dhewm3-sdk/game/Projectile.cpp
Daniel Gibson 0bfc51f55e 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 17:34:19 +01:00

2401 lines
65 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 "script/Script_Thread.h"
#include "ai/AI.h"
#include "Player.h"
#include "Mover.h"
#include "SmokeParticles.h"
#include "Projectile.h"
/*
===============================================================================
idProjectile
===============================================================================
*/
static const int BFG_DAMAGE_FREQUENCY = 333;
static const float BOUNCE_SOUND_MIN_VELOCITY = 200.0f;
static const float BOUNCE_SOUND_MAX_VELOCITY = 400.0f;
const idEventDef EV_Explode( "<explode>", NULL );
const idEventDef EV_Fizzle( "<fizzle>", NULL );
const idEventDef EV_RadiusDamage( "<radiusdmg>", "e" );
const idEventDef EV_GetProjectileState( "getProjectileState", NULL, 'd' );
CLASS_DECLARATION( idEntity, idProjectile )
EVENT( EV_Explode, idProjectile::Event_Explode )
EVENT( EV_Fizzle, idProjectile::Event_Fizzle )
EVENT( EV_Touch, idProjectile::Event_Touch )
EVENT( EV_RadiusDamage, idProjectile::Event_RadiusDamage )
EVENT( EV_GetProjectileState, idProjectile::Event_GetProjectileState )
END_CLASS
/*
================
idProjectile::idProjectile
================
*/
idProjectile::idProjectile( void ) {
owner = NULL;
lightDefHandle = -1;
thrust = 0.0f;
thrust_end = 0;
smokeFly = NULL;
smokeFlyTime = 0;
state = SPAWNED;
lightOffset = vec3_zero;
lightStartTime = 0;
lightEndTime = 0;
lightColor = vec3_zero;
state = SPAWNED;
damagePower = 1.0f;
memset( &projectileFlags, 0, sizeof( projectileFlags ) );
memset( &renderLight, 0, sizeof( renderLight ) );
// note: for net_instanthit projectiles, we will force this back to false at spawn time
fl.networkSync = true;
netSyncPhysics = false;
}
/*
================
idProjectile::Spawn
================
*/
void idProjectile::Spawn( void ) {
physicsObj.SetSelf( this );
physicsObj.SetClipModel( new idClipModel( GetPhysics()->GetClipModel() ), 1.0f );
physicsObj.SetContents( 0 );
physicsObj.SetClipMask( 0 );
physicsObj.PutToRest();
SetPhysics( &physicsObj );
}
/*
================
idProjectile::Save
================
*/
void idProjectile::Save( idSaveGame *savefile ) const {
owner.Save( savefile );
projectileFlags_s flags = projectileFlags;
LittleBitField( &flags, sizeof( flags ) );
savefile->Write( &flags, sizeof( flags ) );
savefile->WriteFloat( thrust );
savefile->WriteInt( thrust_end );
savefile->WriteRenderLight( renderLight );
savefile->WriteInt( (int)lightDefHandle );
savefile->WriteVec3( lightOffset );
savefile->WriteInt( lightStartTime );
savefile->WriteInt( lightEndTime );
savefile->WriteVec3( lightColor );
savefile->WriteParticle( smokeFly );
savefile->WriteInt( smokeFlyTime );
savefile->WriteInt( (int)state );
savefile->WriteFloat( damagePower );
savefile->WriteStaticObject( physicsObj );
savefile->WriteStaticObject( thruster );
}
/*
================
idProjectile::Restore
================
*/
void idProjectile::Restore( idRestoreGame *savefile ) {
owner.Restore( savefile );
savefile->Read( &projectileFlags, sizeof( projectileFlags ) );
LittleBitField( &projectileFlags, sizeof( projectileFlags ) );
savefile->ReadFloat( thrust );
savefile->ReadInt( thrust_end );
savefile->ReadRenderLight( renderLight );
savefile->ReadInt( (int &)lightDefHandle );
// DG: enforce getting fresh handle, else this may be tied to an unrelated light!
if ( lightDefHandle != -1 ) {
lightDefHandle = gameRenderWorld->AddLightDef( &renderLight );
}
savefile->ReadVec3( lightOffset );
savefile->ReadInt( lightStartTime );
savefile->ReadInt( lightEndTime );
savefile->ReadVec3( lightColor );
savefile->ReadParticle( smokeFly );
savefile->ReadInt( smokeFlyTime );
savefile->ReadInt( (int &)state );
savefile->ReadFloat( damagePower );
savefile->ReadStaticObject( physicsObj );
RestorePhysics( &physicsObj );
savefile->ReadStaticObject( thruster );
thruster.SetPhysics( &physicsObj );
if ( smokeFly != NULL ) {
idVec3 dir;
dir = physicsObj.GetLinearVelocity();
dir.NormalizeFast();
gameLocal.smokeParticles->EmitSmoke( smokeFly, gameLocal.time, gameLocal.random.RandomFloat(), GetPhysics()->GetOrigin(), GetPhysics()->GetAxis() );
}
}
/*
================
idProjectile::GetOwner
================
*/
idEntity *idProjectile::GetOwner( void ) const {
return owner.GetEntity();
}
/*
================
idProjectile::Create
================
*/
void idProjectile::Create( idEntity *owner, const idVec3 &start, const idVec3 &dir ) {
idDict args;
idStr shaderName;
idVec3 light_color;
idVec3 light_offset;
idVec3 tmp;
idMat3 axis;
Unbind();
// align z-axis of model with the direction
axis = dir.ToMat3();
tmp = axis[2];
axis[2] = axis[0];
axis[0] = -tmp;
physicsObj.SetOrigin( start );
physicsObj.SetAxis( axis );
physicsObj.GetClipModel()->SetOwner( owner );
this->owner = owner;
memset( &renderLight, 0, sizeof( renderLight ) );
shaderName = spawnArgs.GetString( "mtr_light_shader" );
if ( *(const char *)shaderName ) {
renderLight.shader = declManager->FindMaterial( shaderName, false );
renderLight.pointLight = true;
renderLight.lightRadius[0] =
renderLight.lightRadius[1] =
renderLight.lightRadius[2] = spawnArgs.GetFloat( "light_radius" );
spawnArgs.GetVector( "light_color", "1 1 1", light_color );
renderLight.shaderParms[0] = light_color[0];
renderLight.shaderParms[1] = light_color[1];
renderLight.shaderParms[2] = light_color[2];
renderLight.shaderParms[3] = 1.0f;
}
spawnArgs.GetVector( "light_offset", "0 0 0", lightOffset );
lightStartTime = 0;
lightEndTime = 0;
smokeFlyTime = 0;
damagePower = 1.0f;
UpdateVisuals();
state = CREATED;
if ( spawnArgs.GetBool( "net_fullphysics" ) ) {
netSyncPhysics = true;
}
}
/*
=================
idProjectile::~idProjectile
=================
*/
idProjectile::~idProjectile() {
StopSound( SND_CHANNEL_ANY, false );
FreeLightDef();
}
/*
=================
idProjectile::FreeLightDef
=================
*/
void idProjectile::FreeLightDef( void ) {
if ( lightDefHandle != -1 ) {
gameRenderWorld->FreeLightDef( lightDefHandle );
lightDefHandle = -1;
}
}
/*
=================
idProjectile::Launch
=================
*/
void idProjectile::Launch( const idVec3 &start, const idVec3 &dir, const idVec3 &pushVelocity, const float timeSinceFire, const float launchPower, const float dmgPower ) {
float fuse;
float endthrust;
idVec3 velocity;
idAngles angular_velocity;
float linear_friction;
float angular_friction;
float contact_friction;
float bounce;
float mass;
float speed;
float gravity;
idVec3 gravVec;
idVec3 tmp;
idMat3 axis;
int contents;
int clipMask;
// allow characters to throw projectiles during cinematics, but not the player
if ( owner.GetEntity() && !owner.GetEntity()->IsType( idPlayer::Type ) ) {
cinematic = owner.GetEntity()->cinematic;
} else {
cinematic = false;
}
thrust = spawnArgs.GetFloat( "thrust" );
endthrust = spawnArgs.GetFloat( "thrust_end" );
spawnArgs.GetVector( "velocity", "0 0 0", velocity );
speed = velocity.Length() * launchPower;
damagePower = dmgPower;
spawnArgs.GetAngles( "angular_velocity", "0 0 0", angular_velocity );
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" );
projectileFlags.detonate_on_world = spawnArgs.GetBool( "detonate_on_world" );
projectileFlags.detonate_on_actor = spawnArgs.GetBool( "detonate_on_actor" );
projectileFlags.randomShaderSpin = spawnArgs.GetBool( "random_shader_spin" );
if ( mass <= 0 ) {
gameLocal.Error( "Invalid mass on '%s'\n", GetEntityDefName() );
}
thrust *= mass;
thrust_end = SEC2MS( endthrust ) + gameLocal.time;
lightStartTime = 0;
lightEndTime = 0;
if ( health ) {
fl.takedamage = true;
}
gravVec = gameLocal.GetGravity();
gravVec.NormalizeFast();
Unbind();
// align z-axis of model with the direction
axis = dir.ToMat3();
tmp = axis[2];
axis[2] = axis[0];
axis[0] = -tmp;
contents = 0;
clipMask = MASK_SHOT_RENDERMODEL;
if ( spawnArgs.GetBool( "detonate_on_trigger" ) ) {
contents |= CONTENTS_TRIGGER;
}
if ( !spawnArgs.GetBool( "no_contents" ) ) {
contents |= CONTENTS_PROJECTILE;
clipMask |= CONTENTS_PROJECTILE;
}
// don't do tracers on client, we don't know origin and direction
if ( spawnArgs.GetBool( "tracers" ) && gameLocal.random.RandomFloat() > 0.5f ) {
SetModel( spawnArgs.GetString( "model_tracer" ) );
projectileFlags.isTracer = true;
}
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( contents );
physicsObj.SetClipMask( clipMask );
physicsObj.SetLinearVelocity( axis[ 2 ] * speed + pushVelocity );
physicsObj.SetAngularVelocity( angular_velocity.ToAngularVelocity() * axis );
physicsObj.SetOrigin( start );
physicsObj.SetAxis( axis );
thruster.SetPosition( &physicsObj, 0, idVec3( GetPhysics()->GetBounds()[ 0 ].x, 0, 0 ) );
if ( !gameLocal.isClient ) {
if ( fuse <= 0 ) {
// run physics for 1 second
RunPhysics();
PostEventMS( &EV_Remove, spawnArgs.GetInt( "remove_time", "1500" ) );
} else if ( spawnArgs.GetBool( "detonate_on_fuse" ) ) {
fuse -= timeSinceFire;
if ( fuse < 0.0f ) {
fuse = 0.0f;
}
PostEventSec( &EV_Explode, fuse );
} else {
fuse -= timeSinceFire;
if ( fuse < 0.0f ) {
fuse = 0.0f;
}
PostEventSec( &EV_Fizzle, fuse );
}
}
if ( projectileFlags.isTracer ) {
StartSound( "snd_tracer", SND_CHANNEL_BODY, 0, false, NULL );
} else {
StartSound( "snd_fly", SND_CHANNEL_BODY, 0, false, 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;
}
// used for the plasma bolts but may have other uses as well
if ( projectileFlags.randomShaderSpin ) {
float f = gameLocal.random.RandomFloat();
f *= 0.5f;
renderEntity.shaderParms[SHADERPARM_DIVERSITY] = f;
}
UpdateVisuals();
state = LAUNCHED;
}
/*
================
idProjectile::Think
================
*/
void idProjectile::Think( void ) {
if ( thinkFlags & TH_THINK ) {
if ( thrust && ( gameLocal.time < thrust_end ) ) {
// evaluate force
thruster.SetForce( GetPhysics()->GetAxis()[ 0 ] * thrust );
thruster.Evaluate( gameLocal.time );
}
}
// run physics
RunPhysics();
Present();
// add the particles
if ( smokeFly != NULL && smokeFlyTime && !IsHidden() ) {
idVec3 dir = -GetPhysics()->GetLinearVelocity();
dir.Normalize();
if ( !gameLocal.smokeParticles->EmitSmoke( smokeFly, smokeFlyTime, gameLocal.random.RandomFloat(), GetPhysics()->GetOrigin(), dir.ToMat3() ) ) {
smokeFlyTime = gameLocal.time;
}
}
// add the light
if ( renderLight.lightRadius.x > 0.0f && g_projectileLights.GetBool() ) {
renderLight.origin = GetPhysics()->GetOrigin() + GetPhysics()->GetAxis() * lightOffset;
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;
if ( state == EXPLODED || state == FIZZLED ) {
return true;
}
// predict the explosion
if ( gameLocal.isClient ) {
if ( ClientPredictionCollide( this, spawnArgs, collision, velocity, !spawnArgs.GetBool( "net_instanthit" ) ) ) {
Explode( collision, NULL );
return true;
}
return false;
}
// 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" );
ignore = NULL;
// 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 ) );
ignore = ent;
}
}
// if the projectile causes a damage effect
if ( spawnArgs.GetBool( "impact_damage_effect" ) ) {
// if the hit entity has a special damage effect
if ( ent->spawnArgs.GetBool( "bleed" ) ) {
ent->AddDamageEffect( collision, velocity, damageDefName );
} else {
AddDefaultDamageEffect( collision, velocity );
}
}
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
decal = projectileDef.GetString( va( "mtr_detonate_%s", typeName ) );
if ( *decal == '\0' ) {
decal = projectileDef.GetString( "mtr_detonate" );
}
if ( *decal != '\0' ) {
gameLocal.ProjectDecal( collision.c.point, -collision.c.normal, 8.0f, true, projectileDef.GetFloat( "decal_size", "6.0" ), decal );
}
}
/*
=================
idProjectile::AddDefaultDamageEffect
=================
*/
void idProjectile::AddDefaultDamageEffect( const trace_t &collision, const idVec3 &velocity ) {
DefaultDamageEffect( this, spawnArgs, collision, velocity );
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();
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() );
}
GetPhysics()->SetOrigin( collision.endpos + 2.0f * collision.c.normal );
// 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" );
}
int surfaceType = collision.c.material != NULL ? collision.c.material->GetSurfaceType() : SURFTYPE_METAL;
if ( !( fxname && *fxname ) ) {
if ( ( surfaceType == SURFTYPE_NONE ) || ( surfaceType == SURFTYPE_METAL ) || ( surfaceType == SURFTYPE_STONE ) ) {
fxname = spawnArgs.GetString( "model_smokespark" );
} else if ( surfaceType == SURFTYPE_RICOCHET ) {
fxname = spawnArgs.GetString( "model_ricochet" );
} else {
fxname = spawnArgs.GetString( "model_smoke" );
}
}
if ( fxname && *fxname ) {
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();
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 );
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 );
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 );
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 ) {
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;
}
/*
================
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;
sndBounce = NULL;
UpdateVisuals();
}
/*
=================
idDebris::idDebris
=================
*/
idDebris::idDebris( void ) {
owner = NULL;
smokeFly = NULL;
smokeFlyTime = 0;
sndBounce = NULL;
}
/*
=================
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->WriteSoundShader( sndBounce );
}
/*
=================
idDebris::Restore
=================
*/
void idDebris::Restore( idRestoreGame *savefile ) {
owner.Restore( savefile );
savefile->ReadStaticObject( physicsObj );
RestorePhysics( &physicsObj );
savefile->ReadParticle( smokeFly );
savefile->ReadInt( smokeFlyTime );
savefile->ReadSoundShader( sndBounce );
}
/*
=================
idDebris::Launch
=================
*/
void idDebris::Launch( void ) {
float fuse;
idVec3 velocity;
idAngles angular_velocity;
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 );
spawnArgs.GetAngles( "angular_velocity", "0 0 0", angular_velocity );
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" );
if ( mass <= 0 ) {
gameLocal.Error( "Invalid mass on '%s'\n", GetEntityDefName() );
}
if ( randomVelocity ) {
velocity.x *= gameLocal.random.RandomFloat() + 0.5f;
velocity.y *= gameLocal.random.RandomFloat() + 0.5f;
velocity.z *= gameLocal.random.RandomFloat() + 0.5f;
}
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 );
physicsObj.SetLinearVelocity( axis[ 0 ] * velocity[ 0 ] + axis[ 1 ] * velocity[ 1 ] + axis[ 2 ] * velocity[ 2 ] );
physicsObj.SetAngularVelocity( angular_velocity.ToAngularVelocity() * axis );
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" );
if ( *sndName != '\0' ) {
sndBounce = declManager->FindSound( sndName );
}
UpdateVisuals();
}
/*
================
idDebris::Think
================
*/
void idDebris::Think( void ) {
// run physics
RunPhysics();
Present();
if ( smokeFly && smokeFlyTime ) {
if ( !gameLocal.smokeParticles->EmitSmoke( smokeFly, smokeFlyTime, gameLocal.random.CRandomFloat(), GetPhysics()->GetOrigin(), GetPhysics()->GetAxis() ) ) {
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 ) {
StartSoundShader( sndBounce, SND_CHANNEL_BODY, 0, false, NULL );
}
sndBounce = NULL;
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();
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();
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();
}