mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-15 06:51:22 +00:00
841 lines
20 KiB
C++
841 lines
20 KiB
C++
/*
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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 "precompiled.h"
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#pragma hdrstop
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#include "Game_local.h"
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#include "Misc.h"
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#define MAX_DRAG_TRACE_DISTANCE 384.0f
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#define TRACE_BOUNDS_SIZE 3.f
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#define HOLD_DISTANCE 72.f
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#define FIRING_DELAY 1000.0f
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#define DRAG_FAIL_LEN 64.f
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#define THROW_SCALE 1000
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#define MAX_PICKUP_VELOCITY 1500 * 1500
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#define MAX_PICKUP_SIZE 96
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/*
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===============================================================================
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Allows entities to be dragged through the world with physics.
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===============================================================================
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*/
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CLASS_DECLARATION( idEntity, idGrabber )
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END_CLASS
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/*
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==============
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idGrabber::idGrabber
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==============
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*/
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idGrabber::idGrabber()
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{
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dragEnt = NULL;
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owner = NULL;
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beam = NULL;
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beamTarget = NULL;
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oldImpulseSequence = 0;
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shakeForceFlip = false;
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holdingAF = false;
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endTime = 0;
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lastFiredTime = -FIRING_DELAY;
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dragFailTime = 0;
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startDragTime = 0;
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warpId = -1;
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dragTraceDist = MAX_DRAG_TRACE_DISTANCE;
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}
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/*
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==============
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idGrabber::~idGrabber
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==============
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*/
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idGrabber::~idGrabber()
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{
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StopDrag( true );
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if( beam )
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{
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delete beam;
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}
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if( beamTarget )
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{
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delete beamTarget;
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}
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}
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/*
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==============
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idGrabber::Save
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==============
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*/
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void idGrabber::Save( idSaveGame* savefile ) const
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{
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dragEnt.Save( savefile );
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savefile->WriteStaticObject( drag );
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savefile->WriteVec3( saveGravity );
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savefile->WriteInt( id );
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savefile->WriteVec3( localPlayerPoint );
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owner.Save( savefile );
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savefile->WriteBool( holdingAF );
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savefile->WriteBool( shakeForceFlip );
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savefile->WriteInt( endTime );
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savefile->WriteInt( lastFiredTime );
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savefile->WriteInt( dragFailTime );
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savefile->WriteInt( startDragTime );
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savefile->WriteFloat( dragTraceDist );
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savefile->WriteInt( savedContents );
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savefile->WriteInt( savedClipmask );
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savefile->WriteObject( beam );
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savefile->WriteObject( beamTarget );
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savefile->WriteInt( warpId );
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}
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/*
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==============
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idGrabber::Restore
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==============
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*/
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void idGrabber::Restore( idRestoreGame* savefile )
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{
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//Spawn the beams
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Initialize();
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dragEnt.Restore( savefile );
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savefile->ReadStaticObject( drag );
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savefile->ReadVec3( saveGravity );
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savefile->ReadInt( id );
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// Restore the drag force's physics object
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if( dragEnt.IsValid() )
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{
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drag.SetPhysics( dragEnt.GetEntity()->GetPhysics(), id, dragEnt.GetEntity()->GetPhysics()->GetOrigin() );
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}
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savefile->ReadVec3( localPlayerPoint );
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owner.Restore( savefile );
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savefile->ReadBool( holdingAF );
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savefile->ReadBool( shakeForceFlip );
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savefile->ReadInt( endTime );
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savefile->ReadInt( lastFiredTime );
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savefile->ReadInt( dragFailTime );
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savefile->ReadInt( startDragTime );
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savefile->ReadFloat( dragTraceDist );
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savefile->ReadInt( savedContents );
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savefile->ReadInt( savedClipmask );
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savefile->ReadObject( reinterpret_cast<idClass*&>( beam ) );
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savefile->ReadObject( reinterpret_cast<idClass*&>( beamTarget ) );
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savefile->ReadInt( warpId );
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}
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/*
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==============
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idGrabber::Initialize
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==============
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*/
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void idGrabber::Initialize()
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{
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if( !common->IsMultiplayer() )
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{
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idDict args;
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if( !beamTarget )
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{
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args.SetVector( "origin", vec3_origin );
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args.SetBool( "start_off", true );
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beamTarget = ( idBeam* )gameLocal.SpawnEntityType( idBeam::Type, &args );
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}
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if( !beam )
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{
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args.Clear();
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args.Set( "target", beamTarget->name.c_str() );
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args.SetVector( "origin", vec3_origin );
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args.SetBool( "start_off", true );
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args.Set( "width", "6" );
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args.Set( "skin", "textures/smf/flareSizeable" );
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args.Set( "_color", "0.0235 0.843 0.969 0.2" );
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beam = ( idBeam* )gameLocal.SpawnEntityType( idBeam::Type, &args );
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beam->SetShaderParm( 6, 1.0f );
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}
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endTime = 0;
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dragTraceDist = MAX_DRAG_TRACE_DISTANCE;
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}
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else
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{
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beam = NULL;
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beamTarget = NULL;
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endTime = 0;
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dragTraceDist = MAX_DRAG_TRACE_DISTANCE;
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};
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}
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/*
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==============
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idGrabber::SetDragDistance
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==============
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*/
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void idGrabber::SetDragDistance( float dist )
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{
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dragTraceDist = dist;
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}
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/*
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==============
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idGrabber::StartDrag
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==============
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*/
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void idGrabber::StartDrag( idEntity* grabEnt, int id )
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{
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int clipModelId = id;
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idPlayer* thePlayer = owner.GetEntity();
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holdingAF = false;
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dragFailTime = gameLocal.slow.time;
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startDragTime = gameLocal.slow.time;
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oldImpulseSequence = thePlayer->usercmd.impulseSequence;
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// set grabbed state for networking
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grabEnt->SetGrabbedState( true );
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// This is the new object to drag around
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dragEnt = grabEnt;
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// Show the beams!
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UpdateBeams();
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if( beam )
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{
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beam->Show();
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}
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if( beamTarget )
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{
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beamTarget->Show();
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}
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// Move the object to the fast group (helltime)
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grabEnt->timeGroup = TIME_GROUP2;
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// Handle specific class types
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if( grabEnt->IsType( idProjectile::Type ) )
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{
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idProjectile* p = ( idProjectile* )grabEnt;
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p->CatchProjectile( thePlayer, "_catch" );
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// Make the projectile non-solid to other projectiles/enemies (special hack for helltime hunter)
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if( !idStr::Cmp( grabEnt->GetEntityDefName(), "projectile_helltime_killer" ) )
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{
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savedContents = CONTENTS_PROJECTILE;
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savedClipmask = MASK_SHOT_RENDERMODEL | CONTENTS_PROJECTILE;
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}
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else
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{
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savedContents = grabEnt->GetPhysics()->GetContents();
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savedClipmask = grabEnt->GetPhysics()->GetClipMask();
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}
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grabEnt->GetPhysics()->SetContents( 0 );
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grabEnt->GetPhysics()->SetClipMask( CONTENTS_SOLID | CONTENTS_BODY );
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}
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else if( grabEnt->IsType( idExplodingBarrel::Type ) )
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{
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idExplodingBarrel* ebarrel = static_cast<idExplodingBarrel*>( grabEnt );
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ebarrel->StartBurning();
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}
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else if( grabEnt->IsType( idAFEntity_Gibbable::Type ) )
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{
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holdingAF = true;
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clipModelId = 0;
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if( grabbableAI( grabEnt->spawnArgs.GetString( "classname" ) ) )
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{
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idAI* aiEnt = static_cast<idAI*>( grabEnt );
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aiEnt->StartRagdoll();
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}
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}
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else if( grabEnt->IsType( idMoveableItem::Type ) )
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{
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// RB: 64 bit fixes, changed NULL to 0
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grabEnt->PostEventMS( &EV_Touch, 250, thePlayer, 0 );
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// RB end
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}
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// Get the current physics object to manipulate
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idPhysics* phys = grabEnt->GetPhysics();
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// Turn off gravity on object
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saveGravity = phys->GetGravity();
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phys->SetGravity( vec3_origin );
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// hold it directly in front of player
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localPlayerPoint = ( thePlayer->firstPersonViewAxis[0] * HOLD_DISTANCE ) * thePlayer->firstPersonViewAxis.Transpose();
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// Set the ending time for the hold
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endTime = gameLocal.time + g_grabberHoldSeconds.GetFloat() * 1000;
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// Start up the Force_Drag to bring it in
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drag.Init( g_grabberDamping.GetFloat() );
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drag.SetPhysics( phys, clipModelId, thePlayer->firstPersonViewOrigin + localPlayerPoint * thePlayer->firstPersonViewAxis );
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// start the screen warp
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warpId = thePlayer->playerView.AddWarp( phys->GetOrigin(), SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2, 160, 2000 );
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}
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/*
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==============
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idGrabber::StopDrag
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==============
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*/
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void idGrabber::StopDrag( bool dropOnly )
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{
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idPlayer* thePlayer = owner.GetEntity();
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if( beam )
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{
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beam->Hide();
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}
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if( beamTarget )
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{
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beamTarget->Hide();
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}
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if( dragEnt.IsValid() )
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{
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idEntity* ent = dragEnt.GetEntity();
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// set grabbed state for networking
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ent->SetGrabbedState( false );
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// If a cinematic has started, allow dropped object to think in cinematics
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if( gameLocal.inCinematic )
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{
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ent->cinematic = true;
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}
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// Restore Gravity
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ent->GetPhysics()->SetGravity( saveGravity );
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// Move the object back to the slow group (helltime)
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ent->timeGroup = TIME_GROUP1;
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if( holdingAF )
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{
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idAFEntity_Gibbable* af = static_cast<idAFEntity_Gibbable*>( ent );
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idPhysics_AF* af_Phys = static_cast<idPhysics_AF*>( af->GetPhysics() );
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if( grabbableAI( ent->spawnArgs.GetString( "classname" ) ) )
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{
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idAI* aiEnt = static_cast<idAI*>( ent );
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aiEnt->Damage( thePlayer, thePlayer, vec3_origin, "damage_suicide", 1.0f, INVALID_JOINT );
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}
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af->SetThrown( !dropOnly );
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// Reset timers so that it isn't forcibly put to rest in mid-air
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af_Phys->PutToRest();
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af_Phys->Activate();
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af_Phys->SetTimeScaleRamp( MS2SEC( gameLocal.slow.time ) - 1.5f, MS2SEC( gameLocal.slow.time ) + 1.0f );
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}
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// If the object isn't near its goal, just drop it in place.
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if( !ent->IsType( idProjectile::Type ) && ( dropOnly || drag.GetDistanceToGoal() > DRAG_FAIL_LEN ) )
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{
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ent->GetPhysics()->SetLinearVelocity( vec3_origin );
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thePlayer->StartSoundShader( declManager->FindSound( "grabber_maindrop" ), SND_CHANNEL_WEAPON, 0, false, NULL );
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if( ent->IsType( idExplodingBarrel::Type ) )
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{
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idExplodingBarrel* ebarrel = static_cast<idExplodingBarrel*>( ent );
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ebarrel->SetStability( true );
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ebarrel->StopBurning();
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}
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}
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else
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{
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// Shoot the object forward
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ent->ApplyImpulse( thePlayer, 0, ent->GetPhysics()->GetOrigin(), thePlayer->firstPersonViewAxis[0] * THROW_SCALE * ent->GetPhysics()->GetMass() );
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thePlayer->StartSoundShader( declManager->FindSound( "grabber_release" ), SND_CHANNEL_WEAPON, 0, false, NULL );
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// Orient projectiles away from the player
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if( ent->IsType( idProjectile::Type ) )
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{
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idPlayer* player = owner.GetEntity();
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idAngles ang = player->firstPersonViewAxis[0].ToAngles();
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ang.pitch += 90.f;
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ent->GetPhysics()->SetAxis( ang.ToMat3() );
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ent->GetPhysics()->SetAngularVelocity( vec3_origin );
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// Restore projectile contents
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ent->GetPhysics()->SetContents( savedContents );
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ent->GetPhysics()->SetClipMask( savedClipmask );
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idProjectile* projectile = static_cast< idProjectile* >( ent );
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if( projectile != NULL )
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{
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projectile->SetLaunchedFromGrabber( true );
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}
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}
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else if( ent->IsType( idMoveable::Type ) )
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{
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// Turn on damage for this object
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idMoveable* obj = static_cast<idMoveable*>( ent );
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obj->EnableDamage( true, 2.5f );
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obj->SetAttacker( thePlayer );
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if( ent->IsType( idExplodingBarrel::Type ) )
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{
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idExplodingBarrel* ebarrel = static_cast<idExplodingBarrel*>( ent );
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ebarrel->SetStability( false );
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}
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}
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else if( ent->IsType( idMoveableItem::Type ) )
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{
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ent->GetPhysics()->SetClipMask( MASK_MONSTERSOLID );
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}
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}
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// Remove the Force_Drag's control of the entity
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drag.RemovePhysics( ent->GetPhysics() );
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}
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if( warpId != -1 )
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{
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thePlayer->playerView.FreeWarp( warpId );
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warpId = -1;
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}
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lastFiredTime = gameLocal.time;
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dragEnt = NULL;
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endTime = 0;
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}
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/*
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==============
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idGrabber::Update
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==============
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*/
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int idGrabber::Update( idPlayer* player, bool hide )
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{
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trace_t trace;
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idEntity* newEnt;
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// pause before allowing refire
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if( lastFiredTime + FIRING_DELAY > gameLocal.time )
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{
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return 3;
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}
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// Dead players release the trigger
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if( hide || player->health <= 0 )
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{
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StopDrag( true );
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if( hide )
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{
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lastFiredTime = gameLocal.time - FIRING_DELAY + 250;
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}
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return 3;
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}
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// Check if object being held has been removed (dead demon, projectile, etc.)
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if( endTime > gameLocal.time )
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{
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bool abort = !dragEnt.IsValid();
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if( !abort && dragEnt.GetEntity()->IsType( idProjectile::Type ) )
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{
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idProjectile* proj = ( idProjectile* )dragEnt.GetEntity();
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if( proj->GetProjectileState() >= 3 )
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{
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abort = true;
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}
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}
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if( !abort && dragEnt.GetEntity() && dragEnt.GetEntity()->IsHidden() )
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{
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abort = true;
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}
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// Not in multiplayer :: Pressing "reload" lets you carefully drop an item
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if( !common->IsMultiplayer() && !abort && ( player->usercmd.impulseSequence != oldImpulseSequence ) && ( player->usercmd.impulse == IMPULSE_13 ) )
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{
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abort = true;
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}
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if( abort )
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{
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StopDrag( true );
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return 3;
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}
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}
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owner = player;
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// if no entity selected for dragging
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if( !dragEnt.GetEntity() )
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{
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idBounds bounds;
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idVec3 end = player->firstPersonViewOrigin + player->firstPersonViewAxis[0] * dragTraceDist;
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bounds.Zero();
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bounds.ExpandSelf( TRACE_BOUNDS_SIZE );
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gameLocal.clip.TraceBounds( trace, player->firstPersonViewOrigin, end, bounds, MASK_SHOT_RENDERMODEL | CONTENTS_PROJECTILE | CONTENTS_MOVEABLECLIP, player );
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// If the trace hit something
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if( trace.fraction < 1.0f )
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{
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newEnt = gameLocal.entities[ trace.c.entityNum ];
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// if entity is already being grabbed then bypass
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if( common->IsMultiplayer() && newEnt && newEnt->IsGrabbed() )
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{
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return 0;
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}
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// Check if this is a valid entity to hold
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if( newEnt && ( newEnt->IsType( idMoveable::Type ) ||
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newEnt->IsType( idMoveableItem::Type ) ||
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newEnt->IsType( idProjectile::Type ) ||
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newEnt->IsType( idAFEntity_Gibbable::Type )
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) &&
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newEnt->noGrab == false &&
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newEnt->GetPhysics()->GetBounds().GetRadius() < MAX_PICKUP_SIZE &&
|
|
newEnt->GetPhysics()->GetLinearVelocity().LengthSqr() < MAX_PICKUP_VELOCITY )
|
|
{
|
|
|
|
bool validAF = true;
|
|
|
|
if( newEnt->IsType( idAFEntity_Gibbable::Type ) )
|
|
{
|
|
idAFEntity_Gibbable* afEnt = static_cast<idAFEntity_Gibbable*>( newEnt );
|
|
|
|
if( grabbableAI( newEnt->spawnArgs.GetString( "classname" ) ) )
|
|
{
|
|
// Make sure it's also active
|
|
if( !afEnt->IsActive() )
|
|
{
|
|
validAF = false;
|
|
}
|
|
}
|
|
else if( !afEnt->IsActiveAF() )
|
|
{
|
|
validAF = false;
|
|
}
|
|
}
|
|
|
|
if( validAF && player->usercmd.buttons & BUTTON_ATTACK )
|
|
{
|
|
// Grab this entity and start dragging it around
|
|
StartDrag( newEnt, trace.c.id );
|
|
}
|
|
else if( validAF )
|
|
{
|
|
// A holdable object is ready to be grabbed
|
|
return 1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// check backwards server time in multiplayer
|
|
bool allow = true;
|
|
|
|
if( common->IsMultiplayer() )
|
|
{
|
|
|
|
// if we've marched backwards
|
|
if( gameLocal.slow.time < startDragTime )
|
|
{
|
|
allow = false;
|
|
}
|
|
}
|
|
|
|
|
|
// if there is an entity selected for dragging
|
|
if( dragEnt.GetEntity() && allow )
|
|
{
|
|
idPhysics* entPhys = dragEnt.GetEntity()->GetPhysics();
|
|
idVec3 goalPos;
|
|
|
|
// If the player lets go of attack, or time is up
|
|
if( !( player->usercmd.buttons & BUTTON_ATTACK ) )
|
|
{
|
|
StopDrag( false );
|
|
return 3;
|
|
}
|
|
if( gameLocal.time > endTime )
|
|
{
|
|
StopDrag( true );
|
|
return 3;
|
|
}
|
|
|
|
// Check if the player is standing on the object
|
|
if( !holdingAF )
|
|
{
|
|
idBounds playerBounds;
|
|
idBounds objectBounds = entPhys->GetAbsBounds();
|
|
idVec3 newPoint = player->GetPhysics()->GetOrigin();
|
|
|
|
// create a bounds at the players feet
|
|
playerBounds.Clear();
|
|
playerBounds.AddPoint( newPoint );
|
|
newPoint.z -= 1.f;
|
|
playerBounds.AddPoint( newPoint );
|
|
playerBounds.ExpandSelf( 8.f );
|
|
|
|
// If it intersects the object bounds, then drop it
|
|
if( playerBounds.IntersectsBounds( objectBounds ) )
|
|
{
|
|
StopDrag( true );
|
|
return 3;
|
|
}
|
|
}
|
|
|
|
// Shake the object at the end of the hold
|
|
if( g_grabberEnableShake.GetBool() && !common->IsMultiplayer() )
|
|
{
|
|
ApplyShake();
|
|
}
|
|
|
|
// Set and evaluate drag force
|
|
goalPos = player->firstPersonViewOrigin + localPlayerPoint * player->firstPersonViewAxis;
|
|
|
|
drag.SetGoalPosition( goalPos );
|
|
drag.Evaluate( gameLocal.time );
|
|
|
|
// If an object is flying too fast toward the player, stop it hard
|
|
if( g_grabberHardStop.GetBool() )
|
|
{
|
|
idPlane theWall;
|
|
idVec3 toPlayerVelocity, objectCenter;
|
|
float toPlayerSpeed;
|
|
|
|
toPlayerVelocity = -player->firstPersonViewAxis[0];
|
|
toPlayerSpeed = entPhys->GetLinearVelocity() * toPlayerVelocity;
|
|
|
|
if( toPlayerSpeed > 64.f )
|
|
{
|
|
objectCenter = entPhys->GetAbsBounds().GetCenter();
|
|
|
|
theWall.SetNormal( player->firstPersonViewAxis[0] );
|
|
theWall.FitThroughPoint( goalPos );
|
|
|
|
if( theWall.Side( objectCenter, 0.1f ) == PLANESIDE_BACK )
|
|
{
|
|
int i, num;
|
|
|
|
num = entPhys->GetNumClipModels();
|
|
for( i = 0; i < num; i++ )
|
|
{
|
|
entPhys->SetLinearVelocity( vec3_origin, i );
|
|
}
|
|
}
|
|
}
|
|
|
|
// Make sure the object isn't spinning too fast
|
|
const float MAX_ROTATION_SPEED = 12.f;
|
|
|
|
idVec3 angVel = entPhys->GetAngularVelocity();
|
|
float rotationSpeed = angVel.LengthFast();
|
|
|
|
if( rotationSpeed > MAX_ROTATION_SPEED )
|
|
{
|
|
angVel.NormalizeFast();
|
|
angVel *= MAX_ROTATION_SPEED;
|
|
entPhys->SetAngularVelocity( angVel );
|
|
}
|
|
}
|
|
|
|
// Orient projectiles away from the player
|
|
if( dragEnt.GetEntity()->IsType( idProjectile::Type ) )
|
|
{
|
|
idAngles ang = player->firstPersonViewAxis[0].ToAngles();
|
|
ang.pitch += 90.f;
|
|
entPhys->SetAxis( ang.ToMat3() );
|
|
}
|
|
|
|
// Some kind of effect from gun to object?
|
|
UpdateBeams();
|
|
|
|
// If the object is stuck away from its intended position for more than 500ms, let it go.
|
|
if( drag.GetDistanceToGoal() > DRAG_FAIL_LEN )
|
|
{
|
|
if( dragFailTime < ( gameLocal.slow.time - 500 ) )
|
|
{
|
|
StopDrag( true );
|
|
return 3;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
dragFailTime = gameLocal.slow.time;
|
|
}
|
|
|
|
// Currently holding an object
|
|
return 2;
|
|
}
|
|
|
|
// Not holding, nothing to hold
|
|
return 0;
|
|
}
|
|
|
|
/*
|
|
======================
|
|
idGrabber::UpdateBeams
|
|
======================
|
|
*/
|
|
void idGrabber::UpdateBeams()
|
|
{
|
|
jointHandle_t muzzle_joint;
|
|
idVec3 muzzle_origin;
|
|
idMat3 muzzle_axis;
|
|
renderEntity_t* re;
|
|
|
|
if( !beam )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if( dragEnt.IsValid() )
|
|
{
|
|
idPlayer* thePlayer = owner.GetEntity();
|
|
|
|
if( beamTarget )
|
|
{
|
|
beamTarget->SetOrigin( dragEnt.GetEntity()->GetPhysics()->GetAbsBounds().GetCenter() );
|
|
}
|
|
|
|
muzzle_joint = thePlayer->weapon.GetEntity()->GetAnimator()->GetJointHandle( "particle_upper" );
|
|
if( muzzle_joint != INVALID_JOINT )
|
|
{
|
|
thePlayer->weapon.GetEntity()->GetJointWorldTransform( muzzle_joint, gameLocal.time, muzzle_origin, muzzle_axis );
|
|
}
|
|
else
|
|
{
|
|
muzzle_origin = thePlayer->GetPhysics()->GetOrigin();
|
|
}
|
|
|
|
beam->SetOrigin( muzzle_origin );
|
|
re = beam->GetRenderEntity();
|
|
re->origin = muzzle_origin;
|
|
|
|
beam->UpdateVisuals();
|
|
beam->Present();
|
|
}
|
|
}
|
|
|
|
/*
|
|
==============
|
|
idGrabber::ApplyShake
|
|
==============
|
|
*/
|
|
void idGrabber::ApplyShake()
|
|
{
|
|
float u = 1 - ( float )( endTime - gameLocal.time ) / ( g_grabberHoldSeconds.GetFloat() * 1000 );
|
|
|
|
if( u >= 0.8f )
|
|
{
|
|
idVec3 point, impulse;
|
|
float shakeForceMagnitude = 450.f;
|
|
float mass = dragEnt.GetEntity()->GetPhysics()->GetMass();
|
|
|
|
shakeForceFlip = !shakeForceFlip;
|
|
|
|
// get point to rotate around
|
|
point = dragEnt.GetEntity()->GetPhysics()->GetOrigin();
|
|
point.y += 1;
|
|
|
|
// Articulated figures get less violent shake
|
|
if( holdingAF )
|
|
{
|
|
shakeForceMagnitude = 120.f;
|
|
}
|
|
|
|
// calc impulse
|
|
if( shakeForceFlip )
|
|
{
|
|
impulse.Set( 0, 0, shakeForceMagnitude * u * mass );
|
|
}
|
|
else
|
|
{
|
|
impulse.Set( 0, 0, -shakeForceMagnitude * u * mass );
|
|
}
|
|
|
|
dragEnt.GetEntity()->ApplyImpulse( NULL, 0, point, impulse );
|
|
}
|
|
}
|
|
|
|
/*
|
|
==============
|
|
idGrabber::grabbableAI
|
|
==============
|
|
*/
|
|
bool idGrabber::grabbableAI( const char* aiName )
|
|
{
|
|
// skip "monster_"
|
|
aiName += 8;
|
|
|
|
if( !idStr::Cmpn( aiName, "flying_lostsoul", 15 ) ||
|
|
!idStr::Cmpn( aiName, "demon_trite", 11 ) ||
|
|
!idStr::Cmp( aiName, "flying_forgotten" ) ||
|
|
!idStr::Cmp( aiName, "demon_cherub" ) ||
|
|
!idStr::Cmp( aiName, "demon_tick" ) )
|
|
{
|
|
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|