1683 lines
46 KiB
C++
1683 lines
46 KiB
C++
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//----------------------------------------------------------------
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// Vehicle.cpp
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//
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// Copyright 2002-2004 Raven Software
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//----------------------------------------------------------------
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#include "../../idlib/precompiled.h"
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#pragma hdrstop
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#include "../Game_local.h"
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#include "../Effect.h"
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#include "../ai/AI_Manager.h"
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#include "../Projectile.h"
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#define VEHICLE_CRASH_DELAY 500
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#define VEHICLE_HAZARD_TIMEOUT 5000
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#define VEHICLE_LOCK_TIMEOUT 5000
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const idEventDef EV_LaunchProjectiles( "launchProjectiles", "d" );
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const idEventDef EV_HUDShockWarningOff( "<HUDShockWarningOff>");
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const idEventDef EV_StalledRestart( "<StalledRestart>", "dd" );
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const idEventDef EV_GetViewAngles( "getViewAngles", NULL, 'v' );
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CLASS_DECLARATION( idActor, rvVehicle )
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EVENT( EV_Door_Lock, rvVehicle::Event_Lock )
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EVENT( EV_Door_IsLocked, rvVehicle::Event_IsLocked )
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EVENT( AI_EnableMovement, rvVehicle::Event_EnableMovement )
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EVENT( AI_DisableMovement, rvVehicle::Event_DisableMovement )
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EVENT( EV_Player_EnableWeapon, rvVehicle::Event_EnableWeapon )
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EVENT( EV_Player_DisableWeapon, rvVehicle::Event_DisableWeapon )
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EVENT( AI_EnableClip, rvVehicle::Event_EnableClip )
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EVENT( AI_DisableClip, rvVehicle::Event_DisableClip )
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EVENT( EV_Activate, rvVehicle::Event_Activate )
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EVENT( EV_LaunchProjectiles, rvVehicle::Event_LaunchProjectiles )
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EVENT( AI_SetScript, rvVehicle::Event_SetScript )
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EVENT( AI_SetHealth, rvVehicle::Event_SetHealth )
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EVENT( EV_HUDShockWarningOff, rvVehicle::Event_HUDShockWarningOff )
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EVENT( EV_StalledRestart, rvVehicle::Event_StalledRestart )
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EVENT( EV_GetViewAngles, rvVehicle::Event_GetViewAngles )
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END_CLASS
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/*
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=====================
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rvVehicle::rvVehicle
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=====================
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*/
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rvVehicle::rvVehicle ( void ) {
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autoRight = false;
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hud = NULL;
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shieldModel = NULL;
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shieldMaxHealth = 0;
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hazardWarningTime = 0;
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lockWarningTime = 0;
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godModeDamage = 0;
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drivers = 0;
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autoCorrectionBegin = 0;
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crashEffect = 0;
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crashTime = 0;
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crashNextSound = 0;
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fl.networkSync = true;
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}
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rvVehicle::~rvVehicle ( void ) {
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int i;
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// Force all the drivers out
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for ( i = 0; i < positions.Num(); i ++ ) {
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idActor* driver = positions[i].GetDriver ( );
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if ( !driver ) {
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continue;
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}
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driver->ProcessEvent ( &AI_ExitVehicle, true );
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}
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if ( shieldModel ) {
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shieldModel->Unlink();
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delete shieldModel;
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}
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positions.Clear ( );
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}
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/*
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================
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rvVehicle::Spawn
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================
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*/
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void rvVehicle::Spawn( void ) {
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const char* temp;
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memset ( &vfl, 0, sizeof(vfl) );
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SetPositions ( );
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healthMax = health;
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healthLow = spawnArgs.GetInt ( "lowhealth", va("%d", health / 10 ) );
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damageStaticChance = spawnArgs.GetFloat ( "damageStaticChance", "0" );
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crashSpeedSmall = spawnArgs.GetFloat ( "crashSpeedSmall", "50" );
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crashSpeedMedium = spawnArgs.GetFloat ( "crashSpeedMedium", "125" );
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crashSpeedLarge = spawnArgs.GetFloat ( "crashSpeedLarge", "200" );
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crashDamage = spawnArgs.GetString ( "def_crashDamage" );
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healthRegenDelay = SEC2MS(spawnArgs.GetFloat( "healthRegenDelay", "0" ));
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healthRegenRate = spawnArgs.GetInt( "healthRegenRate", "0" );
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healthRegenAmount.Init( gameLocal.time, 0, healthMax, healthMax );
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vfl.disableMovement = spawnArgs.GetBool ( "disableMovement", "0" );
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vfl.disableWeapons = spawnArgs.GetBool ( "disableWeapon", "0" );
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vfl.scripted = 0;
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vfl.flipEject = spawnArgs.GetBool( "allowFlipEject", "1" );
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health = spawnArgs.GetInt ( "health", "100" );
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fl.takedamage = ( health > 0 );
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// Load the HUD
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if ( NULL != ( temp = spawnArgs.GetString( "gui_hud", "" ) ) ) {
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hud = uiManager->FindGui( temp, true, false, false );
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if ( hud ) {
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hud->SetStateInt ( "vehicle_id", spawnArgs.GetInt ( "hudid" ) );
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hud->Activate( true, gameLocal.time );
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}
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}
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// Get shield parameters
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shieldMaxHealth = spawnArgs.GetInt ( "shieldHealth", "0" );
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shieldRegenTime = SEC2MS ( spawnArgs.GetFloat ( "shieldRegenTime", "0" ) );
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shieldRegenDelay = SEC2MS ( spawnArgs.GetFloat ( "shieldRegenDelay", "0" ) );
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shieldHitTime = 0;
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shieldHealth.Init ( gameLocal.time, 0, shieldMaxHealth, shieldMaxHealth );
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SetCombatModel();
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cachedContents = GetPhysics()->GetContents();
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funcs.enter.Init( spawnArgs.GetString( "enter_script" ) );
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funcs.exit.Init( spawnArgs.GetString( "exit_script" ) );
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crashVelocitySmall = spawnArgs.GetFloat( "crashVelocitySmall", "0" );
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crashVelocityMedium = spawnArgs.GetFloat( "crashVelocityMedium", "0" );
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crashVelocityLarge = spawnArgs.GetFloat( "crashVelocityLarge", "0" );
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alwaysImpactDamage = spawnArgs.GetBool( "alwaysImpactDamage", "0" );
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// precache hard-coded entitydefs
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declManager->FindType( DECL_ENTITYDEF, "damage_gev_collision_self", false );
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declManager->FindType( DECL_ENTITYDEF, "damage_gev_collision", false );
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}
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/*
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================
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rvVehicle::Save
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================
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*/
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void rvVehicle::Save ( idSaveGame *savefile ) const {
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int i;
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savefile->WriteInt ( positions.Num ( ) );
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for ( i = 0; i < positions.Num(); i ++ ) {
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positions[i].Save ( savefile );
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}
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savefile->WriteInt ( drivers );
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savefile->WriteUserInterface( hud, false );
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savefile->WriteFloat ( crashSpeedSmall );
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savefile->WriteFloat ( crashSpeedMedium );
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savefile->WriteFloat ( crashSpeedLarge );
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savefile->WriteString ( crashDamage );
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crashEffect.Save ( savefile );
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savefile->WriteInt ( crashNextSound );
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savefile->WriteInt ( crashTime );
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savefile->WriteFloat ( autoRightDir );
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savefile->WriteBool ( autoRight );
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savefile->WriteInt( autoCorrectionBegin );
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savefile->Write( &vfl, sizeof( vfl ) );
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savefile->WriteFloat ( damageStaticChance );
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savefile->WriteFloat ( shieldMaxHealth );
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savefile->WriteInterpolate( shieldHealth );
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savefile->WriteInt ( shieldHitTime );
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savefile->WriteFloat ( shieldRegenTime );
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savefile->WriteInt ( shieldRegenDelay );
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// TOSAVE: idClipModel* shieldModel;
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savefile->WriteInt( healthRegenDelay );
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savefile->WriteInt( healthRegenRate );
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savefile->WriteInterpolate( healthRegenAmount );
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savefile->WriteInt ( hazardWarningTime );
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savefile->WriteInt ( lockWarningTime );
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savefile->WriteInt ( healthMax );
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savefile->WriteInt ( healthLow );
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savefile->WriteInt ( godModeDamage );
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savefile->WriteInt ( cachedContents );
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funcs.enter.Save( savefile );
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funcs.exit.Save ( savefile );
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// cnicholson: Don't save crash Velocities, they are assigned in Restore
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// savefile->WriteFloat( crashVelocitySmall ); // cnicholson: Added unsaved var
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// savefile->WriteFloat( crashVelocityMedium );// cnicholson: Added unsaved var
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// savefile->WriteFloat( crashVelocityLarge ); // cnicholson: Added unsaved var
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// TOSAVE: idList< idEntityPtr< idGuidedProjectile > > incomingProjectiles;
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}
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/*
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================
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rvVehicle::Restore
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================
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*/
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void rvVehicle::Restore ( idRestoreGame *savefile ) {
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int i;
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int num;
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savefile->ReadInt ( num );
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positions.Clear();
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positions.SetNum ( num );
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for ( i = 0; i < num; i ++ ) {
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positions[i].Restore ( savefile );
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}
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savefile->ReadInt ( drivers );
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savefile->ReadUserInterface( hud, &spawnArgs );
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savefile->ReadFloat ( crashSpeedSmall );
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savefile->ReadFloat ( crashSpeedMedium );
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savefile->ReadFloat ( crashSpeedLarge );
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savefile->ReadString ( crashDamage );
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crashEffect.Restore ( savefile );
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savefile->ReadInt ( crashNextSound );
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savefile->ReadInt ( crashTime );
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savefile->ReadFloat ( autoRightDir );
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savefile->ReadBool ( autoRight );
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savefile->ReadInt( (int&)autoCorrectionBegin );
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savefile->Read( &vfl, sizeof( vfl ) );
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savefile->ReadFloat ( damageStaticChance );
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savefile->ReadFloat ( shieldMaxHealth );
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savefile->ReadInterpolate( shieldHealth );
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savefile->ReadInt ( shieldHitTime );
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savefile->ReadFloat ( shieldRegenTime );
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savefile->ReadInt ( shieldRegenDelay );
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// TORESTORE: idClipModel* shieldModel;
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savefile->ReadInt( healthRegenDelay );
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savefile->ReadInt( healthRegenRate );
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savefile->ReadInterpolate( healthRegenAmount );
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savefile->ReadInt ( hazardWarningTime );
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savefile->ReadInt ( lockWarningTime );
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savefile->ReadInt ( healthMax );
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savefile->ReadInt ( healthLow );
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savefile->ReadInt ( godModeDamage );
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savefile->ReadInt ( cachedContents );
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funcs.enter.Restore ( savefile );
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funcs.exit.Restore ( savefile );
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SetCombatModel ( );
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crashVelocitySmall = spawnArgs.GetFloat( "crashVelocitySmall", "0" );
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crashVelocityMedium = spawnArgs.GetFloat( "crashVelocityMedium", "0" );
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crashVelocityLarge = spawnArgs.GetFloat( "crashVelocityLarge", "0" );
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alwaysImpactDamage = spawnArgs.GetBool( "alwaysImpactDamage", "0" );
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// precache hard-coded entitydefs
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declManager->FindType( DECL_ENTITYDEF, "damage_gev_collision_self", false );
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declManager->FindType( DECL_ENTITYDEF, "damage_gev_collision", false );
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}
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/*
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================
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rvVehicle::SetPositions
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================
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*/
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void rvVehicle::SetPositions ( void ) {
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int positionCount;
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int index;
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const idKeyValue* kv;
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// Count the positions first so we can allocate them all at once
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positionCount = 0;
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kv = spawnArgs.MatchPrefix( "def_position", NULL );
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while ( kv ) {
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positionCount++;
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kv = spawnArgs.MatchPrefix( "def_position", kv );
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}
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// Every vehicle needs a def_position in it's def file
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if ( positionCount == 0) {
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//gameLocal.Error ( "Vehicle '%s' has no def_position entries.", name.c_str() );
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gameLocal.Warning ( "Vehicle '%s' has no def_position entries.", name.c_str() );
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positionCount = 1;
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spawnArgs.Set( "def_position", "vehicle_ai_null_position" );
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}
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// Initialize the positions
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positions.SetNum ( positionCount );
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// Initialize all of the positions
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index = 0;
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kv = spawnArgs.MatchPrefix( "def_position", NULL );
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while ( kv ) {
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const idDict* dict;
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// Get the position dictionary
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dict = gameLocal.FindEntityDefDict ( kv->GetValue(), false );
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if ( !dict ) {
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gameLocal.Error ( "Invalid vehicle part definition '%'", kv->GetValue().c_str() );
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}
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// Initialize the position
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positions[index++].Init ( this, *dict );
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kv = spawnArgs.MatchPrefix( "def_position", kv );
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}
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}
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/*
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================
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rvVehicle::SetCombatModel
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================
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*/
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void rvVehicle::SetCombatModel ( void ) {
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idActor::SetCombatModel ( );
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if ( shieldMaxHealth ) {
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idBounds bounds;
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bounds.Clear ( );
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bounds.AddPoint ( spawnArgs.GetVector ( "shieldMins", "0 0 0" ) );
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bounds.AddPoint ( spawnArgs.GetVector ( "shieldMaxs", "0 0 0" ) );
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if ( shieldModel ) {
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shieldModel->Unlink();
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delete shieldModel;
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shieldModel = NULL;
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}
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//twhitaker: dodecahedron support
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idStr shieldModelName;
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if ( spawnArgs.GetString( "shieldModel", "", shieldModelName ) ) {
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if ( shieldModelName.Length() && !shieldModelName.Icmp( "dodecahedron" ) ) {
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idTraceModel trm;
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trm.SetupDodecahedron ( GetPhysics()->GetBounds() );
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shieldModel = new idClipModel ( trm );
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}
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}
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//twhitaker: end
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if ( !shieldModel ) {
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shieldModel = new idClipModel ( idTraceModel ( bounds, spawnArgs.GetInt ( "shieldSides", "6" ) ) );
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}
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shieldModel->SetOwner ( this );
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shieldModel->SetContents ( CONTENTS_SOLID );
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} else {
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shieldModel = NULL;
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}
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}
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/*
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================
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rvVehicle::LinkCombat
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================
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*/
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void rvVehicle::LinkCombat ( void ) {
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if ( fl.hidden ) {
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return;
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}
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if ( g_debugVehicle.GetInteger() == 1 && shieldModel ) {
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collisionModelManager->DrawModel( shieldModel->GetCollisionModel(), renderEntity.origin, renderEntity.axis, vec3_origin, mat3_identity, 0.0f );
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}
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if ( shieldHealth.GetCurrentValue ( gameLocal.time ) > 0 && HasDrivers ( ) ) {
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// RAVEN BEGIN
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// ddynerman: multiple clip worlds
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shieldModel->Link( this, 0, renderEntity.origin, renderEntity.axis );
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// RAVEN END
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if ( combatModel ) {
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combatModel->Unlink ( );
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}
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} else {
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// RAVEN BEGIN
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// ddynerman: multiple clip worlds
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combatModel->Link( this, 0, renderEntity.origin, renderEntity.axis, modelDefHandle );
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// RAVEN END
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if ( shieldModel ) {
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shieldModel->Unlink ( );
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}
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}
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}
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||
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/*
|
||
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================
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||
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rvVehicle::ClientPredictionThink
|
||
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================
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||
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*/
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||
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void rvVehicle::ClientPredictionThink ( void ) {
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||
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Think ( );
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}
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/*
|
||
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================
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||
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rvVehicle::WriteToSnapshot
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||
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================
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||
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*/
|
||
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void rvVehicle::WriteToSnapshot ( idBitMsgDelta &msg ) const {
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||
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int i;
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||
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// TODO: Check that this conditional write to delta message is OK
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||
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for ( i = 0; i < positions.Num(); i ++ ) {
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positions[i].WriteToSnapshot ( msg );
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||
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}
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||
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}
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||
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||
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/*
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||
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================
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||
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rvVehicle::ReadFromSnapshot
|
||
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================
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||
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*/
|
||
|
void rvVehicle::ReadFromSnapshot ( const idBitMsgDelta &msg ) {
|
||
|
int i;
|
||
|
for ( i = 0; i < positions.Num(); i ++ ) {
|
||
|
positions[i].ReadFromSnapshot ( msg );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
rvVehicle::UpdateState
|
||
|
================
|
||
|
*/
|
||
|
void rvVehicle::UpdateState ( void ) {
|
||
|
rvVehiclePosition* pos;
|
||
|
pos = &positions[0];
|
||
|
|
||
|
vfl.forward = (pos->IsOccupied() && pos->mInputCmd.forwardmove > 0);
|
||
|
vfl.backward = (pos->IsOccupied() && pos->mInputCmd.forwardmove < 0);
|
||
|
vfl.right = (pos->IsOccupied() && pos->mInputCmd.rightmove > 0);
|
||
|
vfl.left = (pos->IsOccupied() && pos->mInputCmd.rightmove < 0);
|
||
|
vfl.driver = pos->IsOccupied();
|
||
|
vfl.strafe = (pos->IsOccupied() && pos->mInputCmd.buttons & BUTTON_STRAFE );
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
rvVehicle::Think
|
||
|
================
|
||
|
*/
|
||
|
void rvVehicle::Think ( void ) {
|
||
|
UpdateState();
|
||
|
UpdateAnimState ( );
|
||
|
UpdateIncomingProjectiles();
|
||
|
|
||
|
// If we are the current debug entity then output some info to the hud
|
||
|
if ( gameDebug.IsHudActive ( DBGHUD_VEHICLE, this ) ) {
|
||
|
gameDebug.SetInt ( "vehicle", 1 );
|
||
|
gameDebug.SetInt ( "shields", shieldHealth.GetCurrentValue(gameLocal.time) );
|
||
|
gameDebug.SetInt ( "positions", positions.Num() );
|
||
|
gameDebug.SetInt ( "drivers", drivers );
|
||
|
}
|
||
|
|
||
|
if ( g_debugVehicle.GetInteger() == 1 ) {
|
||
|
idMat3 flatAxis = idAngles(0,GetPhysics()->GetAxis().ToAngles().yaw,0).ToMat3();
|
||
|
gameRenderWorld->DebugLine ( colorOrange, GetPhysics()->GetCenterMass(), GetPhysics()->GetCenterMass() + 50.0f * flatAxis[0] );
|
||
|
gameRenderWorld->DebugLine ( colorYellow, GetPhysics()->GetCenterMass(), GetPhysics()->GetCenterMass() + 50.0f * flatAxis[1] );
|
||
|
gameRenderWorld->DebugLine ( colorCyan, GetPhysics()->GetCenterMass(), GetPhysics()->GetCenterMass() - 50.0f * flatAxis[2] );
|
||
|
|
||
|
gameRenderWorld->DebugLine ( colorRed, GetPhysics()->GetCenterMass(), GetPhysics()->GetCenterMass() + 50.0f * GetPhysics()->GetAxis()[0] );
|
||
|
gameRenderWorld->DebugLine ( colorGreen, GetPhysics()->GetCenterMass(), GetPhysics()->GetCenterMass() + 50.0f * GetPhysics()->GetAxis()[1] );
|
||
|
gameRenderWorld->DebugLine ( colorBlue, GetPhysics()->GetCenterMass(), GetPhysics()->GetCenterMass() + 50.0f * GetPhysics()->GetAxis()[2] );
|
||
|
}
|
||
|
|
||
|
/* VEH_FIXME: where to put this?
|
||
|
// For engine glow
|
||
|
renderEntity.shaderParms[7] = mEngineStatus.GetCurrentValue ( gameLocal.time );
|
||
|
*/
|
||
|
|
||
|
if( thinkFlags & TH_THINK ) {
|
||
|
int i;
|
||
|
|
||
|
for( i = 0; i < positions.Num(); i++ ) {
|
||
|
positions[i].RunPrePhysics( );
|
||
|
}
|
||
|
|
||
|
if( autoRight ) {
|
||
|
if( idMath::Fabs( idMath::AngleNormalize180( renderEntity.axis.ToAngles().roll ) ) < 30.0f ) {
|
||
|
GetPhysics()->SetLinearVelocity( vec3_origin );
|
||
|
autoRight = false;
|
||
|
} else {
|
||
|
idVec3 upSpeed = -GetPhysics()->GetGravityNormal() * 72.0f;
|
||
|
idMat3 axis = GetPhysics()->GetAxis();
|
||
|
|
||
|
// Rotate around the forward axis
|
||
|
axis.RotateRelative ( 0, (renderEntity.axis.ToAngles().roll<0?180:-180) * MS2SEC(gameLocal.GetMSec()) * 1.5f );
|
||
|
GetPhysics()->SetAxis ( axis );
|
||
|
|
||
|
// Move up to make room for the rotation
|
||
|
GetPhysics()->SetLinearVelocity( upSpeed );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// twhitaker: nothing special here
|
||
|
RunPrePhysics();
|
||
|
|
||
|
// Run the physics
|
||
|
RunPhysics();
|
||
|
|
||
|
// twhitaker: nothing special here
|
||
|
RunPostPhysics();
|
||
|
|
||
|
// Give each position a chance to think after physics has been run
|
||
|
vfl.godmode = false;
|
||
|
fl.notarget = false;
|
||
|
for( i = 0; i < positions.Num(); i++ ) {
|
||
|
positions[i].RunPostPhysics( );
|
||
|
|
||
|
// Include the eye origin into the bounds to ensure the driver
|
||
|
// is inside the render bounds when the vehicle is rendered.
|
||
|
if ( positions[i].IsOccupied ( ) ) {
|
||
|
AddToBounds ( positions[i].GetEyeOrigin ( ) );
|
||
|
|
||
|
// Transfer godmode from driving players
|
||
|
if ( positions[i].mDriver && positions[i].mDriver->IsType ( idPlayer::GetClassType() ) ) {
|
||
|
if ( static_cast<idPlayer*>(positions[i].mDriver.GetEntity())->godmode ) {
|
||
|
vfl.godmode = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Inherit notarget if our driver has it on
|
||
|
if ( positions[i].mDriver && positions[i].mDriver->fl.notarget ) {
|
||
|
fl.notarget = true;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// If the vehicle is flipped then kick out all drivers
|
||
|
if ( HasDrivers() && IsFlipped ( ) && GetPhysics()->GetLinearVelocity ( ).LengthSqr() < (100.0f * 100.0f)) {
|
||
|
if ( spawnArgs.GetBool( "locked_flip_death", false ) ) {
|
||
|
Killed( this, this, 999999999, GetPhysics()->GetLinearVelocity(), 0 );
|
||
|
} else if ( vfl.flipEject ) {
|
||
|
for ( i = 0; i < positions.Num(); i ++ ) {
|
||
|
idActor* driver = positions[i].GetDriver ();
|
||
|
if ( driver ) {
|
||
|
driver->ProcessEvent ( &AI_ExitVehicle, true );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Regenerate the shield
|
||
|
if ( shieldMaxHealth && shieldHealth.GetCurrentValue(gameLocal.time) < shieldMaxHealth ) {
|
||
|
if ( gameLocal.time > shieldHitTime + shieldRegenDelay && shieldHealth.IsDone ( gameLocal.time ) ) {
|
||
|
StopSound ( SND_CHANNEL_BODY2, false );
|
||
|
StartSound ( "snd_shieldRecharge", SND_CHANNEL_BODY2, 0, false, NULL );
|
||
|
|
||
|
float regenTime = shieldHealth.GetCurrentValue(gameLocal.time);
|
||
|
regenTime /= (float)shieldMaxHealth;
|
||
|
regenTime = 1.0f - regenTime;
|
||
|
regenTime *= (float)shieldRegenTime;
|
||
|
shieldHealth.Init ( gameLocal.time, regenTime, shieldHealth.GetCurrentValue(gameLocal.time), shieldMaxHealth );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Regenerate health, if needed
|
||
|
// do nothing if the vehicle is at full hit points
|
||
|
if (health < healthMax)
|
||
|
{
|
||
|
// also do nothing if we've been damaged less than healthRegenDelay seconds ago
|
||
|
if ( healthRegenRate && shieldHitTime + healthRegenDelay <= gameLocal.time )
|
||
|
{
|
||
|
// do we need to start the interpolation?
|
||
|
if ( healthRegenAmount.IsDone( gameLocal.time ))
|
||
|
{
|
||
|
healthRegenAmount.Init( gameLocal.time, SEC2MS((float)(healthMax - health)/healthRegenRate),
|
||
|
health, healthMax );
|
||
|
}
|
||
|
else // get our interpolated health value for the current time.
|
||
|
{
|
||
|
health = healthRegenAmount.GetCurrentValue( gameLocal.time );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Check hazards
|
||
|
if ( hazardWarningTime && gameLocal.time > hazardWarningTime + VEHICLE_HAZARD_TIMEOUT ) {
|
||
|
hazardWarningTime = 0;
|
||
|
StartSound ( "snd_voiceSafe", SND_CHANNEL_VOICE, 0, false, NULL );
|
||
|
|
||
|
if ( renderEntity.gui[0] ) {
|
||
|
renderEntity.gui[0]->HandleNamedEvent ( "info_safe" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Stop the crash effect if no collide happened this frame
|
||
|
if ( crashEffect && crashTime != gameLocal.time ) {
|
||
|
crashEffect->Stop ( );
|
||
|
crashEffect = NULL;
|
||
|
}
|
||
|
|
||
|
UpdateAnimation();
|
||
|
|
||
|
if ( thinkFlags & TH_UPDATEVISUALS ) {
|
||
|
Present();
|
||
|
LinkCombat();
|
||
|
}
|
||
|
|
||
|
if (spawnArgs.GetBool("touchtriggers")) {
|
||
|
TouchTriggers();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
rvVehicle::UpdateDrivers
|
||
|
================
|
||
|
*/
|
||
|
void rvVehicle::UpdateDrivers ( int delta ) {
|
||
|
int oldDrivers = drivers;
|
||
|
|
||
|
drivers = idMath::ClampInt ( 0, positions.Num(), drivers + delta );
|
||
|
|
||
|
if ( drivers && !oldDrivers ) {
|
||
|
if ( fl.takedamage ) {
|
||
|
aiManager.AddTeammate ( this );
|
||
|
}
|
||
|
|
||
|
// script function for spawning guys
|
||
|
const char* temp;
|
||
|
if( spawnArgs.GetString( "call_enter", "", &temp ) && *temp ) {
|
||
|
gameLocal.CallFrameCommand ( this, temp );
|
||
|
}
|
||
|
} else if ( !drivers ) {
|
||
|
aiManager.RemoveTeammate ( this );
|
||
|
|
||
|
refSound.listenerId = entityNumber + 1;
|
||
|
|
||
|
// script function for spawning guys
|
||
|
const char* temp;
|
||
|
if( spawnArgs.GetString( "call_exit", "", &temp ) && *temp ) {
|
||
|
gameLocal.CallFrameCommand ( this, temp );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
rvVehicle::GetAxis
|
||
|
================
|
||
|
*/
|
||
|
const idMat3& rvVehicle::GetAxis( int id ) const {
|
||
|
return GetPhysics()->GetAxis( id );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
rvVehicle::GetOrigin
|
||
|
================
|
||
|
*/
|
||
|
const idVec3& rvVehicle::GetOrigin( int id ) const {
|
||
|
return GetPhysics()->GetOrigin();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
rvVehicle::GetEyePosition
|
||
|
================
|
||
|
*/
|
||
|
void rvVehicle::GetEyePosition ( int pos, idVec3& origin, idMat3& axis ) {
|
||
|
axis = positions[pos].GetEyeAxis ( );
|
||
|
origin = positions[pos].GetEyeOrigin ( );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
rvVehicle::GetDriverPosition
|
||
|
================
|
||
|
*/
|
||
|
void rvVehicle::GetDriverPosition ( int pos, idVec3& origin, idMat3& axis ) {
|
||
|
const rvVehiclePosition *position = GetPosition( pos );
|
||
|
|
||
|
position->GetDriverPosition( origin, axis );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
rvVehicle::FindClearExitPoint
|
||
|
=====================
|
||
|
*/
|
||
|
// FIXME: this whole function could be cleaned up
|
||
|
bool rvVehicle::FindClearExitPoint( int pos, idVec3& origin, idMat3& axis ) const {
|
||
|
trace_t trace;
|
||
|
const rvVehiclePosition* position = GetPosition( pos );
|
||
|
idActor* driver = position->GetDriver();
|
||
|
idVec3 end;
|
||
|
idVec3 traceOffsetPoints[4];
|
||
|
const float error = 1.1f;
|
||
|
|
||
|
origin.Zero();
|
||
|
axis.Identity();
|
||
|
|
||
|
idMat3 driverAxis = driver->viewAxis;
|
||
|
idVec3 driverOrigin = driver->GetPhysics()->GetOrigin();
|
||
|
|
||
|
idMat3 vehicleAxis = position->GetEyeAxis();
|
||
|
idVec3 vehicleOrigin = GetPhysics()->GetOrigin();
|
||
|
|
||
|
idBounds driverBounds( driver->GetPhysics()->GetBounds() );
|
||
|
idBounds vehicleBounds( GetPhysics()->GetBounds() );
|
||
|
idBounds driverAbsBounds;
|
||
|
idBounds vehicleAbsBounds;
|
||
|
idMat3 identity;
|
||
|
identity.Identity( );
|
||
|
|
||
|
if( position->fl.driverVisible ) {
|
||
|
// May want to do this even if the driver isn't visible
|
||
|
if( position->mExitPosOffset.LengthSqr() > VECTOR_EPSILON ) {
|
||
|
axis = GetPhysics()->GetAxis() * position->mExitAxisOffset;
|
||
|
origin = vehicleOrigin + position->mExitPosOffset * axis;
|
||
|
} else {
|
||
|
origin = driverOrigin;
|
||
|
axis = (driver->IsBoundTo(this)) ? vehicleAxis : driverAxis;
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
// Build list
|
||
|
// FIXME: try and find a cleaner way to do this
|
||
|
traceOffsetPoints[ 0 ] = vehicleBounds.FindVectorToEdge( vehicleAxis[ 1 ] ) - driverBounds.FindVectorToEdge( -vehicleAxis[ 1 ] );
|
||
|
traceOffsetPoints[ 1 ] = vehicleBounds.FindVectorToEdge( -vehicleAxis[ 1 ] ) - driverBounds.FindVectorToEdge( vehicleAxis[ 1 ] );
|
||
|
traceOffsetPoints[ 2 ] = vehicleBounds.FindVectorToEdge( vehicleAxis[ 0 ] ) - driverBounds.FindVectorToEdge( -vehicleAxis[ 0 ] );
|
||
|
traceOffsetPoints[ 3 ] = vehicleBounds.FindVectorToEdge( -vehicleAxis[ 0 ] ) - driverBounds.FindVectorToEdge( vehicleAxis[ 0 ] );
|
||
|
|
||
|
for( int ix = 0; ix < 4; ++ix ) {
|
||
|
//Try all four sides and on top if need be
|
||
|
end = vehicleOrigin + traceOffsetPoints[ ix ] * error;
|
||
|
// RAVEN BEGIN
|
||
|
// ddynerman: multiple clip worlds
|
||
|
gameLocal.Translation( this, trace, vehicleOrigin, end, driver->GetPhysics()->GetClipModel(), driverAxis, driver->GetPhysics()->GetClipMask(), this, driver );
|
||
|
// RAVEN END
|
||
|
driverAbsBounds.FromTransformedBounds( driverBounds, trace.endpos, driverAxis );
|
||
|
|
||
|
// mekberg: vehicle bounds are resized based on rotation but not rotated with the axis. Get transformed bounds.
|
||
|
vehicleAbsBounds.FromTransformedBounds( vehicleBounds, vehicleOrigin, identity );
|
||
|
if( trace.fraction > 0.0f && !driverAbsBounds.IntersectsBounds(vehicleAbsBounds) ) {
|
||
|
origin = trace.endpos;
|
||
|
axis = vehicleAxis;
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
rvVehicle::AddDriver
|
||
|
|
||
|
Add a driver to the vehicle at the given position. Its possible that the given position is
|
||
|
occupied, in that case the driver will be assigned the closest valid position. If no position
|
||
|
can be found then (-1) will be returned, otherwise the position the driver is now driving will
|
||
|
be returned.
|
||
|
================
|
||
|
*/
|
||
|
int rvVehicle::AddDriver ( int position, idActor* driver ) {
|
||
|
int wraparound;
|
||
|
|
||
|
// Ensure the given position is valid
|
||
|
if ( position < 0 || position >= positions.Num() ) {
|
||
|
gameLocal.Warning ( "position %d is invalid for vehicle '%s'", position, name.c_str() );
|
||
|
return -1;
|
||
|
}
|
||
|
|
||
|
wraparound = position;
|
||
|
|
||
|
do {
|
||
|
// If the position isnt occupied then set the driver
|
||
|
if ( !positions[position].IsOccupied ( ) ) {
|
||
|
positions[position].SetDriver ( driver );
|
||
|
|
||
|
// Vehicle is on same team as driver
|
||
|
team = driver->team;
|
||
|
|
||
|
UpdateDrivers ( 1 );
|
||
|
|
||
|
// The local player will hear all private sounds of the vehicle
|
||
|
if ( driver == gameLocal.GetLocalPlayer ( ) ) {
|
||
|
refSound.listenerId = driver->GetListenerId ( );
|
||
|
}
|
||
|
|
||
|
return position;
|
||
|
}
|
||
|
|
||
|
// Check the next position, wrap around if necessary
|
||
|
position = (position + 1) % positions.Num();
|
||
|
|
||
|
} while ( wraparound != position );
|
||
|
|
||
|
return -1;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
rvVehicle::RemoveDriver
|
||
|
|
||
|
Removes the given driver from the vehicle. This includes physically taking the driver out
|
||
|
of the vehicle and placing them back into the world and will follow all constraints that limit
|
||
|
the driver from exiting the vehicle.
|
||
|
================
|
||
|
*/
|
||
|
bool rvVehicle::RemoveDriver ( int position, bool force ) {
|
||
|
if ( !positions[position].EjectDriver ( force ) ) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
UpdateDrivers ( -1 );
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
rvVehicle::EjectAllDrivers
|
||
|
================
|
||
|
*/
|
||
|
void rvVehicle::EjectAllDrivers( bool force ) {
|
||
|
for( int ix = positions.Num() - 1; ix >= 0; --ix ) {
|
||
|
if( !GetPosition(ix)->GetDriver() ) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
GetPosition(ix)->GetDriver()->ProcessEvent( &AI_ExitVehicle, force );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
rvVehicle::Damage
|
||
|
============
|
||
|
*/
|
||
|
void rvVehicle::Damage ( idEntity *inflictor, idEntity *attacker, const idVec3 &dir, const char *damageDefName, const float damageScale, int location ) {
|
||
|
int damage;
|
||
|
|
||
|
if ( !fl.takedamage ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
const idDict *damageDef = gameLocal.FindEntityDefDict( damageDefName, false );
|
||
|
if ( !damageDef ) {
|
||
|
gameLocal.Warning( "Unknown damageDef '%s'", damageDefName );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( damageDef->GetBool( "ignore_vehicles", "0" ) ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
damageDef->GetInt( "damage", "20", damage );
|
||
|
damage *= damageScale;
|
||
|
|
||
|
int save = HasDrivers() ? shieldHealth.GetCurrentValue ( gameLocal.time ) : 0;
|
||
|
|
||
|
// If one of the drivers is the player, do the player HUD effects
|
||
|
for ( int i = 0; i < positions.Num(); i++ ) {
|
||
|
rvVehiclePosition & pos = positions[ i ];
|
||
|
|
||
|
if ( pos.mDriver.IsValid() && pos.mDriver->IsType( idPlayer::GetClassType() ) ) {
|
||
|
idPlayer & driver = static_cast< idPlayer & >( *pos.mDriver.GetEntity() );
|
||
|
|
||
|
if ( driver.GetHud() ) {
|
||
|
driver.GetHud()->HandleNamedEvent( "vehicleHit" );
|
||
|
}
|
||
|
|
||
|
if ( !stricmp( damageDef->GetString( "filter" ), "electrical" ) ) {
|
||
|
driver.GetHud()->HandleNamedEvent( "electricWarningOn" );
|
||
|
PostEventMS( &EV_HUDShockWarningOff, spawnArgs.GetInt( "hud_shock_warning_time", "2500" ) );
|
||
|
|
||
|
if ( damage >= spawnArgs.GetInt( "electric_stall_damage", "20" ) ) {
|
||
|
rvClientCrawlEffect* effect;
|
||
|
effect = new rvClientCrawlEffect ( gameLocal.GetEffect( spawnArgs , "fx_electrical_stall" ), this, SEC2MS( spawnArgs.GetFloat ( "hud_shock_warning_time", "2.5" ) ) );
|
||
|
effect->Play ( gameLocal.time, false );
|
||
|
|
||
|
if ( renderEntity.gui[ 0 ] ) {
|
||
|
renderEntity.gui[ 0 ]->HandleNamedEvent( "shock_stall" );
|
||
|
}
|
||
|
|
||
|
if ( renderEntity.gui[ 1 ] ) {
|
||
|
renderEntity.gui[ 1 ]->HandleNamedEvent( "shock_stall" );
|
||
|
}
|
||
|
|
||
|
vfl.stalled = true;
|
||
|
PostEventMS( &EV_StalledRestart, spawnArgs.GetInt( "electric_stall_delay", "3500" ), save, damage );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
shieldHitTime = gameLocal.time;
|
||
|
|
||
|
// Shields off when there is no controller
|
||
|
if ( !damageDef->GetBool( "noShields", "0" ) )
|
||
|
{
|
||
|
if ( save > 0 ) {
|
||
|
int shield;
|
||
|
save = Min( save, damage );
|
||
|
damage -= save;
|
||
|
|
||
|
shield = shieldHealth.GetCurrentValue ( gameLocal.time ) - save;
|
||
|
shieldHealth.Init ( gameLocal.time, 0, shield, shield );
|
||
|
// always stop the sound because we may be playing the recharge just now.
|
||
|
StopSound ( SND_CHANNEL_BODY2, false );
|
||
|
|
||
|
// Looping warning sound for shield
|
||
|
if ( shield <= 0 && !vfl.stalled ) {
|
||
|
StartSound ( "snd_shieldWarning", SND_CHANNEL_BODY2, 0, false, NULL );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// God Mode?
|
||
|
if ( vfl.godmode && !damageDef->GetBool( "noGod" ) ) {
|
||
|
godModeDamage += damage;
|
||
|
damage = 0;
|
||
|
}
|
||
|
|
||
|
if ( !damage ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Static on the gui when hit
|
||
|
if ( renderEntity.gui[0] && gameLocal.random.RandomFloat() < damageStaticChance ) {
|
||
|
renderEntity.gui[0]->HandleNamedEvent ( "shot_static" );
|
||
|
}
|
||
|
|
||
|
// Play low health warning on transition to low health value
|
||
|
if ( health >= healthLow && health - damage < healthLow ) {
|
||
|
StartSound ( "snd_voiceLowHealth", SND_CHANNEL_VOICE, 0, false, NULL );
|
||
|
}
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// MCG - added damage over time
|
||
|
if ( !inDamageEvent ) {
|
||
|
if ( damageDef->GetFloat( "dot_duration" ) ) {
|
||
|
int endTime;
|
||
|
if ( damageDef->GetFloat( "dot_duration" ) == -1 ) {
|
||
|
endTime = -1;
|
||
|
} else {
|
||
|
endTime = gameLocal.GetTime() + SEC2MS(damageDef->GetFloat( "dot_duration" ));
|
||
|
}
|
||
|
int interval = SEC2MS(damageDef->GetFloat( "dot_interval", "0" ));
|
||
|
if ( endTime == -1 || gameLocal.GetTime() + interval <= endTime ) {//post it again
|
||
|
PostEventMS( &EV_DamageOverTime, interval, endTime, interval, inflictor, attacker, dir, damageDefName, damageScale, location );
|
||
|
}
|
||
|
if ( damageDef->GetString( "fx_dot", NULL ) ) {
|
||
|
ProcessEvent( &EV_DamageOverTimeEffect, endTime, interval, damageDefName );
|
||
|
}
|
||
|
if ( damageDef->GetString( "snd_dot_start", NULL ) ) {
|
||
|
StartSound ( "snd_dot_start", SND_CHANNEL_ANY, 0, false, NULL );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
// RAVEN END
|
||
|
|
||
|
health -= damage;
|
||
|
if ( health < 1 && damageDef->GetBool( "nonLethal" ) ) {
|
||
|
health = 1;
|
||
|
}
|
||
|
if ( health <= 0 ) {
|
||
|
// keep the driver from being killed if we're forcing undying state
|
||
|
if ( g_forceUndying.GetBool() && HasDrivers() ) {
|
||
|
idActor * driver = NULL;
|
||
|
for ( int i = 0; i < positions.Num(); i++ ) {
|
||
|
idActor * currentDriver = positions[ i ].GetDriver();
|
||
|
if ( currentDriver && currentDriver->IsType( idPlayer::GetClassType() ) ) {
|
||
|
driver = currentDriver;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( driver ) {
|
||
|
health = 1;
|
||
|
Pain( inflictor, attacker, damage, dir, 0 );
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( health < -999 ) {
|
||
|
health = -999;
|
||
|
}
|
||
|
|
||
|
Killed( inflictor, attacker, damage, dir, location );
|
||
|
} else {
|
||
|
Pain( inflictor, attacker, damage, dir, 0 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
rvVehicle::Killed
|
||
|
================
|
||
|
*/
|
||
|
void rvVehicle::Killed ( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location ) {
|
||
|
int i;
|
||
|
|
||
|
lockWarningTime = 0;
|
||
|
hazardWarningTime = 0;
|
||
|
vfl.locked = false;
|
||
|
vfl.dead = true;
|
||
|
|
||
|
// Try removing the vehicle from all lists it could be part of.
|
||
|
aiManager.RemoveTeammate ( this );
|
||
|
|
||
|
// Remove all drivers from the vehicle and kill them
|
||
|
for ( i = 0; i < positions.Num(); i ++ ) {
|
||
|
idActor* driver = positions[i].GetDriver();
|
||
|
if ( !driver ) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// Dump the driver out of the vehicle and kill them
|
||
|
driver->health = 0;
|
||
|
driver->ProcessEvent ( &AI_ExitVehicle, true );
|
||
|
driver->Killed( inflictor, attacker, damage, dir, location );
|
||
|
}
|
||
|
|
||
|
OnDeath();
|
||
|
CheckDeathObjectives();
|
||
|
|
||
|
if ( spawnArgs.GetBool( "remove_on_death", "1" ) ) {
|
||
|
StartSound ( "snd_death", SND_CHANNEL_ANY, 0, false, NULL );
|
||
|
|
||
|
if ( spawnArgs.GetBool( "orient_death_fx", "0" ) ) {
|
||
|
gameLocal.PlayEffect ( spawnArgs, "fx_death", GetPhysics()->GetAbsBounds().GetCenter(), GetPhysics()->GetAxis() );
|
||
|
} else {
|
||
|
gameLocal.PlayEffect ( spawnArgs, "fx_death", GetPhysics()->GetAbsBounds().GetCenter(), idVec3(0,0,1).ToMat3() );
|
||
|
}
|
||
|
|
||
|
Hide ( );
|
||
|
|
||
|
PostEventMS( &EV_Remove, 0 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
rvVehicle::AddDamageEffect
|
||
|
================
|
||
|
*/
|
||
|
void rvVehicle::AddDamageEffect ( const trace_t &collision, const idVec3 &velocity, const char *damageDefName, idEntity* inflictor ) {
|
||
|
// If there are still shields remaining then play a shield effect at the impact point
|
||
|
if ( HasDrivers() && shieldHealth.GetCurrentValue ( gameLocal.time ) > 0 ) {
|
||
|
jointHandle_t joint = animator.GetJointHandle( spawnArgs.GetString( "fx_shield_joint", "" ) );
|
||
|
idVec3 dir;
|
||
|
dir = collision.c.point - GetPhysics()->GetCenterMass ();
|
||
|
dir.NormalizeFast ( );
|
||
|
if ( INVALID_JOINT == joint ) {
|
||
|
PlayEffect ( "fx_shield", collision.c.point, dir.ToMat3(), false, vec3_origin, true );
|
||
|
} else {
|
||
|
PlayEffect ( "fx_shield", joint, false, vec3_origin, true );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
rvVehicle::Collide
|
||
|
================
|
||
|
*/
|
||
|
bool rvVehicle::Collide( const trace_t &collision, const idVec3 &velocity ) {
|
||
|
idVec3 dir;
|
||
|
float speed;
|
||
|
float collisionSelfDamage = 0.0f;
|
||
|
|
||
|
dir = velocity;
|
||
|
speed = dir.Normalize();
|
||
|
|
||
|
// No collision effect when hitting a no impact surfac
|
||
|
// if ( collision.c.material && collision.c.material->GetSurfaceFlags() & SURF_NOIMPACT ) {
|
||
|
// return false;
|
||
|
// }
|
||
|
|
||
|
if ( vfl.dead ) {
|
||
|
StartSound ( "snd_death", SND_CHANNEL_ANY, 0, false, NULL );
|
||
|
if ( spawnArgs.GetBool( "orient_death_fx", "0" ) ) {
|
||
|
gameLocal.PlayEffect ( spawnArgs, "fx_death", GetPhysics()->GetAbsBounds().GetCenter(), GetPhysics()->GetAxis() );
|
||
|
} else {
|
||
|
gameLocal.PlayEffect ( spawnArgs, "fx_death", GetPhysics()->GetAbsBounds().GetCenter(), idVec3(0,0,1).ToMat3() );
|
||
|
}
|
||
|
Hide ( );
|
||
|
PostEventMS( &EV_Remove, 0 );
|
||
|
}
|
||
|
|
||
|
if ( !alwaysImpactDamage ) {
|
||
|
if ( speed < crashSpeedSmall ) {
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// When colliding with the world play a collision effect
|
||
|
if ( collision.c.entityNum == ENTITYNUM_WORLD ) {
|
||
|
// TODO: MAterial types
|
||
|
if ( !crashEffect ) {
|
||
|
crashEffect = gameLocal.PlayEffect ( gameLocal.GetEffect ( spawnArgs, "fx_crash" ), collision.c.point, collision.c.normal.ToMat3(), true );
|
||
|
}
|
||
|
if ( crashEffect ) {
|
||
|
crashEffect->SetOrigin ( collision.c.point );
|
||
|
crashEffect->SetAxis ( collision.c.normal.ToMat3() );
|
||
|
crashEffect->Attenuate ( idMath::ClampFloat ( 0.01f, 1.0f, speed / (float)crashSpeedLarge ) );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
idStr collDmgDef = "damage_gev_collision_self";
|
||
|
if ( gameLocal.time > crashNextSound ) {
|
||
|
|
||
|
float dot = dir * collision.c.normal;
|
||
|
if( dot < -0.5f ) {
|
||
|
|
||
|
// Crash impact sounds
|
||
|
if ( speed > crashSpeedLarge ) {
|
||
|
collisionSelfDamage += 50.0f;
|
||
|
StartSound ( "snd_crash_large", SND_CHANNEL_ANY, 0, false, NULL );
|
||
|
crashNextSound = gameLocal.time + VEHICLE_CRASH_DELAY;
|
||
|
// damage = true;
|
||
|
} else if ( speed > crashSpeedMedium ) {
|
||
|
collisionSelfDamage += 25.0f;
|
||
|
StartSound ( "snd_crash_medium", SND_CHANNEL_ANY, 0, false, NULL );
|
||
|
crashNextSound = gameLocal.time + VEHICLE_CRASH_DELAY;
|
||
|
// damage = true;
|
||
|
} else if ( speed > crashSpeedSmall ) {
|
||
|
StartSound ( "snd_crash_small", SND_CHANNEL_ANY, 0, false, NULL );
|
||
|
crashNextSound = gameLocal.time + VEHICLE_CRASH_DELAY;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
crashTime = gameLocal.time;
|
||
|
float vel = GetPhysics()->GetLinearVelocity().Length();
|
||
|
|
||
|
if ( vel > crashVelocitySmall && crashDamage.Length ( ) ) {
|
||
|
idEntity* ent = gameLocal.entities[ collision.c.entityNum ];
|
||
|
|
||
|
if ( ent ) {
|
||
|
float f = vel > crashVelocityLarge ? 1.0f : idMath::Sqrt( vel - crashVelocityMedium ) * ( 1.0f / idMath::Sqrt( crashVelocityLarge - crashVelocityMedium ) );
|
||
|
|
||
|
// Now hurt him
|
||
|
if ( !( team != gameLocal.GetLocalPlayer()->team && ent->IsType( idPlayer::GetClassType() ) ) ) {
|
||
|
|
||
|
const idDict* damageDef = gameLocal.FindEntityDefDict ( crashDamage, false );
|
||
|
//MCG NOTE: This used to call vehicleController.GetDriver(), which was always NULL...
|
||
|
idActor* theDriver = positions[0].GetDriver();
|
||
|
|
||
|
if ( ent->fl.takedamage
|
||
|
&& ent->health >= 0
|
||
|
&& !ent->spawnArgs.GetBool( "ignore_vehicle_damage" )
|
||
|
&& (vel > 100.0f || !ent->IsType(idPlayer::GetClassType())) ) {
|
||
|
//MCG NOTE: now that theDriver is being set correctly, this damage will get credited to the driver (as the attacker), unlike before
|
||
|
float dScale = f * ent->spawnArgs.GetFloat( "vehicle_damage_scale", "1" );
|
||
|
ent->Damage( this, theDriver, dir, crashDamage, dScale, INVALID_JOINT );
|
||
|
if ( vel > 100.0f ) {
|
||
|
//NOTE: we PURPOSELY override this here, so you don't take damage from slamming into damageable things, only invulnerable things...
|
||
|
collisionSelfDamage = ent->spawnArgs.GetFloat( "vehicle_impact_damage", "0" );
|
||
|
collDmgDef = "damage_gev_collision";
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// ApplyImpulse doesn't like it when you give it a null driver
|
||
|
// MCG: okay, now ApplyImpulse actually is getting called,
|
||
|
// but I'm only going to allow it on idMoveables since ApplyImpulse is
|
||
|
// rejected by idActors if it comes from an idActor and this code was
|
||
|
// never being called before.
|
||
|
if ( theDriver && damageDef && !ent->spawnArgs.GetBool("ignore_vehicle_push") && ent->IsType( idMoveable::GetClassType() ) ) {
|
||
|
float push = damageDef->GetFloat( "push" ) * speed / idMath::ClampFloat ( 0.01f, 1.0f, speed / (float)crashSpeedLarge );
|
||
|
idVec3 impulse = -push * f * collision.c.normal;
|
||
|
impulse[2] = push * f * 0.75f;
|
||
|
|
||
|
// Send him flying
|
||
|
ent->ApplyImpulse( theDriver, collision.c.id, collision.c.point, impulse );
|
||
|
|
||
|
if ( g_debugVehicle.GetInteger() ) {
|
||
|
gameRenderWorld->DebugArrow ( colorGreen, collision.c.point, collision.c.point + impulse, 3, 10000 );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
if ( collisionSelfDamage ) {
|
||
|
idVec3 dmgDir = GetPhysics()->GetLinearVelocity()*-1.0f;
|
||
|
Damage( this, this, dmgDir, collDmgDef.c_str(), collisionSelfDamage, 0 );
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
rvVehicle::Give
|
||
|
===============
|
||
|
*/
|
||
|
bool rvVehicle::Give( const char *statname, const char *value ) {
|
||
|
if ( !idStr::Icmp( statname, "health" ) ) {
|
||
|
if ( health >= healthMax ) {
|
||
|
return false;
|
||
|
}
|
||
|
health = Min ( atoi( value ) + health, healthMax );
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
rvVehicle::AutoRight
|
||
|
================
|
||
|
*/
|
||
|
void rvVehicle::AutoRight( idEntity* activator ) {
|
||
|
if( autoRight ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
autoRight = true;
|
||
|
|
||
|
/*
|
||
|
idVec3 vec = renderEntity.origin - activator->renderEntity.origin;
|
||
|
vec.Normalize();
|
||
|
|
||
|
float dot = DotProduct( vec, renderEntity.axis[ 1 ] );
|
||
|
|
||
|
if( dot < 0 )
|
||
|
{
|
||
|
autoRightDir = -1.0f;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
autoRightDir = 1.0f;
|
||
|
}
|
||
|
*/
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
rvVehicle::GetPositionIndex
|
||
|
================
|
||
|
*/
|
||
|
int rvVehicle::GetPositionIndex ( const rvVehiclePosition* position ) const {
|
||
|
int i;
|
||
|
for ( i = positions.Num() - 1; i >= 0; i -- ) {
|
||
|
if ( &positions[i] == position ) {
|
||
|
return i;
|
||
|
}
|
||
|
}
|
||
|
return -1;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
rvVehicle::UpdateHUD
|
||
|
================
|
||
|
*/
|
||
|
void rvVehicle::UpdateHUD ( int position, idUserInterface* gui ) {
|
||
|
// VEH_FIXME: godmode ?
|
||
|
/*
|
||
|
if ( mController && mController->GetDriver() && mController->GetDriver()->IsType ( idPlayer::Type ) )
|
||
|
{
|
||
|
idPlayer* player = static_cast<idPlayer*>(mController->GetDriver());
|
||
|
gui->State()->SetInt ( "vehicle_god", player->godmode && g_showGodDamage->integer );
|
||
|
gui->State()->SetInt ( "vehicle_god_damage", godModeDamage );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
gui->State()->SetInt ( "vehicle_god", 0 );
|
||
|
}
|
||
|
*/
|
||
|
gui->SetStateFloat( "vehicle_health", health / spawnArgs.GetFloat( "health", "1" ) );
|
||
|
gui->SetStateInt ( "vehicle_armor", 0 );
|
||
|
gui->SetStateInt ( "vehicle_position", position );
|
||
|
gui->SetStateFloat ( "vehicle_shield", (float)shieldHealth.GetCurrentValue(gameLocal.time) / (float)shieldMaxHealth );
|
||
|
gui->SetStateInt ( "vehicle_haz", hazardWarningTime != 0 );
|
||
|
gui->SetStateInt ( "vehicle_locked", IsLocked ( ) );
|
||
|
|
||
|
// Update position specific information
|
||
|
positions[position].UpdateHUD ( gui );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
rvVehicle::UpdateCursorGUI
|
||
|
================
|
||
|
*/
|
||
|
void rvVehicle::UpdateCursorGUI ( int position, idUserInterface* gui ) {
|
||
|
positions[position].UpdateCursorGUI ( gui );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
rvVehicle::DrawHUD
|
||
|
================
|
||
|
*/
|
||
|
void rvVehicle::DrawHUD ( int position ) {
|
||
|
if ( !hud || gameLocal.GetLocalPlayer()->IsObjectiveUp() || gameLocal.GetLocalPlayer()->objectiveSystemOpen ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
UpdateHUD ( position, hud );
|
||
|
|
||
|
hud->Redraw ( gameLocal.time );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
rvVehicle::IssueHazardWarning
|
||
|
==================
|
||
|
*/
|
||
|
void rvVehicle::IssueHazardWarning ( void ) {
|
||
|
if ( !hazardWarningTime ) {
|
||
|
StartSound ( "snd_voiceHazard", SND_CHANNEL_VOICE, 0, false, NULL );
|
||
|
|
||
|
if ( renderEntity.gui[0] ) {
|
||
|
renderEntity.gui[0]->HandleNamedEvent ( "warning_hazard" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
hazardWarningTime = gameLocal.time;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
rvVehicle::IssueHazardWarning
|
||
|
==================
|
||
|
*/
|
||
|
void rvVehicle::IssueLockedWarning ( void ) {
|
||
|
if ( gameLocal.time > lockWarningTime + VEHICLE_LOCK_TIMEOUT ) {
|
||
|
StartSound ( "snd_voiceNoExit", SND_CHANNEL_VOICE, 0, false, NULL );
|
||
|
|
||
|
if ( renderEntity.gui[0] ) {
|
||
|
renderEntity.gui[0]->HandleNamedEvent ( "warning_locked" );
|
||
|
}
|
||
|
|
||
|
lockWarningTime = gameLocal.time;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
rvVehicle::Hide
|
||
|
==================
|
||
|
*/
|
||
|
void rvVehicle::Hide ( void ) {
|
||
|
idActor::Hide ( );
|
||
|
|
||
|
GetPhysics()->SetContents( 0 );
|
||
|
GetPhysics()->GetClipModel()->Unlink();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
rvVehicle::Show
|
||
|
==================
|
||
|
*/
|
||
|
void rvVehicle::Show ( void ) {
|
||
|
idActor::Show ( );
|
||
|
|
||
|
GetPhysics()->SetContents ( CONTENTS_BODY );
|
||
|
GetPhysics()->GetClipModel()->Link();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
rvVehicle::Lock
|
||
|
==================
|
||
|
*/
|
||
|
void rvVehicle::Lock( void ) {
|
||
|
Event_Lock( true );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
rvVehicle::Unlock
|
||
|
==================
|
||
|
*/
|
||
|
void rvVehicle::Unlock( void ) {
|
||
|
Event_Lock( false );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
rvVehicle::GuidedProjectileLocked
|
||
|
==================
|
||
|
*/
|
||
|
void rvVehicle::GuidedProjectileIncoming( idGuidedProjectile * projectile ) {
|
||
|
if ( projectile ) {
|
||
|
incomingProjectiles.Insert( projectile );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
rvVehicle::UpdateIncomingProjectiles
|
||
|
==================
|
||
|
*/
|
||
|
void rvVehicle::UpdateIncomingProjectiles( void ) {
|
||
|
idGuidedProjectile * proj = NULL;
|
||
|
float dist = 0.0f;
|
||
|
|
||
|
for( int i = incomingProjectiles.Num() - 1; i >= 0; i-- ) {
|
||
|
if ( !incomingProjectiles[ i ].IsValid() ) {
|
||
|
incomingProjectiles.RemoveIndex( i );
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if ( proj ) {
|
||
|
float d = ( incomingProjectiles[ i ]->GetPhysics()->GetOrigin() - this->GetPhysics()->GetOrigin() ).LengthSqr();
|
||
|
|
||
|
if ( dist > d ) {
|
||
|
proj = incomingProjectiles[ i ];
|
||
|
dist = d;
|
||
|
}
|
||
|
} else {
|
||
|
proj = incomingProjectiles[ i ];
|
||
|
dist = ( incomingProjectiles[ i ]->GetPhysics()->GetOrigin() - this->GetPhysics()->GetOrigin() ).LengthSqr();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( proj ) {
|
||
|
idVec3 localDir;
|
||
|
int length;
|
||
|
|
||
|
GetPosition( 0 )->mEyeAxis.ProjectVector( proj->GetPhysics()->GetOrigin() - GetOrigin(), localDir );
|
||
|
GetHud()->SetStateFloat ( "missiledir", localDir.ToAngles()[YAW] );
|
||
|
|
||
|
idSoundEmitter *emitter = soundSystem->EmitterForIndex( SOUNDWORLD_GAME, refSound.referenceSoundHandle );
|
||
|
|
||
|
if ( !vfl.missileWarningOn ) {
|
||
|
if ( GetHud() ) {
|
||
|
GetHud()->HandleNamedEvent( "missileThreatUp" );
|
||
|
}
|
||
|
|
||
|
if ( emitter ) {
|
||
|
StartSound( "snd_incomingProjectile", SND_CHANNEL_BODY3, 0, false, &length );
|
||
|
}
|
||
|
|
||
|
vfl.missileWarningOn = true;
|
||
|
}
|
||
|
|
||
|
if ( emitter ) {
|
||
|
//float lerp = 1.0f - idMath::ClampFloat( 0.0f, 1.0f, ( dist / 100000.0f ) );
|
||
|
//refSound.parms.volume = lerp * 0.6f + 0.5f;
|
||
|
//refSound.parms.frequencyShift = lerp * 0.4f + 0.8f;
|
||
|
//emitter->ModifySound ( SND_CHANNEL_ANY, &refSound.parms );
|
||
|
}
|
||
|
} else if ( vfl.missileWarningOn ) {
|
||
|
if ( GetHud() ) {
|
||
|
GetHud()->HandleNamedEvent( "missileThreatDown" );
|
||
|
}
|
||
|
|
||
|
StopSound( SND_CHANNEL_BODY3, false );
|
||
|
|
||
|
vfl.missileWarningOn = false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
rvVehicle::Event_Lock
|
||
|
==================
|
||
|
*/
|
||
|
void rvVehicle::Event_Lock ( bool lock ) {
|
||
|
vfl.locked = lock;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
rvVehicle::Event_IsLocked
|
||
|
==================
|
||
|
*/
|
||
|
void rvVehicle::Event_IsLocked ( void ) {
|
||
|
idThread::ReturnFloat( (float)IsLocked() );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
rvVehicle::Event_EnableWeapon
|
||
|
==================
|
||
|
*/
|
||
|
void rvVehicle::Event_EnableWeapon ( void ) {
|
||
|
vfl.disableWeapons = false;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
rvVehicle::Event_DisableWeapon
|
||
|
==================
|
||
|
*/
|
||
|
void rvVehicle::Event_DisableWeapon ( void ) {
|
||
|
vfl.disableWeapons = true;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
rvVehicle::Event_EnableMovement
|
||
|
==================
|
||
|
*/
|
||
|
void rvVehicle::Event_EnableMovement( void ) {
|
||
|
vfl.disableMovement = false;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
rvVehicle::Event_DisableMovement
|
||
|
==================
|
||
|
*/
|
||
|
void rvVehicle::Event_DisableMovement ( void ) {
|
||
|
vfl.disableMovement = true;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
rvVehicle::Event_EnableClip
|
||
|
==================
|
||
|
*/
|
||
|
void rvVehicle::Event_EnableClip( void ) {
|
||
|
GetPhysics()->SetContents( cachedContents );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
rvVehicle::Event_DisableClip
|
||
|
==================
|
||
|
*/
|
||
|
void rvVehicle::Event_DisableClip( void ) {
|
||
|
cachedContents = GetPhysics()->GetContents();
|
||
|
GetPhysics()->SetContents( 0 );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
rvVehicle::Event_Activate
|
||
|
==================
|
||
|
*/
|
||
|
void rvVehicle::Event_Activate( idEntity* activator ) {
|
||
|
RemoveNullTargets();
|
||
|
|
||
|
if( !targets.Num() && activator && activator->IsType(idPlayer::GetClassType()) ) {
|
||
|
static_cast<idPlayer*>( activator )->EnterVehicle( this );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
rvVehicle::Event_LaunchProjectiles
|
||
|
==================
|
||
|
*/
|
||
|
void rvVehicle::Event_LaunchProjectiles( const idList<idStr>* parms ) {
|
||
|
int pos = -1;
|
||
|
|
||
|
assert( parms && parms->Num() );
|
||
|
|
||
|
sscanf( (*parms)[0].c_str(), "%d", &pos );
|
||
|
GetPosition( pos )->FireWeapon();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
rvVehicle::Event_SetScript
|
||
|
==================
|
||
|
*/
|
||
|
void rvVehicle::Event_SetScript( const char* scriptName, const char* funcName ) {
|
||
|
if ( !funcName || !funcName[0] ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Set the associated script
|
||
|
if ( !idStr::Icmp ( scriptName, "enter" ) ) {
|
||
|
funcs.enter.Init( funcName );
|
||
|
} else if ( !idStr::Icmp ( scriptName, "exit" ) ) {
|
||
|
funcs.exit.Init( funcName );
|
||
|
} else {
|
||
|
gameLocal.Warning ( "unknown script '%s' specified on vehicle '%s'", scriptName, name.c_str() );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
rvVehicle::Event_SetHealth
|
||
|
================
|
||
|
*/
|
||
|
void rvVehicle::Event_SetHealth ( float health ) {
|
||
|
this->health = health;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
rvVehicle::Event_HUDShockWarningOff
|
||
|
================
|
||
|
*/
|
||
|
void rvVehicle::Event_HUDShockWarningOff ( ) {
|
||
|
if ( GetHud() ) {
|
||
|
GetHud()->HandleNamedEvent( "electricWarningOff" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
rvVehicle::Event_StalledRestart
|
||
|
================
|
||
|
*/
|
||
|
void rvVehicle::Event_StalledRestart ( float shield, float damage ) {
|
||
|
vfl.stalled = false;
|
||
|
|
||
|
if ( renderEntity.gui[ 0 ] ) {
|
||
|
renderEntity.gui[ 0 ]->HandleNamedEvent( "shock_stall_restart" );
|
||
|
}
|
||
|
|
||
|
if ( renderEntity.gui[ 1 ] ) {
|
||
|
renderEntity.gui[ 1 ]->HandleNamedEvent( "shock_stall_restart" );
|
||
|
}
|
||
|
|
||
|
// Looping warning sound for shield
|
||
|
if ( shield <= 0 ) {
|
||
|
StopSound ( SND_CHANNEL_BODY2, false );
|
||
|
StartSound ( "snd_shieldWarning", SND_CHANNEL_BODY2, 0, false, NULL );
|
||
|
}
|
||
|
|
||
|
// Play low health warning on transition to low health value
|
||
|
if ( health >= healthLow && health - damage < healthLow ) {
|
||
|
StartSound ( "snd_voiceLowHealth", SND_CHANNEL_VOICE, 0, false, NULL );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
rvVehicle::Event_GetViewAngles
|
||
|
================
|
||
|
*/
|
||
|
void rvVehicle::Event_GetViewAngles ( ) {
|
||
|
|
||
|
idThread::ReturnVector( GetPosition( 0)->GetEyeAxis()[0]);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
States
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
CLASS_STATES_DECLARATION ( rvVehicle )
|
||
|
STATE ( "Wait_Driver", rvVehicle::State_Wait_Driver )
|
||
|
END_CLASS_STATES
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
rvVehicle::State_Wait_Driver
|
||
|
================
|
||
|
*/
|
||
|
stateResult_t rvVehicle::State_Wait_Driver ( int blendFrames ) {
|
||
|
if ( !vfl.driver || vfl.stalled ) {
|
||
|
return SRESULT_WAIT;
|
||
|
}
|
||
|
|
||
|
return SRESULT_DONE;
|
||
|
}
|