dhewm3-sdk/game/Projectile.cpp
Daniel Gibson 35840cfafb 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

# Conflicts:
#	game/Weapon.cpp
2024-03-18 23:47:04 +01:00

3125 lines
89 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"
#include "framework/DeclEntityDef.h"
#include "BrittleFracture.h"
#include "Moveable.h"
/*
===============================================================================
idProjectile
===============================================================================
*/
static const int BFG_DAMAGE_FREQUENCY = 333;
static const int BFG_PROJECTILE_FREQUENCY = 250; //ivan
static const float BOUNCE_SOUND_MIN_VELOCITY = 100.0f; //200
static const float BOUNCE_SOUND_MAX_VELOCITY = 600.0f;//400
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;
damageDef = NULL; // new //un noted code change from original sdk
memset( &projectileFlags, 0, sizeof( projectileFlags ) );
memset( &renderLight, 0, sizeof( renderLight ) );
#ifdef _DENTONMOD
tracerEffect = NULL;
#endif
// 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();
//ivan start
#ifdef _WATER_PHYSICS
physicsObj.SetWaterGravityMult( spawnArgs.GetFloat( "waterGravityMult", "1" )); //1 = no extra mult by default
#endif
//ivan end
SetPhysics( &physicsObj );
/*
//ivan start
updLastRenderTime = true; //enable upd rendertime
renderEntity.callback = idProjectile::ModelCallback;
lastRenderTime = gameLocal.time + MIN_RENDER_TIME; //don't delete too early
//ivan end
*/
}
/*
================
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() );
}
//Reinitialize the damage Def--- By Clone JC Denton
damageDef = gameLocal.FindEntityDef( spawnArgs.GetString( "def_damage" ) );
}
/*
================
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; // was delcared unnecessarily, removed by Clone JC Denton
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;
damageDef = NULL; // New
//ivan start
if(spawnArgs.GetBool("reset_time_offset", "0")) {
renderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( gameLocal.time );
}
//ivan end
UpdateVisuals();
state = CREATED;
if ( spawnArgs.GetBool( "net_fullphysics" ) ) {
netSyncPhysics = true;
}
}
/*
=================
idProjectile::~idProjectile
=================
*/
idProjectile::~idProjectile() {
StopSound( SND_CHANNEL_ANY, false );
FreeLightDef();
#ifdef _DENTONMOD //un noted code change from original sdk
if( tracerEffect ) {
delete tracerEffect;
}
#endif
}
/*
=================
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" );
//ivan start
#ifdef PROJECTILE_SIDECOLLISIONS
projectileFlags.useSideCollisions = spawnArgs.GetBool( "useSideCollisions" );
#endif
projectileFlags.autoCameraFuse = spawnArgs.GetBool( "autoCameraFuse" );
//ivan end
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;
if( spawnArgs.GetBool( "railgun" ) ){ //ivan
contents = 0;
clipMask = CONTENTS_SOLID;
spawnArgs.SetVector( "origin", start ); //upd the origin to remember the fire pos
}else{
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 ) { //un noted code change from original sdk
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 );
//rev 2021 start enemies can't hurt each other
if ( owner.GetEntity()->IsType( idAI::Type ) && owner.GetEntity()->spawnArgs.GetBool( "friendly_fire" ) ) {
physicsObj.SetClipMask( CONTENTS_SOLID | CONTENTS_BODY | CONTENTS_PROJECTILE);
UpdateVisuals();
} else {
physicsObj.SetContents( contents );
physicsObj.SetClipMask( clipMask );
}
//physicsObj.SetContents( contents );
//physicsObj.SetClipMask( clipMask );
//rev 2021 end
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 ) );
// Find and store the damage def only once- --- New //un noted code change from original sdk
// place this line before checking the fuse- for beam weapons
damageDef = gameLocal.FindEntityDef( spawnArgs.GetString( "def_damage" ) );
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 );
}
}
const idDict *damageDict = damageDef != NULL ? &damageDef->dict : &spawnArgs; //un noted code change from original sdk
idStr sound;
if ( spawnArgs.GetBool( "tracers" ) ) {
if( !damageDict->GetString( "snd_tracer", "", sound ) ){
spawnArgs.GetString( "snd_tracer", "", sound );
}
#ifdef _DENTONMOD
if( spawnArgs.GetBool( "launchFromBarrel") ) {
idStr tracerModel;
if( spawnArgs.GetString( "beam_skin", NULL ) != NULL ) { // See if there's a beam_skin
tracerEffect = new dnBarrelLaunchedBeamTracer( this );
}
else if ( tracerEffect == NULL && spawnArgs.GetString( "model_tracer", "", tracerModel ) ){
SetModel( tracerModel );
}
}
#else
idStr tracerModel;
if ( spawnArgs.GetString( "model_tracer", "", tracerModel ) ){
SetModel( tracerModel );
}
#endif
} else {
if( !damageDict->GetString( "snd_fly", "", sound ) ){
spawnArgs.GetString( "snd_fly", "", sound );
}
}
StartSoundShader(declManager->FindSound( sound ), SND_CHANNEL_BODY, 0, false, NULL ); //un noted code change from original sdk
//StartSoundShader( declManager->FindSound( sound ), 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;
}
//ivan start
#ifdef PROJECTILE_SIDECOLLISIONS
/*
================
idProjectile::SideCollisionCheck
================
*/
#define PROJ_SIDECOLL_DELTA 20
void idProjectile::SideCollisionCheck( void ) {
trace_t tr;
idVec3 startPos, endPos;
startPos = endPos = GetPhysics()->GetOrigin();
startPos.x += PROJ_SIDECOLL_DELTA;
endPos.x -= PROJ_SIDECOLL_DELTA;
gameRenderWorld->DebugLine( colorRed, startPos, endPos, gameLocal.msec );
gameLocal.clip.TracePoint( tr, startPos, endPos, physicsObj.GetClipMask(), this );
if ( tr.fraction < 1.0 ) {
//idEntity * ent = gameLocal.GetTraceEntity( tr );
//damagePoint = tr.endpos;
//gameLocal.Printf("extra coll\n");
CancelEvents( &EV_Fizzle );
CancelEvents( &EV_Explode );
Explode( tr, NULL );
}
}
#endif
/*
================
idProjectile::CheckCameraFuse
================
*/
void idProjectile::CheckCameraFuse( void ) {
if ( state == EXPLODED || state == FIZZLED ) {
return;
}
idPlayer *player = gameLocal.GetLocalPlayer();
if ( player ) {
const idVec3 &myPos = physicsObj.GetOrigin();
const idVec3 &cameraPos = player->GetRenderView()->vieworg;
//check Y-axis (horizontal) and Z-axis (vertical)
if(( idMath::Abs( cameraPos.y - myPos.y ) > gameLocal.projSeeDistance )
||( idMath::Abs( cameraPos.z - myPos.z ) > gameLocal.projSeeDistance ) ){
//gameLocal.Printf("%s too far: force fuse\n", GetName() );
//fix for tracers - this is neeeded because Collide won't be executed!
if( tracerEffect!= NULL && tracerEffect->IsType( dnRailBeam::Type() ) ) {
//gameLocal.Printf("%s : Create Rail fix\n", GetName() );
static_cast<dnRailBeam *>( tracerEffect )->Create( myPos );
}
//fix for railgun - this is neeeded because Collide won't be executed!
if( spawnArgs.GetBool( "railgun" ) ){
idVec3 dir, velocity;
dir = velocity = GetPhysics()->GetLinearVelocity();
dir.Normalize();
FireRailTracer( myPos, dir, velocity, (damageDef != NULL ? damageDef->GetName() : NULL) );
}
//Explode or Fizzle
CancelEvents( &EV_Fizzle );
CancelEvents( &EV_Explode );
if ( spawnArgs.GetBool( "detonate_on_fuse" ) ) {
PostEventSec( &EV_Explode, 0 );
} else {
PostEventSec( &EV_Fizzle, 0 );
}
}//end check
}//end player
}
//ivan end
/*
================
idProjectile::Think
================
*/
void idProjectile::Think( void ) {
//ivan start
#ifdef PROJECTILE_SIDECOLLISIONS
if( projectileFlags.useSideCollisions && state != EXPLODED ){
SideCollisionCheck(); //this could set EXPLODED state
}
#endif
//ivan end
#ifdef _DENTONMOD
if( state != EXPLODED ) { // update & run physics until projectile is not exploded. -Clone JC Denton
#endif
//ivan start
/*
//remove if not eploded but not rendered
if( ( lastRenderTime > 0) && (lastRenderTime + MIN_RENDER_TIME < gameLocal.time ) ){
gameLocal.Printf("%s not rendered: remove\n", GetName() );
PostEventMS( &EV_Remove, 0 );
return;
} */
//ivan end
if( thinkFlags & TH_THINK ) {
if ( thrust && ( gameLocal.time < thrust_end ) ) {
// evaluate force
thruster.SetForce( GetPhysics()->GetAxis()[ 0 ] * thrust );
thruster.Evaluate( gameLocal.time );
}
}
// run physics until projectile is not exploded. -Clone JC Denton
RunPhysics();
#ifdef _DENTONMOD
}
//ivan start
if( projectileFlags.autoCameraFuse ) { //!= EXPLODED already checked
CheckCameraFuse();
}
//ivan end
if( tracerEffect ) { //un noted code change from original sdk
tracerEffect->Think();
}
#endif
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 );
}
}
//debug //un noted code change from original sdk
//gameRenderWorld->DebugBounds( colorRed, GetPhysics()->GetBounds(), GetPhysics()->GetOrigin(), gameLocal.msec );
}
//ivan start
/*
=================
idProjectile::FireRailTracer
=================
*/
void idProjectile::FireRailTracer( const idVec3 &endPos, const idVec3 &dir, const idVec3 &velocity, const char * damageDefName ){
idVec3 startPos;
idVec3 realDir;
trace_t tr;
idEntity* ent;
int fixCounter;
bool actorDamaged;
float push, damageScale;
idBounds hitbox;
spawnArgs.GetVector( "origin", "0 0 0", startPos ); //this is where we stored the fire pos
fixCounter = 0;
actorDamaged = false;
hitbox = GetPhysics()->GetBounds();
realDir = (endPos - startPos);
realDir.Normalize();
startPos = startPos + realDir * 5.0f;
ent = owner.GetEntity(); //directly ignore the owner the first time!
while( fixCounter < 10 ){
//gameLocal.clip.TracePoint( tr, startPos, endPos, CONTENTS_RENDERMODEL, ent );
gameLocal.clip.TraceBounds( tr, startPos, endPos, hitbox, CONTENTS_RENDERMODEL, ent );
if ( tr.fraction < 1.0f ) {
fixCounter++;
ent = gameLocal.GetTraceEntity( tr );
if( ent == owner.GetEntity() ){
//gameLocal.Printf("owner hit -> ignored!\n" );
continue;
}
//if ( lastHitEntity->IsType( idAI::Type ) ) {
if ( ent->IsType( idActor::Type ) || ( ent->IsType( idAFAttachment::Type ) && static_cast<const idAFAttachment*>(ent)->GetBody()->IsType( idActor::Type ) ) ) {
//gameLocal.Printf("hit entity: %s\n", ent->GetName() );
// impulse
if ( spawnArgs.GetFloat( "push", "0", push ) && push > 0.0f ) {
ent->ApplyImpulse( this, tr.c.id, tr.c.point, push * realDir );
}
// damage effect
if ( spawnArgs.GetBool( "impact_damage_effect" ) ) {
// if the hit entity has a special damage effect
#ifdef _DENTONMOD_PROJECTILE_CPP
StopSound( SND_CHANNEL_BODY, false );
if ( (ent->IsType(idBrittleFracture::Type) || ent->IsType(idAnimatedEntity::Type) || ent->IsType(idMoveable::Type) || ent->IsType(idMoveableItem::Type)) && ent->spawnArgs.GetBool( "bleed", "1" ) ) { // This ensures that if an entity does not have bleed key defined, it will be considered true by default
projectileFlags.impact_fx_played = true;
ent->AddDamageEffect( tr, velocity, damageDefName, this );
#else
if ( ent->spawnArgs.GetBool( "bleed" ) ) {
ent->AddDamageEffect( tr, velocity, damageDefName );
#endif
} else {
AddDefaultDamageEffect( tr, velocity );
}
}
// if the hit entity takes damage
if ( ent->fl.takedamage ) {
if ( damagePower ) {
damageScale = damagePower;
} else {
damageScale = 1.0f;
}
// if the projectile owner is a player
if ( owner.GetEntity() && owner.GetEntity()->IsType( idPlayer::Type ) ) {
// if the projectile hit an actor
if ( ent->IsType( idActor::Type ) ) {
idPlayer *player = static_cast<idPlayer *>( owner.GetEntity() );
if(!actorDamaged){ //upd hit counter only once
player->AddProjectileHits( 1 );
actorDamaged = true;
}
damageScale *= player->PowerUpModifier( PROJECTILE_DAMAGE );
}
}
if ( damageDefName && *damageDefName ) {
ent->Damage( this, owner.GetEntity(), dir, damageDefName, damageScale, CLIPMODEL_ID_TO_JOINT_HANDLE( tr.c.id ) );
}
}
}
//upd startPos
startPos = tr.endpos;
//gameLocal.Printf("startPos: %s\n", startPos.ToString() );
}else{
break;
}
}
}
//ivan end
/*
=================
idProjectile::Collide
=================
*/
bool idProjectile::Collide( const trace_t &collision, const idVec3 &velocity ) {
idEntity *ent;
idEntity *ignore;
const char *damageDefName;
idVec3 dir;
float push;
float damageScale;
/*idDict &damageArgs; //un noted code change from original sdk
if ( damageDef != NULL ) {
damageArgs = damageDef->dict;
}
else {
damageArgs = spawnArgs;
}*/
//gameRenderWorld->DebugLine( colorRed, vec3_origin, collision.endpos, 1000 );
if ( state == EXPLODED || state == FIZZLED ) {
return true;
}
// predict the explosion
if ( gameLocal.isClient ) {
//un noted code change from original sdk
if ( ClientPredictionCollide( this, damageDef!=NULL ? damageDef->dict: spawnArgs, collision, velocity, !spawnArgs.GetBool( "net_instanthit" ) ) ) {
Explode( collision, NULL );
return true;
}
return false;
}
#ifdef _DENTONMOD
if( tracerEffect!= NULL && tracerEffect->IsType( dnRailBeam::Type() ) ) {
//gameLocal.Printf("%s : Create Rail\n", GetName() );
static_cast<dnRailBeam *>( tracerEffect )->Create( collision.c.point );
}
#endif
// remove projectile when a 'noimpact' surface is hit
if ( ( collision.c.material != NULL ) && ( collision.c.material->GetSurfaceFlags() & SURF_NOIMPACT ) ) {
PostEventMS( &EV_Remove, 0 );
common->DPrintf( "Projectile collision no impact\n" );
return true;
}
// get the entity the projectile collided with
ent = gameLocal.entities[ collision.c.entityNum ];
if ( ent == owner.GetEntity() ) {
assert( 0 );
return true;
}
// just get rid of the projectile when it hits a player in noclip
if ( ent->IsType( idPlayer::Type ) && static_cast<idPlayer *>( ent )->noclip ) {
PostEventMS( &EV_Remove, 0 );
return true;
}
//rev 2021 start. Check if AI's projectiles can damage something. Used for Item containers
if ( owner.GetEntity()->IsType( idAI::Type ) && ent->spawnArgs.GetBool( "ai_cant_damage" ) ) {
PostEventMS( &EV_Remove, 0 );
return true;
}
//rev 2021 end
// 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" );
//un noted code change from original sdk
if (damageDef != NULL) {
damageDefName = damageDef->GetName();
}
else {
damageDefName = NULL;
}
ignore = NULL;
//ivan start - real railgun behaviour
if( spawnArgs.GetBool( "railgun" ) ){
FireRailTracer( collision.endpos, dir, velocity, damageDefName );
}
//ivan end
// if the projectile causes a damage effect
// The Damage effects were previously applied after applying damage but we are applying before it
// because we wanted it so in idAnimatedEntity::AddLocalDamageEffect - By Clone JCD
if ( spawnArgs.GetBool( "impact_damage_effect" ) ) {
// if the hit entity has a special damage effect
#ifdef _DENTONMOD_PROJECTILE_CPP
StopSound( SND_CHANNEL_BODY, false ); // stop projectile flying sound upon impact, useful when is a looping sound.
// FIXME: need to restart this sound when projectile is bouncing off of surfaces
if ( (ent->IsType(idBrittleFracture::Type) || ent->IsType(idAnimatedEntity::Type) || ent->IsType(idMoveable::Type) || ent->IsType(idMoveableItem::Type)) && ent->spawnArgs.GetBool( "bleed", "1" ) ) { // This ensures that if an entity does not have bleed key defined, it will be considered true by default
projectileFlags.impact_fx_played = true;
ent->AddDamageEffect( collision, velocity, damageDefName, this );
#else
if ( ent->spawnArgs.GetBool( "bleed" ) ) {
ent->AddDamageEffect( collision, velocity, damageDefName );
#endif
} else {
AddDefaultDamageEffect( collision, velocity );
}
}
// if the hit entity takes damage
if ( ent->fl.takedamage ) {
if ( damagePower ) {
damageScale = damagePower;
} else {
damageScale = 1.0f;
}
// if the projectile owner is a player
if ( owner.GetEntity() && owner.GetEntity()->IsType( idPlayer::Type ) ) {
// if the projectile hit an actor
if ( ent->IsType( idActor::Type ) ) {
idPlayer *player = static_cast<idPlayer *>( owner.GetEntity() );
player->AddProjectileHits( 1 );
damageScale *= player->PowerUpModifier( PROJECTILE_DAMAGE );
}
}
if ( damageDefName && *damageDefName ) { //un noted code change from original sdk
ent->Damage( this, owner.GetEntity(), dir, damageDefName, damageScale, CLIPMODEL_ID_TO_JOINT_HANDLE( collision.c.id ) );
if ( spawnArgs.GetBool ("ignore_splash_damage", "1") ) { // Added by Clone JCD for letting projectile def decide the ignore behaviour.
ignore = ent;
}
}
}
Explode( collision, ignore );
return true;
}
/*
=================
idProjectile::DefaultDamageEffect
=================
*/
void idProjectile::DefaultDamageEffect( idEntity *soundEnt, const idDict &projectileDef, const trace_t &collision, const idVec3 &velocity ) {
const char *decal, *sound, *typeName;
surfTypes_t materialType;
if ( collision.c.material != NULL ) {
materialType = collision.c.material->GetSurfaceType();
} else {
materialType = SURFTYPE_METAL;
}
// get material type name
typeName = gameLocal.sufaceTypeNames[ materialType ];
// play impact sound
sound = projectileDef.GetString( va( "snd_%s", typeName ) );
if ( *sound == '\0' ) {
sound = projectileDef.GetString( "snd_metal" );
}
if ( *sound == '\0' ) {
sound = projectileDef.GetString( "snd_impact" ); // default sound.
}
if ( *sound != '\0' ) {
soundEnt->StartSoundShader( declManager->FindSound( sound ), SND_CHANNEL_BODY, 0, false, NULL );
}
// project decal //un noted code change from original sdk
// Note that decal info is taken from projectile def, as projectDecal and projectOverlay work differently.
decal =projectileDef.GetString( va( "mtr_wound_%s", typeName ) );
if ( g_debugDamage.GetBool() && collision.c.material != NULL ) { // If this check is not performed game may crash at ocassions
gameLocal.Printf("\n Collision Material Type: %s", typeName);
gameLocal.Printf("\n File: %s", collision.c.material->GetFileName ());
gameLocal.Printf("\n Collision material: %s", collision.c.material->ImageName());
}
if ( *decal == '\0' ) {
decal = projectileDef.GetString( "mtr_wound" ); // Default decal //un noted code change from original sdk
}
if ( *decal != '\0' ) {
float size; //un noted code change from original sdk
if ( !projectileDef.GetFloat( va( "size_wound_%s", typeName ), "6.0", size ) ) { // If Material Specific decal size not found, look for default size
size = projectileDef.GetFloat( "size_wound", "6.0" );
}
gameLocal.ProjectDecal( collision.c.point, -collision.c.normal, 8.0f, true, size, decal );
}
}
/*
=================
idProjectile::AddDefaultDamageEffect
=================
*/
void idProjectile::AddDefaultDamageEffect( const trace_t &collision, const idVec3 &velocity ) {
#ifdef _DENTONMOD
DefaultDamageEffect( this, damageDef!=NULL? damageDef->dict : spawnArgs, collision, velocity );
#else
DefaultDamageEffect( this, spawnArgs, collision, velocity );
#endif
if ( gameLocal.isServer && fl.networkSync ) {
idBitMsg msg;
byte msgBuf[MAX_EVENT_PARAM_SIZE];
int excludeClient;
if ( spawnArgs.GetBool( "net_instanthit" ) ) {
excludeClient = owner.GetEntityNum();
} else {
excludeClient = -1;
}
msg.Init( msgBuf, sizeof( msgBuf ) );
msg.BeginWriting();
msg.WriteFloat( collision.c.point[0] );
msg.WriteFloat( collision.c.point[1] );
msg.WriteFloat( collision.c.point[2] );
msg.WriteDir( collision.c.normal, 24 );
msg.WriteInt( ( collision.c.material != NULL ) ? gameLocal.ServerRemapDecl( -1, DECL_MATERIAL, collision.c.material->Index() ) : -1 );
msg.WriteFloat( velocity[0], 5, 10 );
msg.WriteFloat( velocity[1], 5, 10 );
msg.WriteFloat( velocity[2], 5, 10 );
ServerSendEvent( EVENT_DAMAGE_EFFECT, &msg, false, excludeClient );
}
}
/*
================
idProjectile::Killed
================
*/
void idProjectile::Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location ) {
if ( spawnArgs.GetBool( "detonate_on_death" ) ) {
trace_t collision;
memset( &collision, 0, sizeof( collision ) );
collision.endAxis = GetPhysics()->GetAxis();
collision.endpos = GetPhysics()->GetOrigin();
collision.c.point = GetPhysics()->GetOrigin();
collision.c.normal.Set( 0, 0, 1 );
Explode( collision, NULL );
physicsObj.ClearContacts();
physicsObj.PutToRest();
} else {
Fizzle();
}
}
/*
================
idProjectile::Fizzle
================
*/
void idProjectile::Fizzle( void ) {
if ( state == EXPLODED || state == FIZZLED ) {
return;
}
StopSound( SND_CHANNEL_BODY, false );
StartSound( "snd_fizzle", SND_CHANNEL_BODY, 0, false, NULL );
// fizzle FX
const char *psystem = spawnArgs.GetString( "smoke_fuse" );
if ( psystem && *psystem ) {
//FIXME:SMOKE gameLocal.particles->SpawnParticles( GetPhysics()->GetOrigin(), vec3_origin, psystem );
}
// we need to work out how long the effects last and then remove them at that time
// for example, bullets have no real effects
if ( smokeFly && smokeFlyTime ) {
smokeFlyTime = 0;
}
fl.takedamage = false;
physicsObj.SetContents( 0 );
physicsObj.GetClipModel()->Unlink();
physicsObj.PutToRest();
#ifdef _DENTONMOD
BecomeInactive(TH_PHYSICS); // This causes the physics not to update when it's fizzled
#endif
Hide();
FreeLightDef();
state = FIZZLED;
if ( gameLocal.isClient ) {
return;
}
CancelEvents( &EV_Fizzle );
PostEventMS( &EV_Remove, spawnArgs.GetInt( "remove_time", "1500" ) );
}
/*
================
idProjectile::Event_RadiusDamage
================
*/
void idProjectile::Event_RadiusDamage( idEntity *ignore ) {
const char *splash_damage = spawnArgs.GetString( "def_splash_damage" );
if ( splash_damage[0] != '\0' ) {
gameLocal.RadiusDamage( physicsObj.GetOrigin(), this, owner.GetEntity(), ignore, this, splash_damage, damagePower );
}
}
/*
================
idProjectile::Event_RadiusDamage
================
*/
void idProjectile::Event_GetProjectileState( void ) {
idThread::ReturnInt( state );
}
/*
================
idProjectile::Explode
================
*/
void idProjectile::Explode( const trace_t &collision, idEntity *ignore ) {
const char *fxname, *light_shader, *sndExplode;
float light_fadetime;
idVec3 normal;
int removeTime;
if ( state == EXPLODED || state == FIZZLED ) {
return;
}
// stop sound
StopSound( SND_CHANNEL_BODY2, false );
// play explode sound
switch ( ( int ) damagePower ) {
case 2: sndExplode = "snd_explode2"; break;
case 3: sndExplode = "snd_explode3"; break;
case 4: sndExplode = "snd_explode4"; break;
default: sndExplode = "snd_explode"; break;
}
StartSound( sndExplode, SND_CHANNEL_BODY, 0, true, NULL );
// we need to work out how long the effects last and then remove them at that time
// for example, bullets have no real effects
if ( smokeFly && smokeFlyTime ) {
smokeFlyTime = 0;
}
Hide();
FreeLightDef();
if ( spawnArgs.GetVector( "detonation_axis", "", normal ) ) {
GetPhysics()->SetAxis( normal.ToMat3() );
}
else { //Added by Clone JCD for setting proper direction of fx.
GetPhysics()->SetAxis( collision.c.normal.ToMat3() );
}
// GetPhysics()->SetOrigin( collision.endpos + 2.0f * collision.c.normal ); // Actual effect starts a little away object.
/*
int oldX = GetPhysics()->GetOrigin().x;
idVec3 newpos = collision.endpos + 0.5f * collision.c.normal;
newpos.x = oldX;
GetPhysics()->SetOrigin( newpos );// By Clone JC Denton
*/
GetPhysics()->SetOrigin( collision.endpos + 0.5f * collision.c.normal );// By Clone JC Denton
// default remove time
removeTime = spawnArgs.GetInt( "remove_time", "1500" );
// change the model, usually to a PRT
fxname = NULL;
if ( g_testParticle.GetInteger() == TEST_PARTICLE_IMPACT ) {
fxname = g_testParticleName.GetString();
} else {
fxname = spawnArgs.GetString( "model_detonate" );
}
if (!projectileFlags.impact_fx_played) { // New flag added by Clone JCD,this wont play damage effects when model_detonate key is in place.
// which is esp. useful for exploding projectiles like rockets, grenades etc.
if ( !( fxname && *fxname ) ) {
// fx shall be played from def from now on------- By Clone JCD
if (damageDef != NULL) {
int type = collision.c.material != NULL ? collision.c.material->GetSurfaceType() : SURFTYPE_METAL;
if ( type == SURFTYPE_NONE ) {
type = SURFTYPE_METAL;
}
const char *materialType = gameLocal.sufaceTypeNames[ type ];
fxname = damageDef->dict.GetString( va( "smoke_wound_%s", materialType ) );
if ( *fxname == '\0' ) {
fxname = damageDef->dict.GetString( "smoke_wound" );
}
}
}
}
if ( fxname && *fxname ) {
#ifdef _DENTONMOD
if( tracerEffect!= NULL && tracerEffect->IsType( dnBeamTracer::Type() ) ){ // check whether we used beam model as tracer
memset( &renderEntity, 0, sizeof(renderEntity) );
}
#endif
SetModel( fxname );
renderEntity.shaderParms[SHADERPARM_RED] =
renderEntity.shaderParms[SHADERPARM_GREEN] =
renderEntity.shaderParms[SHADERPARM_BLUE] =
renderEntity.shaderParms[SHADERPARM_ALPHA] = 1.0f;
renderEntity.shaderParms[SHADERPARM_TIMEOFFSET] = -MS2SEC( gameLocal.time );
renderEntity.shaderParms[SHADERPARM_DIVERSITY] = gameLocal.random.CRandomFloat();
Show();
removeTime = ( removeTime > 3000 ) ? removeTime : 3000;
}
// explosion light
light_shader = spawnArgs.GetString( "mtr_explode_light_shader" );
if ( *light_shader ) {
renderLight.shader = declManager->FindMaterial( light_shader, false );
renderLight.pointLight = true;
renderLight.lightRadius[0] =
renderLight.lightRadius[1] =
renderLight.lightRadius[2] = spawnArgs.GetFloat( "explode_light_radius" );
spawnArgs.GetVector( "explode_light_color", "1 1 1", lightColor );
renderLight.shaderParms[SHADERPARM_RED] = lightColor.x;
renderLight.shaderParms[SHADERPARM_GREEN] = lightColor.y;
renderLight.shaderParms[SHADERPARM_BLUE] = lightColor.z;
renderLight.shaderParms[SHADERPARM_ALPHA] = 1.0f;
renderLight.shaderParms[SHADERPARM_TIMEOFFSET] = -MS2SEC( gameLocal.time );
light_fadetime = spawnArgs.GetFloat( "explode_light_fadetime", "0.5" );
lightStartTime = gameLocal.time;
lightEndTime = gameLocal.time + SEC2MS( light_fadetime );
BecomeActive( TH_THINK );
}
fl.takedamage = false;
physicsObj.SetContents( 0 );
physicsObj.PutToRest();
#ifdef _DENTONMOD
if ( tracerEffect )
{
if ( tracerEffect->IsType( dnSpeedTracer::Type() ) && !static_cast<dnSpeedTracer *>(tracerEffect)->IsDead() ) {
BecomeActive( TH_UPDATEPARTICLES );
}
else if( !tracerEffect->IsType( dnRailBeam::Type() ) ) {
delete tracerEffect;
tracerEffect = NULL;
}
}
#endif
state = EXPLODED;
if ( gameLocal.isClient ) {
return;
}
// alert the ai
gameLocal.AlertAI( owner.GetEntity() );
// bind the projectile to the impact entity if necesary
if ( gameLocal.entities[collision.c.entityNum] && spawnArgs.GetBool( "bindOnImpact" ) ) {
Bind( gameLocal.entities[collision.c.entityNum], true );
}
// splash damage
if ( !projectileFlags.noSplashDamage ) {
float delay = spawnArgs.GetFloat( "delay_splash" );
if ( delay ) {
if ( removeTime < delay * 1000 ) {
removeTime = ( delay + 0.10 ) * 1000;
}
PostEventSec( &EV_RadiusDamage, delay, ignore );
} else {
Event_RadiusDamage( ignore );
}
}
// spawn debris entities
int fxdebris = spawnArgs.GetInt( "debris_count" );
if ( fxdebris ) {
// const idDict *debris = gameLocal.FindEntityDefDict( "projectile_debris", false );//un noted code change from original sdk
const idDict *debris = gameLocal.FindEntityDefDict( spawnArgs.GetString("def_debris"), false );
if ( debris ) {
int amount = gameLocal.random.RandomInt( fxdebris );
for ( int i = 0; i < amount; i++ ) {
idEntity *ent;
idVec3 dir;
dir.x = gameLocal.random.CRandomFloat() * 4.0f;
dir.y = gameLocal.random.CRandomFloat() * 4.0f;
dir.z = gameLocal.random.RandomFloat() * 8.0f;
dir.Normalize();
gameLocal.SpawnEntityDef( *debris, &ent, false );
if ( !ent || !ent->IsType( idDebris::Type ) ) {
gameLocal.Error( "'projectile_debris' is not an idDebris" );
}
idDebris *debris = static_cast<idDebris *>(ent);
debris->Create( owner.GetEntity(), physicsObj.GetOrigin(), dir.ToMat3() );
debris->Launch();
}
}
// debris = gameLocal.FindEntityDefDict( "projectile_shrapnel", false ); //un noted code change from original sdk
debris = gameLocal.FindEntityDefDict( spawnArgs.GetString("def_shrapnel"), false );
if ( debris ) {
int amount = gameLocal.random.RandomInt( fxdebris );
for ( int i = 0; i < amount; i++ ) {
idEntity *ent;
idVec3 dir;
dir.x = gameLocal.random.CRandomFloat() * 8.0f;
dir.y = gameLocal.random.CRandomFloat() * 8.0f;
dir.z = gameLocal.random.RandomFloat() * 8.0f + 8.0f;
dir.Normalize();
gameLocal.SpawnEntityDef( *debris, &ent, false );
if ( !ent || !ent->IsType( idDebris::Type ) ) {
gameLocal.Error( "'projectile_shrapnel' is not an idDebris" );
}
idDebris *debris = static_cast<idDebris *>(ent);
debris->Create( owner.GetEntity(), physicsObj.GetOrigin(), dir.ToMat3() );
debris->Launch();
}
}
}
CancelEvents( &EV_Explode );
PostEventMS( &EV_Remove, removeTime );
}
/*
================
idProjectile::GetVelocity
================
*/
idVec3 idProjectile::GetVelocity( const idDict *projectile ) {
idVec3 velocity;
projectile->GetVector( "velocity", "0 0 0", velocity );
return velocity;
}
/*
================
idProjectile::GetGravity
================
*/
idVec3 idProjectile::GetGravity( const idDict *projectile ) {
float gravity;
gravity = projectile->GetFloat( "gravity" );
return idVec3( 0, 0, -gravity );
}
/*
================
idProjectile::Event_Explode
================
*/
void idProjectile::Event_Explode( void ) {
trace_t collision;
memset( &collision, 0, sizeof( collision ) );
collision.endAxis = GetPhysics()->GetAxis();
collision.endpos = GetPhysics()->GetOrigin();
collision.c.point = GetPhysics()->GetOrigin();
collision.c.normal.Set( 0, 0, 1 );
AddDefaultDamageEffect( collision, collision.c.normal );
Explode( collision, NULL );
}
/*
================
idProjectile::Event_Fizzle
================
*/
void idProjectile::Event_Fizzle( void ) {
Fizzle();
}
/*
================
idProjectile::Event_Touch
================
*/
void idProjectile::Event_Touch( idEntity *other, trace_t *trace ) {
if ( IsHidden() ) {
return;
}
if ( other != owner.GetEntity() ) {
trace_t collision;
memset( &collision, 0, sizeof( collision ) );
collision.endAxis = GetPhysics()->GetAxis();
collision.endpos = GetPhysics()->GetOrigin();
collision.c.point = GetPhysics()->GetOrigin();
collision.c.normal.Set( 0, 0, 1 );
AddDefaultDamageEffect( collision, collision.c.normal );
Explode( collision, NULL );
}
}
/*
=================
idProjectile::ClientPredictionCollide
=================
*/
bool idProjectile::ClientPredictionCollide( idEntity *soundEnt, const idDict &projectileDef, const trace_t &collision, const idVec3 &velocity, bool addDamageEffect ) {
idEntity *ent;
// remove projectile when a 'noimpact' surface is hit
if ( collision.c.material && ( collision.c.material->GetSurfaceFlags() & SURF_NOIMPACT ) ) {
return false;
}
// get the entity the projectile collided with
ent = gameLocal.entities[ collision.c.entityNum ];
if ( ent == NULL ) {
return false;
}
// don't do anything if hitting a noclip player
if ( ent->IsType( idPlayer::Type ) && static_cast<idPlayer *>( ent )->noclip ) {
return false;
}
if ( ent->IsType( idActor::Type ) || ( ent->IsType( idAFAttachment::Type ) && static_cast<const idAFAttachment*>(ent)->GetBody()->IsType( idActor::Type ) ) ) {
if ( !projectileDef.GetBool( "detonate_on_actor" ) ) {
return false;
}
} else {
if ( !projectileDef.GetBool( "detonate_on_world" ) ) {
return false;
}
}
// if the projectile causes a damage effect
if ( addDamageEffect && projectileDef.GetBool( "impact_damage_effect" ) ) {
// if the hit entity does not have a special damage effect
if ( !ent->spawnArgs.GetBool( "bleed" ) ) {
// predict damage effect
DefaultDamageEffect( soundEnt, projectileDef, collision, velocity );
}
}
return true;
}
/*
================
idProjectile::ClientPredictionThink
================
*/
void idProjectile::ClientPredictionThink( void ) {
if ( !renderEntity.hModel ) {
return;
}
Think();
}
/*
================
idProjectile::WriteToSnapshot
================
*/
void idProjectile::WriteToSnapshot( idBitMsgDelta &msg ) const {
msg.WriteBits( owner.GetSpawnId(), 32 );
msg.WriteBits( state, 3 );
msg.WriteBits( fl.hidden, 1 );
if ( netSyncPhysics ) {
msg.WriteBits( 1, 1 );
physicsObj.WriteToSnapshot( msg );
} else {
msg.WriteBits( 0, 1 );
const idVec3 &origin = physicsObj.GetOrigin();
const idVec3 &velocity = physicsObj.GetLinearVelocity();
msg.WriteFloat( origin.x );
msg.WriteFloat( origin.y );
msg.WriteFloat( origin.z );
msg.WriteDeltaFloat( 0.0f, velocity[0], RB_VELOCITY_EXPONENT_BITS, RB_VELOCITY_MANTISSA_BITS );
msg.WriteDeltaFloat( 0.0f, velocity[1], RB_VELOCITY_EXPONENT_BITS, RB_VELOCITY_MANTISSA_BITS );
msg.WriteDeltaFloat( 0.0f, velocity[2], RB_VELOCITY_EXPONENT_BITS, RB_VELOCITY_MANTISSA_BITS );
}
}
/*
================
idProjectile::ReadFromSnapshot
================
*/
void idProjectile::ReadFromSnapshot( const idBitMsgDelta &msg ) {
projectileState_t newState;
owner.SetSpawnId( msg.ReadBits( 32 ) );
newState = (projectileState_t) msg.ReadBits( 3 );
if ( msg.ReadBits( 1 ) ) {
Hide();
} else {
Show();
}
while( state != newState ) {
switch( state ) {
case SPAWNED: {
Create( owner.GetEntity(), vec3_origin, idVec3( 1, 0, 0 ) );
break;
}
case CREATED: {
// the right origin and direction are required if you want bullet traces
Launch( vec3_origin, idVec3( 1, 0, 0 ), vec3_origin );
break;
}
case LAUNCHED: {
if ( newState == FIZZLED ) {
Fizzle();
} else {
trace_t collision;
memset( &collision, 0, sizeof( collision ) );
collision.endAxis = GetPhysics()->GetAxis();
collision.endpos = GetPhysics()->GetOrigin();
collision.c.point = GetPhysics()->GetOrigin();
collision.c.normal.Set( 0, 0, 1 );
Explode( collision, NULL );
}
break;
}
case FIZZLED:
case EXPLODED: {
StopSound( SND_CHANNEL_BODY2, false );
gameEdit->ParseSpawnArgsToRenderEntity( &spawnArgs, &renderEntity );
state = SPAWNED;
break;
}
}
}
if ( msg.ReadBits( 1 ) ) {
physicsObj.ReadFromSnapshot( msg );
} else {
idVec3 origin;
idVec3 velocity;
idVec3 tmp;
idMat3 axis;
origin.x = msg.ReadFloat();
origin.y = msg.ReadFloat();
origin.z = msg.ReadFloat();
velocity.x = msg.ReadDeltaFloat( 0.0f, RB_VELOCITY_EXPONENT_BITS, RB_VELOCITY_MANTISSA_BITS );
velocity.y = msg.ReadDeltaFloat( 0.0f, RB_VELOCITY_EXPONENT_BITS, RB_VELOCITY_MANTISSA_BITS );
velocity.z = msg.ReadDeltaFloat( 0.0f, RB_VELOCITY_EXPONENT_BITS, RB_VELOCITY_MANTISSA_BITS );
physicsObj.SetOrigin( origin );
physicsObj.SetLinearVelocity( velocity );
// align z-axis of model with the direction
velocity.NormalizeFast();
axis = velocity.ToMat3();
tmp = axis[2];
axis[2] = axis[0];
axis[0] = -tmp;
physicsObj.SetAxis( axis );
}
if ( msg.HasChanged() ) {
UpdateVisuals();
}
}
/*
================
idProjectile::ClientReceiveEvent
================
*/
bool idProjectile::ClientReceiveEvent( int event, int time, const idBitMsg &msg ) {
trace_t collision;
idVec3 velocity;
switch( event ) {
case EVENT_DAMAGE_EFFECT: {
memset( &collision, 0, sizeof( collision ) );
collision.c.point[0] = msg.ReadFloat();
collision.c.point[1] = msg.ReadFloat();
collision.c.point[2] = msg.ReadFloat();
collision.c.normal = msg.ReadDir( 24 );
int index = gameLocal.ClientRemapDecl( DECL_MATERIAL, msg.ReadInt() );
collision.c.material = ( index != -1 ) ? static_cast<const idMaterial *>( declManager->DeclByIndex( DECL_MATERIAL, index ) ) : NULL;
velocity[0] = msg.ReadFloat( 5, 10 );
velocity[1] = msg.ReadFloat( 5, 10 );
velocity[2] = msg.ReadFloat( 5, 10 );
// DefaultDamageEffect( this, spawnArgs, collision, velocity ); //un noted code change from original sdk
DefaultDamageEffect( this, damageDef!=NULL? damageDef->dict: spawnArgs, collision, velocity ); // new
return true;
}
default:
break;
}
return idEntity::ClientReceiveEvent( event, time, msg );
}
/*
===============================================================================
idGuidedProjectile
===============================================================================
*/
CLASS_DECLARATION( idProjectile, idGuidedProjectile )
END_CLASS
/*
================
idGuidedProjectile::idGuidedProjectile
================
*/
idGuidedProjectile::idGuidedProjectile( void ) {
enemy = NULL;
speed = 0.0f;
turn_max = 0.0f;
clamp_dist = 0.0f;
rndScale = ang_zero;
rndAng = ang_zero;
rndUpdateTime = 0;
angles = ang_zero;
burstMode = false;
burstDist = 0;
burstVelocity = 0.0f;
unGuided = false;
}
/*
=================
idGuidedProjectile::~idGuidedProjectile
=================
*/
idGuidedProjectile::~idGuidedProjectile( void ) {
}
/*
================
idGuidedProjectile::Spawn
================
*/
void idGuidedProjectile::Spawn( void ) {
}
/*
================
idGuidedProjectile::Save
================
*/
void idGuidedProjectile::Save( idSaveGame *savefile ) const {
enemy.Save( savefile );
savefile->WriteFloat( speed );
savefile->WriteAngles( rndScale );
savefile->WriteAngles( rndAng );
savefile->WriteInt( rndUpdateTime );
savefile->WriteFloat( turn_max );
savefile->WriteFloat( clamp_dist );
savefile->WriteAngles( angles );
savefile->WriteBool( burstMode );
savefile->WriteBool( unGuided );
savefile->WriteFloat( burstDist );
savefile->WriteFloat( burstVelocity );
}
/*
================
idGuidedProjectile::Restore
================
*/
void idGuidedProjectile::Restore( idRestoreGame *savefile ) {
enemy.Restore( savefile );
savefile->ReadFloat( speed );
savefile->ReadAngles( rndScale );
savefile->ReadAngles( rndAng );
savefile->ReadInt( rndUpdateTime );
savefile->ReadFloat( turn_max );
savefile->ReadFloat( clamp_dist );
savefile->ReadAngles( angles );
savefile->ReadBool( burstMode );
savefile->ReadBool( unGuided );
savefile->ReadFloat( burstDist );
savefile->ReadFloat( burstVelocity );
}
/*
================
idGuidedProjectile::GetSeekPos
================
*/
void idGuidedProjectile::GetSeekPos( idVec3 &out ) {
idEntity *enemyEnt = enemy.GetEntity();
if ( enemyEnt ) {
if ( enemyEnt->IsType( idActor::Type ) ) {
out = static_cast<idActor *>(enemyEnt)->GetEyePosition();
out.z -= 12.0f;
} else {
out = enemyEnt->GetPhysics()->GetOrigin();
}
} else {
out = GetPhysics()->GetOrigin() + physicsObj.GetLinearVelocity() * 2.0f;
}
}
/*
================
idGuidedProjectile::Think
================
*/
void idGuidedProjectile::Think( void ) {
idVec3 dir;
idVec3 seekPos;
idVec3 velocity;
idVec3 nose;
idVec3 tmp;
idMat3 axis;
idAngles dirAng;
idAngles diff;
float dist;
float frac;
int i;
if ( state == LAUNCHED && !unGuided ) {
GetSeekPos( seekPos );
if ( rndUpdateTime < gameLocal.time ) {
rndAng[ 0 ] = rndScale[ 0 ] * gameLocal.random.CRandomFloat();
rndAng[ 1 ] = rndScale[ 1 ] * gameLocal.random.CRandomFloat();
rndAng[ 2 ] = rndScale[ 2 ] * gameLocal.random.CRandomFloat();
rndUpdateTime = gameLocal.time + 200;
}
nose = physicsObj.GetOrigin() + 10.0f * physicsObj.GetAxis()[0];
dir = seekPos - nose;
dist = dir.Normalize();
dirAng = dir.ToAngles();
// make it more accurate as it gets closer
frac = dist / clamp_dist;
if ( frac > 1.0f ) {
frac = 1.0f;
}
diff = dirAng - angles + rndAng * frac;
// clamp the to the max turn rate
diff.Normalize180();
for( i = 0; i < 3; i++ ) {
if ( diff[ i ] > turn_max ) {
diff[ i ] = turn_max;
} else if ( diff[ i ] < -turn_max ) {
diff[ i ] = -turn_max;
}
}
angles += diff;
// make the visual model always points the dir we're traveling
dir = angles.ToForward();
velocity = dir * speed;
if ( burstMode && dist < burstDist ) {
unGuided = true;
velocity *= burstVelocity;
}
physicsObj.SetLinearVelocity( velocity );
// align z-axis of model with the direction
axis = dir.ToMat3();
tmp = axis[2];
axis[2] = axis[0];
axis[0] = -tmp;
GetPhysics()->SetAxis( axis );
}
idProjectile::Think();
}
/*
=================
idGuidedProjectile::Launch
=================
*/
void idGuidedProjectile::Launch( const idVec3 &start, const idVec3 &dir, const idVec3 &pushVelocity, const float timeSinceFire, const float launchPower, float dmgPower ) {
idProjectile::Launch( start, dir, pushVelocity, timeSinceFire, launchPower, dmgPower );
if ( owner.GetEntity() ) {
if ( owner.GetEntity()->IsType( idAI::Type ) ) {
enemy = static_cast<idAI *>( owner.GetEntity() )->GetEnemy();
} else if ( owner.GetEntity()->IsType( idPlayer::Type ) ) {
trace_t tr;
idPlayer *player = static_cast<idPlayer*>( owner.GetEntity() );
idVec3 start = player->GetEyePosition();
idVec3 end = start + player->viewAxis[0] * 1000.0f;
gameLocal.clip.TracePoint( tr, start, end, MASK_SHOT_RENDERMODEL | CONTENTS_BODY, owner.GetEntity() );
if ( tr.fraction < 1.0f ) {
enemy = gameLocal.GetTraceEntity( tr );
}
// ignore actors on the player's team
if ( enemy.GetEntity() == NULL || !enemy.GetEntity()->IsType( idActor::Type ) || ( static_cast<idActor *>( enemy.GetEntity() )->team == player->team ) ) {
enemy = player->EnemyWithMostHealth();
}
}
}
const idVec3 &vel = physicsObj.GetLinearVelocity();
angles = vel.ToAngles();
speed = vel.Length();
rndScale = spawnArgs.GetAngles( "random", "15 15 0" );
turn_max = spawnArgs.GetFloat( "turn_max", "180" ) / ( float )USERCMD_HZ;
clamp_dist = spawnArgs.GetFloat( "clamp_dist", "256" );
burstMode = spawnArgs.GetBool( "burstMode" );
unGuided = false;
burstDist = spawnArgs.GetFloat( "burstDist", "64" );
burstVelocity = spawnArgs.GetFloat( "burstVelocity", "1.25" );
UpdateVisuals();
}
/*
===============================================================================
idSoulCubeMissile
===============================================================================
*/
CLASS_DECLARATION( idGuidedProjectile, idSoulCubeMissile )
END_CLASS
/*
================
idSoulCubeMissile::Spawn( void )
================
*/
void idSoulCubeMissile::Spawn( void ) {
startingVelocity.Zero();
endingVelocity.Zero();
accelTime = 0.0f;
launchTime = 0;
killPhase = false;
returnPhase = false;
smokeKillTime = 0;
smokeKill = NULL;
}
/*
=================
idSoulCubeMissile::~idSoulCubeMissile
=================
*/
idSoulCubeMissile::~idSoulCubeMissile() {
}
/*
================
idSoulCubeMissile::Save
================
*/
void idSoulCubeMissile::Save( idSaveGame *savefile ) const {
savefile->WriteVec3( startingVelocity );
savefile->WriteVec3( endingVelocity );
savefile->WriteFloat( accelTime );
savefile->WriteInt( launchTime );
savefile->WriteBool( killPhase );
savefile->WriteBool( returnPhase );
savefile->WriteVec3( destOrg);
savefile->WriteInt( orbitTime );
savefile->WriteVec3( orbitOrg );
savefile->WriteInt( smokeKillTime );
savefile->WriteParticle( smokeKill );
}
/*
================
idSoulCubeMissile::Restore
================
*/
void idSoulCubeMissile::Restore( idRestoreGame *savefile ) {
savefile->ReadVec3( startingVelocity );
savefile->ReadVec3( endingVelocity );
savefile->ReadFloat( accelTime );
savefile->ReadInt( launchTime );
savefile->ReadBool( killPhase );
savefile->ReadBool( returnPhase );
savefile->ReadVec3( destOrg);
savefile->ReadInt( orbitTime );
savefile->ReadVec3( orbitOrg );
savefile->ReadInt( smokeKillTime );
savefile->ReadParticle( smokeKill );
}
/*
================
idSoulCubeMissile::KillTarget
================
*/
void idSoulCubeMissile::KillTarget( const idVec3 &dir ) {
idEntity *ownerEnt;
const char *smokeName;
idActor *act;
ReturnToOwner();
if ( enemy.GetEntity() && enemy.GetEntity()->IsType( idActor::Type ) ) {
act = static_cast<idActor*>( enemy.GetEntity() );
killPhase = true;
orbitOrg = act->GetPhysics()->GetAbsBounds().GetCenter();
orbitTime = gameLocal.time;
smokeKillTime = 0;
smokeName = spawnArgs.GetString( "smoke_kill" );
if ( *smokeName != '\0' ) {
smokeKill = static_cast<const idDeclParticle *>( declManager->FindType( DECL_PARTICLE, smokeName ) );
smokeKillTime = gameLocal.time;
}
ownerEnt = owner.GetEntity();
if ( ( act->health > 0 ) && ownerEnt && ownerEnt->IsType( idPlayer::Type ) && ( ownerEnt->health > 0 ) && !act->spawnArgs.GetBool( "boss" ) ) {
static_cast<idPlayer *>( ownerEnt )->GiveHealthPool( act->health );
}
act->Damage( this, owner.GetEntity(), dir, spawnArgs.GetString( "def_damage" ), 1.0f, INVALID_JOINT );
act->GetAFPhysics()->SetTimeScale( 0.25 );
StartSound( "snd_explode", SND_CHANNEL_BODY, 0, false, NULL );
}
}
/*
================
idSoulCubeMissile::Think
================
*/
void idSoulCubeMissile::Think( void ) {
float pct;
idVec3 seekPos;
idEntity *ownerEnt;
if ( state == LAUNCHED ) {
if ( killPhase ) {
// orbit the mob, cascading down
if ( gameLocal.time < orbitTime + 1500 ) {
if ( !gameLocal.smokeParticles->EmitSmoke( smokeKill, smokeKillTime, gameLocal.random.CRandomFloat(), orbitOrg, mat3_identity ) ) {
smokeKillTime = gameLocal.time;
}
}
} else {
if ( accelTime && gameLocal.time < launchTime + accelTime * 1000 ) {
pct = ( gameLocal.time - launchTime ) / ( accelTime * 1000 );
speed = ( startingVelocity + ( startingVelocity + endingVelocity ) * pct ).Length();
}
}
idGuidedProjectile::Think();
GetSeekPos( seekPos );
if ( ( seekPos - physicsObj.GetOrigin() ).Length() < 32.0f ) {
if ( returnPhase ) {
StopSound( SND_CHANNEL_ANY, false );
StartSound( "snd_return", SND_CHANNEL_BODY2, 0, false, NULL );
Hide();
PostEventSec( &EV_Remove, 2.0f );
ownerEnt = owner.GetEntity();
if ( ownerEnt && ownerEnt->IsType( idPlayer::Type ) ) {
static_cast<idPlayer *>( ownerEnt )->SetSoulCubeProjectile( NULL );
}
state = FIZZLED;
} else if ( !killPhase ){
KillTarget( physicsObj.GetAxis()[0] );
}
}
}
}
/*
================
idSoulCubeMissile::GetSeekPos
================
*/
void idSoulCubeMissile::GetSeekPos( idVec3 &out ) {
if ( returnPhase && owner.GetEntity() && owner.GetEntity()->IsType( idActor::Type ) ) {
idActor *act = static_cast<idActor*>( owner.GetEntity() );
out = act->GetEyePosition();
return;
}
if ( destOrg != vec3_zero ) {
out = destOrg;
return;
}
idGuidedProjectile::GetSeekPos( out );
}
/*
================
idSoulCubeMissile::Event_ReturnToOwner
================
*/
void idSoulCubeMissile::ReturnToOwner() {
speed *= 0.65f;
killPhase = false;
returnPhase = true;
smokeFlyTime = 0;
}
/*
=================
idSoulCubeMissile::Launch
=================
*/
void idSoulCubeMissile::Launch( const idVec3 &start, const idVec3 &dir, const idVec3 &pushVelocity, const float timeSinceFire, const float launchPower, float dmgPower ) {
idVec3 newStart;
idVec3 offs;
idEntity *ownerEnt;
// push it out a little
newStart = start + dir * spawnArgs.GetFloat( "launchDist" );
offs = spawnArgs.GetVector( "launchOffset", "0 0 -4" );
newStart += offs;
idGuidedProjectile::Launch( newStart, dir, pushVelocity, timeSinceFire, launchPower, dmgPower );
if ( enemy.GetEntity() == NULL || !enemy.GetEntity()->IsType( idActor::Type ) ) {
destOrg = start + dir * 256.0f;
} else {
destOrg.Zero();
}
physicsObj.SetClipMask( 0 ); // never collide.. think routine will decide when to detonate
startingVelocity = spawnArgs.GetVector( "startingVelocity", "15 0 0" );
endingVelocity = spawnArgs.GetVector( "endingVelocity", "1500 0 0" );
accelTime = spawnArgs.GetFloat( "accelTime", "5" );
physicsObj.SetLinearVelocity( startingVelocity.Length() * physicsObj.GetAxis()[2] );
launchTime = gameLocal.time;
killPhase = false;
UpdateVisuals();
ownerEnt = owner.GetEntity();
if ( ownerEnt && ownerEnt->IsType( idPlayer::Type ) ) {
static_cast<idPlayer *>( ownerEnt )->SetSoulCubeProjectile( this );
}
}
/*
===============================================================================
idBFGProjectile
===============================================================================
*/
const idEventDef EV_RemoveBeams( "<removeBeams>", NULL );
CLASS_DECLARATION( idProjectile, idBFGProjectile )
EVENT( EV_RemoveBeams, idBFGProjectile::Event_RemoveBeams )
END_CLASS
/*
=================
idBFGProjectile::idBFGProjectile
=================
*/
idBFGProjectile::idBFGProjectile() {
memset( &secondModel, 0, sizeof( secondModel ) );
secondModelDefHandle = -1;
nextDamageTime = 0;
//ivan start
nextProjTime = 0;
nextProjTargetNum = 0;
secProjDef = NULL;
secProjName = "";
//ivan end
}
/*
=================
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;
//ivan start
nextProjTime = 0;
nextProjTargetNum = 0;
//secondary proj def and name
if ( spawnArgs.GetString( "def_secondary_proj", "", secProjName ) && secProjName.Length() ) {
secProjDef = gameLocal.FindEntityDefDict( secProjName );
if ( !secProjDef->GetNumKeyVals() ) {
gameLocal.Warning( "No projectile defined in '%s'", secProjName.c_str() );
secProjDef = NULL;
secProjName = "";
}
}else{
secProjDef = NULL;
secProjName = "";
}
//ivan end
}
//ivan start
/*
=====================
idBFGProjectile::GetAimDir
=====================
*/
idVec3 idBFGProjectile::GetAimDir( idEntity *aimAtEnt ) {
idVec3 mainTargetPos;
idVec3 secTargetPos; //not used, but necessary
idVec3 aimDir;
idVec3 firePos;
if ( aimAtEnt ) { //target entity ok!
firePos = GetPhysics()->GetOrigin();
if ( aimAtEnt->IsType( idPlayer::Type ) ) { //player - head
static_cast<idPlayer *>( aimAtEnt )->GetAIAimTargets( aimAtEnt->GetPhysics()->GetOrigin(), mainTargetPos, secTargetPos );
} else if ( aimAtEnt->IsType( idActor::Type ) ) { //AI - chest
static_cast<idActor *>( aimAtEnt )->GetAIAimTargets( aimAtEnt->GetPhysics()->GetOrigin(), secTargetPos, mainTargetPos );
} else { //center
mainTargetPos = aimAtEnt->GetPhysics()->GetAbsBounds().GetCenter();
//secTargetPos = vec3_origin;
}
aimDir = mainTargetPos - firePos;
aimDir.Normalize();
} else { //no valid aimAtEnt entity!
//aimDir = GetPhysics()->GetAxis().ToAngles().ToForward();
//owner
idAngles fireAng;
fireAng.pitch = (gameLocal.time / 8) % 360 - 180.0f; // gameLocal.random.RandomFloat() * 360.0f - 180.0f;
fireAng.yaw = 90.0f;
fireAng.roll = 0.0f;
aimDir = fireAng.ToForward();
}
return aimDir;
}
/*
================
idBFGProjectile::FireSecProjAtTarget
================
*/
idProjectile* idBFGProjectile::FireSecProj( const idVec3 &dir ) {
idProjectile *proj;
idEntity *ent;
idEntity *ownerEnt;
idVec3 firePos;
gameLocal.SpawnEntityDef( *secProjDef, &ent, false );
if ( !ent || !ent->IsType( idProjectile::Type ) ) {
gameLocal.Error( "'%s' was not able to fire the projectile", GetName() );
}
if ( secProjDef->GetBool( "net_instanthit" ) ) {
ent->fl.networkSync = false;
}
firePos = GetPhysics()->GetOrigin();
ownerEnt = owner.GetEntity(); //GetBindMaster();
if(!ownerEnt){ ownerEnt = this; }
proj = static_cast<idProjectile *>(ent);
proj->Create( ownerEnt, firePos, dir );
proj->Launch( firePos, dir, vec3_origin ); //0.0f, 1.0f, 1.0f
return proj;
}
//ivan end
/*
================
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 );
//ivan start
savefile->WriteInt( nextProjTime );
savefile->WriteInt( nextProjTargetNum );
savefile->WriteString( secProjName );
//secProjDef is not saved!
//ivan end
}
/*
================
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 );
}
//ivan start
savefile->ReadInt( nextProjTime );
savefile->ReadInt( nextProjTargetNum );
savefile->ReadString( secProjName );
if ( secProjName.Length() ) {
secProjDef = gameLocal.FindEntityDefDict( secProjName );
} else {
secProjDef = NULL;
}
//ivan end
}
/*
=================
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 ) {
//ivan start
bool doDamage = false;
if ( gameLocal.time > nextDamageTime ) {
nextDamageTime = gameLocal.time + BFG_DAMAGE_FREQUENCY;
doDamage = true;
}
//fire only if there is the Launcher + it's time + at least 1 target (warning: targets could be NULL!)
if( secProjDef && gameLocal.time > nextProjTime ){ //projLauncher.GetEntity()
nextProjTime = gameLocal.time + BFG_PROJECTILE_FREQUENCY;
idEntity * targetEnt = NULL;
//find next valid target
if( beamTargets.Num() > 0 ){
int countdown = beamTargets.Num(); //fix - exit loop if all targets are NULL
do{
nextProjTargetNum++;
if( nextProjTargetNum >= beamTargets.Num() ){ nextProjTargetNum = 0; }
targetEnt = beamTargets[nextProjTargetNum].target.GetEntity();
if( targetEnt->health <= 0 ){ targetEnt = NULL; }
countdown--;
}while( targetEnt == NULL && countdown > 0 );
}
//if we don't have valid targets, check owner's enemies
if( !targetEnt && owner.GetEntity() && owner.GetEntity()->IsType( idActor::Type ) ){
idActor * ownerAct = static_cast<idActor *>( owner.GetEntity() );
idActor * enemyAct;
for( enemyAct = ownerAct->enemyList.Next(); enemyAct != NULL; enemyAct = enemyAct->enemyNode.Next() ) {
if ( enemyAct->fl.hidden || enemyAct->health <= 0 ) {
continue;
}
targetEnt = enemyAct;
break;
}
}
//fire
FireSecProj( GetAimDir( targetEnt ) ); //if targetEnt is NULL, dir will be random
StartSound( "snd_fire", SND_CHANNEL_WEAPON, 0, false, NULL );
}
//ivan end
// 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 ( doDamage ) { //ivan - was: 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; //ivan - commented out
}
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 * ownerEnt; //ivan
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 );
ownerEnt = owner.GetEntity(); //ivan
// 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 == ownerEnt || ent->IsHidden() || !ent->IsActive() || !ent->fl.takedamage || ent->health <= 0 || !ent->IsType( idActor::Type ) ) {
continue;
}
//ivan start - ignore teammates
if( ownerEnt && ( ownerEnt->spawnArgs.GetInt("team", "0") == ent->spawnArgs.GetInt("team", "0") ) ){
continue;
}
//ivan end
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;
nextProjTime = gameLocal.time + BFG_PROJECTILE_FREQUENCY; //ivan
UpdateVisuals();
}
/*
================
idProjectile::Event_RemoveBeams
================
*/
void idBFGProjectile::Event_RemoveBeams() {
FreeBeams();
UpdateVisuals();
}
/*
================
idProjectile::Explode
================
*/
void idBFGProjectile::Explode( const trace_t &collision, idEntity *ignore ) {
if( spawnArgs.GetBool( "damageOnExplosion", "1" ) ){ //ivan - damaging targets can be turned off
int i;
idVec3 dmgPoint;
idVec3 dir;
float beamWidth;
float damageScale;
const char *damage;
idPlayer * player;
idEntity * ownerEnt;
ownerEnt = owner.GetEntity(); //un noted code change from original sdk
if ( ownerEnt && ownerEnt->IsType( idPlayer::Type ) ) {
player = static_cast< idPlayer * >( ownerEnt );
} else {
player = NULL;
}
beamWidth = spawnArgs.GetFloat( "beam_WidthExplode" ); //un noted code change from original sdk
damage = spawnArgs.GetString( "def_damage" );
for ( i = 0; i < beamTargets.Num(); i++ ) { //un noted code change from original sdk
if ( ( beamTargets[i].target.GetEntity() == NULL ) || ( ownerEnt == NULL ) ) {
continue;
}
if ( !beamTargets[i].target.GetEntity()->CanDamage( GetPhysics()->GetOrigin(), dmgPoint ) ) { //un noted code change from original sdk
continue;
}
beamTargets[i].renderEntity.shaderParms[SHADERPARM_BEAM_WIDTH] = beamWidth; //un noted code change from original sdk
// if the hit entity takes damage //un noted code change from original sdk
if ( damagePower ) {
damageScale = damagePower;
} else {
damageScale = 1.0f;
}
// if the projectile owner is a player //un noted code change from original sdk
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 ) ) { //un noted code change from original sdk
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 );
}
}
} //ivan
if ( secondModelDefHandle >= 0 ) {
gameRenderWorld->FreeEntityDef( secondModelDefHandle );
secondModelDefHandle = -1;
}
/* if ( ignore == NULL ) { // This causes trouble like splash damage not working at all //un noted code change from original sdk
projectileFlags.noSplashDamage = true;
}*/
if ( !gameLocal.isClient ) {
if ( ignore != NULL ) {
PostEventMS( &EV_RemoveBeams, 750 );
} else {
PostEventMS( &EV_RemoveBeams, 0 );
}
}
return idProjectile::Explode( collision, ignore );
}
/*
===============================================================================
idDebris
===============================================================================
*/
CLASS_DECLARATION( idEntity, idDebris )
EVENT( EV_Explode, idDebris::Event_Explode )
EVENT( EV_Fizzle, idDebris::Event_Fizzle )
END_CLASS
/*
================
idDebris::Spawn
================
*/
void idDebris::Spawn( void ) {
owner = NULL;
smokeFly = NULL;
smokeFlyTime = 0;
nextSoundTime = 0; // BY Clone JCD
soundTimeDifference = 0; //
}
/*
================
idDebris::Create
================
*/
void idDebris::Create( idEntity *owner, const idVec3 &start, const idMat3 &axis ) {
Unbind();
GetPhysics()->SetOrigin( start );
GetPhysics()->SetAxis( axis );
GetPhysics()->SetContents( 0 );
this->owner = owner;
smokeFly = NULL;
smokeFlyTime = 0;
nextSoundTime = 0; // BY Clone JCD
soundTimeDifference = 0; //
sndBounce = NULL;
UpdateVisuals();
}
/*
=================
idDebris::idDebris
=================
*/
idDebris::idDebris( void ) {
owner = NULL;
smokeFly = NULL;
smokeFlyTime = 0;
sndBounce = NULL;
nextSoundTime = 0; // BY Clone JCD
soundTimeDifference = 0; //
}
/*
=================
idDebris::~idDebris
=================
*/
idDebris::~idDebris( void ) {
}
/*
=================
idDebris::Save
=================
*/
void idDebris::Save( idSaveGame *savefile ) const {
owner.Save( savefile );
savefile->WriteStaticObject( physicsObj );
savefile->WriteParticle( smokeFly );
savefile->WriteInt( smokeFlyTime );
// savefile->WriteInt( nextSoundTime ); // No need to store this value, BY Clone JCD
savefile->WriteInt( soundTimeDifference ); //
savefile->WriteSoundShader( sndBounce );
}
/*
=================
idDebris::Restore
=================
*/
void idDebris::Restore( idRestoreGame *savefile ) {
owner.Restore( savefile );
savefile->ReadStaticObject( physicsObj );
RestorePhysics( &physicsObj );
savefile->ReadParticle( smokeFly );
savefile->ReadInt( smokeFlyTime );
//savefile->ReadInt( nextSoundTime ); // No need to store this value, BY Clone JCD
savefile->ReadInt( soundTimeDifference ); //
savefile->ReadSoundShader( sndBounce );
}
/*
=================
idDebris::Launch
=================
*/
void idDebris::Launch( void ) {
float fuse;
idVec3 velocity;
#ifdef _DENTONMOD
idVec3 angular_velocity_vect;
#else
idAngles angular_velocity;
#endif
float linear_friction;
float angular_friction;
float contact_friction;
float bounce;
float mass;
float gravity;
idVec3 gravVec;
bool randomVelocity;
idMat3 axis;
renderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( gameLocal.time );
spawnArgs.GetVector( "velocity", "0 0 0", velocity );
#ifdef _DENTONMOD
angular_velocity_vect = spawnArgs.GetAngles( "angular_velocity", "0 0 0").ToAngularVelocity();
#else
spawnArgs.GetAngles( "angular_velocity", "0 0 0", angular_velocity );
#endif
linear_friction = spawnArgs.GetFloat( "linear_friction" );
angular_friction = spawnArgs.GetFloat( "angular_friction" );
contact_friction = spawnArgs.GetFloat( "contact_friction" );
bounce = spawnArgs.GetFloat( "bounce" );
mass = spawnArgs.GetFloat( "mass" );
gravity = spawnArgs.GetFloat( "gravity" );
fuse = spawnArgs.GetFloat( "fuse" );
randomVelocity = spawnArgs.GetBool ( "random_velocity" );
continuousSmoke = spawnArgs.GetBool ( "smoke_continuous" );
if ( mass <= 0 ) {
gameLocal.Error( "Invalid mass on '%s'\n", GetEntityDefName() );
}
if ( randomVelocity ) {
#ifdef _DENTONMOD
float rand = spawnArgs.GetFloat("linear_velocity_rand", "0.35");
// sets velocity randomly between ((1-rand)*100)% and ((1+rand)*100)%
// e.g.1: if rand = 0.2, velocity will be randomly set between 80% and 120%
// e.g.2: if rand = 0.3, velocity will be randomly set between 70% and 130%
// and so on.
velocity.x *= gameLocal.random.RandomFloat()*rand*2.0 + 1.0 - rand;
velocity.y *= gameLocal.random.RandomFloat()*rand*2.0 + 1.0 - rand;
velocity.z *= gameLocal.random.RandomFloat()*rand*2.0 + 1.0 - rand;
// do not perform following calculations unless there's key in decl that says so.
if( spawnArgs.GetFloat( "angular_velocity_rand", "0.0", rand) && rand > 0.0f ) {
angular_velocity_vect.x *= gameLocal.random.RandomFloat()*rand*2.0 + 1.0 - rand;
angular_velocity_vect.y *= gameLocal.random.RandomFloat()*rand*2.0 + 1.0 - rand;
angular_velocity_vect.z *= gameLocal.random.RandomFloat()*rand*2.0 + 1.0 - rand;
}
#else
velocity.x *= gameLocal.random.RandomFloat() + 0.5f;
velocity.y *= gameLocal.random.RandomFloat() + 0.5f;
velocity.z *= gameLocal.random.RandomFloat() + 0.5f;
#endif
}
if ( health ) {
fl.takedamage = true;
}
gravVec = gameLocal.GetGravity();
gravVec.NormalizeFast();
axis = GetPhysics()->GetAxis();
Unbind();
physicsObj.SetSelf( this );
// check if a clip model is set
const char *clipModelName;
idTraceModel trm;
spawnArgs.GetString( "clipmodel", "", &clipModelName );
if ( !clipModelName[0] ) {
clipModelName = spawnArgs.GetString( "model" ); // use the visual model
}
// load the trace model
if ( !collisionModelManager->TrmFromModel( clipModelName, trm ) ) {
// default to a box
physicsObj.SetClipBox( renderEntity.bounds, 1.0f );
} else {
physicsObj.SetClipModel( new idClipModel( trm ), 1.0f );
}
physicsObj.GetClipModel()->SetOwner( owner.GetEntity() );
physicsObj.SetMass( mass );
physicsObj.SetFriction( linear_friction, angular_friction, contact_friction );
if ( contact_friction == 0.0f ) {
physicsObj.NoContact();
}
physicsObj.SetBouncyness( bounce );
physicsObj.SetGravity( gravVec * gravity );
physicsObj.SetContents( 0 );
physicsObj.SetClipMask( MASK_SOLID | CONTENTS_MOVEABLECLIP );
#ifdef _DENTONMOD
// Make sure that the linear velocity is added with
// owner's linear velocity for more accurate physics simulation.
idEntity *ownerEnt = owner.GetEntity();
if( ownerEnt != NULL ) {
physicsObj.SetLinearVelocity( (axis[ 0 ] * velocity[ 0 ] + axis[ 1 ] * velocity[ 1 ] + axis[ 2 ] * velocity[ 2 ]) + ownerEnt->GetPhysics()->GetLinearVelocity());
}
else {
physicsObj.SetLinearVelocity( axis[ 0 ] * velocity[ 0 ] + axis[ 1 ] * velocity[ 1 ] + axis[ 2 ] * velocity[ 2 ] );
}
physicsObj.SetAngularVelocity( angular_velocity_vect * axis );
#else
physicsObj.SetLinearVelocity( axis[ 0 ] * velocity[ 0 ] + axis[ 1 ] * velocity[ 1 ] + axis[ 2 ] * velocity[ 2 ] );
physicsObj.SetAngularVelocity( angular_velocity.ToAngularVelocity() * axis );
#endif
//ivan start
#ifdef _WATER_PHYSICS
physicsObj.SetWaterGravityMult( spawnArgs.GetFloat( "waterGravityMult", "1" )); //1 = no extra mult by default
#endif
//ivan end
physicsObj.SetOrigin( GetPhysics()->GetOrigin() );
physicsObj.SetAxis( axis );
SetPhysics( &physicsObj );
if ( !gameLocal.isClient ) {
if ( fuse <= 0 ) {
// run physics for 1 second
RunPhysics();
PostEventMS( &EV_Remove, 0 );
} else if ( spawnArgs.GetBool( "detonate_on_fuse" ) ) {
if ( fuse < 0.0f ) {
fuse = 0.0f;
}
RunPhysics();
PostEventSec( &EV_Explode, fuse );
} else {
if ( fuse < 0.0f ) {
fuse = 0.0f;
}
PostEventSec( &EV_Fizzle, fuse );
}
}
StartSound( "snd_fly", SND_CHANNEL_BODY, 0, false, NULL );
smokeFly = NULL;
smokeFlyTime = 0;
const char *smokeName = spawnArgs.GetString( "smoke_fly" );
if ( *smokeName != '\0' ) {
smokeFly = static_cast<const idDeclParticle *>( declManager->FindType( DECL_PARTICLE, smokeName ) );
smokeFlyTime = gameLocal.time;
gameLocal.smokeParticles->EmitSmoke( smokeFly, smokeFlyTime, gameLocal.random.CRandomFloat(), GetPhysics()->GetOrigin(), GetPhysics()->GetAxis() );
}
const char *sndName = spawnArgs.GetString( "snd_bounce" );
nextSoundTime = 0; // BY Clone JCD
soundTimeDifference = spawnArgs.GetInt ( "next_sound_time" ); //
if ( *sndName != '\0' ) {
sndBounce = declManager->FindSound( sndName );
}
UpdateVisuals();
}
/*
================
idDebris::Think
================
*/
void idDebris::Think( void ) {
// run physics
RunPhysics();
Present();
if ( smokeFly && smokeFlyTime && !IsHidden()) { // Emit particles only when visible
idVec3 dir = -GetPhysics()->GetLinearVelocity();
dir.Normalize();
if ( !gameLocal.smokeParticles->EmitSmoke( smokeFly, smokeFlyTime, gameLocal.random.CRandomFloat(), GetPhysics()->GetOrigin(), dir.ToMat3() ) ) {
if( continuousSmoke ) {
smokeFlyTime = gameLocal.time; // Emit particles continuously - Clone JC Denton
}
else {
smokeFlyTime = 0;
}
}
}
}
/*
================
idDebris::Killed
================
*/
void idDebris::Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location ) {
if ( spawnArgs.GetBool( "detonate_on_death" ) ) {
Explode();
} else {
Fizzle();
}
}
/*
=================
idDebris::Collide
=================
*/
bool idDebris::Collide( const trace_t &collision, const idVec3 &velocity ) {
if (sndBounce != NULL ){
if ( !soundTimeDifference ) { //un noted code change from original sdk
StartSoundShader( sndBounce, SND_CHANNEL_BODY, 0, false, NULL );
sndBounce = NULL;
return false;
}
if ( gameLocal.time > nextSoundTime ){
float v = -( velocity * collision.c.normal );
if ( v > BOUNCE_SOUND_MIN_VELOCITY ) {
float f = v > BOUNCE_SOUND_MAX_VELOCITY ? 1.0f : idMath::Sqrt( v - BOUNCE_SOUND_MIN_VELOCITY ) * ( 1.0f / idMath::Sqrt( BOUNCE_SOUND_MAX_VELOCITY - BOUNCE_SOUND_MIN_VELOCITY ) );
if ( StartSoundShader( sndBounce, SND_CHANNEL_BODY, 0, false, NULL ) )
SetSoundVolume( f );
}
else {
float f = ( 0.5f / idMath::Sqrt( BOUNCE_SOUND_MAX_VELOCITY - BOUNCE_SOUND_MIN_VELOCITY ) );
if ( StartSoundShader( sndBounce, SND_CHANNEL_BODY, 0, false, NULL ) )
SetSoundVolume( f );
sndBounce = NULL;
return false;
}
nextSoundTime = gameLocal.time + soundTimeDifference;
}
}
return false;
}
/*
================
idDebris::Fizzle
================
*/
void idDebris::Fizzle( void ) {
if ( IsHidden() ) {
// already exploded
return;
}
StopSound( SND_CHANNEL_ANY, false );
StartSound( "snd_fizzle", SND_CHANNEL_BODY, 0, false, NULL );
// fizzle FX
const char *smokeName = spawnArgs.GetString( "smoke_fuse" );
if ( *smokeName != '\0' ) {
smokeFly = static_cast<const idDeclParticle *>( declManager->FindType( DECL_PARTICLE, smokeName ) );
smokeFlyTime = gameLocal.time;
gameLocal.smokeParticles->EmitSmoke( smokeFly, smokeFlyTime, gameLocal.random.CRandomFloat(), GetPhysics()->GetOrigin(), GetPhysics()->GetAxis() );
}
fl.takedamage = false;
physicsObj.SetContents( 0 );
physicsObj.PutToRest();
#ifdef _DENTONMOD
BecomeInactive(TH_PHYSICS); // This causes the physics not to update after explosion
#endif
Hide();
if ( gameLocal.isClient ) {
return;
}
CancelEvents( &EV_Fizzle );
PostEventMS( &EV_Remove, 0 );
}
/*
================
idDebris::Explode
================
*/
void idDebris::Explode( void ) {
if ( IsHidden() ) {
// already exploded
return;
}
StopSound( SND_CHANNEL_ANY, false );
StartSound( "snd_explode", SND_CHANNEL_BODY, 0, false, NULL );
Hide();
// these must not be "live forever" particle systems
smokeFly = NULL;
smokeFlyTime = 0;
const char *smokeName = spawnArgs.GetString( "smoke_detonate" );
if ( *smokeName != '\0' ) {
smokeFly = static_cast<const idDeclParticle *>( declManager->FindType( DECL_PARTICLE, smokeName ) );
smokeFlyTime = gameLocal.time;
gameLocal.smokeParticles->EmitSmoke( smokeFly, smokeFlyTime, gameLocal.random.CRandomFloat(), GetPhysics()->GetOrigin(), GetPhysics()->GetAxis() );
}
fl.takedamage = false;
physicsObj.SetContents( 0 );
physicsObj.PutToRest();
#ifdef _DENTONMOD
BecomeInactive(TH_PHYSICS); // This causes the physics not to update after explosion
#endif
CancelEvents( &EV_Explode );
PostEventMS( &EV_Remove, 0 );
}
/*
================
idDebris::Event_Explode
================
*/
void idDebris::Event_Explode( void ) {
Explode();
}
/*
================
idDebris::Event_Fizzle
================
*/
void idDebris::Event_Fizzle( void ) {
Fizzle();
}