//----------------------------------------------------------------------------- // // $Logfile:: /Quake 2 Engine/Sin/code/game/vehicle.cpp $ // $Revision:: 50 $ // $Author:: Jimdose $ // $Date:: 11/16/98 8:26p $ // // Copyright (C) 1997 by Ritual Entertainment, Inc. // All rights reserved. // // This source is may not be distributed and/or modified without // expressly written permission by Ritual Entertainment, Inc. // // $Log:: /Quake 2 Engine/Sin/code/game/vehicle.cpp $ // // 50 11/16/98 8:26p Jimdose // made vehicles check for water and lava // // 49 10/23/98 12:26a Markd // Took out some vehicle coasting // // 48 10/22/98 4:45p Markd // made vehicles more responsive // // 47 10/20/98 7:52p Markd // Fixed drivable vehicles // // 46 10/19/98 12:07a Jimdose // made all code use fast checks for inheritance (no text lookups when // possible) // isSubclassOf no longer requires ::_classinfo() // // 45 10/18/98 9:01p Markd // Added ShowWeapon method and showweapon variable // // 44 10/17/98 8:14p Jimdose // Changed Damage to DamgeEvent // // 43 10/15/98 11:53p Markd // added jumping ability to vehicles // // 42 10/08/98 7:17p Markd // added steerinplace and stuff // // 41 10/06/98 10:17p Markd // changed some vehicle physics stuff // // 40 10/05/98 12:28a Jimdose // Moved angledist to q_shared // // 39 9/22/98 5:20p Markd // Put in new consolidated gib function // // 38 9/20/98 7:01p Markd // made vehicle auto rotate its bounding box // // 37 9/16/98 10:07p Markd // working on vehicles // // 36 9/16/98 4:29p Markd // Put in scaled bounding boxes for vehicles // // 35 9/16/98 11:01a Markd // Fixed some vehicle stuff that broke the intro and non-drivable vehicles // // 34 9/15/98 4:38p Markd // Removed auto-jumping and other stuff // // 33 9/15/98 4:30p Markd // Updated vehicle code // // 32 9/14/98 9:56p Markd // put in sounds // // 31 9/14/98 6:13p Markd // working on vehicles // // 30 9/14/98 3:30p Markd // intermediate checkin // // 29 9/09/98 3:04p Markd // Added IsDrivable also setup some default pm_types etc. // // 28 8/29/98 9:47p Jimdose // Changed calls to gi.trace to G_Trace // // 27 7/25/98 4:39p Jimdose // Added Driver // // 26 7/23/98 6:17p Aldie // Updated damage system and fixed some damage related bugs. Also put tracers // back to the way they were, and added gib event to funcscriptmodels // // 25 7/21/98 1:10p Aldie // Added meansofdeath to obituaries // // 24 7/20/98 12:09p Markd // Added vehicleanim support and driveroffset stuff // // 23 7/19/98 7:34p Markd // Added proper vehicle exit // // 22 7/19/98 5:41p Markd // Forced changing of weapons // // 21 7/19/98 3:43p Markd // Took out special damage handling // // 20 7/18/98 11:26p Markd // Fixed damage, forgot to register Damage Event // // 19 7/18/98 11:15p Markd // Added damage ability // // 18 7/18/98 3:57p Markd // Put in InVehicle support // // 17 7/17/98 4:03p Markd // Added a bunch of functionality to the vehicle class // // 16 6/23/98 11:45p Jimdose // Got rid of some warnings // // 15 6/23/98 2:58p Jimdose // Better (but still bad) driving code // // 14 6/22/98 2:04p Jimdose // Reintegrated into sin // // 12 11/19/97 8:07p Jimdose // Fixed bug where vehicle would "heal" monsters if the player backed into them // with a vehicle. // // 11 11/12/97 5:11p Jimdose // Enter and Exit events are now defined in player // // 10 11/01/97 2:09p Jimdose // Fixed rover1 // // 9 11/01/97 2:02p Jimdose // Worked on vehicles // // 8 10/31/97 9:03p Jimdose // Worked on vehicles // // 7 10/30/97 11:48p Jimdose // Worked on vehicle code // // 6 10/29/97 8:49p Jimdose // Began work on steering // // 5 10/27/97 3:29p Jimdose // Removed dependency on quakedef.h // // 4 10/09/97 4:26p Jimdose // Worked on vehicle code // // 3 10/08/97 9:30p Jimdose // Refined Vehicle movement. // // 2 10/08/97 6:03p Jimdose // Began vehicle support. // // DESCRIPTION: // Script controlled Vehicles. // #include "g_local.h" #include "scriptslave.h" #include "vehicle.h" #include "player.h" #include "specialfx.h" #include "explosion.h" #include "earthquake.h" #include "gibs.h" Event EV_Vehicle_Start( "start" ); Event EV_Vehicle_Enter( "enter" ); Event EV_Vehicle_Exit( "exit" ); Event EV_Vehicle_Drivable( "drivable" ); Event EV_Vehicle_UnDrivable( "undrivable" ); Event EV_Vehicle_Jumpable( "canjump" ); Event EV_Vehicle_Lock( "lock" ); Event EV_Vehicle_UnLock( "unlock" ); Event EV_Vehicle_SeatAnglesOffset( "seatanglesoffset" ); Event EV_Vehicle_SeatOffset( "seatoffset" ); Event EV_Vehicle_DriverAnimation( "driveranim" ); Event EV_Vehicle_SetWeapon( "setweapon" ); Event EV_Vehicle_SetSpeed( "vehiclespeed" ); Event EV_Vehicle_SetTurnRate( "turnrate" ); Event EV_Vehicle_SteerInPlace( "steerinplace" ); Event EV_Vehicle_ShowWeapon( "showweapon" ); CLASS_DECLARATION( ScriptModel, VehicleBase, NULL ); ResponseDef VehicleBase::Responses[] = { { NULL, NULL } }; VehicleBase::VehicleBase() { takedamage = DAMAGE_NO; showModel(); setSolidType( SOLID_NOT ); setMoveType( MOVETYPE_NONE ); setOrigin( origin + Vector( "0 0 30") ); // // we want the bounds of this model auto-rotated // flags |= FL_ROTATEDBOUNDS; // // rotate the mins and maxs for the model // setSize( mins, maxs ); vlink = NULL; offset = "0 0 0"; } CLASS_DECLARATION( VehicleBase, BackWheels, "script_wheelsback" ); ResponseDef BackWheels::Responses[] = { { NULL, NULL } }; CLASS_DECLARATION( VehicleBase, FrontWheels, "script_wheelsfront" ); ResponseDef FrontWheels::Responses[] = { { NULL, NULL } }; CLASS_DECLARATION( VehicleBase, Vehicle, "script_vehicle" ); ResponseDef Vehicle::Responses[] = { { &EV_Blocked, ( Response )Vehicle::VehicleBlocked }, { &EV_Touch, ( Response )Vehicle::VehicleTouched }, { &EV_Use, ( Response )Vehicle::DriverUse }, { &EV_Vehicle_Start, ( Response )Vehicle::VehicleStart }, { &EV_Vehicle_Drivable, ( Response )Vehicle::Drivable }, { &EV_Vehicle_UnDrivable, ( Response )Vehicle::UnDrivable }, { &EV_Vehicle_Jumpable, ( Response )Vehicle::Jumpable }, { &EV_Vehicle_SeatAnglesOffset, ( Response )Vehicle::SeatAnglesOffset }, { &EV_Vehicle_SeatOffset, ( Response )Vehicle::SeatOffset }, { &EV_Vehicle_Lock, ( Response )Vehicle::Lock }, { &EV_Vehicle_UnLock, ( Response )Vehicle::UnLock }, { &EV_Vehicle_SetWeapon, ( Response )Vehicle::SetWeapon }, { &EV_Vehicle_DriverAnimation, ( Response )Vehicle::DriverAnimation }, { &EV_Vehicle_SetSpeed, ( Response )Vehicle::SetSpeed }, { &EV_Vehicle_SetTurnRate, ( Response )Vehicle::SetTurnRate }, { &EV_Vehicle_SteerInPlace, ( Response )Vehicle::SteerInPlace }, { &EV_Vehicle_ShowWeapon, ( Response )Vehicle::ShowWeaponEvent }, { NULL, NULL } }; Vehicle::Vehicle() { takedamage = DAMAGE_YES; seatangles = vec_zero; driveroffset = vec_zero; seatoffset = vec_zero; driver = 0; lastdriver = 0; currentspeed = 0; turnangle = 0; turnimpulse = 0; moveimpulse = 0; jumpimpulse = 0; conesize = 75; hasweapon = false; locked = false; steerinplace = false; drivable = false; jumpable = false; showweapon = false; setSolidType( SOLID_BBOX ); flags |= FL_SPARKS|FL_DIE_TESSELATE|FL_DIE_EXPLODE|FL_DARKEN; gravity = 1; mass = size.length() * 10; // // we use this to signify the init state of the angles // health = G_GetFloatArg( "health", 1000 ); speed = G_GetFloatArg( "speed", 600 ); maxturnrate = G_GetFloatArg( "maxturnrate", 40.0f ); PostEvent( EV_Vehicle_Start, 0 ); } void Vehicle::VehicleStart ( Event *ev ) { Entity *ent; VehicleBase *last; vec3_t trans[ 3 ]; vec3_t orient; Vector drivemins, drivemaxs; int groupindex; int tri_num; float max; float width,height; last = this; for( ent = G_NextEntity( world ); ent != NULL; ent = G_NextEntity( ent ) ) { if ( ( ent != this ) && ( ent->isSubclassOf( VehicleBase ) ) ) { if ( ( ent->absmax.x >= absmin.x ) && ( ent->absmax.y >= absmin.y ) && ( ent->absmax.z >= absmin.z ) && ( ent->absmin.x <= absmax.x ) && ( ent->absmin.y <= absmax.y ) && ( ent->absmin.z <= absmax.z ) ) { last->vlink = ( VehicleBase * )ent; last = ( VehicleBase * )ent; last->offset = last->worldorigin - worldorigin; last->offset = getLocalVector( last->offset ); last->edict->s.scale *= edict->s.scale; } } } last->vlink = NULL; // // get the seat offset // if ( gi.GetBoneInfo( edict->s.modelindex, "seat", &groupindex, &tri_num, orient ) ) { gi.GetBoneTransform( edict->s.modelindex, groupindex, tri_num, orient, edict->s.anim, edict->s.frame, edict->s.scale, trans, driveroffset.vec3() ); } driveroffset += seatoffset * edict->s.scale; SetDriverAngles( worldangles + seatangles ); max_health = health; // // calculate drive mins and maxs // max = 0; if ( fabs( mins[ 0 ] ) > max ) max = fabs( mins[ 0 ] ); if ( fabs( maxs[ 0 ] ) > max ) max = fabs( maxs[ 0 ] ); if ( fabs( mins[ 1 ] ) > max ) max = fabs( mins[ 1 ] ); if ( fabs( maxs[ 1 ] ) > max ) max = fabs( maxs[ 1 ] ); drivemins = Vector( -max, -max, mins[ 2 ] ) * edict->s.scale; drivemaxs = Vector( max, max, maxs[ 2 ] ) * edict->s.scale; width = maxs[ 1 ] - mins[ 1 ]; height = maxs[ 0 ] - mins[ 0 ]; maxtracedist = height; Corners[ 0 ][ 0 ] = -(width/4); Corners[ 0 ][ 1 ] = (height/4); Corners[ 0 ][ 2 ] = 0; Corners[ 1 ][ 0 ] = (width/4); Corners[ 1 ][ 1 ] = (height/4); Corners[ 1 ][ 2 ] = 0; Corners[ 2 ][ 0 ] = -(width/4); Corners[ 2 ][ 1 ] = -(height/4); Corners[ 2 ][ 2 ] = 0; Corners[ 3 ][ 0 ] = (width/4); Corners[ 3 ][ 1 ] = -(height/4); Corners[ 3 ][ 2 ] = 0; if ( drivable ) { // drop everything back to the floor droptofloor( 64 ); Postthink(); } last_origin = worldorigin; setSize( drivemins, drivemaxs ); } void Vehicle::Drivable ( Event *ev ) { setMoveType( MOVETYPE_NONE ); drivable = true; } void Vehicle::UnDrivable ( Event *ev ) { setMoveType( MOVETYPE_PUSH ); drivable = false; } void Vehicle::Jumpable ( Event *ev ) { jumpable = true; } void Vehicle::Lock ( Event *ev ) { locked = true; } void Vehicle::UnLock ( Event *ev ) { locked = false; } void Vehicle::SteerInPlace ( Event *ev ) { steerinplace = true; } void Vehicle::SeatAnglesOffset ( Event *ev ) { seatangles = ev->GetVector( 1 ); } void Vehicle::SeatOffset ( Event *ev ) { seatoffset = ev->GetVector( 1 ); } void Vehicle::SetWeapon ( Event *ev ) { showweapon = true; hasweapon = true; weaponName = ev->GetString( 1 ); } void Vehicle::ShowWeaponEvent ( Event *ev ) { showweapon = true; } void Vehicle::DriverAnimation ( Event *ev ) { driveranim = ev->GetString( 1 ); } qboolean Vehicle::HasWeapon ( void ) { return hasweapon; } qboolean Vehicle::ShowWeapon ( void ) { return showweapon; } void Vehicle::SetDriverAngles ( Vector angles ) { int i; if ( !driver ) return; for( i = 0; i < 3; i++ ) { driver->client->ps.pmove.delta_angles[ i ] = ANGLE2SHORT( angles[ i ] - driver->client->resp.cmd_angles[ i ] ); } } /* ============= CheckWater ============= */ void Vehicle::CheckWater ( void ) { Vector point; int cont; int sample1; int sample2; VehicleBase *v; const gravityaxis_t &grav = gravity_axis[ gravaxis ]; unlink(); v = this; while( v->vlink ) { v = v->vlink; v->unlink(); } if ( driver ) { driver->unlink(); } // // get waterlevel // waterlevel = 0; watertype = 0; sample2 = maxs[ grav.z ] - mins[ grav.z ]; sample1 = sample2 / 2; point[ grav.x ] = worldorigin[ grav.x ]; point[ grav.y ] = worldorigin[ grav.y ]; point[ grav.z ] = worldorigin[ grav.z ] + mins[ grav.z ] + grav.sign; cont = gi.pointcontents( point.vec3() ); if ( cont & MASK_WATER ) { watertype = cont; waterlevel = 1; point[ grav.z ] = worldorigin[ grav.z ] + mins[ grav.z ] + sample1; cont = gi.pointcontents( point.vec3() ); if ( cont & MASK_WATER ) { waterlevel = 2; point[ grav.z ] = worldorigin[ grav.z ] + mins[ grav.z ] + sample2; cont = gi.pointcontents( point.vec3() ); if ( cont & MASK_WATER ) { waterlevel = 3; } } } link(); v = this; while( v->vlink ) { v = v->vlink; v->link(); } if ( driver ) { driver->link(); driver->waterlevel = waterlevel; driver->watertype = watertype; } } /* ============= WorldEffects ============= */ void Vehicle::WorldEffects ( void ) { // // Check for earthquakes // if ( groundentity && ( level.earthquake > level.time ) ) { velocity += Vector(EARTHQUAKE_STRENGTH*G_CRandom(),EARTHQUAKE_STRENGTH*G_CRandom(),fabs(50*G_CRandom())); } // // check for lava // if ( watertype & CONTENTS_LAVA ) { Damage( world, world, 20 * waterlevel, worldorigin, vec_zero, vec_zero, 0, DAMAGE_NO_ARMOR, MOD_LAVA, -1, -1, 1.0f ); } } void Vehicle::DriverUse ( Event *ev ) { Event *event; Entity *other; Sentient *sent; other = ev->GetEntity( 1 ); if ( !other || !other->isSubclassOf( Sentient ) ) { return; } sent = ( Sentient * )other; if ( driver ) { int height; int ang; Vector angles; Vector forward; Vector pos; float ofs; trace_t trace; if ( other != driver ) { return; } if ( locked ) return; // // place the driver on the ground // ofs = size.length() * 0.5f; for ( height = 0; height < 100; height += 16 ) { for ( ang = 0; ang < 360; ang += 30 ) { angles[ 1 ] = driver->worldangles[ 1 ] + ang + 90; angles.AngleVectors( &forward, NULL, NULL ); pos = worldorigin + (forward * ofs); pos[2] += height; trace = G_Trace( pos, driver->mins, driver->maxs, pos, NULL, MASK_PLAYERSOLID, "Vehicle::DriverUse 1" ); if ( !trace.allsolid ) { Vector end; end = pos; end[ 2 ] -= 128; trace = G_Trace( pos, driver->mins, driver->maxs, end, NULL, MASK_PLAYERSOLID, "Vehicle::DriverUse 2" ); if ( trace.fraction < 1.0f ) { driver->setOrigin( pos ); goto foundpos; } } } } return; foundpos: turnimpulse = 0; moveimpulse = 0; jumpimpulse = 0; //driver->unbind(); event = new Event( EV_Vehicle_Exit ); event->AddEntity( this ); driver->ProcessEvent( event ); if ( hasweapon ) { driver->takeWeapon( weaponName.c_str() ); } if ( drivable ) { edict->s.sound = 0; RandomSound( "snd_dooropen", 1, CHAN_BODY ); RandomSound( "snd_stop", 1, CHAN_VOICE ); driver->setSolidType( SOLID_BBOX ); } driver = NULL; //if ( drivable ) // setMoveType( MOVETYPE_NONE ); } else { driver = ( Sentient * )other; lastdriver = driver; if ( drivable ) setMoveType( MOVETYPE_VEHICLE ); if ( hasweapon ) { Weapon *weapon; weapon = driver->giveWeapon( weaponName.c_str() ); if ( weapon ) { driver->ForceChangeWeapon( weapon ); } else { return; } } if ( drivable ) { RandomSound( "snd_doorclose", 1, CHAN_BODY ); RandomSound( "snd_start", 1, CHAN_VOICE ); driver->setSolidType( SOLID_NOT ); } event = new Event( EV_Vehicle_Enter ); event->AddEntity( this ); if ( driveranim.length() ) event->AddString( driveranim ); driver->ProcessEvent( event ); //driver->bind( this ); //offset = other->origin; offset = other->worldorigin - worldorigin; flags |= FL_POSTTHINK; SetDriverAngles( worldangles + seatangles ); } } qboolean Vehicle::Drive ( usercmd_t *ucmd ) { Vector i, j, k; if ( !driver || !driver->isClient() ) { return false; } if ( !drivable ) { driver->client->ps.pmove.pm_type = PM_INVEHICLE; ucmd->forwardmove = 0; ucmd->sidemove = 0; return false; } driver->client->ps.pmove.pm_type = PM_LOCKVIEW; driver->client->ps.pmove.pm_flags |= PMF_NO_PREDICTION; moveimpulse = ( ( float )ucmd->forwardmove ) * 3; turnimpulse = ( ( float )-ucmd->sidemove ) * 0.5; jumpimpulse = ( ( float )ucmd->upmove * gravity ) / 350; if ( ( jumpimpulse < 0 ) || ( !jumpable ) ) jumpimpulse = 0; turnimpulse += 2*angledist( SHORT2ANGLE( ucmd->angles[ 1 ] ) - driver->client->resp.cmd_angles[ 1 ] ); return true; } void Vehicle::Postthink ( void ) { float turn; Vector i, j, k; int index; trace_t trace; Vector normalsum; int numnormals; Vector temp; Vector pitch; Vector roll; VehicleBase *v; VehicleBase *last; float drivespeed; if ( drivable ) { currentspeed = moveimpulse / 10; turnangle = turnangle * 0.25f + turnimpulse; if ( turnangle > maxturnrate ) { turnangle = maxturnrate; } else if ( turnangle < -maxturnrate ) { turnangle = -maxturnrate; } else if ( fabs( turnangle ) < 2 ) { turnangle = 0; } temp[ PITCH ] = 0; temp[ YAW ] = angles[ YAW ]; temp[ ROLL ] = 0; temp.AngleVectors( &i, &j, &k ); j = vec_zero - j; // // figure out what our orientation is // numnormals = 0; for ( index = 0; index < 4; index++ ) { Vector start, end; Vector boxoffset; boxoffset = Corners[ index ]; start = worldorigin + i * boxoffset[0] + j * boxoffset[1] + k * boxoffset[2]; end = start; end[ 2 ] -= maxtracedist; trace = G_Trace( start, vec_zero, vec_zero, end, NULL, MASK_SOLID, "Vehicle::PostThink Corners" ); if ( trace.fraction != 1.0f && !trace.startsolid ) { normalsum += Vector( trace.plane.normal ); numnormals++; } } if ( numnormals > 1 ) { temp = normalsum * ( 1.0f/ numnormals ); temp.normalize(); i = temp.CrossProduct( temp, j ); pitch = i; // determine pitch angles[ 0 ] = (pitch.toPitch()); } turn = turnangle * ( 1.0f / 200.0f ); if ( groundentity ) { float dot; Vector newvel; Vector flatvel; velocity[ 0 ] *= 0.925f; velocity[ 1 ] *= 0.925f; flatvel = Vector( orientation[ 0 ] ); velocity += flatvel * currentspeed; flatvel[ 2 ] = 0; dot = velocity * flatvel; if ( dot > speed ) { dot = speed; } else if ( dot < -speed ) { dot = -speed; } else if ( fabs( dot ) < 20.0f ) { dot = 0; } newvel = flatvel * dot; velocity[ 0 ] = newvel[ 0 ]; velocity[ 1 ] = newvel[ 1 ]; velocity[ 2 ] += dot * jumpimpulse; avelocity *= 0.05; if ( steerinplace ) { if ( dot < 350 ) dot = 350; avelocity.y += turn * dot; } else { avelocity.y += turn * dot; } } else { avelocity *= 0.1; } angles += avelocity * FRAMETIME; setAngles( angles ); } drivespeed = velocity * Vector( orientation[ 0 ] ); if ( drivable && driver ) { Event * event; event = new Event( EV_RandomEntitySound ); if ( currentspeed > 0 ) event->AddString( "snd_forward" ); else if ( currentspeed < 0 ) event->AddString( "snd_backward" ); else event->AddString( "snd_idle" ); ProcessEvent( event ); } i = Vector( orientation[ 0 ] ); j = Vector( orientation[ 1 ] ); k = Vector( orientation[ 2 ] ); if ( driver ) { Player * player; player = ( Player * )( Sentient * )driver; player->setOrigin( worldorigin + i * driveroffset[0] + j * driveroffset[1] + k * driveroffset[2] ); if ( drivable ) { player->velocity = vec_zero; player->setAngles( angles ); player->v_angle = angles; player->v_angle[ PITCH ] = player->v_angle[ PITCH ]; } } last = this; while( last->vlink ) { v = last->vlink; v->setOrigin( worldorigin + i * v->offset.x + j * v->offset.y + k * v->offset.z ); v->avelocity = avelocity; v->velocity = velocity; v->angles[ ROLL ] = angles[ ROLL ]; v->angles[ YAW ] = angles[ YAW ]; v->angles[ PITCH ] = (int)( v->angles[ PITCH ] + (drivespeed/4) ) % 360; if ( v->isSubclassOf( FrontWheels ) ) { v->angles += Vector( 0, turnangle, 0 ); } v->setAngles( v->angles ); last = v; } CheckWater(); WorldEffects(); // save off last origin last_origin = worldorigin; if ( !driver && !velocity.length() && groundentity && !( watertype & CONTENTS_LAVA ) ) { flags &= ~FL_POSTTHINK; if ( drivable ) setMoveType( MOVETYPE_NONE ); } } void Vehicle::VehicleTouched ( Event *ev ) { Entity *other; float speed; Vector delta; Vector dir; other = ev->GetEntity( 1 ); if ( other == driver ) { return; } if ( other == world ) { return; } if ( drivable && !driver ) { return; } delta = worldorigin - last_origin; speed = delta.length(); if ( speed > 2 ) { RandomGlobalSound( "vehicle_crash" ); dir = delta * ( 1 / speed ); other->Damage( this, lastdriver, speed * 8, worldorigin, dir, vec_zero, speed*15, 0, MOD_VEHICLE, -1, -1, 1.0f ); } } void Vehicle::VehicleBlocked ( Event *ev ) { Entity *other; float speed; float damage; Vector delta; Vector newvel; Vector dir; return; if ( !velocity[0] && !velocity[1] ) return; other = ev->GetEntity( 1 ); if ( other == driver ) { return; } if ( other->isSubclassOf( VehicleBase ) ) { delta = other->worldorigin - worldorigin; delta.normalize(); newvel = vec_zero - ( velocity) + ( other->velocity * 0.25 ); if ( newvel * delta < 0 ) { velocity = newvel; delta = velocity - other->velocity; damage = delta.length()/4; } else { return; } } else if ( ( velocity.length() < 350 ) ) { other->velocity += velocity*1.25f; other->velocity[ 2 ] += 100; damage = velocity.length()/4; } else { damage = other->health + 1000; } // Gib 'em outright speed = fabs( velocity.length() ); dir = velocity * ( 1 / speed ); other->Damage( this, lastdriver, damage, worldorigin, dir, vec_zero, speed, 0, MOD_VEHICLE, -1, -1, 1.0f ); } Sentient *Vehicle::Driver ( void ) { return driver; } qboolean Vehicle::IsDrivable ( void ) { return drivable; } void Vehicle::SetSpeed ( Event *ev ) { speed = ev->GetFloat( 1 ); } void Vehicle::SetTurnRate ( Event *ev ) { maxturnrate = ev->GetFloat( 1 ); } CLASS_DECLARATION( Vehicle, DrivableVehicle, "script_drivablevehicle" ); ResponseDef DrivableVehicle::Responses[] = { { &EV_Damage, ( Response )Entity::DamageEvent }, { &EV_Killed, ( Response )DrivableVehicle::Killed }, { NULL, NULL } }; DrivableVehicle::DrivableVehicle() { drivable = true; flags |= FL_SPARKS|FL_DIE_TESSELATE|FL_DIE_EXPLODE|FL_DARKEN; } void DrivableVehicle::Killed(Event *ev) { Entity * ent; Entity * attacker; Vector dir; Event * event; const char * name; int num; VehicleBase *last; takedamage = DAMAGE_NO; setSolidType( SOLID_NOT ); hideModel(); attacker = ev->GetEntity( 1 ); // // kill the driver // if ( driver ) { Vector dir; SentientPtr sent; Event * event; velocity = vec_zero; sent = driver; event = new Event( EV_Use ); event->AddEntity( sent ); ProcessEvent( event ); dir = sent->worldorigin - worldorigin; dir[ 2 ] += 64; dir.normalize(); sent->Damage( this, this, sent->health*2, worldorigin, dir, vec_zero, 50, 0, MOD_VEHICLE, -1, -1, 1.0f ); } if (flags & FL_DIE_TESSELATE) { dir = worldorigin - attacker->worldorigin; TesselateModel ( this, tess_min_size, tess_max_size, dir, ev->GetInteger( 2 ), tess_percentage, tess_thickness, vec3_origin ); ProcessEvent( EV_BreakingSound ); } if (flags & FL_DIE_EXPLODE) { CreateExplosion( worldorigin, 150*edict->s.scale, edict->s.scale * 2, true, this, this, this ); } if (flags & FL_DIE_GIBS) { setSolidType( SOLID_NOT ); hideModel(); CreateGibs( this, -150, edict->s.scale, 3 ); } // // kill all my wheels // last = this; while( last->vlink ) { last->vlink->PostEvent( EV_Remove, 0 ); last = last->vlink; } // // kill the killtargets // name = KillTarget(); if ( name && strcmp( name, "" ) ) { num = 0; do { num = G_FindTarget( num, name ); if ( !num ) { break; } ent = G_GetEntity( num ); ent->PostEvent( EV_Remove, 0 ); } while ( 1 ); } // // fire targets // name = Target(); if ( name && strcmp( name, "" ) ) { num = 0; do { num = G_FindTarget( num, name ); if ( !num ) { break; } ent = G_GetEntity( num ); event = new Event( EV_Activate ); event->AddEntity( attacker ); ent->ProcessEvent( event ); } while ( 1 ); } PostEvent( EV_Remove, 0 ); }