sin-sdk/vehicle.cpp

1273 lines
28 KiB
C++

//-----------------------------------------------------------------------------
//
// $Logfile:: /Quake 2 Engine/Sin/code/game/vehicle.cpp $
// $Revision:: 51 $
// $Author:: Markd $
// $Date:: 2/19/99 7:49p $
//
// 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 $
//
// 51 2/19/99 7:49p Markd
// implemented turret for CTF
//
// 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 );
}
float Vehicle::SetDriverPitch
(
float pitch
)
{
return 0;
}
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 );
}