522 lines
13 KiB
C++
522 lines
13 KiB
C++
//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Quake 2 Engine/Sin/code/game/explosion.cpp $
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// $Revision:: 48 $
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// $Author:: Markd $
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// $Date:: 10/24/98 12:42a $
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//
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// Copyright (C) 1997 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/explosion.cpp $
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//
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// 48 10/24/98 12:42a Markd
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// changed origins to worldorigins where appropriate
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//
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// 47 10/22/98 7:57p Markd
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// put in proper pre-caching in all the classes
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//
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// 46 10/22/98 5:03p Jimdose
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// Made MakeExplosion properly use the activator
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//
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// 45 10/19/98 12:07a Jimdose
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// made all code use fast checks for inheritance (no text lookups when
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// possible)
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// isSubclassOf no longer requires ::_classinfo()
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//
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// 44 10/14/98 10:55p Jimdose
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// made CreateExplosion not ignore the explosion if attacker and ignore are not
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// set
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//
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// 43 10/07/98 11:47p Jimdose
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// made FlashPlayers only check clients instead of using findradius
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//
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// 42 10/05/98 10:23p Aldie
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// Made flash based on distance
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//
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// 41 10/04/98 10:28p Aldie
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// Added multiple weapon changes. Damage, flashes, quantum stuff
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//
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// 40 10/02/98 7:19p Aldie
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// Added FlashPlayers to do blinding flashes
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//
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// 39 9/05/98 12:09p Aldie
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// Made RadiusDamage non static
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//
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// 38 9/01/98 3:05p Markd
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// Rewrote explosion code
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//
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// 37 8/30/98 7:06p Markd
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// forgot to put scale into func_exploder
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//
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// 36 8/29/98 7:15p Markd
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// Added big explosion support
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//
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// 35 8/29/98 5:27p Markd
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// added specialfx, replaced misc with specialfx where appropriate
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//
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// 34 8/27/98 9:01p Jimdose
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// Changed centroid to a variable
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//
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// 33 8/17/98 2:55p Aldie
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// Increased splash damage a little
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//
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// 32 8/06/98 10:53p Aldie
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// Added weapon tweaks and kickback. Also modified blast radius damage and
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// rocket jumping.
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//
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// 31 7/26/98 1:18a Aldie
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// Put explosion stuff back in
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//
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// 30 7/25/98 7:59p Aldie
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// Moved more stuff client side.
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//
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// 29 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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// 28 7/21/98 1:10p Aldie
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// Added meansofdeath to obituaries
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//
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// 27 7/15/98 9:58p Markd
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// changed syntax of TempDLight
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//
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// 26 7/09/98 12:02a Jimdose
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// Changed remove event to be posted instead of processed
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//
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// 25 6/29/98 8:21p Aldie
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// Updated explosion methods
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//
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// 24 6/25/98 8:47p Markd
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// Added keyed items for Triggers, Rewrote Item class, rewrote every pickup
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// method
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//
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// 23 6/15/98 10:37a Aldie
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// Made explosion more generic
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//
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// 22 6/10/98 2:10p Aldie
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// Updated damage function.
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//
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// 21 5/25/98 8:00p Markd
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// Accidentally left AUTO_ANIMATE on
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//
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// 20 5/25/98 7:58p Markd
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// Cleaned it up a bunch
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//
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// 19 5/25/98 7:04p Markd
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// Changed to TE_TEMPMODEL system
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//
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// 18 5/24/98 11:01p Markd
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// made sure activator is valid
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//
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// 17 5/24/98 8:46p Jimdose
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// Made a lot of functions more str-friendly.
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// Got rid of a lot of char * based strings
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// Cleaned up get spawn arg functions and sound functions
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// sound functions now use consistant syntax
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//
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// 16 5/24/98 2:47p Markd
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// Made char *'s into const char *'s
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//
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// 15 5/24/98 1:03a Jimdose
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// Added sound events for ai
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//
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// 14 5/23/98 6:28p Jimdose
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// Fixed bug in RadiusDamage where the entity could be freed by damage and the
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// pointer then used in findradius. Damage is now posted as an event
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//
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// 13 5/03/98 4:31p Jimdose
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// Changed Vector class. No longer includes PointsTo
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//
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// 12 4/28/98 5:32p Jimdose
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// Changed the radius back again
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//
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// 11 4/18/98 2:31p Jimdose
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// Changed radius of splash damage from explosion
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//
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// 10 4/06/98 5:30p Jimdose
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// Fixed NULL attacker bug in MakeExplosion
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//
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// 9 4/05/98 6:42p Jimdose
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// Added Exploders and MultiExploders
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//
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// 8 3/27/98 11:03p Jimdose
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// changed explode.def to explode.spr
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//
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// 7 3/23/98 1:31p Jimdose
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// Revamped event and command system
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//
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// 6 3/18/98 2:27p Jimdose
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// Converted to work with new sin
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//
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// 4 10/27/97 3:30p Jimdose
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// Removed dependency on quakedef.h
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//
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// 3 10/03/97 12:45a Jimdose
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// Made explosion give off Redish-orange flash
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//
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// 2 9/26/97 5:23p Jimdose
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// Added standard Ritual headers
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//
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// DESCRIPTION:
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// Standard explosion object that is spawned by other entites and not map designers.
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// Explosion is used by many of the weapons for the blast effect, but is also used
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// by the Exploder and MultiExploder triggers. These triggers create one or more
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// explosions each time they are activated.
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//
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#include "g_local.h"
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#include "entity.h"
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#include "trigger.h"
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#include "explosion.h"
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#include "specialfx.h"
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#include "player.h"
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#define RANDOM_TIME (1<<1)
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#define RANDOM_SCALE (1<<2)
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#define BIG_EXPLOSION (1<<3)
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void FlashPlayers
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(
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Vector org,
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float r,
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float g,
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float b,
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float a,
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float rad
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)
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{
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Event *ev1;
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trace_t trace;
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Vector delta;
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float length;
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Player *player;
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edict_t *edict;
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int i;
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for( i = 0; i < maxclients->value; i++ )
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{
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edict = g_edicts + 1 + i;
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if ( !edict->inuse || !edict->client || !edict->entity || !edict->entity->isSubclassOf( Player ) ||
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!edict->entity->WithinDistance( org, rad ) )
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{
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continue;
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}
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player = ( Player * )edict->entity;
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trace = G_Trace( org, vec_zero, vec_zero, player->worldorigin + player->eyeposition, player, MASK_OPAQUE, "FlashPlayers" );
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if ( trace.fraction != 1.0 )
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{
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continue;
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}
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delta = org - trace.endpos;
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length = delta.length();
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a = a * ( 1 - length / rad );
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ev1 = new Event( EV_Player_SetFlashColor );
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ev1->AddFloat( r );
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ev1->AddFloat( g );
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ev1->AddFloat( b );
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ev1->AddFloat( a );
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player->ProcessEvent( ev1 );
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}
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}
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void RadiusDamage
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(
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Entity *inflictorent,
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Entity *attackerent,
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int damage,
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Entity *ignoreent,
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int mod
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)
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{
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float points;
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Entity *ent;
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Vector org;
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Vector v;
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float rad;
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rad = ( float )( damage + 60 );
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ent = findradius( NULL, inflictorent->worldorigin.vec3(), rad );
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while( ent )
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{
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if ( ( ent != ignoreent ) && ( ent->takedamage ) )
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{
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org = ent->centroid;
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v = org - inflictorent->worldorigin;
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points = v.length() * 0.5f;
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if ( points < 0 )
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{
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points = 0;
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}
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points = damage - points;
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if ( ent == attackerent )
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{
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points *= 0.5;
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}
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if ( points > 0 )
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{
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if ( inflictorent->CanDamage( ent ) )
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{
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ent->Damage(inflictorent, attackerent, points,
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org, v, vec_zero, points,
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DAMAGE_RADIUS, mod,
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-1, -1, 1.0f );
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}
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}
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}
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ent = findradius( ent, inflictorent->worldorigin.vec3(), rad );
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}
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}
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void CreateExplosion
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(
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Vector pos,
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float damage,
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float scale,
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qboolean bigexplosion,
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Entity *inflictor,
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Entity *attacker,
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Entity *ignore,
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float volume,
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float attenuation,
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float r,
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float g,
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float b,
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float light_radius,
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float life,
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float decay
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)
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{
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assert( inflictor );
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if ( !inflictor )
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{
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return;
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}
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if ( !attacker )
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{
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attacker = world;
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}
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if ( volume > 4.0f )
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volume = 4.0f;
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if ( damage < 120 )
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{
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inflictor->RandomPositionedSound( pos, "impact_smallexplosion", volume, CHAN_AUTO, attenuation );
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}
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else
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{
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inflictor->RandomPositionedSound( pos, "impact_bigexplosion", volume, CHAN_AUTO, attenuation );
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}
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RadiusDamage( inflictor, attacker, damage, ignore, MOD_ROCKETSPLASH );
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inflictor->ProcessEvent( EV_WeaponSound );
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if ( bigexplosion )
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SpawnScaledExplosion( pos, scale );
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else
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TempModel( NULL, pos, "0 0 0", "sprites/explode.spr", 0, scale, 1.0f, TEMPMODEL_ANIMATE_ONCE, 10 );
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}
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/*****************************************************************************/
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/*SINED func_exploder (0.4 0 0) (0 0 0) (8 8 8) x x x BIG_EXPLOSION
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Spawns an explosion when triggered. Triggers any targets.
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"dmg" specifies how much damage to cause. Default indicates 120.
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"volume" volume at which to play explosions (default 1.0)
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"attenuation" attenuation for explosions (default normal)
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"key" The item needed to activate this. (default nothing)
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/*****************************************************************************/
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ResponseDef Exploder::Responses[] =
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{
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{ &EV_Touch, NULL },
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{ &EV_Trigger_Effect, ( Response )Exploder::MakeExplosion },
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{ NULL, NULL }
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};
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CLASS_DECLARATION( Trigger, Exploder, "func_exploder" );
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void Exploder::MakeExplosion
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(
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Event *ev
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)
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{
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CreateExplosion
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(
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worldorigin,
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edict->s.scale * damage,
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edict->s.scale,
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( spawnflags & BIG_EXPLOSION ),
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this,
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ev->GetEntity( 1 ),
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this,
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volume * edict->s.scale,
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attenuation
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);
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}
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Exploder::Exploder()
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{
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damage = G_GetIntArg( "dmg", 120 );
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if ( damage < 0 )
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{
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damage = 0;
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}
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modelIndex( "sprites/explode.spr" );
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attenuation = G_GetFloatArg( "attenuation", 1.0 );
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volume = G_GetFloatArg( "volume", 1.0 );
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respondto = TRIGGER_PLAYERS | TRIGGER_MONSTERS | TRIGGER_PROJECTILES;
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}
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/*****************************************************************************/
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/*SINED func_multi_exploder (0.4 0 0) ? x RANDOM_TIME RANDOM_SCALE BIG_EXPLOSION
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Spawns an explosion when triggered. Triggers any targets.
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size of brush determines where explosions will occur.
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"dmg" specifies how much damage to cause from each explosion. (Default 120)
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"delay" delay before exploding (Default 0 seconds)
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"duration" how long to explode for (Default 1 second)
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"wait" time between each explosion (default 0.25 seconds)
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"volume" volume to play explosion sound at (default 0.5)
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"attenuation" attenuation for explosions (default normal)
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"random" random factor (default 0.25)
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"key" The item needed to activate this. (default nothing)
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RANDOM_TIME adjusts the wait between each explosion by the random factor
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RANDOM_SCALE adjusts the size of each explosion by the random factor
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/*****************************************************************************/
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CLASS_DECLARATION( Trigger, MultiExploder, "func_multi_exploder" );
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ResponseDef MultiExploder::Responses[] =
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{
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{ &EV_Touch, NULL },
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{ &EV_Trigger_Effect, ( Response )MultiExploder::MakeExplosion },
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{ NULL, NULL }
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};
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void MultiExploder::MakeExplosion
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(
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Event *ev
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)
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{
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Vector pos;
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float t;
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float r;
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float v;
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Entity *other;
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Event *event;
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other = ev->GetEntity( 1 );
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// make sure other is valid
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if ( !other )
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{
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other = world;
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}
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// prevent the trigger from triggering again
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trigger_time = -1;
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if ( !explode_time )
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{
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explode_time = level.time + duration;
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}
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if ( spawnflags & RANDOM_TIME )
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{
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t = explodewait * ( 1 + G_CRandom( randomness ) );
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}
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else
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{
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t = explodewait;
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}
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event = new Event( EV_Trigger_Effect );
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event->AddEntity( other );
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PostEvent( event, t );
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if ( level.time > explode_time )
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{
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PostEvent( EV_Remove, 0 );
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return;
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}
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pos[ 0 ] = absmin[ 0 ] + G_Random( absmax[ 0 ] - absmin[ 0 ] );
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pos[ 1 ] = absmin[ 1 ] + G_Random( absmax[ 1 ] - absmin[ 1 ] );
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pos[ 2 ] = absmin[ 2 ] + G_Random( absmax[ 2 ] - absmin[ 2 ] );
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if ( spawnflags & RANDOM_SCALE )
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{
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r = edict->s.scale + G_CRandom( randomness );
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}
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else
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{
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r = edict->s.scale;
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}
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if ( r < 1 )
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{
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v = volume * r;
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}
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else
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{
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v = volume;
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}
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CreateExplosion
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(
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pos,
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damage * r,
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r,
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( spawnflags & BIG_EXPLOSION ),
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this,
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other,
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this,
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volume,
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attenuation
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);
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}
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MultiExploder::MultiExploder()
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{
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damage = G_GetIntArg( "dmg", 120 );
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if ( damage < 0 )
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{
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damage = 0;
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}
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attenuation = G_GetFloatArg( "attenuation", 1.0 );
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volume = G_GetFloatArg( "volume", 1.0 );
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duration = G_GetFloatArg( "duration", 1.0 );
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explodewait = G_GetFloatArg( "wait", 0.25 );
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randomness = G_GetFloatArg( "random", 0.25 );
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explode_time = 0;
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// So that we don't get deleted after we're triggered
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count = -1;
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respondto = TRIGGER_PLAYERS | TRIGGER_MONSTERS | TRIGGER_PROJECTILES;
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modelIndex( "sprites/explode.spr" );
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}
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