ef2gamesource/dlls/game/gibs.cpp

273 lines
5.7 KiB
C++

//-----------------------------------------------------------------------------
//
// $Logfile:: /EF2/Code/DLLs/game/gibs.cpp $
// $Revision:: 12 $
// $Author:: Singlis $
// $Date:: 9/26/03 2:36p $
//
// Copyright (C) 1998 by Ritual Entertainment, Inc.
// All rights reserved.
//
// This source is may not be distributed and/or modified without
// expressly written permission by Ritual Entertainment, Inc.
//
//
// DESCRIPTION:
// Gibs - nuff said
#include "_pch_cpp.h"
#include "gibs.h"
#include "decals.h"
#include "mp_manager.hpp"
Event EV_ThrowGib
(
"throwgib",
EV_DEFAULT,
"eff",
"ent velocity scale",
"Throw a gib."
);
CLASS_DECLARATION( Entity, Gib, "gib" )
{
{ &EV_ThrowGib, &Gib::Throw },
{ &EV_Touch, &Gib::Splat },
{ &EV_Stop, &Gib::Stop },
{ &EV_Damage, &Gib::Damage },
{ NULL, NULL }
};
Gib::Gib( const str &name, qboolean blood_trail, const str &bloodtrailname, const str &bloodspurtname,
const str &bloodsplatname, float bloodsplatsize, float pitch )
{
animate = new Animate( this );
setSize(Vector(0, 0, 0), Vector(0, 0, 0));
if ( name.length() )
setModel( name.c_str() );
setMoveType( MOVETYPE_GIB );
setSolidType( SOLID_BBOX );
takedamage = DAMAGE_YES;
sprayed = false;
fadesplat = true;
scale = 2.0f;
next_bleed_time = 0;
final_pitch = pitch;
if ( blood_trail )
{
// Make a blood emitter and bind it to the head
blood = new Entity( ENTITY_CREATE_FLAG_ANIMATE );
if ( bloodtrailname.length() )
blood->setModel( bloodtrailname.c_str() );
blood->setMoveType( MOVETYPE_BOUNCE );
blood->setSolidType( SOLID_NOT );
blood->bind( this );
// Save the blood spurt name
if ( bloodspurtname.length() )
blood_spurt_name = bloodspurtname;
// Save the blood splat name
if ( bloodsplatname.length() )
blood_splat_name = bloodsplatname;
blood_splat_size = bloodsplatsize;
}
else
{
blood = NULL;
}
Sound( "snd_decap", CHAN_BODY, 1.0f, 300.0f );
}
Gib::~Gib()
{
if ( blood )
blood->PostEvent( EV_Remove, 0.0f );
blood = NULL;
}
Gib::Gib()
{
animate = new Animate( this );
if ( LoadingSavegame )
{
return;
}
setSize(Vector(0, 0, 0), Vector(0, 0, 0));
setModel("gib1.def");
setMoveType( MOVETYPE_GIB );
setSolidType( SOLID_BBOX );
sprayed = 0;
fadesplat = true;
scale = 2.0f;
}
void Gib::Stop( Event * )
{
//setSolidType( SOLID_NOT );
if ( blood )
blood->PostEvent( EV_Remove, 0.0f );
blood = NULL;
}
void Gib::Splat( Event * )
{
if ( multiplayerManager.inMultiplayer() )
return;
if ( sprayed > 3 )
{
//setSolidType(SOLID_NOT);
return;
}
sprayed++;
scale -= 0.2f;
// Stop spinning / force to final pitch
avelocity = vec_zero;
if ( final_pitch != NO_FINAL_PITCH )
{
angles[PITCH] = final_pitch;
setAngles( angles );
}
SprayBlood( origin );
Sound( "snd_gibhit" );
}
void Gib::Damage( Event *ev )
{
Vector direction;
Entity *blood;
Vector dir;
if ( next_bleed_time > level.time )
return;
direction = ev->GetVector ( 5 );
// Spawn a blood spurt
if ( blood_spurt_name.length() > 0 )
{
blood = new Entity( ENTITY_CREATE_FLAG_ANIMATE );
blood->setModel( blood_spurt_name.c_str() );
dir[0] = -direction[0];
dir[1] = -direction[1];
dir[2] = -direction[2];
blood->angles = dir.toAngles();
blood->setAngles( blood->angles );
blood->setOrigin( centroid );
blood->origin.copyTo( blood->edict->s.origin2 );
blood->setSolidType( SOLID_NOT );
blood->PostEvent( EV_Remove, 1.0f );
next_bleed_time = level.time + 0.5f;
}
}
void Gib::SprayBlood( const Vector &start )
{
Vector norm;
trace_t trace;
Vector trace_end;
trace_end = velocity;
trace_end.normalize();
trace_end *= 1000.0f;
trace_end += start;
trace = G_Trace( start, vec_zero, vec_zero, trace_end, this, MASK_SOLID, false, "Gib::SprayBlood" );
if ( HitSky( &level.impact_trace ) || ( !level.impact_trace.ent ) || ( level.impact_trace.ent->solid != SOLID_BSP ) )
{
return;
}
// Do a bloodsplat
if ( blood_splat_name.length() )
{
Decal *decal = new Decal;
decal->setShader( blood_splat_name );
decal->setOrigin( Vector( trace.endpos ) + ( Vector( level.impact_trace.plane.normal ) * 0.2f ) );
decal->setDirection( level.impact_trace.plane.normal );
decal->setOrientation( "random" );
decal->setRadius( blood_splat_size + G_Random( blood_splat_size ) );
}
}
void Gib::ClipGibVelocity( void )
{
if (velocity[0] < -400.0f)
velocity[0] = -400.0f;
else if (velocity[0] > 400.0f)
velocity[0] = 400.0f;
if (velocity[1] < -400.0f)
velocity[1] = -400.0f;
else if (velocity[1] > 400.0f)
velocity[1] = 400.0f;
if (velocity[2] < 200.0f)
velocity[2] = 200.0f; // always some upwards
else if (velocity[2] > 600.0f)
velocity[2] = 600.0f;
}
void Gib::SetVelocity( float damage )
{
velocity[0] = 100.0f * crandom();
velocity[1] = 100.0f * crandom();
velocity[2] = 200.0f + 100.0f * random();
avelocity = Vector( G_Random( 600.0f ), G_Random( 600.0f ), G_Random( 600.0f ) );
if ( ( damage < -150.0f ) && ( G_Random() > 0.95f ) )
velocity *= 2.0f;
else if ( damage < -100.0f )
velocity *= 1.5f;
ClipGibVelocity();
}
void Gib::Throw( Event *ev )
{
Entity *ent;
ent = ev->GetEntity(1);
if ( !ent )
return;
setOrigin(ent->centroid);
origin.copyTo(edict->s.origin2);
SetVelocity(ev->GetFloat(2));
edict->s.scale = ev->GetFloat(3);
PostEvent( EV_FadeOut, 10.0f + G_Random( 5.0f ) );
}
void CreateGibs( Entity * ent, float damage, float scale, int num, const char * modelname )
{
Q_UNUSED(ent); Q_UNUSED(damage); Q_UNUSED(scale); Q_UNUSED(num); Q_UNUSED(modelname);
}