1348 lines
34 KiB
C++
1348 lines
34 KiB
C++
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// RAVEN BEGIN
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// bdube: note that this file is no longer merged with Doom3 updates
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//
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// MERGE_DATE 09/30/2004
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#include "../idlib/precompiled.h"
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#pragma hdrstop
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#include "Game_local.h"
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#if !defined(__GAME_PROJECTILE_H__)
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#include "Projectile.h"
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#endif
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/*
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===============================================================================
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idMoveable
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===============================================================================
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*/
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const idEventDef EV_BecomeNonSolid( "becomeNonSolid" );
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const idEventDef EV_SetOwnerFromSpawnArgs( "<setOwnerFromSpawnArgs>" );
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const idEventDef EV_IsAtRest( "isAtRest", NULL, 'd' );
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const idEventDef EV_CanDamage( "canDamage", "f" );
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const idEventDef EV_SetHealth( "setHealth", "f" );
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const idEventDef EV_RadiusDamage( "<radiusDamage>", "es" );
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CLASS_DECLARATION( idDamagable, idMoveable )
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EVENT( EV_Activate, idMoveable::Event_Activate )
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EVENT( EV_BecomeNonSolid, idMoveable::Event_BecomeNonSolid )
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EVENT( EV_SetOwnerFromSpawnArgs, idMoveable::Event_SetOwnerFromSpawnArgs )
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EVENT( EV_IsAtRest, idMoveable::Event_IsAtRest )
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EVENT( EV_CanDamage, idMoveable::Event_CanDamage )
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EVENT( EV_SetHealth, idMoveable::Event_SetHealth )
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EVENT( EV_RadiusDamage, idMoveable::Event_RadiusDamage )
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END_CLASS
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static const float BOUNCE_SOUND_MIN_VELOCITY = 80.0f;
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static const float BOUNCE_SOUND_MAX_VELOCITY = 400.0f;
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static const int BOUNCE_SOUND_DELAY_MIN = 500.0f;
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static const int BOUNCE_SOUND_DELAY_MAX = 1200.0f;
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/*
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================
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idMoveable::idMoveable
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================
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*/
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idMoveable::idMoveable( void ) {
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minDamageVelocity = 100.0f;
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maxDamageVelocity = 200.0f;
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nextCollideFxTime = 0;
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initialSpline = NULL;
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initialSplineDir = vec3_zero;
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unbindOnDeath = false;
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allowStep = false;
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canDamage = false;
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lastAttacker = NULL;
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}
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/*
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================
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idMoveable::~idMoveable
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================
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*/
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idMoveable::~idMoveable( void ) {
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delete initialSpline;
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initialSpline = NULL;
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SetPhysics( NULL );
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}
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/*
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================
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idMoveable::Spawn
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================
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*/
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void idMoveable::Spawn( void ) {
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idTraceModel trm;
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float density, friction, bouncyness;
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int clipShrink;
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idStr clipModelName;
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bool setClipModel = false;
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idBounds bounds;
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// check if a clip model is set
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spawnArgs.GetString( "clipmodel", "", clipModelName );
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if ( !clipModelName[0] ) {
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idVec3 size;
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if ( spawnArgs.GetVector( "mins", NULL, bounds[0] ) &&
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spawnArgs.GetVector( "maxs", NULL, bounds[1] ) ) {
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setClipModel = true;
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if ( bounds[0][0] > bounds[1][0] || bounds[0][1] > bounds[1][1] || bounds[0][2] > bounds[1][2] ) {
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gameLocal.Error( "Invalid bounds '%s'-'%s' on moveable '%s'", bounds[0].ToString(), bounds[1].ToString(), name.c_str() );
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}
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} else if ( spawnArgs.GetVector( "size", NULL, size ) ) {
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if ( ( size.x < 0.0f ) || ( size.y < 0.0f ) || ( size.z < 0.0f ) ) {
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gameLocal.Error( "Invalid size '%s' on moveable '%s'", size.ToString(), name.c_str() );
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}
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bounds[0].Set( size.x * -0.5f, size.y * -0.5f, 0.0f );
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bounds[1].Set( size.x * 0.5f, size.y * 0.5f, size.z );
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setClipModel = true;
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}
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}
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if ( setClipModel ) {
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trm.SetupBox( bounds );
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} else {
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if ( !clipModelName[0] ) {
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clipModelName = spawnArgs.GetString ( "model" ); // use the visual model
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}
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clipModelName.BackSlashesToSlashes();
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if ( !collisionModelManager->TrmFromModel( gameLocal.GetMapName(), clipModelName, trm ) ) {
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gameLocal.Error( "idMoveable '%s': cannot load collision model %s", name.c_str(), clipModelName.c_str() );
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return;
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}
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}
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// if the model should be shrinked
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clipShrink = spawnArgs.GetInt( "clipshrink" );
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if ( clipShrink != 0 ) {
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trm.Shrink( clipShrink * CM_CLIP_EPSILON );
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}
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// get rigid body properties
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spawnArgs.GetFloat( "density", "0.5", density );
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density = idMath::ClampFloat( 0.001f, 1000.0f, density );
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spawnArgs.GetFloat( "friction", "0.05", friction );
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friction = idMath::ClampFloat( 0.0f, 1.0f, friction );
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spawnArgs.GetFloat( "bouncyness", "0.6", bouncyness );
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bouncyness = idMath::ClampFloat( 0.0f, 1.0f, bouncyness );
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unbindOnDeath = spawnArgs.GetBool( "unbindondeath" );
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nextCollideFxTime = 0;
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damage = spawnArgs.GetString( "def_damage", "" );
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canDamage = spawnArgs.GetBool( "damageWhenActive" ) ? false : true;
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health = spawnArgs.GetInt( "health", "0" );
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spawnArgs.GetString( "broken", "", brokenModel );
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if ( health ) {
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if ( brokenModel != "" && !renderModelManager->CheckModel( brokenModel ) ) {
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gameLocal.Error( "idMoveable '%s' at (%s): cannot load broken model '%s'", name.c_str(), GetPhysics()->GetOrigin().ToString(0), brokenModel.c_str() );
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}
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}
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fl.takedamage = (health > 0 );
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// setup the physics
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physicsObj.SetSelf( this );
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// RAVEN BEGIN
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// mwhitlock: Dynamic memory consolidation
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RV_PUSH_HEAP_MEM( this );
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// RAVEN END
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physicsObj.SetClipModel( new idClipModel( trm, GetRenderModelMaterial() ), density );
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// RAVEN BEGIN
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// mwhitlock: Dynamic memory consolidation
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RV_POP_HEAP();
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// RAVEN END
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physicsObj.SetOrigin( GetPhysics()->GetOrigin() );
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physicsObj.SetAxis( GetPhysics()->GetAxis() );
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physicsObj.SetBouncyness( bouncyness );
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physicsObj.SetFriction( 0.6f, 0.6f, friction );
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physicsObj.SetGravity( gameLocal.GetGravity() );
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physicsObj.SetContents( CONTENTS_SOLID );
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physicsObj.SetClipMask( MASK_SOLID | CONTENTS_BODY | CONTENTS_CORPSE | CONTENTS_MOVEABLECLIP | CONTENTS_WATER );
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SetPhysics( &physicsObj );
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if ( spawnArgs.GetBool( "nodrop" ) ) {
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physicsObj.PutToRest();
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} else {
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physicsObj.DropToFloor();
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}
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if ( spawnArgs.GetBool( "noimpact" ) || spawnArgs.GetBool( "notPushable" ) ) {
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physicsObj.DisableImpact();
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}
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if ( spawnArgs.GetBool( "nonsolid" ) ) {
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BecomeNonSolid();
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}
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allowStep = spawnArgs.GetBool( "allowStep", "1" );
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// RAVEN BEGIN
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// cdr: Obstacle Avoidance
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fl.isAIObstacle = !physicsObj.IsPushable();
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// RAVEN END
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PostEventMS( &EV_SetOwnerFromSpawnArgs, 0 );
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}
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/*
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================
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idMoveable::Save
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================
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*/
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void idMoveable::Save( idSaveGame *savefile ) const {
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savefile->WriteStaticObject( physicsObj );
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savefile->WriteString( brokenModel );
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savefile->WriteString( damage );
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savefile->WriteInt( nextCollideFxTime );
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savefile->WriteFloat( minDamageVelocity );
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savefile->WriteFloat( maxDamageVelocity );
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savefile->WriteInt( initialSpline != NULL ? initialSpline->GetTime( 0 ) : -1 );
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savefile->WriteVec3( initialSplineDir );
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savefile->WriteBool( unbindOnDeath );
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savefile->WriteBool( allowStep );
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savefile->WriteBool( canDamage );
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lastAttacker.Save(savefile); // cnicholson: Added unsaved var
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}
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/*
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================
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idMoveable::Restore
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================
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*/
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void idMoveable::Restore( idRestoreGame *savefile ) {
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int initialSplineTime;
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savefile->ReadStaticObject( physicsObj );
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savefile->ReadString( brokenModel );
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savefile->ReadString( damage );
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savefile->ReadInt( nextCollideFxTime );
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savefile->ReadFloat( minDamageVelocity );
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savefile->ReadFloat( maxDamageVelocity );
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savefile->ReadInt( initialSplineTime );
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if ( initialSplineTime != -1 ) {
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InitInitialSpline( initialSplineTime );
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} else {
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initialSpline = NULL;
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}
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savefile->ReadVec3( initialSplineDir );
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savefile->ReadBool( unbindOnDeath );
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savefile->ReadBool( allowStep );
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savefile->ReadBool( canDamage ); // cnicholson: Added unrestored var
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lastAttacker.Restore(savefile); // cnicholson: Added unrestored var
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RestorePhysics( &physicsObj );
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}
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/*
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================
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idMoveable::Hide
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================
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*/
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void idMoveable::Hide( void ) {
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// RAVEN BEGIN
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// abahr: changed parent scope
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idDamagable::Hide();
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physicsObj.SetContents( 0 );
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}
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/*
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================
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idMoveable::Show
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================
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*/
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void idMoveable::Show( void ) {
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// RAVEN BEGIN
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// abahr: changed parent scope
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idDamagable::Show();
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if ( !spawnArgs.GetBool( "nonsolid" ) ) {
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physicsObj.SetContents( CONTENTS_SOLID );
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}
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}
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/*
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=================
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idMoveable::Collide
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=================
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*/
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bool idMoveable::Collide( const trace_t &collision, const idVec3 &velocity ) {
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float len, f;
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idVec3 dir;
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idEntity *ent;
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dir = velocity;
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len = dir.NormalizeFast();
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if ( len > BOUNCE_SOUND_MIN_VELOCITY ) {
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if ( gameLocal.time > nextCollideFxTime ) {
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PlayEffect ( gameLocal.GetEffect(spawnArgs,"fx_collide",collision.c.materialType), collision.c.point, collision.c.normal.ToMat3() );
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// RAVEN BEGIN
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// jscott: fixed negative sqrt call
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if( len > BOUNCE_SOUND_MAX_VELOCITY ) {
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f = 1.0f;
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} else if( len <= BOUNCE_SOUND_MIN_VELOCITY ) {
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f = 0.0f;
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} else {
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f = ( len - BOUNCE_SOUND_MIN_VELOCITY ) * ( 1.0f / ( BOUNCE_SOUND_MAX_VELOCITY - BOUNCE_SOUND_MIN_VELOCITY ) );
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}
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// RAVEN END
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SetSoundVolume( f );
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StartSound( "snd_bounce", SND_CHANNEL_BODY, 0, false, NULL );
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nextCollideFxTime = gameLocal.time + BOUNCE_SOUND_DELAY_MIN + gameLocal.random.RandomInt(BOUNCE_SOUND_DELAY_MAX - BOUNCE_SOUND_DELAY_MIN);
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}
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}
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if ( canDamage && damage.Length() ) {
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ent = gameLocal.entities[ collision.c.entityNum ];
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if ( ent && len > minDamageVelocity ) {
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// RAVEN BEGIN
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// jscott: fixed negative sqrt call
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if( len > maxDamageVelocity ) {
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f = 1.0f;
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} else if( len <= minDamageVelocity ) {
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f = 0.0f;
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} else {
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f = idMath::Sqrt( len - minDamageVelocity ) * ( 1.0f / idMath::Sqrt( maxDamageVelocity - minDamageVelocity ) );
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}
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// RAVEN END
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ent->Damage( this, GetPhysics()->GetClipModel()->GetOwner(), dir, damage, f, INVALID_JOINT );
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}
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}
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return false;
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}
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/*
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============
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idMoveable::Damage
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============
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*/
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void idMoveable::Damage( idEntity *inflictor, idEntity *attacker, const idVec3 &dir, const char *damageDefName, const float damageScale, const int location ) {
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idDamagable::Damage ( inflictor, attacker, dir, damageDefName, damageScale, location );
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// Cache the attacker to ensure credit for a kill is given to the entity that caused the damage
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lastAttacker = inflictor;
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// jshepard:
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// gameLocal.Warning("idMoveable Damaged! Health is %d", health);
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}
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/*
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============
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idMoveable::Killed
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============
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*/
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void idMoveable::Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location ) {
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// jshepard: I am dead!
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// gameLocal.Warning("idMoveable Killed! Health is %d", health);
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/*
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// No more taking damage
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fl.takedamage = false;
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// Should the moveable launch around when killed?
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int launchTime;
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launchTime = SEC2MS ( spawnArgs.GetFloat ( "launch_time", "0" );
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if ( launchTime > 0 ) {
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launchOffset = spawnArgs.GetVector ( "launch_offset" );
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launchDir = spawnArgs.GetVector ( "
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}
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spawnArgs.GetFloat ( "explode_lapse",
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PostEventSec ( &EV_Remove, explodeLapse );
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// Two part explosion?
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explode_impulse
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explode_lapse
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if ( unbindOnDeath ) {
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Unbind();
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}
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if ( brokenModel != "" ) {
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SetModel( brokenModel );
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}
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if ( explode ) {
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if ( brokenModel == "" ) {
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Hide();
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physicsObj.PutToRest();
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GetPhysics()->SetContents( 0 );
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PostEventMS( &EV_Remove, 0 );
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}
|
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const char *splash = spawnArgs.GetString( "def_splash_damage", "" );
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if ( splash && *splash ) {
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gameLocal.RadiusDamage( GetPhysics()->GetOrigin(), inflictor, inflictor, this, this, splash );
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}
|
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StartSound( "snd_explode", SND_CHANNEL_ANY );
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StopAllEffects ( );
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gameLocal.PlayEffect ( gameLocal.GetEffect(spawnArgs, "fx_explode"), GetPhysics()->GetOrigin(), (-GetPhysics()->GetGravityNormal()).ToMat3(), false, vec3_origin, true );
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}
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||
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if ( renderEntity.gui[ 0 ] ) {
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||
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renderEntity.gui[ 0 ] = NULL;
|
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}
|
||
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||
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ActivateTargets( this );
|
||
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||
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fl.takedamage = false;
|
||
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*/
|
||
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}
|
||
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|
||
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|
||
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/*
|
||
|
================
|
||
|
idMoveable::ExecuteStage
|
||
|
================
|
||
|
*/
|
||
|
void idMoveable::ExecuteStage ( void ) {
|
||
|
// Splash damage?
|
||
|
const char *splash;
|
||
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if ( stageDict->GetString( "def_splash_damage", "", &splash ) && *splash ) {
|
||
|
// gameLocal.RadiusDamage( GetPhysics()->GetOrigin(), this, lastAttacker.GetEntity()?lastAttacker.GetEntity():this, this, this, splash );
|
||
|
PostEventMS( &EV_RadiusDamage, 0, lastAttacker.GetEntity()?lastAttacker.GetEntity():this, splash );
|
||
|
}
|
||
|
|
||
|
idDamagable::ExecuteStage();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idMoveable::AddDamageEffect
|
||
|
================
|
||
|
*/
|
||
|
void idMoveable::AddDamageEffect ( const trace_t &collision, const idVec3 &velocity, const char *damageDefName, idEntity* inflictor ) {
|
||
|
|
||
|
// Play an impact effect during this stage?
|
||
|
if ( stageDict ) {
|
||
|
PlayEffect ( gameLocal.GetEffect ( *stageDict, "fx_impact" ),
|
||
|
collision.c.point, collision.c.normal.ToMat3(),
|
||
|
true, vec3_origin, true );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idMoveable::AllowStep
|
||
|
================
|
||
|
*/
|
||
|
bool idMoveable::AllowStep( void ) const {
|
||
|
return allowStep;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idMoveable::BecomeNonSolid
|
||
|
================
|
||
|
*/
|
||
|
void idMoveable::BecomeNonSolid( void ) {
|
||
|
// set CONTENTS_RENDERMODEL so bullets still collide with the moveable
|
||
|
physicsObj.SetContents( CONTENTS_CORPSE | CONTENTS_RENDERMODEL );
|
||
|
physicsObj.SetClipMask( MASK_SOLID | CONTENTS_CORPSE | CONTENTS_MOVEABLECLIP );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idMoveable::EnableDamage
|
||
|
================
|
||
|
*/
|
||
|
void idMoveable::EnableDamage( bool enable, float duration ) {
|
||
|
canDamage = enable;
|
||
|
if ( duration ) {
|
||
|
PostEventSec( &EV_CanDamage, duration, ( !enable ) ? 0.0f : 1.0f );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idMoveable::InitInitialSpline
|
||
|
================
|
||
|
*/
|
||
|
void idMoveable::InitInitialSpline( int startTime ) {
|
||
|
int initialSplineTime;
|
||
|
|
||
|
initialSpline = GetSpline();
|
||
|
initialSplineTime = spawnArgs.GetInt( "initialSplineTime", "300" );
|
||
|
|
||
|
if ( initialSpline != NULL ) {
|
||
|
initialSpline->MakeUniform( initialSplineTime );
|
||
|
initialSpline->ShiftTime( startTime - initialSpline->GetTime( 0 ) );
|
||
|
initialSplineDir = initialSpline->GetCurrentFirstDerivative( startTime );
|
||
|
initialSplineDir *= physicsObj.GetAxis().Transpose();
|
||
|
initialSplineDir.Normalize();
|
||
|
BecomeActive( TH_THINK );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idMoveable::FollowInitialSplinePath
|
||
|
================
|
||
|
*/
|
||
|
bool idMoveable::FollowInitialSplinePath( void ) {
|
||
|
if ( initialSpline != NULL ) {
|
||
|
if ( gameLocal.time < initialSpline->GetTime( initialSpline->GetNumValues() - 1 ) ) {
|
||
|
idVec3 splinePos = initialSpline->GetCurrentValue( gameLocal.time );
|
||
|
idVec3 linearVelocity = ( splinePos - physicsObj.GetOrigin() ) * gameLocal.GetMHz();
|
||
|
physicsObj.SetLinearVelocity( linearVelocity );
|
||
|
|
||
|
idVec3 splineDir = initialSpline->GetCurrentFirstDerivative( gameLocal.time );
|
||
|
idVec3 dir = initialSplineDir * physicsObj.GetAxis();
|
||
|
idVec3 angularVelocity = dir.Cross( splineDir );
|
||
|
angularVelocity.Normalize();
|
||
|
angularVelocity *= idMath::ACos16( dir * splineDir / splineDir.Length() ) * gameLocal.GetMHz();
|
||
|
physicsObj.SetAngularVelocity( angularVelocity );
|
||
|
return true;
|
||
|
} else {
|
||
|
delete initialSpline;
|
||
|
initialSpline = NULL;
|
||
|
}
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idMoveable::Think
|
||
|
================
|
||
|
*/
|
||
|
void idMoveable::Think( void ) {
|
||
|
if ( thinkFlags & TH_THINK ) {
|
||
|
// Move to the next stage?
|
||
|
UpdateStage ( );
|
||
|
|
||
|
if ( !FollowInitialSplinePath() && stage == -1 ) {
|
||
|
BecomeInactive( TH_THINK );
|
||
|
}
|
||
|
}
|
||
|
// RAVEN BEGIN
|
||
|
// abahr: changed parent scope
|
||
|
idDamagable::Think();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idMoveable::GetRenderModelMaterial
|
||
|
================
|
||
|
*/
|
||
|
const idMaterial *idMoveable::GetRenderModelMaterial( void ) const {
|
||
|
if ( renderEntity.customShader ) {
|
||
|
return renderEntity.customShader;
|
||
|
}
|
||
|
if ( renderEntity.hModel && renderEntity.hModel->NumSurfaces() ) {
|
||
|
return renderEntity.hModel->Surface( 0 )->shader;
|
||
|
}
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idMoveable::WriteToSnapshot
|
||
|
================
|
||
|
*/
|
||
|
void idMoveable::WriteToSnapshot( idBitMsgDelta &msg ) const {
|
||
|
physicsObj.WriteToSnapshot( msg );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idMoveable::ReadFromSnapshot
|
||
|
================
|
||
|
*/
|
||
|
void idMoveable::ReadFromSnapshot( const idBitMsgDelta &msg ) {
|
||
|
physicsObj.ReadFromSnapshot( msg );
|
||
|
if ( msg.HasChanged() ) {
|
||
|
UpdateVisuals();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idMoveable::Event_BecomeNonSolid
|
||
|
================
|
||
|
*/
|
||
|
void idMoveable::Event_BecomeNonSolid( void ) {
|
||
|
BecomeNonSolid();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idMoveable::Event_Activate
|
||
|
================
|
||
|
*/
|
||
|
void idMoveable::Event_Activate( idEntity *activator ) {
|
||
|
float delay;
|
||
|
idVec3 init_velocity, init_avelocity;
|
||
|
|
||
|
Show();
|
||
|
|
||
|
if ( !spawnArgs.GetInt( "notPushable" ) ) {
|
||
|
physicsObj.EnableImpact();
|
||
|
}
|
||
|
|
||
|
physicsObj.Activate();
|
||
|
|
||
|
spawnArgs.GetVector( "init_velocity", "0 0 0", init_velocity );
|
||
|
spawnArgs.GetVector( "init_avelocity", "0 0 0", init_avelocity );
|
||
|
|
||
|
delay = spawnArgs.GetFloat( "init_velocityDelay", "0" );
|
||
|
if ( delay == 0.0f ) {
|
||
|
physicsObj.SetLinearVelocity( init_velocity );
|
||
|
} else {
|
||
|
PostEventSec( &EV_SetLinearVelocity, delay, init_velocity );
|
||
|
}
|
||
|
|
||
|
delay = spawnArgs.GetFloat( "init_avelocityDelay", "0" );
|
||
|
if ( delay == 0.0f ) {
|
||
|
physicsObj.SetAngularVelocity( init_avelocity );
|
||
|
} else {
|
||
|
PostEventSec( &EV_SetAngularVelocity, delay, init_avelocity );
|
||
|
}
|
||
|
|
||
|
InitInitialSpline( gameLocal.time );
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// jshepard: we should update it's stage on activation, specifically for falling blocks.
|
||
|
UpdateStage();
|
||
|
// RAVEN END
|
||
|
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idMoveable::Event_SetOwnerFromSpawnArgs
|
||
|
================
|
||
|
*/
|
||
|
void idMoveable::Event_SetOwnerFromSpawnArgs( void ) {
|
||
|
idStr owner;
|
||
|
|
||
|
if ( spawnArgs.GetString( "owner", "", owner ) ) {
|
||
|
ProcessEvent( &EV_SetOwner, gameLocal.FindEntity( owner ) );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idMoveable::Event_IsAtRest
|
||
|
================
|
||
|
*/
|
||
|
void idMoveable::Event_IsAtRest( void ) {
|
||
|
idThread::ReturnInt( physicsObj.IsAtRest() );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idMoveable::Event_CanDamage
|
||
|
================
|
||
|
*/
|
||
|
void idMoveable::Event_CanDamage( float enable ) {
|
||
|
canDamage = ( enable != 0.0f );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idMoveable::Event_SetHealth
|
||
|
================
|
||
|
*/
|
||
|
void idMoveable::Event_SetHealth( float newHealth ) {
|
||
|
health = newHealth;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idMoveable::Event_RadiusDamage
|
||
|
================
|
||
|
*/
|
||
|
void idMoveable::Event_RadiusDamage( idEntity *attacker, const char* splash ) {
|
||
|
gameLocal.RadiusDamage( GetPhysics()->GetOrigin(), this, attacker, this, this, splash );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idBarrel
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
CLASS_DECLARATION( idMoveable, idBarrel )
|
||
|
END_CLASS
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idBarrel::idBarrel
|
||
|
================
|
||
|
*/
|
||
|
idBarrel::idBarrel() {
|
||
|
radius = 1.0f;
|
||
|
barrelAxis = 0;
|
||
|
lastOrigin.Zero();
|
||
|
lastAxis.Identity();
|
||
|
additionalRotation = 0.0f;
|
||
|
additionalAxis.Identity();
|
||
|
fl.networkSync = true;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idBarrel::Save
|
||
|
================
|
||
|
*/
|
||
|
void idBarrel::Save( idSaveGame *savefile ) const {
|
||
|
savefile->WriteFloat( radius );
|
||
|
savefile->WriteInt( barrelAxis );
|
||
|
savefile->WriteVec3( lastOrigin );
|
||
|
savefile->WriteMat3( lastAxis );
|
||
|
savefile->WriteFloat( additionalRotation );
|
||
|
savefile->WriteMat3( additionalAxis );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idBarrel::Restore
|
||
|
================
|
||
|
*/
|
||
|
void idBarrel::Restore( idRestoreGame *savefile ) {
|
||
|
savefile->ReadFloat( radius );
|
||
|
savefile->ReadInt( barrelAxis );
|
||
|
savefile->ReadVec3( lastOrigin );
|
||
|
savefile->ReadMat3( lastAxis );
|
||
|
savefile->ReadFloat( additionalRotation );
|
||
|
savefile->ReadMat3( additionalAxis );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idBarrel::BarrelThink
|
||
|
================
|
||
|
*/
|
||
|
void idBarrel::BarrelThink( void ) {
|
||
|
bool wasAtRest, onGround;
|
||
|
float movedDistance, rotatedDistance, angle;
|
||
|
idVec3 curOrigin, gravityNormal, dir;
|
||
|
idMat3 curAxis, axis;
|
||
|
|
||
|
wasAtRest = IsAtRest();
|
||
|
|
||
|
// Progress to the next stage?
|
||
|
UpdateStage ( );
|
||
|
|
||
|
// run physics
|
||
|
RunPhysics();
|
||
|
|
||
|
// only need to give the visual model an additional rotation if the physics were run
|
||
|
if ( !wasAtRest ) {
|
||
|
|
||
|
// current physics state
|
||
|
onGround = GetPhysics()->HasGroundContacts();
|
||
|
curOrigin = GetPhysics()->GetOrigin();
|
||
|
curAxis = GetPhysics()->GetAxis();
|
||
|
|
||
|
// if the barrel is on the ground
|
||
|
if ( onGround ) {
|
||
|
gravityNormal = GetPhysics()->GetGravityNormal();
|
||
|
|
||
|
dir = curOrigin - lastOrigin;
|
||
|
dir -= gravityNormal * dir * gravityNormal;
|
||
|
movedDistance = dir.LengthSqr();
|
||
|
|
||
|
// if the barrel moved and the barrel is not aligned with the gravity direction
|
||
|
if ( movedDistance > 0.0f && idMath::Fabs( gravityNormal * curAxis[barrelAxis] ) < 0.7f ) {
|
||
|
|
||
|
// barrel movement since last think frame orthogonal to the barrel axis
|
||
|
movedDistance = idMath::Sqrt( movedDistance );
|
||
|
dir *= 1.0f / movedDistance;
|
||
|
movedDistance = ( 1.0f - idMath::Fabs( dir * curAxis[barrelAxis] ) ) * movedDistance;
|
||
|
|
||
|
// get rotation about barrel axis since last think frame
|
||
|
angle = lastAxis[(barrelAxis+1)%3] * curAxis[(barrelAxis+1)%3];
|
||
|
angle = idMath::ACos( angle );
|
||
|
// distance along cylinder hull
|
||
|
rotatedDistance = angle * radius;
|
||
|
|
||
|
// if the barrel moved further than it rotated about it's axis
|
||
|
if ( movedDistance > rotatedDistance ) {
|
||
|
|
||
|
// additional rotation of the visual model to make it look
|
||
|
// like the barrel rolls instead of slides
|
||
|
angle = 180.0f * (movedDistance - rotatedDistance) / (radius * idMath::PI);
|
||
|
if ( gravityNormal.Cross( curAxis[barrelAxis] ) * dir < 0.0f ) {
|
||
|
additionalRotation += angle;
|
||
|
} else {
|
||
|
additionalRotation -= angle;
|
||
|
}
|
||
|
dir = vec3_origin;
|
||
|
dir[barrelAxis] = 1.0f;
|
||
|
additionalAxis = idRotation( vec3_origin, dir, additionalRotation ).ToMat3();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// save state for next think
|
||
|
lastOrigin = curOrigin;
|
||
|
lastAxis = curAxis;
|
||
|
}
|
||
|
|
||
|
Present();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idBarrel::Think
|
||
|
================
|
||
|
*/
|
||
|
void idBarrel::Think( void ) {
|
||
|
if ( thinkFlags & TH_THINK ) {
|
||
|
if ( !FollowInitialSplinePath() && stage == -1 ) {
|
||
|
BecomeInactive( TH_THINK );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
BarrelThink();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idBarrel::GetPhysicsToVisualTransform
|
||
|
================
|
||
|
*/
|
||
|
bool idBarrel::GetPhysicsToVisualTransform( idVec3 &origin, idMat3 &axis ) {
|
||
|
origin = vec3_origin;
|
||
|
axis = additionalAxis;
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idBarrel::Spawn
|
||
|
================
|
||
|
*/
|
||
|
void idBarrel::Spawn( void ) {
|
||
|
const idBounds &bounds = GetPhysics()->GetBounds();
|
||
|
|
||
|
// radius of the barrel cylinder
|
||
|
radius = ( bounds[1][0] - bounds[0][0] ) * 0.5f;
|
||
|
|
||
|
// always a vertical barrel with cylinder axis parallel to the z-axis
|
||
|
barrelAxis = 2;
|
||
|
|
||
|
lastOrigin = GetPhysics()->GetOrigin();
|
||
|
lastAxis = GetPhysics()->GetAxis();
|
||
|
|
||
|
additionalRotation = 0.0f;
|
||
|
additionalAxis.Identity();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idBarrel::ClientPredictionThink
|
||
|
================
|
||
|
*/
|
||
|
void idBarrel::ClientPredictionThink( void ) {
|
||
|
Think();
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idExplodingBarrel
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
const idEventDef EV_Respawn( "<respawn>" );
|
||
|
const idEventDef EV_TriggerTargets( "<triggertargets>" );
|
||
|
|
||
|
CLASS_DECLARATION( idBarrel, idExplodingBarrel )
|
||
|
EVENT( EV_Activate, idExplodingBarrel::Event_Activate )
|
||
|
EVENT( EV_Respawn, idExplodingBarrel::Event_Respawn )
|
||
|
EVENT( EV_Explode, idExplodingBarrel::Event_Explode )
|
||
|
EVENT( EV_TriggerTargets, idExplodingBarrel::Event_TriggerTargets )
|
||
|
END_CLASS
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idExplodingBarrel::idExplodingBarrel
|
||
|
================
|
||
|
*/
|
||
|
idExplodingBarrel::idExplodingBarrel() {
|
||
|
spawnOrigin.Zero();
|
||
|
spawnAxis.Zero();
|
||
|
state = NORMAL;
|
||
|
ipsHandle = -1;
|
||
|
lightHandle = -1;
|
||
|
memset( &ipsEntity, 0, sizeof( ipsEntity ) );
|
||
|
memset( &light, 0, sizeof( light ) );
|
||
|
ipsTime = 0;
|
||
|
lightTime = 0;
|
||
|
time = 0.0f;
|
||
|
explodeFinishTime = 0;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idExplodingBarrel::~idExplodingBarrel
|
||
|
================
|
||
|
*/
|
||
|
idExplodingBarrel::~idExplodingBarrel() {
|
||
|
if ( ipsHandle >= 0 ){
|
||
|
gameRenderWorld->FreeEntityDef( ipsHandle );
|
||
|
}
|
||
|
if ( lightHandle >= 0 ) {
|
||
|
gameRenderWorld->FreeLightDef( lightHandle );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idExplodingBarrel::Save
|
||
|
================
|
||
|
*/
|
||
|
void idExplodingBarrel::Save( idSaveGame *savefile ) const {
|
||
|
|
||
|
savefile->WriteInt( state );
|
||
|
savefile->WriteVec3( spawnOrigin );
|
||
|
savefile->WriteMat3( spawnAxis );
|
||
|
savefile->WriteInt( ipsHandle );
|
||
|
savefile->WriteInt( lightHandle );
|
||
|
savefile->WriteRenderEntity( ipsEntity );
|
||
|
savefile->WriteRenderLight( light );
|
||
|
savefile->WriteInt( ipsTime );
|
||
|
savefile->WriteInt( lightTime );
|
||
|
savefile->WriteFloat( time );
|
||
|
savefile->WriteInt( explodeFinishTime );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idExplodingBarrel::Restore
|
||
|
================
|
||
|
*/
|
||
|
void idExplodingBarrel::Restore( idRestoreGame *savefile ) {
|
||
|
|
||
|
savefile->ReadInt( (int &)state );
|
||
|
savefile->ReadVec3( spawnOrigin );
|
||
|
savefile->ReadMat3( spawnAxis );
|
||
|
savefile->ReadInt( (int &)ipsHandle );
|
||
|
savefile->ReadInt( (int &)lightHandle );
|
||
|
// RAVEN BEGIN
|
||
|
savefile->ReadRenderEntity( ipsEntity, &spawnArgs );
|
||
|
// RAVEN END
|
||
|
savefile->ReadRenderLight( light );
|
||
|
if ( lightHandle != -1 ) {
|
||
|
//get the handle again as it's out of date after a restore!
|
||
|
lightHandle = gameRenderWorld->AddLightDef( &light );
|
||
|
}
|
||
|
savefile->ReadInt( ipsTime );
|
||
|
savefile->ReadInt( lightTime );
|
||
|
savefile->ReadFloat( time );
|
||
|
savefile->ReadInt( explodeFinishTime );
|
||
|
|
||
|
// precache decls
|
||
|
const char *splash = spawnArgs.GetString( "def_splash_damage", "damage_explosion" );
|
||
|
if ( splash && *splash ) {
|
||
|
declManager->FindType( DECL_ENTITYDEF, splash, false, false );
|
||
|
}
|
||
|
|
||
|
if ( ipsHandle != -1 ) {
|
||
|
ipsHandle = gameRenderWorld->AddEntityDef( &ipsEntity );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idExplodingBarrel::Spawn
|
||
|
================
|
||
|
*/
|
||
|
void idExplodingBarrel::Spawn( void ) {
|
||
|
health = spawnArgs.GetInt( "health", "5" );
|
||
|
fl.takedamage = true;
|
||
|
spawnOrigin = GetPhysics()->GetOrigin();
|
||
|
spawnAxis = GetPhysics()->GetAxis();
|
||
|
state = NORMAL;
|
||
|
ipsHandle = -1;
|
||
|
lightHandle = -1;
|
||
|
lightTime = 0;
|
||
|
ipsTime = 0;
|
||
|
time = spawnArgs.GetFloat( "time" );
|
||
|
memset( &ipsEntity, 0, sizeof( ipsEntity ) );
|
||
|
memset( &light, 0, sizeof( light ) );
|
||
|
explodeFinishTime = 0;
|
||
|
|
||
|
// precache decls
|
||
|
const char *splash = spawnArgs.GetString( "def_splash_damage", "damage_explosion" );
|
||
|
if ( splash && *splash ) {
|
||
|
declManager->FindType( DECL_ENTITYDEF, splash, false, false );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idExplodingBarrel::Think
|
||
|
================
|
||
|
*/
|
||
|
void idExplodingBarrel::Think( void ) {
|
||
|
idBarrel::BarrelThink();
|
||
|
|
||
|
// MP: EXPLODED means no effect on client when updating the state
|
||
|
if ( !gameLocal.isClient && state == EXPLODING ) {
|
||
|
if ( gameLocal.time > explodeFinishTime ) {
|
||
|
state = EXPLODED;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( lightHandle >= 0 ){
|
||
|
if ( state == BURNING ) {
|
||
|
// ramp the color up over 250 ms
|
||
|
float pct = (gameLocal.time - lightTime) / 250.f;
|
||
|
if ( pct > 1.0f ) {
|
||
|
pct = 1.0f;
|
||
|
}
|
||
|
light.origin = physicsObj.GetAbsBounds().GetCenter();
|
||
|
light.axis = mat3_identity;
|
||
|
light.shaderParms[ SHADERPARM_RED ] = pct;
|
||
|
light.shaderParms[ SHADERPARM_GREEN ] = pct;
|
||
|
light.shaderParms[ SHADERPARM_BLUE ] = pct;
|
||
|
light.shaderParms[ SHADERPARM_ALPHA ] = pct;
|
||
|
gameRenderWorld->UpdateLightDef( lightHandle, &light );
|
||
|
} else {
|
||
|
if ( gameLocal.time - lightTime > 250 ) {
|
||
|
gameRenderWorld->FreeLightDef( lightHandle );
|
||
|
lightHandle = -1;
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( !gameLocal.isClient && state != BURNING && state != EXPLODING ) {
|
||
|
BecomeInactive( TH_THINK );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( ipsHandle >= 0 ){
|
||
|
ipsEntity.origin = physicsObj.GetAbsBounds().GetCenter();
|
||
|
ipsEntity.axis = mat3_identity;
|
||
|
gameRenderWorld->UpdateEntityDef( ipsHandle, &ipsEntity );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idExplodingBarrel::AddIPS
|
||
|
================
|
||
|
*/
|
||
|
void idExplodingBarrel::AddIPS( const char *name, bool burn ) {
|
||
|
if ( name && *name ) {
|
||
|
if ( ipsHandle >= 0 ){
|
||
|
gameRenderWorld->FreeEntityDef( ipsHandle );
|
||
|
}
|
||
|
memset( &ipsEntity, 0, sizeof ( ipsEntity ) );
|
||
|
const idDeclModelDef *modelDef = static_cast<const idDeclModelDef *>( declManager->FindType( DECL_MODELDEF, name ) );
|
||
|
if ( modelDef ) {
|
||
|
ipsEntity.origin = physicsObj.GetAbsBounds().GetCenter();
|
||
|
ipsEntity.axis = mat3_identity;
|
||
|
ipsEntity.hModel = modelDef->ModelHandle();
|
||
|
float rgb = ( burn ) ? 0.0f : 1.0f;
|
||
|
ipsEntity.shaderParms[ SHADERPARM_RED ] = rgb;
|
||
|
ipsEntity.shaderParms[ SHADERPARM_GREEN ] = rgb;
|
||
|
ipsEntity.shaderParms[ SHADERPARM_BLUE ] = rgb;
|
||
|
ipsEntity.shaderParms[ SHADERPARM_ALPHA ] = rgb;
|
||
|
ipsEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( gameLocal.time );
|
||
|
ipsEntity.shaderParms[ SHADERPARM_DIVERSITY ] = ( burn ) ? 1.0f : gameLocal.random.RandomInt( 90 );
|
||
|
if ( !ipsEntity.hModel ) {
|
||
|
ipsEntity.hModel = renderModelManager->FindModel( name );
|
||
|
}
|
||
|
ipsHandle = gameRenderWorld->AddEntityDef( &ipsEntity );
|
||
|
if ( burn ) {
|
||
|
BecomeActive( TH_THINK );
|
||
|
}
|
||
|
ipsTime = gameLocal.time;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idExplodingBarrel::AddLight
|
||
|
================
|
||
|
*/
|
||
|
void idExplodingBarrel::AddLight( const char *name, bool burn ) {
|
||
|
if ( lightHandle >= 0 ){
|
||
|
gameRenderWorld->FreeLightDef( lightHandle );
|
||
|
}
|
||
|
memset( &light, 0, sizeof ( light ) );
|
||
|
light.axis = mat3_identity;
|
||
|
light.lightRadius.x = spawnArgs.GetFloat( "light_radius" );
|
||
|
light.lightRadius.y = light.lightRadius.z = light.lightRadius.x;
|
||
|
light.origin = physicsObj.GetOrigin();
|
||
|
light.origin.z += 128;
|
||
|
light.pointLight = true;
|
||
|
// RAVEN BEGIN
|
||
|
// dluetscher: added detail levels to render lights
|
||
|
light.detailLevel = DEFAULT_LIGHT_DETAIL_LEVEL;
|
||
|
// dluetscher: made sure that barrels are set to no shadows
|
||
|
light.noShadows = true;
|
||
|
// RAVEN END
|
||
|
light.shader = declManager->FindMaterial( name );
|
||
|
light.shaderParms[ SHADERPARM_RED ] = 2.0f;
|
||
|
light.shaderParms[ SHADERPARM_GREEN ] = 2.0f;
|
||
|
light.shaderParms[ SHADERPARM_BLUE ] = 2.0f;
|
||
|
light.shaderParms[ SHADERPARM_ALPHA ] = 2.0f;
|
||
|
lightHandle = gameRenderWorld->AddLightDef( &light );
|
||
|
lightTime = gameLocal.time;
|
||
|
BecomeActive( TH_THINK );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idExplodingBarrel::ExplodingEffects
|
||
|
================
|
||
|
*/
|
||
|
void idExplodingBarrel::ExplodingEffects( void ) {
|
||
|
const char *temp;
|
||
|
|
||
|
StartSound( "snd_explode", SND_CHANNEL_ANY, 0, false, NULL );
|
||
|
|
||
|
temp = spawnArgs.GetString( "model_damage", "" );
|
||
|
if ( temp && *temp ) {
|
||
|
SetModel( temp );
|
||
|
Show();
|
||
|
}
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// bdube: replaced with playing an effect
|
||
|
/*
|
||
|
temp = spawnArgs.GetString( "mtr_lightexplode", "" );
|
||
|
if ( temp && *temp ) {
|
||
|
AddLight( temp, false );
|
||
|
}
|
||
|
*/
|
||
|
StopEffect ( "fx_burn" );
|
||
|
gameLocal.PlayEffect ( gameLocal.GetEffect(spawnArgs, "fx_explode"), GetPhysics()->GetOrigin(), (-GetPhysics()->GetGravityNormal()).ToMat3(), false, vec3_origin, true );
|
||
|
|
||
|
gameLocal.ProjectDecal( GetPhysics()->GetOrigin(), GetPhysics()->GetGravity(), 128.0f, true, 96.0f, "textures/decals/genericdamage" );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idExplodingBarrel::Killed
|
||
|
================
|
||
|
*/
|
||
|
void idExplodingBarrel::Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location ) {
|
||
|
|
||
|
if ( IsHidden() || state == EXPLODED || state == EXPLODING || state == BURNING ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
float f = spawnArgs.GetFloat( "burn" );
|
||
|
if ( f > 0.0f && state == NORMAL ) {
|
||
|
state = BURNING;
|
||
|
PostEventSec( &EV_Explode, f );
|
||
|
StartSound( "snd_burn", SND_CHANNEL_ANY, 0, false, NULL );
|
||
|
PlayEffect ( gameLocal.GetEffect(spawnArgs,"fx_burn"),
|
||
|
vec3_origin, (-GetPhysics()->GetGravityNormal()).ToMat3(), true, vec3_origin, true );
|
||
|
return;
|
||
|
} else {
|
||
|
state = EXPLODING;
|
||
|
spawnArgs.GetInt( "explode_lapse", "1000", explodeFinishTime );
|
||
|
explodeFinishTime += gameLocal.time;
|
||
|
}
|
||
|
|
||
|
// do this before applying radius damage so the ent can trace to any damagable ents nearby
|
||
|
Hide();
|
||
|
physicsObj.SetContents( 0 );
|
||
|
|
||
|
const char *splash = spawnArgs.GetString( "def_splash_damage", "damage_explosion" );
|
||
|
if ( splash && *splash ) {
|
||
|
// gameLocal.RadiusDamage( GetPhysics()->GetOrigin(), this, inflictor, this, this, splash );
|
||
|
PostEventMS( &EV_RadiusDamage, 0, this, splash);
|
||
|
}
|
||
|
|
||
|
ExplodingEffects( );
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// bdube: replaced with playing an effect
|
||
|
/*
|
||
|
//FIXME: need to precache all the debris stuff here and in the projectiles
|
||
|
const idKeyValue *kv = spawnArgs.MatchPrefix( "def_debris" );
|
||
|
// bool first = true;
|
||
|
while ( kv ) {
|
||
|
const idDict *debris_args = gameLocal.FindEntityDefDict( kv->GetValue(), false );
|
||
|
if ( debris_args ) {
|
||
|
idEntity *ent;
|
||
|
idVec3 dir;
|
||
|
idDebris *debris;
|
||
|
//if ( first ) {
|
||
|
dir = physicsObj.GetAxis()[1];
|
||
|
// first = false;
|
||
|
//} else {
|
||
|
dir.x += gameLocal.random.CRandomFloat() * 4.0f;
|
||
|
dir.y += gameLocal.random.CRandomFloat() * 4.0f;
|
||
|
//dir.z = gameLocal.random.RandomFloat() * 8.0f;
|
||
|
//}
|
||
|
dir.Normalize();
|
||
|
|
||
|
gameLocal.SpawnEntityDef( *debris_args, &ent, false );
|
||
|
if ( !ent || !ent->IsType( idDebris::Type ) ) {
|
||
|
gameLocal.Error( "'projectile_debris' is not an idDebris" );
|
||
|
}
|
||
|
|
||
|
debris = static_cast<idDebris *>(ent);
|
||
|
debris->Create( this, physicsObj.GetOrigin(), dir.ToMat3() );
|
||
|
debris->Launch();
|
||
|
debris->GetRenderEntity()->shaderParms[ SHADERPARM_TIME_OF_DEATH ] = ( gameLocal.time + 1500 ) * 0.001f;
|
||
|
debris->UpdateVisuals();
|
||
|
|
||
|
}
|
||
|
kv = spawnArgs.MatchPrefix( "def_debris", kv );
|
||
|
}
|
||
|
*/
|
||
|
// RAVEN END
|
||
|
|
||
|
physicsObj.PutToRest();
|
||
|
CancelEvents( &EV_Explode );
|
||
|
CancelEvents( &EV_Activate );
|
||
|
|
||
|
f = spawnArgs.GetFloat( "respawn" );
|
||
|
if ( f > 0.0f ) {
|
||
|
PostEventSec( &EV_Respawn, f );
|
||
|
} else {
|
||
|
PostEventMS( &EV_Remove, 5000 );
|
||
|
}
|
||
|
|
||
|
if ( spawnArgs.GetBool( "triggerTargets" ) ) {
|
||
|
ActivateTargets( this );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idExplodingBarrel::Think
|
||
|
================
|
||
|
*/
|
||
|
void idExplodingBarrel::Damage( idEntity *inflictor, idEntity *attacker, const idVec3 &dir,
|
||
|
const char *damageDefName, const float damageScale, const int location ) {
|
||
|
|
||
|
|
||
|
const idDict *damageDef = gameLocal.FindEntityDefDict( damageDefName, false );
|
||
|
if ( !damageDef ) {
|
||
|
gameLocal.Error( "Unknown damageDef '%s'\n", damageDefName );
|
||
|
}
|
||
|
if ( damageDef->FindKey( "radius" ) && GetPhysics()->GetContents() != 0 && GetBindMaster() == NULL ) {
|
||
|
PostEventMS( &EV_Explode, 400 );
|
||
|
} else {
|
||
|
idEntity::Damage( inflictor, attacker, dir, damageDefName, damageScale, location );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idExplodingBarrel::Event_TriggerTargets
|
||
|
================
|
||
|
*/
|
||
|
void idExplodingBarrel::Event_TriggerTargets() {
|
||
|
ActivateTargets( this );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idExplodingBarrel::Event_Explode
|
||
|
================
|
||
|
*/
|
||
|
void idExplodingBarrel::Event_Explode() {
|
||
|
if ( state == NORMAL || state == BURNING ) {
|
||
|
state = BURNEXPIRED;
|
||
|
Killed( NULL, NULL, 0, vec3_zero, 0 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idExplodingBarrel::Event_Respawn
|
||
|
================
|
||
|
*/
|
||
|
void idExplodingBarrel::Event_Respawn() {
|
||
|
const char *temp = spawnArgs.GetString( "model" );
|
||
|
if ( temp && *temp ) {
|
||
|
SetModel( temp );
|
||
|
}
|
||
|
health = spawnArgs.GetInt( "health", "5" );
|
||
|
fl.takedamage = (health > 0);
|
||
|
physicsObj.SetOrigin( spawnOrigin );
|
||
|
physicsObj.SetAxis( spawnAxis );
|
||
|
physicsObj.SetContents( CONTENTS_SOLID );
|
||
|
physicsObj.DropToFloor();
|
||
|
state = NORMAL;
|
||
|
Show();
|
||
|
UpdateVisuals();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idMoveable::Event_Activate
|
||
|
================
|
||
|
*/
|
||
|
void idExplodingBarrel::Event_Activate( idEntity *activator ) {
|
||
|
Killed( activator, activator, 0, vec3_origin, 0 );
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idMoveable::WriteToSnapshot
|
||
|
================
|
||
|
*/
|
||
|
void idExplodingBarrel::WriteToSnapshot( idBitMsgDelta &msg ) const {
|
||
|
idMoveable::WriteToSnapshot( msg );
|
||
|
msg.WriteBits( IsHidden(), 1 );
|
||
|
msg.WriteBits( state, 3 );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idMoveable::ReadFromSnapshot
|
||
|
================
|
||
|
*/
|
||
|
void idExplodingBarrel::ReadFromSnapshot( const idBitMsgDelta &msg ) {
|
||
|
explode_state_t newState;
|
||
|
|
||
|
idMoveable::ReadFromSnapshot( msg );
|
||
|
if ( msg.ReadBits( 1 ) ) {
|
||
|
Hide();
|
||
|
} else {
|
||
|
Show();
|
||
|
}
|
||
|
newState = (explode_state_t)msg.ReadBits( 3 );
|
||
|
if ( newState != state ) {
|
||
|
state = newState;
|
||
|
if ( state == EXPLODING ) {
|
||
|
ExplodingEffects( );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// RAVEN END
|