ef2gamesource/dlls/game/weaputils.cpp
Walter Julius Hennecke 5bbf27cabd Initial code commit ...
2012-12-30 17:37:54 +01:00

2755 lines
61 KiB
C++

//-----------------------------------------------------------------------------
//
// $Logfile:: /EF2/Code/DLLs/game/weaputils.cpp $
// $Revision:: 136 $
// $Author:: Singlis $
// $Date:: 9/26/03 2:36p $
//
// Copyright (C) 1998 by Ritual Entertainment, Inc.
// All rights reserved.
//
// This source may not be distributed and/or modified without
// expressly written permission by Ritual Entertainment, Inc.
//
//
// DESCRIPTION:
// General Weapon Utility Functions
#include "_pch_cpp.h"
//#include "g_local.h"
#include "weaputils.h"
#include "specialfx.h"
#include "sentient.h"
#include "actor.h"
#include "decals.h"
#include "weapon.h"
#include "player.h"
#include "mp_manager.hpp"
#include <qcommon/gameplaymanager.h>
void FlashPlayers
(
const Vector &org,
float r,
float g,
float b,
float a,
float minradius,
float radius,
float minTime,
float time,
int type
);
qboolean MeleeAttack
(
const Vector &pos,
const Vector &original_end,
float damage,
Entity *attacker,
meansOfDeath_t means_of_death,
float attack_width,
float attack_min_height,
float attack_max_height,
float knockback,
qboolean hit_dead,
Container<EntityPtr>*victimlist,
Weapon *weapon,
bool critical
)
{
trace_t trace;
Entity *victim;
Vector dir;
float world_dist;
Vector new_pos;
Entity *skip_ent;
qboolean hit_something = false;
Vector mins;
Vector maxs;
Container<Entity *> potential_victimlist;
int i;
int num_traces;
Vector end;
end = original_end;
/* if ( attack_width == 0 )
attack_width = 15;
if ( attack_min_height == 0 )
attack_min_height = -15;
if ( attack_max_height == 0 )
attack_max_height = 15; */
if ( attacker && attacker->isSubclassOf( Player ) && ( means_of_death != MOD_FIRE ) && ( means_of_death != MOD_ON_FIRE ) )
{
Player *player = (Player *)attacker;
player->shotFired();
}
// See how far the world is away
dir = end - pos;
world_dist = dir.length();
new_pos = pos;
skip_ent = attacker;
num_traces = 0;
while( new_pos != end )
{
trace = G_Trace( pos, vec_zero, vec_zero, end, skip_ent, MASK_SOLID, false, "MeleeAttack - World test" );
num_traces++;
if ( trace.fraction < 1.0f )
{
if ( attacker->isSubclassOf( Actor ) )
{
Actor *act = (Actor*)attacker;
if ( trace.entityNum == ENTITYNUM_WORLD )
act->SetActorFlag ( "meleehitworld" , true );
else
act->SetActorFlag ( "meleehitworld" , false );
}
if ( ( trace.entityNum == ENTITYNUM_WORLD ) || ( trace.ent && trace.ent->entity && !trace.ent->entity->takedamage ) )
{
dir = trace.endpos - pos;
world_dist = dir.length();
break;
}
else
{
// Make sure we don't go backwards any in our trace
if ( ( Vector( new_pos - pos ).length() + 0.001f ) >= Vector( trace.endpos - pos ).length() )
break;
if ( num_traces > 10 )
{
// We have done too many traces, stop here
dir = trace.endpos - pos;
world_dist = dir.length();
break;
}
new_pos = trace.endpos;
if ( trace.ent )
skip_ent = trace.ent->entity;
}
}
else
{
break;
}
}
// Find things hit
dir = end - pos;
dir.normalize();
end = pos + ( dir * world_dist );
victim = NULL;
mins = Vector( -attack_width, -attack_width, attack_min_height );
maxs = Vector( attack_width, attack_width, attack_max_height );
if ( g_showbullettrace->integer )
{
G_DebugBBox(pos, mins, maxs, 1.0f, 0.0f, 0.0f, 1.0f );
}
G_TraceEntities( pos, mins, maxs, end, &potential_victimlist, MASK_MELEE );
for( i = 1 ; i <= potential_victimlist.NumObjects() ; i++ )
{
victim = potential_victimlist.ObjectAt( i );
if ( victimlist && victimlist->ObjectInList(victim) )
continue;
if ( victim && victim->takedamage && ( victim != attacker ) )
{
dir = end - pos;
dir.normalize();
if ( dir == vec_zero )
{
dir = victim->centroid - pos;
dir.normalize();
}
if ( victim->isSubclassOf( Sentient ) && ( victim->health > 0.0f ) )
hit_something = true;
if ( ( victim->health > 0 ) || hit_dead )
{
if ( victimlist && victim->isSubclassOf( Sentient ) && ( victim->health > 0 ) )
victimlist->AddObject( victim );
// Override damage if we're using the GameplayManager system
// Comes from From --
// Actor::MeleeAttack
// Player::AdvancedMeleeAttack
//
GameplayManager *gpm = GameplayManager::getTheGameplayManager();
if ( weapon && gpm->hasObject(weapon->getArchetype()) )
{
str attacktype = "";
if ( attacker->isSubclassOf( Player ) )
{
Player *player = (Player*)attacker;
attacktype = player->getAttackType();
}
GameplayFormulaData fd(attacker, 0, weapon, attacktype);
switch ( weapon->GetCurMode() )
{
case FIRE_MODE1:
if ( gpm->hasFormula("DamageMode1") )
damage = gpm->calculate("DamageMode1", fd);
break;
case FIRE_MODE2:
if ( gpm->hasFormula("DamageMode2") )
damage = gpm->calculate("DamageMode2", fd);
break;
}
if ( critical && !victim->deadflag )
{
damage *= 2.0f ;
str snd = gpm->getStringValue( "Criticals.Use", "wav");
if ( snd.length() )
{
int channel = CHAN_BODY;
float volume = -1.0f;
float mindist = -1.0f;
if ( gpm->hasProperty( "Criticals.Use","channel") )
channel = (int)gpm->getFloatValue( "Criticals.Use", "channel");
if ( gpm->hasProperty( "Criticals.Use","volume") )
volume = (int)gpm->getFloatValue( "Criticals.Use", "volume");
if ( gpm->hasProperty( "Criticals.Use","mindist") )
mindist = (int)gpm->getFloatValue( "Criticals.Use", "mindist");
weapon->Sound(snd, channel, volume, mindist);
}
str effect = gpm->getStringValue("Criticals.Use", "tikifx");
if ( effect.length() )
{
Vector pos, pos2, fxpos;
weapon->GetActorMuzzlePosition(&pos, NULL, NULL, NULL, "tag_swipe1");
weapon->GetActorMuzzlePosition(&pos2, NULL, NULL, NULL, "tag_swipe2");
fxpos = (pos + pos2) / 2.0f; // Spark is halfway between the two points
weapon->SpawnEffect(effect, fxpos, Vector(0.0f,0.0f,0.0f), 2.0f);
}
}
if ( gpm->hasFormula("Knockback") )
knockback = gpm->calculate("Knockback", fd);
}
Vector painDir;
painDir = victim->centroid - pos;
painDir.normalize();
victim->Damage( attacker, attacker, damage, pos, painDir, vec_zero, knockback, 0, means_of_death, -1, -1, weapon );
}
}
}
if ( hit_something && attacker && attacker->isSubclassOf( Player ) && ( means_of_death != MOD_FIRE ) && ( means_of_death != MOD_ON_FIRE ) )
{
Player *player = (Player *)attacker;
player->shotHit();
}
return hit_something;
}
Event EV_Projectile_Speed
(
"speed",
EV_DEFAULT,
"f",
"projectileSpeed",
"set the speed of the projectile"
);
Event EV_Projectile_MinSpeed
(
"minspeed",
EV_TIKIONLY,
"f",
"minspeed",
"set the minimum speed of the projectile (this is for charge up weapons)"
);
Event EV_Projectile_ChargeSpeed
(
"chargespeed",
EV_TIKIONLY,
NULL,
NULL,
"set the projectile's speed to be determined by the charge time"
);
Event EV_Projectile_Damage
(
"hitdamage",
EV_TIKIONLY,
"f",
"projectileHitDamage",
"set the damage a projectile does when it hits something"
);
Event EV_Projectile_Life
(
"life",
EV_DEFAULT,
"f",
"projectileLife",
"set the life of the projectile"
);
Event EV_Projectile_MinLife
(
"minlife",
EV_TIKIONLY,
"f",
"minProjectileLife",
"set the minimum life of the projectile (this is for charge up weapons)"
);
Event EV_Projectile_ChargeLife
(
"chargelife",
EV_TIKIONLY,
NULL,
NULL,
"set the projectile's life to be determined by the charge time"
);
Event EV_Projectile_Knockback
(
"knockback",
EV_TIKIONLY,
"f",
"projectileKnockback",
"set the knockback of the projectile when it hits something"
);
Event EV_Projectile_DLight
(
"dlight",
EV_TIKIONLY,
"ffff",
"color_red color_green color_blue intensity",
"set the color and intensity of the dynamic light on the projectile"
);
Event EV_Projectile_Avelocity
(
"avelocity",
EV_TIKIONLY,
"SFSFSF",
"[random|crandom] yaw [random|crandom] pitch [random|crandom] roll",
"set the angular velocity of the projectile"
);
Event EV_Projectile_MeansOfDeath
(
"meansofdeath",
EV_TIKIONLY,
"s",
"meansOfDeath",
"set the meansOfDeath of the projectile"
);
Event EV_Projectile_BeamCommand
(
"beam",
EV_TIKIONLY,
"sSSSSSS",
"command arg1 arg2 arg3 arg4 arg5 arg6",
"send a command to the beam of this projectile"
);
Event EV_Projectile_UpdateBeam
(
"updatebeam",
EV_CODEONLY,
NULL,
NULL,
"Update the attached beam"
);
Event EV_Projectile_SetQuietExpire
(
"setquietexpire",
EV_TIKIONLY,
NULL,
NULL,
"If projectile times out without dying, make it not play explosion tiki"
);
Event EV_Projectile_BounceFactor
(
"bouncefactor",
EV_TIKIONLY,
"f",
"bounceFactor",
"set the amount of velocity retained when a projectile bounces"
);
Event EV_Projectile_BounceTouch
(
"bouncetouch",
EV_TIKIONLY,
"s",
"bouncetype",
"Make the projectile bounce when it hits a non-damageable solid"
);
Event EV_Projectile_BounceSound
(
"bouncesound",
EV_DEFAULT,
NULL,
NULL,
"Set the name of the sound that is played when the projectile bounces"
);
Event EV_Projectile_Explode
(
"explode",
EV_DEFAULT,
NULL,
NULL,
"Make the projectile explode"
);
Event EV_Projectile_ImpactMarkShader
(
"impactmarkshader",
EV_TIKIONLY,
"s",
"shader",
"Set the impact mark of the shader"
);
Event EV_Projectile_ImpactMarkRadius
(
"impactmarkradius",
EV_TIKIONLY,
"f",
"radius",
"Set the radius of the impact mark"
);
Event EV_Projectile_ImpactMarkOrientation
(
"impactmarkorientation",
EV_TIKIONLY,
"f",
"degrees",
"Set the orientation of the impact mark"
);
Event EV_Projectile_SetExplosionModel
(
"explosionmodel",
EV_TIKIONLY,
"s",
"modelname",
"Set the modelname of the explosion to be spawned"
);
Event EV_Projectile_SetAddVelocity
(
"addvelocity",
EV_TIKIONLY,
"fff",
"velocity_x velocity_y velocity_z",
"Set a velocity to be added to the projectile when it is created"
);
Event EV_Projectile_AddOwnerVelocity
(
"addownervelocity",
EV_TIKIONLY,
"b",
"bool",
"Set whether or not the owner's velocity is added to the projectile's velocity"
);
Event EV_Projectile_HeatSeek
(
"heatseek",
EV_TIKIONLY,
NULL,
NULL,
"Make the projectile heat seek"
);
Event EV_Projectile_Drunk
(
"drunk",
EV_TIKIONLY,
"BF",
"drunkFlag angleModifier",
"Make the projectile drunk"
);
Event EV_Projectile_SetCanHitOwner
(
"canhitowner",
EV_TIKIONLY,
NULL,
NULL,
"Make the projectile be able to hit its owner"
);
Event EV_Projectile_ClearOwner
(
"clearowner",
EV_CODEONLY,
NULL,
NULL,
"Make the projectile be able to hit its owner now"
);
Event EV_Projectile_RemoveWhenStopped
(
"removewhenstopped",
EV_TIKIONLY,
NULL,
NULL,
"Make the projectile get removed when it stops"
);
Event EV_Projectile_SetOwnerControl
(
"ownercontrol",
EV_TIKIONLY,
NULL,
NULL,
"Make the projectile's angles controlled by the player"
);
Event EV_Projectile_SetOwnerControlLaser
(
"ownerControlLaser",
EV_TIKIONLY,
"B",
"bool",
"Make's the projectile's angles controlled by the player (laser method)"
);
Event EV_Projectile_SetControlTurnSpeed
(
"controlTurnSpeed",
EV_TIKIONLY,
"f",
"controlTurnSpeed",
"Sets the max turn speed of a controlled projectile"
);
Event EV_Projectile_StickOnTouch
(
"stickontouch",
EV_TIKIONLY,
"B",
"stick_on_touch",
"sets whether or not the projectile sticks on contact"
);
Event EV_Projectile_TriggerDetonate
(
"triggerdetonate",
EV_TIKIONLY,
"B",
"bool",
"Make the projectile explode when triggered."
);
Event EV_Projectile_AngleThink
(
"anglethink",
EV_TIKIONLY,
NULL,
NULL,
"Make the projectile update it's angles in flight"
);
Event EV_Projectile_ScaleByCharge
(
"scaleByCharge",
EV_TIKIONLY,
"ff",
"minScale maxScale",
"Makes the projectile size scaled by the charge."
);
Event EV_Projectile_ScaleExplosion
(
"scaleExplosion",
EV_TIKIONLY,
NULL,
NULL,
"Make the explosion scale with the projectile."
);
Event EV_Projectile_NotifyActors
(
"notifyactors",
EV_TIKIONLY,
NULL,
NULL,
"Notify's active actors when close"
);
Event EV_Projectile_NotShootable
(
"proj_NotShootable",
EV_TIKIONLY,
NULL,
NULL,
"Specifies that this projectile is not shootable and can't hit shootable only stuff."
);
Event EV_Projectile_HitsProjectiles
(
"proj_HitsProjectiles",
EV_TIKIONLY,
"b",
"hitsProjectilesBool",
"Specifies whether or not this projectile will hit other projectiles."
);
Event EV_Projectile_MinOnGroundTime
(
"minOnGroundTime",
EV_TIKIONLY,
"f",
"minOnGroundTime",
"Specifies how long the projectile has to stay on the ground until it changes it's animation."
);
CLASS_DECLARATION( Entity, Projectile, NULL )
{
{ &EV_Touch, &Projectile::Touch },
{ &EV_Projectile_Speed, &Projectile::SetSpeed },
{ &EV_Projectile_MinSpeed, &Projectile::SetMinSpeed },
{ &EV_Projectile_ChargeSpeed, &Projectile::SetChargeSpeed },
{ &EV_Projectile_Damage, &Projectile::SetDamage },
{ &EV_Projectile_Life, &Projectile::SetLife },
{ &EV_Projectile_MinLife, &Projectile::SetMinLife },
{ &EV_Projectile_ChargeLife, &Projectile::SetChargeLife },
{ &EV_Projectile_Knockback, &Projectile::SetKnockback },
{ &EV_Projectile_DLight, &Projectile::SetDLight },
{ &EV_Projectile_Avelocity, &Projectile::SetAvelocity },
{ &EV_Projectile_MeansOfDeath, &Projectile::SetMeansOfDeath },
{ &EV_Projectile_SetQuietExpire, &Projectile::SetQuietExpire },
{ &EV_Projectile_BounceFactor, &Projectile::SetBounceFactor },
{ &EV_Projectile_BounceTouch, &Projectile::SetBounceTouch },
{ &EV_Projectile_BounceSound, &Projectile::SetBounceSound },
{ &EV_Projectile_BeamCommand, &Projectile::BeamCommand },
{ &EV_Projectile_UpdateBeam, &Projectile::UpdateBeam },
{ &EV_Projectile_Explode, &Projectile::Explode },
{ &EV_Projectile_ImpactMarkShader, &Projectile::SetImpactMarkShader },
{ &EV_Projectile_ImpactMarkRadius, &Projectile::SetImpactMarkRadius },
{ &EV_Projectile_ImpactMarkOrientation, &Projectile::SetImpactMarkOrientation },
{ &EV_Projectile_SetExplosionModel, &Projectile::SetExplosionModel },
{ &EV_Projectile_SetAddVelocity, &Projectile::SetAddVelocity },
{ &EV_Projectile_AddOwnerVelocity, &Projectile::AddOwnerVelocity },
{ &EV_Projectile_HeatSeek, &Projectile::HeatSeek },
{ &EV_Projectile_Drunk, &Projectile::Drunk },
{ &EV_Projectile_SetCanHitOwner, &Projectile::SetCanHitOwner },
{ &EV_Projectile_ClearOwner, &Projectile::ClearOwner },
{ &EV_Projectile_RemoveWhenStopped, &Projectile::RemoveWhenStopped },
{ &EV_Killed, &Projectile::destroyed },
{ &EV_Stop, &Projectile::Stopped },
{ &EV_Projectile_SetOwnerControl, &Projectile::SetOwnerControl },
{ &EV_Projectile_SetOwnerControlLaser, &Projectile::setOwnerControlLaser },
{ &EV_Projectile_SetControlTurnSpeed, &Projectile::setControlTurnSpeed },
{ &EV_Projectile_StickOnTouch, &Projectile::StickOnTouch },
{ &EV_Projectile_TriggerDetonate, &Projectile::TriggerDetonate },
{ &EV_Projectile_AngleThink, &Projectile::AngleThink },
{ &EV_Projectile_ScaleByCharge, &Projectile::setScaleByCharge },
{ &EV_Projectile_ScaleExplosion, &Projectile::setScaleExplosion },
{ &EV_Projectile_NotifyActors, &Projectile::setNotifyActors },
{ &EV_Projectile_NotShootable, &Projectile::setNotShootable },
{ &EV_Projectile_HitsProjectiles, &Projectile::setHitsProjectiles },
{ &EV_Projectile_MinOnGroundTime, &Projectile::setMinOnGroundTime },
{ NULL, NULL }
};
//--------------------------------------------------------------
// Name: Projectile()
// Class: Projectile
//
// Description: Constructor
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
Projectile::Projectile()
{
animate = new Animate( this );
if ( LoadingSavegame )
{
// Archive function will setup all necessary data
return;
}
m_beam = NULL;
speed = 0;
minspeed = 0;
bouncefactor = 0;
damage = 0;
life = 5;
knockback = 0;
dlight_radius = 0;
dlight_color = Vector( 1.0f, 1.0f, 1.0f );
avelocity = Vector( 0.0f, 0.0f, 0.0f );
mins = Vector( -1.0f, -1.0f, -1.0f );
maxs = Vector( 1.0f, 1.0f, 1.0f );
meansofdeath = (meansOfDeath_t )0;
projFlags = 0;
gravity = 0;
impactmarkradius = 10;
charge_fraction = 1.0f;
target = NULL;
addownervelocity = true;
drunk = false;
can_hit_owner = false;
remove_when_stopped = false;
stick_on_touch = false;
takedamage = DAMAGE_NO;
ownercontrol = false;
_ownerControlLaser = false;
_ownerControlUsed = false;
_controlTurnSpeed = 20.0f;
firstTimeOwnerControl = true;
triggerdetonate = false;
drunkAngleModifier = 1.0;
_notifyActors = false;
_scaleByCharge = false;
_scaleExplosion = false;
_minScaleFromCharge = 1.0f;
_maxScaleFromCharge = 1.0f;
// make this shootable but non-solid on the client
setContents( CONTENTS_SHOOTABLE_ONLY );
setFullTrace( true );
//
// touch triggers by default
//
flags |= FL_TOUCH_TRIGGERS;
startTime = level.time;
_notShootable = false;
_hitsProjectiles = true;
_minOnGroundTime = 0.0f;
_onGround = false;
_startOnGroundTime = 0.0f;
minlife = 0.0f;
_heatSeek = false;
_damagedSomething = false;
}
//--------------------------------------------------------------
// Name: ~Projectile()
// Class: Projectile
//
// Description: Destructor
//
// Parameters: None
//
// Returns: None
//--------------------------------------------------------------
Projectile::~Projectile()
{
detach();
}
float Projectile::ResolveMinimumDistance( Entity *potential_target, float currmin )
{
float currdist;
float dot;
Vector angle;
Vector delta;
Vector norm;
float sine = 0.4f;
delta = potential_target->centroid - this->origin;
norm = delta;
norm.normalize();
// Test if the target is in front of the missile
dot = norm * orientation[ 0 ];
if ( dot < 0.0f )
{
return currmin;
}
// Test if we're within the rocket's viewcone (45 degree cone)
dot = norm * orientation[ 1 ];
if ( fabs( dot ) > sine )
{
return currmin;
}
dot = norm * orientation[ 2 ];
if ( fabs( dot ) > sine )
{
return currmin;
}
currdist = delta.length();
if ( currdist < currmin )
{
currmin = currdist;
target = potential_target;
}
return currmin;
}
float Projectile::AdjustAngle( float maxadjust, float currangle, float targetangle )
{
float dangle;
float magangle;
dangle = currangle - targetangle;
if ( dangle )
{
magangle = ( float )fabs( dangle );
while( magangle >= 360.0f )
{
magangle -= 360.0f;
}
if ( magangle < maxadjust )
{
currangle = targetangle;
}
else
{
if ( magangle > 180.0f )
{
maxadjust = -maxadjust;
}
if ( dangle > 0 )
{
maxadjust = -maxadjust;
}
currangle += maxadjust;
}
}
while( currangle >= 360.0f )
{
currangle -= 360.0f;
}
while( currangle < 0.0f )
{
currangle += 360.0f;
}
return currangle;
}
void Projectile::Drunk( Event *ev )
{
if ( ev->NumArgs() > 0 )
drunk = ev->GetBoolean( 1 );
else
drunk = true;
if ( ev->NumArgs() > 1 )
drunkAngleModifier = ev->GetFloat( 2 );
if ( drunk )
{
turnThinkOn();
}
}
void Projectile::TriggerDetonate( Event *ev )
{
if( ev->NumArgs() > 0 )
triggerdetonate = ev->GetBoolean(1);
else
triggerdetonate = true;
if ( triggerdetonate )
{
turnThinkOn();
}
}
void Projectile::SetOwnerControl( Event *ev )
{
ownercontrol = ev->GetBoolean( 1 );
if ( ownercontrol )
{
turnThinkOn();
}
}
void Projectile::setOwnerControlLaser( Event *ev )
{
if ( ev->NumArgs() > 0 )
{
_ownerControlLaser = ev->GetBoolean( 1 );
}
else
{
_ownerControlLaser = true;
}
}
void Projectile::setControlTurnSpeed( Event *ev )
{
_controlTurnSpeed = ev->GetFloat( 1 );
}
void Projectile::HeatSeek( Event *ev )
{
float mindist;
Entity *ent;
trace_t trace;
Vector delta;
Vector v;
int n;
int i;
_heatSeek = true;
if ( ( !target ) || ( target == world ) )
{
mindist = 8192.0f;
n = SentientList.NumObjects();
for( i = 1; i <= n; i++ )
{
ent = SentientList.ObjectAt( i );
if ( ent->entnum == owner )
{
continue;
}
if ( ( ( ent->takedamage != DAMAGE_AIM ) || ( ent->health <= 0.0f ) ) && !( edict->svflags & SVF_MONSTER ) )
{
continue;
}
trace = G_Trace( this->origin, vec_zero, vec_zero, ent->centroid, this, MASK_SHOT, false, "DrunkMissile::HeatSeek" );
if ( ( trace.fraction != 1.0f ) && ( trace.ent != ent->edict ) )
{
continue;
}
mindist = ResolveMinimumDistance( ent, mindist );
}
}
else
{
float angspeed;
delta = target->centroid - this->origin;
v = delta.toAngles();
angspeed = 5.0f;
angles.x = AdjustAngle( angspeed, angles.x, v.x );
angles.y = AdjustAngle( angspeed, angles.y, v.y );
angles.z = AdjustAngle( angspeed, angles.z, v.z );
setAngles( angles );
velocity = Vector( orientation[ 0 ] ) * speed;
}
PostEvent( EV_Projectile_HeatSeek, 0.1f );
//turnThinkOn();
}
void Projectile::AngleThink( Event *ev )
{
turnThinkOn();
}
void Projectile::NotifyActors()
{
Actor *act;
Vector selfToActor;
float distanceToActor;
Event *projCloseEvent;
//First loop through the awake list
for( int i = 1; i <= ActiveList.NumObjects(); i++ )
{
act = ActiveList.ObjectAt( i );
selfToActor = act->origin - origin;
distanceToActor = selfToActor.length();
if ( distanceToActor < 192 )
{
projCloseEvent = new Event(EV_Actor_ProjectileClose);
projCloseEvent->AddEntity( G_GetEntity(owner) );
act->ProcessEvent(projCloseEvent);
}
}
}
void Projectile::Think( void )
{
Vector end;
Vector f, r, u;
Vector delta;
Entity *own;
Player *player;
if ( _notifyActors )
{
NotifyActors();
}
if ( drunk )
{
angles += Vector( G_CRandom( drunkAngleModifier ), G_CRandom( drunkAngleModifier ), 0.0f );
velocity = Vector( orientation[ 0 ] ) * speed;
}
if ( !_onGround )
{
setAngles( velocity.toAngles() );
}
// Determine if the projectile is on the ground (if needed)
if ( ( _minOnGroundTime > 0.0f ) && !_onGround )
{
trace_t trace = G_Trace( origin, vec_zero, vec_zero, origin - Vector( 0, 0, maxs[2] - mins[2] ) , this, MASK_PROJECTILE, false, "Projectile::Think" );
if ( trace.ent && trace.ent->entity && trace.ent->entity == world )
{
// Projectile is on the ground
if ( _startOnGroundTime == 0.0f )
{
_startOnGroundTime = level.time;
}
if ( _startOnGroundTime + _minOnGroundTime < level.time )
{
_onGround = true;
if ( animate && animate->HasAnim( "onground" ) )
{
animate->RandomAnimate( "onground" );
}
velocity = vec_zero;
}
}
else
{
_startOnGroundTime = 0.0f;
}
}
if ( this->owner != ENTITYNUM_NONE )
{
own = G_GetEntity(owner);
if ( own && own->isSubclassOf( Player ) )
{
player = (Player *)own;
if ( ownercontrol )
{
if ( firstTimeOwnerControl && !_ownerControlLaser )
{
setAngles( player->GetVAngles() );
prevPlayerAngles = player->GetVAngles();
firstTimeOwnerControl = false;
//towcam = new Camera;
//towcam->setOrigin( origin );
//towcam->setAngles( player->GetVAngles() );
//towcam->FollowEntity((Entity *)this, 25.0, MASK_SOLID, (Entity *)this);
//player->SetCamera(towcam, 0);
}
else
{
if ( _ownerControlLaser )
{
Vector pos;
Vector dir;
Vector forward;
Weapon *weapon;
Vector goalAngles;
weapon = player->GetActiveWeapon( WEAPON_DUAL );
if ( weapon && weapon->getControllingProjectile() )
{
if ( !_ownerControlUsed )
{
_ownerControlUsed = true;
if ( animate && animate->HasAnim( "controlled" ) )
{
animate->RandomAnimate( "controlled" );
}
}
weapon->GetMuzzlePosition( &pos, &forward, NULL, NULL );
trace_t trace = G_Trace( pos, vec_zero, vec_zero, pos + 2000 * forward, NULL, MASK_SOLID, false, "Projectile::Think" );
dir = trace.endpos - origin;
goalAngles = dir.toAngles();
delta = goalAngles - angles;
delta.EulerNormalize();
// Don't let the projectile try to turn all of the way around
if ( ( delta[ YAW ] < -135.0f ) || ( delta[ YAW ] > 135.0f ) ||
( delta[ PITCH ] < -135.0f ) || ( delta[ PITCH ] > 135.0f ) )
{
delta[ YAW ] = 0.0f;
delta[ PITCH ] = 0.0f;
}
delta.EulerNormalize();
if ( delta[ YAW ] < -_controlTurnSpeed )
delta[ YAW ] = -_controlTurnSpeed;
if ( delta[ YAW ] > _controlTurnSpeed )
delta[ YAW ] = _controlTurnSpeed;
if ( delta[ PITCH ] < -_controlTurnSpeed )
delta[ PITCH ] = -_controlTurnSpeed;
if ( delta[ PITCH ] > _controlTurnSpeed )
delta[ PITCH ] = _controlTurnSpeed;
setAngles( angles + delta );
}
}
else
{
delta = (player->GetVAngles() - prevPlayerAngles);
prevPlayerAngles = player->GetVAngles();
if ( player->isButtonDown( BUTTON_ATTACKRIGHT ) )
{
setAngles( angles + delta );
}
}
}
AngleVectors( angles, f, r, u );
orientation[0][0] = f.x; orientation[0][1] = f.y; orientation[0][2] = f.z;
orientation[1][0] = r.x; orientation[1][1] = r.y; orientation[1][2] = r.z;
orientation[2][0] = u.x; orientation[2][1] = u.y; orientation[2][2] = u.z;
}
if ( triggerdetonate )
{
if ( ( player->getHealth() <= 0.0f ) || ( player->deadflag != DEAD_NO ) )
{
PostEvent( EV_Remove, 0.0f );
}
else if ( player->GetProjDetonate() )
{
Event *newEvent = new Event( EV_Player_Weapon );
newEvent->AddString( "dual" );
newEvent->AddString( "nextSwitchTime" );
newEvent->AddFloat( 0.0f );
player->ProcessEvent( newEvent );
if ( level.time > startTime + minlife )
ProcessEvent( EV_Projectile_Explode );
else
PostEvent( EV_Projectile_Explode, startTime + minlife - level.time );
}
}
}
}
else
setAngles( angles );
if ( ownercontrol )
{
velocity = Vector( orientation[ 0 ] ) * speed;
}
}
void Projectile::AddOwnerVelocity( Event *ev )
{
addownervelocity = ev->GetBoolean( 1 );
}
void Projectile::SetAddVelocity( Event *ev )
{
addvelocity.x = ev->GetFloat( 1 );
addvelocity.y = ev->GetFloat( 2 );
addvelocity.z = ev->GetFloat( 3 );
}
void Projectile::SetExplosionModel( Event *ev )
{
explosionmodel = ev->GetString( 1 );
CacheResource( explosionmodel, this );
}
void Projectile::SetImpactMarkShader( Event *ev )
{
impactmarkshader = ev->GetString( 1 );
}
void Projectile::SetImpactMarkRadius( Event *ev )
{
impactmarkradius = ev->GetFloat( 1 );
}
void Projectile::SetImpactMarkOrientation( Event *ev )
{
impactmarkorientation = ev->GetString( 1 );
}
void Projectile::Explode( Event *ev )
{
Entity *owner;
Entity *ignoreEnt=NULL;
if ( ev->NumArgs() == 1 )
ignoreEnt = ev->GetEntity( 1 );
// Get the owner of this projectile
owner = G_GetEntity( this->owner );
// If the owner's not here, make the world the owner
if ( !owner )
owner = world;
takedamage = DAMAGE_NO;
if (! ((level.time - startTime >= life-FRAMETIME) && (projFlags & P_QUIET_EXPIRE)) ) // if projectile didn't expire by timeout
{ // or isn't set to quiet_expire (FRAMETIME required due to float roundoff errors)
// Spawn an explosion model
if ( explosionmodel.length() )
{
// Move the projectile back off the surface a bit so we can see
// explosion effects.
Vector dir, v;
float scale;
v = velocity;
v.normalize();
dir = v;
//v = origin - ( v * 36 );
if ( _scaleExplosion )
scale = edict->s.scale;
else
scale = 1.0f;
//ExplosionAttack( v, owner, explosionModleToUse, dir, ignoreEnt, scale );
ExplosionAttack( centroid, owner, explosionmodel, dir, ignoreEnt, scale );
}
}
CancelEventsOfType( EV_Projectile_UpdateBeam );
// Kill the beam
if ( m_beam )
{
m_beam->ProcessEvent( EV_Remove );
m_beam = NULL;
}
// Remove the projectile
PostEvent( EV_Remove, 0.0f );
}
//----------------------------------------------------------------
// Name: SetQuietExpire
// Class: Projectile
//
// Description: sets projectile to not spawn explosionmodel if it times out
//
// Parameters: None
//
// Returns: void
//----------------------------------------------------------------
void Projectile::SetQuietExpire( Event *ev )
{
projFlags |= P_QUIET_EXPIRE; // set projectile to not spawn explosionmodel if it times out
}
void Projectile::SetBounceFactor( Event *ev )
{
bouncefactor = ev->GetFloat(1);
}
void Projectile::SetBounceTouch( Event *ev )
{
// if arg1 is "all", make projectile bounce off *everything*
if (ev->NumArgs() > 0)
{
str t = ev->GetString( 1 );
// add more tests here if we want them (for p_bounce_actor, p_bounce_player, etc)
if (!t.icmp("all"))
{
projFlags |= P_BOUNCE_ALL;
}
} // "bouncetouch all" should fall through and set P_BOUNCE_TOUCH and movetype anyway
projFlags |= P_BOUNCE_TOUCH;
setMoveType( MOVETYPE_BOUNCE );
}
void Projectile::BeamCommand( Event *ev )
{
int i;
if ( !m_beam )
{
m_beam = new FuncBeam;
m_beam->setOrigin( this->origin );
m_beam->Ghost( NULL );
}
Event *beamev = new Event( ev->GetToken( 1 ) );
for( i=2; i<=ev->NumArgs(); i++ )
{
beamev->AddToken( ev->GetToken( i ) );
}
m_beam->ProcessEvent( beamev );
PostEvent( EV_Projectile_UpdateBeam, level.frametime );
}
void Projectile::UpdateBeam( Event *ev )
{
if ( m_beam )
{
m_beam->setOrigin( this->origin );
PostEvent( EV_Projectile_UpdateBeam, level.frametime );
}
}
void Projectile::SetBounceSound( Event *ev )
{
bouncesound = ev->GetString( 1 );
}
void Projectile::SetChargeLife( Event *ev )
{
projFlags |= P_CHARGE_LIFE;
}
void Projectile::SetMinLife( Event *ev )
{
minlife = ev->GetFloat( 1 );
projFlags |= P_CHARGE_LIFE;
}
void Projectile::SetLife( Event *ev )
{
life = ev->GetFloat( 1 );
}
void Projectile::SetSpeed( Event *ev )
{
speed = ev->GetFloat( 1 );
}
void Projectile::SetMinSpeed( Event *ev )
{
minspeed = ev->GetFloat( 1 );
projFlags |= P_CHARGE_SPEED;
}
void Projectile::SetChargeSpeed( Event *ev )
{
projFlags |= P_CHARGE_SPEED;
}
void Projectile::SetAvelocity( Event *ev )
{
int i=1;
int j=0;
str vel;
if ( ev->NumArgs() < 3 )
{
warning( "ClientGameCommandManager::SetAngularVelocity", "Expecting at least 3 args for command randvel" );
}
while ( j < 3 )
{
vel = ev->GetString( i++ );
if ( vel == "crandom" )
{
avelocity[j++] = ev->GetFloat( i++ ) * crandom();
}
else if ( vel == "random" )
{
avelocity[j++] = ev->GetFloat( i++ ) * random();
}
else
{
avelocity[j++] = (float)atof( vel.c_str() );
}
}
}
void Projectile::SetDamage( Event *ev )
{
damage = ev->GetFloat( 1 );
}
void Projectile::SetKnockback( Event *ev )
{
knockback = ev->GetFloat( 1 );
}
void Projectile::SetDLight( Event *ev )
{
dlight_color[0] = ev->GetFloat( 1 );
dlight_color[1] = ev->GetFloat( 2 );
dlight_color[2] = ev->GetFloat( 3 );
dlight_radius = ev->GetFloat( 4 );
}
void Projectile::SetMeansOfDeath( Event *ev )
{
meansofdeath = (meansOfDeath_t )MOD_NameToNum( ev->GetString( 1 ) );
}
void Projectile::DoDecal( void )
{
if ( impactmarkshader.length() )
{
Decal *decal = new Decal;
decal->setShader( impactmarkshader );
decal->setOrigin( level.impact_trace.endpos );
decal->setDirection( level.impact_trace.plane.normal );
decal->setOrientation( impactmarkorientation );
decal->setRadius( impactmarkradius );
}
}
void Projectile::Touch( Event *ev )
{
// Other is what got hit
Entity *other = ev->GetEntity( 1 );
assert( other );
// *really* bouncy projectile
if ( projFlags & P_BOUNCE_ALL )
{
if (bouncefactor)
velocity *= bouncefactor;
return;
}
// Don't touch teleporters
if ( other->isSubclassOf( Teleporter ) )
{
return;
}
// Can't hit yourself with a projectile
if ( other->entnum == edict->ownerNum )
{
return;
}
// Remove it if we hit the sky
if ( HitSky() )
{
PostEvent( EV_Remove, 0.0f );
return;
}
if ( can_hit_owner )
{
ProcessEvent( EV_Projectile_ClearOwner );
}
// Bouncy Projectile
if ( ( projFlags & P_BOUNCE_TOUCH ) && !other->takedamage )
//( !other->takedamage || other->health <= 0 ) )
{
Actor *act = (Actor *)other;
if ( other->isSubclassOf(Actor) )
{
if ( act->GetActorFlag( ACTOR_FLAG_BOUNCE_OFF ) && (act->Immune( meansofdeath ) || act->takedamage == DAMAGE_NO ))
{
// Remove the owner so it can be hit after the bounce
//this->owner = ENTITYNUM_NONE;
//edict->ownerNum = ENTITYNUM_NONE;
edict->ownerNum = other->entnum;
if ( bouncesound.length() )
Sound( bouncesound, CHAN_BODY );
//Bounce The Projectile
velocity *= act->bounce_off_velocity;
// Tell the actor something just bounced off of it
Event *event = new Event( EV_Actor_BounceOff );
event->AddVector( origin );
act->PostEvent( event, 0.0f );
return;
}
}
if (bouncefactor)
velocity *= bouncefactor;
// Play a bouncy sound
if ( !_onGround && bouncesound.length() )
{
Sound( bouncesound, CHAN_BODY );
}
BroadcastSound();
return;
}
if ( stick_on_touch && other->projectilesCanStickToMe )
{
turnThinkOff();
Vector forward;
angles.AngleVectors(&forward);
forward.normalize();
Vector endOfTrace = ( forward * 1000.0f ) + origin;
if ( other->entnum == ENTITYNUM_WORLD )
{
if ( animate && animate->HasAnim( "stuck" ) )
{
animate->RandomAnimate( "stuck" );
}
trace_t trace = G_Trace( origin, vec_zero, vec_zero, endOfTrace, NULL, MASK_PROJECTILE, false, "ProjectileTouch" );
if( trace.ent && trace.ent->entity && trace.ent->entity == world )
{
origin.x = trace.endpos[0];
origin.y = trace.endpos[1];
origin.z = trace.endpos[2];
setOrigin(origin);
}
setMoveType( MOVETYPE_NONE );
CancelEventsOfType( EV_Projectile_AngleThink );
velocity = Vector(0, 0, 0);
return;
}
else
{
if ( animate && animate->HasAnim( "stuck_body" ) )
{
animate->RandomAnimate( "stuck_body" );
}
const trace_t trace = G_FullTrace( origin, vec_zero, vec_zero, endOfTrace, this, MASK_PROJECTILE, false, "ProjectileTouch" );
if( trace.ent && trace.ent->entity )
{
const Vector targetDimensions( Vector( trace.ent->maxs ) - Vector( trace.ent->mins ) );
const Vector translation(
( G_Random( 0.24f ) - 0.12f ) * targetDimensions.x, // Lots of magic numbers that generally makes the
( G_Random( 0.24f ) - 0.12f ) * targetDimensions.y, // projectile stick in the target's torso
( G_Random( 0.12f ) + 0.12f ) * targetDimensions.z
);
const float yawOffset = angles.yaw() - trace.ent->entity->angles.yaw();
const float pitchOffset = angles.pitch() - trace.ent->entity->angles.pitch();
const Vector rotation( pitchOffset, yawOffset, 0 );
if ( !attach( trace.ent->entity->entnum, -1, false, translation, rotation ) )
{
PostEvent( EV_Remove, 0.0f );
}
}
setMoveType( MOVETYPE_NONE );
CancelEventsOfType( EV_Projectile_AngleThink );
velocity = Vector(0, 0, 0);
}
}
else
{
// See if we should bounce off object
if ( other->isSubclassOf( Actor ) )
{
Actor *act = (Actor *)other;
if ( act->GetActorFlag( ACTOR_FLAG_BOUNCE_OFF ) && (act->Immune( meansofdeath ) || act->takedamage == DAMAGE_NO ))
{
// Remove the owner so it can be hit after the bounce
//this->owner = ENTITYNUM_NONE;
//edict->ownerNum = ENTITYNUM_NONE;
edict->ownerNum = other->entnum;
if ( bouncesound.length() )
Sound( bouncesound, CHAN_BODY );
//Bounce The Projectile
velocity *= act->bounce_off_velocity;
// Tell the actor something just bounced off of it
Event *event = new Event( EV_Actor_BounceOff );
event->AddVector( origin );
act->PostEvent( event, 0.0f );
return;
}
}
// Remove the projectile
PostEvent( EV_Remove, 0.0f );
// Call the explosion event
Event *explEv;
explEv = new Event( EV_Projectile_Explode );
explEv->AddEntity( other );
ProcessEvent( explEv );
}
// Make the projectile not solid
setSolidType( SOLID_NOT );
setMoveType( MOVETYPE_NONE );
//hideModel();
// Do a decal
DoDecal();
// Get the owner of this projectile
Entity *myOwner = G_GetEntity( owner );
// If the owner's not here, make the world the owner
if ( !myOwner )
myOwner = world;
str realname = GetRandomAlias( "impact_world" );
if ( other->isSubclassOf( Sentient ) )
realname = GetRandomAlias( "impact_flesh" );
if ( realname.length() > 1 )
Sound( realname, CHAN_VOICE );
//
// Override damage if we're using the GameplayManager system
//
GameplayManager *gpm = GameplayManager::getTheGameplayManager();
if ( gpm->hasObject(getArchetype()) )
{
str attacktype = "";
if ( myOwner->isSubclassOf( Player ) )
{
Player *player = (Player*)myOwner;
attacktype = player->getAttackType();
}
GameplayFormulaData fd(myOwner, 0, this, attacktype);
if ( gpm->hasFormula("OffensiveDamage") )
damage = GameplayManager::getTheGameplayManager()->calculate("OffensiveDamage", fd);
if ( gpm->hasFormula("Knockback") )
knockback = GameplayManager::getTheGameplayManager()->calculate("Knockback", fd);
}
// Damage the thing that got hit
if (other->takedamage)
{
if ( myOwner && myOwner->isSubclassOf( Player ) )
{
Player *player = (Player *)myOwner;
damage = player->getDamageDone( damage, meansofdeath, false );
}
other->Damage( this,
myOwner,
damage,
origin,
velocity,
level.impact_trace.plane.normal,
knockback,
0,
meansofdeath,
level.impact_trace.intersect.surface,
level.impact_trace.intersect.bone
);
}
BroadcastSound();
}
void Projectile::SetCanHitOwner( Event *ev )
{
can_hit_owner = true;
}
void Projectile::ClearOwner( Event *ev )
{
//this->owner = ENTITYNUM_NONE;
edict->ownerNum = ENTITYNUM_NONE;
}
void Projectile::RemoveWhenStopped( Event *ev )
{
remove_when_stopped = true;
}
void Projectile::StickOnTouch( Event *ev )
{
if(ev->NumArgs() > 0 )
stick_on_touch = ev->GetBoolean(1);
else
stick_on_touch = true;
}
void Projectile::Stopped( Event *ev )
{
if ( remove_when_stopped )
PostEvent( EV_Remove, 0.0f );
}
void Projectile::setScaleByCharge( Event *ev )
{
_scaleByCharge = true;
_minScaleFromCharge = ev->GetFloat( 1 );
_maxScaleFromCharge = ev->GetFloat( 2 );
}
void Projectile::setScaleExplosion( Event *ev )
{
_scaleExplosion = true;
}
void Projectile::setNotifyActors( Event *ev )
{
_notifyActors = ev->GetBoolean( 1 );
if ( _notifyActors )
{
turnThinkOn();
}
}
void Projectile::setNotShootable( Event *ev )
{
_notShootable = true;
}
void Projectile::setHitsProjectiles( Event *ev )
{
_hitsProjectiles = ev->GetBoolean( 1 );
}
Entity *Projectile::getOwner( void )
{
return G_GetEntity( owner );
}
void Projectile::setMinOnGroundTime( Event *ev )
{
_minOnGroundTime = ev->GetFloat( 1 );
turnThinkOn();
}
void Projectile::didDamage( void )
{
if ( !_damagedSomething )
{
Entity *owner = getOwner();
_damagedSomething = true;
if ( owner && owner->isSubclassOf( Player ) )
{
Player *player = (Player *)owner;
player->shotHit();
}
}
}
void Projectile::destroyed( Event *ev )
{
Entity *shooter;
shooter = ev->GetEntity( 1 );
if ( shooter )
{
owner = shooter->entnum;
edict->ownerNum = shooter->entnum;
}
ProcessEvent( EV_Projectile_Explode );
}
Event EV_Explosion_Radius
(
"radius",
EV_DEFAULT,
"f",
"projectileRadius",
"set the radius for the explosion"
);
Event EV_Explosion_ConstantDamage
(
"constantdamage",
EV_TIKIONLY,
NULL,
NULL,
"Makes the explosion do constant damage over the radius"
);
Event EV_Explosion_DamageEveryFrame
(
"damageeveryframe",
EV_TIKIONLY,
NULL,
NULL,
"Makes the explosion damage every frame"
);
Event EV_Explosion_DamageAgain
(
"damageagain",
EV_CODEONLY,
NULL,
NULL,
"This event is generated each frame if explosion is set to damage each frame"
);
Event EV_Explosion_Flash
(
"flash",
EV_TIKIONLY,
"fffffff",
"mintime time color_red color_green color_blue minradius radius",
"Flash player screens"
);
Event EV_Explosion_RadiusDamage
(
"radiusdamage",
EV_TIKIONLY,
"f",
"radiusDamage",
"set the radius damage an explosion does"
);
CLASS_DECLARATION( Projectile, Explosion, NULL )
{
{ &EV_Explosion_Radius, &Explosion::SetRadius },
{ &EV_Explosion_ConstantDamage, &Explosion::SetConstantDamage },
{ &EV_Explosion_DamageEveryFrame, &Explosion::SetDamageEveryFrame },
{ &EV_Explosion_DamageAgain, &Explosion::DamageAgain },
{ &EV_Explosion_Flash, &Explosion::SetFlash },
{ &EV_Explosion_RadiusDamage, &Explosion::SetRadiusDamage },
{ &EV_Explosion_RadiusDamage, &Explosion::SetRadiusDamage },
{ NULL, NULL }
};
Explosion::Explosion()
{
if ( LoadingSavegame )
{
// Archive function will setup all necessary data
return;
}
radius = 0;
radius_damage = 0.0f;
constant_damage = false;
damage_every_frame = false;
flash_mintime = 0;
flash_time = 0;
flash_type = 0;
mins = Vector( -1.0f, -1.0f, -1.0f );
maxs = Vector( 1.0f, 1.0f, 1.0f );
}
void Explosion::SetFlash( Event *ev )
{
flash_mintime = ev->GetFloat( 1 );
flash_time = ev->GetFloat( 2 );
flash_r = ev->GetFloat( 3 );
flash_g = ev->GetFloat( 4 );
flash_b = ev->GetFloat( 5 );
flash_a = ev->GetFloat( 6 );
flash_minradius = ev->GetFloat( 7 );
flash_radius = ev->GetFloat( 8 );
flash_type = 0;
if ( ev->NumArgs() > 8 )
{
str t = ev->GetString( 9 );
if ( !t.icmp( "addblend" ) )
flash_type = 1;
else if ( !t.icmp( "alphablend" ) )
flash_type = 0;
}
}
void Explosion::SetRadius( Event *ev )
{
radius = ev->GetFloat( 1 );
}
void Explosion::SetRadiusDamage( Event *ev )
{
radius_damage = ev->GetFloat( 1 );
}
void Explosion::SetConstantDamage( Event *ev )
{
constant_damage = true;
}
void Explosion::SetDamageEveryFrame( Event *ev )
{
damage_every_frame = true;
}
void Explosion::DamageAgain( Event *ev )
{
Entity *owner_ent;
owner_ent = G_GetEntity( owner );
RadiusDamage( this, owner_ent, radius_damage, NULL, meansofdeath, radius, knockback, constant_damage );
PostEvent( EV_Explosion_DamageAgain, FRAMETIME );
}
Projectile *ProjectileAttack( const Vector &start, Vector &dir, Entity *owner, const str &projectileModel, float fraction,
float real_speed )
{
Event *ev;
Projectile *proj=NULL;
float newspeed,newlife;
SpawnArgs args;
Entity *obj;
float dot=0;
if ( !projectileModel.length() )
{
gi.WDPrintf( "ProjectileAttack : No model specified for ProjectileAttack" );
return NULL;
}
args.setArg( "model", projectileModel );
obj = args.Spawn();
if ( !obj )
{
gi.WDPrintf( "projectile model '%s' not found\n", projectileModel.c_str() );
return NULL;
}
if ( obj->isSubclassOf( Projectile ) )
proj = ( Projectile * )obj;
else
gi.WDPrintf( "%s is not of class projectile\n", projectileModel.c_str() );
if ( !proj )
return NULL;
if ( owner && owner->isSubclassOf( Player ) )
{
Player *player = (Player *)owner;
player->shotFired();
}
// Create a new projectile entity and set it off
proj->setModel( projectileModel );
proj->setMoveType( MOVETYPE_BOUNCE );
proj->CancelEventsOfType( EV_ProcessInitCommands );
proj->ProcessInitCommands( proj->edict->s.modelindex );
proj->owner = owner->entnum;
proj->edict->ownerNum = owner->entnum;
proj->angles = dir.toAngles();
proj->charge_fraction = fraction;
if ( proj->_scaleByCharge )
{
proj->edict->s.scale = proj->_minScaleFromCharge + ( proj->_maxScaleFromCharge - proj->_minScaleFromCharge ) * fraction;
proj->damage *= proj->edict->s.scale;
}
if ( proj->projFlags & P_CHARGE_SPEED )
{
newspeed = (proj->speed - proj->minspeed ) * fraction + proj->minspeed;
}
else
{
newspeed = proj->speed;
}
if ( real_speed )
newspeed = real_speed;
if ( proj->addownervelocity )
{
dot = DotProduct( owner->velocity, dir );
if ( dot < 0.0f )
dot = 0;
}
Player *player = NULL;
Vector newAngles = proj->angles;
Vector newVelocity = dir * ( newspeed + dot );
newVelocity += proj->addvelocity;
if ( owner->isSubclassOf( Player ) )
{
player = static_cast<Player *>(owner);
if ( player->GetTarget() && player->GetTargetEnemyLocked() )
{
Vector anglesToTarget;
if ( player->GetProjectileLaunchAngles( anglesToTarget, start, newspeed, proj->gravity ) )
{
newAngles = anglesToTarget;
anglesToTarget.AngleVectors( &newVelocity );
newVelocity *= newspeed;
}
else
{
anglesToTarget = Vector::Identity();
}
}
if ( multiplayerManager.inMultiplayer() )
multiplayerManager.playerFired( player );
}
Actor *actor = NULL;
if ( owner->isSubclassOf( Actor ) )
{
actor = static_cast<Actor *>(owner);
if ( actor->combatSubsystem->shouldArcProjectile() )
{
Vector anglesToTarget;
Entity *enemy = actor->enemyManager->GetCurrentEnemy();
if ( enemy )
{
Vector ActorToTarget = actor->centroid - enemy->centroid;
float distToTarget = ActorToTarget.length();
if ( distToTarget > actor->combatSubsystem->GetLowArcRange() )
{
if ( actor->combatSubsystem->GetProjectileLaunchAngles( anglesToTarget, start, newspeed, proj->gravity , true ) )
{
newAngles = anglesToTarget;
anglesToTarget.AngleVectors( &newVelocity );
newVelocity *= newspeed;
}
else
{
anglesToTarget = Vector::Identity();
}
}
else
{
if ( actor->combatSubsystem->GetProjectileLaunchAngles( anglesToTarget, start, newspeed, proj->gravity , false ) )
{
newAngles = anglesToTarget;
anglesToTarget.AngleVectors( &newVelocity );
newVelocity *= newspeed;
}
else
{
anglesToTarget = Vector::Identity();
}
}
}
}
}
proj->velocity = newVelocity;
proj->setAngles( newAngles );
if ( proj->_notShootable )
{
proj->setSolidType( SOLID_BBOX );
proj->setContents( 0 );
proj->edict->clipmask = MASK_PROJECTILE_NOTSHOOTABLE;
}
else
{
proj->setSolidType( SOLID_BBOX );
if ( proj->_hitsProjectiles )
proj->edict->clipmask = MASK_PROJECTILE;
else
proj->edict->clipmask = MASK_PROJECTILE_NOTSHOOTABLE;
}
proj->setSize( proj->mins, proj->maxs );
proj->setOrigin( start );
//proj->origin.copyTo( proj->edict->s.origin2 );
if ( proj->m_beam )
{
proj->m_beam->setOrigin( start );
proj->m_beam->origin.copyTo( proj->m_beam->edict->s.origin2 );
}
if ( proj->dlight_radius )
{
G_SetConstantLight( &proj->edict->s.constantLight,
&proj->dlight_color[0],
&proj->dlight_color[1],
&proj->dlight_color[2],
&proj->dlight_radius
);
}
// Calc the life of the projectile
if ( proj->projFlags & P_CHARGE_LIFE )
{
newlife = proj->life * fraction;
if ( newlife < proj->minlife )
newlife = proj->minlife;
}
else
{
newlife = proj->life;
}
// Remove the projectile after it's life expires
ev = new Event( EV_Projectile_Explode );
proj->PostEvent( ev, newlife );
proj->animate->RandomAnimate( "idle", EV_StopAnimating );
// If can hit owner clear the owner of this projectile in a second
if ( proj->can_hit_owner )
proj->PostEvent( EV_Projectile_ClearOwner, 1.0f );
// Notify any actor that is in way of projectile
Vector end_pos;
trace_t trace;
Event *event;
Entity *victim;
end_pos = ( dir * 1000.0f ) + start;
trace = G_Trace( start, vec_zero, vec_zero, end_pos, owner, MASK_PROJECTILE, false, "ProjectileAttack" );
if ( trace.entityNum != ENTITYNUM_NONE )
{
event = new Event( EV_ActorIncomingProjectile );
event->AddEntity( proj );
victim = G_GetEntity( trace.entityNum );
victim->PostEvent( event, 0.0f );
}
if ( owner && proj->triggerdetonate )
{
Event *newEvent = new Event( EV_Player_Weapon );
newEvent->AddString( "dual" );
newEvent->AddString( "nextSwitchTime" );
newEvent->AddFloat( newlife );
owner->ProcessEvent( newEvent );
}
return proj;
}
float BulletAttack(
const Vector &start,
const Vector &dir,
const Vector &right,
const Vector &up,
float range,
float damage,
float knockback,
int dflags,
int meansofdeath,
const Vector &spread,
int count,
Entity *owner,
Entity *weap )
{
Vector end;
int i;
trace_t trace;
Entity *ent;
Player *player;
float damage_total = 0.0f;
float original_value;
float new_value;
ent = NULL;
if ( owner->isSubclassOf( Player ) )
{
player = (Player *)owner;
meansofdeath = (int)player->changetMeansOfDeath( (meansOfDeath_t)meansofdeath );
damage = player->getDamageDone( damage, meansofdeath, false );
player->shotFired();
if ( multiplayerManager.inMultiplayer() )
multiplayerManager.playerFired( player );
}
for ( i=0; i<count; i++ )
{
end = start + ( dir * range ) +
( right * G_CRandom() * spread.x ) +
( up * G_CRandom() * spread.y );
if ( !multiplayerManager.inMultiplayer() || multiplayerManager.fullCollision() )
trace = G_FullTrace( start, vec_zero, vec_zero, end, owner, MASK_SHOT, false, "BulletAttack" );
else
trace = G_Trace( start, vec_zero, vec_zero, end, owner, MASK_SHOT, false, "BulletAttack" );
// Do a bloodsplat for debugging
/*Decal *decal = new Decal;
decal->setShader( "bloodsplat.spr" );
decal->setOrigin( Vector( trace.endpos ) + ( Vector( trace.plane.normal ) * 0.2 ) );
decal->setDirection( trace.plane.normal );
decal->setOrientation( "random" );
decal->setRadius( 8 );*/
if ( trace.ent )
ent = trace.ent->entity;
/*if ( trace.ent )
{
ent = trace.ent->entity;
//Let Entity know a hitscan hit has been registered
if ( ent->isSubclassOf( Actor ) )
{
Actor *act = (Actor *)ent;
act->SetActorFlag( "incominghitscan" , true );
}
// See if bullet should bounce off of entity
if ( ent->isSubclassOf( Actor ) )
{
Actor *act = (Actor *)ent;
Vector real_dir;
Vector bounce_start;
Vector angles;
Vector left;
Vector up;
if ( act->GetActorFlag( ACTOR_FLAG_BOUNCE_OFF ) && ( act->Immune( meansofdeath ) || act->takedamage == DAMAGE_NO ) )
{
// Play sound
if ( owner )
owner->Sound( "snd_ricochet", 0 );
real_dir = trace.endpos - start;
real_dir = real_dir * -1.0f;
angles = real_dir.toAngles();
angles.AngleVectors( NULL, &left, &up );
real_dir.normalize();
real_dir *= range;
real_dir += ( left * G_CRandom() * 100.0f ) + ( up * G_CRandom() * 100.0f );
bounce_start = trace.endpos;
trace = G_Trace( bounce_start, vec_zero, vec_zero, bounce_start + real_dir, NULL, MASK_SHOT, false, "BulletAttack2" );
// Add tracer
//No tracer this time around... Too many beam weapons
//if ( G_Random( 1.0f ) < .2f )
//{
// FuncBeam *beam = CreateBeam( NULL, "tracer", bounce_start, trace.endpos, 1, 1.0f, .1f, 0.f );
// beam->PostEvent( EV_Remove, 1.0f );
//}
if ( trace.ent )
{
ent = trace.ent->entity;
if ( ent == world )
{
// Add bullet hole
Decal *decal = new Decal;
decal->setShader( "bullethole" );
decal->setOrigin( trace.endpos );
decal->setDirection( trace.plane.normal );
decal->setOrientation( "random" );
decal->setRadius( 2.0f );
// Add smoke
Entity *smoke = new Entity( ENTITY_CREATE_FLAG_ANIMATE );
smoke->setModel( "fx_bulletsmoke.tik" );
smoke->setOrigin( trace.endpos );
smoke->animate->RandomAnimate( "idle" );
smoke->PostEvent( EV_Remove, 2.0f );
}
}
else
{
ent = NULL;
}
}
}
}
else
{
ent = NULL;
}
*/
if ( ent && ent->takedamage )
{
// Override damage if we're using the GameplayManager system
// Comes from From --
// Weapon::Shoot
//
/*
GameplayManager *gpm = GameplayManager::getTheGameplayManager();
float bulletDamage;
if ( weap && gpm->hasObject(weap->getArchetype()) )
{
str attacktype = "";
if ( owner->isSubclassOf( Player ) )
{
Player *player = (Player*)owner;
attacktype = player->getAttackType();
}
GameplayFormulaData fd(owner, 0, weap, attacktype);
Weapon *weapon = (Weapon*)weap;
switch ( weapon->GetCurMode() )
{
case FIRE_MODE1:
bulletDamage = gpm->getFloatValue(weapon->getArchetype() + ".Mode1", "bulletdamage");
if ( gpm->hasFormula("DamageMode1") )
damage = gpm->calculate("DamageMode1", fd, bulletDamage);
break;
case FIRE_MODE2:
bulletDamage = gpm->getFloatValue(weapon->getArchetype() + ".Mode2", "bulletdamage");
if ( gpm->hasFormula("DamageMode2") )
damage = gpm->calculate("DamageMode2", fd, bulletDamage);
break;
}
if ( gpm->hasFormula("Knockback") )
knockback = gpm->calculate("Knockback", fd);
}
*/
original_value = ent->health;
ent->Damage( NULL,
owner,
damage,
trace.endpos,
dir,
trace.plane.normal,
knockback,
dflags,
meansofdeath,
trace.intersect.surface,
trace.intersect.bone,
weap);
new_value = ent->health;
damage_total += original_value - new_value;
}
else
{
Weapon *theWeapon;
theWeapon = (Weapon*)weap;
if ( theWeapon && theWeapon->shouldPlayMissSound() )
{
theWeapon->SpawnSound( "snd_ricochet" , trace.endpos , -1 , 1.0 );
}
}
// Draw a debug trace line to show bullet fire
if ( g_showbullettrace->integer )
G_DebugLine( start, end, 1.0f, 1.0f, 1.0f, 1.0f );
}
if ( damage_total > 0.0f )
{
if ( owner && owner->isSubclassOf( Player ) )
{
Player *player = (Player *)owner;
player->shotHit();
}
return damage_total;
}
else
{
return 0;
}
}
void ExplosionAttack(
const Vector &pos,
Entity *owner,
const str &explosionModel,
Vector dir,
Entity *ignore,
float scale )
{
Explosion *explosion;
Event *ev;
float damageMult = 1.0;
float damage;
int meansofdeath;
float damageDone;
if ( !owner )
owner = world;
if ( explosionModel.length() )
{
explosion = new Explosion;
// Create a new explosion entity and set it off
explosion->setModel( explosionModel );
explosion->mins = Vector( -1.0f, -1.0f, -1.0f );
explosion->maxs = Vector( 1.0f, 1.0f, 1.0f );
explosion->setSolidType( SOLID_NOT );
explosion->CancelEventsOfType( EV_ProcessInitCommands );
// Process the INIT commands right away
explosion->ProcessInitCommands( explosion->edict->s.modelindex );
explosion->owner = owner->entnum;
explosion->edict->ownerNum = owner->entnum;
if ( explosion->can_hit_owner )
explosion->PostEvent( EV_Projectile_ClearOwner, 0.1f );
explosion->angles = dir.toAngles();
explosion->velocity = dir * explosion->speed;
explosion->edict->s.scale = scale;
explosion->setAngles( explosion->angles );
//explosion->setMoveType( MOVETYPE_FLYMISSILE );
explosion->setMoveType( MOVETYPE_NONE );
explosion->edict->clipmask = MASK_PROJECTILE;
explosion->setSize( explosion->mins, explosion->maxs );
explosion->setOrigin( pos );
explosion->origin.copyTo( explosion->edict->s.origin2 );
if ( explosion->dlight_radius )
{
G_SetConstantLight( &explosion->edict->s.constantLight,
&explosion->dlight_color[0],
&explosion->dlight_color[1],
&explosion->dlight_color[2],
&explosion->dlight_radius
);
}
explosion->BroadcastSound();
explosion->animate->RandomAnimate( "idle", EV_StopAnimating );
damage = explosion->radius_damage * scale * damageMult;
meansofdeath = explosion->meansofdeath;
if ( owner->isSubclassOf( Player ) )
{
Player *player = (Player *)owner;
meansofdeath = (int)player->changetMeansOfDeath( (meansOfDeath_t)meansofdeath );
damage = player->getDamageDone( damage, explosion->meansofdeath, false );
}
damageDone = RadiusDamage( explosion,
owner,
damage,
ignore,
meansofdeath,
explosion->radius * scale,
explosion->knockback,
explosion->constant_damage
);
if ( damageDone && owner && owner->isSubclassOf( Player ) )
{
Player *player = (Player *)owner;
player->shotHit();
}
if ( explosion->flash_radius )
{
FlashPlayers( explosion->origin,
explosion->flash_r,
explosion->flash_g,
explosion->flash_b,
explosion->flash_a,
explosion->flash_minradius * scale,
explosion->flash_radius * scale,
explosion->flash_mintime,
explosion->flash_time,
explosion->flash_type
);
}
if ( explosion->damage_every_frame )
{
explosion->PostEvent( EV_Explosion_DamageAgain, FRAMETIME );
}
// Remove explosion after the life has expired
if ( explosion->life )
{
if ( explosion->explosionmodel.length() > 0 )
{
ev = new Event( EV_Projectile_Explode );
explosion->PostEvent( ev, explosion->life );
}
else
{
ev = new Event( EV_Remove );
explosion->PostEvent( ev, explosion->life );
}
}
}
}
void StunAttack(
const Vector &pos,
Entity *attacker,
Entity *inflictor,
float radius,
float time,
Entity *ignore )
{
Entity *ent;
ent = findradius( NULL, inflictor->origin, radius );
while( ent )
{
if ( ( ent != ignore ) && ( ( ent->takedamage ) || ent->isSubclassOf( Actor ) ) )
{
if ( inflictor->CanDamage( ent, attacker ) )
{
// Fixme : Add in knockback
ent->Stun( time );
}
}
ent = findradius( ent, inflictor->origin, radius );
}
}
float RadiusDamage(
Entity *inflictor,
Entity *attacker,
float damage,
Entity *ignore,
int mod,
float radius,
float knockback,
qboolean constant_damage)
{
float points;
Entity *ent;
Vector org;
Vector dir;
float dist;
float rad;
float totalDamage;
if ( radius )
rad = radius;
else
rad = damage + 60.0f;
totalDamage = 0.0f;
ent = findradius( NULL, inflictor->origin, rad );
while( ent )
{
if ( ( ent != ignore ) && ( ent->takedamage ) && ( ent->edict->solid != SOLID_NOT ) )
{
org = ent->centroid;
dir = org - inflictor->origin;
dist = dir.length();
if ( dist > rad )
{
ent = findradius( ent, inflictor->origin, rad );
continue;
}
if ( constant_damage )
{
points = damage;
}
else
{
points = damage - ( damage * ( dist / rad ) );
knockback -= knockback * ( dist / rad );
if ( points < 0.0f )
points = 0.0f;
if ( knockback < 0.0f )
knockback = 0.0f;
}
if ( ent == attacker )
{
points *= 0.5f;
}
if ( points > 0.0f )
{
// Add this in for deathmatch maybe
// Only players can use cover
//if ( !ent->isSubclassOf( Player ) || inflictor->CanDamage( ent, attacker ) )
if ( inflictor->CanDamage( ent, attacker ) )
{
org = ent->centroid;
dir = org - inflictor->origin;
ent->Damage( inflictor,
attacker,
points,
org,
dir,
vec_zero,
knockback,
DAMAGE_RADIUS,
mod
);
totalDamage += points;
}
}
}
ent = findradius( ent, inflictor->origin, rad );
}
return totalDamage;
}
void FlashPlayers(
const Vector &org,
float r,
float g,
float b,
float a,
float minradius,
float radius,
float mintime,
float time,
int type )
{
trace_t trace;
Vector delta;
float length;
Player *player;
gentity_t *ed;
int i;
Entity *ent;
float newa = 1;
Vector dirToExplosion;
Vector playerViewDir;
Vector playerViewAngles;
float dot;
for( i = 0; i < game.maxclients; i++ )
{
ed = &g_entities[ i ];
if ( !ed->inuse || !ed->entity )
continue;
ent = ed->entity;
if ( !ent->isSubclassOf( Player ) )
continue;
player = ( Player * )ent;
if ( !player->WithinDistance( org, radius ) )
continue;
trace = G_Trace( org, vec_zero, vec_zero, player->origin, player, MASK_OPAQUE, false, "FlashPlayers" );
if ( trace.fraction != 1.0f )
continue;
delta = org - trace.endpos;
length = delta.length();
dirToExplosion = org - player->origin;
playerViewAngles = player->GetVAngles();
playerViewAngles.AngleVectors( &playerViewDir );
dot = dirToExplosion * playerViewDir;
if ( dot < 0.0f )
continue;
// If alpha is specified, then modify it by the amount of distance away from the flash the player is
if ( a != -1.0f )
{
if ( length < minradius )
newa = a;
else if ( length < radius )
newa = a * ( 1.0f - ( length - minradius ) / ( radius - minradius ) );
else
newa = 0.0f;
}
/* if ( g_gametype->integer == GT_SINGLE_PLAYER ) // Single player uses the global level variables for flashes
{
level.m_fade_alpha = newa;
level.m_fade_color[0] = r;
level.m_fade_color[1] = g;
level.m_fade_color[2] = b;
level.m_fade_time = time;
level.m_fade_time_start = time;
if ( type == 1 )
level.m_fade_style = additive;
else
level.m_fade_style = alphablend;
}
else
{
player->AddBlend( r,g,b,newa );
} */
player->setFlash( Vector( r, g, b ), newa, mintime, time );
}
}