dhewm3/neo/game/Moveable.cpp
2012-01-15 14:13:44 +01:00

1194 lines
31 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 "Fx.h"
#include "Moveable.h"
/*
===============================================================================
idMoveable
===============================================================================
*/
const idEventDef EV_BecomeNonSolid( "becomeNonSolid" );
const idEventDef EV_SetOwnerFromSpawnArgs( "<setOwnerFromSpawnArgs>" );
const idEventDef EV_IsAtRest( "isAtRest", NULL, 'd' );
const idEventDef EV_EnableDamage( "enableDamage", "f" );
CLASS_DECLARATION( idEntity, idMoveable )
EVENT( EV_Activate, idMoveable::Event_Activate )
EVENT( EV_BecomeNonSolid, idMoveable::Event_BecomeNonSolid )
EVENT( EV_SetOwnerFromSpawnArgs, idMoveable::Event_SetOwnerFromSpawnArgs )
EVENT( EV_IsAtRest, idMoveable::Event_IsAtRest )
EVENT( EV_EnableDamage, idMoveable::Event_EnableDamage )
END_CLASS
static const float BOUNCE_SOUND_MIN_VELOCITY = 80.0f;
static const float BOUNCE_SOUND_MAX_VELOCITY = 200.0f;
/*
================
idMoveable::idMoveable
================
*/
idMoveable::idMoveable( void ) {
minDamageVelocity = 100.0f;
maxDamageVelocity = 200.0f;
nextCollideFxTime = 0;
nextDamageTime = 0;
nextSoundTime = 0;
initialSpline = NULL;
initialSplineDir = vec3_zero;
explode = false;
unbindOnDeath = false;
allowStep = false;
canDamage = false;
}
/*
================
idMoveable::~idMoveable
================
*/
idMoveable::~idMoveable( void ) {
delete initialSpline;
initialSpline = NULL;
}
/*
================
idMoveable::Spawn
================
*/
void idMoveable::Spawn( void ) {
idTraceModel trm;
float density, friction, bouncyness, mass;
int clipShrink;
idStr clipModelName;
// check if a clip model is set
spawnArgs.GetString( "clipmodel", "", clipModelName );
if ( !clipModelName[0] ) {
clipModelName = spawnArgs.GetString( "model" ); // use the visual model
}
if ( !collisionModelManager->TrmFromModel( clipModelName, trm ) ) {
gameLocal.Error( "idMoveable '%s': cannot load collision model %s", name.c_str(), clipModelName.c_str() );
return;
}
// if the model should be shrinked
clipShrink = spawnArgs.GetInt( "clipshrink" );
if ( clipShrink != 0 ) {
trm.Shrink( clipShrink * CM_CLIP_EPSILON );
}
// get rigid body properties
spawnArgs.GetFloat( "density", "0.5", density );
density = idMath::ClampFloat( 0.001f, 1000.0f, density );
spawnArgs.GetFloat( "friction", "0.05", friction );
friction = idMath::ClampFloat( 0.0f, 1.0f, friction );
spawnArgs.GetFloat( "bouncyness", "0.6", bouncyness );
bouncyness = idMath::ClampFloat( 0.0f, 1.0f, bouncyness );
explode = spawnArgs.GetBool( "explode" );
unbindOnDeath = spawnArgs.GetBool( "unbindondeath" );
fxCollide = spawnArgs.GetString( "fx_collide" );
nextCollideFxTime = 0;
fl.takedamage = true;
damage = spawnArgs.GetString( "def_damage", "" );
canDamage = spawnArgs.GetBool( "damageWhenActive" ) ? false : true;
minDamageVelocity = spawnArgs.GetFloat( "minDamageVelocity", "100" );
maxDamageVelocity = spawnArgs.GetFloat( "maxDamageVelocity", "200" );
nextDamageTime = 0;
nextSoundTime = 0;
health = spawnArgs.GetInt( "health", "0" );
spawnArgs.GetString( "broken", "", brokenModel );
if ( health ) {
if ( brokenModel != "" && !renderModelManager->CheckModel( brokenModel ) ) {
gameLocal.Error( "idMoveable '%s' at (%s): cannot load broken model '%s'", name.c_str(), GetPhysics()->GetOrigin().ToString(0), brokenModel.c_str() );
}
}
// setup the physics
physicsObj.SetSelf( this );
physicsObj.SetClipModel( new idClipModel( trm ), density );
physicsObj.GetClipModel()->SetMaterial( GetRenderModelMaterial() );
physicsObj.SetOrigin( GetPhysics()->GetOrigin() );
physicsObj.SetAxis( GetPhysics()->GetAxis() );
physicsObj.SetBouncyness( bouncyness );
physicsObj.SetFriction( 0.6f, 0.6f, friction );
physicsObj.SetGravity( gameLocal.GetGravity() );
physicsObj.SetContents( CONTENTS_SOLID );
physicsObj.SetClipMask( MASK_SOLID | CONTENTS_BODY | CONTENTS_CORPSE | CONTENTS_MOVEABLECLIP );
SetPhysics( &physicsObj );
if ( spawnArgs.GetFloat( "mass", "10", mass ) ) {
physicsObj.SetMass( mass );
}
if ( spawnArgs.GetBool( "nodrop" ) ) {
physicsObj.PutToRest();
} else {
physicsObj.DropToFloor();
}
if ( spawnArgs.GetBool( "noimpact" ) || spawnArgs.GetBool( "notPushable" ) ) {
physicsObj.DisableImpact();
}
if ( spawnArgs.GetBool( "nonsolid" ) ) {
BecomeNonSolid();
}
allowStep = spawnArgs.GetBool( "allowStep", "1" );
PostEventMS( &EV_SetOwnerFromSpawnArgs, 0 );
}
/*
================
idMoveable::Save
================
*/
void idMoveable::Save( idSaveGame *savefile ) const {
savefile->WriteString( brokenModel );
savefile->WriteString( damage );
savefile->WriteString( fxCollide );
savefile->WriteInt( nextCollideFxTime );
savefile->WriteFloat( minDamageVelocity );
savefile->WriteFloat( maxDamageVelocity );
savefile->WriteBool( explode );
savefile->WriteBool( unbindOnDeath );
savefile->WriteBool( allowStep );
savefile->WriteBool( canDamage );
savefile->WriteInt( nextDamageTime );
savefile->WriteInt( nextSoundTime );
savefile->WriteInt( initialSpline != NULL ? initialSpline->GetTime( 0 ) : -1 );
savefile->WriteVec3( initialSplineDir );
savefile->WriteStaticObject( physicsObj );
}
/*
================
idMoveable::Restore
================
*/
void idMoveable::Restore( idRestoreGame *savefile ) {
int initialSplineTime;
savefile->ReadString( brokenModel );
savefile->ReadString( damage );
savefile->ReadString( fxCollide );
savefile->ReadInt( nextCollideFxTime );
savefile->ReadFloat( minDamageVelocity );
savefile->ReadFloat( maxDamageVelocity );
savefile->ReadBool( explode );
savefile->ReadBool( unbindOnDeath );
savefile->ReadBool( allowStep );
savefile->ReadBool( canDamage );
savefile->ReadInt( nextDamageTime );
savefile->ReadInt( nextSoundTime );
savefile->ReadInt( initialSplineTime );
savefile->ReadVec3( initialSplineDir );
if ( initialSplineTime != -1 ) {
InitInitialSpline( initialSplineTime );
} else {
initialSpline = NULL;
}
savefile->ReadStaticObject( physicsObj );
RestorePhysics( &physicsObj );
}
/*
================
idMoveable::Hide
================
*/
void idMoveable::Hide( void ) {
idEntity::Hide();
physicsObj.SetContents( 0 );
}
/*
================
idMoveable::Show
================
*/
void idMoveable::Show( void ) {
idEntity::Show();
if ( !spawnArgs.GetBool( "nonsolid" ) ) {
physicsObj.SetContents( CONTENTS_SOLID );
}
}
/*
=================
idMoveable::Collide
=================
*/
bool idMoveable::Collide( const trace_t &collision, const idVec3 &velocity ) {
float v, f;
idVec3 dir;
idEntity *ent;
v = -( velocity * collision.c.normal );
if ( v > BOUNCE_SOUND_MIN_VELOCITY && gameLocal.time > nextSoundTime ) {
f = v > BOUNCE_SOUND_MAX_VELOCITY ? 1.0f : idMath::Sqrt( v - BOUNCE_SOUND_MIN_VELOCITY ) * ( 1.0f / idMath::Sqrt( BOUNCE_SOUND_MAX_VELOCITY - BOUNCE_SOUND_MIN_VELOCITY ) );
if ( StartSound( "snd_bounce", SND_CHANNEL_ANY, 0, false, NULL ) ) {
// don't set the volume unless there is a bounce sound as it overrides the entire channel
// which causes footsteps on ai's to not honor their shader parms
SetSoundVolume( f );
}
nextSoundTime = gameLocal.time + 500;
}
if ( canDamage && damage.Length() && gameLocal.time > nextDamageTime ) {
ent = gameLocal.entities[ collision.c.entityNum ];
if ( ent && v > minDamageVelocity ) {
f = v > maxDamageVelocity ? 1.0f : idMath::Sqrt( v - minDamageVelocity ) * ( 1.0f / idMath::Sqrt( maxDamageVelocity - minDamageVelocity ) );
dir = velocity;
dir.NormalizeFast();
ent->Damage( this, GetPhysics()->GetClipModel()->GetOwner(), dir, damage, f, INVALID_JOINT );
nextDamageTime = gameLocal.time + 1000;
}
}
if ( fxCollide.Length() && gameLocal.time > nextCollideFxTime ) {
idEntityFx::StartFx( fxCollide, &collision.c.point, NULL, this, false );
nextCollideFxTime = gameLocal.time + 3500;
}
return false;
}
/*
============
idMoveable::Killed
============
*/
void idMoveable::Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location ) {
if ( unbindOnDeath ) {
Unbind();
}
if ( brokenModel != "" ) {
SetModel( brokenModel );
}
if ( explode ) {
if ( brokenModel == "" ) {
PostEventMS( &EV_Remove, 1000 );
}
}
if ( renderEntity.gui[ 0 ] ) {
renderEntity.gui[ 0 ] = NULL;
}
ActivateTargets( this );
fl.takedamage = false;
}
/*
================
idMoveable::AllowStep
================
*/
bool idMoveable::AllowStep( void ) const {
return allowStep;
}
/*
================
idMoveable::BecomeNonSolid
================
*/
void idMoveable::BecomeNonSolid( void ) {
// set CONTENTS_RENDERMODEL so bullets still collide with the moveable
physicsObj.SetContents( CONTENTS_CORPSE | CONTENTS_RENDERMODEL );
physicsObj.SetClipMask( MASK_SOLID | CONTENTS_CORPSE | CONTENTS_MOVEABLECLIP );
}
/*
================
idMoveable::EnableDamage
================
*/
void idMoveable::EnableDamage( bool enable, float duration ) {
canDamage = enable;
if ( duration ) {
PostEventSec( &EV_EnableDamage, duration, ( !enable ) ? 0.0f : 1.0f );
}
}
/*
================
idMoveable::InitInitialSpline
================
*/
void idMoveable::InitInitialSpline( int startTime ) {
int initialSplineTime;
initialSpline = GetSpline();
initialSplineTime = spawnArgs.GetInt( "initialSplineTime", "300" );
if ( initialSpline != NULL ) {
initialSpline->MakeUniform( initialSplineTime );
initialSpline->ShiftTime( startTime - initialSpline->GetTime( 0 ) );
initialSplineDir = initialSpline->GetCurrentFirstDerivative( startTime );
initialSplineDir *= physicsObj.GetAxis().Transpose();
initialSplineDir.Normalize();
BecomeActive( TH_THINK );
}
}
/*
================
idMoveable::FollowInitialSplinePath
================
*/
bool idMoveable::FollowInitialSplinePath( void ) {
if ( initialSpline != NULL ) {
if ( gameLocal.time < initialSpline->GetTime( initialSpline->GetNumValues() - 1 ) ) {
idVec3 splinePos = initialSpline->GetCurrentValue( gameLocal.time );
idVec3 linearVelocity = ( splinePos - physicsObj.GetOrigin() ) * USERCMD_HZ;
physicsObj.SetLinearVelocity( linearVelocity );
idVec3 splineDir = initialSpline->GetCurrentFirstDerivative( gameLocal.time );
idVec3 dir = initialSplineDir * physicsObj.GetAxis();
idVec3 angularVelocity = dir.Cross( splineDir );
angularVelocity.Normalize();
angularVelocity *= idMath::ACos16( dir * splineDir / splineDir.Length() ) * USERCMD_HZ;
physicsObj.SetAngularVelocity( angularVelocity );
return true;
} else {
delete initialSpline;
initialSpline = NULL;
}
}
return false;
}
/*
================
idMoveable::Think
================
*/
void idMoveable::Think( void ) {
if ( thinkFlags & TH_THINK ) {
if ( !FollowInitialSplinePath() ) {
BecomeInactive( TH_THINK );
}
}
idEntity::Think();
}
/*
================
idMoveable::GetRenderModelMaterial
================
*/
const idMaterial *idMoveable::GetRenderModelMaterial( void ) const {
if ( renderEntity.customShader ) {
return renderEntity.customShader;
}
if ( renderEntity.hModel && renderEntity.hModel->NumSurfaces() ) {
return renderEntity.hModel->Surface( 0 )->shader;
}
return NULL;
}
/*
================
idMoveable::WriteToSnapshot
================
*/
void idMoveable::WriteToSnapshot( idBitMsgDelta &msg ) const {
physicsObj.WriteToSnapshot( msg );
}
/*
================
idMoveable::ReadFromSnapshot
================
*/
void idMoveable::ReadFromSnapshot( const idBitMsgDelta &msg ) {
physicsObj.ReadFromSnapshot( msg );
if ( msg.HasChanged() ) {
UpdateVisuals();
}
}
/*
================
idMoveable::Event_BecomeNonSolid
================
*/
void idMoveable::Event_BecomeNonSolid( void ) {
BecomeNonSolid();
}
/*
================
idMoveable::Event_Activate
================
*/
void idMoveable::Event_Activate( idEntity *activator ) {
float delay;
idVec3 init_velocity, init_avelocity;
Show();
if ( !spawnArgs.GetInt( "notPushable" ) ) {
physicsObj.EnableImpact();
}
physicsObj.Activate();
spawnArgs.GetVector( "init_velocity", "0 0 0", init_velocity );
spawnArgs.GetVector( "init_avelocity", "0 0 0", init_avelocity );
delay = spawnArgs.GetFloat( "init_velocityDelay", "0" );
if ( delay == 0.0f ) {
physicsObj.SetLinearVelocity( init_velocity );
} else {
PostEventSec( &EV_SetLinearVelocity, delay, init_velocity );
}
delay = spawnArgs.GetFloat( "init_avelocityDelay", "0" );
if ( delay == 0.0f ) {
physicsObj.SetAngularVelocity( init_avelocity );
} else {
PostEventSec( &EV_SetAngularVelocity, delay, init_avelocity );
}
InitInitialSpline( gameLocal.time );
}
/*
================
idMoveable::Event_SetOwnerFromSpawnArgs
================
*/
void idMoveable::Event_SetOwnerFromSpawnArgs( void ) {
idStr owner;
if ( spawnArgs.GetString( "owner", "", owner ) ) {
ProcessEvent( &EV_SetOwner, gameLocal.FindEntity( owner ) );
}
}
/*
================
idMoveable::Event_IsAtRest
================
*/
void idMoveable::Event_IsAtRest( void ) {
idThread::ReturnInt( physicsObj.IsAtRest() );
}
/*
================
idMoveable::Event_EnableDamage
================
*/
void idMoveable::Event_EnableDamage( float enable ) {
canDamage = ( enable != 0.0f );
}
/*
===============================================================================
idBarrel
===============================================================================
*/
CLASS_DECLARATION( idMoveable, idBarrel )
END_CLASS
/*
================
idBarrel::idBarrel
================
*/
idBarrel::idBarrel() {
radius = 1.0f;
barrelAxis = 0;
lastOrigin.Zero();
lastAxis.Identity();
additionalRotation = 0.0f;
additionalAxis.Identity();
fl.networkSync = true;
}
/*
================
idBarrel::Save
================
*/
void idBarrel::Save( idSaveGame *savefile ) const {
savefile->WriteFloat( radius );
savefile->WriteInt( barrelAxis );
savefile->WriteVec3( lastOrigin );
savefile->WriteMat3( lastAxis );
savefile->WriteFloat( additionalRotation );
savefile->WriteMat3( additionalAxis );
}
/*
================
idBarrel::Restore
================
*/
void idBarrel::Restore( idRestoreGame *savefile ) {
savefile->ReadFloat( radius );
savefile->ReadInt( barrelAxis );
savefile->ReadVec3( lastOrigin );
savefile->ReadMat3( lastAxis );
savefile->ReadFloat( additionalRotation );
savefile->ReadMat3( additionalAxis );
}
/*
================
idBarrel::BarrelThink
================
*/
void idBarrel::BarrelThink( void ) {
bool wasAtRest, onGround;
float movedDistance, rotatedDistance, angle;
idVec3 curOrigin, gravityNormal, dir;
idMat3 curAxis, axis;
wasAtRest = IsAtRest();
// run physics
RunPhysics();
// only need to give the visual model an additional rotation if the physics were run
if ( !wasAtRest ) {
// current physics state
onGround = GetPhysics()->HasGroundContacts();
curOrigin = GetPhysics()->GetOrigin();
curAxis = GetPhysics()->GetAxis();
// if the barrel is on the ground
if ( onGround ) {
gravityNormal = GetPhysics()->GetGravityNormal();
dir = curOrigin - lastOrigin;
dir -= gravityNormal * dir * gravityNormal;
movedDistance = dir.LengthSqr();
// if the barrel moved and the barrel is not aligned with the gravity direction
if ( movedDistance > 0.0f && idMath::Fabs( gravityNormal * curAxis[barrelAxis] ) < 0.7f ) {
// barrel movement since last think frame orthogonal to the barrel axis
movedDistance = idMath::Sqrt( movedDistance );
dir *= 1.0f / movedDistance;
movedDistance = ( 1.0f - idMath::Fabs( dir * curAxis[barrelAxis] ) ) * movedDistance;
// get rotation about barrel axis since last think frame
angle = lastAxis[(barrelAxis+1)%3] * curAxis[(barrelAxis+1)%3];
angle = idMath::ACos( angle );
// distance along cylinder hull
rotatedDistance = angle * radius;
// if the barrel moved further than it rotated about it's axis
if ( movedDistance > rotatedDistance ) {
// additional rotation of the visual model to make it look
// like the barrel rolls instead of slides
angle = 180.0f * (movedDistance - rotatedDistance) / (radius * idMath::PI);
if ( gravityNormal.Cross( curAxis[barrelAxis] ) * dir < 0.0f ) {
additionalRotation += angle;
} else {
additionalRotation -= angle;
}
dir = vec3_origin;
dir[barrelAxis] = 1.0f;
additionalAxis = idRotation( vec3_origin, dir, additionalRotation ).ToMat3();
}
}
}
// save state for next think
lastOrigin = curOrigin;
lastAxis = curAxis;
}
Present();
}
/*
================
idBarrel::Think
================
*/
void idBarrel::Think( void ) {
if ( thinkFlags & TH_THINK ) {
if ( !FollowInitialSplinePath() ) {
BecomeInactive( TH_THINK );
}
}
BarrelThink();
}
/*
================
idBarrel::GetPhysicsToVisualTransform
================
*/
bool idBarrel::GetPhysicsToVisualTransform( idVec3 &origin, idMat3 &axis ) {
origin = vec3_origin;
axis = additionalAxis;
return true;
}
/*
================
idBarrel::Spawn
================
*/
void idBarrel::Spawn( void ) {
const idBounds &bounds = GetPhysics()->GetBounds();
// radius of the barrel cylinder
radius = ( bounds[1][0] - bounds[0][0] ) * 0.5f;
// always a vertical barrel with cylinder axis parallel to the z-axis
barrelAxis = 2;
lastOrigin = GetPhysics()->GetOrigin();
lastAxis = GetPhysics()->GetAxis();
additionalRotation = 0.0f;
additionalAxis.Identity();
}
/*
================
idBarrel::ClientPredictionThink
================
*/
void idBarrel::ClientPredictionThink( void ) {
Think();
}
/*
===============================================================================
idExplodingBarrel
===============================================================================
*/
const idEventDef EV_Respawn( "<respawn>" );
const idEventDef EV_TriggerTargets( "<triggertargets>" );
CLASS_DECLARATION( idBarrel, idExplodingBarrel )
EVENT( EV_Activate, idExplodingBarrel::Event_Activate )
EVENT( EV_Respawn, idExplodingBarrel::Event_Respawn )
EVENT( EV_Explode, idExplodingBarrel::Event_Explode )
EVENT( EV_TriggerTargets, idExplodingBarrel::Event_TriggerTargets )
END_CLASS
/*
================
idExplodingBarrel::idExplodingBarrel
================
*/
idExplodingBarrel::idExplodingBarrel() {
spawnOrigin.Zero();
spawnAxis.Zero();
state = NORMAL;
particleModelDefHandle = -1;
lightDefHandle = -1;
memset( &particleRenderEntity, 0, sizeof( particleRenderEntity ) );
memset( &light, 0, sizeof( light ) );
particleTime = 0;
lightTime = 0;
time = 0.0f;
}
/*
================
idExplodingBarrel::~idExplodingBarrel
================
*/
idExplodingBarrel::~idExplodingBarrel() {
if ( particleModelDefHandle >= 0 ){
gameRenderWorld->FreeEntityDef( particleModelDefHandle );
}
if ( lightDefHandle >= 0 ) {
gameRenderWorld->FreeLightDef( lightDefHandle );
}
}
/*
================
idExplodingBarrel::Save
================
*/
void idExplodingBarrel::Save( idSaveGame *savefile ) const {
savefile->WriteVec3( spawnOrigin );
savefile->WriteMat3( spawnAxis );
savefile->WriteInt( state );
savefile->WriteInt( particleModelDefHandle );
savefile->WriteInt( lightDefHandle );
savefile->WriteRenderEntity( particleRenderEntity );
savefile->WriteRenderLight( light );
savefile->WriteInt( particleTime );
savefile->WriteInt( lightTime );
savefile->WriteFloat( time );
}
/*
================
idExplodingBarrel::Restore
================
*/
void idExplodingBarrel::Restore( idRestoreGame *savefile ) {
savefile->ReadVec3( spawnOrigin );
savefile->ReadMat3( spawnAxis );
savefile->ReadInt( (int &)state );
savefile->ReadInt( (int &)particleModelDefHandle );
savefile->ReadInt( (int &)lightDefHandle );
savefile->ReadRenderEntity( particleRenderEntity );
savefile->ReadRenderLight( light );
savefile->ReadInt( particleTime );
savefile->ReadInt( lightTime );
savefile->ReadFloat( time );
}
/*
================
idExplodingBarrel::Spawn
================
*/
void idExplodingBarrel::Spawn( void ) {
health = spawnArgs.GetInt( "health", "5" );
fl.takedamage = true;
spawnOrigin = GetPhysics()->GetOrigin();
spawnAxis = GetPhysics()->GetAxis();
state = NORMAL;
particleModelDefHandle = -1;
lightDefHandle = -1;
lightTime = 0;
particleTime = 0;
time = spawnArgs.GetFloat( "time" );
memset( &particleRenderEntity, 0, sizeof( particleRenderEntity ) );
memset( &light, 0, sizeof( light ) );
}
/*
================
idExplodingBarrel::Think
================
*/
void idExplodingBarrel::Think( void ) {
idBarrel::BarrelThink();
if ( lightDefHandle >= 0 ){
if ( state == BURNING ) {
// ramp the color up over 250 ms
float pct = (gameLocal.time - lightTime) / 250.f;
if ( pct > 1.0f ) {
pct = 1.0f;
}
light.origin = physicsObj.GetAbsBounds().GetCenter();
light.axis = mat3_identity;
light.shaderParms[ SHADERPARM_RED ] = pct;
light.shaderParms[ SHADERPARM_GREEN ] = pct;
light.shaderParms[ SHADERPARM_BLUE ] = pct;
light.shaderParms[ SHADERPARM_ALPHA ] = pct;
gameRenderWorld->UpdateLightDef( lightDefHandle, &light );
} else {
if ( gameLocal.time - lightTime > 250 ) {
gameRenderWorld->FreeLightDef( lightDefHandle );
lightDefHandle = -1;
}
return;
}
}
if ( !gameLocal.isClient && state != BURNING && state != EXPLODING ) {
BecomeInactive( TH_THINK );
return;
}
if ( particleModelDefHandle >= 0 ){
particleRenderEntity.origin = physicsObj.GetAbsBounds().GetCenter();
particleRenderEntity.axis = mat3_identity;
gameRenderWorld->UpdateEntityDef( particleModelDefHandle, &particleRenderEntity );
}
}
/*
================
idExplodingBarrel::AddParticles
================
*/
void idExplodingBarrel::AddParticles( const char *name, bool burn ) {
if ( name && *name ) {
if ( particleModelDefHandle >= 0 ){
gameRenderWorld->FreeEntityDef( particleModelDefHandle );
}
memset( &particleRenderEntity, 0, sizeof ( particleRenderEntity ) );
const idDeclModelDef *modelDef = static_cast<const idDeclModelDef *>( declManager->FindType( DECL_MODELDEF, name ) );
if ( modelDef ) {
particleRenderEntity.origin = physicsObj.GetAbsBounds().GetCenter();
particleRenderEntity.axis = mat3_identity;
particleRenderEntity.hModel = modelDef->ModelHandle();
float rgb = ( burn ) ? 0.0f : 1.0f;
particleRenderEntity.shaderParms[ SHADERPARM_RED ] = rgb;
particleRenderEntity.shaderParms[ SHADERPARM_GREEN ] = rgb;
particleRenderEntity.shaderParms[ SHADERPARM_BLUE ] = rgb;
particleRenderEntity.shaderParms[ SHADERPARM_ALPHA ] = rgb;
particleRenderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( gameLocal.realClientTime );
particleRenderEntity.shaderParms[ SHADERPARM_DIVERSITY ] = ( burn ) ? 1.0f : gameLocal.random.RandomInt( 90 );
if ( !particleRenderEntity.hModel ) {
particleRenderEntity.hModel = renderModelManager->FindModel( name );
}
particleModelDefHandle = gameRenderWorld->AddEntityDef( &particleRenderEntity );
if ( burn ) {
BecomeActive( TH_THINK );
}
particleTime = gameLocal.realClientTime;
}
}
}
/*
================
idExplodingBarrel::AddLight
================
*/
void idExplodingBarrel::AddLight( const char *name, bool burn ) {
if ( lightDefHandle >= 0 ){
gameRenderWorld->FreeLightDef( lightDefHandle );
}
memset( &light, 0, sizeof ( light ) );
light.axis = mat3_identity;
light.lightRadius.x = spawnArgs.GetFloat( "light_radius" );
light.lightRadius.y = light.lightRadius.z = light.lightRadius.x;
light.origin = physicsObj.GetOrigin();
light.origin.z += 128;
light.pointLight = true;
light.shader = declManager->FindMaterial( name );
light.shaderParms[ SHADERPARM_RED ] = 2.0f;
light.shaderParms[ SHADERPARM_GREEN ] = 2.0f;
light.shaderParms[ SHADERPARM_BLUE ] = 2.0f;
light.shaderParms[ SHADERPARM_ALPHA ] = 2.0f;
lightDefHandle = gameRenderWorld->AddLightDef( &light );
lightTime = gameLocal.realClientTime;
BecomeActive( TH_THINK );
}
/*
================
idExplodingBarrel::ExplodingEffects
================
*/
void idExplodingBarrel::ExplodingEffects( void ) {
const char *temp;
StartSound( "snd_explode", SND_CHANNEL_ANY, 0, false, NULL );
temp = spawnArgs.GetString( "model_damage" );
if ( *temp != '\0' ) {
SetModel( temp );
Show();
}
temp = spawnArgs.GetString( "model_detonate" );
if ( *temp != '\0' ) {
AddParticles( temp, false );
}
temp = spawnArgs.GetString( "mtr_lightexplode" );
if ( *temp != '\0' ) {
AddLight( temp, false );
}
temp = spawnArgs.GetString( "mtr_burnmark" );
if ( *temp != '\0' ) {
gameLocal.ProjectDecal( GetPhysics()->GetOrigin(), GetPhysics()->GetGravity(), 128.0f, true, 96.0f, temp );
}
}
/*
================
idExplodingBarrel::Killed
================
*/
void idExplodingBarrel::Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location ) {
if ( IsHidden() || state == EXPLODING || state == BURNING ) {
return;
}
float f = spawnArgs.GetFloat( "burn" );
if ( f > 0.0f && state == NORMAL ) {
state = BURNING;
PostEventSec( &EV_Explode, f );
StartSound( "snd_burn", SND_CHANNEL_ANY, 0, false, NULL );
AddParticles( spawnArgs.GetString ( "model_burn", "" ), true );
return;
} else {
state = EXPLODING;
if ( gameLocal.isServer ) {
idBitMsg msg;
byte msgBuf[MAX_EVENT_PARAM_SIZE];
msg.Init( msgBuf, sizeof( msgBuf ) );
msg.WriteLong( gameLocal.time );
ServerSendEvent( EVENT_EXPLODE, &msg, false, -1 );
}
}
// do this before applying radius damage so the ent can trace to any damagable ents nearby
Hide();
physicsObj.SetContents( 0 );
const char *splash = spawnArgs.GetString( "def_splash_damage", "damage_explosion" );
if ( splash && *splash ) {
gameLocal.RadiusDamage( GetPhysics()->GetOrigin(), this, attacker, this, this, splash );
}
ExplodingEffects( );
//FIXME: need to precache all the debris stuff here and in the projectiles
const idKeyValue *kv = spawnArgs.MatchPrefix( "def_debris" );
// bool first = true;
while ( kv ) {
const idDict *debris_args = gameLocal.FindEntityDefDict( kv->GetValue(), false );
if ( debris_args ) {
idEntity *ent;
idVec3 dir;
idDebris *debris;
//if ( first ) {
dir = physicsObj.GetAxis()[1];
// first = false;
//} else {
dir.x += gameLocal.random.CRandomFloat() * 4.0f;
dir.y += gameLocal.random.CRandomFloat() * 4.0f;
//dir.z = gameLocal.random.RandomFloat() * 8.0f;
//}
dir.Normalize();
gameLocal.SpawnEntityDef( *debris_args, &ent, false );
if ( !ent || !ent->IsType( idDebris::Type ) ) {
gameLocal.Error( "'projectile_debris' is not an idDebris" );
}
debris = static_cast<idDebris *>(ent);
debris->Create( this, physicsObj.GetOrigin(), dir.ToMat3() );
debris->Launch();
debris->GetRenderEntity()->shaderParms[ SHADERPARM_TIME_OF_DEATH ] = ( gameLocal.time + 1500 ) * 0.001f;
debris->UpdateVisuals();
}
kv = spawnArgs.MatchPrefix( "def_debris", kv );
}
physicsObj.PutToRest();
CancelEvents( &EV_Explode );
CancelEvents( &EV_Activate );
f = spawnArgs.GetFloat( "respawn" );
if ( f > 0.0f ) {
PostEventSec( &EV_Respawn, f );
} else {
PostEventMS( &EV_Remove, 5000 );
}
if ( spawnArgs.GetBool( "triggerTargets" ) ) {
ActivateTargets( this );
}
}
/*
================
idExplodingBarrel::Damage
================
*/
void idExplodingBarrel::Damage( idEntity *inflictor, idEntity *attacker, const idVec3 &dir,
const char *damageDefName, const float damageScale, const int location ) {
const idDict *damageDef = gameLocal.FindEntityDefDict( damageDefName );
if ( !damageDef ) {
gameLocal.Error( "Unknown damageDef '%s'\n", damageDefName );
}
if ( damageDef->FindKey( "radius" ) && GetPhysics()->GetContents() != 0 && GetBindMaster() == NULL ) {
PostEventMS( &EV_Explode, 400 );
} else {
idEntity::Damage( inflictor, attacker, dir, damageDefName, damageScale, location );
}
}
/*
================
idExplodingBarrel::Event_TriggerTargets
================
*/
void idExplodingBarrel::Event_TriggerTargets() {
ActivateTargets( this );
}
/*
================
idExplodingBarrel::Event_Explode
================
*/
void idExplodingBarrel::Event_Explode() {
if ( state == NORMAL || state == BURNING ) {
state = BURNEXPIRED;
Killed( NULL, NULL, 0, vec3_zero, 0 );
}
}
/*
================
idExplodingBarrel::Event_Respawn
================
*/
void idExplodingBarrel::Event_Respawn() {
int i;
int minRespawnDist = spawnArgs.GetInt( "respawn_range", "256" );
if ( minRespawnDist ) {
float minDist = -1;
for ( i = 0; i < gameLocal.numClients; i++ ) {
if ( !gameLocal.entities[ i ] || !gameLocal.entities[ i ]->IsType( idPlayer::Type ) ) {
continue;
}
idVec3 v = gameLocal.entities[ i ]->GetPhysics()->GetOrigin() - GetPhysics()->GetOrigin();
float dist = v.Length();
if ( minDist < 0 || dist < minDist ) {
minDist = dist;
}
}
if ( minDist < minRespawnDist ) {
PostEventSec( &EV_Respawn, spawnArgs.GetInt( "respawn_again", "10" ) );
return;
}
}
const char *temp = spawnArgs.GetString( "model" );
if ( temp && *temp ) {
SetModel( temp );
}
health = spawnArgs.GetInt( "health", "5" );
fl.takedamage = true;
physicsObj.SetOrigin( spawnOrigin );
physicsObj.SetAxis( spawnAxis );
physicsObj.SetContents( CONTENTS_SOLID );
physicsObj.DropToFloor();
state = NORMAL;
Show();
UpdateVisuals();
}
/*
================
idMoveable::Event_Activate
================
*/
void idExplodingBarrel::Event_Activate( idEntity *activator ) {
Killed( activator, activator, 0, vec3_origin, 0 );
}
/*
================
idMoveable::WriteToSnapshot
================
*/
void idExplodingBarrel::WriteToSnapshot( idBitMsgDelta &msg ) const {
idMoveable::WriteToSnapshot( msg );
msg.WriteBits( IsHidden(), 1 );
}
/*
================
idMoveable::ReadFromSnapshot
================
*/
void idExplodingBarrel::ReadFromSnapshot( const idBitMsgDelta &msg ) {
idMoveable::ReadFromSnapshot( msg );
if ( msg.ReadBits( 1 ) ) {
Hide();
} else {
Show();
}
}
/*
================
idExplodingBarrel::ClientReceiveEvent
================
*/
bool idExplodingBarrel::ClientReceiveEvent( int event, int time, const idBitMsg &msg ) {
switch( event ) {
case EVENT_EXPLODE:
if ( gameLocal.realClientTime - msg.ReadLong() < spawnArgs.GetInt( "explode_lapse", "1000" ) ) {
ExplodingEffects( );
}
return true;
default:
break;
}
return idBarrel::ClientReceiveEvent( event, time, msg );
}