|
|
if ( tracerEffect )
|
|
{
|
|
if ( tracerEffect->IsType( dnSpeedTracer::Type() ) && !static_cast<dnSpeedTracer *>(tracerEffect)->IsDead() ) {
|
|
BecomeActive( TH_UPDATEPARTICLES );
|
|
}
|
|
else if( !tracerEffect->IsType( dnRailBeam::Type() ) ) {
|
|
delete tracerEffect;
|
|
tracerEffect = NULL;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
state = EXPLODED;
|
|
|
|
if ( gameLocal.isClient ) {
|
|
return;
|
|
}
|
|
|
|
// alert the ai
|
|
gameLocal.AlertAI( owner.GetEntity() );
|
|
|
|
// bind the projectile to the impact entity if necesary
|
|
if ( gameLocal.entities[collision.c.entityNum] && spawnArgs.GetBool( "bindOnImpact" ) ) {
|
|
Bind( gameLocal.entities[collision.c.entityNum], true );
|
|
}
|
|
|
|
// splash damage
|
|
if ( !projectileFlags.noSplashDamage ) {
|
|
float delay = spawnArgs.GetFloat( "delay_splash" );
|
|
if ( delay ) {
|
|
if ( removeTime < delay * 1000 ) {
|
|
removeTime = ( delay + 0.10 ) * 1000;
|
|
}
|
|
PostEventSec( &EV_RadiusDamage, delay, ignore );
|
|
} else {
|
|
Event_RadiusDamage( ignore );
|
|
}
|
|
}
|
|
|
|
// spawn debris entities
|
|
int fxdebris = spawnArgs.GetInt( "debris_count" );
|
|
if ( fxdebris ) {
|
|
// const idDict *debris = gameLocal.FindEntityDefDict( "projectile_debris", false );
|
|
const idDict *debris = gameLocal.FindEntityDefDict( spawnArgs.GetString("def_debris"), false );
|
|
if ( debris ) {
|
|
int amount = gameLocal.random.RandomInt( fxdebris );
|
|
for ( int i = 0; i < amount; i++ ) {
|
|
idEntity *ent;
|
|
idVec3 dir;
|
|
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, &ent, false );
|
|
if ( !ent || !ent->IsType( idDebris::Type ) ) {
|
|
gameLocal.Error( "'projectile_debris' is not an idDebris" );
|
|
}
|
|
|
|
idDebris *debris = static_cast<idDebris *>(ent);
|
|
debris->Create( owner.GetEntity(), physicsObj.GetOrigin(), dir.ToMat3() );
|
|
debris->Launch();
|
|
}
|
|
}
|
|
// debris = gameLocal.FindEntityDefDict( "projectile_shrapnel", false );
|
|
debris = gameLocal.FindEntityDefDict( spawnArgs.GetString("def_shrapnel"), false );
|
|
|
|
if ( debris ) {
|
|
int amount = gameLocal.random.RandomInt( fxdebris );
|
|
for ( int i = 0; i < amount; i++ ) {
|
|
idEntity *ent;
|
|
idVec3 dir;
|
|
dir.x = gameLocal.random.CRandomFloat() * 8.0f;
|
|
dir.y = gameLocal.random.CRandomFloat() * 8.0f;
|
|
dir.z = gameLocal.random.RandomFloat() * 8.0f + 8.0f;
|
|
dir.Normalize();
|
|
|
|
gameLocal.SpawnEntityDef( *debris, &ent, false );
|
|
if ( !ent || !ent->IsType( idDebris::Type ) ) {
|
|
gameLocal.Error( "'projectile_shrapnel' is not an idDebris" );
|
|
}
|
|
|
|
idDebris *debris = static_cast<idDebris *>(ent);
|
|
debris->Create( owner.GetEntity(), physicsObj.GetOrigin(), dir.ToMat3() );
|
|
debris->Launch();
|
|
}
|
|
}
|
|
}
|
|
|
|
CancelEvents( &EV_Explode );
|
|
PostEventMS( &EV_Remove, removeTime );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idProjectile::GetVelocity
|
|
================
|
|
*/
|
|
idVec3 idProjectile::GetVelocity( const idDict *projectile ) {
|
|
idVec3 velocity;
|
|
|
|
projectile->GetVector( "velocity", "0 0 0", velocity );
|
|
return velocity;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idProjectile::GetGravity
|
|
================
|
|
*/
|
|
idVec3 idProjectile::GetGravity( const idDict *projectile ) {
|
|
float gravity;
|
|
|
|
gravity = projectile->GetFloat( "gravity" );
|
|
return idVec3( 0, 0, -gravity );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idProjectile::Event_Explode
|
|
================
|
|
*/
|
|
void idProjectile::Event_Explode( void ) {
|
|
trace_t collision;
|
|
|
|
memset( &collision, 0, sizeof( collision ) );
|
|
collision.endAxis = GetPhysics()->GetAxis();
|
|
collision.endpos = GetPhysics()->GetOrigin();
|
|
collision.c.point = GetPhysics()->GetOrigin();
|
|
collision.c.normal.Set( 0, 0, 1 );
|
|
AddDefaultDamageEffect( collision, collision.c.normal );
|
|
Explode( collision, NULL );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idProjectile::Event_Fizzle
|
|
================
|
|
*/
|
|
void idProjectile::Event_Fizzle( void ) {
|
|
Fizzle();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idProjectile::Event_Touch
|
|
================
|
|
*/
|
|
void idProjectile::Event_Touch( idEntity *other, trace_t *trace ) {
|
|
|
|
if ( IsHidden() ) {
|
|
return;
|
|
}
|
|
|
|
if ( other != owner.GetEntity() ) {
|
|
trace_t collision;
|
|
|
|
memset( &collision, 0, sizeof( collision ) );
|
|
collision.endAxis = GetPhysics()->GetAxis();
|
|
collision.endpos = GetPhysics()->GetOrigin();
|
|
collision.c.point = GetPhysics()->GetOrigin();
|
|
collision.c.normal.Set( 0, 0, 1 );
|
|
AddDefaultDamageEffect( collision, collision.c.normal );
|
|
Explode( collision, NULL );
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idProjectile::ClientPredictionCollide
|
|
=================
|
|
*/
|
|
bool idProjectile::ClientPredictionCollide( idEntity *soundEnt, const idDict &projectileDef, const trace_t &collision, const idVec3 &velocity, bool addDamageEffect ) {
|
|
idEntity *ent;
|
|
|
|
// remove projectile when a 'noimpact' surface is hit
|
|
if ( collision.c.material && ( collision.c.material->GetSurfaceFlags() & SURF_NOIMPACT ) ) {
|
|
return false;
|
|
}
|
|
|
|
// get the entity the projectile collided with
|
|
ent = gameLocal.entities[ collision.c.entityNum ];
|
|
if ( ent == NULL ) {
|
|
return false;
|
|
}
|
|
|
|
// don't do anything if hitting a noclip player
|
|
if ( ent->IsType( idPlayer::Type ) && static_cast<idPlayer *>( ent )->noclip ) {
|
|
return false;
|
|
}
|
|
|
|
if ( ent->IsType( idActor::Type ) || ( ent->IsType( idAFAttachment::Type ) && static_cast<const idAFAttachment*>(ent)->GetBody()->IsType( idActor::Type ) ) ) {
|
|
if ( !projectileDef.GetBool( "detonate_on_actor" ) ) {
|
|
return false;
|
|
}
|
|
} else {
|
|
if ( !projectileDef.GetBool( "detonate_on_world" ) ) {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// if the projectile causes a damage effect
|
|
if ( addDamageEffect && projectileDef.GetBool( "impact_damage_effect" ) ) {
|
|
// if the hit entity does not have a special damage effect
|
|
if ( !ent->spawnArgs.GetBool( "bleed" ) ) {
|
|
// predict damage effect
|
|
DefaultDamageEffect( soundEnt, projectileDef, collision, velocity );
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idProjectile::ClientPredictionThink
|
|
================
|
|
*/
|
|
void idProjectile::ClientPredictionThink( void ) {
|
|
if ( !renderEntity.hModel ) {
|
|
return;
|
|
}
|
|
Think();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idProjectile::WriteToSnapshot
|
|
================
|
|
*/
|
|
void idProjectile::WriteToSnapshot( idBitMsgDelta &msg ) const {
|
|
msg.WriteBits( owner.GetSpawnId(), 32 );
|
|
msg.WriteBits( state, 3 );
|
|
msg.WriteBits( fl.hidden, 1 );
|
|
if ( netSyncPhysics ) {
|
|
msg.WriteBits( 1, 1 );
|
|
physicsObj.WriteToSnapshot( msg );
|
|
} else {
|
|
msg.WriteBits( 0, 1 );
|
|
const idVec3 &origin = physicsObj.GetOrigin();
|
|
const idVec3 &velocity = physicsObj.GetLinearVelocity();
|
|
|
|
msg.WriteFloat( origin.x );
|
|
msg.WriteFloat( origin.y );
|
|
msg.WriteFloat( origin.z );
|
|
|
|
msg.WriteDeltaFloat( 0.0f, velocity[0], RB_VELOCITY_EXPONENT_BITS, RB_VELOCITY_MANTISSA_BITS );
|
|
msg.WriteDeltaFloat( 0.0f, velocity[1], RB_VELOCITY_EXPONENT_BITS, RB_VELOCITY_MANTISSA_BITS );
|
|
msg.WriteDeltaFloat( 0.0f, velocity[2], RB_VELOCITY_EXPONENT_BITS, RB_VELOCITY_MANTISSA_BITS );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idProjectile::ReadFromSnapshot
|
|
================
|
|
*/
|
|
void idProjectile::ReadFromSnapshot( const idBitMsgDelta &msg ) {
|
|
projectileState_t newState;
|
|
|
|
owner.SetSpawnId( msg.ReadBits( 32 ) );
|
|
newState = (projectileState_t) msg.ReadBits( 3 );
|
|
if ( msg.ReadBits( 1 ) ) {
|
|
Hide();
|
|
} else {
|
|
Show();
|
|
}
|
|
|
|
while( state != newState ) {
|
|
switch( state ) {
|
|
case SPAWNED: {
|
|
Create( owner.GetEntity(), vec3_origin, idVec3( 1, 0, 0 ) );
|
|
break;
|
|
}
|
|
case CREATED: {
|
|
// the right origin and direction are required if you want bullet traces
|
|
Launch( vec3_origin, idVec3( 1, 0, 0 ), vec3_origin );
|
|
break;
|
|
}
|
|
case LAUNCHED: {
|
|
if ( newState == FIZZLED ) {
|
|
Fizzle();
|
|
} else {
|
|
trace_t collision;
|
|
memset( &collision, 0, sizeof( collision ) );
|
|
collision.endAxis = GetPhysics()->GetAxis();
|
|
collision.endpos = GetPhysics()->GetOrigin();
|
|
collision.c.point = GetPhysics()->GetOrigin();
|
|
collision.c.normal.Set( 0, 0, 1 );
|
|
Explode( collision, NULL );
|
|
}
|
|
break;
|
|
}
|
|
case FIZZLED:
|
|
case EXPLODED: {
|
|
StopSound( SND_CHANNEL_BODY2, false );
|
|
gameEdit->ParseSpawnArgsToRenderEntity( &spawnArgs, &renderEntity );
|
|
state = SPAWNED;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( msg.ReadBits( 1 ) ) {
|
|
physicsObj.ReadFromSnapshot( msg );
|
|
} else {
|
|
idVec3 origin;
|
|
idVec3 velocity;
|
|
idVec3 tmp;
|
|
idMat3 axis;
|
|
|
|
origin.x = msg.ReadFloat();
|
|
origin.y = msg.ReadFloat();
|
|
origin.z = msg.ReadFloat();
|
|
|
|
velocity.x = msg.ReadDeltaFloat( 0.0f, RB_VELOCITY_EXPONENT_BITS, RB_VELOCITY_MANTISSA_BITS );
|
|
velocity.y = msg.ReadDeltaFloat( 0.0f, RB_VELOCITY_EXPONENT_BITS, RB_VELOCITY_MANTISSA_BITS );
|
|
velocity.z = msg.ReadDeltaFloat( 0.0f, RB_VELOCITY_EXPONENT_BITS, RB_VELOCITY_MANTISSA_BITS );
|
|
|
|
physicsObj.SetOrigin( origin );
|
|
physicsObj.SetLinearVelocity( velocity );
|
|
|
|
// align z-axis of model with the direction
|
|
velocity.NormalizeFast();
|
|
axis = velocity.ToMat3();
|
|
tmp = axis[2];
|
|
axis[2] = axis[0];
|
|
axis[0] = -tmp;
|
|
physicsObj.SetAxis( axis );
|
|
}
|
|
|
|
if ( msg.HasChanged() ) {
|
|
UpdateVisuals();
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idProjectile::ClientReceiveEvent
|
|
================
|
|
*/
|
|
bool idProjectile::ClientReceiveEvent( int event, int time, const idBitMsg &msg ) {
|
|
trace_t collision;
|
|
idVec3 velocity;
|
|
|
|
switch( event ) {
|
|
case EVENT_DAMAGE_EFFECT: {
|
|
memset( &collision, 0, sizeof( collision ) );
|
|
collision.c.point[0] = msg.ReadFloat();
|
|
collision.c.point[1] = msg.ReadFloat();
|
|
collision.c.point[2] = msg.ReadFloat();
|
|
collision.c.normal = msg.ReadDir( 24 );
|
|
int index = gameLocal.ClientRemapDecl( DECL_MATERIAL, msg.ReadInt() );
|
|
collision.c.material = ( index != -1 ) ? static_cast<const idMaterial *>( declManager->DeclByIndex( DECL_MATERIAL, index ) ) : NULL;
|
|
velocity[0] = msg.ReadFloat( 5, 10 );
|
|
velocity[1] = msg.ReadFloat( 5, 10 );
|
|
velocity[2] = msg.ReadFloat( 5, 10 );
|
|
// DefaultDamageEffect( this, spawnArgs, collision, velocity );
|
|
DefaultDamageEffect( this, damageDef!=NULL? damageDef->dict: spawnArgs, collision, velocity ); // new
|
|
return true;
|
|
}
|
|
default:
|
|
break;
|
|
}
|
|
|
|
return idEntity::ClientReceiveEvent( event, time, msg );
|
|
}
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
idGuidedProjectile
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
CLASS_DECLARATION( idProjectile, idGuidedProjectile )
|
|
END_CLASS
|
|
|
|
/*
|
|
================
|
|
idGuidedProjectile::idGuidedProjectile
|
|
================
|
|
*/
|
|
idGuidedProjectile::idGuidedProjectile( void ) {
|
|
enemy = NULL;
|
|
speed = 0.0f;
|
|
turn_max = 0.0f;
|
|
clamp_dist = 0.0f;
|
|
rndScale = ang_zero;
|
|
rndAng = ang_zero;
|
|
rndUpdateTime = 0;
|
|
angles = ang_zero;
|
|
burstMode = false;
|
|
burstDist = 0;
|
|
burstVelocity = 0.0f;
|
|
unGuided = false;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idGuidedProjectile::~idGuidedProjectile
|
|
=================
|
|
*/
|
|
idGuidedProjectile::~idGuidedProjectile( void ) {
|
|
}
|
|
|
|
/*
|
|
================
|
|
idGuidedProjectile::Spawn
|
|
================
|
|
*/
|
|
void idGuidedProjectile::Spawn( void ) {
|
|
}
|
|
|
|
/*
|
|
================
|
|
idGuidedProjectile::Save
|
|
================
|
|
*/
|
|
void idGuidedProjectile::Save( idSaveGame *savefile ) const {
|
|
enemy.Save( savefile );
|
|
savefile->WriteFloat( speed );
|
|
savefile->WriteAngles( rndScale );
|
|
savefile->WriteAngles( rndAng );
|
|
savefile->WriteInt( rndUpdateTime );
|
|
savefile->WriteFloat( turn_max );
|
|
savefile->WriteFloat( clamp_dist );
|
|
savefile->WriteAngles( angles );
|
|
savefile->WriteBool( burstMode );
|
|
savefile->WriteBool( unGuided );
|
|
savefile->WriteFloat( burstDist );
|
|
savefile->WriteFloat( burstVelocity );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idGuidedProjectile::Restore
|
|
================
|
|
*/
|
|
void idGuidedProjectile::Restore( idRestoreGame *savefile ) {
|
|
enemy.Restore( savefile );
|
|
savefile->ReadFloat( speed );
|
|
savefile->ReadAngles( rndScale );
|
|
savefile->ReadAngles( rndAng );
|
|
savefile->ReadInt( rndUpdateTime );
|
|
savefile->ReadFloat( turn_max );
|
|
savefile->ReadFloat( clamp_dist );
|
|
savefile->ReadAngles( angles );
|
|
savefile->ReadBool( burstMode );
|
|
savefile->ReadBool( unGuided );
|
|
savefile->ReadFloat( burstDist );
|
|
savefile->ReadFloat( burstVelocity );
|
|
}
|
|
|
|
|
|
/*
|
|
================
|
|
idGuidedProjectile::GetSeekPos
|
|
================
|
|
*/
|
|
void idGuidedProjectile::GetSeekPos( idVec3 &out ) {
|
|
idEntity *enemyEnt = enemy.GetEntity();
|
|
if ( enemyEnt ) {
|
|
if ( enemyEnt->IsType( idActor::Type ) ) {
|
|
out = static_cast<idActor *>(enemyEnt)->GetEyePosition();
|
|
out.z -= 12.0f;
|
|
} else {
|
|
out = enemyEnt->GetPhysics()->GetOrigin();
|
|
}
|
|
} else {
|
|
out = GetPhysics()->GetOrigin() + physicsObj.GetLinearVelocity() * 2.0f;
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idGuidedProjectile::Think
|
|
================
|
|
*/
|
|
void idGuidedProjectile::Think( void ) {
|
|
idVec3 dir;
|
|
idVec3 seekPos;
|
|
idVec3 velocity;
|
|
idVec3 nose;
|
|
idVec3 tmp;
|
|
idMat3 axis;
|
|
idAngles dirAng;
|
|
idAngles diff;
|
|
float dist;
|
|
float frac;
|
|
int i;
|
|
|
|
if ( state == LAUNCHED && !unGuided ) {
|
|
|
|
GetSeekPos( seekPos );
|
|
|
|
if ( rndUpdateTime < gameLocal.time ) {
|
|
rndAng[ 0 ] = rndScale[ 0 ] * gameLocal.random.CRandomFloat();
|
|
rndAng[ 1 ] = rndScale[ 1 ] * gameLocal.random.CRandomFloat();
|
|
rndAng[ 2 ] = rndScale[ 2 ] * gameLocal.random.CRandomFloat();
|
|
rndUpdateTime = gameLocal.time + 200;
|
|
}
|
|
|
|
nose = physicsObj.GetOrigin() + 10.0f * physicsObj.GetAxis()[0];
|
|
|
|
dir = seekPos - nose;
|
|
dist = dir.Normalize();
|
|
dirAng = dir.ToAngles();
|
|
|
|
// make it more accurate as it gets closer
|
|
frac = dist / clamp_dist;
|
|
if ( frac > 1.0f ) {
|
|
frac = 1.0f;
|
|
}
|
|
|
|
diff = dirAng - angles + rndAng * frac;
|
|
|
|
// clamp the to the max turn rate
|
|
diff.Normalize180();
|
|
for( i = 0; i < 3; i++ ) {
|
|
if ( diff[ i ] > turn_max ) {
|
|
diff[ i ] = turn_max;
|
|
} else if ( diff[ i ] < -turn_max ) {
|
|
diff[ i ] = -turn_max;
|
|
}
|
|
}
|
|
angles += diff;
|
|
|
|
// make the visual model always points the dir we're traveling
|
|
dir = angles.ToForward();
|
|
velocity = dir * speed;
|
|
|
|
if ( burstMode && dist < burstDist ) {
|
|
unGuided = true;
|
|
velocity *= burstVelocity;
|
|
}
|
|
|
|
physicsObj.SetLinearVelocity( velocity );
|
|
|
|
// align z-axis of model with the direction
|
|
axis = dir.ToMat3();
|
|
tmp = axis[2];
|
|
axis[2] = axis[0];
|
|
axis[0] = -tmp;
|
|
|
|
GetPhysics()->SetAxis( axis );
|
|
}
|
|
|
|
idProjectile::Think();
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idGuidedProjectile::Launch
|
|
=================
|
|
*/
|
|
void idGuidedProjectile::Launch( const idVec3 &start, const idVec3 &dir, const idVec3 &pushVelocity, const float timeSinceFire, const float launchPower, float dmgPower ) {
|
|
idProjectile::Launch( start, dir, pushVelocity, timeSinceFire, launchPower, dmgPower );
|
|
if ( owner.GetEntity() ) {
|
|
if ( owner.GetEntity()->IsType( idAI::Type ) ) {
|
|
enemy = static_cast<idAI *>( owner.GetEntity() )->GetEnemy();
|
|
} else if ( owner.GetEntity()->IsType( idPlayer::Type ) ) {
|
|
trace_t tr;
|
|
idPlayer *player = static_cast<idPlayer*>( owner.GetEntity() );
|
|
idVec3 start = player->GetEyePosition();
|
|
idVec3 end = start + player->viewAxis[0] * 1000.0f;
|
|
gameLocal.clip.TracePoint( tr, start, end, MASK_SHOT_RENDERMODEL | CONTENTS_BODY, owner.GetEntity() );
|
|
if ( tr.fraction < 1.0f ) {
|
|
enemy = gameLocal.GetTraceEntity( tr );
|
|
}
|
|
// ignore actors on the player's team
|
|
if ( enemy.GetEntity() == NULL || !enemy.GetEntity()->IsType( idActor::Type ) || ( static_cast<idActor *>( enemy.GetEntity() )->team == player->team ) ) {
|
|
enemy = player->EnemyWithMostHealth();
|
|
}
|
|
}
|
|
}
|
|
const idVec3 &vel = physicsObj.GetLinearVelocity();
|
|
angles = vel.ToAngles();
|
|
speed = vel.Length();
|
|
rndScale = spawnArgs.GetAngles( "random", "15 15 0" );
|
|
turn_max = spawnArgs.GetFloat( "turn_max", "180" ) / ( float )USERCMD_HZ;
|
|
clamp_dist = spawnArgs.GetFloat( "clamp_dist", "256" );
|
|
burstMode = spawnArgs.GetBool( "burstMode" );
|
|
unGuided = false;
|
|
burstDist = spawnArgs.GetFloat( "burstDist", "64" );
|
|
burstVelocity = spawnArgs.GetFloat( "burstVelocity", "1.25" );
|
|
UpdateVisuals();
|
|
}
|
|
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
idSoulCubeMissile
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
CLASS_DECLARATION( idGuidedProjectile, idSoulCubeMissile )
|
|
END_CLASS
|
|
|
|
/*
|
|
================
|
|
idSoulCubeMissile::Spawn( void )
|
|
================
|
|
*/
|
|
void idSoulCubeMissile::Spawn( void ) {
|
|
startingVelocity.Zero();
|
|
endingVelocity.Zero();
|
|
accelTime = 0.0f;
|
|
launchTime = 0;
|
|
killPhase = false;
|
|
returnPhase = false;
|
|
smokeKillTime = 0;
|
|
smokeKill = NULL;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idSoulCubeMissile::~idSoulCubeMissile
|
|
=================
|
|
*/
|
|
idSoulCubeMissile::~idSoulCubeMissile() {
|
|
}
|
|
|
|
/*
|
|
================
|
|
idSoulCubeMissile::Save
|
|
================
|
|
*/
|
|
void idSoulCubeMissile::Save( idSaveGame *savefile ) const {
|
|
savefile->WriteVec3( startingVelocity );
|
|
savefile->WriteVec3( endingVelocity );
|
|
savefile->WriteFloat( accelTime );
|
|
savefile->WriteInt( launchTime );
|
|
savefile->WriteBool( killPhase );
|
|
savefile->WriteBool( returnPhase );
|
|
savefile->WriteVec3( destOrg);
|
|
savefile->WriteInt( orbitTime );
|
|
savefile->WriteVec3( orbitOrg );
|
|
savefile->WriteInt( smokeKillTime );
|
|
savefile->WriteParticle( smokeKill );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idSoulCubeMissile::Restore
|
|
================
|
|
*/
|
|
void idSoulCubeMissile::Restore( idRestoreGame *savefile ) {
|
|
savefile->ReadVec3( startingVelocity );
|
|
savefile->ReadVec3( endingVelocity );
|
|
savefile->ReadFloat( accelTime );
|
|
savefile->ReadInt( launchTime );
|
|
savefile->ReadBool( killPhase );
|
|
savefile->ReadBool( returnPhase );
|
|
savefile->ReadVec3( destOrg);
|
|
savefile->ReadInt( orbitTime );
|
|
savefile->ReadVec3( orbitOrg );
|
|
savefile->ReadInt( smokeKillTime );
|
|
savefile->ReadParticle( smokeKill );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idSoulCubeMissile::KillTarget
|
|
================
|
|
*/
|
|
void idSoulCubeMissile::KillTarget( const idVec3 &dir ) {
|
|
idEntity *ownerEnt;
|
|
const char *smokeName;
|
|
idActor *act;
|
|
|
|
ReturnToOwner();
|
|
if ( enemy.GetEntity() && enemy.GetEntity()->IsType( idActor::Type ) ) {
|
|
act = static_cast<idActor*>( enemy.GetEntity() );
|
|
killPhase = true;
|
|
orbitOrg = act->GetPhysics()->GetAbsBounds().GetCenter();
|
|
orbitTime = gameLocal.time;
|
|
smokeKillTime = 0;
|
|
smokeName = spawnArgs.GetString( "smoke_kill" );
|
|
if ( *smokeName != '\0' ) {
|
|
smokeKill = static_cast<const idDeclParticle *>( declManager->FindType( DECL_PARTICLE, smokeName ) );
|
|
smokeKillTime = gameLocal.time;
|
|
}
|
|
ownerEnt = owner.GetEntity();
|
|
if ( ( act->health > 0 ) && ownerEnt && ownerEnt->IsType( idPlayer::Type ) && ( ownerEnt->health > 0 ) && !act->spawnArgs.GetBool( "boss" ) ) {
|
|
static_cast<idPlayer *>( ownerEnt )->GiveHealthPool( act->health );
|
|
}
|
|
act->Damage( this, owner.GetEntity(), dir, spawnArgs.GetString( "def_damage" ), 1.0f, INVALID_JOINT );
|
|
act->GetAFPhysics()->SetTimeScale( 0.25 );
|
|
StartSound( "snd_explode", SND_CHANNEL_BODY, 0, false, NULL );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idSoulCubeMissile::Think
|
|
================
|
|
*/
|
|
void idSoulCubeMissile::Think( void ) {
|
|
float pct;
|
|
idVec3 seekPos;
|
|
idEntity *ownerEnt;
|
|
|
|
if ( state == LAUNCHED ) {
|
|
if ( killPhase ) {
|
|
// orbit the mob, cascading down
|
|
if ( gameLocal.time < orbitTime + 1500 ) {
|
|
if ( !gameLocal.smokeParticles->EmitSmoke( smokeKill, smokeKillTime, gameLocal.random.CRandomFloat(), orbitOrg, mat3_identity ) ) {
|
|
smokeKillTime = gameLocal.time;
|
|
}
|
|
}
|
|
} else {
|
|
if ( accelTime && gameLocal.time < launchTime + accelTime * 1000 ) {
|
|
pct = ( gameLocal.time - launchTime ) / ( accelTime * 1000 );
|
|
speed = ( startingVelocity + ( startingVelocity + endingVelocity ) * pct ).Length();
|
|
}
|
|
}
|
|
idGuidedProjectile::Think();
|
|
GetSeekPos( seekPos );
|
|
if ( ( seekPos - physicsObj.GetOrigin() ).Length() < 32.0f ) {
|
|
if ( returnPhase ) {
|
|
StopSound( SND_CHANNEL_ANY, false );
|
|
StartSound( "snd_return", SND_CHANNEL_BODY2, 0, false, NULL );
|
|
Hide();
|
|
PostEventSec( &EV_Remove, 2.0f );
|
|
|
|
ownerEnt = owner.GetEntity();
|
|
if ( ownerEnt && ownerEnt->IsType( idPlayer::Type ) ) {
|
|
static_cast<idPlayer *>( ownerEnt )->SetSoulCubeProjectile( NULL );
|
|
}
|
|
|
|
state = FIZZLED;
|
|
} else if ( !killPhase ){
|
|
KillTarget( physicsObj.GetAxis()[0] );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idSoulCubeMissile::GetSeekPos
|
|
================
|
|
*/
|
|
void idSoulCubeMissile::GetSeekPos( idVec3 &out ) {
|
|
if ( returnPhase && owner.GetEntity() && owner.GetEntity()->IsType( idActor::Type ) ) {
|
|
idActor *act = static_cast<idActor*>( owner.GetEntity() );
|
|
out = act->GetEyePosition();
|
|
return;
|
|
}
|
|
if ( destOrg != vec3_zero ) {
|
|
out = destOrg;
|
|
return;
|
|
}
|
|
idGuidedProjectile::GetSeekPos( out );
|
|
}
|
|
|
|
|
|
/*
|
|
================
|
|
idSoulCubeMissile::Event_ReturnToOwner
|
|
================
|
|
*/
|
|
void idSoulCubeMissile::ReturnToOwner() {
|
|
speed *= 0.65f;
|
|
killPhase = false;
|
|
returnPhase = true;
|
|
smokeFlyTime = 0;
|
|
}
|
|
|
|
|
|
/*
|
|
=================
|
|
idSoulCubeMissile::Launch
|
|
=================
|
|
*/
|
|
void idSoulCubeMissile::Launch( const idVec3 &start, const idVec3 &dir, const idVec3 &pushVelocity, const float timeSinceFire, const float launchPower, float dmgPower ) {
|
|
idVec3 newStart;
|
|
idVec3 offs;
|
|
idEntity *ownerEnt;
|
|
|
|
// push it out a little
|
|
newStart = start + dir * spawnArgs.GetFloat( "launchDist" );
|
|
offs = spawnArgs.GetVector( "launchOffset", "0 0 -4" );
|
|
newStart += offs;
|
|
idGuidedProjectile::Launch( newStart, dir, pushVelocity, timeSinceFire, launchPower, dmgPower );
|
|
if ( enemy.GetEntity() == NULL || !enemy.GetEntity()->IsType( idActor::Type ) ) {
|
|
destOrg = start + dir * 256.0f;
|
|
} else {
|
|
destOrg.Zero();
|
|
}
|
|
physicsObj.SetClipMask( 0 ); // never collide.. think routine will decide when to detonate
|
|
startingVelocity = spawnArgs.GetVector( "startingVelocity", "15 0 0" );
|
|
endingVelocity = spawnArgs.GetVector( "endingVelocity", "1500 0 0" );
|
|
accelTime = spawnArgs.GetFloat( "accelTime", "5" );
|
|
physicsObj.SetLinearVelocity( startingVelocity.Length() * physicsObj.GetAxis()[2] );
|
|
launchTime = gameLocal.time;
|
|
killPhase = false;
|
|
UpdateVisuals();
|
|
|
|
ownerEnt = owner.GetEntity();
|
|
if ( ownerEnt && ownerEnt->IsType( idPlayer::Type ) ) {
|
|
static_cast<idPlayer *>( ownerEnt )->SetSoulCubeProjectile( this );
|
|
}
|
|
|
|
}
|
|
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
idBFGProjectile
|
|
|
|
===============================================================================
|
|
*/
|
|
const idEventDef EV_RemoveBeams( "<removeBeams>", NULL );
|
|
|
|
CLASS_DECLARATION( idProjectile, idBFGProjectile )
|
|
EVENT( EV_RemoveBeams, idBFGProjectile::Event_RemoveBeams )
|
|
END_CLASS
|
|
|
|
|
|
/*
|
|
=================
|
|
idBFGProjectile::idBFGProjectile
|
|
=================
|
|
*/
|
|
idBFGProjectile::idBFGProjectile() {
|
|
memset( &secondModel, 0, sizeof( secondModel ) );
|
|
secondModelDefHandle = -1;
|
|
nextDamageTime = 0;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idBFGProjectile::~idBFGProjectile
|
|
=================
|
|
*/
|
|
idBFGProjectile::~idBFGProjectile() {
|
|
FreeBeams();
|
|
|
|
if ( secondModelDefHandle >= 0 ) {
|
|
gameRenderWorld->FreeEntityDef( secondModelDefHandle );
|
|
secondModelDefHandle = -1;
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idBFGProjectile::Spawn
|
|
================
|
|
*/
|
|
void idBFGProjectile::Spawn( void ) {
|
|
beamTargets.Clear();
|
|
memset( &secondModel, 0, sizeof( secondModel ) );
|
|
secondModelDefHandle = -1;
|
|
const char *temp = spawnArgs.GetString( "model_two" );
|
|
if ( temp && *temp ) {
|
|
secondModel.hModel = renderModelManager->FindModel( temp );
|
|
secondModel.bounds = secondModel.hModel->Bounds( &secondModel );
|
|
secondModel.shaderParms[ SHADERPARM_RED ] =
|
|
secondModel.shaderParms[ SHADERPARM_GREEN ] =
|
|
secondModel.shaderParms[ SHADERPARM_BLUE ] =
|
|
secondModel.shaderParms[ SHADERPARM_ALPHA ] = 1.0f;
|
|
secondModel.noSelfShadow = true;
|
|
secondModel.noShadow = true;
|
|
}
|
|
nextDamageTime = 0;
|
|
damageFreq = NULL;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idBFGProjectile::Save
|
|
================
|
|
*/
|
|
void idBFGProjectile::Save( idSaveGame *savefile ) const {
|
|
int i;
|
|
|
|
savefile->WriteInt( beamTargets.Num() );
|
|
for ( i = 0; i < beamTargets.Num(); i++ ) {
|
|
beamTargets[i].target.Save( savefile );
|
|
savefile->WriteRenderEntity( beamTargets[i].renderEntity );
|
|
savefile->WriteInt( beamTargets[i].modelDefHandle );
|
|
}
|
|
|
|
savefile->WriteRenderEntity( secondModel );
|
|
savefile->WriteInt( secondModelDefHandle );
|
|
savefile->WriteInt( nextDamageTime );
|
|
savefile->WriteString( damageFreq );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idBFGProjectile::Restore
|
|
================
|
|
*/
|
|
void idBFGProjectile::Restore( idRestoreGame *savefile ) {
|
|
int i, num;
|
|
|
|
savefile->ReadInt( num );
|
|
beamTargets.SetNum( num );
|
|
for ( i = 0; i < num; i++ ) {
|
|
beamTargets[i].target.Restore( savefile );
|
|
savefile->ReadRenderEntity( beamTargets[i].renderEntity );
|
|
savefile->ReadInt( beamTargets[i].modelDefHandle );
|
|
|
|
if ( beamTargets[i].modelDefHandle >= 0 ) {
|
|
beamTargets[i].modelDefHandle = gameRenderWorld->AddEntityDef( &beamTargets[i].renderEntity );
|
|
}
|
|
}
|
|
|
|
savefile->ReadRenderEntity( secondModel );
|
|
savefile->ReadInt( secondModelDefHandle );
|
|
savefile->ReadInt( nextDamageTime );
|
|
savefile->ReadString( damageFreq );
|
|
|
|
if ( secondModelDefHandle >= 0 ) {
|
|
secondModelDefHandle = gameRenderWorld->AddEntityDef( &secondModel );
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idBFGProjectile::FreeBeams
|
|
=================
|
|
*/
|
|
void idBFGProjectile::FreeBeams() {
|
|
for ( int i = 0; i < beamTargets.Num(); i++ ) {
|
|
if ( beamTargets[i].modelDefHandle >= 0 ) {
|
|
gameRenderWorld->FreeEntityDef( beamTargets[i].modelDefHandle );
|
|
beamTargets[i].modelDefHandle = -1;
|
|
}
|
|
}
|
|
|
|
idPlayer *player = gameLocal.GetLocalPlayer();
|
|
if ( player ) {
|
|
player->playerView.EnableBFGVision( false );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idBFGProjectile::Think
|
|
================
|
|
*/
|
|
void idBFGProjectile::Think( void ) {
|
|
if ( state == LAUNCHED ) {
|
|
|
|
// update beam targets
|
|
for ( int i = 0; i < beamTargets.Num(); i++ ) {
|
|
if ( beamTargets[i].target.GetEntity() == NULL ) {
|
|
continue;
|
|
}
|
|
idPlayer *player = ( beamTargets[i].target.GetEntity()->IsType( idPlayer::Type ) ) ? static_cast<idPlayer*>( beamTargets[i].target.GetEntity() ) : NULL;
|
|
idVec3 org = beamTargets[i].target.GetEntity()->GetPhysics()->GetAbsBounds().GetCenter();
|
|
beamTargets[i].renderEntity.origin = GetPhysics()->GetOrigin();
|
|
beamTargets[i].renderEntity.shaderParms[ SHADERPARM_BEAM_END_X ] = org.x;
|
|
beamTargets[i].renderEntity.shaderParms[ SHADERPARM_BEAM_END_Y ] = org.y;
|
|
beamTargets[i].renderEntity.shaderParms[ SHADERPARM_BEAM_END_Z ] = org.z;
|
|
beamTargets[i].renderEntity.shaderParms[ SHADERPARM_RED ] =
|
|
beamTargets[i].renderEntity.shaderParms[ SHADERPARM_GREEN ] =
|
|
beamTargets[i].renderEntity.shaderParms[ SHADERPARM_BLUE ] =
|
|
beamTargets[i].renderEntity.shaderParms[ SHADERPARM_ALPHA ] = 1.0f;
|
|
if ( gameLocal.time > nextDamageTime ) {
|
|
bool bfgVision = true;
|
|
if ( damageFreq && *(const char *)damageFreq && beamTargets[i].target.GetEntity() && beamTargets[i].target.GetEntity()->CanDamage( GetPhysics()->GetOrigin(), org ) ) {
|
|
org = beamTargets[i].target.GetEntity()->GetPhysics()->GetOrigin() - GetPhysics()->GetOrigin();
|
|
org.Normalize();
|
|
beamTargets[i].target.GetEntity()->Damage( this, owner.GetEntity(), org, damageFreq, ( damagePower ) ? damagePower : 1.0f, INVALID_JOINT );
|
|
} else {
|
|
beamTargets[i].renderEntity.shaderParms[ SHADERPARM_RED ] =
|
|
beamTargets[i].renderEntity.shaderParms[ SHADERPARM_GREEN ] =
|
|
beamTargets[i].renderEntity.shaderParms[ SHADERPARM_BLUE ] =
|
|
beamTargets[i].renderEntity.shaderParms[ SHADERPARM_ALPHA ] = 0.0f;
|
|
bfgVision = false;
|
|
}
|
|
if ( player ) {
|
|
player->playerView.EnableBFGVision( bfgVision );
|
|
}
|
|
nextDamageTime = gameLocal.time + BFG_DAMAGE_FREQUENCY;
|
|
}
|
|
gameRenderWorld->UpdateEntityDef( beamTargets[i].modelDefHandle, &beamTargets[i].renderEntity );
|
|
}
|
|
|
|
if ( secondModelDefHandle >= 0 ) {
|
|
secondModel.origin = GetPhysics()->GetOrigin();
|
|
gameRenderWorld->UpdateEntityDef( secondModelDefHandle, &secondModel );
|
|
}
|
|
|
|
idAngles ang;
|
|
|
|
ang.pitch = ( gameLocal.time & 4095 ) * 360.0f / -4096.0f;
|
|
ang.yaw = ang.pitch;
|
|
ang.roll = 0.0f;
|
|
SetAngles( ang );
|
|
|
|
ang.pitch = ( gameLocal.time & 2047 ) * 360.0f / -2048.0f;
|
|
ang.yaw = ang.pitch;
|
|
ang.roll = 0.0f;
|
|
secondModel.axis = ang.ToMat3();
|
|
|
|
UpdateVisuals();
|
|
}
|
|
|
|
idProjectile::Think();
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idBFGProjectile::Launch
|
|
=================
|
|
*/
|
|
void idBFGProjectile::Launch( const idVec3 &start, const idVec3 &dir, const idVec3 &pushVelocity, const float timeSinceFire, const float power, const float dmgPower ) {
|
|
idProjectile::Launch( start, dir, pushVelocity, 0.0f, power, dmgPower );
|
|
|
|
// dmgPower * radius is the target acquisition area
|
|
// acquisition should make sure that monsters are not dormant
|
|
// which will cut down on hitting monsters not actively fighting
|
|
// but saves on the traces making sure they are visible
|
|
// damage is not applied until the projectile explodes
|
|
|
|
idEntity * ent;
|
|
idEntity * entityList[ MAX_GENTITIES ];
|
|
int numListedEntities;
|
|
idBounds bounds;
|
|
idVec3 damagePoint;
|
|
|
|
float radius;
|
|
spawnArgs.GetFloat( "damageRadius", "512", radius );
|
|
bounds = idBounds( GetPhysics()->GetOrigin() ).Expand( radius );
|
|
|
|
float beamWidth = spawnArgs.GetFloat( "beam_WidthFly" );
|
|
const char *skin = spawnArgs.GetString( "skin_beam" );
|
|
|
|
memset( &secondModel, 0, sizeof( secondModel ) );
|
|
secondModelDefHandle = -1;
|
|
const char *temp = spawnArgs.GetString( "model_two" );
|
|
if ( temp && *temp ) {
|
|
secondModel.hModel = renderModelManager->FindModel( temp );
|
|
secondModel.bounds = secondModel.hModel->Bounds( &secondModel );
|
|
secondModel.shaderParms[ SHADERPARM_RED ] =
|
|
secondModel.shaderParms[ SHADERPARM_GREEN ] =
|
|
secondModel.shaderParms[ SHADERPARM_BLUE ] =
|
|
secondModel.shaderParms[ SHADERPARM_ALPHA ] = 1.0f;
|
|
secondModel.noSelfShadow = true;
|
|
secondModel.noShadow = true;
|
|
secondModel.origin = GetPhysics()->GetOrigin();
|
|
secondModel.axis = GetPhysics()->GetAxis();
|
|
secondModelDefHandle = gameRenderWorld->AddEntityDef( &secondModel );
|
|
}
|
|
|
|
idVec3 delta( 15.0f, 15.0f, 15.0f );
|
|
//physicsObj.SetAngularExtrapolation( extrapolation_t(EXTRAPOLATION_LINEAR|EXTRAPOLATION_NOSTOP), gameLocal.time, 0, physicsObj.GetAxis().ToAngles(), delta, ang_zero );
|
|
|
|
// get all entities touching the bounds
|
|
numListedEntities = gameLocal.clip.EntitiesTouchingBounds( bounds, CONTENTS_BODY, entityList, MAX_GENTITIES );
|
|
for ( int e = 0; e < numListedEntities; e++ ) {
|
|
ent = entityList[ e ];
|
|
assert( ent );
|
|
|
|
if ( ent == this || ent == owner.GetEntity() || ent->IsHidden() || !ent->IsActive() || !ent->fl.takedamage || ent->health <= 0 || !ent->IsType( idActor::Type ) ) {
|
|
continue;
|
|
}
|
|
|
|
if ( !ent->CanDamage( GetPhysics()->GetOrigin(), damagePoint ) ) {
|
|
continue;
|
|
}
|
|
|
|
if ( ent->IsType( idPlayer::Type ) ) {
|
|
idPlayer *player = static_cast<idPlayer*>( ent );
|
|
player->playerView.EnableBFGVision( true );
|
|
}
|
|
|
|
beamTarget_t bt;
|
|
memset( &bt.renderEntity, 0, sizeof( renderEntity_t ) );
|
|
bt.renderEntity.origin = GetPhysics()->GetOrigin();
|
|
bt.renderEntity.axis = GetPhysics()->GetAxis();
|
|
bt.renderEntity.shaderParms[ SHADERPARM_BEAM_WIDTH ] = beamWidth;
|
|
bt.renderEntity.shaderParms[ SHADERPARM_RED ] = 1.0f;
|
|
bt.renderEntity.shaderParms[ SHADERPARM_GREEN ] = 1.0f;
|
|
bt.renderEntity.shaderParms[ SHADERPARM_BLUE ] = 1.0f;
|
|
bt.renderEntity.shaderParms[ SHADERPARM_ALPHA ] = 1.0f;
|
|
bt.renderEntity.shaderParms[ SHADERPARM_DIVERSITY] = gameLocal.random.CRandomFloat() * 0.75;
|
|
bt.renderEntity.hModel = renderModelManager->FindModel( "_beam" );
|
|
bt.renderEntity.callback = NULL;
|
|
bt.renderEntity.numJoints = 0;
|
|
bt.renderEntity.joints = NULL;
|
|
bt.renderEntity.bounds.Clear();
|
|
bt.renderEntity.customSkin = declManager->FindSkin( skin );
|
|
bt.target = ent;
|
|
bt.modelDefHandle = gameRenderWorld->AddEntityDef( &bt.renderEntity );
|
|
beamTargets.Append( bt );
|
|
}
|
|
if ( numListedEntities ) {
|
|
StartSound( "snd_beam", SND_CHANNEL_BODY2, 0, false, NULL );
|
|
}
|
|
damageFreq = spawnArgs.GetString( "def_damageFreq" );
|
|
nextDamageTime = gameLocal.time + BFG_DAMAGE_FREQUENCY;
|
|
UpdateVisuals();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idProjectile::Event_RemoveBeams
|
|
================
|
|
*/
|
|
void idBFGProjectile::Event_RemoveBeams() {
|
|
FreeBeams();
|
|
UpdateVisuals();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idProjectile::Explode
|
|
================
|
|
*/
|
|
void idBFGProjectile::Explode( const trace_t &collision, idEntity *ignore ) {
|
|
int i;
|
|
idVec3 dmgPoint;
|
|
idVec3 dir;
|
|
float beamWidth;
|
|
float damageScale;
|
|
const char *damage;
|
|
idPlayer * player;
|
|
idEntity * ownerEnt;
|
|
|
|
ownerEnt = owner.GetEntity();
|
|
if ( ownerEnt && ownerEnt->IsType( idPlayer::Type ) ) {
|
|
player = static_cast< idPlayer * >( ownerEnt );
|
|
} else {
|
|
player = NULL;
|
|
}
|
|
|
|
beamWidth = spawnArgs.GetFloat( "beam_WidthExplode" );
|
|
damage = spawnArgs.GetString( "def_damage" );
|
|
|
|
for ( i = 0; i < beamTargets.Num(); i++ ) {
|
|
if ( ( beamTargets[i].target.GetEntity() == NULL ) || ( ownerEnt == NULL ) ) {
|
|
continue;
|
|
}
|
|
|
|
if ( !beamTargets[i].target.GetEntity()->CanDamage( GetPhysics()->GetOrigin(), dmgPoint ) ) {
|
|
continue;
|
|
}
|
|
|
|
beamTargets[i].renderEntity.shaderParms[SHADERPARM_BEAM_WIDTH] = beamWidth;
|
|
|
|
// if the hit entity takes damage
|
|
if ( damagePower ) {
|
|
damageScale = damagePower;
|
|
} else {
|
|
damageScale = 1.0f;
|
|
}
|
|
|
|
// if the projectile owner is a player
|
|
if ( player ) {
|
|
// if the projectile hit an actor
|
|
if ( beamTargets[i].target.GetEntity()->IsType( idActor::Type ) ) {
|
|
player->SetLastHitTime( gameLocal.time );
|
|
player->AddProjectileHits( 1 );
|
|
damageScale *= player->PowerUpModifier( PROJECTILE_DAMAGE );
|
|
}
|
|
}
|
|
|
|
if ( damage[0] && ( beamTargets[i].target.GetEntity()->entityNumber > gameLocal.numClients - 1 ) ) {
|
|
dir = beamTargets[i].target.GetEntity()->GetPhysics()->GetOrigin() - GetPhysics()->GetOrigin();
|
|
dir.Normalize();
|
|
beamTargets[i].target.GetEntity()->Damage( this, ownerEnt, dir, damage, damageScale, ( collision.c.id < 0 ) ? CLIPMODEL_ID_TO_JOINT_HANDLE( collision.c.id ) : INVALID_JOINT );
|
|
}
|
|
}
|
|
|
|
if ( secondModelDefHandle >= 0 ) {
|
|
gameRenderWorld->FreeEntityDef( secondModelDefHandle );
|
|
secondModelDefHandle = -1;
|
|
}
|
|
|
|
/* if ( ignore == NULL ) { // This causes trouble like splash damage not working at all
|
|
projectileFlags.noSplashDamage = true;
|
|
}*/
|
|
|
|
if ( !gameLocal.isClient ) {
|
|
if ( ignore != NULL ) {
|
|
PostEventMS( &EV_RemoveBeams, 750 );
|
|
} else {
|
|
PostEventMS( &EV_RemoveBeams, 0 );
|
|
}
|
|
}
|
|
|
|
return idProjectile::Explode( collision, ignore );
|
|
}
|
|
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
idDebris
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
CLASS_DECLARATION( idEntity, idDebris )
|
|
EVENT( EV_Explode, idDebris::Event_Explode )
|
|
EVENT( EV_Fizzle, idDebris::Event_Fizzle )
|
|
END_CLASS
|
|
|
|
/*
|
|
================
|
|
idDebris::Spawn
|
|
================
|
|
*/
|
|
void idDebris::Spawn( void ) {
|
|
owner = NULL;
|
|
smokeFly = NULL;
|
|
smokeFlyTime = 0;
|
|
nextSoundTime = 0; // BY Clone JCD
|
|
soundTimeDifference = 0; //
|
|
}
|
|
|
|
/*
|
|
================
|
|
idDebris::Create
|
|
================
|
|
*/
|
|
void idDebris::Create( idEntity *owner, const idVec3 &start, const idMat3 &axis ) {
|
|
Unbind();
|
|
GetPhysics()->SetOrigin( start );
|
|
GetPhysics()->SetAxis( axis );
|
|
GetPhysics()->SetContents( 0 );
|
|
this->owner = owner;
|
|
smokeFly = NULL;
|
|
smokeFlyTime = 0;
|
|
nextSoundTime = 0; // BY Clone JCD
|
|
soundTimeDifference = 0; //
|
|
sndBounce = NULL;
|
|
UpdateVisuals();
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idDebris::idDebris
|
|
=================
|
|
*/
|
|
idDebris::idDebris( void ) {
|
|
owner = NULL;
|
|
smokeFly = NULL;
|
|
smokeFlyTime = 0;
|
|
sndBounce = NULL;
|
|
nextSoundTime = 0; // BY Clone JCD
|
|
soundTimeDifference = 0; //
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idDebris::~idDebris
|
|
=================
|
|
*/
|
|
idDebris::~idDebris( void ) {
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idDebris::Save
|
|
=================
|
|
*/
|
|
void idDebris::Save( idSaveGame *savefile ) const {
|
|
owner.Save( savefile );
|
|
|
|
savefile->WriteStaticObject( physicsObj );
|
|
|
|
savefile->WriteParticle( smokeFly );
|
|
savefile->WriteInt( smokeFlyTime );
|
|
// savefile->WriteInt( nextSoundTime ); // No need to store this value, BY Clone JCD
|
|
savefile->WriteInt( soundTimeDifference ); //
|
|
savefile->WriteSoundShader( sndBounce );
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idDebris::Restore
|
|
=================
|
|
*/
|
|
void idDebris::Restore( idRestoreGame *savefile ) {
|
|
owner.Restore( savefile );
|
|
|
|
savefile->ReadStaticObject( physicsObj );
|
|
RestorePhysics( &physicsObj );
|
|
|
|
savefile->ReadParticle( smokeFly );
|
|
savefile->ReadInt( smokeFlyTime );
|
|
//savefile->ReadInt( nextSoundTime ); // No need to store this value, BY Clone JCD
|
|
savefile->ReadInt( soundTimeDifference ); //
|
|
savefile->ReadSoundShader( sndBounce );
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idDebris::Launch
|
|
=================
|
|
*/
|
|
void idDebris::Launch( void ) {
|
|
float fuse;
|
|
idVec3 velocity;
|
|
#ifdef _DENTONMOD
|
|
idVec3 angular_velocity_vect;
|
|
#else
|
|
idAngles angular_velocity;
|
|
#endif
|
|
float linear_friction;
|
|
float angular_friction;
|
|
float contact_friction;
|
|
float bounce;
|
|
float mass;
|
|
float gravity;
|
|
idVec3 gravVec;
|
|
bool randomVelocity;
|
|
idMat3 axis;
|
|
|
|
renderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( gameLocal.time );
|
|
|
|
spawnArgs.GetVector( "velocity", "0 0 0", velocity );
|
|
#ifdef _DENTONMOD
|
|
angular_velocity_vect = spawnArgs.GetAngles( "angular_velocity", "0 0 0").ToAngularVelocity();
|
|
#else
|
|
spawnArgs.GetAngles( "angular_velocity", "0 0 0", angular_velocity );
|
|
#endif
|
|
|
|
linear_friction = spawnArgs.GetFloat( "linear_friction" );
|
|
angular_friction = spawnArgs.GetFloat( "angular_friction" );
|
|
contact_friction = spawnArgs.GetFloat( "contact_friction" );
|
|
bounce = spawnArgs.GetFloat( "bounce" );
|
|
mass = spawnArgs.GetFloat( "mass" );
|
|
gravity = spawnArgs.GetFloat( "gravity" );
|
|
fuse = spawnArgs.GetFloat( "fuse" );
|
|
randomVelocity = spawnArgs.GetBool ( "random_velocity" );
|
|
continuousSmoke = spawnArgs.GetBool ( "smoke_continuous" );
|
|
|
|
if ( mass <= 0 ) {
|
|
gameLocal.Error( "Invalid mass on '%s'\n", GetEntityDefName() );
|
|
}
|
|
|
|
if ( randomVelocity ) {
|
|
#ifdef _DENTONMOD
|
|
float rand = spawnArgs.GetFloat("linear_velocity_rand", "0.35");
|
|
|
|
// sets velocity randomly between ((1-rand)*100)% and ((1+rand)*100)%
|
|
// e.g.1: if rand = 0.2, velocity will be randomly set between 80% and 120%
|
|
// e.g.2: if rand = 0.3, velocity will be randomly set between 70% and 130%
|
|
// and so on.
|
|
velocity.x *= gameLocal.random.RandomFloat()*rand*2.0 + 1.0 - rand;
|
|
velocity.y *= gameLocal.random.RandomFloat()*rand*2.0 + 1.0 - rand;
|
|
velocity.z *= gameLocal.random.RandomFloat()*rand*2.0 + 1.0 - rand;
|
|
|
|
// do not perform following calculations unless there's key in decl that says so.
|
|
if( spawnArgs.GetFloat( "angular_velocity_rand", "0.0", rand) && rand > 0.0f ) {
|
|
angular_velocity_vect.x *= gameLocal.random.RandomFloat()*rand*2.0 + 1.0 - rand;
|
|
angular_velocity_vect.y *= gameLocal.random.RandomFloat()*rand*2.0 + 1.0 - rand;
|
|
angular_velocity_vect.z *= gameLocal.random.RandomFloat()*rand*2.0 + 1.0 - rand;
|
|
}
|
|
#else
|
|
velocity.x *= gameLocal.random.RandomFloat() + 0.5f;
|
|
velocity.y *= gameLocal.random.RandomFloat() + 0.5f;
|
|
velocity.z *= gameLocal.random.RandomFloat() + 0.5f;
|
|
#endif
|
|
}
|
|
|
|
if ( health ) {
|
|
fl.takedamage = true;
|
|
}
|
|
|
|
gravVec = gameLocal.GetGravity();
|
|
gravVec.NormalizeFast();
|
|
axis = GetPhysics()->GetAxis();
|
|
|
|
Unbind();
|
|
|
|
physicsObj.SetSelf( this );
|
|
|
|
// check if a clip model is set
|
|
const char *clipModelName;
|
|
idTraceModel trm;
|
|
spawnArgs.GetString( "clipmodel", "", &clipModelName );
|
|
if ( !clipModelName[0] ) {
|
|
clipModelName = spawnArgs.GetString( "model" ); // use the visual model
|
|
}
|
|
|
|
// load the trace model
|
|
if ( !collisionModelManager->TrmFromModel( clipModelName, trm ) ) {
|
|
// default to a box
|
|
physicsObj.SetClipBox( renderEntity.bounds, 1.0f );
|
|
} else {
|
|
physicsObj.SetClipModel( new idClipModel( trm ), 1.0f );
|
|
}
|
|
|
|
physicsObj.GetClipModel()->SetOwner( owner.GetEntity() );
|
|
physicsObj.SetMass( mass );
|
|
physicsObj.SetFriction( linear_friction, angular_friction, contact_friction );
|
|
if ( contact_friction == 0.0f ) {
|
|
physicsObj.NoContact();
|
|
}
|
|
physicsObj.SetBouncyness( bounce );
|
|
physicsObj.SetGravity( gravVec * gravity );
|
|
physicsObj.SetContents( 0 );
|
|
physicsObj.SetClipMask( MASK_SOLID | CONTENTS_MOVEABLECLIP );
|
|
#ifdef _DENTONMOD
|
|
// Make sure that the linear velocity is added with
|
|
// owner's linear velocity for more accurate physics simulation.
|
|
idEntity *ownerEnt = owner.GetEntity();
|
|
if( ownerEnt != NULL ) {
|
|
physicsObj.SetLinearVelocity( (axis[ 0 ] * velocity[ 0 ] + axis[ 1 ] * velocity[ 1 ] + axis[ 2 ] * velocity[ 2 ]) + ownerEnt->GetPhysics()->GetLinearVelocity());
|
|
}
|
|
else {
|
|
physicsObj.SetLinearVelocity( axis[ 0 ] * velocity[ 0 ] + axis[ 1 ] * velocity[ 1 ] + axis[ 2 ] * velocity[ 2 ] );
|
|
}
|
|
physicsObj.SetAngularVelocity( angular_velocity_vect * axis );
|
|
#else
|
|
physicsObj.SetLinearVelocity( axis[ 0 ] * velocity[ 0 ] + axis[ 1 ] * velocity[ 1 ] + axis[ 2 ] * velocity[ 2 ] );
|
|
physicsObj.SetAngularVelocity( angular_velocity.ToAngularVelocity() * axis );
|
|
#endif
|
|
physicsObj.SetOrigin( GetPhysics()->GetOrigin() );
|
|
physicsObj.SetAxis( axis );
|
|
SetPhysics( &physicsObj );
|
|
|
|
if ( !gameLocal.isClient ) {
|
|
if ( fuse <= 0 ) {
|
|
// run physics for 1 second
|
|
RunPhysics();
|
|
PostEventMS( &EV_Remove, 0 );
|
|
} else if ( spawnArgs.GetBool( "detonate_on_fuse" ) ) {
|
|
if ( fuse < 0.0f ) {
|
|
fuse = 0.0f;
|
|
}
|
|
RunPhysics();
|
|
PostEventSec( &EV_Explode, fuse );
|
|
} else {
|
|
if ( fuse < 0.0f ) {
|
|
fuse = 0.0f;
|
|
}
|
|
PostEventSec( &EV_Fizzle, fuse );
|
|
}
|
|
}
|
|
|
|
StartSound( "snd_fly", SND_CHANNEL_BODY, 0, false, NULL );
|
|
|
|
smokeFly = NULL;
|
|
smokeFlyTime = 0;
|
|
const char *smokeName = spawnArgs.GetString( "smoke_fly" );
|
|
if ( *smokeName != '\0' ) {
|
|
smokeFly = static_cast<const idDeclParticle *>( declManager->FindType( DECL_PARTICLE, smokeName ) );
|
|
smokeFlyTime = gameLocal.time;
|
|
gameLocal.smokeParticles->EmitSmoke( smokeFly, smokeFlyTime, gameLocal.random.CRandomFloat(), GetPhysics()->GetOrigin(), GetPhysics()->GetAxis() );
|
|
}
|
|
|
|
const char *sndName = spawnArgs.GetString( "snd_bounce" );
|
|
|
|
nextSoundTime = 0; // BY Clone JCD
|
|
soundTimeDifference = spawnArgs.GetInt ( "next_sound_time" ); //
|
|
|
|
if ( *sndName != '\0' ) {
|
|
sndBounce = declManager->FindSound( sndName );
|
|
}
|
|
|
|
UpdateVisuals();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idDebris::Think
|
|
================
|
|
*/
|
|
void idDebris::Think( void ) {
|
|
|
|
// run physics
|
|
RunPhysics();
|
|
Present();
|
|
|
|
if ( smokeFly && smokeFlyTime && !IsHidden()) { // Emit particles only when visible
|
|
idVec3 dir = -GetPhysics()->GetLinearVelocity();
|
|
dir.Normalize();
|
|
if ( !gameLocal.smokeParticles->EmitSmoke( smokeFly, smokeFlyTime, gameLocal.random.CRandomFloat(), GetPhysics()->GetOrigin(), dir.ToMat3() ) ) {
|
|
|
|
if( continuousSmoke ) {
|
|
smokeFlyTime = gameLocal.time; // Emit particles continuously - Clone JC Denton
|
|
}
|
|
else {
|
|
smokeFlyTime = 0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idDebris::Killed
|
|
================
|
|
*/
|
|
void idDebris::Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location ) {
|
|
if ( spawnArgs.GetBool( "detonate_on_death" ) ) {
|
|
Explode();
|
|
} else {
|
|
Fizzle();
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idDebris::Collide
|
|
=================
|
|
*/
|
|
bool idDebris::Collide( const trace_t &collision, const idVec3 &velocity ) {
|
|
|
|
if (sndBounce != NULL ){
|
|
if ( !soundTimeDifference ) {
|
|
StartSoundShader( sndBounce, SND_CHANNEL_BODY, 0, false, NULL );
|
|
sndBounce = NULL;
|
|
return false;
|
|
}
|
|
|
|
if ( gameLocal.time > nextSoundTime ){
|
|
|
|
float v = -( velocity * collision.c.normal );
|
|
|
|
if ( v > BOUNCE_SOUND_MIN_VELOCITY ) {
|
|
float 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 ( StartSoundShader( sndBounce, SND_CHANNEL_BODY, 0, false, NULL ) )
|
|
SetSoundVolume( f );
|
|
}
|
|
else {
|
|
float f = ( 0.5f / idMath::Sqrt( BOUNCE_SOUND_MAX_VELOCITY - BOUNCE_SOUND_MIN_VELOCITY ) );
|
|
if ( StartSoundShader( sndBounce, SND_CHANNEL_BODY, 0, false, NULL ) )
|
|
SetSoundVolume( f );
|
|
sndBounce = NULL;
|
|
return false;
|
|
}
|
|
nextSoundTime = gameLocal.time + soundTimeDifference;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
/*
|
|
================
|
|
idDebris::Fizzle
|
|
================
|
|
*/
|
|
void idDebris::Fizzle( void ) {
|
|
if ( IsHidden() ) {
|
|
// already exploded
|
|
return;
|
|
}
|
|
|
|
StopSound( SND_CHANNEL_ANY, false );
|
|
StartSound( "snd_fizzle", SND_CHANNEL_BODY, 0, false, NULL );
|
|
|
|
// fizzle FX
|
|
const char *smokeName = spawnArgs.GetString( "smoke_fuse" );
|
|
if ( *smokeName != '\0' ) {
|
|
smokeFly = static_cast<const idDeclParticle *>( declManager->FindType( DECL_PARTICLE, smokeName ) );
|
|
smokeFlyTime = gameLocal.time;
|
|
gameLocal.smokeParticles->EmitSmoke( smokeFly, smokeFlyTime, gameLocal.random.CRandomFloat(), GetPhysics()->GetOrigin(), GetPhysics()->GetAxis() );
|
|
}
|
|
|
|
fl.takedamage = false;
|
|
physicsObj.SetContents( 0 );
|
|
physicsObj.PutToRest();
|
|
#ifdef _DENTONMOD
|
|
BecomeInactive(TH_PHYSICS); // This causes the physics not to update after explosion
|
|
#endif
|
|
Hide();
|
|
|
|
if ( gameLocal.isClient ) {
|
|
return;
|
|
}
|
|
|
|
CancelEvents( &EV_Fizzle );
|
|
PostEventMS( &EV_Remove, 0 );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idDebris::Explode
|
|
================
|
|
*/
|
|
void idDebris::Explode( void ) {
|
|
if ( IsHidden() ) {
|
|
// already exploded
|
|
return;
|
|
}
|
|
|
|
StopSound( SND_CHANNEL_ANY, false );
|
|
StartSound( "snd_explode", SND_CHANNEL_BODY, 0, false, NULL );
|
|
|
|
Hide();
|
|
|
|
// these must not be "live forever" particle systems
|
|
smokeFly = NULL;
|
|
smokeFlyTime = 0;
|
|
const char *smokeName = spawnArgs.GetString( "smoke_detonate" );
|
|
if ( *smokeName != '\0' ) {
|
|
smokeFly = static_cast<const idDeclParticle *>( declManager->FindType( DECL_PARTICLE, smokeName ) );
|
|
smokeFlyTime = gameLocal.time;
|
|
gameLocal.smokeParticles->EmitSmoke( smokeFly, smokeFlyTime, gameLocal.random.CRandomFloat(), GetPhysics()->GetOrigin(), GetPhysics()->GetAxis() );
|
|
}
|
|
|
|
fl.takedamage = false;
|
|
physicsObj.SetContents( 0 );
|
|
physicsObj.PutToRest();
|
|
#ifdef _DENTONMOD
|
|
BecomeInactive(TH_PHYSICS); // This causes the physics not to update after explosion
|
|
#endif
|
|
|
|
CancelEvents( &EV_Explode );
|
|
PostEventMS( &EV_Remove, 0 );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idDebris::Event_Explode
|
|
================
|
|
*/
|
|
void idDebris::Event_Explode( void ) {
|
|
Explode();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idDebris::Event_Fizzle
|
|
================
|
|
*/
|
|
void idDebris::Event_Fizzle( void ) {
|
|
Fizzle();
|
|
}
|