nuclide/src/shared/Ragdoll.qc

327 lines
12 KiB
C++

/*
* Copyright (c) 2016-2024 Vera Visions LLC.
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
void
ncRagdoll::ncRagdoll(void)
{
m_morphTime = 1.0f;
}
void
ncRagdoll::OnRemoveEntity(void)
{
skel_ragupdate(this, "cleardoll", 0);
/* decouple */
if (skeletonindex) {
skel_delete(skeletonindex);
skeletonindex = 0;
}
modelindex = 0;
SetSolid(SOLID_NOT);
SetMovetype(MOVETYPE_NONE);
ClearVelocity();
}
void
ncRagdoll::CreateRagdoll(void)
{
skeletonindex = skel_create(modelindex);
skel_build(skeletonindex, this, modelindex, 0, 0, 0, 1);
#if 0
string dollString = GetPropData(PROPINFO_DOLL);
printf("Doll file:\n");
printf(dollString);
printf("\n");
if (STRING_SET(dollString))
skel_ragupdate(this, strcat("dollstring ", dollString), 0);
else
#else
if (fileExists(strcat(modelnameforindex(modelindex), ".doll")))
skel_ragupdate(this, strcat("doll ", modelnameforindex(modelindex), ".doll"), 0);
else
#endif
skel_ragupdate(this, "doll models/rt2/human.doll", 0);
skel_ragupdate(this, "animate 0", 0);
m_morphTime = 1.0f;
}
#ifdef SERVER
void
ncRagdoll::EvaluateEntity(void)
{
EVALUATE_VECTOR(origin, 0, RDENT_CHANGED_ORIGIN_X)
EVALUATE_VECTOR(origin, 1, RDENT_CHANGED_ORIGIN_Y)
EVALUATE_VECTOR(origin, 2, RDENT_CHANGED_ORIGIN_Z)
EVALUATE_VECTOR(angles, 0, RDENT_CHANGED_ANGLES_X)
EVALUATE_VECTOR(angles, 1, RDENT_CHANGED_ANGLES_Y)
EVALUATE_VECTOR(angles, 2, RDENT_CHANGED_ANGLES_Z)
EVALUATE_FIELD(modelindex, RDENT_CHANGED_MODELINDEX)
EVALUATE_FIELD(colormap, RDENT_CHANGED_MODELINDEX)
EVALUATE_FIELD(solid, RDENT_CHANGED_SOLIDMOVETYPE)
EVALUATE_FIELD(flags, RDENT_CHANGED_FLAGS)
EVALUATE_FIELD(modelflags, RDENT_CHANGED_FLAGS)
EVALUATE_VECTOR(mins, 0, RDENT_CHANGED_SIZE)
EVALUATE_VECTOR(mins, 1, RDENT_CHANGED_SIZE)
EVALUATE_VECTOR(mins, 2, RDENT_CHANGED_SIZE)
EVALUATE_VECTOR(maxs, 0, RDENT_CHANGED_SIZE)
EVALUATE_VECTOR(maxs, 1, RDENT_CHANGED_SIZE)
EVALUATE_VECTOR(maxs, 2, RDENT_CHANGED_SIZE)
EVALUATE_FIELD(frame, RDENT_CHANGED_FRAME)
EVALUATE_FIELD(frame1time, RDENT_CHANGED_FRAME)
EVALUATE_FIELD(skin, RDENT_CHANGED_SKIN)
EVALUATE_FIELD(effects, RDENT_CHANGED_EFFECTS)
EVALUATE_FIELD(m_iBody, RDENT_CHANGED_BODY)
EVALUATE_FIELD(scale, RDENT_CHANGED_SCALE)
EVALUATE_VECTOR(m_vecAxialScale, 0, RDENT_CHANGED_SCALE)
EVALUATE_VECTOR(m_vecAxialScale, 1, RDENT_CHANGED_SCALE)
EVALUATE_VECTOR(m_vecAxialScale, 2, RDENT_CHANGED_SCALE)
EVALUATE_VECTOR(velocity, 0, RDENT_CHANGED_VELOCITY)
EVALUATE_VECTOR(velocity, 1, RDENT_CHANGED_VELOCITY)
EVALUATE_VECTOR(velocity, 2, RDENT_CHANGED_VELOCITY)
EVALUATE_VECTOR(avelocity, 0, RDENT_CHANGED_ANGULARVELOCITY)
EVALUATE_VECTOR(avelocity, 1, RDENT_CHANGED_ANGULARVELOCITY)
EVALUATE_VECTOR(avelocity, 2, RDENT_CHANGED_ANGULARVELOCITY)
EVALUATE_FIELD(m_iRenderMode, RDENT_CHANGED_RENDERMODE)
EVALUATE_FIELD(m_iRenderFX, RDENT_CHANGED_RENDERMODE)
EVALUATE_VECTOR(m_vecRenderColor, 0, RDENT_CHANGED_RENDERCOLOR)
EVALUATE_VECTOR(m_vecRenderColor, 1, RDENT_CHANGED_RENDERCOLOR)
EVALUATE_VECTOR(m_vecRenderColor, 2, RDENT_CHANGED_RENDERCOLOR)
EVALUATE_VECTOR(glowmod, 0, RDENT_CHANGED_RENDERCOLOR)
EVALUATE_VECTOR(glowmod, 1, RDENT_CHANGED_RENDERCOLOR)
EVALUATE_VECTOR(glowmod, 2, RDENT_CHANGED_RENDERCOLOR)
EVALUATE_FIELD(m_flRenderAmt, RDENT_CHANGED_RENDERAMT)
EVALUATE_FIELD(m_flBoneControl1, RDENT_CHANGED_CONTROLLER)
EVALUATE_FIELD(m_flBoneControl2, RDENT_CHANGED_CONTROLLER)
EVALUATE_FIELD(m_flBoneControl3, RDENT_CHANGED_CONTROLLER)
EVALUATE_FIELD(m_flBoneControl4, RDENT_CHANGED_CONTROLLER)
EVALUATE_FIELD(m_flBoneControl5, RDENT_CHANGED_CONTROLLER)
}
/* Make sure StartFrame calls this */
float
ncRagdoll::SendEntity(entity ePEnt, float flChanged)
{
if (!modelindex && solid == SOLID_NOT)
return (0);
WriteByte(MSG_ENTITY, ENT_RAGDOLL);
/* optimisation */
{
/* we'll never network these if we aren't moving. */
if (movetype == MOVETYPE_NONE) {
flChanged &= ~RDENT_CHANGED_VELOCITY;
flChanged &= ~RDENT_CHANGED_ANGULARVELOCITY;
}
/* no rendermode means no extra fields */
if (m_iRenderMode == RM_NORMAL && m_iRenderFX == RFX_NORMAL) {
flChanged &= ~RDENT_CHANGED_RENDERMODE;
//flChanged &= ~RDENT_CHANGED_RENDERCOLOR; /* glowmod needs this */
flChanged &= ~RDENT_CHANGED_RENDERAMT;
}
if (m_bIsBrush == true) {
flChanged &= ~RDENT_CHANGED_FLAGS;
flChanged &= ~RDENT_CHANGED_BODY;
flChanged &= ~RDENT_CHANGED_SCALE;
flChanged &= ~RDENT_CHANGED_CONTROLLER;
}
}
/* broadcast how much data is expected to be read */
WriteFloat(MSG_ENTITY, flChanged);
SENDENTITY_COORD(origin[0], RDENT_CHANGED_ORIGIN_X)
SENDENTITY_COORD(origin[1], RDENT_CHANGED_ORIGIN_Y)
SENDENTITY_COORD(origin[2], RDENT_CHANGED_ORIGIN_Z)
SENDENTITY_ANGLE(angles[0], RDENT_CHANGED_ANGLES_X)
SENDENTITY_ANGLE(angles[1], RDENT_CHANGED_ANGLES_Y)
SENDENTITY_ANGLE(angles[2], RDENT_CHANGED_ANGLES_Z)
SENDENTITY_SHORT(modelindex, RDENT_CHANGED_MODELINDEX)
SENDENTITY_BYTE(colormap, RDENT_CHANGED_MODELINDEX)
SENDENTITY_BYTE(solid, RDENT_CHANGED_SOLIDMOVETYPE)
SENDENTITY_INT(flags, RDENT_CHANGED_FLAGS)
SENDENTITY_INT(modelflags, RDENT_CHANGED_FLAGS)
SENDENTITY_COORD(mins[0], RDENT_CHANGED_SIZE)
SENDENTITY_COORD(mins[1], RDENT_CHANGED_SIZE)
SENDENTITY_COORD(mins[2], RDENT_CHANGED_SIZE)
SENDENTITY_COORD(maxs[0], RDENT_CHANGED_SIZE)
SENDENTITY_COORD(maxs[1], RDENT_CHANGED_SIZE)
SENDENTITY_COORD(maxs[2], RDENT_CHANGED_SIZE)
SENDENTITY_FLOAT(frame, RDENT_CHANGED_FRAME)
SENDENTITY_FLOAT(frame1time, RDENT_CHANGED_FRAME)
SENDENTITY_FLOAT(skin, RDENT_CHANGED_SKIN)
SENDENTITY_FLOAT(effects, RDENT_CHANGED_EFFECTS)
SENDENTITY_SHORT(m_iBody, RDENT_CHANGED_BODY)
SENDENTITY_FLOAT(scale, RDENT_CHANGED_SCALE)
SENDENTITY_FLOAT(m_vecAxialScale[0], RDENT_CHANGED_SCALE)
SENDENTITY_FLOAT(m_vecAxialScale[1], RDENT_CHANGED_SCALE)
SENDENTITY_FLOAT(m_vecAxialScale[2], RDENT_CHANGED_SCALE)
SENDENTITY_COORD(velocity[0], RDENT_CHANGED_VELOCITY)
SENDENTITY_COORD(velocity[1], RDENT_CHANGED_VELOCITY)
SENDENTITY_COORD(velocity[2], RDENT_CHANGED_VELOCITY)
SENDENTITY_COORD(avelocity[0], RDENT_CHANGED_ANGULARVELOCITY)
SENDENTITY_COORD(avelocity[1], RDENT_CHANGED_ANGULARVELOCITY)
SENDENTITY_COORD(avelocity[2], RDENT_CHANGED_ANGULARVELOCITY)
SENDENTITY_BYTE(m_iRenderMode, RDENT_CHANGED_RENDERMODE)
SENDENTITY_BYTE(m_iRenderFX, RDENT_CHANGED_RENDERMODE)
SENDENTITY_COLOR(m_vecRenderColor[0], RDENT_CHANGED_RENDERCOLOR)
SENDENTITY_COLOR(m_vecRenderColor[1], RDENT_CHANGED_RENDERCOLOR)
SENDENTITY_COLOR(m_vecRenderColor[2], RDENT_CHANGED_RENDERCOLOR)
/* these need more precision for shader hacks... */
SENDENTITY_FLOAT(glowmod[0], RDENT_CHANGED_RENDERCOLOR)
SENDENTITY_FLOAT(glowmod[1], RDENT_CHANGED_RENDERCOLOR)
SENDENTITY_FLOAT(glowmod[2], RDENT_CHANGED_RENDERCOLOR)
SENDENTITY_ANGLE(m_flRenderAmt, RDENT_CHANGED_RENDERAMT)
SENDENTITY_ANGLE(m_flBoneControl1, RDENT_CHANGED_CONTROLLER)
SENDENTITY_ANGLE(m_flBoneControl2, RDENT_CHANGED_CONTROLLER)
SENDENTITY_ANGLE(m_flBoneControl3, RDENT_CHANGED_CONTROLLER)
SENDENTITY_ANGLE(m_flBoneControl4, RDENT_CHANGED_CONTROLLER)
SENDENTITY_ANGLE(m_flBoneControl5, RDENT_CHANGED_CONTROLLER)
return (1);
}
#else
/*
============
ncRagdoll::ReceiveEntity
============
*/
void
ncRagdoll::ReceiveEntity(float flNew, float flChanged)
{
vector oldVelocity = velocity;
READENTITY_COORD(origin[0], RDENT_CHANGED_ORIGIN_X)
READENTITY_COORD(origin[1], RDENT_CHANGED_ORIGIN_Y)
READENTITY_COORD(origin[2], RDENT_CHANGED_ORIGIN_Z)
READENTITY_ANGLE(angles[0], RDENT_CHANGED_ANGLES_X)
READENTITY_ANGLE(angles[1], RDENT_CHANGED_ANGLES_Y)
READENTITY_ANGLE(angles[2], RDENT_CHANGED_ANGLES_Z)
READENTITY_SHORT(modelindex, RDENT_CHANGED_MODELINDEX)
READENTITY_BYTE(colormap, RDENT_CHANGED_MODELINDEX)
READENTITY_BYTE(solid, RDENT_CHANGED_SOLIDMOVETYPE)
READENTITY_INT(flags, RDENT_CHANGED_FLAGS)
READENTITY_INT(modelflags, RDENT_CHANGED_FLAGS)
READENTITY_COORD(mins[0], RDENT_CHANGED_SIZE)
READENTITY_COORD(mins[1], RDENT_CHANGED_SIZE)
READENTITY_COORD(mins[2], RDENT_CHANGED_SIZE)
READENTITY_COORD(maxs[0], RDENT_CHANGED_SIZE)
READENTITY_COORD(maxs[1], RDENT_CHANGED_SIZE)
READENTITY_COORD(maxs[2], RDENT_CHANGED_SIZE)
READENTITY_FLOAT(frame, RDENT_CHANGED_FRAME)
READENTITY_FLOAT(frame1time, RDENT_CHANGED_FRAME)
READENTITY_FLOAT(skin, RDENT_CHANGED_SKIN)
READENTITY_FLOAT(effects, RDENT_CHANGED_EFFECTS)
READENTITY_SHORT(m_iBody, RDENT_CHANGED_BODY)
READENTITY_FLOAT(scale, RDENT_CHANGED_SCALE)
READENTITY_FLOAT(m_vecAxialScale[0], RDENT_CHANGED_SCALE)
READENTITY_FLOAT(m_vecAxialScale[1], RDENT_CHANGED_SCALE)
READENTITY_FLOAT(m_vecAxialScale[2], RDENT_CHANGED_SCALE)
READENTITY_COORD(velocity[0], RDENT_CHANGED_VELOCITY)
READENTITY_COORD(velocity[1], RDENT_CHANGED_VELOCITY)
READENTITY_COORD(velocity[2], RDENT_CHANGED_VELOCITY)
READENTITY_COORD(avelocity[0], RDENT_CHANGED_ANGULARVELOCITY)
READENTITY_COORD(avelocity[1], RDENT_CHANGED_ANGULARVELOCITY)
READENTITY_COORD(avelocity[2], RDENT_CHANGED_ANGULARVELOCITY)
READENTITY_BYTE(m_iRenderMode, RDENT_CHANGED_RENDERMODE)
READENTITY_BYTE(m_iRenderFX, RDENT_CHANGED_RENDERMODE)
READENTITY_COLOR(m_vecRenderColor[0], RDENT_CHANGED_RENDERCOLOR)
READENTITY_COLOR(m_vecRenderColor[1], RDENT_CHANGED_RENDERCOLOR)
READENTITY_COLOR(m_vecRenderColor[2], RDENT_CHANGED_RENDERCOLOR)
/* these need more precision for shader hacks... */
READENTITY_FLOAT(glowmod[0], RDENT_CHANGED_RENDERCOLOR)
READENTITY_FLOAT(glowmod[1], RDENT_CHANGED_RENDERCOLOR)
READENTITY_FLOAT(glowmod[2], RDENT_CHANGED_RENDERCOLOR)
READENTITY_ANGLE(m_flRenderAmt, RDENT_CHANGED_RENDERAMT)
READENTITY_ANGLE(m_flBoneControl1, RDENT_CHANGED_CONTROLLER)
READENTITY_ANGLE(m_flBoneControl2, RDENT_CHANGED_CONTROLLER)
READENTITY_ANGLE(m_flBoneControl3, RDENT_CHANGED_CONTROLLER)
READENTITY_ANGLE(m_flBoneControl4, RDENT_CHANGED_CONTROLLER)
READENTITY_ANGLE(m_flBoneControl5, RDENT_CHANGED_CONTROLLER)
movetype = MOVETYPE_PHYSICS;
if (flNew == false) {
velocity = oldVelocity;
}
if (!skeletonindex && modelindex) {
CreateRagdoll();
}
if (scale == 0.0)
scale = 1.0f;
if (flChanged & RDENT_CHANGED_SIZE)
setsize(this, mins * scale, maxs * scale);
if (flChanged & RDENT_CHANGED_BODY)
_UpdateGeomset();
if (flChanged & RDENT_CHANGED_MODELINDEX)
_UpdateBoneCount();
}
float
ncRagdoll::predraw(void)
{
if (!modelindex || !skeletonindex) {
return (PREDRAW_NEXT);
}
frame1time += frametime;
frame2time += frametime;
lerpfrac = 0.0;
skel_build(this.skeletonindex, this, this.modelindex, 0, 0, 0, 1);
skel_ragupdate(this, "", m_morphTime);
addentity(this);
m_morphTime -= frametime * 0.25f;
if (m_morphTime < 0.0f)
m_morphTime = 0.0f;
if (frame1time >= 10.0f) {
OnRemoveEntity();
}
return (PREDRAW_NEXT);
}
void
ncRagdoll_Create(string modelFile)
{
ncRagdoll rag = spawn(ncRagdoll);
rag.Spawn();
rag.SetMovetype(MOVETYPE_PHYSICS);
rag.drawmask = MASK_ENGINE;
rag.SetSolid(SOLID_CORPSE);
rag.SetOrigin(g_view.GetCameraOrigin());
if (STRING_SET(modelFile))
rag.SetModel(modelFile);
else
rag.SetModel("models/police.mdl");
//rag.m_iPropData = PropData_ForModel(rag.model);
rag.CreateRagdoll();
}
#endif