mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-11-21 20:01:13 +00:00
2990 lines
82 KiB
C++
2990 lines
82 KiB
C++
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/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition 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 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#include "../idlib/precompiled.h"
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#pragma hdrstop
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#include "Game_local.h"
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/*
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===============================================================================
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idProjectile
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===============================================================================
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*/
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idCVar g_projectileDebug( "g_projectileDebug", "0", CVAR_BOOL, "Debug projectiles" );
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// This is used in MP to simulate frames to catchup a projectile's state. Similiar to how players work much lighter weight.
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// This is used in MP to simulate frames to catchup a projectile's state. Similiar to how players work much lighter weight.
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idArray< idProjectile::simulatedProjectile_t, idProjectile::MAX_SIMULATED_PROJECTILES > idProjectile::projectilesToSimulate;
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static const int BFG_DAMAGE_FREQUENCY = 333;
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static const float BOUNCE_SOUND_MIN_VELOCITY = 200.0f;
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static const float BOUNCE_SOUND_MAX_VELOCITY = 400.0f;
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const idEventDef EV_Explode( "<explode>", NULL );
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const idEventDef EV_Fizzle( "<fizzle>", NULL );
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const idEventDef EV_RadiusDamage( "<radiusdmg>", "e" );
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const idEventDef EV_GetProjectileState( "getProjectileState", NULL, 'd' );
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const idEventDef EV_CreateProjectile( "projectileCreateProjectile", "evv" );
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const idEventDef EV_LaunchProjectile( "projectileLaunchProjectile", "vvv" );
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const idEventDef EV_SetGravity( "setGravity", "f" );
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CLASS_DECLARATION( idEntity, idProjectile )
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EVENT( EV_Explode, idProjectile::Event_Explode )
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EVENT( EV_Fizzle, idProjectile::Event_Fizzle )
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EVENT( EV_Touch, idProjectile::Event_Touch )
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EVENT( EV_RadiusDamage, idProjectile::Event_RadiusDamage )
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EVENT( EV_GetProjectileState, idProjectile::Event_GetProjectileState )
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EVENT( EV_CreateProjectile, idProjectile::Event_CreateProjectile )
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EVENT( EV_LaunchProjectile, idProjectile::Event_LaunchProjectile )
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EVENT( EV_SetGravity, idProjectile::Event_SetGravity )
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END_CLASS
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/*
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================
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idProjectile::idProjectile
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================
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*/
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idProjectile::idProjectile() :
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launchOrigin( 0.0f ),
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launchAxis( mat3_identity ) {
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owner = NULL;
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lightDefHandle = -1;
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thrust = 0.0f;
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thrust_end = 0;
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smokeFly = NULL;
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smokeFlyTime = 0;
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state = SPAWNED;
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lightOffset = vec3_zero;
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lightStartTime = 0;
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lightEndTime = 0;
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lightColor = vec3_zero;
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damagePower = 1.0f;
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launchedFromGrabber = false;
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mTouchTriggers = false;
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mNoExplodeDisappear = false;
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memset( &projectileFlags, 0, sizeof( projectileFlags ) );
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memset( &renderLight, 0, sizeof( renderLight ) );
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// note: for net_instanthit projectiles, we will force this back to false at spawn time
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fl.networkSync = true;
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}
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/*
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================
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idProjectile::Spawn
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================
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*/
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void idProjectile::Spawn() {
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physicsObj.SetSelf( this );
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physicsObj.SetClipModel( new (TAG_PHYSICS_CLIP_ENTITY) idClipModel( GetPhysics()->GetClipModel() ), 1.0f );
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physicsObj.SetContents( 0 );
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physicsObj.SetClipMask( 0 );
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physicsObj.PutToRest();
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SetPhysics( &physicsObj );
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mNoExplodeDisappear = spawnArgs.GetBool( "no_explode_disappear", mNoExplodeDisappear );
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mTouchTriggers = spawnArgs.GetBool( "touch_triggers", mTouchTriggers );
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}
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/*
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================
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idProjectile::Save
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================
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*/
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void idProjectile::Save( idSaveGame *savefile ) const {
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owner.Save( savefile );
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projectileFlags_s flags = projectileFlags;
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LittleBitField( &flags, sizeof( flags ) );
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savefile->Write( &flags, sizeof( flags ) );
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savefile->WriteFloat( thrust );
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savefile->WriteInt( thrust_end );
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savefile->WriteRenderLight( renderLight );
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savefile->WriteInt( (int)lightDefHandle );
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savefile->WriteVec3( lightOffset );
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savefile->WriteInt( lightStartTime );
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savefile->WriteInt( lightEndTime );
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savefile->WriteVec3( lightColor );
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savefile->WriteParticle( smokeFly );
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savefile->WriteInt( smokeFlyTime );
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savefile->WriteInt( originalTimeGroup );
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savefile->WriteInt( (int)state );
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savefile->WriteFloat( damagePower );
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savefile->WriteStaticObject( physicsObj );
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savefile->WriteStaticObject( thruster );
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}
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/*
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================
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idProjectile::Restore
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================
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*/
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void idProjectile::Restore( idRestoreGame *savefile ) {
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owner.Restore( savefile );
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savefile->Read( &projectileFlags, sizeof( projectileFlags ) );
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LittleBitField( &projectileFlags, sizeof( projectileFlags ) );
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savefile->ReadFloat( thrust );
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savefile->ReadInt( thrust_end );
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savefile->ReadRenderLight( renderLight );
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savefile->ReadInt( (int &)lightDefHandle );
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savefile->ReadVec3( lightOffset );
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savefile->ReadInt( lightStartTime );
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savefile->ReadInt( lightEndTime );
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savefile->ReadVec3( lightColor );
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savefile->ReadParticle( smokeFly );
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savefile->ReadInt( smokeFlyTime );
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savefile->ReadInt( originalTimeGroup );
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savefile->ReadInt( (int &)state );
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savefile->ReadFloat( damagePower );
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savefile->ReadStaticObject( physicsObj );
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RestorePhysics( &physicsObj );
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savefile->ReadStaticObject( thruster );
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thruster.SetPhysics( &physicsObj );
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if ( smokeFly != NULL ) {
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idVec3 dir;
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dir = physicsObj.GetLinearVelocity();
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dir.NormalizeFast();
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gameLocal.smokeParticles->EmitSmoke( smokeFly, gameLocal.time, gameLocal.random.RandomFloat(), GetPhysics()->GetOrigin(), GetPhysics()->GetAxis(), timeGroup /*_D3XP*/ );
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}
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if ( lightDefHandle >= 0 ) {
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lightDefHandle = gameRenderWorld->AddLightDef( &renderLight );
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}
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}
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/*
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================
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idProjectile::GetOwner
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================
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*/
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idEntity *idProjectile::GetOwner() const {
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return owner.GetEntity();
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}
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/*
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================
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idProjectile::Create
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================
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*/
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void idProjectile::Create( idEntity *owner, const idVec3 &start, const idVec3 &dir ) {
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idDict args;
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idStr shaderName;
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idVec3 light_color;
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idVec3 light_offset;
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idVec3 tmp;
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idMat3 axis;
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Unbind();
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// align z-axis of model with the direction
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axis = dir.ToMat3();
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tmp = axis[2];
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axis[2] = axis[0];
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axis[0] = -tmp;
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physicsObj.SetOrigin( start );
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physicsObj.SetAxis( axis );
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physicsObj.GetClipModel()->SetOwner( owner );
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this->owner = owner;
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memset( &renderLight, 0, sizeof( renderLight ) );
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shaderName = spawnArgs.GetString( "mtr_light_shader" );
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if ( *(const char *)shaderName ) {
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renderLight.shader = declManager->FindMaterial( shaderName, false );
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renderLight.pointLight = true;
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renderLight.lightRadius[0] =
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renderLight.lightRadius[1] =
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renderLight.lightRadius[2] = spawnArgs.GetFloat( "light_radius" );
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#ifdef ID_PC
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renderLight.lightRadius *= 1.5f;
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renderLight.forceShadows = true;
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#endif
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spawnArgs.GetVector( "light_color", "1 1 1", light_color );
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renderLight.shaderParms[0] = light_color[0];
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renderLight.shaderParms[1] = light_color[1];
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renderLight.shaderParms[2] = light_color[2];
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renderLight.shaderParms[3] = 1.0f;
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}
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spawnArgs.GetVector( "light_offset", "0 0 0", lightOffset );
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lightStartTime = 0;
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lightEndTime = 0;
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smokeFlyTime = 0;
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damagePower = 1.0f;
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if(spawnArgs.GetBool("reset_time_offset", "0")) {
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renderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( gameLocal.time );
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}
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UpdateVisuals();
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state = CREATED;
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}
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/*
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=================
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idProjectile::~idProjectile
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=================
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*/
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idProjectile::~idProjectile() {
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StopSound( SND_CHANNEL_ANY, false );
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FreeLightDef();
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}
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/*
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=================
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idProjectile::FreeLightDef
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=================
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*/
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void idProjectile::FreeLightDef() {
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if ( lightDefHandle != -1 ) {
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gameRenderWorld->FreeLightDef( lightDefHandle );
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lightDefHandle = -1;
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}
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}
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/*
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=================
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idProjectile::Launch
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=================
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*/
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void idProjectile::Launch( const idVec3 &start, const idVec3 &dir, const idVec3 &pushVelocity, const float timeSinceFire, const float launchPower, const float dmgPower ) {
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float fuse;
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float startthrust;
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float endthrust;
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idVec3 velocity;
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idAngles angular_velocity;
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float linear_friction;
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float angular_friction;
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float contact_friction;
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float bounce;
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float mass;
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float speed;
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float gravity;
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idVec3 gravVec;
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idVec3 tmp;
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idMat3 axis;
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int thrust_start;
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int contents;
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int clipMask;
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// allow characters to throw projectiles during cinematics, but not the player
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if ( owner.GetEntity() && !owner.GetEntity()->IsType( idPlayer::Type ) ) {
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cinematic = owner.GetEntity()->cinematic;
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} else {
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cinematic = false;
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}
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thrust = spawnArgs.GetFloat( "thrust" );
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startthrust = spawnArgs.GetFloat( "thrust_start" );
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endthrust = spawnArgs.GetFloat( "thrust_end" );
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spawnArgs.GetVector( "velocity", "0 0 0", velocity );
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speed = velocity.Length() * launchPower;
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damagePower = dmgPower;
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spawnArgs.GetAngles( "angular_velocity", "0 0 0", angular_velocity );
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linear_friction = spawnArgs.GetFloat( "linear_friction" );
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angular_friction = spawnArgs.GetFloat( "angular_friction" );
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contact_friction = spawnArgs.GetFloat( "contact_friction" );
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bounce = spawnArgs.GetFloat( "bounce" );
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mass = spawnArgs.GetFloat( "mass" );
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gravity = spawnArgs.GetFloat( "gravity" );
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fuse = spawnArgs.GetFloat( "fuse" );
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projectileFlags.detonate_on_world = spawnArgs.GetBool( "detonate_on_world" );
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projectileFlags.detonate_on_actor = spawnArgs.GetBool( "detonate_on_actor" );
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projectileFlags.randomShaderSpin = spawnArgs.GetBool( "random_shader_spin" );
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if ( mass <= 0 ) {
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gameLocal.Error( "Invalid mass on '%s'\n", GetEntityDefName() );
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}
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thrust *= mass;
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thrust_start = SEC2MS( startthrust ) + gameLocal.time;
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thrust_end = SEC2MS( endthrust ) + gameLocal.time;
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lightStartTime = 0;
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lightEndTime = 0;
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if ( health ) {
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fl.takedamage = true;
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}
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gravVec = gameLocal.GetGravity();
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gravVec.NormalizeFast();
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Unbind();
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// align z-axis of model with the direction
|
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axis = dir.ToMat3();
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tmp = axis[2];
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axis[2] = axis[0];
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axis[0] = -tmp;
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contents = 0;
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clipMask = MASK_SHOT_RENDERMODEL;
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if ( spawnArgs.GetBool( "detonate_on_trigger" ) ) {
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contents |= CONTENTS_TRIGGER;
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}
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if ( !spawnArgs.GetBool( "no_contents" ) ) {
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contents |= CONTENTS_PROJECTILE;
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clipMask |= CONTENTS_PROJECTILE;
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}
|
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if ( !idStr::Cmp( this->GetEntityDefName(), "projectile_helltime_killer" ) ) {
|
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contents = CONTENTS_MOVEABLECLIP;
|
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clipMask = CONTENTS_MOVEABLECLIP;
|
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fuse = 10.0f;
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}
|
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|
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// don't do tracers on client, we don't know origin and direction
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if ( spawnArgs.GetBool( "tracers" ) && gameLocal.random.RandomFloat() > 0.5f ) {
|
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SetModel( spawnArgs.GetString( "model_tracer" ) );
|
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projectileFlags.isTracer = true;
|
||
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}
|
||
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|
||
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physicsObj.SetMass( mass );
|
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physicsObj.SetFriction( linear_friction, angular_friction, contact_friction );
|
||
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if ( contact_friction == 0.0f ) {
|
||
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physicsObj.NoContact();
|
||
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}
|
||
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physicsObj.SetBouncyness( bounce );
|
||
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physicsObj.SetGravity( gravVec * gravity );
|
||
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physicsObj.SetContents( contents );
|
||
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physicsObj.SetClipMask( clipMask );
|
||
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physicsObj.SetLinearVelocity( axis[ 2 ] * speed + pushVelocity );
|
||
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physicsObj.SetAngularVelocity( angular_velocity.ToAngularVelocity() * axis );
|
||
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physicsObj.SetOrigin( start );
|
||
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physicsObj.SetAxis( axis );
|
||
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|
||
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launchOrigin = start;
|
||
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launchAxis = axis;
|
||
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|
||
|
thruster.SetPosition( &physicsObj, 0, idVec3( GetPhysics()->GetBounds()[ 0 ].x, 0, 0 ) );
|
||
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|
||
|
if ( !common->IsClient() || fl.skipReplication ) {
|
||
|
if ( fuse <= 0 ) {
|
||
|
// run physics for 1 second
|
||
|
RunPhysics();
|
||
|
PostEventMS( &EV_Remove, spawnArgs.GetInt( "remove_time", "1500" ) );
|
||
|
} else if ( spawnArgs.GetBool( "detonate_on_fuse" ) ) {
|
||
|
fuse -= timeSinceFire;
|
||
|
if ( fuse < 0.0f ) {
|
||
|
fuse = 0.0f;
|
||
|
}
|
||
|
PostEventSec( &EV_Explode, fuse );
|
||
|
} else {
|
||
|
fuse -= timeSinceFire;
|
||
|
if ( fuse < 0.0f ) {
|
||
|
fuse = 0.0f;
|
||
|
}
|
||
|
PostEventSec( &EV_Fizzle, fuse );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( projectileFlags.isTracer ) {
|
||
|
StartSound( "snd_tracer", SND_CHANNEL_BODY, 0, false, NULL );
|
||
|
} else {
|
||
|
StartSound( "snd_fly", SND_CHANNEL_BODY, 0, false, NULL );
|
||
|
}
|
||
|
|
||
|
smokeFlyTime = 0;
|
||
|
const char *smokeName = spawnArgs.GetString( "smoke_fly" );
|
||
|
if ( *smokeName != '\0' ) {
|
||
|
smokeFly = static_cast<const idDeclParticle *>( declManager->FindType( DECL_PARTICLE, smokeName ) );
|
||
|
smokeFlyTime = gameLocal.time;
|
||
|
}
|
||
|
|
||
|
originalTimeGroup = timeGroup;
|
||
|
|
||
|
// used for the plasma bolts but may have other uses as well
|
||
|
if ( projectileFlags.randomShaderSpin ) {
|
||
|
float f = gameLocal.random.RandomFloat();
|
||
|
f *= 0.5f;
|
||
|
renderEntity.shaderParms[SHADERPARM_DIVERSITY] = f;
|
||
|
}
|
||
|
|
||
|
UpdateVisuals();
|
||
|
|
||
|
state = LAUNCHED;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idProjectile::Think
|
||
|
================
|
||
|
*/
|
||
|
void idProjectile::Think() {
|
||
|
|
||
|
if ( thinkFlags & TH_THINK ) {
|
||
|
if ( thrust && ( gameLocal.time < thrust_end ) ) {
|
||
|
// evaluate force
|
||
|
thruster.SetForce( GetPhysics()->GetAxis()[ 0 ] * thrust );
|
||
|
thruster.Evaluate( gameLocal.time );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( mTouchTriggers ) {
|
||
|
TouchTriggers();
|
||
|
}
|
||
|
|
||
|
// if the projectile owner is a player
|
||
|
if ( owner.GetEntity() && owner.GetEntity()->IsType( idPlayer::Type ) ) {
|
||
|
idPlayer *player = static_cast<idPlayer *>( owner.GetEntity() );
|
||
|
|
||
|
// Remove any projectiles spectators threw.
|
||
|
if( player != NULL && player->spectating ) {
|
||
|
PostEventMS( &EV_Remove, 0 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// run physics
|
||
|
RunPhysics();
|
||
|
|
||
|
DecayOriginAndAxisDelta();
|
||
|
|
||
|
Present();
|
||
|
|
||
|
AddParticlesAndLight();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=================
|
||
|
idProjectile::AddParticlesAndLight
|
||
|
=================
|
||
|
*/
|
||
|
void idProjectile::AddParticlesAndLight() {
|
||
|
// add the particles
|
||
|
if ( smokeFly != NULL && smokeFlyTime && !IsHidden() ) {
|
||
|
idVec3 dir = -GetPhysics()->GetLinearVelocity();
|
||
|
dir.Normalize();
|
||
|
SetTimeState ts(originalTimeGroup);
|
||
|
|
||
|
if ( !gameLocal.smokeParticles->EmitSmoke( smokeFly, smokeFlyTime, gameLocal.random.RandomFloat(), GetPhysics()->GetOrigin(), dir.ToMat3(), timeGroup /*_D3XP*/ ) ) {
|
||
|
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 ) {
|
||
|
idVec3 color( 0, 0, 0 );
|
||
|
if ( gameLocal.time < lightEndTime ) {
|
||
|
float frac = ( float )( gameLocal.time - lightStartTime ) / ( float )( lightEndTime - lightStartTime );
|
||
|
color.Lerp( lightColor, color, frac );
|
||
|
}
|
||
|
renderLight.shaderParms[SHADERPARM_RED] = color.x;
|
||
|
renderLight.shaderParms[SHADERPARM_GREEN] = color.y;
|
||
|
renderLight.shaderParms[SHADERPARM_BLUE] = color.z;
|
||
|
}
|
||
|
gameRenderWorld->UpdateLightDef( lightDefHandle, &renderLight );
|
||
|
} else {
|
||
|
lightDefHandle = gameRenderWorld->AddLightDef( &renderLight );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=================
|
||
|
idProjectile::Collide
|
||
|
=================
|
||
|
*/
|
||
|
bool idProjectile::Collide( const trace_t &collision, const idVec3 &velocity ) {
|
||
|
idEntity *ent;
|
||
|
idEntity *ignore;
|
||
|
const char *damageDefName;
|
||
|
idVec3 dir;
|
||
|
float push;
|
||
|
float damageScale;
|
||
|
|
||
|
if ( state == EXPLODED || state == FIZZLED ) {
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
const bool isHitscan = spawnArgs.GetBool( "net_instanthit" );
|
||
|
|
||
|
// hanlde slow projectiles here.
|
||
|
if ( common->IsClient() && !isHitscan ) {
|
||
|
|
||
|
// This is a replicated slow projectile, predict the explosion.
|
||
|
if ( ClientPredictionCollide( this, spawnArgs, collision, velocity, !isHitscan ) ) {
|
||
|
Explode( collision, NULL );
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
// remove projectile when a 'noimpact' surface is hit
|
||
|
if ( ( collision.c.material != NULL ) && ( collision.c.material->GetSurfaceFlags() & SURF_NOIMPACT ) ) {
|
||
|
PostEventMS( &EV_Remove, 0 );
|
||
|
common->DPrintf( "Projectile collision no impact\n" );
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
// get the entity the projectile collided with
|
||
|
ent = gameLocal.entities[ collision.c.entityNum ];
|
||
|
if ( ent == owner.GetEntity() ) {
|
||
|
assert( 0 );
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
// just get rid of the projectile when it hits a player in noclip
|
||
|
if ( ent->IsType( idPlayer::Type ) && static_cast<idPlayer *>( ent )->noclip ) {
|
||
|
PostEventMS( &EV_Remove, 0 );
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
// direction of projectile
|
||
|
dir = velocity;
|
||
|
dir.Normalize();
|
||
|
|
||
|
// projectiles can apply an additional impulse next to the rigid body physics impulse
|
||
|
if ( spawnArgs.GetFloat( "push", "0", push ) && push > 0.0f ) {
|
||
|
if ( !common->IsClient() ) {
|
||
|
ent->ApplyImpulse( this, collision.c.id, collision.c.point, push * dir );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// MP: projectiles open doors
|
||
|
if ( common->IsMultiplayer() && ent->IsType( idDoor::Type ) && !static_cast< idDoor * >(ent)->IsOpen() && !ent->spawnArgs.GetBool( "no_touch" ) ) {
|
||
|
if ( !common->IsClient() ) {
|
||
|
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 );
|
||
|
|
||
|
// To see the explosion on the collision surface instead of
|
||
|
// at the muzzle, clear the deltas.
|
||
|
CreateDeltasFromOldOriginAndAxis( GetPhysics()->GetOrigin(), GetPhysics()->GetAxis() );
|
||
|
|
||
|
// unlink the clip model because we no longer need it
|
||
|
GetPhysics()->UnlinkClip();
|
||
|
|
||
|
damageDefName = spawnArgs.GetString( "def_damage" );
|
||
|
|
||
|
ignore = NULL;
|
||
|
|
||
|
// if the projectile causes a damage effect
|
||
|
if ( spawnArgs.GetBool( "impact_damage_effect" ) ) {
|
||
|
// if the hit entity has a special damage effect
|
||
|
if ( ent->spawnArgs.GetBool( "bleed" ) ) {
|
||
|
ent->AddDamageEffect( collision, velocity, damageDefName );
|
||
|
} else {
|
||
|
AddDefaultDamageEffect( collision, velocity );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// if the hit entity takes damage
|
||
|
if ( ent->fl.takedamage ) {
|
||
|
if ( damagePower ) {
|
||
|
damageScale = damagePower;
|
||
|
} else {
|
||
|
damageScale = 1.0f;
|
||
|
}
|
||
|
|
||
|
// if the projectile owner is a player
|
||
|
if ( owner.GetEntity() && owner.GetEntity()->IsType( idPlayer::Type ) ) {
|
||
|
// if the projectile hit an actor
|
||
|
if ( ent->IsType( idActor::Type ) ) {
|
||
|
idPlayer *player = static_cast<idPlayer *>( owner.GetEntity() );
|
||
|
player->AddProjectileHits( 1 );
|
||
|
damageScale *= player->PowerUpModifier( PROJECTILE_DAMAGE );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( damageDefName[0] != '\0' ) {
|
||
|
|
||
|
bool killedByImpact = true;
|
||
|
|
||
|
if( ent->health <= 0 ) {
|
||
|
killedByImpact = false;
|
||
|
}
|
||
|
|
||
|
// Only handle the server's own attacks here. Attacks by other players on the server occur through
|
||
|
// reliable messages.
|
||
|
if ( !common->IsMultiplayer() || common->IsClient() || ( common->IsServer() && owner.GetEntityNum() == gameLocal.GetLocalClientNum() ) || ( common->IsServer() && !isHitscan ) ) {
|
||
|
ent->Damage( this, owner.GetEntity(), dir, damageDefName, damageScale, CLIPMODEL_ID_TO_JOINT_HANDLE( collision.c.id ) );
|
||
|
} else {
|
||
|
if( ent->IsType( idPlayer::Type ) == false && common->IsServer() ) {
|
||
|
ent->Damage( this, owner.GetEntity(), dir, damageDefName, damageScale, CLIPMODEL_ID_TO_JOINT_HANDLE( collision.c.id ) );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Check if we are hitting an actor. and see if we killed him.
|
||
|
if( !common->IsClient() && ent->health <= 0 && killedByImpact ) {
|
||
|
if ( owner.GetEntity() && owner.GetEntity()->IsType( idPlayer::Type ) ) {
|
||
|
if ( ent->IsType( idActor::Type ) && ent != owner.GetEntity() ) {
|
||
|
idPlayer *player = static_cast<idPlayer *>( owner.GetEntity() );
|
||
|
player->AddProjectileKills();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
ignore = ent;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
Explode( collision, ignore );
|
||
|
|
||
|
if ( !common->IsClient() && owner.GetEntity() != NULL && owner.GetEntity()->IsType( idPlayer::Type ) ) {
|
||
|
idPlayer *player = static_cast<idPlayer *>( owner.GetEntity() );
|
||
|
int kills = player->GetProjectileKills();
|
||
|
|
||
|
if( kills >= 2 && common->IsMultiplayer() && strstr( GetName(), "projectile_rocket" ) != 0 ) {
|
||
|
player->GetAchievementManager().EventCompletesAchievement( ACHIEVEMENT_MP_KILL_2_GUYS_IN_ROOM_WITH_BFG );
|
||
|
}
|
||
|
|
||
|
// projectile is done dealing damage.
|
||
|
player->ResetProjectileKills();
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=================
|
||
|
idProjectile::DefaultDamageEffect
|
||
|
=================
|
||
|
*/
|
||
|
void idProjectile::DefaultDamageEffect( idEntity *soundEnt, const idDict &projectileDef, const trace_t &collision, const idVec3 &velocity ) {
|
||
|
const char *decal, *sound, *typeName;
|
||
|
surfTypes_t materialType;
|
||
|
|
||
|
if ( collision.c.material != NULL ) {
|
||
|
materialType = collision.c.material->GetSurfaceType();
|
||
|
} else {
|
||
|
materialType = SURFTYPE_METAL;
|
||
|
}
|
||
|
|
||
|
// get material type name
|
||
|
typeName = gameLocal.sufaceTypeNames[ materialType ];
|
||
|
|
||
|
// play impact sound
|
||
|
sound = projectileDef.GetString( va( "snd_%s", typeName ) );
|
||
|
if ( *sound == '\0' ) {
|
||
|
sound = projectileDef.GetString( "snd_metal" );
|
||
|
}
|
||
|
if ( *sound == '\0' ) {
|
||
|
sound = projectileDef.GetString( "snd_impact" );
|
||
|
}
|
||
|
if ( *sound != '\0' ) {
|
||
|
soundEnt->StartSoundShader( declManager->FindSound( sound ), SND_CHANNEL_BODY, 0, false, NULL );
|
||
|
}
|
||
|
|
||
|
// project decal
|
||
|
decal = projectileDef.GetString( va( "mtr_detonate_%s", typeName ) );
|
||
|
if ( *decal == '\0' ) {
|
||
|
decal = projectileDef.GetString( "mtr_detonate" );
|
||
|
}
|
||
|
if ( *decal != '\0' ) {
|
||
|
gameLocal.ProjectDecal( collision.c.point, -collision.c.normal, 8.0f, true, projectileDef.GetFloat( "decal_size", "6.0" ), decal );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=================
|
||
|
idProjectile::AddDefaultDamageEffect
|
||
|
=================
|
||
|
*/
|
||
|
void idProjectile::AddDefaultDamageEffect( const trace_t &collision, const idVec3 &velocity ) {
|
||
|
|
||
|
DefaultDamageEffect( this, spawnArgs, collision, velocity );
|
||
|
|
||
|
if ( common->IsServer() && fl.networkSync ) {
|
||
|
idBitMsg msg;
|
||
|
byte msgBuf[MAX_EVENT_PARAM_SIZE];
|
||
|
lobbyUserID_t excluding;
|
||
|
|
||
|
if ( spawnArgs.GetBool( "net_instanthit" ) && owner.GetEntityNum() < MAX_PLAYERS ) {
|
||
|
excluding = gameLocal.lobbyUserIDs[owner.GetEntityNum()];
|
||
|
}
|
||
|
|
||
|
msg.InitWrite( 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.WriteLong( ( 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, excluding );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
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() {
|
||
|
|
||
|
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 != NULL && *psystem != NULL ) {
|
||
|
//FIXME:SMOKE gameLocal.particles->SpawnParticles( GetPhysics()->GetOrigin(), vec3_origin, psystem );
|
||
|
}
|
||
|
|
||
|
// we need to work out how long the effects last and then remove them at that time
|
||
|
// for example, bullets have no real effects
|
||
|
if ( smokeFly && smokeFlyTime ) {
|
||
|
smokeFlyTime = 0;
|
||
|
}
|
||
|
|
||
|
fl.takedamage = false;
|
||
|
physicsObj.SetContents( 0 );
|
||
|
physicsObj.GetClipModel()->Unlink();
|
||
|
physicsObj.PutToRest();
|
||
|
|
||
|
Hide();
|
||
|
FreeLightDef();
|
||
|
|
||
|
state = FIZZLED;
|
||
|
|
||
|
if ( common->IsClient() && !fl.skipReplication ) {
|
||
|
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() {
|
||
|
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 ( mNoExplodeDisappear ) {
|
||
|
PostEventMS( &EV_Remove, 0 );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( state == EXPLODED || state == FIZZLED ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// activate rumble for player
|
||
|
idPlayer *player = gameLocal.GetLocalPlayer();
|
||
|
const bool isHitscan = spawnArgs.GetBool( "net_instanthit" );
|
||
|
if ( player != NULL && isHitscan == false ) {
|
||
|
|
||
|
// damage
|
||
|
const char *damageDefName = spawnArgs.GetString( "def_damage" );
|
||
|
const idDict *damageDef = gameLocal.FindEntityDefDict( damageDefName );
|
||
|
int damage;
|
||
|
if ( damageDef != NULL ) {
|
||
|
damage = damageDef->GetInt( "damage" );
|
||
|
} else {
|
||
|
damage = 200;
|
||
|
}
|
||
|
float damageScale = idMath::ClampFloat( 0.25f, 1.0f, (float)damage * ( 1.0f / 200.0f ) ); // 50...200 -> min...max rumble
|
||
|
|
||
|
// distance
|
||
|
float dist = ( GetPhysics()->GetOrigin() - player->GetPhysics()->GetOrigin() ).LengthFast();
|
||
|
float distScale = 1.0f - idMath::ClampFloat( 0.0f, 1.0f, ( dist * ( 1.0f / 4000.0f ) ) + 0.25f ); // 0...4000 -> max...min rumble
|
||
|
|
||
|
distScale *= damageScale; // apply damage scale here, weaker damage produces less rumble
|
||
|
|
||
|
// determine rumble
|
||
|
float highMag = distScale;
|
||
|
int highDuration = idMath::Ftoi( 300.0f * distScale );
|
||
|
float lowMag = distScale * 0.75f;
|
||
|
int lowDuration = idMath::Ftoi( 500.0f * distScale );
|
||
|
|
||
|
player->SetControllerShake( highMag, highDuration, lowMag, lowDuration );
|
||
|
}
|
||
|
|
||
|
// stop sound
|
||
|
StopSound( SND_CHANNEL_BODY2, false );
|
||
|
|
||
|
// play explode sound
|
||
|
switch ( ( int ) damagePower ) {
|
||
|
case 2: sndExplode = "snd_explode2"; break;
|
||
|
case 3: sndExplode = "snd_explode3"; break;
|
||
|
case 4: sndExplode = "snd_explode4"; break;
|
||
|
default: sndExplode = "snd_explode"; break;
|
||
|
}
|
||
|
StartSound( sndExplode, SND_CHANNEL_BODY, 0, true, NULL );
|
||
|
|
||
|
// we need to work out how long the effects last and then remove them at that time
|
||
|
// for example, bullets have no real effects
|
||
|
if ( smokeFly && smokeFlyTime ) {
|
||
|
smokeFlyTime = 0;
|
||
|
}
|
||
|
|
||
|
Hide();
|
||
|
FreeLightDef();
|
||
|
|
||
|
if ( spawnArgs.GetVector( "detonation_axis", "", normal ) ) {
|
||
|
GetPhysics()->SetAxis( normal.ToMat3() );
|
||
|
}
|
||
|
GetPhysics()->SetOrigin( collision.endpos + 2.0f * collision.c.normal );
|
||
|
|
||
|
// default remove time
|
||
|
if( fl.skipReplication && !spawnArgs.GetBool( "net_instanthit" ) ) {
|
||
|
removeTime = spawnArgs.GetInt( "remove_time", "6000" );
|
||
|
} else {
|
||
|
removeTime = spawnArgs.GetInt( "remove_time", "1500" );
|
||
|
}
|
||
|
|
||
|
// change the model, usually to a PRT
|
||
|
fxname = NULL;
|
||
|
if ( g_testParticle.GetInteger() == TEST_PARTICLE_IMPACT ) {
|
||
|
fxname = g_testParticleName.GetString();
|
||
|
} else {
|
||
|
fxname = spawnArgs.GetString( "model_detonate" );
|
||
|
}
|
||
|
|
||
|
int surfaceType = collision.c.material != NULL ? collision.c.material->GetSurfaceType() : SURFTYPE_METAL;
|
||
|
if ( !( fxname != NULL && *fxname != NULL ) ) {
|
||
|
if ( ( surfaceType == SURFTYPE_NONE ) || ( surfaceType == SURFTYPE_METAL ) || ( surfaceType == SURFTYPE_STONE ) ) {
|
||
|
fxname = spawnArgs.GetString( "model_smokespark" );
|
||
|
} else if ( surfaceType == SURFTYPE_RICOCHET ) {
|
||
|
fxname = spawnArgs.GetString( "model_ricochet" );
|
||
|
} else {
|
||
|
fxname = spawnArgs.GetString( "model_smoke" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// If the explosion is in liquid, spawn a particle splash
|
||
|
idVec3 testOrg = GetPhysics()->GetOrigin();
|
||
|
int testC = gameLocal.clip.Contents( testOrg, NULL, mat3_identity, CONTENTS_WATER, this );
|
||
|
if ( testC & CONTENTS_WATER ) {
|
||
|
idFuncEmitter *splashEnt;
|
||
|
idDict splashArgs;
|
||
|
|
||
|
splashArgs.Set( "model", "sludgebulletimpact.prt" );
|
||
|
splashArgs.Set( "start_off", "1" );
|
||
|
splashEnt = static_cast<idFuncEmitter *>( gameLocal.SpawnEntityType( idFuncEmitter::Type, &splashArgs ) );
|
||
|
|
||
|
splashEnt->GetPhysics()->SetOrigin( testOrg );
|
||
|
splashEnt->PostEventMS( &EV_Activate, 0, this );
|
||
|
splashEnt->PostEventMS( &EV_Remove, 1500 );
|
||
|
|
||
|
// HACK - if this is a chaingun bullet, don't do the normal effect
|
||
|
if ( !idStr::Cmp( spawnArgs.GetString( "def_damage" ), "damage_bullet_chaingun" ) ) {
|
||
|
fxname = NULL;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( fxname && *fxname ) {
|
||
|
SetModel( fxname );
|
||
|
renderEntity.shaderParms[SHADERPARM_RED] =
|
||
|
renderEntity.shaderParms[SHADERPARM_GREEN] =
|
||
|
renderEntity.shaderParms[SHADERPARM_BLUE] =
|
||
|
renderEntity.shaderParms[SHADERPARM_ALPHA] = 1.0f;
|
||
|
renderEntity.shaderParms[SHADERPARM_TIMEOFFSET] = -MS2SEC( gameLocal.time );
|
||
|
renderEntity.shaderParms[SHADERPARM_DIVERSITY] = gameLocal.random.CRandomFloat();
|
||
|
Show();
|
||
|
removeTime = ( removeTime > 3000 ) ? removeTime : 3000;
|
||
|
}
|
||
|
|
||
|
// explosion light
|
||
|
light_shader = spawnArgs.GetString( "mtr_explode_light_shader" );
|
||
|
|
||
|
if ( gameLocal.mpGame.IsGametypeFlagBased() && gameLocal.serverInfo.GetBool("si_midnight") )
|
||
|
{
|
||
|
light_shader = "lights/midnight_grenade";
|
||
|
}
|
||
|
|
||
|
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" );
|
||
|
#ifdef ID_PC
|
||
|
renderLight.lightRadius *= 2.0f;
|
||
|
renderLight.forceShadows = true;
|
||
|
#endif
|
||
|
|
||
|
// Midnight ctf
|
||
|
if ( gameLocal.mpGame.IsGametypeFlagBased() && gameLocal.serverInfo.GetBool("si_midnight") ) {
|
||
|
renderLight.lightRadius[0] =
|
||
|
renderLight.lightRadius[1] =
|
||
|
renderLight.lightRadius[2] = spawnArgs.GetFloat( "explode_light_radius" ) * 2;
|
||
|
}
|
||
|
|
||
|
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 );
|
||
|
|
||
|
// Midnight ctf
|
||
|
if ( gameLocal.mpGame.IsGametypeFlagBased() && gameLocal.serverInfo.GetBool("si_midnight") ) {
|
||
|
light_fadetime = 3.0f;
|
||
|
} else {
|
||
|
light_fadetime = spawnArgs.GetFloat( "explode_light_fadetime", "0.5" );
|
||
|
}
|
||
|
|
||
|
lightStartTime = gameLocal.time;
|
||
|
lightEndTime = MSEC_ALIGN_TO_FRAME( gameLocal.time + SEC2MS( light_fadetime ) );
|
||
|
BecomeActive( TH_THINK );
|
||
|
}
|
||
|
|
||
|
fl.takedamage = false;
|
||
|
physicsObj.SetContents( 0 );
|
||
|
physicsObj.PutToRest();
|
||
|
|
||
|
state = EXPLODED;
|
||
|
|
||
|
if ( common->IsClient() && !fl.skipReplication ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// alert the ai
|
||
|
gameLocal.AlertAI( owner.GetEntity() );
|
||
|
|
||
|
// bind the projectile to the impact entity if necesary
|
||
|
if ( gameLocal.entities[collision.c.entityNum] && spawnArgs.GetBool( "bindOnImpact" ) ) {
|
||
|
Bind( gameLocal.entities[collision.c.entityNum], true );
|
||
|
}
|
||
|
|
||
|
// splash damage
|
||
|
if ( !projectileFlags.noSplashDamage ) {
|
||
|
float delay = spawnArgs.GetFloat( "delay_splash" );
|
||
|
if ( delay ) {
|
||
|
if ( removeTime < delay * 1000 ) {
|
||
|
removeTime = ( delay + 0.10 ) * 1000;
|
||
|
}
|
||
|
PostEventSec( &EV_RadiusDamage, delay, ignore );
|
||
|
} else {
|
||
|
Event_RadiusDamage( ignore );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// spawn debris entities
|
||
|
int fxdebris = spawnArgs.GetInt( "debris_count" );
|
||
|
if ( fxdebris ) {
|
||
|
const idDict *debris = gameLocal.FindEntityDefDict( "projectile_debris", false );
|
||
|
if ( debris ) {
|
||
|
int amount = gameLocal.random.RandomInt( fxdebris );
|
||
|
for ( int i = 0; i < amount; i++ ) {
|
||
|
idEntity *ent;
|
||
|
idVec3 dir;
|
||
|
dir.x = gameLocal.random.CRandomFloat() * 4.0f;
|
||
|
dir.y = gameLocal.random.CRandomFloat() * 4.0f;
|
||
|
dir.z = gameLocal.random.RandomFloat() * 8.0f;
|
||
|
dir.Normalize();
|
||
|
|
||
|
gameLocal.SpawnEntityDef( *debris, &ent, false );
|
||
|
if ( ent == NULL || !ent->IsType( idDebris::Type ) ) {
|
||
|
gameLocal.Error( "'projectile_debris' is not an idDebris" );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
idDebris *debris = static_cast<idDebris *>(ent);
|
||
|
debris->Create( owner.GetEntity(), physicsObj.GetOrigin(), dir.ToMat3() );
|
||
|
debris->Launch();
|
||
|
}
|
||
|
}
|
||
|
debris = gameLocal.FindEntityDefDict( "projectile_shrapnel", false );
|
||
|
if ( debris ) {
|
||
|
int amount = gameLocal.random.RandomInt( fxdebris );
|
||
|
for ( int i = 0; i < amount; i++ ) {
|
||
|
idEntity *ent;
|
||
|
idVec3 dir;
|
||
|
dir.x = gameLocal.random.CRandomFloat() * 8.0f;
|
||
|
dir.y = gameLocal.random.CRandomFloat() * 8.0f;
|
||
|
dir.z = gameLocal.random.RandomFloat() * 8.0f + 8.0f;
|
||
|
dir.Normalize();
|
||
|
|
||
|
gameLocal.SpawnEntityDef( *debris, &ent, false );
|
||
|
if ( ent == NULL || !ent->IsType( idDebris::Type ) ) {
|
||
|
gameLocal.Error( "'projectile_shrapnel' is not an idDebris" );
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
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() {
|
||
|
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() {
|
||
|
Fizzle();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idProjectile::Event_Touch
|
||
|
================
|
||
|
*/
|
||
|
void idProjectile::Event_Touch( idEntity *other, trace_t *trace ) {
|
||
|
if ( common->IsClient() ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( IsHidden() ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Projectiles do not collide with flags
|
||
|
if ( other->IsType( idItemTeam::Type ) ) {
|
||
|
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::CatchProjectile
|
||
|
================
|
||
|
*/
|
||
|
void idProjectile::CatchProjectile( idEntity* o, const char* reflectName ) {
|
||
|
idEntity *prevowner = owner.GetEntity();
|
||
|
|
||
|
owner = o;
|
||
|
physicsObj.GetClipModel()->SetOwner( o );
|
||
|
|
||
|
if ( this->IsType( idGuidedProjectile::Type ) ) {
|
||
|
idGuidedProjectile *proj = static_cast<idGuidedProjectile*>(this);
|
||
|
|
||
|
proj->SetEnemy( prevowner );
|
||
|
}
|
||
|
|
||
|
idStr s = spawnArgs.GetString( "def_damage" );
|
||
|
s += reflectName;
|
||
|
|
||
|
const idDict *damageDef = gameLocal.FindEntityDefDict( s, false );
|
||
|
if ( damageDef ) {
|
||
|
spawnArgs.Set( "def_damage", s );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idProjectile::GetProjectileState
|
||
|
================
|
||
|
*/
|
||
|
int idProjectile::GetProjectileState() {
|
||
|
|
||
|
return (int)state;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idProjectile::Event_CreateProjectile
|
||
|
================
|
||
|
*/
|
||
|
void idProjectile::Event_CreateProjectile( idEntity *owner, const idVec3 &start, const idVec3 &dir ) {
|
||
|
Create(owner, start, dir);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idProjectile::Event_LaunchProjectile
|
||
|
================
|
||
|
*/
|
||
|
void idProjectile::Event_LaunchProjectile( const idVec3 &start, const idVec3 &dir, const idVec3 &pushVelocity ) {
|
||
|
Launch(start, dir, pushVelocity);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idProjectile::Event_SetGravity
|
||
|
================
|
||
|
*/
|
||
|
void idProjectile::Event_SetGravity( float gravity ) {
|
||
|
idVec3 gravVec;
|
||
|
|
||
|
gravVec = gameLocal.GetGravity();
|
||
|
gravVec.NormalizeFast();
|
||
|
physicsObj.SetGravity(gravVec * gravity);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=================
|
||
|
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::ClientThink
|
||
|
================
|
||
|
*/
|
||
|
void idProjectile::ClientThink( const int curTime, const float fraction, const bool predict ) {
|
||
|
if ( fl.skipReplication ) {
|
||
|
Think();
|
||
|
} else {
|
||
|
if ( !renderEntity.hModel ) {
|
||
|
return;
|
||
|
}
|
||
|
InterpolatePhysicsOnly( fraction );
|
||
|
Present();
|
||
|
AddParticlesAndLight();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idProjectile::ClientPredictionThink
|
||
|
================
|
||
|
*/
|
||
|
void idProjectile::ClientPredictionThink() {
|
||
|
if ( !renderEntity.hModel ) {
|
||
|
return;
|
||
|
}
|
||
|
Think();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idProjectile::WriteToSnapshot
|
||
|
================
|
||
|
*/
|
||
|
void idProjectile::WriteToSnapshot( idBitMsg &msg ) const {
|
||
|
msg.WriteBits( owner.GetSpawnId(), 32 );
|
||
|
msg.WriteBits( state, 3 );
|
||
|
msg.WriteBits( fl.hidden, 1 );
|
||
|
|
||
|
physicsObj.WriteToSnapshot( msg );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idProjectile::ReadFromSnapshot
|
||
|
================
|
||
|
*/
|
||
|
void idProjectile::ReadFromSnapshot( const idBitMsg &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;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
physicsObj.ReadFromSnapshot( msg );
|
||
|
|
||
|
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.ReadLong() );
|
||
|
collision.c.material = ( index != -1 ) ? static_cast<const idMaterial *>( declManager->DeclByIndex( DECL_MATERIAL, index ) ) : NULL;
|
||
|
velocity[0] = msg.ReadFloat( 5, 10 );
|
||
|
velocity[1] = msg.ReadFloat( 5, 10 );
|
||
|
velocity[2] = msg.ReadFloat( 5, 10 );
|
||
|
DefaultDamageEffect( this, spawnArgs, collision, velocity );
|
||
|
return true;
|
||
|
}
|
||
|
default: {
|
||
|
return idEntity::ClientReceiveEvent( event, time, msg );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
========================
|
||
|
idProjectile::QueueToSimulate
|
||
|
========================
|
||
|
*/
|
||
|
void idProjectile::QueueToSimulate( int startTime ) {
|
||
|
assert( common->IsMultiplayer() && common->IsServer() );
|
||
|
|
||
|
for ( int i = 0; i < MAX_SIMULATED_PROJECTILES; i++ ) {
|
||
|
if ( projectilesToSimulate[i].projectile == NULL ) {
|
||
|
projectilesToSimulate[i].projectile = this;
|
||
|
projectilesToSimulate[i].startTime= startTime;
|
||
|
if ( g_projectileDebug.GetBool() ) {
|
||
|
int delta = gameLocal.GetServerGameTimeMs() - startTime;
|
||
|
idLib::Printf( "Simulating projectile %d. Approx %d delay.\n", GetEntityNumber(), delta);
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
idLib::Warning("Unable to simulate more projectiles this frame");
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
========================
|
||
|
idProjectile::SimulateProjectileFrame
|
||
|
========================
|
||
|
*/
|
||
|
void idProjectile::SimulateProjectileFrame( int msec, int endTime ) {
|
||
|
idVec3 oldOrigin = GetPhysics()->GetOrigin();
|
||
|
|
||
|
GetPhysics()->Evaluate( msec, endTime );
|
||
|
SetOrigin( GetPhysics()->GetOrigin() );
|
||
|
SetAxis( GetPhysics()->GetAxis() );
|
||
|
|
||
|
if ( g_projectileDebug.GetBool() ) {
|
||
|
float delta = ( GetPhysics()->GetOrigin() - oldOrigin ).Length();
|
||
|
idLib::Printf( "Simulated projectile %d. Delta: %.2f \n", GetEntityNumber(), delta );
|
||
|
//clientGame->renderWorld->DebugLine( idColor::colorYellow, oldOrigin, GetPhysics()->GetOrigin(), 5000 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
========================
|
||
|
idProjectile::PostSimulate
|
||
|
========================
|
||
|
*/
|
||
|
void idProjectile::PostSimulate( int endTime ) {
|
||
|
if ( state == EXPLODED || state == FIZZLED ) {
|
||
|
// Already exploded. To see the explosion on the collision surface instead of
|
||
|
// at the muzzle, don't set the deltas to the launch origin and axis.
|
||
|
CreateDeltasFromOldOriginAndAxis( GetPhysics()->GetOrigin(), GetPhysics()->GetAxis() );
|
||
|
} else {
|
||
|
CreateDeltasFromOldOriginAndAxis( launchOrigin, launchAxis );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idGuidedProjectile
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
const idEventDef EV_SetEnemy( "setEnemy", "E" );
|
||
|
|
||
|
CLASS_DECLARATION( idProjectile, idGuidedProjectile )
|
||
|
EVENT( EV_SetEnemy, idGuidedProjectile::Event_SetEnemy )
|
||
|
END_CLASS
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idGuidedProjectile::idGuidedProjectile
|
||
|
================
|
||
|
*/
|
||
|
idGuidedProjectile::idGuidedProjectile() {
|
||
|
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() {
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idGuidedProjectile::Spawn
|
||
|
================
|
||
|
*/
|
||
|
void idGuidedProjectile::Spawn() {
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
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() {
|
||
|
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" ) / com_engineHz_latched;
|
||
|
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();
|
||
|
}
|
||
|
|
||
|
void idGuidedProjectile::SetEnemy( idEntity *ent ) {
|
||
|
enemy = ent;
|
||
|
}
|
||
|
void idGuidedProjectile::Event_SetEnemy(idEntity *ent) {
|
||
|
SetEnemy(ent);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idSoulCubeMissile
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
CLASS_DECLARATION( idGuidedProjectile, idSoulCubeMissile )
|
||
|
END_CLASS
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idSoulCubeMissile::Spawn()
|
||
|
================
|
||
|
*/
|
||
|
void idSoulCubeMissile::Spawn() {
|
||
|
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 != NULL && 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() {
|
||
|
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, timeGroup /*_D3XP*/ ) ) {
|
||
|
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 != NULL && 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 != NULL && ownerEnt->IsType( idPlayer::Type ) ) {
|
||
|
static_cast<idPlayer *>( ownerEnt )->SetSoulCubeProjectile( this );
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idBFGProjectile
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
const idEventDef EV_RemoveBeams( "<removeBeams>", NULL );
|
||
|
|
||
|
CLASS_DECLARATION( idProjectile, idBFGProjectile )
|
||
|
EVENT( EV_RemoveBeams, idBFGProjectile::Event_RemoveBeams )
|
||
|
END_CLASS
|
||
|
|
||
|
|
||
|
/*
|
||
|
=================
|
||
|
idBFGProjectile::idBFGProjectile
|
||
|
=================
|
||
|
*/
|
||
|
idBFGProjectile::idBFGProjectile() {
|
||
|
memset( &secondModel, 0, sizeof( secondModel ) );
|
||
|
secondModelDefHandle = -1;
|
||
|
nextDamageTime = 0;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=================
|
||
|
idBFGProjectile::~idBFGProjectile
|
||
|
=================
|
||
|
*/
|
||
|
idBFGProjectile::~idBFGProjectile() {
|
||
|
FreeBeams();
|
||
|
|
||
|
if ( secondModelDefHandle >= 0 ) {
|
||
|
gameRenderWorld->FreeEntityDef( secondModelDefHandle );
|
||
|
secondModelDefHandle = -1;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idBFGProjectile::Spawn
|
||
|
================
|
||
|
*/
|
||
|
void idBFGProjectile::Spawn() {
|
||
|
beamTargets.Clear();
|
||
|
memset( &secondModel, 0, sizeof( secondModel ) );
|
||
|
secondModelDefHandle = -1;
|
||
|
const char *temp = spawnArgs.GetString( "model_two" );
|
||
|
if ( temp != NULL && *temp != NULL ) {
|
||
|
secondModel.hModel = renderModelManager->FindModel( temp );
|
||
|
secondModel.bounds = secondModel.hModel->Bounds( &secondModel );
|
||
|
secondModel.shaderParms[ SHADERPARM_RED ] =
|
||
|
secondModel.shaderParms[ SHADERPARM_GREEN ] =
|
||
|
secondModel.shaderParms[ SHADERPARM_BLUE ] =
|
||
|
secondModel.shaderParms[ SHADERPARM_ALPHA ] = 1.0f;
|
||
|
secondModel.noSelfShadow = true;
|
||
|
secondModel.noShadow = true;
|
||
|
}
|
||
|
nextDamageTime = 0;
|
||
|
damageFreq = NULL;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idBFGProjectile::Save
|
||
|
================
|
||
|
*/
|
||
|
void idBFGProjectile::Save( idSaveGame *savefile ) const {
|
||
|
int i;
|
||
|
|
||
|
savefile->WriteInt( beamTargets.Num() );
|
||
|
for ( i = 0; i < beamTargets.Num(); i++ ) {
|
||
|
beamTargets[i].target.Save( savefile );
|
||
|
savefile->WriteRenderEntity( beamTargets[i].renderEntity );
|
||
|
savefile->WriteInt( beamTargets[i].modelDefHandle );
|
||
|
}
|
||
|
|
||
|
savefile->WriteRenderEntity( secondModel );
|
||
|
savefile->WriteInt( secondModelDefHandle );
|
||
|
savefile->WriteInt( nextDamageTime );
|
||
|
savefile->WriteString( damageFreq );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idBFGProjectile::Restore
|
||
|
================
|
||
|
*/
|
||
|
void idBFGProjectile::Restore( idRestoreGame *savefile ) {
|
||
|
int i, num;
|
||
|
|
||
|
savefile->ReadInt( num );
|
||
|
beamTargets.SetNum( num );
|
||
|
for ( i = 0; i < num; i++ ) {
|
||
|
beamTargets[i].target.Restore( savefile );
|
||
|
savefile->ReadRenderEntity( beamTargets[i].renderEntity );
|
||
|
savefile->ReadInt( beamTargets[i].modelDefHandle );
|
||
|
|
||
|
if ( beamTargets[i].modelDefHandle >= 0 ) {
|
||
|
beamTargets[i].modelDefHandle = gameRenderWorld->AddEntityDef( &beamTargets[i].renderEntity );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
savefile->ReadRenderEntity( secondModel );
|
||
|
savefile->ReadInt( secondModelDefHandle );
|
||
|
savefile->ReadInt( nextDamageTime );
|
||
|
savefile->ReadString( damageFreq );
|
||
|
|
||
|
if ( secondModelDefHandle >= 0 ) {
|
||
|
secondModelDefHandle = gameRenderWorld->AddEntityDef( &secondModel );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=================
|
||
|
idBFGProjectile::FreeBeams
|
||
|
=================
|
||
|
*/
|
||
|
void idBFGProjectile::FreeBeams() {
|
||
|
for ( int i = 0; i < beamTargets.Num(); i++ ) {
|
||
|
if ( beamTargets[i].modelDefHandle >= 0 ) {
|
||
|
gameRenderWorld->FreeEntityDef( beamTargets[i].modelDefHandle );
|
||
|
beamTargets[i].modelDefHandle = -1;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
idPlayer *player = gameLocal.GetLocalPlayer();
|
||
|
if ( player ) {
|
||
|
player->playerView.EnableBFGVision( false );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idBFGProjectile::Think
|
||
|
================
|
||
|
*/
|
||
|
void idBFGProjectile::Think() {
|
||
|
if ( state == LAUNCHED ) {
|
||
|
|
||
|
// update beam targets
|
||
|
for ( int i = 0; i < beamTargets.Num(); i++ ) {
|
||
|
if ( beamTargets[i].target.GetEntity() == NULL ) {
|
||
|
continue;
|
||
|
}
|
||
|
idPlayer *player = ( beamTargets[i].target.GetEntity()->IsType( idPlayer::Type ) ) ? static_cast<idPlayer*>( beamTargets[i].target.GetEntity() ) : NULL;
|
||
|
// Major hack for end boss. :(
|
||
|
idAnimatedEntity *beamEnt;
|
||
|
idVec3 org;
|
||
|
bool forceDamage = false;
|
||
|
|
||
|
beamEnt = static_cast<idAnimatedEntity*>(beamTargets[i].target.GetEntity());
|
||
|
if ( !idStr::Cmp( beamEnt->GetEntityDefName(), "monster_boss_d3xp_maledict" ) ) {
|
||
|
SetTimeState ts( beamEnt->timeGroup );
|
||
|
idMat3 temp;
|
||
|
jointHandle_t bodyJoint;
|
||
|
|
||
|
bodyJoint = beamEnt->GetAnimator()->GetJointHandle( "Chest1" );
|
||
|
beamEnt->GetJointWorldTransform( bodyJoint, gameLocal.time, org, temp );
|
||
|
|
||
|
forceDamage = true;
|
||
|
} else {
|
||
|
org = beamEnt->GetPhysics()->GetAbsBounds().GetCenter();
|
||
|
}
|
||
|
beamTargets[i].renderEntity.origin = GetPhysics()->GetOrigin();
|
||
|
beamTargets[i].renderEntity.shaderParms[ SHADERPARM_BEAM_END_X ] = org.x;
|
||
|
beamTargets[i].renderEntity.shaderParms[ SHADERPARM_BEAM_END_Y ] = org.y;
|
||
|
beamTargets[i].renderEntity.shaderParms[ SHADERPARM_BEAM_END_Z ] = org.z;
|
||
|
beamTargets[i].renderEntity.shaderParms[ SHADERPARM_RED ] =
|
||
|
beamTargets[i].renderEntity.shaderParms[ SHADERPARM_GREEN ] =
|
||
|
beamTargets[i].renderEntity.shaderParms[ SHADERPARM_BLUE ] =
|
||
|
beamTargets[i].renderEntity.shaderParms[ SHADERPARM_ALPHA ] = 1.0f;
|
||
|
if ( gameLocal.time > nextDamageTime ) {
|
||
|
bool bfgVision = true;
|
||
|
if ( damageFreq && *(const char *)damageFreq && beamTargets[i].target.GetEntity() && ( forceDamage || beamTargets[i].target.GetEntity()->CanDamage( GetPhysics()->GetOrigin(), org ) ) ) {
|
||
|
org = beamTargets[i].target.GetEntity()->GetPhysics()->GetOrigin() - GetPhysics()->GetOrigin();
|
||
|
org.Normalize();
|
||
|
beamTargets[i].target.GetEntity()->Damage( this, owner.GetEntity(), org, damageFreq, ( damagePower ) ? damagePower : 1.0f, INVALID_JOINT );
|
||
|
} else {
|
||
|
beamTargets[i].renderEntity.shaderParms[ SHADERPARM_RED ] =
|
||
|
beamTargets[i].renderEntity.shaderParms[ SHADERPARM_GREEN ] =
|
||
|
beamTargets[i].renderEntity.shaderParms[ SHADERPARM_BLUE ] =
|
||
|
beamTargets[i].renderEntity.shaderParms[ SHADERPARM_ALPHA ] = 0.0f;
|
||
|
bfgVision = false;
|
||
|
}
|
||
|
if ( player ) {
|
||
|
player->playerView.EnableBFGVision( bfgVision );
|
||
|
}
|
||
|
nextDamageTime = gameLocal.time + BFG_DAMAGE_FREQUENCY;
|
||
|
}
|
||
|
gameRenderWorld->UpdateEntityDef( beamTargets[i].modelDefHandle, &beamTargets[i].renderEntity );
|
||
|
}
|
||
|
|
||
|
if ( secondModelDefHandle >= 0 ) {
|
||
|
secondModel.origin = GetPhysics()->GetOrigin();
|
||
|
gameRenderWorld->UpdateEntityDef( secondModelDefHandle, &secondModel );
|
||
|
}
|
||
|
|
||
|
idAngles ang;
|
||
|
|
||
|
ang.pitch = ( gameLocal.time & 4095 ) * 360.0f / -4096.0f;
|
||
|
ang.yaw = ang.pitch;
|
||
|
ang.roll = 0.0f;
|
||
|
SetAngles( ang );
|
||
|
|
||
|
ang.pitch = ( gameLocal.time & 2047 ) * 360.0f / -2048.0f;
|
||
|
ang.yaw = ang.pitch;
|
||
|
ang.roll = 0.0f;
|
||
|
secondModel.axis = ang.ToMat3();
|
||
|
|
||
|
UpdateVisuals();
|
||
|
}
|
||
|
|
||
|
idProjectile::Think();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=================
|
||
|
idBFGProjectile::Launch
|
||
|
=================
|
||
|
*/
|
||
|
void idBFGProjectile::Launch( const idVec3 &start, const idVec3 &dir, const idVec3 &pushVelocity, const float timeSinceFire, const float power, const float dmgPower ) {
|
||
|
idProjectile::Launch( start, dir, pushVelocity, 0.0f, power, dmgPower );
|
||
|
|
||
|
// dmgPower * radius is the target acquisition area
|
||
|
// acquisition should make sure that monsters are not dormant
|
||
|
// which will cut down on hitting monsters not actively fighting
|
||
|
// but saves on the traces making sure they are visible
|
||
|
// damage is not applied until the projectile explodes
|
||
|
|
||
|
idEntity * ent;
|
||
|
idEntity * entityList[ MAX_GENTITIES ];
|
||
|
int numListedEntities;
|
||
|
idBounds bounds;
|
||
|
idVec3 damagePoint;
|
||
|
|
||
|
float radius;
|
||
|
spawnArgs.GetFloat( "damageRadius", "512", radius );
|
||
|
bounds = idBounds( GetPhysics()->GetOrigin() ).Expand( radius );
|
||
|
|
||
|
float beamWidth = spawnArgs.GetFloat( "beam_WidthFly" );
|
||
|
const char *skin = spawnArgs.GetString( "skin_beam" );
|
||
|
|
||
|
memset( &secondModel, 0, sizeof( secondModel ) );
|
||
|
secondModelDefHandle = -1;
|
||
|
const char *temp = spawnArgs.GetString( "model_two" );
|
||
|
if ( temp != NULL && *temp != NULL ) {
|
||
|
secondModel.hModel = renderModelManager->FindModel( temp );
|
||
|
secondModel.bounds = secondModel.hModel->Bounds( &secondModel );
|
||
|
secondModel.shaderParms[ SHADERPARM_RED ] =
|
||
|
secondModel.shaderParms[ SHADERPARM_GREEN ] =
|
||
|
secondModel.shaderParms[ SHADERPARM_BLUE ] =
|
||
|
secondModel.shaderParms[ SHADERPARM_ALPHA ] = 1.0f;
|
||
|
secondModel.noSelfShadow = true;
|
||
|
secondModel.noShadow = true;
|
||
|
secondModel.origin = GetPhysics()->GetOrigin();
|
||
|
secondModel.axis = GetPhysics()->GetAxis();
|
||
|
secondModelDefHandle = gameRenderWorld->AddEntityDef( &secondModel );
|
||
|
}
|
||
|
|
||
|
idVec3 delta( 15.0f, 15.0f, 15.0f );
|
||
|
//physicsObj.SetAngularExtrapolation( extrapolation_t(EXTRAPOLATION_LINEAR|EXTRAPOLATION_NOSTOP), gameLocal.time, 0, physicsObj.GetAxis().ToAngles(), delta, ang_zero );
|
||
|
|
||
|
// get all entities touching the bounds
|
||
|
numListedEntities = gameLocal.clip.EntitiesTouchingBounds( bounds, CONTENTS_BODY, entityList, MAX_GENTITIES );
|
||
|
for ( int e = 0; e < numListedEntities; e++ ) {
|
||
|
ent = entityList[ e ];
|
||
|
assert( ent );
|
||
|
|
||
|
if ( ent == this || ent == owner.GetEntity() || ent->IsHidden() || !ent->IsActive() || !ent->fl.takedamage || ent->health <= 0 || !ent->IsType( idActor::Type ) ) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if ( !ent->CanDamage( GetPhysics()->GetOrigin(), damagePoint ) ) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if ( ent->IsType( idPlayer::Type ) ) {
|
||
|
idPlayer *player = static_cast<idPlayer*>( ent );
|
||
|
player->playerView.EnableBFGVision( true );
|
||
|
}
|
||
|
|
||
|
beamTarget_t bt;
|
||
|
memset( &bt.renderEntity, 0, sizeof( renderEntity_t ) );
|
||
|
bt.renderEntity.origin = GetPhysics()->GetOrigin();
|
||
|
bt.renderEntity.axis = GetPhysics()->GetAxis();
|
||
|
bt.renderEntity.shaderParms[ SHADERPARM_BEAM_WIDTH ] = beamWidth;
|
||
|
bt.renderEntity.shaderParms[ SHADERPARM_RED ] = 1.0f;
|
||
|
bt.renderEntity.shaderParms[ SHADERPARM_GREEN ] = 1.0f;
|
||
|
bt.renderEntity.shaderParms[ SHADERPARM_BLUE ] = 1.0f;
|
||
|
bt.renderEntity.shaderParms[ SHADERPARM_ALPHA ] = 1.0f;
|
||
|
bt.renderEntity.shaderParms[ SHADERPARM_DIVERSITY] = gameLocal.random.CRandomFloat() * 0.75;
|
||
|
bt.renderEntity.hModel = renderModelManager->FindModel( "_beam" );
|
||
|
bt.renderEntity.callback = NULL;
|
||
|
bt.renderEntity.numJoints = 0;
|
||
|
bt.renderEntity.joints = NULL;
|
||
|
bt.renderEntity.bounds.Clear();
|
||
|
bt.renderEntity.customSkin = declManager->FindSkin( skin );
|
||
|
bt.target = ent;
|
||
|
bt.modelDefHandle = gameRenderWorld->AddEntityDef( &bt.renderEntity );
|
||
|
beamTargets.Append( bt );
|
||
|
}
|
||
|
|
||
|
// Major hack for end boss. :(
|
||
|
idAnimatedEntity *maledict = static_cast<idAnimatedEntity*>(gameLocal.FindEntity( "monster_boss_d3xp_maledict_1" ));
|
||
|
|
||
|
if ( maledict ) {
|
||
|
SetTimeState ts( maledict->timeGroup );
|
||
|
|
||
|
idVec3 realPoint;
|
||
|
idMat3 temp;
|
||
|
float dist;
|
||
|
jointHandle_t bodyJoint;
|
||
|
|
||
|
bodyJoint = maledict->GetAnimator()->GetJointHandle( "Chest1" );
|
||
|
maledict->GetJointWorldTransform( bodyJoint, gameLocal.time, realPoint, temp );
|
||
|
|
||
|
dist = idVec3( realPoint - GetPhysics()->GetOrigin() ).Length();
|
||
|
|
||
|
if ( dist < radius ) {
|
||
|
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 = maledict;
|
||
|
bt.modelDefHandle = gameRenderWorld->AddEntityDef( &bt.renderEntity );
|
||
|
beamTargets.Append( bt );
|
||
|
|
||
|
numListedEntities++;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( numListedEntities ) {
|
||
|
StartSound( "snd_beam", SND_CHANNEL_BODY2, 0, false, NULL );
|
||
|
}
|
||
|
damageFreq = spawnArgs.GetString( "def_damageFreq" );
|
||
|
nextDamageTime = gameLocal.time + BFG_DAMAGE_FREQUENCY;
|
||
|
UpdateVisuals();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idProjectile::Event_RemoveBeams
|
||
|
================
|
||
|
*/
|
||
|
void idBFGProjectile::Event_RemoveBeams() {
|
||
|
FreeBeams();
|
||
|
UpdateVisuals();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idProjectile::Explode
|
||
|
================
|
||
|
*/
|
||
|
void idBFGProjectile::Explode( const trace_t &collision, idEntity *ignore ) {
|
||
|
int i;
|
||
|
idVec3 dmgPoint;
|
||
|
idVec3 dir;
|
||
|
float beamWidth;
|
||
|
float damageScale;
|
||
|
const char *damage;
|
||
|
idPlayer * player;
|
||
|
idEntity * ownerEnt;
|
||
|
|
||
|
ownerEnt = owner.GetEntity();
|
||
|
if ( ownerEnt != NULL && ownerEnt->IsType( idPlayer::Type ) ) {
|
||
|
player = static_cast< idPlayer * >( ownerEnt );
|
||
|
} else {
|
||
|
player = NULL;
|
||
|
}
|
||
|
|
||
|
beamWidth = spawnArgs.GetFloat( "beam_WidthExplode" );
|
||
|
damage = spawnArgs.GetString( "def_damage" );
|
||
|
|
||
|
for ( i = 0; i < beamTargets.Num(); i++ ) {
|
||
|
if ( ( beamTargets[i].target.GetEntity() == NULL ) || ( ownerEnt == NULL ) ) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if ( !beamTargets[i].target.GetEntity()->CanDamage( GetPhysics()->GetOrigin(), dmgPoint ) ) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
beamTargets[i].renderEntity.shaderParms[SHADERPARM_BEAM_WIDTH] = beamWidth;
|
||
|
|
||
|
// if the hit entity takes damage
|
||
|
if ( damagePower ) {
|
||
|
damageScale = damagePower;
|
||
|
} else {
|
||
|
damageScale = 1.0f;
|
||
|
}
|
||
|
|
||
|
// if the projectile owner is a player
|
||
|
if ( player ) {
|
||
|
// if the projectile hit an actor
|
||
|
if ( beamTargets[i].target.GetEntity()->IsType( idActor::Type ) ) {
|
||
|
player->SetLastHitTime( gameLocal.time );
|
||
|
player->AddProjectileHits( 1 );
|
||
|
damageScale *= player->PowerUpModifier( PROJECTILE_DAMAGE );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( damage[0] && ( beamTargets[i].target.GetEntity()->entityNumber > gameLocal.numClients - 1 ) ) {
|
||
|
dir = beamTargets[i].target.GetEntity()->GetPhysics()->GetOrigin() - GetPhysics()->GetOrigin();
|
||
|
dir.Normalize();
|
||
|
beamTargets[i].target.GetEntity()->Damage( this, ownerEnt, dir, damage, damageScale, ( collision.c.id < 0 ) ? CLIPMODEL_ID_TO_JOINT_HANDLE( collision.c.id ) : INVALID_JOINT );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( secondModelDefHandle >= 0 ) {
|
||
|
gameRenderWorld->FreeEntityDef( secondModelDefHandle );
|
||
|
secondModelDefHandle = -1;
|
||
|
}
|
||
|
|
||
|
if ( ignore == NULL ) {
|
||
|
projectileFlags.noSplashDamage = true;
|
||
|
}
|
||
|
|
||
|
if ( !common->IsClient() || fl.skipReplication ) {
|
||
|
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() {
|
||
|
owner = NULL;
|
||
|
smokeFly = NULL;
|
||
|
smokeFlyTime = 0;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idDebris::Create
|
||
|
================
|
||
|
*/
|
||
|
void idDebris::Create( idEntity *owner, const idVec3 &start, const idMat3 &axis ) {
|
||
|
Unbind();
|
||
|
GetPhysics()->SetOrigin( start );
|
||
|
GetPhysics()->SetAxis( axis );
|
||
|
GetPhysics()->SetContents( 0 );
|
||
|
this->owner = owner;
|
||
|
smokeFly = NULL;
|
||
|
smokeFlyTime = 0;
|
||
|
sndBounce = NULL;
|
||
|
noGrab = true;
|
||
|
UpdateVisuals();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=================
|
||
|
idDebris::idDebris
|
||
|
=================
|
||
|
*/
|
||
|
idDebris::idDebris() {
|
||
|
owner = NULL;
|
||
|
smokeFly = NULL;
|
||
|
smokeFlyTime = 0;
|
||
|
sndBounce = NULL;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=================
|
||
|
idDebris::~idDebris
|
||
|
=================
|
||
|
*/
|
||
|
idDebris::~idDebris() {
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=================
|
||
|
idDebris::Save
|
||
|
=================
|
||
|
*/
|
||
|
void idDebris::Save( idSaveGame *savefile ) const {
|
||
|
owner.Save( savefile );
|
||
|
|
||
|
savefile->WriteStaticObject( physicsObj );
|
||
|
|
||
|
savefile->WriteParticle( smokeFly );
|
||
|
savefile->WriteInt( smokeFlyTime );
|
||
|
savefile->WriteSoundShader( sndBounce );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=================
|
||
|
idDebris::Restore
|
||
|
=================
|
||
|
*/
|
||
|
void idDebris::Restore( idRestoreGame *savefile ) {
|
||
|
owner.Restore( savefile );
|
||
|
|
||
|
savefile->ReadStaticObject( physicsObj );
|
||
|
RestorePhysics( &physicsObj );
|
||
|
|
||
|
savefile->ReadParticle( smokeFly );
|
||
|
savefile->ReadInt( smokeFlyTime );
|
||
|
savefile->ReadSoundShader( sndBounce );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=================
|
||
|
idDebris::Launch
|
||
|
=================
|
||
|
*/
|
||
|
void idDebris::Launch() {
|
||
|
float fuse;
|
||
|
idVec3 velocity;
|
||
|
idAngles angular_velocity;
|
||
|
float linear_friction;
|
||
|
float angular_friction;
|
||
|
float contact_friction;
|
||
|
float bounce;
|
||
|
float mass;
|
||
|
float gravity;
|
||
|
idVec3 gravVec;
|
||
|
bool randomVelocity;
|
||
|
idMat3 axis;
|
||
|
|
||
|
renderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( gameLocal.time );
|
||
|
|
||
|
spawnArgs.GetVector( "velocity", "0 0 0", velocity );
|
||
|
spawnArgs.GetAngles( "angular_velocity", "0 0 0", angular_velocity );
|
||
|
|
||
|
linear_friction = spawnArgs.GetFloat( "linear_friction" );
|
||
|
angular_friction = spawnArgs.GetFloat( "angular_friction" );
|
||
|
contact_friction = spawnArgs.GetFloat( "contact_friction" );
|
||
|
bounce = spawnArgs.GetFloat( "bounce" );
|
||
|
mass = spawnArgs.GetFloat( "mass" );
|
||
|
gravity = spawnArgs.GetFloat( "gravity" );
|
||
|
fuse = spawnArgs.GetFloat( "fuse" );
|
||
|
randomVelocity = spawnArgs.GetBool ( "random_velocity" );
|
||
|
|
||
|
if ( mass <= 0 ) {
|
||
|
gameLocal.Error( "Invalid mass on '%s'\n", GetEntityDefName() );
|
||
|
}
|
||
|
|
||
|
if ( randomVelocity ) {
|
||
|
velocity.x *= gameLocal.random.RandomFloat() + 0.5f;
|
||
|
velocity.y *= gameLocal.random.RandomFloat() + 0.5f;
|
||
|
velocity.z *= gameLocal.random.RandomFloat() + 0.5f;
|
||
|
}
|
||
|
|
||
|
if ( health ) {
|
||
|
fl.takedamage = true;
|
||
|
}
|
||
|
|
||
|
gravVec = gameLocal.GetGravity();
|
||
|
gravVec.NormalizeFast();
|
||
|
axis = GetPhysics()->GetAxis();
|
||
|
|
||
|
Unbind();
|
||
|
|
||
|
physicsObj.SetSelf( this );
|
||
|
|
||
|
// check if a clip model is set
|
||
|
const char *clipModelName;
|
||
|
idTraceModel trm;
|
||
|
spawnArgs.GetString( "clipmodel", "", &clipModelName );
|
||
|
if ( !clipModelName[0] ) {
|
||
|
clipModelName = spawnArgs.GetString( "model" ); // use the visual model
|
||
|
}
|
||
|
|
||
|
// load the trace model
|
||
|
if ( !collisionModelManager->TrmFromModel( clipModelName, trm ) ) {
|
||
|
// default to a box
|
||
|
physicsObj.SetClipBox( renderEntity.bounds, 1.0f );
|
||
|
} else {
|
||
|
physicsObj.SetClipModel( new (TAG_PHYSICS_CLIP_ENTITY) idClipModel( trm ), 1.0f );
|
||
|
}
|
||
|
|
||
|
physicsObj.GetClipModel()->SetOwner( owner.GetEntity() );
|
||
|
physicsObj.SetMass( mass );
|
||
|
physicsObj.SetFriction( linear_friction, angular_friction, contact_friction );
|
||
|
if ( contact_friction == 0.0f ) {
|
||
|
physicsObj.NoContact();
|
||
|
}
|
||
|
physicsObj.SetBouncyness( bounce );
|
||
|
physicsObj.SetGravity( gravVec * gravity );
|
||
|
physicsObj.SetContents( 0 );
|
||
|
physicsObj.SetClipMask( MASK_SOLID | CONTENTS_MOVEABLECLIP );
|
||
|
physicsObj.SetLinearVelocity( axis[ 0 ] * velocity[ 0 ] + axis[ 1 ] * velocity[ 1 ] + axis[ 2 ] * velocity[ 2 ] );
|
||
|
physicsObj.SetAngularVelocity( angular_velocity.ToAngularVelocity() * axis );
|
||
|
physicsObj.SetOrigin( GetPhysics()->GetOrigin() );
|
||
|
physicsObj.SetAxis( axis );
|
||
|
SetPhysics( &physicsObj );
|
||
|
|
||
|
if ( !common->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(), timeGroup /*_D3XP*/ );
|
||
|
}
|
||
|
|
||
|
const char *sndName = spawnArgs.GetString( "snd_bounce" );
|
||
|
if ( *sndName != '\0' ) {
|
||
|
sndBounce = declManager->FindSound( sndName );
|
||
|
}
|
||
|
|
||
|
UpdateVisuals();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idDebris::Think
|
||
|
================
|
||
|
*/
|
||
|
void idDebris::Think() {
|
||
|
|
||
|
// run physics
|
||
|
RunPhysics();
|
||
|
Present();
|
||
|
|
||
|
if ( smokeFly && smokeFlyTime ) {
|
||
|
if ( !gameLocal.smokeParticles->EmitSmoke( smokeFly, smokeFlyTime, gameLocal.random.CRandomFloat(), GetPhysics()->GetOrigin(), GetPhysics()->GetAxis(), timeGroup /*_D3XP*/ ) ) {
|
||
|
smokeFlyTime = 0;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idDebris::Killed
|
||
|
================
|
||
|
*/
|
||
|
void idDebris::Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location ) {
|
||
|
if ( spawnArgs.GetBool( "detonate_on_death" ) ) {
|
||
|
Explode();
|
||
|
} else {
|
||
|
Fizzle();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=================
|
||
|
idDebris::Collide
|
||
|
=================
|
||
|
*/
|
||
|
bool idDebris::Collide( const trace_t &collision, const idVec3 &velocity ) {
|
||
|
if ( sndBounce != NULL ) {
|
||
|
StartSoundShader( sndBounce, SND_CHANNEL_BODY, 0, false, NULL );
|
||
|
}
|
||
|
sndBounce = NULL;
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idDebris::Fizzle
|
||
|
================
|
||
|
*/
|
||
|
void idDebris::Fizzle() {
|
||
|
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(), timeGroup /*_D3XP*/ );
|
||
|
}
|
||
|
|
||
|
fl.takedamage = false;
|
||
|
physicsObj.SetContents( 0 );
|
||
|
physicsObj.PutToRest();
|
||
|
|
||
|
Hide();
|
||
|
|
||
|
if ( common->IsClient() && !fl.skipReplication ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
CancelEvents( &EV_Fizzle );
|
||
|
PostEventMS( &EV_Remove, 0 );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idDebris::Explode
|
||
|
================
|
||
|
*/
|
||
|
void idDebris::Explode() {
|
||
|
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(), timeGroup /*_D3XP*/ );
|
||
|
}
|
||
|
|
||
|
fl.takedamage = false;
|
||
|
physicsObj.SetContents( 0 );
|
||
|
physicsObj.PutToRest();
|
||
|
|
||
|
CancelEvents( &EV_Explode );
|
||
|
PostEventMS( &EV_Remove, 0 );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idDebris::Event_Explode
|
||
|
================
|
||
|
*/
|
||
|
void idDebris::Event_Explode() {
|
||
|
Explode();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idDebris::Event_Fizzle
|
||
|
================
|
||
|
*/
|
||
|
void idDebris::Event_Fizzle() {
|
||
|
Fizzle();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idHomingProjectile
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
CLASS_DECLARATION( idProjectile, idHomingProjectile )
|
||
|
EVENT( EV_SetEnemy, idHomingProjectile::Event_SetEnemy )
|
||
|
END_CLASS
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idHomingProjectile::idHomingProjectile
|
||
|
================
|
||
|
*/
|
||
|
idHomingProjectile::idHomingProjectile() {
|
||
|
enemy = NULL;
|
||
|
speed = 0.0f;
|
||
|
turn_max = 0.0f;
|
||
|
clamp_dist = 0.0f;
|
||
|
rndScale = ang_zero;
|
||
|
rndAng = ang_zero;
|
||
|
angles = ang_zero;
|
||
|
burstMode = false;
|
||
|
burstDist = 0;
|
||
|
burstVelocity = 0.0f;
|
||
|
unGuided = false;
|
||
|
seekPos = vec3_origin;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=================
|
||
|
idHomingProjectile::~idHomingProjectile
|
||
|
=================
|
||
|
*/
|
||
|
idHomingProjectile::~idHomingProjectile() {
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idHomingProjectile::Spawn
|
||
|
================
|
||
|
*/
|
||
|
void idHomingProjectile::Spawn() {
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idHomingProjectile::Save
|
||
|
================
|
||
|
*/
|
||
|
void idHomingProjectile::Save( idSaveGame *savefile ) const {
|
||
|
enemy.Save( savefile );
|
||
|
savefile->WriteFloat( speed );
|
||
|
savefile->WriteAngles( rndScale );
|
||
|
savefile->WriteAngles( rndAng );
|
||
|
savefile->WriteFloat( turn_max );
|
||
|
savefile->WriteFloat( clamp_dist );
|
||
|
savefile->WriteAngles( angles );
|
||
|
savefile->WriteBool( burstMode );
|
||
|
savefile->WriteBool( unGuided );
|
||
|
savefile->WriteFloat( burstDist );
|
||
|
savefile->WriteFloat( burstVelocity );
|
||
|
savefile->WriteVec3( seekPos );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idHomingProjectile::Restore
|
||
|
================
|
||
|
*/
|
||
|
void idHomingProjectile::Restore( idRestoreGame *savefile ) {
|
||
|
enemy.Restore( savefile );
|
||
|
savefile->ReadFloat( speed );
|
||
|
savefile->ReadAngles( rndScale );
|
||
|
savefile->ReadAngles( rndAng );
|
||
|
savefile->ReadFloat( turn_max );
|
||
|
savefile->ReadFloat( clamp_dist );
|
||
|
savefile->ReadAngles( angles );
|
||
|
savefile->ReadBool( burstMode );
|
||
|
savefile->ReadBool( unGuided );
|
||
|
savefile->ReadFloat( burstDist );
|
||
|
savefile->ReadFloat( burstVelocity );
|
||
|
savefile->ReadVec3( seekPos );
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idHomingProjectile::Think
|
||
|
================
|
||
|
*/
|
||
|
void idHomingProjectile::Think() {
|
||
|
if ( seekPos == vec3_zero ) {
|
||
|
// ai def uses a single def_projectile .. guardian has two projectile types so when seekPos is zero, just run regular projectile
|
||
|
idProjectile::Think();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
idVec3 dir;
|
||
|
idVec3 velocity;
|
||
|
idVec3 nose;
|
||
|
idVec3 tmp;
|
||
|
idMat3 axis;
|
||
|
idAngles dirAng;
|
||
|
idAngles diff;
|
||
|
float dist;
|
||
|
float frac;
|
||
|
int i;
|
||
|
|
||
|
|
||
|
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 * 2.0f ) / clamp_dist;
|
||
|
if ( frac > 1.0f ) {
|
||
|
frac = 1.0f;
|
||
|
}
|
||
|
|
||
|
diff = dirAng - angles * 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();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=================
|
||
|
idHomingProjectile::Launch
|
||
|
=================
|
||
|
*/
|
||
|
void idHomingProjectile::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" ) / com_engineHz_latched;
|
||
|
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();
|
||
|
}
|
||
|
|
||
|
void idHomingProjectile::SetEnemy( idEntity *ent ) {
|
||
|
enemy = ent;
|
||
|
}
|
||
|
void idHomingProjectile::SetSeekPos( idVec3 pos ) {
|
||
|
seekPos = pos;
|
||
|
}
|
||
|
void idHomingProjectile::Event_SetEnemy(idEntity *ent) {
|
||
|
SetEnemy(ent);
|
||
|
}
|