301 lines
6.7 KiB
C++
301 lines
6.7 KiB
C++
//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Quake 2 Engine/Sin/code/game/gibs.cpp $
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// $Revision:: 21 $
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// $Author:: Jimdose $
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// $Date:: 11/19/98 9:29p $
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//
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// Copyright (C) 1998 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source is may not be distributed and/or modified without
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// expressly written permission by Ritual Entertainment, Inc.
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//
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// $Log:: /Quake 2 Engine/Sin/code/game/gibs.cpp $
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//
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// 21 11/19/98 9:29p Jimdose
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// gibs copy gravaxis
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//
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// 20 11/09/98 1:09a Aldie
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// Changed fadesplat to fade in 30 secs
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//
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// 19 11/08/98 8:31p Aldie
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// Added ability to not fade splats
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//
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// 18 10/22/98 9:30p Aldie
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// Modified gib physics a little
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//
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// 17 10/07/98 11:51p Jimdose
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// moved body_parts out of game structure
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//
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// 16 9/22/98 5:26p Markd
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// fixed small gib bug
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//
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// 15 9/22/98 5:19p Markd
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// Put in new consolidated gib function
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//
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// 14 9/20/98 5:11p Aldie
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// Added blood trail to gib constructor
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//
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// 13 8/29/98 9:43p Jimdose
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// Added call info to G_Trace
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//
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// 12 8/27/98 9:02p Jimdose
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// Changed centroid to a variable
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//
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// 11 8/19/98 8:49p Aldie
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// Increased gibbage velocity
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//
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// 10 8/10/98 6:52p Aldie
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// Changed the gib throwing code
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//
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// 9 7/29/98 2:31p Aldie
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// Changed health to a float
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//
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// 8 7/26/98 3:58p Aldie
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// Reversed a logic bug
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//
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// 7 7/25/98 8:39p Aldie
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// Bloodsplat only in single player
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//
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// 6 7/24/98 10:04p Aldie
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// Changed the gibs layout
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//
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// 5 7/23/98 6:55p Aldie
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// Fun with gibs
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//
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// 4 7/23/98 6:17p Aldie
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// Updated damage system and fixed some damage related bugs. Also put tracers
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// back to the way they were, and added gib event to funcscriptmodels
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//
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// 3 6/30/98 12:40p Aldie
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// Changed bloodsplat scale.
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//
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// 2 5/27/98 5:03a Aldie
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// First version of gibs
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//
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// DESCRIPTION:
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// Gibs - nuff said
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#include "gibs.h"
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const char *body_parts[] =
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{
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"gib1.def", "gibtorso.def", "gibhead.def", "gibleg.def"
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//"gib1.def", "gib2.def", "gibhead.def", "gibleg.def", "gibarm.def", "gibribs.def"
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};
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const int num_body_parts = ( sizeof( body_parts ) / sizeof( body_parts[ 0 ] ) );
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CLASS_DECLARATION( Entity, Gib, "gib" );
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Event EV_ThrowGib("throwgib");
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ResponseDef Gib::Responses[] =
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{
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{ &EV_ThrowGib, ( Response )Gib::Throw },
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{ &EV_Touch, ( Response )Gib::Splat },
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{ NULL, NULL }
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};
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Gib::Gib
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(
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const char *name,
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qboolean blood_trail
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)
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{
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setSize("0 0 0", "0 0 0");
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setModel(name);
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setMoveType( MOVETYPE_BOUNCE );
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setSolidType( SOLID_BBOX );
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if ( blood_trail )
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edict->s.effects |= EF_GIB;
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sprayed = false;
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fadesplat = true;
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}
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Gib::Gib()
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{
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setSize("0 0 0", "0 0 0");
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setModel("gib1.def");
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setMoveType( MOVETYPE_BOUNCE );
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setSolidType( SOLID_BBOX );
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edict->s.effects |= EF_GIB;
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sprayed = false;
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fadesplat = true;
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}
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void Gib::Splat
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(
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Event *ev
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)
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{
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Vector end;
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if (deathmatch->value)
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return;
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if (!sv_gore->value)
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return;
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if (sprayed)
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return;
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sprayed = true;
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end = origin;
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end.z -= 1024;
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SprayBlood(origin, end, 25);
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setSolidType(SOLID_NOT);
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}
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void Gib::SprayBlood
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(
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Vector start,
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Vector end,
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int damage
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)
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{
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trace_t trace;
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float dist;
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float scale;
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Entity *splat;
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Vector norm;
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trace = G_Trace( start, vec_zero, vec_zero, end, NULL, MASK_SOLIDNONFENCE, "Gib::SprayBlood" );
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if ( HitSky( &trace ) || ( trace.ent->solid != SOLID_BSP ) )
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{
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return;
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}
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dist = ( Vector( trace.endpos ) - start ).length();
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scale = ( float )damage / ( dist * 0.3 );
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if ( scale > 0.6 )
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{
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scale = 0.6;
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}
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if ( scale < 0.02 )
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{
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return;
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}
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// Do a bloodsplat
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splat = new Entity;
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splat->setMoveType( MOVETYPE_NONE );
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splat->setSolidType( SOLID_NOT );
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splat->setModel( "sprites/bloodsplat.spr" );
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splat->edict->s.frame = G_Random( 4 );
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splat->setSize( "0 0 0", "0 0 0" );
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splat->edict->s.scale = scale * this->edict->s.scale;
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norm = trace.plane.normal;
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norm.x = -norm.x;
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norm.y = -norm.y;
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splat->angles = norm.toAngles();
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splat->angles.z = G_Random( 360 );
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splat->setAngles( splat->angles );
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splat->setOrigin( Vector( trace.endpos ) + ( Vector( trace.plane.normal ) * 0.2 ) );
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if ( fadesplat )
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splat->PostEvent( EV_FadeOut, 3 );
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else
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splat->PostEvent( EV_FadeOut, 30 );
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}
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void Gib::ClipGibVelocity
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(
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void
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)
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{
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if (velocity[0] < -400)
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velocity[0] = -400;
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else if (velocity[0] > 400)
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velocity[0] = 400;
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if (velocity[1] < -400)
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velocity[1] = -400;
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else if (velocity[1] > 400)
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velocity[1] = 400;
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if (velocity[2] < 200)
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velocity[2] = 200; // always some upwards
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else if (velocity[2] > 600)
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velocity[2] = 600;
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}
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void Gib::SetVelocity
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(
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float damage
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)
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{
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velocity[0] = 100.0 * crandom();
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velocity[1] = 100.0 * crandom();
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velocity[2] = 200.0 + 100.0 * random();
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avelocity = Vector( G_Random( 600 ), G_Random( 600 ), G_Random( 600 ) );
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if ( ( damage < -150 ) && ( G_Random() > 0.95f ) )
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velocity *= 2.0f;
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else if ( damage < -100 )
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velocity *= 1.5f;
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ClipGibVelocity();
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}
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void Gib::Throw
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(
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Event *ev
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)
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{
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Entity *ent;
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ent = ev->GetEntity(1);
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setOrigin(ent->centroid);
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worldorigin.copyTo(edict->s.old_origin);
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SetVelocity(ev->GetInteger(2));
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edict->s.scale = ev->GetFloat(3);
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PostEvent(EV_FadeOut, 10 + G_Random(5));
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}
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void CreateGibs
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(
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Entity * ent,
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float damage,
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float scale,
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int num,
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const char * modelname
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)
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{
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int i;
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Gib * gib;
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assert( ent );
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if ( !ent )
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return;
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ent->RandomGlobalSound( "impact_gib" );
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for ( i = 0; i < num; i++ )
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{
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if ( modelname )
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{
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gib = new Gib( modelname );
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}
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else
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{
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gib = new Gib( body_parts[ i % num_body_parts ] );
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}
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gib->setOrigin(ent->centroid);
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gib->worldorigin.copyTo(gib->edict->s.old_origin);
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gib->SetVelocity( damage );
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gib->edict->s.scale = scale + G_Random( scale * 0.3 );
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gib->SetGravityAxis( ent->gravaxis );
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gib->PostEvent(EV_FadeOut, 10 + G_Random(5));
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}
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}
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