dhewm3-sdk/game/Moveable.cpp
Daniel Gibson d6caed016e Fix renderlights loaded from savegames aliasing other lights
Some entities wrote the handle from gameRenderWorld->AddLightDef()
into savegames and reused it after restoring it.
That's a bad idea, because at that point the handle most likely belongs
to something else (likely some idLight). The most visible issue this
can create is that the flashlight may not work correctly after loading
a savegame with flashlight on, when it happens to alias a light that's
updated each frame to (mostly) being off..

The correct way to handle this (THAT FOR SOME REASON WAS ALREADY
IMPLEMENTED IN D3XP BUT NOT THE BASE GAME - WHY?!) is to get a fresh
handle with AddLightDef() when restoring a savegame - unless the handle
was -1, which means that the light didn't exist when saving.

fixes #495
2024-03-18 23:56:40 +01:00

1524 lines
39 KiB
C++

/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
Doom 3 Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "sys/platform.h"
#include "renderer/ModelManager.h"
#include "gamesys/SysCvar.h"
#include "Fx.h"
#include "ai/AI.h"
#include "Moveable.h"
/*
===============================================================================
idMoveable
===============================================================================
*/
const idEventDef EV_BecomeNonSolid( "becomeNonSolid" );
const idEventDef EV_SetOwnerFromSpawnArgs( "<setOwnerFromSpawnArgs>" );
const idEventDef EV_IsAtRest( "isAtRest", NULL, 'd' );
const idEventDef EV_EnableDamage( "enableDamage", "f" );
CLASS_DECLARATION( idEntity, idMoveable )
EVENT( EV_Activate, idMoveable::Event_Activate )
EVENT( EV_BecomeNonSolid, idMoveable::Event_BecomeNonSolid )
EVENT( EV_SetOwnerFromSpawnArgs, idMoveable::Event_SetOwnerFromSpawnArgs )
EVENT( EV_IsAtRest, idMoveable::Event_IsAtRest )
EVENT( EV_EnableDamage, idMoveable::Event_EnableDamage )
END_CLASS
static const float BOUNCE_SOUND_MIN_VELOCITY = 80.0f; // 80
static const float BOUNCE_SOUND_MAX_VELOCITY = 200.0f; // 200
/*
================
idMoveable::idMoveable
================
*/
idMoveable::idMoveable( void ) {
minDamageVelocity = 100.0f;
maxDamageVelocity = 200.0f;
nextCollideFxTime = 0;
nextDamageTime = 0;
nextSoundTime = 0;
initialSpline = NULL;
initialSplineDir = vec3_zero;
explode = false;
unbindOnDeath = false;
allowStep = false;
canDamage = false;
//REV GRAB
attacker = NULL;
//REV GRAB
/*#ifdef _DENTONMOD
entDamageEffects = NULL;
#endif*/
}
/*
================
idMoveable::~idMoveable
================
*/
idMoveable::~idMoveable( void ) {
delete initialSpline;
initialSpline = NULL;
}
/*
================
idMoveable::Spawn
================
*/
void idMoveable::Spawn( void ) {
idTraceModel trm;
float density, friction, bouncyness, mass;
int clipShrink;
idStr clipModelName;
// check if a clip model is set
spawnArgs.GetString( "clipmodel", "", clipModelName );
if ( !clipModelName[0] ) {
clipModelName = spawnArgs.GetString( "model" ); // use the visual model
}
if ( !collisionModelManager->TrmFromModel( clipModelName, trm ) ) {
gameLocal.Error( "idMoveable '%s': cannot load collision model %s", name.c_str(), clipModelName.c_str() );
return;
}
// if the model should be shrinked
clipShrink = spawnArgs.GetInt( "clipshrink" );
if ( clipShrink != 0 ) {
trm.Shrink( clipShrink * CM_CLIP_EPSILON );
}
// get rigid body properties
spawnArgs.GetFloat( "density", "0.5", density );
density = idMath::ClampFloat( 0.001f, 1000.0f, density );
spawnArgs.GetFloat( "friction", "0.05", friction );
friction = idMath::ClampFloat( 0.0f, 1.0f, friction );
spawnArgs.GetFloat( "bouncyness", "0.6", bouncyness );
bouncyness = idMath::ClampFloat( 0.0f, 1.0f, bouncyness );
explode = spawnArgs.GetBool( "explode" );
unbindOnDeath = spawnArgs.GetBool( "unbindondeath" );
fxCollide = spawnArgs.GetString( "fx_collide" );
nextCollideFxTime = 0;
//rev grab
monsterDamage = spawnArgs.GetString( "monster_damage", "" );
attacker = NULL;
//rev grab
fl.takedamage = true;
damage = spawnArgs.GetString( "def_damage", "" );
canDamage = spawnArgs.GetBool( "damageWhenActive" ) ? false : true;
minDamageVelocity = spawnArgs.GetFloat( "minDamageVelocity", "100" );
maxDamageVelocity = spawnArgs.GetFloat( "maxDamageVelocity", "200" );
nextDamageTime = 0;
nextSoundTime = 0;
health = spawnArgs.GetInt( "health", "0" );
spawnArgs.GetString( "broken", "", brokenModel );
if ( health ) {
if ( brokenModel != "" && !renderModelManager->CheckModel( brokenModel ) ) {
gameLocal.Error( "idMoveable '%s' at (%s): cannot load broken model '%s'", name.c_str(), GetPhysics()->GetOrigin().ToString(0), brokenModel.c_str() );
}
}
// setup the physics
physicsObj.SetSelf( this );
physicsObj.SetClipModel( new idClipModel( trm ), density );
physicsObj.GetClipModel()->SetMaterial( GetRenderModelMaterial() );
physicsObj.SetOrigin( GetPhysics()->GetOrigin() );
physicsObj.SetAxis( GetPhysics()->GetAxis() );
physicsObj.SetBouncyness( bouncyness );
physicsObj.SetFriction( 0.6f, 0.6f, friction );
physicsObj.SetGravity( gameLocal.GetGravity() );
physicsObj.SetContents( CONTENTS_SOLID );
physicsObj.SetClipMask( MASK_SOLID | CONTENTS_BODY | CONTENTS_CORPSE | CONTENTS_MOVEABLECLIP );
SetPhysics( &physicsObj );
if ( spawnArgs.GetFloat( "mass", "10", mass ) ) {
physicsObj.SetMass( mass );
}
if ( spawnArgs.GetBool( "nodrop" ) ) {
physicsObj.PutToRest();
} else {
physicsObj.DropToFloor();
}
if ( spawnArgs.GetBool( "noimpact" ) || spawnArgs.GetBool( "notPushable" ) ) {
physicsObj.DisableImpact();
}
if ( spawnArgs.GetBool( "nonsolid" ) ) {
BecomeNonSolid();
}
allowStep = spawnArgs.GetBool( "allowStep", "1" );
PostEventMS( &EV_SetOwnerFromSpawnArgs, 0 );
}
/*
================
idMoveable::Save
================
*/
void idMoveable::Save( idSaveGame *savefile ) const {
savefile->WriteString( brokenModel );
savefile->WriteString( damage );
//REV GRAB
savefile->WriteString( monsterDamage );
savefile->WriteObject( attacker );
//REV GRAB
savefile->WriteString( fxCollide );
savefile->WriteInt( nextCollideFxTime );
savefile->WriteFloat( minDamageVelocity );
savefile->WriteFloat( maxDamageVelocity );
savefile->WriteBool( explode );
savefile->WriteBool( unbindOnDeath );
savefile->WriteBool( allowStep );
savefile->WriteBool( canDamage );
savefile->WriteInt( nextDamageTime );
savefile->WriteInt( nextSoundTime );
savefile->WriteInt( initialSpline != NULL ? initialSpline->GetTime( 0 ) : -1 );
savefile->WriteVec3( initialSplineDir );
savefile->WriteStaticObject( physicsObj );
}
/*
================
idMoveable::Restore
================
*/
void idMoveable::Restore( idRestoreGame *savefile ) {
int initialSplineTime;
savefile->ReadString( brokenModel );
savefile->ReadString( damage );
//REV GRAB
savefile->ReadString( monsterDamage );
savefile->ReadObject( reinterpret_cast<idClass *&>( attacker ) );
//REV GRAB
savefile->ReadString( fxCollide );
savefile->ReadInt( nextCollideFxTime );
savefile->ReadFloat( minDamageVelocity );
savefile->ReadFloat( maxDamageVelocity );
savefile->ReadBool( explode );
savefile->ReadBool( unbindOnDeath );
savefile->ReadBool( allowStep );
savefile->ReadBool( canDamage );
savefile->ReadInt( nextDamageTime );
savefile->ReadInt( nextSoundTime );
savefile->ReadInt( initialSplineTime );
savefile->ReadVec3( initialSplineDir );
if ( initialSplineTime != -1 ) {
InitInitialSpline( initialSplineTime );
} else {
initialSpline = NULL;
}
savefile->ReadStaticObject( physicsObj );
RestorePhysics( &physicsObj );
}
/*
================
idMoveable::Hide
================
*/
void idMoveable::Hide( void ) {
idEntity::Hide();
physicsObj.SetContents( 0 );
}
/*
================
idMoveable::Show
================
*/
void idMoveable::Show( void ) {
idEntity::Show();
if ( !spawnArgs.GetBool( "nonsolid" ) ) {
physicsObj.SetContents( CONTENTS_SOLID );
}
}
/*
=================
idMoveable::Collide
=================
*/
bool idMoveable::Collide( const trace_t &collision, const idVec3 &velocity ) {
float v, f;
idVec3 dir;
idEntity *ent;
v = -( velocity * collision.c.normal );
if ( v > BOUNCE_SOUND_MIN_VELOCITY && gameLocal.time > nextSoundTime ) {
f = v > BOUNCE_SOUND_MAX_VELOCITY ? 1.0f : idMath::Sqrt( v - BOUNCE_SOUND_MIN_VELOCITY ) * ( 1.0f / idMath::Sqrt( BOUNCE_SOUND_MAX_VELOCITY - BOUNCE_SOUND_MIN_VELOCITY ) );
if ( StartSound( "snd_bounce", SND_CHANNEL_BODY, 0, false, NULL ) ) {
// don't set the volume unless there is a bounce sound as it overrides the entire channel
// which causes footsteps on ai's to not honor their shader parms
SetSoundVolume( f );
}
nextSoundTime = gameLocal.time + 500;
}
//REV GRAB CODE START AND REPLACE
/* if ( canDamage && damage.Length() && gameLocal.time > nextDamageTime ) {
ent = gameLocal.entities[ collision.c.entityNum ];
if ( ent && v > minDamageVelocity ) {
f = v > maxDamageVelocity ? 1.0f : idMath::Sqrt( v - minDamageVelocity ) * ( 1.0f / idMath::Sqrt( maxDamageVelocity - minDamageVelocity ) );
dir = velocity;
dir.NormalizeFast();
ent->Damage( this, GetPhysics()->GetClipModel()->GetOwner(), dir, damage, f, INVALID_JOINT );
nextDamageTime = gameLocal.time + 1000;
}
}
*/
// _D3XP :: changes relating to the addition of monsterDamage
if ( !gameLocal.isClient && canDamage && gameLocal.time > nextDamageTime ) {
bool hasDamage = damage.Length() > 0;
bool hasMonsterDamage = monsterDamage.Length() > 0;
if ( hasDamage || hasMonsterDamage ) {
ent = gameLocal.entities[ collision.c.entityNum ];
if ( ent && v > minDamageVelocity ) {
f = v > maxDamageVelocity ? 1.0f : idMath::Sqrt( v - minDamageVelocity ) * ( 1.0f / idMath::Sqrt( maxDamageVelocity - minDamageVelocity ) );
dir = velocity;
dir.NormalizeFast();
if ( ent->IsType( idAI::Type ) && hasMonsterDamage ) {
if ( attacker ) {
ent->Damage( this, attacker, dir, monsterDamage, f, INVALID_JOINT );
}
else {
ent->Damage( this, GetPhysics()->GetClipModel()->GetOwner(), dir, monsterDamage, f, INVALID_JOINT );
}
ent->Damage( this, GetPhysics()->GetClipModel()->GetOwner(), dir, monsterDamage, f, INVALID_JOINT );
} else if ( hasDamage ) {
// in multiplayer, scale damage wrt mass of object
if ( gameLocal.isMultiplayer ) {
f *= GetPhysics()->GetMass() * g_moveableDamageScale.GetFloat();
}
if ( attacker ) {
ent->Damage( this, attacker, dir, damage, f, INVALID_JOINT );
}
else {
ent->Damage( this, GetPhysics()->GetClipModel()->GetOwner(), dir, damage, f, INVALID_JOINT );
}
ent->Damage( this, GetPhysics()->GetClipModel()->GetOwner(), dir, damage, f, INVALID_JOINT );
}
nextDamageTime = gameLocal.time + 1000;
}
}
}
if ( this->IsType( idExplodingBarrel::Type ) ) {
idExplodingBarrel *ebarrel = static_cast<idExplodingBarrel*>(this);
if ( !ebarrel->IsStable() ) {
PostEventSec( &EV_Explode, 0.04f );
}
}
//REV GRAB CODE END
if ( fxCollide.Length() && gameLocal.time > nextCollideFxTime ) {
idEntityFx::StartFx( fxCollide, &collision.c.point, NULL, this, false );
nextCollideFxTime = gameLocal.time + 3500;
}
return false;
}
/*
============
idMoveable::Killed
============
*/
void idMoveable::Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location ) {
if ( unbindOnDeath ) {
Unbind();
}
if ( brokenModel != "" ) {
SetModel( brokenModel );
}
if ( explode ) {
if ( brokenModel == "" ) {
PostEventMS( &EV_Remove, 1000 );
}
}
if ( renderEntity.gui[ 0 ] ) {
renderEntity.gui[ 0 ] = NULL;
}
ActivateTargets( this );
fl.takedamage = false;
}
/*
================
idMoveable::AllowStep
================
*/
bool idMoveable::AllowStep( void ) const {
return allowStep;
}
/*
================
idMoveable::BecomeNonSolid
================
*/
void idMoveable::BecomeNonSolid( void ) {
// set CONTENTS_RENDERMODEL so bullets still collide with the moveable
physicsObj.SetContents( CONTENTS_CORPSE | CONTENTS_RENDERMODEL );
physicsObj.SetClipMask( MASK_SOLID | CONTENTS_CORPSE | CONTENTS_MOVEABLECLIP );
}
/*
================
idMoveable::EnableDamage
================
*/
void idMoveable::EnableDamage( bool enable, float duration ) {
canDamage = enable;
if ( duration ) {
PostEventSec( &EV_EnableDamage, duration, ( !enable ) ? 0.0f : 1.0f );
}
}
/*
================
idMoveable::InitInitialSpline
================
*/
void idMoveable::InitInitialSpline( int startTime ) {
int initialSplineTime;
initialSpline = GetSpline();
initialSplineTime = spawnArgs.GetInt( "initialSplineTime", "300" );
if ( initialSpline != NULL ) {
initialSpline->MakeUniform( initialSplineTime );
initialSpline->ShiftTime( startTime - initialSpline->GetTime( 0 ) );
initialSplineDir = initialSpline->GetCurrentFirstDerivative( startTime );
initialSplineDir *= physicsObj.GetAxis().Transpose();
initialSplineDir.Normalize();
BecomeActive( TH_THINK );
}
}
/*
================
idMoveable::FollowInitialSplinePath
================
*/
bool idMoveable::FollowInitialSplinePath( void ) {
if ( initialSpline != NULL ) {
if ( gameLocal.time < initialSpline->GetTime( initialSpline->GetNumValues() - 1 ) ) {
idVec3 splinePos = initialSpline->GetCurrentValue( gameLocal.time );
idVec3 linearVelocity = ( splinePos - physicsObj.GetOrigin() ) * USERCMD_HZ;
physicsObj.SetLinearVelocity( linearVelocity );
idVec3 splineDir = initialSpline->GetCurrentFirstDerivative( gameLocal.time );
idVec3 dir = initialSplineDir * physicsObj.GetAxis();
idVec3 angularVelocity = dir.Cross( splineDir );
angularVelocity.Normalize();
angularVelocity *= idMath::ACos16( dir * splineDir / splineDir.Length() ) * USERCMD_HZ;
physicsObj.SetAngularVelocity( angularVelocity );
return true;
} else {
delete initialSpline;
initialSpline = NULL;
}
}
return false;
}
/*
================
idMoveable::Think
================
*/
void idMoveable::Think( void ) {
if ( thinkFlags & TH_THINK ) {
if ( !FollowInitialSplinePath() ) {
BecomeInactive( TH_THINK );
}
}
idEntity::Think();
}
/*
================
idMoveable::GetRenderModelMaterial
================
*/
const idMaterial *idMoveable::GetRenderModelMaterial( void ) const {
if ( renderEntity.customShader ) {
return renderEntity.customShader;
}
if ( renderEntity.hModel && renderEntity.hModel->NumSurfaces() ) {
return renderEntity.hModel->Surface( 0 )->shader;
}
return NULL;
}
/*
================
idMoveable::WriteToSnapshot
================
*/
void idMoveable::WriteToSnapshot( idBitMsgDelta &msg ) const {
physicsObj.WriteToSnapshot( msg );
}
/*
================
idMoveable::ReadFromSnapshot
================
*/
void idMoveable::ReadFromSnapshot( const idBitMsgDelta &msg ) {
physicsObj.ReadFromSnapshot( msg );
if ( msg.HasChanged() ) {
UpdateVisuals();
}
}
/*
================
idMoveable::Event_BecomeNonSolid
================
*/
void idMoveable::Event_BecomeNonSolid( void ) {
BecomeNonSolid();
}
//REV GRAB CODE START
/*
================
idMoveable::SetAttacker
================
*/
void idMoveable::SetAttacker( idEntity *ent ) {
attacker = ent;
}
//REV GRAB CODE END
/*
================
idMoveable::Event_Activate
================
*/
void idMoveable::Event_Activate( idEntity *activator ) {
float delay;
idVec3 init_velocity, init_avelocity;
Show();
if ( !spawnArgs.GetInt( "notPushable" ) ) {
physicsObj.EnableImpact();
}
physicsObj.Activate();
spawnArgs.GetVector( "init_velocity", "0 0 0", init_velocity );
spawnArgs.GetVector( "init_avelocity", "0 0 0", init_avelocity );
delay = spawnArgs.GetFloat( "init_velocityDelay", "0" );
if ( delay == 0.0f ) {
physicsObj.SetLinearVelocity( init_velocity );
} else {
PostEventSec( &EV_SetLinearVelocity, delay, init_velocity );
}
delay = spawnArgs.GetFloat( "init_avelocityDelay", "0" );
if ( delay == 0.0f ) {
physicsObj.SetAngularVelocity( init_avelocity );
} else {
PostEventSec( &EV_SetAngularVelocity, delay, init_avelocity );
}
InitInitialSpline( gameLocal.time );
}
/*
================
idMoveable::Event_SetOwnerFromSpawnArgs
================
*/
void idMoveable::Event_SetOwnerFromSpawnArgs( void ) {
idStr owner;
if ( spawnArgs.GetString( "owner", "", owner ) ) {
ProcessEvent( &EV_SetOwner, gameLocal.FindEntity( owner ) );
}
}
/*
================
idMoveable::Event_IsAtRest
================
*/
void idMoveable::Event_IsAtRest( void ) {
idThread::ReturnInt( physicsObj.IsAtRest() );
}
/*
================
idMoveable::Event_EnableDamage
================
*/
void idMoveable::Event_EnableDamage( float enable ) {
//REV GRAB
// clear out attacker
attacker = NULL;
//REV GRAB
canDamage = ( enable != 0.0f );
}
/*
===============================================================================
idBarrel
===============================================================================
*/
CLASS_DECLARATION( idMoveable, idBarrel )
END_CLASS
/*
================
idBarrel::idBarrel
================
*/
idBarrel::idBarrel() {
radius = 1.0f;
barrelAxis = 0;
lastOrigin.Zero();
lastAxis.Identity();
additionalRotation = 0.0f;
additionalAxis.Identity();
fl.networkSync = true;
/*#ifdef _DENTONMOD
entDamageEffects = NULL;
#endif*/
}
/*
================
idBarrel::Save
================
*/
void idBarrel::Save( idSaveGame *savefile ) const {
savefile->WriteFloat( radius );
savefile->WriteInt( barrelAxis );
savefile->WriteVec3( lastOrigin );
savefile->WriteMat3( lastAxis );
savefile->WriteFloat( additionalRotation );
savefile->WriteMat3( additionalAxis );
}
/*
================
idBarrel::Restore
================
*/
void idBarrel::Restore( idRestoreGame *savefile ) {
savefile->ReadFloat( radius );
savefile->ReadInt( barrelAxis );
savefile->ReadVec3( lastOrigin );
savefile->ReadMat3( lastAxis );
savefile->ReadFloat( additionalRotation );
savefile->ReadMat3( additionalAxis );
}
/*
================
idBarrel::BarrelThink
================
*/
void idBarrel::BarrelThink( void ) {
bool wasAtRest, onGround;
float movedDistance, rotatedDistance, angle;
idVec3 curOrigin, gravityNormal, dir;
idMat3 curAxis, axis;
wasAtRest = IsAtRest();
// run physics
RunPhysics();
// only need to give the visual model an additional rotation if the physics were run
if ( !wasAtRest ) {
// current physics state
onGround = GetPhysics()->HasGroundContacts();
curOrigin = GetPhysics()->GetOrigin();
curAxis = GetPhysics()->GetAxis();
// if the barrel is on the ground
if ( onGround ) {
gravityNormal = GetPhysics()->GetGravityNormal();
dir = curOrigin - lastOrigin;
dir -= gravityNormal * dir * gravityNormal;
movedDistance = dir.LengthSqr();
// if the barrel moved and the barrel is not aligned with the gravity direction
if ( movedDistance > 0.0f && idMath::Fabs( gravityNormal * curAxis[barrelAxis] ) < 0.7f ) {
// barrel movement since last think frame orthogonal to the barrel axis
movedDistance = idMath::Sqrt( movedDistance );
dir *= 1.0f / movedDistance;
movedDistance = ( 1.0f - idMath::Fabs( dir * curAxis[barrelAxis] ) ) * movedDistance;
// get rotation about barrel axis since last think frame
angle = lastAxis[(barrelAxis+1)%3] * curAxis[(barrelAxis+1)%3];
angle = idMath::ACos( angle );
// distance along cylinder hull
rotatedDistance = angle * radius;
// if the barrel moved further than it rotated about it's axis
if ( movedDistance > rotatedDistance ) {
// additional rotation of the visual model to make it look
// like the barrel rolls instead of slides
angle = 180.0f * (movedDistance - rotatedDistance) / (radius * idMath::PI);
if ( gravityNormal.Cross( curAxis[barrelAxis] ) * dir < 0.0f ) {
additionalRotation += angle;
} else {
additionalRotation -= angle;
}
dir = vec3_origin;
dir[barrelAxis] = 1.0f;
additionalAxis = idRotation( vec3_origin, dir, additionalRotation ).ToMat3();
}
}
}
// save state for next think
lastOrigin = curOrigin;
lastAxis = curAxis;
}
Present();
}
/*
================
idBarrel::Think
================
*/
void idBarrel::Think( void ) {
if ( thinkFlags & TH_THINK ) {
if ( !FollowInitialSplinePath() ) {
BecomeInactive( TH_THINK );
}
}
BarrelThink();
#ifdef _DENTONMOD
if ( thinkFlags & TH_UPDATEWOUNDPARTICLES )
UpdateParticles();
#endif
}
/*
================
idBarrel::GetPhysicsToVisualTransform
================
*/
bool idBarrel::GetPhysicsToVisualTransform( idVec3 &origin, idMat3 &axis ) {
origin = vec3_origin;
axis = additionalAxis;
return true;
}
/*
================
idBarrel::Spawn
================
*/
void idBarrel::Spawn( void ) {
const idBounds &bounds = GetPhysics()->GetBounds();
// radius of the barrel cylinder
radius = ( bounds[1][0] - bounds[0][0] ) * 0.5f;
// always a vertical barrel with cylinder axis parallel to the z-axis
barrelAxis = 2;
lastOrigin = GetPhysics()->GetOrigin();
lastAxis = GetPhysics()->GetAxis();
additionalRotation = 0.0f;
additionalAxis.Identity();
}
/*
================
idBarrel::ClientPredictionThink
================
*/
void idBarrel::ClientPredictionThink( void ) {
Think();
}
/*
===============================================================================
idExplodingBarrel
===============================================================================
*/
const idEventDef EV_Respawn( "<respawn>" );
const idEventDef EV_TriggerTargets( "<triggertargets>" );
CLASS_DECLARATION( idBarrel, idExplodingBarrel )
EVENT( EV_Activate, idExplodingBarrel::Event_Activate )
EVENT( EV_Respawn, idExplodingBarrel::Event_Respawn )
EVENT( EV_Explode, idExplodingBarrel::Event_Explode )
EVENT( EV_TriggerTargets, idExplodingBarrel::Event_TriggerTargets )
END_CLASS
/*
================
idExplodingBarrel::idExplodingBarrel
================
*/
idExplodingBarrel::idExplodingBarrel() {
spawnOrigin.Zero();
spawnAxis.Zero();
state = NORMAL;
//REV GRAB
isStable = true;
//REV GRAB
particleModelDefHandle = -1;
lightDefHandle = -1;
memset( &particleRenderEntity, 0, sizeof( particleRenderEntity ) );
memset( &light, 0, sizeof( light ) );
particleTime = 0;
lightTime = 0;
time = 0.0f;
}
/*
================
idExplodingBarrel::~idExplodingBarrel
================
*/
idExplodingBarrel::~idExplodingBarrel() {
if ( particleModelDefHandle >= 0 ){
gameRenderWorld->FreeEntityDef( particleModelDefHandle );
}
if ( lightDefHandle >= 0 ) {
gameRenderWorld->FreeLightDef( lightDefHandle );
}
}
/*
================
idExplodingBarrel::Save
================
*/
void idExplodingBarrel::Save( idSaveGame *savefile ) const {
savefile->WriteVec3( spawnOrigin );
savefile->WriteMat3( spawnAxis );
savefile->WriteInt( state );
savefile->WriteInt( particleModelDefHandle );
savefile->WriteInt( lightDefHandle );
savefile->WriteRenderEntity( particleRenderEntity );
savefile->WriteRenderLight( light );
savefile->WriteInt( particleTime );
savefile->WriteInt( lightTime );
savefile->WriteFloat( time );
//REV GRAB
savefile->WriteBool( isStable );
//REV GRAB
}
/*
================
idExplodingBarrel::Restore
================
*/
void idExplodingBarrel::Restore( idRestoreGame *savefile ) {
savefile->ReadVec3( spawnOrigin );
savefile->ReadMat3( spawnAxis );
savefile->ReadInt( (int &)state );
savefile->ReadInt( (int &)particleModelDefHandle );
savefile->ReadInt( (int &)lightDefHandle );
savefile->ReadRenderEntity( particleRenderEntity );
savefile->ReadRenderLight( light );
savefile->ReadInt( particleTime );
savefile->ReadInt( lightTime );
savefile->ReadFloat( time );
//REV GRAB
savefile->ReadBool( isStable );
//REV GRAB
// DG: enforce getting fresh handle, else this may be tied to an unrelated light!
if ( lightDefHandle != -1 ) {
lightDefHandle = gameRenderWorld->AddLightDef( &light );
}
// DG: same for render entity
if ( particleModelDefHandle != -1 ) {
particleModelDefHandle = gameRenderWorld->AddEntityDef( &particleRenderEntity );
}
}
/*
================
idExplodingBarrel::Spawn
================
*/
void idExplodingBarrel::Spawn( void ) {
health = spawnArgs.GetInt( "health", "5" );
fl.takedamage = true;
//REV GRAB
isStable = true;
//REV GRAB
spawnOrigin = GetPhysics()->GetOrigin();
spawnAxis = GetPhysics()->GetAxis();
state = NORMAL;
particleModelDefHandle = -1;
lightDefHandle = -1;
lightTime = 0;
particleTime = 0;
time = spawnArgs.GetFloat( "time" );
memset( &particleRenderEntity, 0, sizeof( particleRenderEntity ) );
memset( &light, 0, sizeof( light ) );
}
/*
================
idExplodingBarrel::Think
================
*/
void idExplodingBarrel::Think( void ) {
idBarrel::BarrelThink();
#ifdef _DENTONMOD
if ( thinkFlags & TH_UPDATEWOUNDPARTICLES )
UpdateParticles();
#endif
if ( lightDefHandle >= 0 ){
if ( state == BURNING ) {
// ramp the color up over 250 ms
float pct = (gameLocal.time - lightTime) / 250.f;
if ( pct > 1.0f ) {
pct = 1.0f;
}
light.origin = physicsObj.GetAbsBounds().GetCenter();
light.axis = mat3_identity;
light.shaderParms[ SHADERPARM_RED ] = pct;
light.shaderParms[ SHADERPARM_GREEN ] = pct;
light.shaderParms[ SHADERPARM_BLUE ] = pct;
light.shaderParms[ SHADERPARM_ALPHA ] = pct;
gameRenderWorld->UpdateLightDef( lightDefHandle, &light );
} else {
if ( gameLocal.time - lightTime > 250 ) {
gameRenderWorld->FreeLightDef( lightDefHandle );
lightDefHandle = -1;
}
return;
}
}
if ( !gameLocal.isClient && state != BURNING && state != EXPLODING ) {
BecomeInactive( TH_THINK );
return;
}
// This condition fixes the problem where particleRenderEntity is used for explosion effect
// and it still tries to track the physics origin even after physics is put to rest.
#ifdef _DENTONMOD
if ( particleModelDefHandle >= 0 && state == BURNING ){
#else
if ( particleModelDefHandle >= 0 ){
#endif
particleRenderEntity.origin = physicsObj.GetAbsBounds().GetCenter();
particleRenderEntity.axis = mat3_identity;
gameRenderWorld->UpdateEntityDef( particleModelDefHandle, &particleRenderEntity );
}
}
//REV GRAB CODE START
/*
================
idExplodingBarrel::SetStability
================
*/
void idExplodingBarrel::SetStability( bool stability ) {
isStable = stability;
}
/*
================
idExplodingBarrel::IsStable
================
*/
bool idExplodingBarrel::IsStable( void ) {
return isStable;
}
/*
================
idExplodingBarrel::StartBurning
================
*/
void idExplodingBarrel::StartBurning( void ) {
state = BURNING;
AddParticles( "barrelfire.prt", true );
}
/*
================
idExplodingBarrel::StartBurning
================
*/
void idExplodingBarrel::StopBurning( void ) {
state = NORMAL;
if ( particleModelDefHandle >= 0 ){
gameRenderWorld->FreeEntityDef( particleModelDefHandle );
particleModelDefHandle = -1;
particleTime = 0;
memset( &particleRenderEntity, 0, sizeof( particleRenderEntity ) );
}
}
//REV GRAB CODE END
/*
================
idExplodingBarrel::AddParticles
================
*/
void idExplodingBarrel::AddParticles( const char *name, bool burn ) {
if ( name && *name ) {
if ( particleModelDefHandle >= 0 ){
gameRenderWorld->FreeEntityDef( particleModelDefHandle );
}
memset( &particleRenderEntity, 0, sizeof ( particleRenderEntity ) );
const idDeclModelDef *modelDef = static_cast<const idDeclModelDef *>( declManager->FindType( DECL_MODELDEF, name ) );
if ( modelDef ) {
particleRenderEntity.origin = physicsObj.GetAbsBounds().GetCenter();
particleRenderEntity.axis = mat3_identity;
particleRenderEntity.hModel = modelDef->ModelHandle();
float rgb = ( burn ) ? 0.0f : 1.0f;
particleRenderEntity.shaderParms[ SHADERPARM_RED ] = rgb;
particleRenderEntity.shaderParms[ SHADERPARM_GREEN ] = rgb;
particleRenderEntity.shaderParms[ SHADERPARM_BLUE ] = rgb;
particleRenderEntity.shaderParms[ SHADERPARM_ALPHA ] = rgb;
particleRenderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( gameLocal.realClientTime );
particleRenderEntity.shaderParms[ SHADERPARM_DIVERSITY ] = ( burn ) ? 1.0f : gameLocal.random.RandomInt( 90 );
if ( !particleRenderEntity.hModel ) {
particleRenderEntity.hModel = renderModelManager->FindModel( name );
}
particleModelDefHandle = gameRenderWorld->AddEntityDef( &particleRenderEntity );
if ( burn ) {
BecomeActive( TH_THINK );
}
particleTime = gameLocal.realClientTime;
}
}
}
/*
================
idExplodingBarrel::AddLight
================
*/
void idExplodingBarrel::AddLight( const char *name, bool burn ) {
if ( lightDefHandle >= 0 ){
gameRenderWorld->FreeLightDef( lightDefHandle );
}
memset( &light, 0, sizeof ( light ) );
light.axis = mat3_identity;
light.lightRadius.x = spawnArgs.GetFloat( "light_radius" );
light.lightRadius.y = light.lightRadius.z = light.lightRadius.x;
light.origin = physicsObj.GetOrigin();
light.origin.z += 128;
light.pointLight = true;
light.shader = declManager->FindMaterial( name );
light.shaderParms[ SHADERPARM_RED ] = 2.0f;
light.shaderParms[ SHADERPARM_GREEN ] = 2.0f;
light.shaderParms[ SHADERPARM_BLUE ] = 2.0f;
light.shaderParms[ SHADERPARM_ALPHA ] = 2.0f;
lightDefHandle = gameRenderWorld->AddLightDef( &light );
lightTime = gameLocal.realClientTime;
BecomeActive( TH_THINK );
}
/*
================
idExplodingBarrel::ExplodingEffects
================
*/
void idExplodingBarrel::ExplodingEffects( void ) {
const char *temp;
StartSound( "snd_explode", SND_CHANNEL_ANY, 0, false, NULL );
temp = spawnArgs.GetString( "model_damage" );
if ( *temp != '\0' ) {
SetModel( temp );
Show();
}
temp = spawnArgs.GetString( "mtr_lightexplode" );
if ( *temp != '\0' ) {
AddLight( temp, false );
}
temp = spawnArgs.GetString( "mtr_burnmark" );
if ( *temp != '\0' ) {
gameLocal.ProjectDecal( GetPhysics()->GetOrigin(), GetPhysics()->GetGravity(), 128.0f, true, 96.0f, temp );
}
// put the explosion particle effect to the end -- By Clone JCD
temp = spawnArgs.GetString( "model_detonate" );
if ( *temp != '\0' ) {
AddParticles( temp, false );
}
}
//ivan start
/*
================
idExplodingBarrel::SpawnDrops
================
*/
void idExplodingBarrel::SpawnDrops( void ){
idVec3 offset;
idStr offsetKey;
const idKeyValue *kv = spawnArgs.MatchPrefix( "def_dropItem", NULL );
while( kv ) {
//get the offset
offsetKey = kv->GetKey().c_str() + 4;
offsetKey += "Offset";
offset = spawnArgs.GetVector( offsetKey.c_str(), "0 0 0" );
idMoveableItem::DropItem( kv->GetValue().c_str(), physicsObj.GetAbsBounds().GetCenter() + offset,physicsObj.GetAxis(), vec3_origin, 0, 0, false ); //don't drop to floor so offset is respected
kv = spawnArgs.MatchPrefix( "def_dropItem", kv );
}
}
//ivan end
/*
================
idExplodingBarrel::Killed
================
*/
void idExplodingBarrel::Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location ) {
// This simple condition causes a barrel to explode when shot while burning
#ifdef _DENTONMOD
if ( IsHidden() || state == EXPLODING ) {
#else
if ( IsHidden() || state == EXPLODING || state == BURNING ) {
#endif
return;
}
float f = spawnArgs.GetFloat( "burn" );
#ifdef _DENTONMOD
int explodeHealth = spawnArgs.GetInt( "explode_health" );
if ( f > 0.0f && state == NORMAL && health > explodeHealth ) {
#else
if ( f > 0.0f && state == NORMAL ) {
#endif
state = BURNING;
PostEventSec( &EV_Explode, f );
StartSound( "snd_burn", SND_CHANNEL_ANY, 0, false, NULL );
AddParticles( spawnArgs.GetString ( "model_burn", "" ), true );
return;
} else {
#ifdef _DENTONMOD
if( state == BURNING && health > explodeHealth ) {
return;
}
#endif
state = EXPLODING;
if ( gameLocal.isServer ) {
idBitMsg msg;
byte msgBuf[MAX_EVENT_PARAM_SIZE];
msg.Init( msgBuf, sizeof( msgBuf ) );
msg.WriteInt( gameLocal.time );
ServerSendEvent( EVENT_EXPLODE, &msg, false, -1 );
}
}
//ivan: remove entities bound to this entity
PostEventMS( &EV_RemoveBinds, 100 ); //wait a bit so that we can also remove the arrow that made us explode
// do this before applying radius damage so the ent can trace to any damagable ents nearby
Hide();
#ifdef _DENTONMOD
BecomeInactive(TH_PHYSICS); // This causes the physics not to update after explosion
#else
physicsObj.SetContents( 0 ); // Set physics content 0 after spawining debris.
#endif
const char *splash = spawnArgs.GetString( "def_splash_damage", "damage_explosion" );
if ( splash && *splash ) {
gameLocal.RadiusDamage( GetPhysics()->GetOrigin(), this, attacker, this, this, splash );
}
ExplodingEffects( );
//FIXME: need to precache all the debris stuff here and in the projectiles
const idKeyValue *kv = spawnArgs.MatchPrefix( "def_debris" );
// bool first = true;
while ( kv ) {
const idDict *debris_args = gameLocal.FindEntityDefDict( kv->GetValue(), false );
if ( debris_args ) {
idEntity *ent;
idVec3 dir;
idDebris *debris;
//if ( first ) {
dir = physicsObj.GetAxis()[1];
// first = false;
//} else {
dir.x += gameLocal.random.CRandomFloat() * 4.0f;
dir.y += gameLocal.random.CRandomFloat() * 4.0f;
//dir.z = gameLocal.random.RandomFloat() * 8.0f;
//}
dir.Normalize();
gameLocal.SpawnEntityDef( *debris_args, &ent, false );
if ( !ent || !ent->IsType( idDebris::Type ) ) {
gameLocal.Error( "'projectile_debris' is not an idDebris" );
}
debris = static_cast<idDebris *>(ent);
debris->Create( this, physicsObj.GetOrigin(), dir.ToMat3() );
debris->Launch();
debris->GetRenderEntity()->shaderParms[ SHADERPARM_TIME_OF_DEATH ] = ( gameLocal.time + 1500 ) * 0.001f;
debris->UpdateVisuals();
}
kv = spawnArgs.MatchPrefix( "def_debris", kv );
}
SpawnDrops(); //ivan
#ifdef _DENTONMOD
physicsObj.SetContents( 0 );
#endif
physicsObj.PutToRest();
CancelEvents( &EV_Explode );
CancelEvents( &EV_Activate );
f = spawnArgs.GetFloat( "respawn" );
if ( f > 0.0f ) {
PostEventSec( &EV_Respawn, f );
} else {
PostEventMS( &EV_Remove, 5000 );
}
if ( spawnArgs.GetBool( "triggerTargets" ) ) {
ActivateTargets( this );
}
}
/*
================
idExplodingBarrel::Damage
================
*/
void idExplodingBarrel::Damage( idEntity *inflictor, idEntity *attacker, const idVec3 &dir,
const char *damageDefName, const float damageScale, const int location ) {
const idDict *damageDef = gameLocal.FindEntityDefDict( damageDefName );
if ( !damageDef ) {
gameLocal.Error( "Unknown damageDef '%s'\n", damageDefName );
}
#ifdef _DENTONMOD // Following condition means, if inflictor's got a radius damage then explode immediately,
// which could cause explosions when barrel's health is greater than 0 so I am disabling it.
#else
if ( damageDef->FindKey( "radius" ) && GetPhysics()->GetContents() != 0 && GetBindMaster() == NULL ) {
PostEventMS( &EV_Explode, 400 );
} else {
#endif
idEntity::Damage( inflictor, attacker, dir, damageDefName, damageScale, location );
#ifdef _DENTONMOD
#else
}
#endif
}
/*
================
idExplodingBarrel::Event_TriggerTargets
================
*/
void idExplodingBarrel::Event_TriggerTargets() {
ActivateTargets( this );
}
/*
================
idExplodingBarrel::Event_Explode
================
*/
void idExplodingBarrel::Event_Explode() {
if ( state == NORMAL || state == BURNING ) {
state = BURNEXPIRED;
Killed( NULL, NULL, 0, vec3_zero, 0 );
}
}
/*
================
idExplodingBarrel::Event_Respawn
================
*/
void idExplodingBarrel::Event_Respawn() {
int i;
int minRespawnDist = spawnArgs.GetInt( "respawn_range", "256" );
if ( minRespawnDist ) {
float minDist = -1;
for ( i = 0; i < gameLocal.numClients; i++ ) {
if ( !gameLocal.entities[ i ] || !gameLocal.entities[ i ]->IsType( idPlayer::Type ) ) {
continue;
}
idVec3 v = gameLocal.entities[ i ]->GetPhysics()->GetOrigin() - GetPhysics()->GetOrigin();
float dist = v.Length();
if ( minDist < 0 || dist < minDist ) {
minDist = dist;
}
}
if ( minDist < minRespawnDist ) {
PostEventSec( &EV_Respawn, spawnArgs.GetInt( "respawn_again", "10" ) );
return;
}
}
const char *temp = spawnArgs.GetString( "model" );
if ( temp && *temp ) {
SetModel( temp );
}
health = spawnArgs.GetInt( "health", "5" );
fl.takedamage = true;
physicsObj.SetOrigin( spawnOrigin );
physicsObj.SetAxis( spawnAxis );
physicsObj.SetContents( CONTENTS_SOLID );
physicsObj.DropToFloor();
state = NORMAL;
Show();
UpdateVisuals();
}
/*
================
idMoveable::Event_Activate
================
*/
void idExplodingBarrel::Event_Activate( idEntity *activator ) {
Killed( activator, activator, 0, vec3_origin, 0 );
}
/*
================
idMoveable::WriteToSnapshot
================
*/
void idExplodingBarrel::WriteToSnapshot( idBitMsgDelta &msg ) const {
idMoveable::WriteToSnapshot( msg );
msg.WriteBits( IsHidden(), 1 );
}
/*
================
idMoveable::ReadFromSnapshot
================
*/
void idExplodingBarrel::ReadFromSnapshot( const idBitMsgDelta &msg ) {
idMoveable::ReadFromSnapshot( msg );
if ( msg.ReadBits( 1 ) ) {
Hide();
} else {
Show();
}
}
/*
================
idExplodingBarrel::ClientReceiveEvent
================
*/
bool idExplodingBarrel::ClientReceiveEvent( int event, int time, const idBitMsg &msg ) {
switch( event ) {
case EVENT_EXPLODE:
if ( gameLocal.realClientTime - msg.ReadInt() < spawnArgs.GetInt( "explode_lapse", "1000" ) ) {
ExplodingEffects( );
}
return true;
default:
break;
}
return idBarrel::ClientReceiveEvent( event, time, msg );
}
//ivan start
/*
===============================================================================
idMoveableArrow
===============================================================================
*/
CLASS_DECLARATION( idMoveable, idMoveableArrow )
END_CLASS
/*
================
idMoveableArrow::idMoveableArrow
================
*/
idMoveableArrow::idMoveableArrow() {
unbindTime = 0;
}
/*
================
idMoveableArrow::Spawn
================
*/
void idMoveableArrow::Spawn( void ) {
unbindTime = gameLocal.time + 5000; //5 sec
}
/*
================
idMoveableArrow::Save
================
*/
void idMoveableArrow::Save( idSaveGame *savefile ) const {
savefile->WriteInt( unbindTime );
}
/*
================
idMoveableArrow::Restore
================
*/
void idMoveableArrow::Restore( idRestoreGame *savefile ) {
savefile->ReadInt( unbindTime );
}
/*
================
idBarrel::Think
================
*/
void idMoveableArrow::Think( void ) {
idEntity::Think();
if ( unbindTime > 0 && gameLocal.time > unbindTime ) {
//gameLocal.Printf("gameLocal.time > unbindTime\n");
unbindTime = 0;
Unbind();
BecomeSolid();
PostEventMS( &EV_Remove, 4000 );
}
}
/*
================
idMoveableArrow::BecomeNonSolid
================
*/
void idMoveableArrow::BecomeNonSolid( void ) {
physicsObj.SetContents( 0 );
physicsObj.SetClipMask( 0 );
}
/*
================
idMoveableArrow::BecomeSolid
================
*/
void idMoveableArrow::BecomeSolid( void ) {
physicsObj.SetContents( CONTENTS_CORPSE | CONTENTS_RENDERMODEL );
physicsObj.SetClipMask( MASK_SOLID | CONTENTS_CORPSE | CONTENTS_MOVEABLECLIP );
}
//ivan end