573 lines
No EOL
13 KiB
C++
573 lines
No EOL
13 KiB
C++
//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Quake 2 Engine/Sin/code/game/object.cpp $
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// $Revision:: 48 $
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// $Author:: Markd $
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// $Date:: 11/13/98 10:00p $
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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/object.cpp $
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//
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// 48 11/13/98 10:00p Markd
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// increased damage of throwobjects
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//
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// 47 10/24/98 12:42a Markd
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// changed origins to worldorigins where appropriate
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//
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// 46 10/19/98 11:50p Aldie
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// Force objects to animate at least one frame, so the edict will have the
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// proper value in them.
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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 9/23/98 5:19p Markd
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// Put DAMAGE_NO in killed functions of these classes
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//
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// 43 9/22/98 5:19p Markd
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// Put in new consolidated gib function
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//
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// 42 9/22/98 3:21p Markd
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// put in parentmode lockout for blood and gibs
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//
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// 41 9/15/98 6:37p Markd
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// Added RotatedBounds flag support
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//
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// 40 9/01/98 3:05p Markd
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// Rewrote explosion code
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//
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// 39 8/29/98 7:16p Markd
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// Added FireBarrel
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//
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// 38 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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// 37 8/09/98 6:18p Markd
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// put in random yaw
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//
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// 36 8/09/98 5:50p Markd
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// Rewrote ThrowObjects pickup and throw
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//
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// 35 8/08/98 8:47p Markd
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// incremental check-in for building purposes
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//
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// 34 7/21/98 10:05p Markd
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// Added explosion stuff to when things die
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//
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// 33 7/12/98 5:39p Markd
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// fixed bug with animating world objects
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//
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// 32 7/09/98 12:08a Jimdose
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// Changed process of remove to a post
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//
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// 31 6/24/98 12:39p Markd
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// Added default tesselation percentage
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//
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// 30 6/18/98 2:00p Markd
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// rewrote tesselation code
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//
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// 29 6/13/98 7:32p Markd
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// Put in default tesselation of 10 thick
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//
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// 28 6/10/98 4:42p Markd
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// Only tesselate 75% when killed
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//
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// 27 5/26/98 1:29a Markd
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// fixed bounding box issues
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//
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// 26 5/25/98 11:32p Markd
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// fixed bug with objects being not_shootable but still blocking bullets
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//
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// 25 5/25/98 1:08a Markd
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// Fixed killtargets on objects
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//
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// 24 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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// 23 5/24/98 1:03a Jimdose
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// Added sound events for ai
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//
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// 22 5/20/98 1:33p Markd
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// Added target and killtarget behavior when dead
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//
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// 21 5/20/98 11:11a Markd
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// removed char * dependency
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//
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// 20 5/19/98 9:48p Markd
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// fixed object spawning with new spawn flags
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//
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// 19 5/13/98 6:19p Markd
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// Rotate mins and maxs now in constructor
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//
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// 18 5/09/98 7:11p Markd
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// Removed sound parameter from tesselate command
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//
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// 17 5/08/98 7:01p Markd
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// Added FL_DARKEN support
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//
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// 16 5/03/98 8:10p Markd
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// Took out set bounds code, it is already done in Entity
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//
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// 15 5/03/98 4:36p Jimdose
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// Changed Vector class
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//
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// 14 5/01/98 11:09a Markd
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// Added sound to tesselation event
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//
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// 13 4/25/98 5:09p Markd
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// Added up and down support for angles
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//
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// 12 4/20/98 11:01a Markd
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// Fixed client side prediction of non-solid shootables
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//
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// 11 4/14/98 6:56p Markd
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// Added thickness to tesselation
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//
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// 10 4/10/98 1:23a Markd
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// Got rid of damage function, added FL_TESSELATE and other flags
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//
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// 9 4/09/98 1:40p Markd
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// Added in CONTENTS_SHOOTABLE stuff
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//
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// 8 4/07/98 8:00p Markd
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// removed defhandle, changed all SINMDL calls to modelindex calls, removed
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// SINMDL prefix
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//
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// 7 4/06/98 6:52p Markd
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// Put in anim support and skin support
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//
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// 6 4/06/98 5:46p Jimdose
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// Added "angles" spawn values
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//
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// 5 4/06/98 12:02a Markd
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// Tweaked damage stuff
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//
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// 4 4/05/98 10:54p Markd
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// Added Damage event
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//
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// 3 4/05/98 10:42p Markd
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// Moved tesselate to Entity
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//
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// 2 4/05/98 9:41p Markd
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// Initial
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//
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// 1 4/05/98 9:03p Markd
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//
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// 2 4/04/98 4:19p Aldie
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// First version of skeet mod.
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//
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// DESCRIPTION: Skeet Entity
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//
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#include "g_local.h"
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#include "object.h"
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#include "misc.h"
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#include "explosion.h"
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#include "gibs.h"
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#include "specialfx.h"
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CLASS_DECLARATION( Entity, Object, "object" );
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ResponseDef Object::Responses[] =
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{
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{ &EV_Killed, ( Response )Object::Killed },
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{ NULL, NULL }
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};
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Object::Object()
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{
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const char * animname;
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const char * skinname;
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Vector defangles;
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SetKillTarget( G_GetSpawnArg( "killtarget" ) );
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setSolidType( SOLID_BBOX );
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// if it isn't solid, lets still make it shootable
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if (spawnflags & 1)
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{
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if ( !(spawnflags & 2) )
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{
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edict->svflags |= SVF_SHOOTABLE;
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setOrigin( origin );
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}
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else
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setSolidType( SOLID_NOT );
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}
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if (!health)
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{
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health = (maxs-mins).length();
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max_health = health;
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}
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takedamage = DAMAGE_YES;
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if ( spawnflags & 2 )
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{
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takedamage = DAMAGE_NO;
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}
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// angles
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defangles = Vector( 0, G_GetFloatArg( "angle", 0 ), 0 );
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if (defangles.y == -1)
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{
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defangles = Vector( -90, 0, 0 );
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}
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else if (defangles.y == -2)
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{
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defangles = Vector( 90, 0, 0 );
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}
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angles = G_GetVectorArg( "angles", defangles );
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setAngles( angles );
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setOrigin( origin );
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//
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// we want the bounds of this model auto-rotated
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//
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flags |= FL_ROTATEDBOUNDS;
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//
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// rotate the mins and maxs for the model
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//
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setSize( mins, maxs );
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animname = G_GetSpawnArg( "anim" );
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if ( animname && strlen(animname) && gi.IsModel( edict->s.modelindex ) )
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{
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int animnum;
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animnum = gi.Anim_NumForName( edict->s.modelindex, animname );
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if (animnum >= 0)
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NextAnim( animnum );
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// Sets up the edict
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AnimateFrame();
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StopAnimating();
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//
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// we only want to start animating if it was explicitly defined in the def file
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//
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//StartAnimating();
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}
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skinname = G_GetSpawnArg( "skin" );
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if ( skinname && strlen(skinname) && gi.IsModel( edict->s.modelindex ) )
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{
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int skinnum;
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skinnum = gi.Skin_NumForName( edict->s.modelindex, skinname );
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if (skinnum >= 0)
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edict->s.skinnum = skinnum;
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}
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if ( parentmode->value )
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{
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flags &= ~FL_BLOOD;
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flags &= ~FL_DIE_GIBS;
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}
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if ( !(flags & (FL_BLOOD|FL_SPARKS|FL_TESSELATE)) )
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{
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flags |= FL_DARKEN;
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flags |= FL_TESSELATE;
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flags |= FL_DIE_TESSELATE;
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}
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}
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void Object::Killed(Event *ev)
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{
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Entity * ent;
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Entity * attacker;
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Vector dir;
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Event * event;
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const char * name;
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int num;
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takedamage = DAMAGE_NO;
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setSolidType( SOLID_NOT );
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hideModel();
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attacker = ev->GetEntity( 1 );
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if (flags & FL_DIE_TESSELATE)
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{
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dir = worldorigin - attacker->worldorigin;
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TesselateModel
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(
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this,
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tess_min_size,
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tess_max_size,
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dir,
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ev->GetInteger( 2 ),
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tess_percentage,
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tess_thickness,
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vec3_origin
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);
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ProcessEvent( EV_BreakingSound );
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}
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if (flags & FL_DIE_EXPLODE)
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{
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CreateExplosion( worldorigin, 50, 0.5f, true, this, this, this );
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}
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if (flags & FL_DIE_GIBS)
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{
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setSolidType( SOLID_NOT );
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hideModel();
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CreateGibs( this, -150, edict->s.scale, 3 );
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}
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//
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// kill the killtargets
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//
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name = KillTarget();
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if ( name && strcmp( name, "" ) )
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{
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num = 0;
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do
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{
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num = G_FindTarget( num, name );
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if ( !num )
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{
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break;
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}
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ent = G_GetEntity( num );
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ent->PostEvent( EV_Remove, 0 );
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}
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while ( 1 );
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}
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//
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// fire targets
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//
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name = Target();
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if ( name && strcmp( name, "" ) )
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{
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num = 0;
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do
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{
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num = G_FindTarget( num, name );
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if ( !num )
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{
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break;
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}
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ent = G_GetEntity( num );
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event = new Event( EV_Activate );
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event->AddEntity( attacker );
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ent->ProcessEvent( event );
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}
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while ( 1 );
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}
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PostEvent( EV_Remove, 0 );
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}
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/*****************************************************************************/
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/*SINED func_throwobject (0 .5 .8) (0 0 0) (0 0 0)
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This is an object you can pickup and throw at people
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/*****************************************************************************/
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CLASS_DECLARATION( Object, ThrowObject, "func_throwobject" );
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Event EV_ThrowObject_Pickup( "pickup" );
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Event EV_ThrowObject_Throw( "throw" );
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Event EV_ThrowObject_PickupOffset( "pickupoffset" );
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Event EV_ThrowObject_ThrowSound( "throwsound" );
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ResponseDef ThrowObject::Responses[] =
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{
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{ &EV_Touch, ( Response )ThrowObject::Touch },
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{ &EV_ThrowObject_Pickup, ( Response )ThrowObject::Pickup },
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{ &EV_ThrowObject_Throw, ( Response )ThrowObject::Throw },
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{ &EV_ThrowObject_PickupOffset, ( Response )ThrowObject::PickupOffset },
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{ &EV_ThrowObject_ThrowSound, ( Response )ThrowObject::ThrowSound },
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{ NULL, NULL }
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};
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ThrowObject::ThrowObject()
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{
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pickup_offset = vec_zero;
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}
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void ThrowObject::PickupOffset
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(
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Event *ev
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)
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{
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pickup_offset = edict->s.scale * ev->GetVector( 1 );
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}
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void ThrowObject::ThrowSound
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(
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Event *ev
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)
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{
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throw_sound = ev->GetString( 1 );
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}
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void ThrowObject::Touch
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(
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Event *ev
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)
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{
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Event * e;
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Entity * other;
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if ( movetype != MOVETYPE_BOUNCE )
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return;
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other = ev->GetEntity( 1 );
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assert( other );
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if ( other->isSubclassOf( Teleporter ) )
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{
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return;
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}
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if ( other->entnum == owner )
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{
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return;
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}
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if ( throw_sound.length() )
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{
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e = new Event( EV_StopEntitySound );
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ProcessEvent( e );
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}
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if (other->takedamage)
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other->Damage( this, G_GetEntity( owner ), size.length()*velocity.length()/400, worldorigin, velocity, level.impact_trace.plane.normal, 32, 0, MOD_THROWNOBJECT, -1, -1, 1.0f );
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Damage( this, this, max_health, worldorigin, velocity, level.impact_trace.plane.normal, 32, 0, MOD_THROWNOBJECT, -1, -1 , 1 );
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}
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void ThrowObject::Throw
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(
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Event *ev
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)
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{
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Entity *owner;
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Entity *targetent;
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float speed;
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float traveltime;
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float vertical_speed;
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Vector target, dir;
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float grav;
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Vector xydir;
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Event * e;
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owner = ev->GetEntity( 1 );
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assert( owner );
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if (!owner)
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return;
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speed = ev->GetFloat( 2 );
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if ( !speed )
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speed = 1;
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targetent = ev->GetEntity( 3 );
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assert( targetent );
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if (!targetent)
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return;
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if ( ev->NumArgs() == 4 )
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grav = ev->GetFloat( 4 );
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else
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grav = 1;
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e = new Event( EV_Detach );
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ProcessEvent( e );
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this->owner = owner->entnum;
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edict->owner = owner->edict;
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gravity = grav;
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target = targetent->worldorigin;
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target.z += targetent->viewheight;
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setMoveType( MOVETYPE_BOUNCE );
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setSolidType( SOLID_BBOX );
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edict->clipmask = MASK_PROJECTILE;
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dir = target - worldorigin;
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xydir = dir;
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xydir.z = 0;
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traveltime = xydir.length() / speed;
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vertical_speed = ( dir.z / traveltime ) + ( 0.5f * gravity * sv_gravity->value * traveltime );
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xydir.normalize();
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// setup ambient flying sound
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if ( throw_sound.length() )
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{
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e = new Event( EV_RandomEntitySound );
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e->AddString( throw_sound );
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ProcessEvent( e );
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}
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velocity = speed * xydir;
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velocity.z = vertical_speed;
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angles = velocity.toAngles();
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angles[ PITCH ] = - angles[ PITCH ];
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setAngles( angles );
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avelocity.x = crandom() * 200;
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avelocity.y = crandom() * 200;
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takedamage = DAMAGE_YES;
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}
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void ThrowObject::Pickup
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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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Event * e;
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str bone;
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ent = ev->GetEntity( 1 );
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assert( ent );
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if ( !ent )
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return;
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bone = ev->GetString( 2 );
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e = new Event( EV_Attach );
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e->AddEntity( ent );
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e->AddString( bone );
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setOrigin( pickup_offset );
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ProcessEvent( e );
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edict->s.renderfx &= ~RF_FRAMELERP;
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}
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//
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// Barrel with fire coming out of it
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//
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CLASS_DECLARATION( Object, FireBarrel, "world_firebarrel" );
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ResponseDef FireBarrel::Responses[] =
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{
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{ NULL, NULL }
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};
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FireBarrel::FireBarrel()
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{
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Vector offset;
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fire = new FireSprite;
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// put the fire 3/4 of the way up the barrel
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offset[ 2 ] = (3 * size[ 2 ]) / 4;
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fire->setOrigin( worldorigin + offset );
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fire->setScale( edict->s.scale );
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}
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FireBarrel::~FireBarrel()
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{
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fire->PostEvent( EV_Remove, 0 );
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fire = NULL;
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} |