/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see .
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.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "../idlib/precompiled.h"
#pragma hdrstop
#include "Game_local.h"
/*
===============================================================================
idMultiModelAF
===============================================================================
*/
CLASS_DECLARATION( idEntity, idMultiModelAF )
END_CLASS
/*
================
idMultiModelAF::Spawn
================
*/
void idMultiModelAF::Spawn()
{
physicsObj.SetSelf( this );
}
/*
================
idMultiModelAF::~idMultiModelAF
================
*/
idMultiModelAF::~idMultiModelAF()
{
int i;
for( i = 0; i < modelDefHandles.Num(); i++ )
{
if( modelDefHandles[i] != -1 )
{
gameRenderWorld->FreeEntityDef( modelDefHandles[i] );
modelDefHandles[i] = -1;
}
}
}
/*
================
idMultiModelAF::SetModelForId
================
*/
void idMultiModelAF::SetModelForId( int id, const idStr& modelName )
{
modelHandles.AssureSize( id + 1, NULL );
modelDefHandles.AssureSize( id + 1, -1 );
modelHandles[id] = renderModelManager->FindModel( modelName );
}
/*
================
idMultiModelAF::Present
================
*/
void idMultiModelAF::Present()
{
int i;
// don't present to the renderer if the entity hasn't changed
if( !( thinkFlags & TH_UPDATEVISUALS ) )
{
return;
}
BecomeInactive( TH_UPDATEVISUALS );
for( i = 0; i < modelHandles.Num(); i++ )
{
if( !modelHandles[i] )
{
continue;
}
renderEntity.origin = physicsObj.GetOrigin( i );
renderEntity.axis = physicsObj.GetAxis( i );
renderEntity.hModel = modelHandles[i];
renderEntity.bodyId = i;
// add to refresh list
if( modelDefHandles[i] == -1 )
{
modelDefHandles[i] = gameRenderWorld->AddEntityDef( &renderEntity );
}
else
{
gameRenderWorld->UpdateEntityDef( modelDefHandles[i], &renderEntity );
}
}
}
/*
================
idMultiModelAF::Think
================
*/
void idMultiModelAF::Think()
{
RunPhysics();
Present();
}
/*
===============================================================================
idChain
===============================================================================
*/
CLASS_DECLARATION( idMultiModelAF, idChain )
END_CLASS
/*
================
idChain::BuildChain
builds a chain hanging down from the ceiling
the highest link is a child of the link below it etc.
this allows an object to be attached to multiple chains while keeping a single tree structure
================
*/
void idChain::BuildChain( const idStr& name, const idVec3& origin, float linkLength, float linkWidth, float density, int numLinks, bool bindToWorld )
{
int i;
float halfLinkLength = linkLength * 0.5f;
idTraceModel trm;
idClipModel* clip;
idAFBody* body, *lastBody;
idAFConstraint_BallAndSocketJoint* bsj;
idAFConstraint_UniversalJoint* uj;
idVec3 org;
// create a trace model
trm = idTraceModel( linkLength, linkWidth );
trm.Translate( -trm.offset );
org = origin - idVec3( 0, 0, halfLinkLength );
lastBody = NULL;
for( i = 0; i < numLinks; i++ )
{
// add body
clip = new( TAG_PHYSICS_CLIP_AF ) idClipModel( trm );
clip->SetContents( CONTENTS_SOLID );
clip->Link( gameLocal.clip, this, 0, org, mat3_identity );
body = new( TAG_PHYSICS_AF ) idAFBody( name + idStr( i ), clip, density );
physicsObj.AddBody( body );
// visual model for body
SetModelForId( physicsObj.GetBodyId( body ), spawnArgs.GetString( "model" ) );
// add constraint
if( bindToWorld )
{
if( !lastBody )
{
uj = new( TAG_PHYSICS_AF ) idAFConstraint_UniversalJoint( name + idStr( i ), body, lastBody );
uj->SetShafts( idVec3( 0, 0, -1 ), idVec3( 0, 0, 1 ) );
//uj->SetConeLimit( idVec3( 0, 0, -1 ), 30.0f );
//uj->SetPyramidLimit( idVec3( 0, 0, -1 ), idVec3( 1, 0, 0 ), 90.0f, 30.0f );
}
else
{
uj = new( TAG_PHYSICS_AF ) idAFConstraint_UniversalJoint( name + idStr( i ), lastBody, body );
uj->SetShafts( idVec3( 0, 0, 1 ), idVec3( 0, 0, -1 ) );
//uj->SetConeLimit( idVec3( 0, 0, 1 ), 30.0f );
}
uj->SetAnchor( org + idVec3( 0, 0, halfLinkLength ) );
uj->SetFriction( 0.9f );
physicsObj.AddConstraint( uj );
}
else
{
if( lastBody )
{
bsj = new( TAG_PHYSICS_AF ) idAFConstraint_BallAndSocketJoint( "joint" + idStr( i ), lastBody, body );
bsj->SetAnchor( org + idVec3( 0, 0, halfLinkLength ) );
bsj->SetConeLimit( idVec3( 0, 0, 1 ), 60.0f, idVec3( 0, 0, 1 ) );
physicsObj.AddConstraint( bsj );
}
}
org[2] -= linkLength;
lastBody = body;
}
}
/*
================
idChain::Spawn
================
*/
void idChain::Spawn()
{
int numLinks;
float length, linkLength, linkWidth, density;
bool drop;
idVec3 origin;
spawnArgs.GetBool( "drop", "0", drop );
spawnArgs.GetInt( "links", "3", numLinks );
spawnArgs.GetFloat( "length", idStr( numLinks * 32.0f ), length );
spawnArgs.GetFloat( "width", "8", linkWidth );
spawnArgs.GetFloat( "density", "0.2", density );
linkLength = length / numLinks;
origin = GetPhysics()->GetOrigin();
// initialize physics
physicsObj.SetSelf( this );
physicsObj.SetGravity( gameLocal.GetGravity() );
physicsObj.SetClipMask( MASK_SOLID | CONTENTS_BODY );
SetPhysics( &physicsObj );
BuildChain( "link", origin, linkLength, linkWidth, density, numLinks, !drop );
}
/*
===============================================================================
idAFAttachment
===============================================================================
*/
CLASS_DECLARATION( idAnimatedEntity, idAFAttachment )
END_CLASS
/*
=====================
idAFAttachment::idAFAttachment
=====================
*/
idAFAttachment::idAFAttachment()
{
body = NULL;
combatModel = NULL;
idleAnim = 0;
attachJoint = INVALID_JOINT;
}
/*
=====================
idAFAttachment::~idAFAttachment
=====================
*/
idAFAttachment::~idAFAttachment()
{
StopSound( SND_CHANNEL_ANY, false );
delete combatModel;
combatModel = NULL;
}
/*
=====================
idAFAttachment::Spawn
=====================
*/
void idAFAttachment::Spawn()
{
idleAnim = animator.GetAnim( "idle" );
}
/*
=====================
idAFAttachment::SetBody
=====================
*/
void idAFAttachment::SetBody( idEntity* bodyEnt, const char* model, jointHandle_t attachJoint )
{
bool bleed;
body = bodyEnt;
this->attachJoint = attachJoint;
SetModel( model );
fl.takedamage = true;
bleed = body->spawnArgs.GetBool( "bleed" );
spawnArgs.SetBool( "bleed", bleed );
}
/*
=====================
idAFAttachment::ClearBody
=====================
*/
void idAFAttachment::ClearBody()
{
body = NULL;
attachJoint = INVALID_JOINT;
Hide();
}
/*
=====================
idAFAttachment::GetBody
=====================
*/
idEntity* idAFAttachment::GetBody() const
{
return body;
}
/*
================
idAFAttachment::Save
archive object for savegame file
================
*/
void idAFAttachment::Save( idSaveGame* savefile ) const
{
savefile->WriteObject( body );
savefile->WriteInt( idleAnim );
savefile->WriteJoint( attachJoint );
}
/*
================
idAFAttachment::Restore
unarchives object from save game file
================
*/
void idAFAttachment::Restore( idRestoreGame* savefile )
{
savefile->ReadObject( reinterpret_cast( body ) );
savefile->ReadInt( idleAnim );
savefile->ReadJoint( attachJoint );
SetCombatModel();
LinkCombat();
}
/*
================
idAFAttachment::Hide
================
*/
void idAFAttachment::Hide()
{
idEntity::Hide();
UnlinkCombat();
}
/*
================
idAFAttachment::Show
================
*/
void idAFAttachment::Show()
{
idEntity::Show();
LinkCombat();
}
/*
============
idAFAttachment::Damage
Pass damage to body at the bindjoint
============
*/
void idAFAttachment::Damage( idEntity* inflictor, idEntity* attacker, const idVec3& dir,
const char* damageDefName, const float damageScale, const int location )
{
if( body )
{
body->Damage( inflictor, attacker, dir, damageDefName, damageScale, attachJoint );
}
}
/*
================
idAFAttachment::AddDamageEffect
================
*/
void idAFAttachment::AddDamageEffect( const trace_t& collision, const idVec3& velocity, const char* damageDefName )
{
if( body )
{
trace_t c = collision;
c.c.id = JOINT_HANDLE_TO_CLIPMODEL_ID( attachJoint );
body->AddDamageEffect( c, velocity, damageDefName );
}
}
/*
================
idAFAttachment::GetImpactInfo
================
*/
void idAFAttachment::GetImpactInfo( idEntity* ent, int id, const idVec3& point, impactInfo_t* info )
{
if( body )
{
body->GetImpactInfo( ent, JOINT_HANDLE_TO_CLIPMODEL_ID( attachJoint ), point, info );
}
else
{
idEntity::GetImpactInfo( ent, id, point, info );
}
}
/*
================
idAFAttachment::ApplyImpulse
================
*/
void idAFAttachment::ApplyImpulse( idEntity* ent, int id, const idVec3& point, const idVec3& impulse )
{
if( body )
{
body->ApplyImpulse( ent, JOINT_HANDLE_TO_CLIPMODEL_ID( attachJoint ), point, impulse );
}
else
{
idEntity::ApplyImpulse( ent, id, point, impulse );
}
}
/*
================
idAFAttachment::AddForce
================
*/
void idAFAttachment::AddForce( idEntity* ent, int id, const idVec3& point, const idVec3& force )
{
if( body )
{
body->AddForce( ent, JOINT_HANDLE_TO_CLIPMODEL_ID( attachJoint ), point, force );
}
else
{
idEntity::AddForce( ent, id, point, force );
}
}
/*
================
idAFAttachment::PlayIdleAnim
================
*/
void idAFAttachment::PlayIdleAnim( int blendTime )
{
if( idleAnim && ( idleAnim != animator.CurrentAnim( ANIMCHANNEL_ALL )->AnimNum() ) )
{
animator.CycleAnim( ANIMCHANNEL_ALL, idleAnim, gameLocal.time, blendTime );
}
}
/*
================
idAfAttachment::Think
================
*/
void idAFAttachment::Think()
{
idAnimatedEntity::Think();
if( thinkFlags & TH_UPDATEPARTICLES )
{
UpdateDamageEffects();
}
}
/*
================
idAFAttachment::SetCombatModel
================
*/
void idAFAttachment::SetCombatModel()
{
if( combatModel )
{
combatModel->Unlink();
combatModel->LoadModel( modelDefHandle );
}
else
{
combatModel = new( TAG_PHYSICS_CLIP_AF ) idClipModel( modelDefHandle );
}
combatModel->SetOwner( body );
}
/*
================
idAFAttachment::GetCombatModel
================
*/
idClipModel* idAFAttachment::GetCombatModel() const
{
return combatModel;
}
/*
================
idAFAttachment::LinkCombat
================
*/
void idAFAttachment::LinkCombat()
{
if( fl.hidden )
{
return;
}
if( combatModel )
{
combatModel->Link( gameLocal.clip, this, 0, renderEntity.origin, renderEntity.axis, modelDefHandle );
}
}
/*
================
idAFAttachment::UnlinkCombat
================
*/
void idAFAttachment::UnlinkCombat()
{
if( combatModel )
{
combatModel->Unlink();
}
}
/*
===============================================================================
idAFEntity_Base
===============================================================================
*/
const idEventDef EV_SetConstraintPosition( "SetConstraintPosition", "sv" );
CLASS_DECLARATION( idAnimatedEntity, idAFEntity_Base )
EVENT( EV_SetConstraintPosition, idAFEntity_Base::Event_SetConstraintPosition )
END_CLASS
static const float BOUNCE_SOUND_MIN_VELOCITY = 80.0f;
static const float BOUNCE_SOUND_MAX_VELOCITY = 200.0f;
/*
================
idAFEntity_Base::idAFEntity_Base
================
*/
idAFEntity_Base::idAFEntity_Base()
{
combatModel = NULL;
combatModelContents = 0;
nextSoundTime = 0;
spawnOrigin.Zero();
spawnAxis.Identity();
}
/*
================
idAFEntity_Base::~idAFEntity_Base
================
*/
idAFEntity_Base::~idAFEntity_Base()
{
delete combatModel;
combatModel = NULL;
}
/*
================
idAFEntity_Base::Save
================
*/
void idAFEntity_Base::Save( idSaveGame* savefile ) const
{
savefile->WriteInt( combatModelContents );
savefile->WriteClipModel( combatModel );
savefile->WriteVec3( spawnOrigin );
savefile->WriteMat3( spawnAxis );
savefile->WriteInt( nextSoundTime );
af.Save( savefile );
}
/*
================
idAFEntity_Base::Restore
================
*/
void idAFEntity_Base::Restore( idRestoreGame* savefile )
{
savefile->ReadInt( combatModelContents );
savefile->ReadClipModel( combatModel );
savefile->ReadVec3( spawnOrigin );
savefile->ReadMat3( spawnAxis );
savefile->ReadInt( nextSoundTime );
LinkCombat();
af.Restore( savefile );
}
/*
================
idAFEntity_Base::Spawn
================
*/
void idAFEntity_Base::Spawn()
{
spawnOrigin = GetPhysics()->GetOrigin();
spawnAxis = GetPhysics()->GetAxis();
nextSoundTime = 0;
}
/*
================
idAFEntity_Base::LoadAF
================
*/
bool idAFEntity_Base::LoadAF()
{
idStr fileName;
if( !spawnArgs.GetString( "articulatedFigure", "*unknown*", fileName ) )
{
return false;
}
af.SetAnimator( GetAnimator() );
if( !af.Load( this, fileName ) )
{
gameLocal.Error( "idAFEntity_Base::LoadAF: Couldn't load af file '%s' on entity '%s'", fileName.c_str(), name.c_str() );
}
float mass = spawnArgs.GetFloat( "mass", "-1" );
if( mass > 0.0f )
{
af.GetPhysics()->SetMass( mass );
}
af.Start();
af.GetPhysics()->Rotate( spawnAxis.ToRotation() );
af.GetPhysics()->Translate( spawnOrigin );
LoadState( spawnArgs );
af.UpdateAnimation();
animator.CreateFrame( gameLocal.time, true );
UpdateVisuals();
return true;
}
/*
================
idAFEntity_Base::Think
================
*/
void idAFEntity_Base::Think()
{
RunPhysics();
UpdateAnimation();
if( thinkFlags & TH_UPDATEVISUALS )
{
Present();
LinkCombat();
}
}
/*
================
idAFEntity_Base::BodyForClipModelId
================
*/
int idAFEntity_Base::BodyForClipModelId( int id ) const
{
return af.BodyForClipModelId( id );
}
/*
================
idAFEntity_Base::SaveState
================
*/
void idAFEntity_Base::SaveState( idDict& args ) const
{
const idKeyValue* kv;
// save the ragdoll pose
af.SaveState( args );
// save all the bind constraints
kv = spawnArgs.MatchPrefix( "bindConstraint ", NULL );
while( kv )
{
args.Set( kv->GetKey(), kv->GetValue() );
kv = spawnArgs.MatchPrefix( "bindConstraint ", kv );
}
// save the bind if it exists
kv = spawnArgs.FindKey( "bind" );
if( kv )
{
args.Set( kv->GetKey(), kv->GetValue() );
}
kv = spawnArgs.FindKey( "bindToJoint" );
if( kv )
{
args.Set( kv->GetKey(), kv->GetValue() );
}
kv = spawnArgs.FindKey( "bindToBody" );
if( kv )
{
args.Set( kv->GetKey(), kv->GetValue() );
}
}
/*
================
idAFEntity_Base::LoadState
================
*/
void idAFEntity_Base::LoadState( const idDict& args )
{
af.LoadState( args );
}
/*
================
idAFEntity_Base::AddBindConstraints
================
*/
void idAFEntity_Base::AddBindConstraints()
{
af.AddBindConstraints();
}
/*
================
idAFEntity_Base::RemoveBindConstraints
================
*/
void idAFEntity_Base::RemoveBindConstraints()
{
af.RemoveBindConstraints();
}
/*
================
idAFEntity_Base::AddDamageEffect
================
*/
void idAFEntity_Base::AddDamageEffect( const trace_t& collision, const idVec3& velocity, const char* damageDefName )
{
idAnimatedEntity::AddDamageEffect( collision, velocity, damageDefName );
}
/*
================
idAFEntity_Base::GetImpactInfo
================
*/
void idAFEntity_Base::GetImpactInfo( idEntity* ent, int id, const idVec3& point, impactInfo_t* info )
{
if( af.IsActive() )
{
af.GetImpactInfo( ent, id, point, info );
}
else
{
idEntity::GetImpactInfo( ent, id, point, info );
}
}
/*
================
idAFEntity_Base::ApplyImpulse
================
*/
void idAFEntity_Base::ApplyImpulse( idEntity* ent, int id, const idVec3& point, const idVec3& impulse )
{
if( af.IsLoaded() )
{
af.ApplyImpulse( ent, id, point, impulse );
}
if( !af.IsActive() )
{
idEntity::ApplyImpulse( ent, id, point, impulse );
}
}
/*
================
idAFEntity_Base::AddForce
================
*/
void idAFEntity_Base::AddForce( idEntity* ent, int id, const idVec3& point, const idVec3& force )
{
if( af.IsLoaded() )
{
af.AddForce( ent, id, point, force );
}
if( !af.IsActive() )
{
idEntity::AddForce( ent, id, point, force );
}
}
/*
================
idAFEntity_Base::Collide
================
*/
bool idAFEntity_Base::Collide( const trace_t& collision, const idVec3& velocity )
{
float v, f;
if( af.IsActive() )
{
v = -( velocity * collision.c.normal );
if( v > BOUNCE_SOUND_MIN_VELOCITY && gameLocal.time > nextSoundTime )
{
f = v > BOUNCE_SOUND_MAX_VELOCITY ? 1.0f : idMath::Sqrt( v - BOUNCE_SOUND_MIN_VELOCITY ) * ( 1.0f / idMath::Sqrt( BOUNCE_SOUND_MAX_VELOCITY - BOUNCE_SOUND_MIN_VELOCITY ) );
if( StartSound( "snd_bounce", SND_CHANNEL_ANY, 0, false, NULL ) )
{
// don't set the volume unless there is a bounce sound as it overrides the entire channel
// which causes footsteps on ai's to not honor their shader parms
SetSoundVolume( f );
}
nextSoundTime = gameLocal.time + 500;
}
}
return false;
}
/*
================
idAFEntity_Base::GetPhysicsToVisualTransform
================
*/
bool idAFEntity_Base::GetPhysicsToVisualTransform( idVec3& origin, idMat3& axis )
{
if( af.IsActive() )
{
af.GetPhysicsToVisualTransform( origin, axis );
return true;
}
return idEntity::GetPhysicsToVisualTransform( origin, axis );
}
/*
================
idAFEntity_Base::UpdateAnimationControllers
================
*/
bool idAFEntity_Base::UpdateAnimationControllers()
{
if( af.IsActive() )
{
if( af.UpdateAnimation() )
{
return true;
}
}
return false;
}
/*
================
idAFEntity_Base::SetCombatModel
================
*/
void idAFEntity_Base::SetCombatModel()
{
if( combatModel )
{
combatModel->Unlink();
combatModel->LoadModel( modelDefHandle );
}
else
{
combatModel = new( TAG_PHYSICS_CLIP_AF ) idClipModel( modelDefHandle );
}
}
/*
================
idAFEntity_Base::GetCombatModel
================
*/
idClipModel* idAFEntity_Base::GetCombatModel() const
{
return combatModel;
}
/*
================
idAFEntity_Base::SetCombatContents
================
*/
void idAFEntity_Base::SetCombatContents( bool enable )
{
assert( combatModel );
if( enable && combatModelContents )
{
assert( !combatModel->GetContents() );
combatModel->SetContents( combatModelContents );
combatModelContents = 0;
}
else if( !enable && combatModel->GetContents() )
{
assert( !combatModelContents );
combatModelContents = combatModel->GetContents();
combatModel->SetContents( 0 );
}
}
/*
================
idAFEntity_Base::LinkCombat
================
*/
void idAFEntity_Base::LinkCombat()
{
if( fl.hidden )
{
return;
}
if( combatModel )
{
combatModel->Link( gameLocal.clip, this, 0, renderEntity.origin, renderEntity.axis, modelDefHandle );
}
}
/*
================
idAFEntity_Base::UnlinkCombat
================
*/
void idAFEntity_Base::UnlinkCombat()
{
if( combatModel )
{
combatModel->Unlink();
}
}
/*
================
idAFEntity_Base::FreeModelDef
================
*/
void idAFEntity_Base::FreeModelDef()
{
UnlinkCombat();
idEntity::FreeModelDef();
}
/*
===============
idAFEntity_Base::ShowEditingDialog
===============
*/
void idAFEntity_Base::ShowEditingDialog()
{
}
/*
================
idAFEntity_Base::DropAFs
The entity should have the following key/value pairs set:
"def_dropAF" "af def"
"dropSkin" "skin name"
To drop multiple articulated figures the following key/value pairs can be used:
"def_dropAF*" "af def"
where * is an aribtrary string.
================
*/
void idAFEntity_Base::DropAFs( idEntity* ent, const char* type, idList* list )
{
const idKeyValue* kv;
const char* skinName;
idEntity* newEnt;
idAFEntity_Base* af;
idDict args;
const idDeclSkin* skin;
// drop the articulated figures
kv = ent->spawnArgs.MatchPrefix( va( "def_drop%sAF", type ), NULL );
while( kv )
{
args.Set( "classname", kv->GetValue() );
gameLocal.SpawnEntityDef( args, &newEnt );
if( newEnt && newEnt->IsType( idAFEntity_Base::Type ) )
{
af = static_cast( newEnt );
af->GetPhysics()->SetOrigin( ent->GetPhysics()->GetOrigin() );
af->GetPhysics()->SetAxis( ent->GetPhysics()->GetAxis() );
af->af.SetupPose( ent, gameLocal.time );
if( list )
{
list->Append( af );
}
}
kv = ent->spawnArgs.MatchPrefix( va( "def_drop%sAF", type ), kv );
}
// change the skin to hide all the dropped articulated figures
skinName = ent->spawnArgs.GetString( va( "skin_drop%s", type ) );
if( skinName[0] )
{
skin = declManager->FindSkin( skinName );
ent->SetSkin( skin );
}
}
/*
================
idAFEntity_Base::Event_SetConstraintPosition
================
*/
void idAFEntity_Base::Event_SetConstraintPosition( const char* name, const idVec3& pos )
{
af.SetConstraintPosition( name, pos );
}
/*
===============================================================================
idAFEntity_Gibbable
===============================================================================
*/
const idEventDef EV_Gib( "gib", "s" );
const idEventDef EV_Gibbed( "" );
CLASS_DECLARATION( idAFEntity_Base, idAFEntity_Gibbable )
EVENT( EV_Gib, idAFEntity_Gibbable::Event_Gib )
EVENT( EV_Gibbed, idAFEntity_Base::Event_Remove )
END_CLASS
/*
================
idAFEntity_Gibbable::idAFEntity_Gibbable
================
*/
idAFEntity_Gibbable::idAFEntity_Gibbable()
{
skeletonModel = NULL;
skeletonModelDefHandle = -1;
gibbed = false;
wasThrown = false;
}
/*
================
idAFEntity_Gibbable::~idAFEntity_Gibbable
================
*/
idAFEntity_Gibbable::~idAFEntity_Gibbable()
{
if( skeletonModelDefHandle != -1 )
{
gameRenderWorld->FreeEntityDef( skeletonModelDefHandle );
skeletonModelDefHandle = -1;
}
}
/*
================
idAFEntity_Gibbable::Save
================
*/
void idAFEntity_Gibbable::Save( idSaveGame* savefile ) const
{
savefile->WriteBool( gibbed );
savefile->WriteBool( combatModel != NULL );
savefile->WriteBool( wasThrown );
}
/*
================
idAFEntity_Gibbable::Restore
================
*/
void idAFEntity_Gibbable::Restore( idRestoreGame* savefile )
{
bool hasCombatModel;
savefile->ReadBool( gibbed );
savefile->ReadBool( hasCombatModel );
savefile->ReadBool( wasThrown );
InitSkeletonModel();
if( hasCombatModel )
{
SetCombatModel();
LinkCombat();
}
}
/*
================
idAFEntity_Gibbable::Spawn
================
*/
void idAFEntity_Gibbable::Spawn()
{
InitSkeletonModel();
gibbed = false;
wasThrown = false;
}
/*
================
idAFEntity_Gibbable::InitSkeletonModel
================
*/
void idAFEntity_Gibbable::InitSkeletonModel()
{
const char* modelName;
const idDeclModelDef* modelDef;
skeletonModel = NULL;
skeletonModelDefHandle = -1;
modelName = spawnArgs.GetString( "model_gib" );
modelDef = NULL;
if( modelName[0] != '\0' )
{
modelDef = static_cast( declManager->FindType( DECL_MODELDEF, modelName, false ) );
if( modelDef )
{
skeletonModel = modelDef->ModelHandle();
}
else
{
skeletonModel = renderModelManager->FindModel( modelName );
}
if( skeletonModel != NULL && renderEntity.hModel != NULL )
{
if( skeletonModel->NumJoints() != renderEntity.hModel->NumJoints() )
{
gameLocal.Error( "gib model '%s' has different number of joints than model '%s'",
skeletonModel->Name(), renderEntity.hModel->Name() );
}
}
}
}
/*
================
idAFEntity_Gibbable::Present
================
*/
void idAFEntity_Gibbable::Present()
{
renderEntity_t skeleton;
if( !gameLocal.isNewFrame )
{
return;
}
// don't present to the renderer if the entity hasn't changed
if( !( thinkFlags & TH_UPDATEVISUALS ) )
{
return;
}
// update skeleton model
if( gibbed && !IsHidden() && skeletonModel != NULL )
{
skeleton = renderEntity;
skeleton.hModel = skeletonModel;
// add to refresh list
if( skeletonModelDefHandle == -1 )
{
skeletonModelDefHandle = gameRenderWorld->AddEntityDef( &skeleton );
}
else
{
gameRenderWorld->UpdateEntityDef( skeletonModelDefHandle, &skeleton );
}
}
idEntity::Present();
}
/*
================
idAFEntity_Gibbable::Damage
================
*/
void idAFEntity_Gibbable::Damage( idEntity* inflictor, idEntity* attacker, const idVec3& dir, const char* damageDefName, const float damageScale, const int location )
{
if( !fl.takedamage )
{
return;
}
idAFEntity_Base::Damage( inflictor, attacker, dir, damageDefName, damageScale, location );
if( health < -20 && spawnArgs.GetBool( "gib" ) )
{
Gib( dir, damageDefName );
}
}
/*
=====================
idAFEntity_Gibbable::SetThrown
=====================
*/
void idAFEntity_Gibbable::SetThrown( bool isThrown )
{
if( isThrown )
{
int i, num = af.GetPhysics()->GetNumBodies();
for( i = 0; i < num; i++ )
{
idAFBody* body;
body = af.GetPhysics()->GetBody( i );
body->SetClipMask( MASK_MONSTERSOLID );
}
}
wasThrown = isThrown;
}
/*
=====================
idAFEntity_Gibbable::Collide
=====================
*/
bool idAFEntity_Gibbable::Collide( const trace_t& collision, const idVec3& velocity )
{
if( !gibbed && wasThrown )
{
// Everything gibs (if possible)
if( spawnArgs.GetBool( "gib" ) )
{
idEntity* ent;
ent = gameLocal.entities[ collision.c.entityNum ];
if( ent->fl.takedamage )
{
ent->Damage( this, gameLocal.GetLocalPlayer(), collision.c.normal, "damage_thrown_ragdoll", 1.f, CLIPMODEL_ID_TO_JOINT_HANDLE( collision.c.id ) );
}
idVec3 vel = velocity;
vel.NormalizeFast();
Gib( vel, "damage_gib" );
}
}
return idAFEntity_Base::Collide( collision, velocity );
}
/*
=====================
idAFEntity_Gibbable::SpawnGibs
=====================
*/
void idAFEntity_Gibbable::SpawnGibs( const idVec3& dir, const char* damageDefName )
{
int i;
bool gibNonSolid;
idVec3 entityCenter, velocity;
idList list;
assert( !common->IsClient() );
const idDict* damageDef = gameLocal.FindEntityDefDict( damageDefName );
if( damageDef == NULL )
{
gameLocal.Error( "Unknown damageDef '%s'", damageDefName );
return;
}
// spawn gib articulated figures
idAFEntity_Base::DropAFs( this, "gib", &list );
// spawn gib items
idMoveableItem::DropItems( this, "gib", &list );
// blow out the gibs in the given direction away from the center of the entity
entityCenter = GetPhysics()->GetAbsBounds().GetCenter();
gibNonSolid = damageDef->GetBool( "gibNonSolid" );
for( i = 0; i < list.Num(); i++ )
{
if( gibNonSolid )
{
list[i]->GetPhysics()->SetContents( 0 );
list[i]->GetPhysics()->SetClipMask( 0 );
list[i]->GetPhysics()->UnlinkClip();
list[i]->GetPhysics()->PutToRest();
}
else
{
list[i]->GetPhysics()->SetContents( 0 );
list[i]->GetPhysics()->SetClipMask( CONTENTS_SOLID );
velocity = list[i]->GetPhysics()->GetAbsBounds().GetCenter() - entityCenter;
velocity.NormalizeFast();
velocity += ( i & 1 ) ? dir : -dir;
list[i]->GetPhysics()->SetLinearVelocity( velocity * 75.0f );
}
// Don't allow grabber to pick up temporary gibs
list[i]->noGrab = true;
list[i]->GetRenderEntity()->noShadow = true;
list[i]->GetRenderEntity()->shaderParms[ SHADERPARM_TIME_OF_DEATH ] = gameLocal.time * 0.001f;
list[i]->PostEventSec( &EV_Remove, 4.0f );
}
}
/*
============
idAFEntity_Gibbable::Gib
============
*/
void idAFEntity_Gibbable::Gib( const idVec3& dir, const char* damageDefName )
{
// only gib once
if( gibbed )
{
return;
}
// Don't grab this ent after it's been gibbed (and now invisible!)
noGrab = true;
const idDict* damageDef = gameLocal.FindEntityDefDict( damageDefName );
if( damageDef == NULL )
{
gameLocal.Error( "Unknown damageDef '%s'", damageDefName );
return;
}
if( damageDef->GetBool( "gibNonSolid" ) )
{
GetAFPhysics()->SetContents( 0 );
GetAFPhysics()->SetClipMask( 0 );
GetAFPhysics()->UnlinkClip();
GetAFPhysics()->PutToRest();
}
else
{
GetAFPhysics()->SetContents( CONTENTS_CORPSE );
GetAFPhysics()->SetClipMask( CONTENTS_SOLID );
}
UnlinkCombat();
if( g_bloodEffects.GetBool() )
{
if( gameLocal.time > gameLocal.GetGibTime() )
{
gameLocal.SetGibTime( gameLocal.time + GIB_DELAY );
SpawnGibs( dir, damageDefName );
renderEntity.noShadow = true;
renderEntity.shaderParms[ SHADERPARM_TIME_OF_DEATH ] = gameLocal.time * 0.001f;
StartSound( "snd_gibbed", SND_CHANNEL_ANY, 0, false, NULL );
gibbed = true;
}
}
else
{
gibbed = true;
}
PostEventSec( &EV_Gibbed, 4.0f );
}
/*
============
idAFEntity_Gibbable::Event_Gib
============
*/
void idAFEntity_Gibbable::Event_Gib( const char* damageDefName )
{
Gib( idVec3( 0, 0, 1 ), damageDefName );
}
/*
===============================================================================
idAFEntity_Generic
===============================================================================
*/
CLASS_DECLARATION( idAFEntity_Gibbable, idAFEntity_Generic )
EVENT( EV_Activate, idAFEntity_Generic::Event_Activate )
END_CLASS
/*
================
idAFEntity_Generic::idAFEntity_Generic
================
*/
idAFEntity_Generic::idAFEntity_Generic()
{
keepRunningPhysics = false;
}
/*
================
idAFEntity_Generic::~idAFEntity_Generic
================
*/
idAFEntity_Generic::~idAFEntity_Generic()
{
}
/*
================
idAFEntity_Generic::Save
================
*/
void idAFEntity_Generic::Save( idSaveGame* savefile ) const
{
savefile->WriteBool( keepRunningPhysics );
}
/*
================
idAFEntity_Generic::Restore
================
*/
void idAFEntity_Generic::Restore( idRestoreGame* savefile )
{
savefile->ReadBool( keepRunningPhysics );
}
/*
================
idAFEntity_Generic::Think
================
*/
void idAFEntity_Generic::Think()
{
idAFEntity_Base::Think();
if( keepRunningPhysics )
{
BecomeActive( TH_PHYSICS );
}
}
/*
================
idAFEntity_Generic::Spawn
================
*/
void idAFEntity_Generic::Spawn()
{
if( !LoadAF() )
{
gameLocal.Error( "Couldn't load af file on entity '%s'", name.c_str() );
}
SetCombatModel();
SetPhysics( af.GetPhysics() );
af.GetPhysics()->PutToRest();
if( !spawnArgs.GetBool( "nodrop", "0" ) )
{
af.GetPhysics()->Activate();
}
fl.takedamage = true;
}
/*
================
idAFEntity_Generic::Event_Activate
================
*/
void idAFEntity_Generic::Event_Activate( idEntity* activator )
{
float delay;
idVec3 init_velocity, init_avelocity;
Show();
af.GetPhysics()->EnableImpact();
af.GetPhysics()->Activate();
spawnArgs.GetVector( "init_velocity", "0 0 0", init_velocity );
spawnArgs.GetVector( "init_avelocity", "0 0 0", init_avelocity );
delay = spawnArgs.GetFloat( "init_velocityDelay", "0" );
if( delay == 0.0f )
{
af.GetPhysics()->SetLinearVelocity( init_velocity );
}
else
{
PostEventSec( &EV_SetLinearVelocity, delay, init_velocity );
}
delay = spawnArgs.GetFloat( "init_avelocityDelay", "0" );
if( delay == 0.0f )
{
af.GetPhysics()->SetAngularVelocity( init_avelocity );
}
else
{
PostEventSec( &EV_SetAngularVelocity, delay, init_avelocity );
}
}
/*
===============================================================================
idAFEntity_WithAttachedHead
===============================================================================
*/
CLASS_DECLARATION( idAFEntity_Gibbable, idAFEntity_WithAttachedHead )
EVENT( EV_Gib, idAFEntity_WithAttachedHead::Event_Gib )
EVENT( EV_Activate, idAFEntity_WithAttachedHead::Event_Activate )
END_CLASS
/*
================
idAFEntity_WithAttachedHead::idAFEntity_WithAttachedHead
================
*/
idAFEntity_WithAttachedHead::idAFEntity_WithAttachedHead()
{
head = NULL;
}
/*
================
idAFEntity_WithAttachedHead::~idAFEntity_WithAttachedHead
================
*/
idAFEntity_WithAttachedHead::~idAFEntity_WithAttachedHead()
{
if( head.GetEntity() )
{
head.GetEntity()->ClearBody();
head.GetEntity()->PostEventMS( &EV_Remove, 0 );
}
}
/*
================
idAFEntity_WithAttachedHead::Spawn
================
*/
void idAFEntity_WithAttachedHead::Spawn()
{
SetupHead();
LoadAF();
SetCombatModel();
SetPhysics( af.GetPhysics() );
af.GetPhysics()->PutToRest();
if( !spawnArgs.GetBool( "nodrop", "0" ) )
{
af.GetPhysics()->Activate();
}
fl.takedamage = true;
if( head.GetEntity() )
{
int anim = head.GetEntity()->GetAnimator()->GetAnim( "dead" );
if( anim )
{
head.GetEntity()->GetAnimator()->SetFrame( ANIMCHANNEL_ALL, anim, 0, gameLocal.time, 0 );
}
}
}
/*
================
idAFEntity_WithAttachedHead::Save
================
*/
void idAFEntity_WithAttachedHead::Save( idSaveGame* savefile ) const
{
head.Save( savefile );
}
/*
================
idAFEntity_WithAttachedHead::Restore
================
*/
void idAFEntity_WithAttachedHead::Restore( idRestoreGame* savefile )
{
head.Restore( savefile );
}
/*
================
idAFEntity_WithAttachedHead::SetupHead
================
*/
void idAFEntity_WithAttachedHead::SetupHead()
{
idAFAttachment* headEnt;
idStr jointName;
const char* headModel;
jointHandle_t joint;
idVec3 origin;
idMat3 axis;
headModel = spawnArgs.GetString( "def_head", "" );
if( headModel[ 0 ] )
{
jointName = spawnArgs.GetString( "head_joint" );
joint = animator.GetJointHandle( jointName );
if( joint == INVALID_JOINT )
{
gameLocal.Error( "Joint '%s' not found for 'head_joint' on '%s'", jointName.c_str(), name.c_str() );
}
headEnt = static_cast( gameLocal.SpawnEntityType( idAFAttachment::Type, NULL ) );
headEnt->SetName( va( "%s_head", name.c_str() ) );
headEnt->SetBody( this, headModel, joint );
headEnt->SetCombatModel();
head = headEnt;
idStr xSkin;
if( spawnArgs.GetString( "skin_head_xray", "", xSkin ) )
{
headEnt->xraySkin = declManager->FindSkin( xSkin.c_str() );
headEnt->UpdateModel();
}
animator.GetJointTransform( joint, gameLocal.time, origin, axis );
origin = renderEntity.origin + origin * renderEntity.axis;
headEnt->SetOrigin( origin );
headEnt->SetAxis( renderEntity.axis );
headEnt->BindToJoint( this, joint, true );
}
}
/*
================
idAFEntity_WithAttachedHead::Think
================
*/
void idAFEntity_WithAttachedHead::Think()
{
idAFEntity_Base::Think();
}
/*
================
idAFEntity_WithAttachedHead::LinkCombat
================
*/
void idAFEntity_WithAttachedHead::LinkCombat()
{
idAFAttachment* headEnt;
if( fl.hidden )
{
return;
}
if( combatModel )
{
combatModel->Link( gameLocal.clip, this, 0, renderEntity.origin, renderEntity.axis, modelDefHandle );
}
headEnt = head.GetEntity();
if( headEnt )
{
headEnt->LinkCombat();
}
}
/*
================
idAFEntity_WithAttachedHead::UnlinkCombat
================
*/
void idAFEntity_WithAttachedHead::UnlinkCombat()
{
idAFAttachment* headEnt;
if( combatModel )
{
combatModel->Unlink();
}
headEnt = head.GetEntity();
if( headEnt )
{
headEnt->UnlinkCombat();
}
}
/*
================
idAFEntity_WithAttachedHead::Hide
================
*/
void idAFEntity_WithAttachedHead::Hide()
{
idAFEntity_Base::Hide();
if( head.GetEntity() )
{
head.GetEntity()->Hide();
}
UnlinkCombat();
}
/*
================
idAFEntity_WithAttachedHead::Show
================
*/
void idAFEntity_WithAttachedHead::Show()
{
idAFEntity_Base::Show();
if( head.GetEntity() )
{
head.GetEntity()->Show();
}
LinkCombat();
}
/*
================
idAFEntity_WithAttachedHead::ProjectOverlay
================
*/
void idAFEntity_WithAttachedHead::ProjectOverlay( const idVec3& origin, const idVec3& dir, float size, const char* material )
{
idEntity::ProjectOverlay( origin, dir, size, material );
if( head.GetEntity() )
{
head.GetEntity()->ProjectOverlay( origin, dir, size, material );
}
}
/*
============
idAFEntity_WithAttachedHead::Gib
============
*/
void idAFEntity_WithAttachedHead::Gib( const idVec3& dir, const char* damageDefName )
{
// only gib once
if( gibbed )
{
return;
}
idAFEntity_Gibbable::Gib( dir, damageDefName );
if( head.GetEntity() )
{
head.GetEntity()->Hide();
}
}
/*
============
idAFEntity_WithAttachedHead::Event_Gib
============
*/
void idAFEntity_WithAttachedHead::Event_Gib( const char* damageDefName )
{
Gib( idVec3( 0, 0, 1 ), damageDefName );
}
/*
================
idAFEntity_WithAttachedHead::Event_Activate
================
*/
void idAFEntity_WithAttachedHead::Event_Activate( idEntity* activator )
{
float delay;
idVec3 init_velocity, init_avelocity;
Show();
af.GetPhysics()->EnableImpact();
af.GetPhysics()->Activate();
spawnArgs.GetVector( "init_velocity", "0 0 0", init_velocity );
spawnArgs.GetVector( "init_avelocity", "0 0 0", init_avelocity );
delay = spawnArgs.GetFloat( "init_velocityDelay", "0" );
if( delay == 0.0f )
{
af.GetPhysics()->SetLinearVelocity( init_velocity );
}
else
{
PostEventSec( &EV_SetLinearVelocity, delay, init_velocity );
}
delay = spawnArgs.GetFloat( "init_avelocityDelay", "0" );
if( delay == 0.0f )
{
af.GetPhysics()->SetAngularVelocity( init_avelocity );
}
else
{
PostEventSec( &EV_SetAngularVelocity, delay, init_avelocity );
}
}
/*
===============================================================================
idAFEntity_Vehicle
===============================================================================
*/
CLASS_DECLARATION( idAFEntity_Base, idAFEntity_Vehicle )
END_CLASS
/*
================
idAFEntity_Vehicle::idAFEntity_Vehicle
================
*/
idAFEntity_Vehicle::idAFEntity_Vehicle()
{
player = NULL;
eyesJoint = INVALID_JOINT;
steeringWheelJoint = INVALID_JOINT;
wheelRadius = 0.0f;
steerAngle = 0.0f;
steerSpeed = 0.0f;
dustSmoke = NULL;
}
/*
================
idAFEntity_Vehicle::Spawn
================
*/
void idAFEntity_Vehicle::Spawn()
{
const char* eyesJointName = spawnArgs.GetString( "eyesJoint", "eyes" );
const char* steeringWheelJointName = spawnArgs.GetString( "steeringWheelJoint", "steeringWheel" );
LoadAF();
SetCombatModel();
SetPhysics( af.GetPhysics() );
fl.takedamage = true;
if( !eyesJointName[0] )
{
gameLocal.Error( "idAFEntity_Vehicle '%s' no eyes joint specified", name.c_str() );
}
eyesJoint = animator.GetJointHandle( eyesJointName );
if( !steeringWheelJointName[0] )
{
gameLocal.Error( "idAFEntity_Vehicle '%s' no steering wheel joint specified", name.c_str() );
}
steeringWheelJoint = animator.GetJointHandle( steeringWheelJointName );
spawnArgs.GetFloat( "wheelRadius", "20", wheelRadius );
spawnArgs.GetFloat( "steerSpeed", "5", steerSpeed );
player = NULL;
steerAngle = 0.0f;
const char* smokeName = spawnArgs.GetString( "smoke_vehicle_dust", "muzzlesmoke" );
if( *smokeName != '\0' )
{
dustSmoke = static_cast( declManager->FindType( DECL_PARTICLE, smokeName ) );
}
}
/*
================
idAFEntity_Vehicle::Use
================
*/
void idAFEntity_Vehicle::Use( idPlayer* other )
{
idVec3 origin;
idMat3 axis;
if( player )
{
if( player == other )
{
other->Unbind();
player = NULL;
af.GetPhysics()->SetComeToRest( true );
}
}
else
{
player = other;
animator.GetJointTransform( eyesJoint, gameLocal.time, origin, axis );
origin = renderEntity.origin + origin * renderEntity.axis;
player->GetPhysics()->SetOrigin( origin );
player->BindToBody( this, 0, true );
af.GetPhysics()->SetComeToRest( false );
af.GetPhysics()->Activate();
}
}
/*
================
idAFEntity_Vehicle::GetSteerAngle
================
*/
float idAFEntity_Vehicle::GetSteerAngle()
{
float idealSteerAngle, angleDelta;
idealSteerAngle = player->usercmd.rightmove * ( 30.0f / 128.0f );
angleDelta = idealSteerAngle - steerAngle;
if( angleDelta > steerSpeed )
{
steerAngle += steerSpeed;
}
else if( angleDelta < -steerSpeed )
{
steerAngle -= steerSpeed;
}
else
{
steerAngle = idealSteerAngle;
}
return steerAngle;
}
/*
===============================================================================
idAFEntity_VehicleSimple
===============================================================================
*/
CLASS_DECLARATION( idAFEntity_Vehicle, idAFEntity_VehicleSimple )
END_CLASS
/*
================
idAFEntity_VehicleSimple::idAFEntity_VehicleSimple
================
*/
idAFEntity_VehicleSimple::idAFEntity_VehicleSimple()
{
int i;
for( i = 0; i < 4; i++ )
{
suspension[i] = NULL;
}
}
/*
================
idAFEntity_VehicleSimple::~idAFEntity_VehicleSimple
================
*/
idAFEntity_VehicleSimple::~idAFEntity_VehicleSimple()
{
delete wheelModel;
wheelModel = NULL;
}
/*
================
idAFEntity_VehicleSimple::Spawn
================
*/
void idAFEntity_VehicleSimple::Spawn()
{
static const char* wheelJointKeys[] =
{
"wheelJointFrontLeft",
"wheelJointFrontRight",
"wheelJointRearLeft",
"wheelJointRearRight"
};
static idVec3 wheelPoly[4] = { idVec3( 2, 2, 0 ), idVec3( 2, -2, 0 ), idVec3( -2, -2, 0 ), idVec3( -2, 2, 0 ) };
int i;
idVec3 origin;
idMat3 axis;
idTraceModel trm;
trm.SetupPolygon( wheelPoly, 4 );
trm.Translate( idVec3( 0, 0, -wheelRadius ) );
wheelModel = new( TAG_PHYSICS_CLIP_AF ) idClipModel( trm );
for( i = 0; i < 4; i++ )
{
const char* wheelJointName = spawnArgs.GetString( wheelJointKeys[i], "" );
if( !wheelJointName[0] )
{
gameLocal.Error( "idAFEntity_VehicleSimple '%s' no '%s' specified", name.c_str(), wheelJointKeys[i] );
}
wheelJoints[i] = animator.GetJointHandle( wheelJointName );
if( wheelJoints[i] == INVALID_JOINT )
{
gameLocal.Error( "idAFEntity_VehicleSimple '%s' can't find wheel joint '%s'", name.c_str(), wheelJointName );
}
GetAnimator()->GetJointTransform( wheelJoints[i], 0, origin, axis );
origin = renderEntity.origin + origin * renderEntity.axis;
suspension[i] = new( TAG_PHYSICS_AF ) idAFConstraint_Suspension();
suspension[i]->Setup( va( "suspension%d", i ), af.GetPhysics()->GetBody( 0 ), origin, af.GetPhysics()->GetAxis( 0 ), wheelModel );
suspension[i]->SetSuspension( g_vehicleSuspensionUp.GetFloat(),
g_vehicleSuspensionDown.GetFloat(),
g_vehicleSuspensionKCompress.GetFloat(),
g_vehicleSuspensionDamping.GetFloat(),
g_vehicleTireFriction.GetFloat() );
af.GetPhysics()->AddConstraint( suspension[i] );
}
memset( wheelAngles, 0, sizeof( wheelAngles ) );
BecomeActive( TH_THINK );
}
/*
================
idAFEntity_VehicleSimple::Think
================
*/
void idAFEntity_VehicleSimple::Think()
{
int i;
float force = 0.0f, velocity = 0.0f, steerAngle = 0.0f;
idVec3 origin;
idMat3 axis;
idRotation wheelRotation, steerRotation;
if( thinkFlags & TH_THINK )
{
if( player )
{
// capture the input from a player
velocity = g_vehicleVelocity.GetFloat();
if( player->usercmd.forwardmove < 0 )
{
velocity = -velocity;
}
force = idMath::Fabs( player->usercmd.forwardmove * g_vehicleForce.GetFloat() ) * ( 1.0f / 128.0f );
steerAngle = GetSteerAngle();
}
// update the wheel motor force and steering
for( i = 0; i < 2; i++ )
{
// front wheel drive
if( velocity != 0.0f )
{
suspension[i]->EnableMotor( true );
}
else
{
suspension[i]->EnableMotor( false );
}
suspension[i]->SetMotorVelocity( velocity );
suspension[i]->SetMotorForce( force );
// update the wheel steering
suspension[i]->SetSteerAngle( steerAngle );
}
// adjust wheel velocity for better steering because there are no differentials between the wheels
if( steerAngle < 0.0f )
{
suspension[0]->SetMotorVelocity( velocity * 0.5f );
}
else if( steerAngle > 0.0f )
{
suspension[1]->SetMotorVelocity( velocity * 0.5f );
}
// update suspension with latest cvar settings
for( i = 0; i < 4; i++ )
{
suspension[i]->SetSuspension( g_vehicleSuspensionUp.GetFloat(),
g_vehicleSuspensionDown.GetFloat(),
g_vehicleSuspensionKCompress.GetFloat(),
g_vehicleSuspensionDamping.GetFloat(),
g_vehicleTireFriction.GetFloat() );
}
// run the physics
RunPhysics();
// move and rotate the wheels visually
for( i = 0; i < 4; i++ )
{
idAFBody* body = af.GetPhysics()->GetBody( 0 );
origin = suspension[i]->GetWheelOrigin();
velocity = body->GetPointVelocity( origin ) * body->GetWorldAxis()[0];
wheelAngles[i] += velocity * MS2SEC( gameLocal.time - gameLocal.previousTime ) / wheelRadius;
// additional rotation about the wheel axis
wheelRotation.SetAngle( RAD2DEG( wheelAngles[i] ) );
wheelRotation.SetVec( 0, -1, 0 );
if( i < 2 )
{
// rotate the wheel for steering
steerRotation.SetAngle( steerAngle );
steerRotation.SetVec( 0, 0, 1 );
// set wheel rotation
animator.SetJointAxis( wheelJoints[i], JOINTMOD_WORLD, wheelRotation.ToMat3() * steerRotation.ToMat3() );
}
else
{
// set wheel rotation
animator.SetJointAxis( wheelJoints[i], JOINTMOD_WORLD, wheelRotation.ToMat3() );
}
// set wheel position for suspension
origin = ( origin - renderEntity.origin ) * renderEntity.axis.Transpose();
GetAnimator()->SetJointPos( wheelJoints[i], JOINTMOD_WORLD_OVERRIDE, origin );
}
/*
// spawn dust particle effects
if ( force != 0.0f && !( gameLocal.framenum & 7 ) ) {
int numContacts;
idAFConstraint_Contact *contacts[2];
for ( i = 0; i < 4; i++ ) {
numContacts = af.GetPhysics()->GetBodyContactConstraints( wheels[i]->GetClipModel()->GetId(), contacts, 2 );
for ( int j = 0; j < numContacts; j++ ) {
gameLocal.smokeParticles->EmitSmoke( dustSmoke, gameLocal.time, gameLocal.random.RandomFloat(), contacts[j]->GetContact().point, contacts[j]->GetContact().normal.ToMat3() );
}
}
}
*/
}
UpdateAnimation();
if( thinkFlags & TH_UPDATEVISUALS )
{
Present();
LinkCombat();
}
}
/*
===============================================================================
idAFEntity_VehicleFourWheels
===============================================================================
*/
CLASS_DECLARATION( idAFEntity_Vehicle, idAFEntity_VehicleFourWheels )
END_CLASS
/*
================
idAFEntity_VehicleFourWheels::idAFEntity_VehicleFourWheels
================
*/
idAFEntity_VehicleFourWheels::idAFEntity_VehicleFourWheels()
{
int i;
for( i = 0; i < 4; i++ )
{
wheels[i] = NULL;
wheelJoints[i] = INVALID_JOINT;
wheelAngles[i] = 0.0f;
}
steering[0] = NULL;
steering[1] = NULL;
}
/*
================
idAFEntity_VehicleFourWheels::Spawn
================
*/
void idAFEntity_VehicleFourWheels::Spawn()
{
int i;
static const char* wheelBodyKeys[] =
{
"wheelBodyFrontLeft",
"wheelBodyFrontRight",
"wheelBodyRearLeft",
"wheelBodyRearRight"
};
static const char* wheelJointKeys[] =
{
"wheelJointFrontLeft",
"wheelJointFrontRight",
"wheelJointRearLeft",
"wheelJointRearRight"
};
static const char* steeringHingeKeys[] =
{
"steeringHingeFrontLeft",
"steeringHingeFrontRight",
};
const char* wheelBodyName, *wheelJointName, *steeringHingeName;
for( i = 0; i < 4; i++ )
{
wheelBodyName = spawnArgs.GetString( wheelBodyKeys[i], "" );
if( !wheelBodyName[0] )
{
gameLocal.Error( "idAFEntity_VehicleFourWheels '%s' no '%s' specified", name.c_str(), wheelBodyKeys[i] );
}
wheels[i] = af.GetPhysics()->GetBody( wheelBodyName );
if( !wheels[i] )
{
gameLocal.Error( "idAFEntity_VehicleFourWheels '%s' can't find wheel body '%s'", name.c_str(), wheelBodyName );
}
wheelJointName = spawnArgs.GetString( wheelJointKeys[i], "" );
if( !wheelJointName[0] )
{
gameLocal.Error( "idAFEntity_VehicleFourWheels '%s' no '%s' specified", name.c_str(), wheelJointKeys[i] );
}
wheelJoints[i] = animator.GetJointHandle( wheelJointName );
if( wheelJoints[i] == INVALID_JOINT )
{
gameLocal.Error( "idAFEntity_VehicleFourWheels '%s' can't find wheel joint '%s'", name.c_str(), wheelJointName );
}
}
for( i = 0; i < 2; i++ )
{
steeringHingeName = spawnArgs.GetString( steeringHingeKeys[i], "" );
if( !steeringHingeName[0] )
{
gameLocal.Error( "idAFEntity_VehicleFourWheels '%s' no '%s' specified", name.c_str(), steeringHingeKeys[i] );
}
steering[i] = static_cast( af.GetPhysics()->GetConstraint( steeringHingeName ) );
if( !steering[i] )
{
gameLocal.Error( "idAFEntity_VehicleFourWheels '%s': can't find steering hinge '%s'", name.c_str(), steeringHingeName );
}
}
memset( wheelAngles, 0, sizeof( wheelAngles ) );
BecomeActive( TH_THINK );
}
/*
================
idAFEntity_VehicleFourWheels::Think
================
*/
void idAFEntity_VehicleFourWheels::Think()
{
int i;
float force = 0.0f, velocity = 0.0f, steerAngle = 0.0f;
idVec3 origin;
idMat3 axis;
idRotation rotation;
if( thinkFlags & TH_THINK )
{
if( player )
{
// capture the input from a player
velocity = g_vehicleVelocity.GetFloat();
if( player->usercmd.forwardmove < 0 )
{
velocity = -velocity;
}
force = idMath::Fabs( player->usercmd.forwardmove * g_vehicleForce.GetFloat() ) * ( 1.0f / 128.0f );
steerAngle = GetSteerAngle();
}
// update the wheel motor force
for( i = 0; i < 2; i++ )
{
wheels[2 + i]->SetContactMotorVelocity( velocity );
wheels[2 + i]->SetContactMotorForce( force );
}
// adjust wheel velocity for better steering because there are no differentials between the wheels
if( steerAngle < 0.0f )
{
wheels[2]->SetContactMotorVelocity( velocity * 0.5f );
}
else if( steerAngle > 0.0f )
{
wheels[3]->SetContactMotorVelocity( velocity * 0.5f );
}
// update the wheel steering
steering[0]->SetSteerAngle( steerAngle );
steering[1]->SetSteerAngle( steerAngle );
for( i = 0; i < 2; i++ )
{
steering[i]->SetSteerSpeed( 3.0f );
}
// update the steering wheel
animator.GetJointTransform( steeringWheelJoint, gameLocal.time, origin, axis );
rotation.SetVec( axis[2] );
rotation.SetAngle( -steerAngle );
animator.SetJointAxis( steeringWheelJoint, JOINTMOD_WORLD, rotation.ToMat3() );
// run the physics
RunPhysics();
// rotate the wheels visually
for( i = 0; i < 4; i++ )
{
if( force == 0.0f )
{
velocity = wheels[i]->GetLinearVelocity() * wheels[i]->GetWorldAxis()[0];
}
wheelAngles[i] += velocity * MS2SEC( gameLocal.time - gameLocal.previousTime ) / wheelRadius;
// give the wheel joint an additional rotation about the wheel axis
rotation.SetAngle( RAD2DEG( wheelAngles[i] ) );
axis = af.GetPhysics()->GetAxis( 0 );
rotation.SetVec( ( wheels[i]->GetWorldAxis() * axis.Transpose() )[2] );
animator.SetJointAxis( wheelJoints[i], JOINTMOD_WORLD, rotation.ToMat3() );
}
// spawn dust particle effects
if( force != 0.0f && !( gameLocal.framenum & 7 ) )
{
int numContacts;
idAFConstraint_Contact* contacts[2];
for( i = 0; i < 4; i++ )
{
numContacts = af.GetPhysics()->GetBodyContactConstraints( wheels[i]->GetClipModel()->GetId(), contacts, 2 );
for( int j = 0; j < numContacts; j++ )
{
gameLocal.smokeParticles->EmitSmoke( dustSmoke, gameLocal.time, gameLocal.random.RandomFloat(), contacts[j]->GetContact().point, contacts[j]->GetContact().normal.ToMat3(), timeGroup /* D3XP */ );
}
}
}
}
UpdateAnimation();
if( thinkFlags & TH_UPDATEVISUALS )
{
Present();
LinkCombat();
}
}
/*
===============================================================================
idAFEntity_VehicleSixWheels
===============================================================================
*/
CLASS_DECLARATION( idAFEntity_Vehicle, idAFEntity_VehicleSixWheels )
END_CLASS
/*
================
idAFEntity_VehicleSixWheels::idAFEntity_VehicleSixWheels
================
*/
idAFEntity_VehicleSixWheels::idAFEntity_VehicleSixWheels()
{
int i;
for( i = 0; i < 6; i++ )
{
wheels[i] = NULL;
wheelJoints[i] = INVALID_JOINT;
wheelAngles[i] = 0.0f;
}
steering[0] = NULL;
steering[1] = NULL;
steering[2] = NULL;
steering[3] = NULL;
}
/*
================
idAFEntity_VehicleSixWheels::Spawn
================
*/
void idAFEntity_VehicleSixWheels::Spawn()
{
int i;
static const char* wheelBodyKeys[] =
{
"wheelBodyFrontLeft",
"wheelBodyFrontRight",
"wheelBodyMiddleLeft",
"wheelBodyMiddleRight",
"wheelBodyRearLeft",
"wheelBodyRearRight"
};
static const char* wheelJointKeys[] =
{
"wheelJointFrontLeft",
"wheelJointFrontRight",
"wheelJointMiddleLeft",
"wheelJointMiddleRight",
"wheelJointRearLeft",
"wheelJointRearRight"
};
static const char* steeringHingeKeys[] =
{
"steeringHingeFrontLeft",
"steeringHingeFrontRight",
"steeringHingeRearLeft",
"steeringHingeRearRight"
};
const char* wheelBodyName, *wheelJointName, *steeringHingeName;
for( i = 0; i < 6; i++ )
{
wheelBodyName = spawnArgs.GetString( wheelBodyKeys[i], "" );
if( !wheelBodyName[0] )
{
gameLocal.Error( "idAFEntity_VehicleSixWheels '%s' no '%s' specified", name.c_str(), wheelBodyKeys[i] );
}
wheels[i] = af.GetPhysics()->GetBody( wheelBodyName );
if( !wheels[i] )
{
gameLocal.Error( "idAFEntity_VehicleSixWheels '%s' can't find wheel body '%s'", name.c_str(), wheelBodyName );
}
wheelJointName = spawnArgs.GetString( wheelJointKeys[i], "" );
if( !wheelJointName[0] )
{
gameLocal.Error( "idAFEntity_VehicleSixWheels '%s' no '%s' specified", name.c_str(), wheelJointKeys[i] );
}
wheelJoints[i] = animator.GetJointHandle( wheelJointName );
if( wheelJoints[i] == INVALID_JOINT )
{
gameLocal.Error( "idAFEntity_VehicleSixWheels '%s' can't find wheel joint '%s'", name.c_str(), wheelJointName );
}
}
for( i = 0; i < 4; i++ )
{
steeringHingeName = spawnArgs.GetString( steeringHingeKeys[i], "" );
if( !steeringHingeName[0] )
{
gameLocal.Error( "idAFEntity_VehicleSixWheels '%s' no '%s' specified", name.c_str(), steeringHingeKeys[i] );
}
steering[i] = static_cast( af.GetPhysics()->GetConstraint( steeringHingeName ) );
if( !steering[i] )
{
gameLocal.Error( "idAFEntity_VehicleSixWheels '%s': can't find steering hinge '%s'", name.c_str(), steeringHingeName );
}
}
memset( wheelAngles, 0, sizeof( wheelAngles ) );
BecomeActive( TH_THINK );
}
/*
================
idAFEntity_VehicleSixWheels::Think
================
*/
void idAFEntity_VehicleSixWheels::Think()
{
int i;
idVec3 origin;
idMat3 axis;
idRotation rotation;
if( thinkFlags & TH_THINK )
{
if( player )
{
// capture the input from a player
velocity = g_vehicleVelocity.GetFloat();
if( player->usercmd.forwardmove < 0 )
{
velocity = -velocity;
}
force = idMath::Fabs( player->usercmd.forwardmove * g_vehicleForce.GetFloat() ) * ( 1.0f / 128.0f );
steerAngle = GetSteerAngle();
}
// update the wheel motor force
for( i = 0; i < 6; i++ )
{
wheels[i]->SetContactMotorVelocity( velocity );
wheels[i]->SetContactMotorForce( force );
}
// adjust wheel velocity for better steering because there are no differentials between the wheels
if( steerAngle < 0.0f )
{
for( i = 0; i < 3; i++ )
{
wheels[( i << 1 )]->SetContactMotorVelocity( velocity * 0.5f );
}
}
else if( steerAngle > 0.0f )
{
for( i = 0; i < 3; i++ )
{
wheels[1 + ( i << 1 )]->SetContactMotorVelocity( velocity * 0.5f );
}
}
// update the wheel steering
steering[0]->SetSteerAngle( steerAngle );
steering[1]->SetSteerAngle( steerAngle );
steering[2]->SetSteerAngle( -steerAngle );
steering[3]->SetSteerAngle( -steerAngle );
for( i = 0; i < 4; i++ )
{
steering[i]->SetSteerSpeed( 3.0f );
}
// update the steering wheel
animator.GetJointTransform( steeringWheelJoint, gameLocal.time, origin, axis );
rotation.SetVec( axis[2] );
rotation.SetAngle( -steerAngle );
animator.SetJointAxis( steeringWheelJoint, JOINTMOD_WORLD, rotation.ToMat3() );
// run the physics
RunPhysics();
// rotate the wheels visually
for( i = 0; i < 6; i++ )
{
if( force == 0.0f )
{
velocity = wheels[i]->GetLinearVelocity() * wheels[i]->GetWorldAxis()[0];
}
wheelAngles[i] += velocity * MS2SEC( gameLocal.time - gameLocal.previousTime ) / wheelRadius;
// give the wheel joint an additional rotation about the wheel axis
rotation.SetAngle( RAD2DEG( wheelAngles[i] ) );
axis = af.GetPhysics()->GetAxis( 0 );
rotation.SetVec( ( wheels[i]->GetWorldAxis() * axis.Transpose() )[2] );
animator.SetJointAxis( wheelJoints[i], JOINTMOD_WORLD, rotation.ToMat3() );
}
// spawn dust particle effects
if( force != 0.0f && !( gameLocal.framenum & 7 ) )
{
int numContacts;
idAFConstraint_Contact* contacts[2];
for( i = 0; i < 6; i++ )
{
numContacts = af.GetPhysics()->GetBodyContactConstraints( wheels[i]->GetClipModel()->GetId(), contacts, 2 );
for( int j = 0; j < numContacts; j++ )
{
gameLocal.smokeParticles->EmitSmoke( dustSmoke, gameLocal.time, gameLocal.random.RandomFloat(), contacts[j]->GetContact().point, contacts[j]->GetContact().normal.ToMat3(), timeGroup /* D3XP */ );
}
}
}
}
UpdateAnimation();
if( thinkFlags & TH_UPDATEVISUALS )
{
Present();
LinkCombat();
}
}
/*
===============================================================================
idAFEntity_VehicleAutomated
===============================================================================
*/
const idEventDef EV_Vehicle_setVelocity( "setVelocity", "f" );
const idEventDef EV_Vehicle_setTorque( "setTorque", "f" );
const idEventDef EV_Vehicle_setSteeringSpeed( "setSteeringSpeed", "f" );
const idEventDef EV_Vehicle_setWaypoint( "setWaypoint", "e" );
CLASS_DECLARATION( idAFEntity_VehicleSixWheels, idAFEntity_VehicleAutomated )
EVENT( EV_PostSpawn, idAFEntity_VehicleAutomated::PostSpawn )
EVENT( EV_Vehicle_setVelocity, idAFEntity_VehicleAutomated::Event_SetVelocity )
EVENT( EV_Vehicle_setTorque, idAFEntity_VehicleAutomated::Event_SetTorque )
EVENT( EV_Vehicle_setSteeringSpeed, idAFEntity_VehicleAutomated::Event_SetSteeringSpeed )
EVENT( EV_Vehicle_setWaypoint, idAFEntity_VehicleAutomated::Event_SetWayPoint )
END_CLASS
/*
================
idAFEntity_VehicleAutomated::Spawn
================
*/
void idAFEntity_VehicleAutomated::Spawn()
{
velocity = force = steerAngle = 0.f;
currentSteering = steeringSpeed = 0.f;
originHeight = 0.f;
waypoint = NULL;
spawnArgs.GetFloat( "velocity", "150", velocity );
spawnArgs.GetFloat( "torque", "200000", force );
spawnArgs.GetFloat( "steeringSpeed", "1", steeringSpeed );
spawnArgs.GetFloat( "originHeight", "0", originHeight );
PostEventMS( &EV_PostSpawn, 0 );
}
/*
================
idAFEntity_VehicleAutomated::PostSpawn
================
*/
void idAFEntity_VehicleAutomated::PostSpawn()
{
if( targets.Num() )
{
waypoint = targets[0].GetEntity();
}
}
/*
================
idAFEntity_VehicleAutomated::Event_SetVelocity
================
*/
void idAFEntity_VehicleAutomated::Event_SetVelocity( float _velocity )
{
velocity = _velocity;
}
/*
================
idAFEntity_VehicleAutomated::Event_SetTorque
================
*/
void idAFEntity_VehicleAutomated::Event_SetTorque( float _torque )
{
force = _torque;
}
/*
================
idAFEntity_VehicleAutomated::Event_SetSteeringSpeed
================
*/
void idAFEntity_VehicleAutomated::Event_SetSteeringSpeed( float _steeringSpeed )
{
steeringSpeed = _steeringSpeed;
}
/*
================
idAFEntity_VehicleAutomated::Event_SetWayPoint
================
*/
void idAFEntity_VehicleAutomated::Event_SetWayPoint( idEntity* _waypoint )
{
waypoint = _waypoint;
}
/*
================
idAFEntity_VehicleAutomated::Think
================
*/
#define HIT_WAYPOINT_THRESHOLD 80.f
void idAFEntity_VehicleAutomated::Think()
{
// If we don't have a waypoint, coast to a stop
if( !waypoint )
{
velocity = force = steerAngle = 0.f;
idAFEntity_VehicleSixWheels::Think();
return;
}
idVec3 waypoint_origin, vehicle_origin;
idVec3 travel_vector;
float distance_from_waypoint;
// Set up the vector from the vehicle origin, to the waypoint
vehicle_origin = GetPhysics()->GetOrigin();
vehicle_origin.z -= originHeight;
waypoint_origin = waypoint->GetPhysics()->GetOrigin();
travel_vector = waypoint_origin - vehicle_origin;
distance_from_waypoint = travel_vector.Length();
// Check if we've hit the waypoint (within a certain threshold)
if( distance_from_waypoint < HIT_WAYPOINT_THRESHOLD )
{
idStr callfunc;
const function_t* func;
idThread* thread;
// Waypoints can call script functions
waypoint->spawnArgs.GetString( "call", "", callfunc );
if( callfunc.Length() )
{
func = gameLocal.program.FindFunction( callfunc );
if( func != NULL )
{
thread = new idThread( func );
thread->DelayedStart( 0 );
}
}
// Get next waypoint
if( waypoint->targets.Num() )
{
waypoint = waypoint->targets[0].GetEntity();
}
else
{
waypoint = NULL;
}
// We are switching waypoints, adjust steering next frame
idAFEntity_VehicleSixWheels::Think();
return;
}
idAngles vehicle_angles, travel_angles;
// Get the angles we need to steer towards
travel_angles = travel_vector.ToAngles().Normalize360();
vehicle_angles = this->GetPhysics()->GetAxis().ToAngles().Normalize360();
float delta_yaw;
// Get the shortest steering angle towards the travel angles
delta_yaw = vehicle_angles.yaw - travel_angles.yaw;
if( idMath::Fabs( delta_yaw ) > 180.f )
{
if( delta_yaw > 0 )
{
delta_yaw = delta_yaw - 360;
}
else
{
delta_yaw = delta_yaw + 360;
}
}
// Maximum steering angle is 35 degrees
delta_yaw = idMath::ClampFloat( -35.f, 35.f, delta_yaw );
idealSteering = delta_yaw;
// Adjust steering incrementally so it doesn't snap to the ideal angle
if( idMath::Fabs( ( idealSteering - currentSteering ) ) > steeringSpeed )
{
if( idealSteering > currentSteering )
{
currentSteering += steeringSpeed;
}
else
{
currentSteering -= steeringSpeed;
}
}
else
{
currentSteering = idealSteering;
}
// DEBUG
if( g_vehicleDebug.GetBool() )
{
gameRenderWorld->DebugBounds( colorRed, idBounds( idVec3( -4, -4, -4 ), idVec3( 4, 4, 4 ) ), vehicle_origin );
gameRenderWorld->DebugBounds( colorRed, idBounds( idVec3( -4, -4, -4 ), idVec3( 4, 4, 4 ) ), waypoint_origin );
gameRenderWorld->DrawText( waypoint->name.c_str(), waypoint_origin + idVec3( 0, 0, 16 ), 0.25f, colorYellow, gameLocal.GetLocalPlayer()->viewAxis );
gameRenderWorld->DebugArrow( colorWhite, vehicle_origin, waypoint_origin, 12.f );
}
// Set the final steerAngle for the vehicle
steerAngle = currentSteering;
idAFEntity_VehicleSixWheels::Think();
}
/*
===============================================================================
idAFEntity_SteamPipe
===============================================================================
*/
CLASS_DECLARATION( idAFEntity_Base, idAFEntity_SteamPipe )
END_CLASS
/*
================
idAFEntity_SteamPipe::idAFEntity_SteamPipe
================
*/
idAFEntity_SteamPipe::idAFEntity_SteamPipe()
{
steamBody = 0;
steamForce = 0.0f;
steamUpForce = 0.0f;
steamModelDefHandle = -1;
memset( &steamRenderEntity, 0, sizeof( steamRenderEntity ) );
}
/*
================
idAFEntity_SteamPipe::~idAFEntity_SteamPipe
================
*/
idAFEntity_SteamPipe::~idAFEntity_SteamPipe()
{
if( steamModelDefHandle >= 0 )
{
gameRenderWorld->FreeEntityDef( steamModelDefHandle );
}
}
/*
================
idAFEntity_SteamPipe::Save
================
*/
void idAFEntity_SteamPipe::Save( idSaveGame* savefile ) const
{
}
/*
================
idAFEntity_SteamPipe::Restore
================
*/
void idAFEntity_SteamPipe::Restore( idRestoreGame* savefile )
{
Spawn();
}
/*
================
idAFEntity_SteamPipe::Spawn
================
*/
void idAFEntity_SteamPipe::Spawn()
{
idVec3 steamDir;
const char* steamBodyName;
LoadAF();
SetCombatModel();
SetPhysics( af.GetPhysics() );
fl.takedamage = true;
steamBodyName = spawnArgs.GetString( "steamBody", "" );
steamForce = spawnArgs.GetFloat( "steamForce", "2000" );
steamUpForce = spawnArgs.GetFloat( "steamUpForce", "10" );
steamDir = af.GetPhysics()->GetAxis( steamBody )[2];
steamBody = af.GetPhysics()->GetBodyId( steamBodyName );
force.SetPosition( af.GetPhysics(), steamBody, af.GetPhysics()->GetOrigin( steamBody ) );
force.SetForce( steamDir * -steamForce );
InitSteamRenderEntity();
BecomeActive( TH_THINK );
}
/*
================
idAFEntity_SteamPipe::InitSteamRenderEntity
================
*/
void idAFEntity_SteamPipe::InitSteamRenderEntity()
{
const char* temp;
const idDeclModelDef* modelDef;
memset( &steamRenderEntity, 0, sizeof( steamRenderEntity ) );
steamRenderEntity.shaderParms[ SHADERPARM_RED ] = 1.0f;
steamRenderEntity.shaderParms[ SHADERPARM_GREEN ] = 1.0f;
steamRenderEntity.shaderParms[ SHADERPARM_BLUE ] = 1.0f;
modelDef = NULL;
temp = spawnArgs.GetString( "model_steam" );
if( *temp != '\0' )
{
if( !strstr( temp, "." ) )
{
modelDef = static_cast( declManager->FindType( DECL_MODELDEF, temp, false ) );
if( modelDef )
{
steamRenderEntity.hModel = modelDef->ModelHandle();
}
}
if( !steamRenderEntity.hModel )
{
steamRenderEntity.hModel = renderModelManager->FindModel( temp );
}
if( steamRenderEntity.hModel )
{
steamRenderEntity.bounds = steamRenderEntity.hModel->Bounds( &steamRenderEntity );
}
else
{
steamRenderEntity.bounds.Zero();
}
steamRenderEntity.origin = af.GetPhysics()->GetOrigin( steamBody );
steamRenderEntity.axis = af.GetPhysics()->GetAxis( steamBody );
steamModelDefHandle = gameRenderWorld->AddEntityDef( &steamRenderEntity );
}
}
/*
================
idAFEntity_SteamPipe::Think
================
*/
void idAFEntity_SteamPipe::Think()
{
idVec3 steamDir;
if( thinkFlags & TH_THINK )
{
steamDir.x = gameLocal.random.CRandomFloat() * steamForce;
steamDir.y = gameLocal.random.CRandomFloat() * steamForce;
steamDir.z = steamUpForce;
force.SetForce( steamDir );
force.Evaluate( gameLocal.time );
//gameRenderWorld->DebugArrow( colorWhite, af.GetPhysics()->GetOrigin( steamBody ), af.GetPhysics()->GetOrigin( steamBody ) - 10.0f * steamDir, 4 );
}
if( steamModelDefHandle >= 0 )
{
steamRenderEntity.origin = af.GetPhysics()->GetOrigin( steamBody );
steamRenderEntity.axis = af.GetPhysics()->GetAxis( steamBody );
gameRenderWorld->UpdateEntityDef( steamModelDefHandle, &steamRenderEntity );
}
idAFEntity_Base::Think();
}
/*
===============================================================================
idAFEntity_ClawFourFingers
===============================================================================
*/
const idEventDef EV_SetFingerAngle( "setFingerAngle", "f" );
const idEventDef EV_StopFingers( "stopFingers" );
CLASS_DECLARATION( idAFEntity_Base, idAFEntity_ClawFourFingers )
EVENT( EV_SetFingerAngle, idAFEntity_ClawFourFingers::Event_SetFingerAngle )
EVENT( EV_StopFingers, idAFEntity_ClawFourFingers::Event_StopFingers )
END_CLASS
static const char* clawConstraintNames[] =
{
"claw1", "claw2", "claw3", "claw4"
};
/*
================
idAFEntity_ClawFourFingers::idAFEntity_ClawFourFingers
================
*/
idAFEntity_ClawFourFingers::idAFEntity_ClawFourFingers()
{
fingers[0] = NULL;
fingers[1] = NULL;
fingers[2] = NULL;
fingers[3] = NULL;
}
/*
================
idAFEntity_ClawFourFingers::Save
================
*/
void idAFEntity_ClawFourFingers::Save( idSaveGame* savefile ) const
{
int i;
for( i = 0; i < 4; i++ )
{
fingers[i]->Save( savefile );
}
}
/*
================
idAFEntity_ClawFourFingers::Restore
================
*/
void idAFEntity_ClawFourFingers::Restore( idRestoreGame* savefile )
{
int i;
for( i = 0; i < 4; i++ )
{
fingers[i] = static_cast( af.GetPhysics()->GetConstraint( clawConstraintNames[i] ) );
fingers[i]->Restore( savefile );
}
SetCombatModel();
LinkCombat();
}
/*
================
idAFEntity_ClawFourFingers::Spawn
================
*/
void idAFEntity_ClawFourFingers::Spawn()
{
int i;
LoadAF();
SetCombatModel();
af.GetPhysics()->LockWorldConstraints( true );
af.GetPhysics()->SetForcePushable( true );
SetPhysics( af.GetPhysics() );
fl.takedamage = true;
for( i = 0; i < 4; i++ )
{
fingers[i] = static_cast( af.GetPhysics()->GetConstraint( clawConstraintNames[i] ) );
if( !fingers[i] )
{
gameLocal.Error( "idClaw_FourFingers '%s': can't find claw constraint '%s'", name.c_str(), clawConstraintNames[i] );
}
}
}
/*
================
idAFEntity_ClawFourFingers::Event_SetFingerAngle
================
*/
void idAFEntity_ClawFourFingers::Event_SetFingerAngle( float angle )
{
int i;
for( i = 0; i < 4; i++ )
{
fingers[i]->SetSteerAngle( angle );
fingers[i]->SetSteerSpeed( 0.5f );
}
af.GetPhysics()->Activate();
}
/*
================
idAFEntity_ClawFourFingers::Event_StopFingers
================
*/
void idAFEntity_ClawFourFingers::Event_StopFingers()
{
int i;
for( i = 0; i < 4; i++ )
{
fingers[i]->SetSteerAngle( fingers[i]->GetAngle() );
}
}
/*
===============================================================================
editor support routines
===============================================================================
*/
/*
================
idGameEdit::AF_SpawnEntity
================
*/
bool idGameEdit::AF_SpawnEntity( const char* fileName )
{
idDict args;
idPlayer* player;
idAFEntity_Generic* ent;
const idDeclAF* af;
idVec3 org;
float yaw;
player = gameLocal.GetLocalPlayer();
if( !player || !gameLocal.CheatsOk( false ) )
{
return false;
}
af = static_cast( declManager->FindType( DECL_AF, fileName ) );
if( !af )
{
return false;
}
yaw = player->viewAngles.yaw;
args.Set( "angle", va( "%f", yaw + 180 ) );
org = player->GetPhysics()->GetOrigin() + idAngles( 0, yaw, 0 ).ToForward() * 80 + idVec3( 0, 0, 1 );
args.Set( "origin", org.ToString() );
args.Set( "spawnclass", "idAFEntity_Generic" );
if( af->model[0] )
{
args.Set( "model", af->model.c_str() );
}
else
{
args.Set( "model", fileName );
}
if( af->skin[0] )
{
args.Set( "skin", af->skin.c_str() );
}
args.Set( "articulatedFigure", fileName );
args.Set( "nodrop", "1" );
ent = static_cast( gameLocal.SpawnEntityType( idAFEntity_Generic::Type, &args ) );
// always update this entity
ent->BecomeActive( TH_THINK );
ent->KeepRunningPhysics();
ent->fl.forcePhysicsUpdate = true;
player->dragEntity.SetSelected( ent );
return true;
}
/*
================
idGameEdit::AF_UpdateEntities
================
*/
void idGameEdit::AF_UpdateEntities( const char* fileName )
{
idEntity* ent;
idAFEntity_Base* af;
idStr name;
name = fileName;
name.StripFileExtension();
// reload any idAFEntity_Generic which uses the given articulated figure file
for( ent = gameLocal.spawnedEntities.Next(); ent != NULL; ent = ent->spawnNode.Next() )
{
if( ent->IsType( idAFEntity_Base::Type ) )
{
af = static_cast( ent );
if( name.Icmp( af->GetAFName() ) == 0 )
{
af->LoadAF();
af->GetAFPhysics()->PutToRest();
}
}
}
}
/*
================
idGameEdit::AF_UndoChanges
================
*/
void idGameEdit::AF_UndoChanges()
{
int i, c;
idEntity* ent;
idAFEntity_Base* af;
idDeclAF* decl;
c = declManager->GetNumDecls( DECL_AF );
for( i = 0; i < c; i++ )
{
decl = static_cast( const_cast( declManager->DeclByIndex( DECL_AF, i, false ) ) );
if( !decl->modified )
{
continue;
}
decl->Invalidate();
declManager->FindType( DECL_AF, decl->GetName() );
// reload all AF entities using the file
for( ent = gameLocal.spawnedEntities.Next(); ent != NULL; ent = ent->spawnNode.Next() )
{
if( ent->IsType( idAFEntity_Base::Type ) )
{
af = static_cast( ent );
if( idStr::Icmp( decl->GetName(), af->GetAFName() ) == 0 )
{
af->LoadAF();
}
}
}
}
}
/*
================
GetJointTransform
================
*/
typedef struct
{
renderEntity_t* ent;
const idMD5Joint* joints;
} jointTransformData_t;
static bool GetJointTransform( void* model, const idJointMat* frame, const char* jointName, idVec3& origin, idMat3& axis )
{
int i;
jointTransformData_t* data = reinterpret_cast( model );
for( i = 0; i < data->ent->numJoints; i++ )
{
if( data->joints[i].name.Icmp( jointName ) == 0 )
{
break;
}
}
if( i >= data->ent->numJoints )
{
return false;
}
origin = frame[i].ToVec3();
axis = frame[i].ToMat3();
return true;
}
/*
================
GetArgString
================
*/
static const char* GetArgString( const idDict& args, const idDict* defArgs, const char* key )
{
const char* s;
s = args.GetString( key );
if( !s[0] && defArgs )
{
s = defArgs->GetString( key );
}
return s;
}
/*
================
idGameEdit::AF_CreateMesh
================
*/
idRenderModel* idGameEdit::AF_CreateMesh( const idDict& args, idVec3& meshOrigin, idMat3& meshAxis, bool& poseIsSet )
{
int i, jointNum;
const idDeclAF* af = NULL;
const idDeclAF_Body* fb = NULL;
renderEntity_t ent;
idVec3 origin, *bodyOrigin = NULL, *newBodyOrigin = NULL, *modifiedOrigin = NULL;
idMat3 axis, *bodyAxis = NULL, *newBodyAxis = NULL, *modifiedAxis = NULL;
declAFJointMod_t* jointMod = NULL;
idAngles angles;
const idDict* defArgs = NULL;
const idKeyValue* arg = NULL;
idStr name;
jointTransformData_t data;
const char* classname = NULL, *afName = NULL, *modelName = NULL;
idRenderModel* md5 = NULL;
const idDeclModelDef* modelDef = NULL;
const idMD5Anim* MD5anim = NULL;
const idMD5Joint* MD5joint = NULL;
const idMD5Joint* MD5joints = NULL;
int numMD5joints;
idJointMat* originalJoints = NULL;
int parentNum;
poseIsSet = false;
meshOrigin.Zero();
meshAxis.Identity();
classname = args.GetString( "classname" );
defArgs = gameLocal.FindEntityDefDict( classname );
// get the articulated figure
afName = GetArgString( args, defArgs, "articulatedFigure" );
af = static_cast( declManager->FindType( DECL_AF, afName ) );
if( !af )
{
return NULL;
}
// get the md5 model
modelName = GetArgString( args, defArgs, "model" );
modelDef = static_cast< const idDeclModelDef*>( declManager->FindType( DECL_MODELDEF, modelName, false ) );
if( !modelDef )
{
return NULL;
}
// make sure model hasn't been purged
if( modelDef->ModelHandle() && !modelDef->ModelHandle()->IsLoaded() )
{
modelDef->ModelHandle()->LoadModel();
}
// get the md5
md5 = modelDef->ModelHandle();
if( !md5 || md5->IsDefaultModel() )
{
return NULL;
}
// get the articulated figure pose anim
int animNum = modelDef->GetAnim( "af_pose" );
if( !animNum )
{
return NULL;
}
const idAnim* anim = modelDef->GetAnim( animNum );
if( !anim )
{
return NULL;
}
MD5anim = anim->MD5Anim( 0 );
MD5joints = md5->GetJoints();
numMD5joints = md5->NumJoints();
// setup a render entity
memset( &ent, 0, sizeof( ent ) );
ent.customSkin = modelDef->GetSkin();
ent.bounds.Clear();
ent.numJoints = numMD5joints;
ent.joints = ( idJointMat* )_alloca16( ent.numJoints * sizeof( *ent.joints ) );
// create animation from of the af_pose
ANIM_CreateAnimFrame( md5, MD5anim, ent.numJoints, ent.joints, 1, modelDef->GetVisualOffset(), false );
// buffers to store the initial origin and axis for each body
bodyOrigin = ( idVec3* ) _alloca16( af->bodies.Num() * sizeof( idVec3 ) );
bodyAxis = ( idMat3* ) _alloca16( af->bodies.Num() * sizeof( idMat3 ) );
newBodyOrigin = ( idVec3* ) _alloca16( af->bodies.Num() * sizeof( idVec3 ) );
newBodyAxis = ( idMat3* ) _alloca16( af->bodies.Num() * sizeof( idMat3 ) );
// finish the AF positions
data.ent = &ent;
data.joints = MD5joints;
af->Finish( GetJointTransform, ent.joints, &data );
// get the initial origin and axis for each AF body
for( i = 0; i < af->bodies.Num(); i++ )
{
fb = af->bodies[i];
if( fb->modelType == TRM_BONE )
{
// axis of bone trace model
axis[2] = fb->v2.ToVec3() - fb->v1.ToVec3();
axis[2].Normalize();
axis[2].NormalVectors( axis[0], axis[1] );
axis[1] = -axis[1];
}
else
{
axis = fb->angles.ToMat3();
}
newBodyOrigin[i] = bodyOrigin[i] = fb->origin.ToVec3();
newBodyAxis[i] = bodyAxis[i] = axis;
}
// get any new body transforms stored in the key/value pairs
for( arg = args.MatchPrefix( "body ", NULL ); arg; arg = args.MatchPrefix( "body ", arg ) )
{
name = arg->GetKey();
name.Strip( "body " );
for( i = 0; i < af->bodies.Num(); i++ )
{
fb = af->bodies[i];
if( fb->name.Icmp( name ) == 0 )
{
break;
}
}
if( i >= af->bodies.Num() )
{
continue;
}
sscanf( arg->GetValue(), "%f %f %f %f %f %f", &origin.x, &origin.y, &origin.z, &angles.pitch, &angles.yaw, &angles.roll );
if( fb != NULL && fb->jointName.Icmp( "origin" ) == 0 )
{
meshAxis = bodyAxis[i].Transpose() * angles.ToMat3();
meshOrigin = origin - bodyOrigin[i] * meshAxis;
poseIsSet = true;
}
else
{
newBodyOrigin[i] = origin;
newBodyAxis[i] = angles.ToMat3();
}
}
// save the original joints
originalJoints = ( idJointMat* )_alloca16( numMD5joints * sizeof( originalJoints[0] ) );
memcpy( originalJoints, ent.joints, numMD5joints * sizeof( originalJoints[0] ) );
// buffer to store the joint mods
jointMod = ( declAFJointMod_t* ) _alloca16( numMD5joints * sizeof( declAFJointMod_t ) );
memset( jointMod, -1, numMD5joints * sizeof( declAFJointMod_t ) );
modifiedOrigin = ( idVec3* ) _alloca16( numMD5joints * sizeof( idVec3 ) );
memset( modifiedOrigin, 0, numMD5joints * sizeof( idVec3 ) );
modifiedAxis = ( idMat3* ) _alloca16( numMD5joints * sizeof( idMat3 ) );
memset( modifiedAxis, 0, numMD5joints * sizeof( idMat3 ) );
// get all the joint modifications
for( i = 0; i < af->bodies.Num(); i++ )
{
fb = af->bodies[i];
if( fb->jointName.Icmp( "origin" ) == 0 )
{
continue;
}
for( jointNum = 0; jointNum < numMD5joints; jointNum++ )
{
if( MD5joints[jointNum].name.Icmp( fb->jointName ) == 0 )
{
break;
}
}
if( jointNum >= 0 && jointNum < ent.numJoints )
{
jointMod[ jointNum ] = fb->jointMod;
modifiedAxis[ jointNum ] = ( bodyAxis[i] * originalJoints[jointNum].ToMat3().Transpose() ).Transpose() * ( newBodyAxis[i] * meshAxis.Transpose() );
// FIXME: calculate correct modifiedOrigin
modifiedOrigin[ jointNum ] = originalJoints[ jointNum ].ToVec3();
}
}
// apply joint modifications to the skeleton
MD5joint = MD5joints + 1;
for( i = 1; i < numMD5joints; i++, MD5joint++ )
{
parentNum = MD5joint->parent - MD5joints;
idMat3 parentAxis = originalJoints[ parentNum ].ToMat3();
idMat3 localm = originalJoints[i].ToMat3() * parentAxis.Transpose();
idVec3 localt = ( originalJoints[i].ToVec3() - originalJoints[ parentNum ].ToVec3() ) * parentAxis.Transpose();
switch( jointMod[i] )
{
case DECLAF_JOINTMOD_ORIGIN:
{
ent.joints[ i ].SetRotation( localm * ent.joints[ parentNum ].ToMat3() );
ent.joints[ i ].SetTranslation( modifiedOrigin[ i ] );
break;
}
case DECLAF_JOINTMOD_AXIS:
{
ent.joints[ i ].SetRotation( modifiedAxis[ i ] );
ent.joints[ i ].SetTranslation( ent.joints[ parentNum ].ToVec3() + localt * ent.joints[ parentNum ].ToMat3() );
break;
}
case DECLAF_JOINTMOD_BOTH:
{
ent.joints[ i ].SetRotation( modifiedAxis[ i ] );
ent.joints[ i ].SetTranslation( modifiedOrigin[ i ] );
break;
}
default:
{
ent.joints[ i ].SetRotation( localm * ent.joints[ parentNum ].ToMat3() );
ent.joints[ i ].SetTranslation( ent.joints[ parentNum ].ToVec3() + localt * ent.joints[ parentNum ].ToMat3() );
break;
}
}
}
// instantiate a mesh using the joint information from the render entity
return md5->InstantiateDynamicModel( &ent, NULL, NULL );
}
/*
===============================================================================
idHarvestable
===============================================================================
*/
const idEventDef EV_Harvest_SpawnHarvestTrigger( "", NULL );
CLASS_DECLARATION( idEntity, idHarvestable )
EVENT( EV_Harvest_SpawnHarvestTrigger, idHarvestable::Event_SpawnHarvestTrigger )
EVENT( EV_Touch, idHarvestable::Event_Touch )
END_CLASS
idHarvestable::idHarvestable()
{
trigger = NULL;
parentEnt = NULL;
}
idHarvestable::~idHarvestable()
{
if( trigger )
{
delete trigger;
trigger = NULL;
}
}
void idHarvestable::Spawn()
{
startTime = 0;
spawnArgs.GetFloat( "triggersize", "120", triggersize );
spawnArgs.GetFloat( "give_delay", "3", giveDelay );
giveDelay *= 1000;
given = false;
removeDelay = spawnArgs.GetFloat( "remove_delay" ) * 1000.0f;
fxFollowPlayer = spawnArgs.GetBool( "fx_follow_player", "1" );
fxOrient = spawnArgs.GetString( "fx_orient" );
}
void idHarvestable::Init( idEntity* parent )
{
assert( parent );
parentEnt = parent;
GetPhysics()->SetOrigin( parent->GetPhysics()->GetOrigin() );
this->Bind( parent, true );
//Set the skin of the entity to the harvest skin
idStr skin = parent->spawnArgs.GetString( "skin_harvest", "" );
if( skin.Length() )
{
parent->SetSkin( declManager->FindSkin( skin.c_str() ) );
}
idEntity* head = NULL;
if( parent->IsType( idActor::Type ) )
{
idActor* withHead = ( idActor* )parent;
head = withHead->GetHeadEntity();
}
if( parent->IsType( idAFEntity_WithAttachedHead::Type ) )
{
idAFEntity_WithAttachedHead* withHead = ( idAFEntity_WithAttachedHead* )parent;
head = withHead->head.GetEntity();
}
if( head )
{
idStr headskin = parent->spawnArgs.GetString( "skin_harvest_head", "" );
if( headskin.Length() )
{
head->SetSkin( declManager->FindSkin( headskin.c_str() ) );
}
}
idStr sound = parent->spawnArgs.GetString( "harvest_sound" );
if( sound.Length() > 0 )
{
parent->StartSound( sound.c_str(), SND_CHANNEL_ANY, 0, false, NULL );
}
PostEventMS( &EV_Harvest_SpawnHarvestTrigger, 0 );
}
void idHarvestable::Save( idSaveGame* savefile ) const
{
savefile->WriteFloat( triggersize );
savefile->WriteClipModel( trigger );
savefile->WriteFloat( giveDelay );
savefile->WriteFloat( removeDelay );
savefile->WriteBool( given );
player.Save( savefile );
savefile->WriteInt( startTime );
savefile->WriteBool( fxFollowPlayer );
fx.Save( savefile );
savefile->WriteString( fxOrient );
parentEnt.Save( savefile );
}
void idHarvestable::Restore( idRestoreGame* savefile )
{
savefile->ReadFloat( triggersize );
savefile->ReadClipModel( trigger );
savefile->ReadFloat( giveDelay );
savefile->ReadFloat( removeDelay );
savefile->ReadBool( given );
player.Restore( savefile );
savefile->ReadInt( startTime );
savefile->ReadBool( fxFollowPlayer );
fx.Restore( savefile );
savefile->ReadString( fxOrient );
parentEnt.Restore( savefile );
}
void idHarvestable::SetParent( idEntity* parent )
{
parentEnt = parent;
}
void idHarvestable::Think()
{
idEntity* parent = parentEnt.GetEntity();
if( !parent )
{
return;
}
//Update the orientation of the box
if( trigger && parent && !parent->GetPhysics()->IsAtRest() )
{
trigger->Link( gameLocal.clip, this, 0, parent->GetPhysics()->GetOrigin(), parent->GetPhysics()->GetAxis() );
}
if( startTime && gameLocal.slow.time - startTime > giveDelay && ! given )
{
idPlayer* thePlayer = player.GetEntity();
thePlayer->Give( spawnArgs.GetString( "give_item" ), spawnArgs.GetString( "give_value" ), ITEM_GIVE_FEEDBACK | ITEM_GIVE_UPDATE_STATE );
thePlayer->harvest_lock = false;
given = true;
}
if( startTime && gameLocal.slow.time - startTime > removeDelay )
{
parent->PostEventMS( &EV_Remove, 0 );
PostEventMS( &EV_Remove, 0 );
}
if( fxFollowPlayer )
{
idEntityFx* fxEnt = fx.GetEntity();
if( fxEnt )
{
idMat3 orientAxisLocal;
if( GetFxOrientationAxis( orientAxisLocal ) )
{
//gameRenderWorld->DebugAxis(fxEnt->GetPhysics()->GetOrigin(), orientAxisLocal);
fxEnt->GetPhysics()->SetAxis( orientAxisLocal );
}
}
}
}
/*
================
idAFEntity_Harvest::Gib
Called when the parent object has been gibbed.
================
*/
void idHarvestable::Gib()
{
//Stop any looping sound that was playing
idEntity* parent = parentEnt.GetEntity();
if( parent )
{
idStr sound = parent->spawnArgs.GetString( "harvest_sound" );
if( sound.Length() > 0 )
{
parent->StopSound( SND_CHANNEL_ANY, false );
}
}
}
/*
================
idAFEntity_Harvest::BeginBurn
================
*/
void idHarvestable::BeginBurn()
{
idEntity* parent = parentEnt.GetEntity();
if( !parent )
{
return;
}
if( !spawnArgs.GetBool( "burn" ) )
{
return;
}
//Switch Skins if the parent would like us to.
idStr skin = parent->spawnArgs.GetString( "skin_harvest_burn", "" );
if( skin.Length() )
{
parent->SetSkin( declManager->FindSkin( skin.c_str() ) );
}
parent->GetRenderEntity()->noShadow = true;
parent->SetShaderParm( SHADERPARM_TIME_OF_DEATH, gameLocal.slow.time * 0.001f );
idEntity* head = NULL;
if( parent->IsType( idActor::Type ) )
{
idActor* withHead = ( idActor* )parent;
head = withHead->GetHeadEntity();
}
if( parent->IsType( idAFEntity_WithAttachedHead::Type ) )
{
idAFEntity_WithAttachedHead* withHead = ( idAFEntity_WithAttachedHead* )parent;
head = withHead->head.GetEntity();
}
if( head )
{
idStr headskin = parent->spawnArgs.GetString( "skin_harvest_burn_head", "" );
if( headskin.Length() )
{
head->SetSkin( declManager->FindSkin( headskin.c_str() ) );
}
head->GetRenderEntity()->noShadow = true;
head->SetShaderParm( SHADERPARM_TIME_OF_DEATH, gameLocal.slow.time * 0.001f );
}
}
/*
================
idAFEntity_Harvest::BeginFX
================
*/
void idHarvestable::BeginFX()
{
if( strlen( spawnArgs.GetString( "fx" ) ) <= 0 )
{
return;
}
idMat3* orientAxis = NULL;
idMat3 orientAxisLocal;
if( GetFxOrientationAxis( orientAxisLocal ) )
{
orientAxis = &orientAxisLocal;
}
fx = idEntityFx::StartFx( spawnArgs.GetString( "fx" ), NULL, orientAxis, this, spawnArgs.GetBool( "fx_bind" ) );
}
/*
================
idAFEntity_Harvest::CalcTriggerBounds
================
*/
void idHarvestable::CalcTriggerBounds( float size, idBounds& bounds )
{
idEntity* parent = parentEnt.GetEntity();
if( !parent )
{
return;
}
//Simple trigger bounds is the absolute bounds of the AF plus a defined size
bounds = parent->GetPhysics()->GetAbsBounds();
bounds.ExpandSelf( size );
bounds[0] -= parent->GetPhysics()->GetOrigin();
bounds[1] -= parent->GetPhysics()->GetOrigin();
}
bool idHarvestable::GetFxOrientationAxis( idMat3& mat )
{
idEntity* parent = parentEnt.GetEntity();
if( !parent )
{
return false;
}
idPlayer* thePlayer = player.GetEntity();
if( !fxOrient.Icmp( "up" ) )
{
//Orient up
idVec3 grav = parent->GetPhysics()->GetGravityNormal() * -1;
idVec3 left, up;
grav.OrthogonalBasis( left, up );
idMat3 temp( left.x, left.y, left.z, up.x, up.y, up.z, grav.x, grav.y, grav.z );
mat = temp;
return true;
}
else if( !fxOrient.Icmp( "weapon" ) )
{
//Orient the fx towards the muzzle of the weapon
jointHandle_t joint;
idVec3 joint_origin;
idMat3 joint_axis;
joint = thePlayer->weapon.GetEntity()->GetAnimator()->GetJointHandle( spawnArgs.GetString( "fx_weapon_joint" ) );
if( joint != INVALID_JOINT )
{
thePlayer->weapon.GetEntity()->GetJointWorldTransform( joint, gameLocal.slow.time, joint_origin, joint_axis );
}
else
{
joint_origin = thePlayer->GetPhysics()->GetOrigin();
}
idVec3 toPlayer = joint_origin - parent->GetPhysics()->GetOrigin();
toPlayer.NormalizeFast();
idVec3 left, up;
toPlayer.OrthogonalBasis( left, up );
idMat3 temp( left.x, left.y, left.z, up.x, up.y, up.z, toPlayer.x, toPlayer.y, toPlayer.z );
mat = temp;
return true;
}
else if( !fxOrient.Icmp( "player" ) )
{
//Orient the fx towards the eye of the player
idVec3 eye = thePlayer->GetEyePosition();
idVec3 toPlayer = eye - parent->GetPhysics()->GetOrigin();
toPlayer.Normalize();
idVec3 left, up;
up.Set( 0, 1, 0 );
left = toPlayer.Cross( up );
up = left.Cross( toPlayer );
//common->Printf("%.2f %.2f %.2f - %.2f %.2f %.2f - %.2f %.2f %.2f\n", toPlayer.x, toPlayer.y, toPlayer.z, left.x, left.y, left.z, up.x, up.y, up.z );
idMat3 temp( left.x, left.y, left.z, up.x, up.y, up.z, toPlayer.x, toPlayer.y, toPlayer.z );
mat = temp;
return true;
}
//Returning false indicates that the orientation is not used;
return false;
}
/*
================
idAFEntity_Harvest::Event_SpawnHarvestTrigger
================
*/
void idHarvestable::Event_SpawnHarvestTrigger()
{
idBounds bounds;
idEntity* parent = parentEnt.GetEntity();
if( !parent )
{
return;
}
CalcTriggerBounds( triggersize, bounds );
// create a trigger clip model
trigger = new( TAG_PHYSICS_CLIP_AF ) idClipModel( idTraceModel( bounds ) );
trigger->Link( gameLocal.clip, this, 255, parent->GetPhysics()->GetOrigin(), mat3_identity );
trigger->SetContents( CONTENTS_TRIGGER );
startTime = 0;
}
/*
================
idAFEntity_Harvest::Event_Touch
================
*/
void idHarvestable::Event_Touch( idEntity* other, trace_t* trace )
{
idEntity* parent = parentEnt.GetEntity();
if( !parent )
{
return;
}
if( parent->IsType( idAFEntity_Gibbable::Type ) )
{
idAFEntity_Gibbable* gibParent = ( idAFEntity_Gibbable* )parent;
if( gibParent->IsGibbed() )
return;
}
if( !startTime && other && other->IsType( idPlayer::Type ) )
{
idPlayer* thePlayer = static_cast( other );
if( thePlayer->harvest_lock )
{
//Don't harvest if the player is in mid harvest
return;
}
player = thePlayer;
bool okToGive = true;
idStr requiredWeapons = spawnArgs.GetString( "required_weapons" );
if( requiredWeapons.Length() > 0 )
{
idStr playerWeap = thePlayer->GetCurrentWeapon();
if( playerWeap.Length() == 0 || requiredWeapons.Find( playerWeap, false ) == -1 )
{
okToGive = false;
}
}
if( okToGive )
{
if( thePlayer->CanGive( spawnArgs.GetString( "give_item" ), spawnArgs.GetString( "give_value" ) ) )
{
startTime = gameLocal.slow.time;
//Lock the player from harvesting to prevent multiple harvests when only one is needed
thePlayer->harvest_lock = true;
idWeapon* weap = ( idWeapon* )thePlayer->weapon.GetEntity();
if( weap )
{
//weap->PostEventMS(&EV_Weapon_State, 0, "Charge", 8);
weap->ProcessEvent( &EV_Weapon_State, "Charge", 8 );
}
BeginBurn();
BeginFX();
//Stop any looping sound that was playing
idStr sound = parent->spawnArgs.GetString( "harvest_sound" );
if( sound.Length() > 0 )
{
parent->StopSound( SND_CHANNEL_ANY, false );
}
//Make the parent object non-solid
parent->GetPhysics()->SetContents( 0 );
parent->GetPhysics()->GetClipModel()->Unlink();
//Turn of the trigger so it doesn't process twice
trigger->SetContents( 0 );
}
}
}
}
/*
===============================================================================
idAFEntity_Harvest
===============================================================================
*/
const idEventDef EV_Harvest_SpawnHarvestEntity( "", NULL );
CLASS_DECLARATION( idAFEntity_WithAttachedHead, idAFEntity_Harvest )
EVENT( EV_Harvest_SpawnHarvestEntity, idAFEntity_Harvest::Event_SpawnHarvestEntity )
END_CLASS
/*
================
idAFEntity_Harvest::idAFEntity_Harvest
================
*/
idAFEntity_Harvest::idAFEntity_Harvest()
{
harvestEnt = NULL;
}
/*
================
idAFEntity_Harvest::~idAFEntity_Harvest
================
*/
idAFEntity_Harvest::~idAFEntity_Harvest()
{
if( harvestEnt.GetEntity() )
{
harvestEnt.GetEntity()->PostEventMS( &EV_Remove, 0 );
}
}
/*
================
idAFEntity_Harvest::Save
================
*/
void idAFEntity_Harvest::Save( idSaveGame* savefile ) const
{
harvestEnt.Save( savefile );
}
/*
================
idAFEntity_Harvest::Restore
================
*/
void idAFEntity_Harvest::Restore( idRestoreGame* savefile )
{
harvestEnt.Restore( savefile );
//if(harvestEnt.GetEntity()) {
// harvestEnt.GetEntity()->SetParent(this);
//}
}
/*
================
idAFEntity_Harvest::Spawn
================
*/
void idAFEntity_Harvest::Spawn()
{
PostEventMS( &EV_Harvest_SpawnHarvestEntity, 0 );
}
/*
================
idAFEntity_Harvest::Think
================
*/
void idAFEntity_Harvest::Think()
{
idAFEntity_WithAttachedHead::Think();
}
void idAFEntity_Harvest::Event_SpawnHarvestEntity()
{
const idDict* harvestDef = gameLocal.FindEntityDefDict( spawnArgs.GetString( "def_harvest_type" ), false );
if( harvestDef )
{
idEntity* temp;
gameLocal.SpawnEntityDef( *harvestDef, &temp, false );
harvestEnt = static_cast( temp );
}
if( harvestEnt.GetEntity() )
{
//Let the harvest entity set itself up
harvestEnt.GetEntity()->Init( this );
harvestEnt.GetEntity()->BecomeActive( TH_THINK );
}
}
void idAFEntity_Harvest::Gib( const idVec3& dir, const char* damageDefName )
{
if( harvestEnt.GetEntity() )
{
//Let the harvest ent know that we gibbed
harvestEnt.GetEntity()->Gib();
}
idAFEntity_WithAttachedHead::Gib( dir, damageDefName );
}