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- /*
- ===========================================================================
- Doom 3 BFG Edition GPL Source Code
- Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
- Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation, either version 3 of the License, or
- (at your option) any later version.
- Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
- If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
- ===========================================================================
- */
-
- #include "../idlib/precompiled.h"
- #pragma hdrstop
- #include "Game_local.h"
- /*
- ===============================================================================
- idProjectile
- ===============================================================================
- */
- idCVar g_projectileDebug( "g_projectileDebug", "0", CVAR_BOOL, "Debug projectiles" );
- // This is used in MP to simulate frames to catchup a projectile's state. Similiar to how players work much lighter weight.
- // This is used in MP to simulate frames to catchup a projectile's state. Similiar to how players work much lighter weight.
- idArray< idProjectile::simulatedProjectile_t, idProjectile::MAX_SIMULATED_PROJECTILES > idProjectile::projectilesToSimulate;
- static const int BFG_DAMAGE_FREQUENCY = 333;
- static const float BOUNCE_SOUND_MIN_VELOCITY = 200.0f;
- static const float BOUNCE_SOUND_MAX_VELOCITY = 400.0f;
- const idEventDef EV_Explode( "<explode>", NULL );
- const idEventDef EV_Fizzle( "<fizzle>", NULL );
- const idEventDef EV_RadiusDamage( "<radiusdmg>", "e" );
- const idEventDef EV_GetProjectileState( "getProjectileState", NULL, 'd' );
- const idEventDef EV_CreateProjectile( "projectileCreateProjectile", "evv" );
- const idEventDef EV_LaunchProjectile( "projectileLaunchProjectile", "vvv" );
- const idEventDef EV_SetGravity( "setGravity", "f" );
- CLASS_DECLARATION( idEntity, idProjectile )
- EVENT( EV_Explode, idProjectile::Event_Explode )
- EVENT( EV_Fizzle, idProjectile::Event_Fizzle )
- EVENT( EV_Touch, idProjectile::Event_Touch )
- EVENT( EV_RadiusDamage, idProjectile::Event_RadiusDamage )
- EVENT( EV_GetProjectileState, idProjectile::Event_GetProjectileState )
- EVENT( EV_CreateProjectile, idProjectile::Event_CreateProjectile )
- EVENT( EV_LaunchProjectile, idProjectile::Event_LaunchProjectile )
- EVENT( EV_SetGravity, idProjectile::Event_SetGravity )
- END_CLASS
- /*
- ================
- idProjectile::idProjectile
- ================
- */
- idProjectile::idProjectile() :
- launchOrigin( 0.0f ),
- launchAxis( mat3_identity ) {
- owner = NULL;
- lightDefHandle = -1;
- thrust = 0.0f;
- thrust_end = 0;
- smokeFly = NULL;
- smokeFlyTime = 0;
- state = SPAWNED;
- lightOffset = vec3_zero;
- lightStartTime = 0;
- lightEndTime = 0;
- lightColor = vec3_zero;
- damagePower = 1.0f;
- launchedFromGrabber = false;
- mTouchTriggers = false;
- mNoExplodeDisappear = false;
- memset( &projectileFlags, 0, sizeof( projectileFlags ) );
- memset( &renderLight, 0, sizeof( renderLight ) );
- // note: for net_instanthit projectiles, we will force this back to false at spawn time
- fl.networkSync = true;
- }
- /*
- ================
- idProjectile::Spawn
- ================
- */
- void idProjectile::Spawn() {
- physicsObj.SetSelf( this );
- physicsObj.SetClipModel( new (TAG_PHYSICS_CLIP_ENTITY) idClipModel( GetPhysics()->GetClipModel() ), 1.0f );
- physicsObj.SetContents( 0 );
- physicsObj.SetClipMask( 0 );
- physicsObj.PutToRest();
- SetPhysics( &physicsObj );
- mNoExplodeDisappear = spawnArgs.GetBool( "no_explode_disappear", mNoExplodeDisappear );
- mTouchTriggers = spawnArgs.GetBool( "touch_triggers", mTouchTriggers );
- }
- /*
- ================
- idProjectile::Save
- ================
- */
- void idProjectile::Save( idSaveGame *savefile ) const {
- owner.Save( savefile );
- projectileFlags_s flags = projectileFlags;
- LittleBitField( &flags, sizeof( flags ) );
- savefile->Write( &flags, sizeof( flags ) );
- savefile->WriteFloat( thrust );
- savefile->WriteInt( thrust_end );
- savefile->WriteRenderLight( renderLight );
- savefile->WriteInt( (int)lightDefHandle );
- savefile->WriteVec3( lightOffset );
- savefile->WriteInt( lightStartTime );
- savefile->WriteInt( lightEndTime );
- savefile->WriteVec3( lightColor );
- savefile->WriteParticle( smokeFly );
- savefile->WriteInt( smokeFlyTime );
- savefile->WriteInt( originalTimeGroup );
- savefile->WriteInt( (int)state );
- savefile->WriteFloat( damagePower );
- savefile->WriteStaticObject( physicsObj );
- savefile->WriteStaticObject( thruster );
- }
- /*
- ================
- idProjectile::Restore
- ================
- */
- void idProjectile::Restore( idRestoreGame *savefile ) {
- owner.Restore( savefile );
- savefile->Read( &projectileFlags, sizeof( projectileFlags ) );
- LittleBitField( &projectileFlags, sizeof( projectileFlags ) );
- savefile->ReadFloat( thrust );
- savefile->ReadInt( thrust_end );
- savefile->ReadRenderLight( renderLight );
- savefile->ReadInt( (int &)lightDefHandle );
- savefile->ReadVec3( lightOffset );
- savefile->ReadInt( lightStartTime );
- savefile->ReadInt( lightEndTime );
- savefile->ReadVec3( lightColor );
- savefile->ReadParticle( smokeFly );
- savefile->ReadInt( smokeFlyTime );
- savefile->ReadInt( originalTimeGroup );
- savefile->ReadInt( (int &)state );
- savefile->ReadFloat( damagePower );
- savefile->ReadStaticObject( physicsObj );
- RestorePhysics( &physicsObj );
- savefile->ReadStaticObject( thruster );
- thruster.SetPhysics( &physicsObj );
- if ( smokeFly != NULL ) {
- idVec3 dir;
- dir = physicsObj.GetLinearVelocity();
- dir.NormalizeFast();
- gameLocal.smokeParticles->EmitSmoke( smokeFly, gameLocal.time, gameLocal.random.RandomFloat(), GetPhysics()->GetOrigin(), GetPhysics()->GetAxis(), timeGroup /*_D3XP*/ );
- }
- if ( lightDefHandle >= 0 ) {
- lightDefHandle = gameRenderWorld->AddLightDef( &renderLight );
- }
- }
- /*
- ================
- idProjectile::GetOwner
- ================
- */
- idEntity *idProjectile::GetOwner() const {
- return owner.GetEntity();
- }
- /*
- ================
- idProjectile::Create
- ================
- */
- void idProjectile::Create( idEntity *owner, const idVec3 &start, const idVec3 &dir ) {
- idDict args;
- idStr shaderName;
- idVec3 light_color;
- idVec3 light_offset;
- idVec3 tmp;
- idMat3 axis;
- Unbind();
- // align z-axis of model with the direction
- axis = dir.ToMat3();
- tmp = axis[2];
- axis[2] = axis[0];
- axis[0] = -tmp;
- physicsObj.SetOrigin( start );
- physicsObj.SetAxis( axis );
- physicsObj.GetClipModel()->SetOwner( owner );
- this->owner = owner;
- memset( &renderLight, 0, sizeof( renderLight ) );
- shaderName = spawnArgs.GetString( "mtr_light_shader" );
- if ( *(const char *)shaderName ) {
- renderLight.shader = declManager->FindMaterial( shaderName, false );
- renderLight.pointLight = true;
- renderLight.lightRadius[0] =
- renderLight.lightRadius[1] =
- renderLight.lightRadius[2] = spawnArgs.GetFloat( "light_radius" );
- #ifdef ID_PC
- renderLight.lightRadius *= 1.5f;
- renderLight.forceShadows = true;
- #endif
- spawnArgs.GetVector( "light_color", "1 1 1", light_color );
- renderLight.shaderParms[0] = light_color[0];
- renderLight.shaderParms[1] = light_color[1];
- renderLight.shaderParms[2] = light_color[2];
- renderLight.shaderParms[3] = 1.0f;
- }
- spawnArgs.GetVector( "light_offset", "0 0 0", lightOffset );
- lightStartTime = 0;
- lightEndTime = 0;
- smokeFlyTime = 0;
- damagePower = 1.0f;
- if(spawnArgs.GetBool("reset_time_offset", "0")) {
- renderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( gameLocal.time );
- }
- UpdateVisuals();
- state = CREATED;
- }
- /*
- =================
- idProjectile::~idProjectile
- =================
- */
- idProjectile::~idProjectile() {
- StopSound( SND_CHANNEL_ANY, false );
- FreeLightDef();
- }
- /*
- =================
- idProjectile::FreeLightDef
- =================
- */
- void idProjectile::FreeLightDef() {
- if ( lightDefHandle != -1 ) {
- gameRenderWorld->FreeLightDef( lightDefHandle );
- lightDefHandle = -1;
- }
- }
- /*
- =================
- idProjectile::Launch
- =================
- */
- void idProjectile::Launch( const idVec3 &start, const idVec3 &dir, const idVec3 &pushVelocity, const float timeSinceFire, const float launchPower, const float dmgPower ) {
- float fuse;
- float startthrust;
- float endthrust;
- idVec3 velocity;
- idAngles angular_velocity;
- float linear_friction;
- float angular_friction;
- float contact_friction;
- float bounce;
- float mass;
- float speed;
- float gravity;
- idVec3 gravVec;
- idVec3 tmp;
- idMat3 axis;
- int thrust_start;
- int contents;
- int clipMask;
- // allow characters to throw projectiles during cinematics, but not the player
- if ( owner.GetEntity() && !owner.GetEntity()->IsType( idPlayer::Type ) ) {
- cinematic = owner.GetEntity()->cinematic;
- } else {
- cinematic = false;
- }
- thrust = spawnArgs.GetFloat( "thrust" );
- startthrust = spawnArgs.GetFloat( "thrust_start" );
- endthrust = spawnArgs.GetFloat( "thrust_end" );
- spawnArgs.GetVector( "velocity", "0 0 0", velocity );
-
- speed = velocity.Length() * launchPower;
- damagePower = dmgPower;
- spawnArgs.GetAngles( "angular_velocity", "0 0 0", angular_velocity );
- linear_friction = spawnArgs.GetFloat( "linear_friction" );
- angular_friction = spawnArgs.GetFloat( "angular_friction" );
- contact_friction = spawnArgs.GetFloat( "contact_friction" );
- bounce = spawnArgs.GetFloat( "bounce" );
- mass = spawnArgs.GetFloat( "mass" );
- gravity = spawnArgs.GetFloat( "gravity" );
- fuse = spawnArgs.GetFloat( "fuse" );
- projectileFlags.detonate_on_world = spawnArgs.GetBool( "detonate_on_world" );
- projectileFlags.detonate_on_actor = spawnArgs.GetBool( "detonate_on_actor" );
- projectileFlags.randomShaderSpin = spawnArgs.GetBool( "random_shader_spin" );
- if ( mass <= 0 ) {
- gameLocal.Error( "Invalid mass on '%s'\n", GetEntityDefName() );
- }
- thrust *= mass;
- thrust_start = SEC2MS( startthrust ) + gameLocal.time;
- thrust_end = SEC2MS( endthrust ) + gameLocal.time;
- lightStartTime = 0;
- lightEndTime = 0;
- if ( health ) {
- fl.takedamage = true;
- }
- gravVec = gameLocal.GetGravity();
- gravVec.NormalizeFast();
- Unbind();
- // align z-axis of model with the direction
- axis = dir.ToMat3();
- tmp = axis[2];
- axis[2] = axis[0];
- axis[0] = -tmp;
- contents = 0;
- clipMask = MASK_SHOT_RENDERMODEL;
- if ( spawnArgs.GetBool( "detonate_on_trigger" ) ) {
- contents |= CONTENTS_TRIGGER;
- }
- if ( !spawnArgs.GetBool( "no_contents" ) ) {
- contents |= CONTENTS_PROJECTILE;
- clipMask |= CONTENTS_PROJECTILE;
- }
- if ( !idStr::Cmp( this->GetEntityDefName(), "projectile_helltime_killer" ) ) {
- contents = CONTENTS_MOVEABLECLIP;
- clipMask = CONTENTS_MOVEABLECLIP;
- fuse = 10.0f;
- }
- // don't do tracers on client, we don't know origin and direction
- if ( spawnArgs.GetBool( "tracers" ) && gameLocal.random.RandomFloat() > 0.5f ) {
- SetModel( spawnArgs.GetString( "model_tracer" ) );
- projectileFlags.isTracer = true;
- }
- physicsObj.SetMass( mass );
- physicsObj.SetFriction( linear_friction, angular_friction, contact_friction );
- if ( contact_friction == 0.0f ) {
- physicsObj.NoContact();
- }
- physicsObj.SetBouncyness( bounce );
- physicsObj.SetGravity( gravVec * gravity );
- physicsObj.SetContents( contents );
- physicsObj.SetClipMask( clipMask );
- physicsObj.SetLinearVelocity( axis[ 2 ] * speed + pushVelocity );
- physicsObj.SetAngularVelocity( angular_velocity.ToAngularVelocity() * axis );
- physicsObj.SetOrigin( start );
- physicsObj.SetAxis( axis );
- launchOrigin = start;
- launchAxis = axis;
- thruster.SetPosition( &physicsObj, 0, idVec3( GetPhysics()->GetBounds()[ 0 ].x, 0, 0 ) );
- if ( !common->IsClient() || fl.skipReplication ) {
- if ( fuse <= 0 ) {
- // run physics for 1 second
- RunPhysics();
- PostEventMS( &EV_Remove, spawnArgs.GetInt( "remove_time", "1500" ) );
- } else if ( spawnArgs.GetBool( "detonate_on_fuse" ) ) {
- fuse -= timeSinceFire;
- if ( fuse < 0.0f ) {
- fuse = 0.0f;
- }
- PostEventSec( &EV_Explode, fuse );
- } else {
- fuse -= timeSinceFire;
- if ( fuse < 0.0f ) {
- fuse = 0.0f;
- }
- PostEventSec( &EV_Fizzle, fuse );
- }
- }
- if ( projectileFlags.isTracer ) {
- StartSound( "snd_tracer", SND_CHANNEL_BODY, 0, false, NULL );
- } else {
- StartSound( "snd_fly", SND_CHANNEL_BODY, 0, false, NULL );
- }
- smokeFlyTime = 0;
- const char *smokeName = spawnArgs.GetString( "smoke_fly" );
- if ( *smokeName != '\0' ) {
- smokeFly = static_cast<const idDeclParticle *>( declManager->FindType( DECL_PARTICLE, smokeName ) );
- smokeFlyTime = gameLocal.time;
- }
- originalTimeGroup = timeGroup;
- // used for the plasma bolts but may have other uses as well
- if ( projectileFlags.randomShaderSpin ) {
- float f = gameLocal.random.RandomFloat();
- f *= 0.5f;
- renderEntity.shaderParms[SHADERPARM_DIVERSITY] = f;
- }
- UpdateVisuals();
- state = LAUNCHED;
- }
- /*
- ================
- idProjectile::Think
- ================
- */
- void idProjectile::Think() {
- if ( thinkFlags & TH_THINK ) {
- if ( thrust && ( gameLocal.time < thrust_end ) ) {
- // evaluate force
- thruster.SetForce( GetPhysics()->GetAxis()[ 0 ] * thrust );
- thruster.Evaluate( gameLocal.time );
- }
- }
- if ( mTouchTriggers ) {
- TouchTriggers();
- }
-
- // if the projectile owner is a player
- if ( owner.GetEntity() && owner.GetEntity()->IsType( idPlayer::Type ) ) {
- idPlayer *player = static_cast<idPlayer *>( owner.GetEntity() );
-
- // Remove any projectiles spectators threw.
- if( player != NULL && player->spectating ) {
- PostEventMS( &EV_Remove, 0 );
- }
- }
- // run physics
- RunPhysics();
- DecayOriginAndAxisDelta();
- Present();
- AddParticlesAndLight();
- }
- /*
- =================
- idProjectile::AddParticlesAndLight
- =================
- */
- void idProjectile::AddParticlesAndLight() {
- // add the particles
- if ( smokeFly != NULL && smokeFlyTime && !IsHidden() ) {
- idVec3 dir = -GetPhysics()->GetLinearVelocity();
- dir.Normalize();
- SetTimeState ts(originalTimeGroup);
- if ( !gameLocal.smokeParticles->EmitSmoke( smokeFly, smokeFlyTime, gameLocal.random.RandomFloat(), GetPhysics()->GetOrigin(), dir.ToMat3(), timeGroup /*_D3XP*/ ) ) {
- smokeFlyTime = gameLocal.time;
- }
- }
- // add the light
- if ( renderLight.lightRadius.x > 0.0f && g_projectileLights.GetBool() ) {
- renderLight.origin = GetPhysics()->GetOrigin() + GetPhysics()->GetAxis() * lightOffset;
- renderLight.axis = GetPhysics()->GetAxis();
- if ( ( lightDefHandle != -1 ) ) {
- if ( lightEndTime > 0 && gameLocal.time <= lightEndTime ) {
- idVec3 color( 0, 0, 0 );
- if ( gameLocal.time < lightEndTime ) {
- float frac = ( float )( gameLocal.time - lightStartTime ) / ( float )( lightEndTime - lightStartTime );
- color.Lerp( lightColor, color, frac );
- }
- renderLight.shaderParms[SHADERPARM_RED] = color.x;
- renderLight.shaderParms[SHADERPARM_GREEN] = color.y;
- renderLight.shaderParms[SHADERPARM_BLUE] = color.z;
- }
- gameRenderWorld->UpdateLightDef( lightDefHandle, &renderLight );
- } else {
- lightDefHandle = gameRenderWorld->AddLightDef( &renderLight );
- }
- }
- }
- /*
- =================
- idProjectile::Collide
- =================
- */
- bool idProjectile::Collide( const trace_t &collision, const idVec3 &velocity ) {
- idEntity *ent;
- idEntity *ignore;
- const char *damageDefName;
- idVec3 dir;
- float push;
- float damageScale;
- if ( state == EXPLODED || state == FIZZLED ) {
- return true;
- }
-
- const bool isHitscan = spawnArgs.GetBool( "net_instanthit" );
- // hanlde slow projectiles here.
- if ( common->IsClient() && !isHitscan ) {
- // This is a replicated slow projectile, predict the explosion.
- if ( ClientPredictionCollide( this, spawnArgs, collision, velocity, !isHitscan ) ) {
- Explode( collision, NULL );
- return true;
- }
- }
- // remove projectile when a 'noimpact' surface is hit
- if ( ( collision.c.material != NULL ) && ( collision.c.material->GetSurfaceFlags() & SURF_NOIMPACT ) ) {
- PostEventMS( &EV_Remove, 0 );
- common->DPrintf( "Projectile collision no impact\n" );
- return true;
- }
- // get the entity the projectile collided with
- ent = gameLocal.entities[ collision.c.entityNum ];
- if ( ent == owner.GetEntity() ) {
- assert( 0 );
- return true;
- }
- // just get rid of the projectile when it hits a player in noclip
- if ( ent->IsType( idPlayer::Type ) && static_cast<idPlayer *>( ent )->noclip ) {
- PostEventMS( &EV_Remove, 0 );
- return true;
- }
- // direction of projectile
- dir = velocity;
- dir.Normalize();
- // projectiles can apply an additional impulse next to the rigid body physics impulse
- if ( spawnArgs.GetFloat( "push", "0", push ) && push > 0.0f ) {
- if ( !common->IsClient() ) {
- ent->ApplyImpulse( this, collision.c.id, collision.c.point, push * dir );
- }
- }
- // MP: projectiles open doors
- if ( common->IsMultiplayer() && ent->IsType( idDoor::Type ) && !static_cast< idDoor * >(ent)->IsOpen() && !ent->spawnArgs.GetBool( "no_touch" ) ) {
- if ( !common->IsClient() ) {
- ent->ProcessEvent( &EV_Activate , this );
- }
- }
- if ( ent->IsType( idActor::Type ) || ( ent->IsType( idAFAttachment::Type ) && static_cast<const idAFAttachment*>(ent)->GetBody()->IsType( idActor::Type ) ) ) {
- if ( !projectileFlags.detonate_on_actor ) {
- return false;
- }
- } else {
- if ( !projectileFlags.detonate_on_world ) {
- if ( !StartSound( "snd_ricochet", SND_CHANNEL_ITEM, 0, true, NULL ) ) {
- float len = velocity.Length();
- if ( len > BOUNCE_SOUND_MIN_VELOCITY ) {
- SetSoundVolume( len > BOUNCE_SOUND_MAX_VELOCITY ? 1.0f : idMath::Sqrt( len - BOUNCE_SOUND_MIN_VELOCITY ) * ( 1.0f / idMath::Sqrt( BOUNCE_SOUND_MAX_VELOCITY - BOUNCE_SOUND_MIN_VELOCITY ) ) );
- StartSound( "snd_bounce", SND_CHANNEL_ANY, 0, true, NULL );
- }
- }
- return false;
- }
- }
- SetOrigin( collision.endpos );
- SetAxis( collision.endAxis );
- // To see the explosion on the collision surface instead of
- // at the muzzle, clear the deltas.
- CreateDeltasFromOldOriginAndAxis( GetPhysics()->GetOrigin(), GetPhysics()->GetAxis() );
- // unlink the clip model because we no longer need it
- GetPhysics()->UnlinkClip();
- damageDefName = spawnArgs.GetString( "def_damage" );
- ignore = NULL;
- // if the projectile causes a damage effect
- if ( spawnArgs.GetBool( "impact_damage_effect" ) ) {
- // if the hit entity has a special damage effect
- if ( ent->spawnArgs.GetBool( "bleed" ) ) {
- ent->AddDamageEffect( collision, velocity, damageDefName );
- } else {
- AddDefaultDamageEffect( collision, velocity );
- }
- }
- // if the hit entity takes damage
- if ( ent->fl.takedamage ) {
- if ( damagePower ) {
- damageScale = damagePower;
- } else {
- damageScale = 1.0f;
- }
- // if the projectile owner is a player
- if ( owner.GetEntity() && owner.GetEntity()->IsType( idPlayer::Type ) ) {
- // if the projectile hit an actor
- if ( ent->IsType( idActor::Type ) ) {
- idPlayer *player = static_cast<idPlayer *>( owner.GetEntity() );
- player->AddProjectileHits( 1 );
- damageScale *= player->PowerUpModifier( PROJECTILE_DAMAGE );
- }
- }
- if ( damageDefName[0] != '\0' ) {
- bool killedByImpact = true;
- if( ent->health <= 0 ) {
- killedByImpact = false;
- }
- // Only handle the server's own attacks here. Attacks by other players on the server occur through
- // reliable messages.
- if ( !common->IsMultiplayer() || common->IsClient() || ( common->IsServer() && owner.GetEntityNum() == gameLocal.GetLocalClientNum() ) || ( common->IsServer() && !isHitscan ) ) {
- ent->Damage( this, owner.GetEntity(), dir, damageDefName, damageScale, CLIPMODEL_ID_TO_JOINT_HANDLE( collision.c.id ) );
- } else {
- if( ent->IsType( idPlayer::Type ) == false && common->IsServer() ) {
- ent->Damage( this, owner.GetEntity(), dir, damageDefName, damageScale, CLIPMODEL_ID_TO_JOINT_HANDLE( collision.c.id ) );
- }
- }
- // Check if we are hitting an actor. and see if we killed him.
- if( !common->IsClient() && ent->health <= 0 && killedByImpact ) {
- if ( owner.GetEntity() && owner.GetEntity()->IsType( idPlayer::Type ) ) {
- if ( ent->IsType( idActor::Type ) && ent != owner.GetEntity() ) {
- idPlayer *player = static_cast<idPlayer *>( owner.GetEntity() );
- player->AddProjectileKills();
- }
- }
- }
- ignore = ent;
- }
- }
- Explode( collision, ignore );
- if ( !common->IsClient() && owner.GetEntity() != NULL && owner.GetEntity()->IsType( idPlayer::Type ) ) {
- idPlayer *player = static_cast<idPlayer *>( owner.GetEntity() );
- int kills = player->GetProjectileKills();
- if( kills >= 2 && common->IsMultiplayer() && strstr( GetName(), "projectile_rocket" ) != 0 ) {
- player->GetAchievementManager().EventCompletesAchievement( ACHIEVEMENT_MP_KILL_2_GUYS_IN_ROOM_WITH_BFG );
- }
- // projectile is done dealing damage.
- player->ResetProjectileKills();
- }
- return true;
- }
- /*
- =================
- idProjectile::DefaultDamageEffect
- =================
- */
- void idProjectile::DefaultDamageEffect( idEntity *soundEnt, const idDict &projectileDef, const trace_t &collision, const idVec3 &velocity ) {
- const char *decal, *sound, *typeName;
- surfTypes_t materialType;
- if ( collision.c.material != NULL ) {
- materialType = collision.c.material->GetSurfaceType();
- } else {
- materialType = SURFTYPE_METAL;
- }
- // get material type name
- typeName = gameLocal.sufaceTypeNames[ materialType ];
- // play impact sound
- sound = projectileDef.GetString( va( "snd_%s", typeName ) );
- if ( *sound == '\0' ) {
- sound = projectileDef.GetString( "snd_metal" );
- }
- if ( *sound == '\0' ) {
- sound = projectileDef.GetString( "snd_impact" );
- }
- if ( *sound != '\0' ) {
- soundEnt->StartSoundShader( declManager->FindSound( sound ), SND_CHANNEL_BODY, 0, false, NULL );
- }
- // project decal
- decal = projectileDef.GetString( va( "mtr_detonate_%s", typeName ) );
- if ( *decal == '\0' ) {
- decal = projectileDef.GetString( "mtr_detonate" );
- }
- if ( *decal != '\0' ) {
- gameLocal.ProjectDecal( collision.c.point, -collision.c.normal, 8.0f, true, projectileDef.GetFloat( "decal_size", "6.0" ), decal );
- }
- }
- /*
- =================
- idProjectile::AddDefaultDamageEffect
- =================
- */
- void idProjectile::AddDefaultDamageEffect( const trace_t &collision, const idVec3 &velocity ) {
- DefaultDamageEffect( this, spawnArgs, collision, velocity );
- if ( common->IsServer() && fl.networkSync ) {
- idBitMsg msg;
- byte msgBuf[MAX_EVENT_PARAM_SIZE];
- lobbyUserID_t excluding;
- if ( spawnArgs.GetBool( "net_instanthit" ) && owner.GetEntityNum() < MAX_PLAYERS ) {
- excluding = gameLocal.lobbyUserIDs[owner.GetEntityNum()];
- }
- msg.InitWrite( msgBuf, sizeof( msgBuf ) );
- msg.BeginWriting();
- msg.WriteFloat( collision.c.point[0] );
- msg.WriteFloat( collision.c.point[1] );
- msg.WriteFloat( collision.c.point[2] );
- msg.WriteDir( collision.c.normal, 24 );
- msg.WriteLong( ( collision.c.material != NULL ) ? gameLocal.ServerRemapDecl( -1, DECL_MATERIAL, collision.c.material->Index() ) : -1 );
- msg.WriteFloat( velocity[0], 5, 10 );
- msg.WriteFloat( velocity[1], 5, 10 );
- msg.WriteFloat( velocity[2], 5, 10 );
- ServerSendEvent( EVENT_DAMAGE_EFFECT, &msg, false, excluding );
- }
- }
- /*
- ================
- idProjectile::Killed
- ================
- */
- void idProjectile::Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location ) {
- if ( spawnArgs.GetBool( "detonate_on_death" ) ) {
- trace_t collision;
- memset( &collision, 0, sizeof( collision ) );
- collision.endAxis = GetPhysics()->GetAxis();
- collision.endpos = GetPhysics()->GetOrigin();
- collision.c.point = GetPhysics()->GetOrigin();
- collision.c.normal.Set( 0, 0, 1 );
- Explode( collision, NULL );
- physicsObj.ClearContacts();
- physicsObj.PutToRest();
- } else {
- Fizzle();
- }
- }
- /*
- ================
- idProjectile::Fizzle
- ================
- */
- void idProjectile::Fizzle() {
- if ( state == EXPLODED || state == FIZZLED ) {
- return;
- }
- StopSound( SND_CHANNEL_BODY, false );
- StartSound( "snd_fizzle", SND_CHANNEL_BODY, 0, false, NULL );
- // fizzle FX
- const char *psystem = spawnArgs.GetString( "smoke_fuse" );
- if ( psystem != NULL && *psystem != NULL ) {
- //FIXME:SMOKE gameLocal.particles->SpawnParticles( GetPhysics()->GetOrigin(), vec3_origin, psystem );
- }
- // we need to work out how long the effects last and then remove them at that time
- // for example, bullets have no real effects
- if ( smokeFly && smokeFlyTime ) {
- smokeFlyTime = 0;
- }
- fl.takedamage = false;
- physicsObj.SetContents( 0 );
- physicsObj.GetClipModel()->Unlink();
- physicsObj.PutToRest();
- Hide();
- FreeLightDef();
- state = FIZZLED;
- if ( common->IsClient() && !fl.skipReplication ) {
- return;
- }
- CancelEvents( &EV_Fizzle );
- PostEventMS( &EV_Remove, spawnArgs.GetInt( "remove_time", "1500" ) );
- }
- /*
- ================
- idProjectile::Event_RadiusDamage
- ================
- */
- void idProjectile::Event_RadiusDamage( idEntity *ignore ) {
- const char *splash_damage = spawnArgs.GetString( "def_splash_damage" );
- if ( splash_damage[0] != '\0' ) {
- gameLocal.RadiusDamage( physicsObj.GetOrigin(), this, owner.GetEntity(), ignore, this, splash_damage, damagePower );
- }
- }
- /*
- ================
- idProjectile::Event_RadiusDamage
- ================
- */
- void idProjectile::Event_GetProjectileState() {
- idThread::ReturnInt( state );
- }
- /*
- ================
- idProjectile::Explode
- ================
- */
- void idProjectile::Explode( const trace_t &collision, idEntity *ignore ) {
- const char *fxname, *light_shader, *sndExplode;
- float light_fadetime;
- idVec3 normal;
- int removeTime;
- if ( mNoExplodeDisappear ) {
- PostEventMS( &EV_Remove, 0 );
- return;
- }
- if ( state == EXPLODED || state == FIZZLED ) {
- return;
- }
- // activate rumble for player
- idPlayer *player = gameLocal.GetLocalPlayer();
- const bool isHitscan = spawnArgs.GetBool( "net_instanthit" );
- if ( player != NULL && isHitscan == false ) {
- // damage
- const char *damageDefName = spawnArgs.GetString( "def_damage" );
- const idDict *damageDef = gameLocal.FindEntityDefDict( damageDefName );
- int damage;
- if ( damageDef != NULL ) {
- damage = damageDef->GetInt( "damage" );
- } else {
- damage = 200;
- }
- float damageScale = idMath::ClampFloat( 0.25f, 1.0f, (float)damage * ( 1.0f / 200.0f ) ); // 50...200 -> min...max rumble
- // distance
- float dist = ( GetPhysics()->GetOrigin() - player->GetPhysics()->GetOrigin() ).LengthFast();
- float distScale = 1.0f - idMath::ClampFloat( 0.0f, 1.0f, ( dist * ( 1.0f / 4000.0f ) ) + 0.25f ); // 0...4000 -> max...min rumble
- distScale *= damageScale; // apply damage scale here, weaker damage produces less rumble
- // determine rumble
- float highMag = distScale;
- int highDuration = idMath::Ftoi( 300.0f * distScale );
- float lowMag = distScale * 0.75f;
- int lowDuration = idMath::Ftoi( 500.0f * distScale );
- player->SetControllerShake( highMag, highDuration, lowMag, lowDuration );
- }
- // stop sound
- StopSound( SND_CHANNEL_BODY2, false );
- // play explode sound
- switch ( ( int ) damagePower ) {
- case 2: sndExplode = "snd_explode2"; break;
- case 3: sndExplode = "snd_explode3"; break;
- case 4: sndExplode = "snd_explode4"; break;
- default: sndExplode = "snd_explode"; break;
- }
- StartSound( sndExplode, SND_CHANNEL_BODY, 0, true, NULL );
- // we need to work out how long the effects last and then remove them at that time
- // for example, bullets have no real effects
- if ( smokeFly && smokeFlyTime ) {
- smokeFlyTime = 0;
- }
- Hide();
- FreeLightDef();
- if ( spawnArgs.GetVector( "detonation_axis", "", normal ) ) {
- GetPhysics()->SetAxis( normal.ToMat3() );
- }
- GetPhysics()->SetOrigin( collision.endpos + 2.0f * collision.c.normal );
- // default remove time
- if( fl.skipReplication && !spawnArgs.GetBool( "net_instanthit" ) ) {
- removeTime = spawnArgs.GetInt( "remove_time", "6000" );
- } else {
- removeTime = spawnArgs.GetInt( "remove_time", "1500" );
- }
- // change the model, usually to a PRT
- fxname = NULL;
- if ( g_testParticle.GetInteger() == TEST_PARTICLE_IMPACT ) {
- fxname = g_testParticleName.GetString();
- } else {
- fxname = spawnArgs.GetString( "model_detonate" );
- }
- int surfaceType = collision.c.material != NULL ? collision.c.material->GetSurfaceType() : SURFTYPE_METAL;
- if ( !( fxname != NULL && *fxname != NULL ) ) {
- if ( ( surfaceType == SURFTYPE_NONE ) || ( surfaceType == SURFTYPE_METAL ) || ( surfaceType == SURFTYPE_STONE ) ) {
- fxname = spawnArgs.GetString( "model_smokespark" );
- } else if ( surfaceType == SURFTYPE_RICOCHET ) {
- fxname = spawnArgs.GetString( "model_ricochet" );
- } else {
- fxname = spawnArgs.GetString( "model_smoke" );
- }
- }
- // If the explosion is in liquid, spawn a particle splash
- idVec3 testOrg = GetPhysics()->GetOrigin();
- int testC = gameLocal.clip.Contents( testOrg, NULL, mat3_identity, CONTENTS_WATER, this );
- if ( testC & CONTENTS_WATER ) {
- idFuncEmitter *splashEnt;
- idDict splashArgs;
- splashArgs.Set( "model", "sludgebulletimpact.prt" );
- splashArgs.Set( "start_off", "1" );
- splashEnt = static_cast<idFuncEmitter *>( gameLocal.SpawnEntityType( idFuncEmitter::Type, &splashArgs ) );
- splashEnt->GetPhysics()->SetOrigin( testOrg );
- splashEnt->PostEventMS( &EV_Activate, 0, this );
- splashEnt->PostEventMS( &EV_Remove, 1500 );
- // HACK - if this is a chaingun bullet, don't do the normal effect
- if ( !idStr::Cmp( spawnArgs.GetString( "def_damage" ), "damage_bullet_chaingun" ) ) {
- fxname = NULL;
- }
- }
- if ( fxname && *fxname ) {
- SetModel( fxname );
- renderEntity.shaderParms[SHADERPARM_RED] =
- renderEntity.shaderParms[SHADERPARM_GREEN] =
- renderEntity.shaderParms[SHADERPARM_BLUE] =
- renderEntity.shaderParms[SHADERPARM_ALPHA] = 1.0f;
- renderEntity.shaderParms[SHADERPARM_TIMEOFFSET] = -MS2SEC( gameLocal.time );
- renderEntity.shaderParms[SHADERPARM_DIVERSITY] = gameLocal.random.CRandomFloat();
- Show();
- removeTime = ( removeTime > 3000 ) ? removeTime : 3000;
- }
- // explosion light
- light_shader = spawnArgs.GetString( "mtr_explode_light_shader" );
- if ( gameLocal.mpGame.IsGametypeFlagBased() && gameLocal.serverInfo.GetBool("si_midnight") )
- {
- light_shader = "lights/midnight_grenade";
- }
-
- if ( *light_shader ) {
- renderLight.shader = declManager->FindMaterial( light_shader, false );
- renderLight.pointLight = true;
- renderLight.lightRadius[0] =
- renderLight.lightRadius[1] =
- renderLight.lightRadius[2] = spawnArgs.GetFloat( "explode_light_radius" );
- #ifdef ID_PC
- renderLight.lightRadius *= 2.0f;
- renderLight.forceShadows = true;
- #endif
- // Midnight ctf
- if ( gameLocal.mpGame.IsGametypeFlagBased() && gameLocal.serverInfo.GetBool("si_midnight") ) {
- renderLight.lightRadius[0] =
- renderLight.lightRadius[1] =
- renderLight.lightRadius[2] = spawnArgs.GetFloat( "explode_light_radius" ) * 2;
- }
-
- spawnArgs.GetVector( "explode_light_color", "1 1 1", lightColor );
- renderLight.shaderParms[SHADERPARM_RED] = lightColor.x;
- renderLight.shaderParms[SHADERPARM_GREEN] = lightColor.y;
- renderLight.shaderParms[SHADERPARM_BLUE] = lightColor.z;
- renderLight.shaderParms[SHADERPARM_ALPHA] = 1.0f;
- renderLight.shaderParms[SHADERPARM_TIMEOFFSET] = -MS2SEC( gameLocal.time );
- // Midnight ctf
- if ( gameLocal.mpGame.IsGametypeFlagBased() && gameLocal.serverInfo.GetBool("si_midnight") ) {
- light_fadetime = 3.0f;
- } else {
- light_fadetime = spawnArgs.GetFloat( "explode_light_fadetime", "0.5" );
- }
- lightStartTime = gameLocal.time;
- lightEndTime = MSEC_ALIGN_TO_FRAME( gameLocal.time + SEC2MS( light_fadetime ) );
- BecomeActive( TH_THINK );
- }
- fl.takedamage = false;
- physicsObj.SetContents( 0 );
- physicsObj.PutToRest();
- state = EXPLODED;
- if ( common->IsClient() && !fl.skipReplication ) {
- return;
- }
- // alert the ai
- gameLocal.AlertAI( owner.GetEntity() );
- // bind the projectile to the impact entity if necesary
- if ( gameLocal.entities[collision.c.entityNum] && spawnArgs.GetBool( "bindOnImpact" ) ) {
- Bind( gameLocal.entities[collision.c.entityNum], true );
- }
- // splash damage
- if ( !projectileFlags.noSplashDamage ) {
- float delay = spawnArgs.GetFloat( "delay_splash" );
- if ( delay ) {
- if ( removeTime < delay * 1000 ) {
- removeTime = ( delay + 0.10 ) * 1000;
- }
- PostEventSec( &EV_RadiusDamage, delay, ignore );
- } else {
- Event_RadiusDamage( ignore );
- }
- }
- // spawn debris entities
- int fxdebris = spawnArgs.GetInt( "debris_count" );
- if ( fxdebris ) {
- const idDict *debris = gameLocal.FindEntityDefDict( "projectile_debris", false );
- if ( debris ) {
- int amount = gameLocal.random.RandomInt( fxdebris );
- for ( int i = 0; i < amount; i++ ) {
- idEntity *ent;
- idVec3 dir;
- dir.x = gameLocal.random.CRandomFloat() * 4.0f;
- dir.y = gameLocal.random.CRandomFloat() * 4.0f;
- dir.z = gameLocal.random.RandomFloat() * 8.0f;
- dir.Normalize();
- gameLocal.SpawnEntityDef( *debris, &ent, false );
- if ( ent == NULL || !ent->IsType( idDebris::Type ) ) {
- gameLocal.Error( "'projectile_debris' is not an idDebris" );
- return;
- }
- idDebris *debris = static_cast<idDebris *>(ent);
- debris->Create( owner.GetEntity(), physicsObj.GetOrigin(), dir.ToMat3() );
- debris->Launch();
- }
- }
- debris = gameLocal.FindEntityDefDict( "projectile_shrapnel", false );
- if ( debris ) {
- int amount = gameLocal.random.RandomInt( fxdebris );
- for ( int i = 0; i < amount; i++ ) {
- idEntity *ent;
- idVec3 dir;
- dir.x = gameLocal.random.CRandomFloat() * 8.0f;
- dir.y = gameLocal.random.CRandomFloat() * 8.0f;
- dir.z = gameLocal.random.RandomFloat() * 8.0f + 8.0f;
- dir.Normalize();
- gameLocal.SpawnEntityDef( *debris, &ent, false );
- if ( ent == NULL || !ent->IsType( idDebris::Type ) ) {
- gameLocal.Error( "'projectile_shrapnel' is not an idDebris" );
- break;
- }
- idDebris *debris = static_cast<idDebris *>(ent);
- debris->Create( owner.GetEntity(), physicsObj.GetOrigin(), dir.ToMat3() );
- debris->Launch();
- }
- }
- }
- CancelEvents( &EV_Explode );
- PostEventMS( &EV_Remove, removeTime );
- }
- /*
- ================
- idProjectile::GetVelocity
- ================
- */
- idVec3 idProjectile::GetVelocity( const idDict *projectile ) {
- idVec3 velocity;
- projectile->GetVector( "velocity", "0 0 0", velocity );
- return velocity;
- }
- /*
- ================
- idProjectile::GetGravity
- ================
- */
- idVec3 idProjectile::GetGravity( const idDict *projectile ) {
- float gravity;
- gravity = projectile->GetFloat( "gravity" );
- return idVec3( 0, 0, -gravity );
- }
- /*
- ================
- idProjectile::Event_Explode
- ================
- */
- void idProjectile::Event_Explode() {
- trace_t collision;
- memset( &collision, 0, sizeof( collision ) );
- collision.endAxis = GetPhysics()->GetAxis();
- collision.endpos = GetPhysics()->GetOrigin();
- collision.c.point = GetPhysics()->GetOrigin();
- collision.c.normal.Set( 0, 0, 1 );
- AddDefaultDamageEffect( collision, collision.c.normal );
- Explode( collision, NULL );
- }
- /*
- ================
- idProjectile::Event_Fizzle
- ================
- */
- void idProjectile::Event_Fizzle() {
- Fizzle();
- }
- /*
- ================
- idProjectile::Event_Touch
- ================
- */
- void idProjectile::Event_Touch( idEntity *other, trace_t *trace ) {
- if ( common->IsClient() ) {
- return;
- }
- if ( IsHidden() ) {
- return;
- }
- // Projectiles do not collide with flags
- if ( other->IsType( idItemTeam::Type ) ) {
- return;
- }
- if ( other != owner.GetEntity() ) {
- trace_t collision;
- memset( &collision, 0, sizeof( collision ) );
- collision.endAxis = GetPhysics()->GetAxis();
- collision.endpos = GetPhysics()->GetOrigin();
- collision.c.point = GetPhysics()->GetOrigin();
- collision.c.normal.Set( 0, 0, 1 );
- AddDefaultDamageEffect( collision, collision.c.normal );
- Explode( collision, NULL );
- }
- }
- /*
- ================
- idProjectile::CatchProjectile
- ================
- */
- void idProjectile::CatchProjectile( idEntity* o, const char* reflectName ) {
- idEntity *prevowner = owner.GetEntity();
- owner = o;
- physicsObj.GetClipModel()->SetOwner( o );
- if ( this->IsType( idGuidedProjectile::Type ) ) {
- idGuidedProjectile *proj = static_cast<idGuidedProjectile*>(this);
- proj->SetEnemy( prevowner );
- }
- idStr s = spawnArgs.GetString( "def_damage" );
- s += reflectName;
- const idDict *damageDef = gameLocal.FindEntityDefDict( s, false );
- if ( damageDef ) {
- spawnArgs.Set( "def_damage", s );
- }
- }
- /*
- ================
- idProjectile::GetProjectileState
- ================
- */
- int idProjectile::GetProjectileState() {
- return (int)state;
- }
- /*
- ================
- idProjectile::Event_CreateProjectile
- ================
- */
- void idProjectile::Event_CreateProjectile( idEntity *owner, const idVec3 &start, const idVec3 &dir ) {
- Create(owner, start, dir);
- }
- /*
- ================
- idProjectile::Event_LaunchProjectile
- ================
- */
- void idProjectile::Event_LaunchProjectile( const idVec3 &start, const idVec3 &dir, const idVec3 &pushVelocity ) {
- Launch(start, dir, pushVelocity);
- }
- /*
- ================
- idProjectile::Event_SetGravity
- ================
- */
- void idProjectile::Event_SetGravity( float gravity ) {
- idVec3 gravVec;
- gravVec = gameLocal.GetGravity();
- gravVec.NormalizeFast();
- physicsObj.SetGravity(gravVec * gravity);
- }
- /*
- =================
- idProjectile::ClientPredictionCollide
- =================
- */
- bool idProjectile::ClientPredictionCollide( idEntity *soundEnt, const idDict &projectileDef, const trace_t &collision, const idVec3 &velocity, bool addDamageEffect ) {
- idEntity *ent;
- // remove projectile when a 'noimpact' surface is hit
- if ( collision.c.material && ( collision.c.material->GetSurfaceFlags() & SURF_NOIMPACT ) ) {
- return false;
- }
- // get the entity the projectile collided with
- ent = gameLocal.entities[ collision.c.entityNum ];
- if ( ent == NULL ) {
- return false;
- }
- // don't do anything if hitting a noclip player
- if ( ent->IsType( idPlayer::Type ) && static_cast<idPlayer *>( ent )->noclip ) {
- return false;
- }
- if ( ent->IsType( idActor::Type ) || ( ent->IsType( idAFAttachment::Type ) && static_cast<const idAFAttachment*>(ent)->GetBody()->IsType( idActor::Type ) ) ) {
- if ( !projectileDef.GetBool( "detonate_on_actor" ) ) {
- return false;
- }
- } else {
- if ( !projectileDef.GetBool( "detonate_on_world" ) ) {
- return false;
- }
- }
- // if the projectile causes a damage effect
- if ( addDamageEffect && projectileDef.GetBool( "impact_damage_effect" ) ) {
- // if the hit entity does not have a special damage effect
- if ( !ent->spawnArgs.GetBool( "bleed" ) ) {
- // predict damage effect
- DefaultDamageEffect( soundEnt, projectileDef, collision, velocity );
- }
- }
- return true;
- }
- /*
- ================
- idProjectile::ClientThink
- ================
- */
- void idProjectile::ClientThink( const int curTime, const float fraction, const bool predict ) {
- if ( fl.skipReplication ) {
- Think();
- } else {
- if ( !renderEntity.hModel ) {
- return;
- }
- InterpolatePhysicsOnly( fraction );
- Present();
- AddParticlesAndLight();
- }
- }
- /*
- ================
- idProjectile::ClientPredictionThink
- ================
- */
- void idProjectile::ClientPredictionThink() {
- if ( !renderEntity.hModel ) {
- return;
- }
- Think();
- }
- /*
- ================
- idProjectile::WriteToSnapshot
- ================
- */
- void idProjectile::WriteToSnapshot( idBitMsg &msg ) const {
- msg.WriteBits( owner.GetSpawnId(), 32 );
- msg.WriteBits( state, 3 );
- msg.WriteBits( fl.hidden, 1 );
-
- physicsObj.WriteToSnapshot( msg );
- }
- /*
- ================
- idProjectile::ReadFromSnapshot
- ================
- */
- void idProjectile::ReadFromSnapshot( const idBitMsg &msg ) {
- projectileState_t newState;
- owner.SetSpawnId( msg.ReadBits( 32 ) );
- newState = (projectileState_t) msg.ReadBits( 3 );
- if ( msg.ReadBits( 1 ) ) {
- Hide();
- } else {
- Show();
- }
- while( state != newState ) {
- switch( state ) {
- case SPAWNED: {
- Create( owner.GetEntity(), vec3_origin, idVec3( 1, 0, 0 ) );
- break;
- }
- case CREATED: {
- // the right origin and direction are required if you want bullet traces
- Launch( vec3_origin, idVec3( 1, 0, 0 ), vec3_origin );
- break;
- }
- case LAUNCHED: {
- if ( newState == FIZZLED ) {
- Fizzle();
- } else {
- trace_t collision;
- memset( &collision, 0, sizeof( collision ) );
- collision.endAxis = GetPhysics()->GetAxis();
- collision.endpos = GetPhysics()->GetOrigin();
- collision.c.point = GetPhysics()->GetOrigin();
- collision.c.normal.Set( 0, 0, 1 );
- Explode( collision, NULL );
- }
- break;
- }
- case FIZZLED:
- case EXPLODED: {
- StopSound( SND_CHANNEL_BODY2, false );
- gameEdit->ParseSpawnArgsToRenderEntity( &spawnArgs, &renderEntity );
- state = SPAWNED;
- break;
- }
- }
- }
- physicsObj.ReadFromSnapshot( msg );
- if ( msg.HasChanged() ) {
- UpdateVisuals();
- }
- }
- /*
- ================
- idProjectile::ClientReceiveEvent
- ================
- */
- bool idProjectile::ClientReceiveEvent( int event, int time, const idBitMsg &msg ) {
- trace_t collision;
- idVec3 velocity;
- switch( event ) {
- case EVENT_DAMAGE_EFFECT: {
- memset( &collision, 0, sizeof( collision ) );
- collision.c.point[0] = msg.ReadFloat();
- collision.c.point[1] = msg.ReadFloat();
- collision.c.point[2] = msg.ReadFloat();
- collision.c.normal = msg.ReadDir( 24 );
- int index = gameLocal.ClientRemapDecl( DECL_MATERIAL, msg.ReadLong() );
- collision.c.material = ( index != -1 ) ? static_cast<const idMaterial *>( declManager->DeclByIndex( DECL_MATERIAL, index ) ) : NULL;
- velocity[0] = msg.ReadFloat( 5, 10 );
- velocity[1] = msg.ReadFloat( 5, 10 );
- velocity[2] = msg.ReadFloat( 5, 10 );
- DefaultDamageEffect( this, spawnArgs, collision, velocity );
- return true;
- }
- default: {
- return idEntity::ClientReceiveEvent( event, time, msg );
- }
- }
- }
- /*
- ========================
- idProjectile::QueueToSimulate
- ========================
- */
- void idProjectile::QueueToSimulate( int startTime ) {
- assert( common->IsMultiplayer() && common->IsServer() );
-
- for ( int i = 0; i < MAX_SIMULATED_PROJECTILES; i++ ) {
- if ( projectilesToSimulate[i].projectile == NULL ) {
- projectilesToSimulate[i].projectile = this;
- projectilesToSimulate[i].startTime= startTime;
- if ( g_projectileDebug.GetBool() ) {
- int delta = gameLocal.GetServerGameTimeMs() - startTime;
- idLib::Printf( "Simulating projectile %d. Approx %d delay.\n", GetEntityNumber(), delta);
- }
- return;
- }
- }
-
- idLib::Warning("Unable to simulate more projectiles this frame");
- }
- /*
- ========================
- idProjectile::SimulateProjectileFrame
- ========================
- */
- void idProjectile::SimulateProjectileFrame( int msec, int endTime ) {
- idVec3 oldOrigin = GetPhysics()->GetOrigin();
- GetPhysics()->Evaluate( msec, endTime );
- SetOrigin( GetPhysics()->GetOrigin() );
- SetAxis( GetPhysics()->GetAxis() );
- if ( g_projectileDebug.GetBool() ) {
- float delta = ( GetPhysics()->GetOrigin() - oldOrigin ).Length();
- idLib::Printf( "Simulated projectile %d. Delta: %.2f \n", GetEntityNumber(), delta );
- //clientGame->renderWorld->DebugLine( idColor::colorYellow, oldOrigin, GetPhysics()->GetOrigin(), 5000 );
- }
- }
- /*
- ========================
- idProjectile::PostSimulate
- ========================
- */
- void idProjectile::PostSimulate( int endTime ) {
- if ( state == EXPLODED || state == FIZZLED ) {
- // Already exploded. To see the explosion on the collision surface instead of
- // at the muzzle, don't set the deltas to the launch origin and axis.
- CreateDeltasFromOldOriginAndAxis( GetPhysics()->GetOrigin(), GetPhysics()->GetAxis() );
- } else {
- CreateDeltasFromOldOriginAndAxis( launchOrigin, launchAxis );
- }
- }
- /*
- ===============================================================================
- idGuidedProjectile
- ===============================================================================
- */
- const idEventDef EV_SetEnemy( "setEnemy", "E" );
- CLASS_DECLARATION( idProjectile, idGuidedProjectile )
- EVENT( EV_SetEnemy, idGuidedProjectile::Event_SetEnemy )
- END_CLASS
- /*
- ================
- idGuidedProjectile::idGuidedProjectile
- ================
- */
- idGuidedProjectile::idGuidedProjectile() {
- enemy = NULL;
- speed = 0.0f;
- turn_max = 0.0f;
- clamp_dist = 0.0f;
- rndScale = ang_zero;
- rndAng = ang_zero;
- rndUpdateTime = 0;
- angles = ang_zero;
- burstMode = false;
- burstDist = 0;
- burstVelocity = 0.0f;
- unGuided = false;
- }
- /*
- =================
- idGuidedProjectile::~idGuidedProjectile
- =================
- */
- idGuidedProjectile::~idGuidedProjectile() {
- }
- /*
- ================
- idGuidedProjectile::Spawn
- ================
- */
- void idGuidedProjectile::Spawn() {
- }
- /*
- ================
- idGuidedProjectile::Save
- ================
- */
- void idGuidedProjectile::Save( idSaveGame *savefile ) const {
- enemy.Save( savefile );
- savefile->WriteFloat( speed );
- savefile->WriteAngles( rndScale );
- savefile->WriteAngles( rndAng );
- savefile->WriteInt( rndUpdateTime );
- savefile->WriteFloat( turn_max );
- savefile->WriteFloat( clamp_dist );
- savefile->WriteAngles( angles );
- savefile->WriteBool( burstMode );
- savefile->WriteBool( unGuided );
- savefile->WriteFloat( burstDist );
- savefile->WriteFloat( burstVelocity );
- }
- /*
- ================
- idGuidedProjectile::Restore
- ================
- */
- void idGuidedProjectile::Restore( idRestoreGame *savefile ) {
- enemy.Restore( savefile );
- savefile->ReadFloat( speed );
- savefile->ReadAngles( rndScale );
- savefile->ReadAngles( rndAng );
- savefile->ReadInt( rndUpdateTime );
- savefile->ReadFloat( turn_max );
- savefile->ReadFloat( clamp_dist );
- savefile->ReadAngles( angles );
- savefile->ReadBool( burstMode );
- savefile->ReadBool( unGuided );
- savefile->ReadFloat( burstDist );
- savefile->ReadFloat( burstVelocity );
- }
- /*
- ================
- idGuidedProjectile::GetSeekPos
- ================
- */
- void idGuidedProjectile::GetSeekPos( idVec3 &out ) {
- idEntity *enemyEnt = enemy.GetEntity();
- if ( enemyEnt ) {
- if ( enemyEnt->IsType( idActor::Type ) ) {
- out = static_cast<idActor *>(enemyEnt)->GetEyePosition();
- out.z -= 12.0f;
- } else {
- out = enemyEnt->GetPhysics()->GetOrigin();
- }
- } else {
- out = GetPhysics()->GetOrigin() + physicsObj.GetLinearVelocity() * 2.0f;
- }
- }
- /*
- ================
- idGuidedProjectile::Think
- ================
- */
- void idGuidedProjectile::Think() {
- idVec3 dir;
- idVec3 seekPos;
- idVec3 velocity;
- idVec3 nose;
- idVec3 tmp;
- idMat3 axis;
- idAngles dirAng;
- idAngles diff;
- float dist;
- float frac;
- int i;
- if ( state == LAUNCHED && !unGuided ) {
-
- GetSeekPos( seekPos );
- if ( rndUpdateTime < gameLocal.time ) {
- rndAng[ 0 ] = rndScale[ 0 ] * gameLocal.random.CRandomFloat();
- rndAng[ 1 ] = rndScale[ 1 ] * gameLocal.random.CRandomFloat();
- rndAng[ 2 ] = rndScale[ 2 ] * gameLocal.random.CRandomFloat();
- rndUpdateTime = gameLocal.time + 200;
- }
- nose = physicsObj.GetOrigin() + 10.0f * physicsObj.GetAxis()[0];
- dir = seekPos - nose;
- dist = dir.Normalize();
- dirAng = dir.ToAngles();
- // make it more accurate as it gets closer
- frac = dist / clamp_dist;
- if ( frac > 1.0f ) {
- frac = 1.0f;
- }
- diff = dirAng - angles + rndAng * frac;
- // clamp the to the max turn rate
- diff.Normalize180();
- for( i = 0; i < 3; i++ ) {
- if ( diff[ i ] > turn_max ) {
- diff[ i ] = turn_max;
- } else if ( diff[ i ] < -turn_max ) {
- diff[ i ] = -turn_max;
- }
- }
- angles += diff;
- // make the visual model always points the dir we're traveling
- dir = angles.ToForward();
- velocity = dir * speed;
- if ( burstMode && dist < burstDist ) {
- unGuided = true;
- velocity *= burstVelocity;
- }
- physicsObj.SetLinearVelocity( velocity );
- // align z-axis of model with the direction
- axis = dir.ToMat3();
- tmp = axis[2];
- axis[2] = axis[0];
- axis[0] = -tmp;
- GetPhysics()->SetAxis( axis );
- }
- idProjectile::Think();
- }
- /*
- =================
- idGuidedProjectile::Launch
- =================
- */
- void idGuidedProjectile::Launch( const idVec3 &start, const idVec3 &dir, const idVec3 &pushVelocity, const float timeSinceFire, const float launchPower, float dmgPower ) {
- idProjectile::Launch( start, dir, pushVelocity, timeSinceFire, launchPower, dmgPower );
- if ( owner.GetEntity() ) {
- if ( owner.GetEntity()->IsType( idAI::Type ) ) {
- enemy = static_cast<idAI *>( owner.GetEntity() )->GetEnemy();
- } else if ( owner.GetEntity()->IsType( idPlayer::Type ) ) {
- trace_t tr;
- idPlayer *player = static_cast<idPlayer*>( owner.GetEntity() );
- idVec3 start = player->GetEyePosition();
- idVec3 end = start + player->viewAxis[0] * 1000.0f;
- gameLocal.clip.TracePoint( tr, start, end, MASK_SHOT_RENDERMODEL | CONTENTS_BODY, owner.GetEntity() );
- if ( tr.fraction < 1.0f ) {
- enemy = gameLocal.GetTraceEntity( tr );
- }
- // ignore actors on the player's team
- if ( enemy.GetEntity() == NULL || !enemy.GetEntity()->IsType( idActor::Type ) || ( static_cast<idActor *>( enemy.GetEntity() )->team == player->team ) ) {
- enemy = player->EnemyWithMostHealth();
- }
- }
- }
- const idVec3 &vel = physicsObj.GetLinearVelocity();
- angles = vel.ToAngles();
- speed = vel.Length();
- rndScale = spawnArgs.GetAngles( "random", "15 15 0" );
- turn_max = spawnArgs.GetFloat( "turn_max", "180" ) / com_engineHz_latched;
- clamp_dist = spawnArgs.GetFloat( "clamp_dist", "256" );
- burstMode = spawnArgs.GetBool( "burstMode" );
- unGuided = false;
- burstDist = spawnArgs.GetFloat( "burstDist", "64" );
- burstVelocity = spawnArgs.GetFloat( "burstVelocity", "1.25" );
- UpdateVisuals();
- }
- void idGuidedProjectile::SetEnemy( idEntity *ent ) {
- enemy = ent;
- }
- void idGuidedProjectile::Event_SetEnemy(idEntity *ent) {
- SetEnemy(ent);
- }
- /*
- ===============================================================================
- idSoulCubeMissile
- ===============================================================================
- */
- CLASS_DECLARATION( idGuidedProjectile, idSoulCubeMissile )
- END_CLASS
- /*
- ================
- idSoulCubeMissile::Spawn()
- ================
- */
- void idSoulCubeMissile::Spawn() {
- startingVelocity.Zero();
- endingVelocity.Zero();
- accelTime = 0.0f;
- launchTime = 0;
- killPhase = false;
- returnPhase = false;
- smokeKillTime = 0;
- smokeKill = NULL;
- }
- /*
- =================
- idSoulCubeMissile::~idSoulCubeMissile
- =================
- */
- idSoulCubeMissile::~idSoulCubeMissile() {
- }
- /*
- ================
- idSoulCubeMissile::Save
- ================
- */
- void idSoulCubeMissile::Save( idSaveGame *savefile ) const {
- savefile->WriteVec3( startingVelocity );
- savefile->WriteVec3( endingVelocity );
- savefile->WriteFloat( accelTime );
- savefile->WriteInt( launchTime );
- savefile->WriteBool( killPhase );
- savefile->WriteBool( returnPhase );
- savefile->WriteVec3( destOrg);
- savefile->WriteInt( orbitTime );
- savefile->WriteVec3( orbitOrg );
- savefile->WriteInt( smokeKillTime );
- savefile->WriteParticle( smokeKill );
- }
- /*
- ================
- idSoulCubeMissile::Restore
- ================
- */
- void idSoulCubeMissile::Restore( idRestoreGame *savefile ) {
- savefile->ReadVec3( startingVelocity );
- savefile->ReadVec3( endingVelocity );
- savefile->ReadFloat( accelTime );
- savefile->ReadInt( launchTime );
- savefile->ReadBool( killPhase );
- savefile->ReadBool( returnPhase );
- savefile->ReadVec3( destOrg);
- savefile->ReadInt( orbitTime );
- savefile->ReadVec3( orbitOrg );
- savefile->ReadInt( smokeKillTime );
- savefile->ReadParticle( smokeKill );
- }
- /*
- ================
- idSoulCubeMissile::KillTarget
- ================
- */
- void idSoulCubeMissile::KillTarget( const idVec3 &dir ) {
- idEntity *ownerEnt;
- const char *smokeName;
- idActor *act;
- ReturnToOwner();
- if ( enemy.GetEntity() && enemy.GetEntity()->IsType( idActor::Type ) ) {
- act = static_cast<idActor*>( enemy.GetEntity() );
- killPhase = true;
- orbitOrg = act->GetPhysics()->GetAbsBounds().GetCenter();
- orbitTime = gameLocal.time;
- smokeKillTime = 0;
- smokeName = spawnArgs.GetString( "smoke_kill" );
- if ( *smokeName != '\0' ) {
- smokeKill = static_cast<const idDeclParticle *>( declManager->FindType( DECL_PARTICLE, smokeName ) );
- smokeKillTime = gameLocal.time;
- }
- ownerEnt = owner.GetEntity();
- if ( ( act->health > 0 ) && ownerEnt != NULL && ownerEnt->IsType( idPlayer::Type ) && ( ownerEnt->health > 0 ) && !act->spawnArgs.GetBool( "boss" ) ) {
- static_cast<idPlayer *>( ownerEnt )->GiveHealthPool( act->health );
- }
- act->Damage( this, owner.GetEntity(), dir, spawnArgs.GetString( "def_damage" ), 1.0f, INVALID_JOINT );
- act->GetAFPhysics()->SetTimeScale( 0.25 );
- StartSound( "snd_explode", SND_CHANNEL_BODY, 0, false, NULL );
- }
- }
- /*
- ================
- idSoulCubeMissile::Think
- ================
- */
- void idSoulCubeMissile::Think() {
- float pct;
- idVec3 seekPos;
- idEntity *ownerEnt;
- if ( state == LAUNCHED ) {
- if ( killPhase ) {
- // orbit the mob, cascading down
- if ( gameLocal.time < orbitTime + 1500 ) {
- if ( !gameLocal.smokeParticles->EmitSmoke( smokeKill, smokeKillTime, gameLocal.random.CRandomFloat(), orbitOrg, mat3_identity, timeGroup /*_D3XP*/ ) ) {
- smokeKillTime = gameLocal.time;
- }
- }
- } else {
- if ( accelTime && gameLocal.time < launchTime + accelTime * 1000 ) {
- pct = ( gameLocal.time - launchTime ) / ( accelTime * 1000 );
- speed = ( startingVelocity + ( startingVelocity + endingVelocity ) * pct ).Length();
- }
- }
- idGuidedProjectile::Think();
- GetSeekPos( seekPos );
- if ( ( seekPos - physicsObj.GetOrigin() ).Length() < 32.0f ) {
- if ( returnPhase ) {
- StopSound( SND_CHANNEL_ANY, false );
- StartSound( "snd_return", SND_CHANNEL_BODY2, 0, false, NULL );
- Hide();
- PostEventSec( &EV_Remove, 2.0f );
- ownerEnt = owner.GetEntity();
- if ( ownerEnt != NULL && ownerEnt->IsType( idPlayer::Type ) ) {
- static_cast<idPlayer *>( ownerEnt )->SetSoulCubeProjectile( NULL );
- }
- state = FIZZLED;
- } else if ( !killPhase ){
- KillTarget( physicsObj.GetAxis()[0] );
- }
- }
- }
- }
- /*
- ================
- idSoulCubeMissile::GetSeekPos
- ================
- */
- void idSoulCubeMissile::GetSeekPos( idVec3 &out ) {
- if ( returnPhase && owner.GetEntity() && owner.GetEntity()->IsType( idActor::Type ) ) {
- idActor *act = static_cast<idActor*>( owner.GetEntity() );
- out = act->GetEyePosition();
- return;
- }
- if ( destOrg != vec3_zero ) {
- out = destOrg;
- return;
- }
- idGuidedProjectile::GetSeekPos( out );
- }
- /*
- ================
- idSoulCubeMissile::Event_ReturnToOwner
- ================
- */
- void idSoulCubeMissile::ReturnToOwner() {
- speed *= 0.65f;
- killPhase = false;
- returnPhase = true;
- smokeFlyTime = 0;
- }
- /*
- =================
- idSoulCubeMissile::Launch
- =================
- */
- void idSoulCubeMissile::Launch( const idVec3 &start, const idVec3 &dir, const idVec3 &pushVelocity, const float timeSinceFire, const float launchPower, float dmgPower ) {
- idVec3 newStart;
- idVec3 offs;
- idEntity *ownerEnt;
- // push it out a little
- newStart = start + dir * spawnArgs.GetFloat( "launchDist" );
- offs = spawnArgs.GetVector( "launchOffset", "0 0 -4" );
- newStart += offs;
- idGuidedProjectile::Launch( newStart, dir, pushVelocity, timeSinceFire, launchPower, dmgPower );
- if ( enemy.GetEntity() == NULL || !enemy.GetEntity()->IsType( idActor::Type ) ) {
- destOrg = start + dir * 256.0f;
- } else {
- destOrg.Zero();
- }
- physicsObj.SetClipMask( 0 ); // never collide.. think routine will decide when to detonate
- startingVelocity = spawnArgs.GetVector( "startingVelocity", "15 0 0" );
- endingVelocity = spawnArgs.GetVector( "endingVelocity", "1500 0 0" );
- accelTime = spawnArgs.GetFloat( "accelTime", "5" );
- physicsObj.SetLinearVelocity( startingVelocity.Length() * physicsObj.GetAxis()[2] );
- launchTime = gameLocal.time;
- killPhase = false;
- UpdateVisuals();
-
- ownerEnt = owner.GetEntity();
- if ( ownerEnt != NULL && ownerEnt->IsType( idPlayer::Type ) ) {
- static_cast<idPlayer *>( ownerEnt )->SetSoulCubeProjectile( this );
- }
- }
- /*
- ===============================================================================
- idBFGProjectile
- ===============================================================================
- */
- const idEventDef EV_RemoveBeams( "<removeBeams>", NULL );
- CLASS_DECLARATION( idProjectile, idBFGProjectile )
- EVENT( EV_RemoveBeams, idBFGProjectile::Event_RemoveBeams )
- END_CLASS
- /*
- =================
- idBFGProjectile::idBFGProjectile
- =================
- */
- idBFGProjectile::idBFGProjectile() {
- memset( &secondModel, 0, sizeof( secondModel ) );
- secondModelDefHandle = -1;
- nextDamageTime = 0;
- }
- /*
- =================
- idBFGProjectile::~idBFGProjectile
- =================
- */
- idBFGProjectile::~idBFGProjectile() {
- FreeBeams();
- if ( secondModelDefHandle >= 0 ) {
- gameRenderWorld->FreeEntityDef( secondModelDefHandle );
- secondModelDefHandle = -1;
- }
- }
- /*
- ================
- idBFGProjectile::Spawn
- ================
- */
- void idBFGProjectile::Spawn() {
- beamTargets.Clear();
- memset( &secondModel, 0, sizeof( secondModel ) );
- secondModelDefHandle = -1;
- const char *temp = spawnArgs.GetString( "model_two" );
- if ( temp != NULL && *temp != NULL ) {
- secondModel.hModel = renderModelManager->FindModel( temp );
- secondModel.bounds = secondModel.hModel->Bounds( &secondModel );
- secondModel.shaderParms[ SHADERPARM_RED ] =
- secondModel.shaderParms[ SHADERPARM_GREEN ] =
- secondModel.shaderParms[ SHADERPARM_BLUE ] =
- secondModel.shaderParms[ SHADERPARM_ALPHA ] = 1.0f;
- secondModel.noSelfShadow = true;
- secondModel.noShadow = true;
- }
- nextDamageTime = 0;
- damageFreq = NULL;
- }
- /*
- ================
- idBFGProjectile::Save
- ================
- */
- void idBFGProjectile::Save( idSaveGame *savefile ) const {
- int i;
- savefile->WriteInt( beamTargets.Num() );
- for ( i = 0; i < beamTargets.Num(); i++ ) {
- beamTargets[i].target.Save( savefile );
- savefile->WriteRenderEntity( beamTargets[i].renderEntity );
- savefile->WriteInt( beamTargets[i].modelDefHandle );
- }
- savefile->WriteRenderEntity( secondModel );
- savefile->WriteInt( secondModelDefHandle );
- savefile->WriteInt( nextDamageTime );
- savefile->WriteString( damageFreq );
- }
- /*
- ================
- idBFGProjectile::Restore
- ================
- */
- void idBFGProjectile::Restore( idRestoreGame *savefile ) {
- int i, num;
- savefile->ReadInt( num );
- beamTargets.SetNum( num );
- for ( i = 0; i < num; i++ ) {
- beamTargets[i].target.Restore( savefile );
- savefile->ReadRenderEntity( beamTargets[i].renderEntity );
- savefile->ReadInt( beamTargets[i].modelDefHandle );
- if ( beamTargets[i].modelDefHandle >= 0 ) {
- beamTargets[i].modelDefHandle = gameRenderWorld->AddEntityDef( &beamTargets[i].renderEntity );
- }
- }
- savefile->ReadRenderEntity( secondModel );
- savefile->ReadInt( secondModelDefHandle );
- savefile->ReadInt( nextDamageTime );
- savefile->ReadString( damageFreq );
- if ( secondModelDefHandle >= 0 ) {
- secondModelDefHandle = gameRenderWorld->AddEntityDef( &secondModel );
- }
- }
- /*
- =================
- idBFGProjectile::FreeBeams
- =================
- */
- void idBFGProjectile::FreeBeams() {
- for ( int i = 0; i < beamTargets.Num(); i++ ) {
- if ( beamTargets[i].modelDefHandle >= 0 ) {
- gameRenderWorld->FreeEntityDef( beamTargets[i].modelDefHandle );
- beamTargets[i].modelDefHandle = -1;
- }
- }
- idPlayer *player = gameLocal.GetLocalPlayer();
- if ( player ) {
- player->playerView.EnableBFGVision( false );
- }
- }
- /*
- ================
- idBFGProjectile::Think
- ================
- */
- void idBFGProjectile::Think() {
- if ( state == LAUNCHED ) {
- // update beam targets
- for ( int i = 0; i < beamTargets.Num(); i++ ) {
- if ( beamTargets[i].target.GetEntity() == NULL ) {
- continue;
- }
- idPlayer *player = ( beamTargets[i].target.GetEntity()->IsType( idPlayer::Type ) ) ? static_cast<idPlayer*>( beamTargets[i].target.GetEntity() ) : NULL;
- // Major hack for end boss. :(
- idAnimatedEntity *beamEnt;
- idVec3 org;
- bool forceDamage = false;
- beamEnt = static_cast<idAnimatedEntity*>(beamTargets[i].target.GetEntity());
- if ( !idStr::Cmp( beamEnt->GetEntityDefName(), "monster_boss_d3xp_maledict" ) ) {
- SetTimeState ts( beamEnt->timeGroup );
- idMat3 temp;
- jointHandle_t bodyJoint;
- bodyJoint = beamEnt->GetAnimator()->GetJointHandle( "Chest1" );
- beamEnt->GetJointWorldTransform( bodyJoint, gameLocal.time, org, temp );
- forceDamage = true;
- } else {
- org = beamEnt->GetPhysics()->GetAbsBounds().GetCenter();
- }
- beamTargets[i].renderEntity.origin = GetPhysics()->GetOrigin();
- beamTargets[i].renderEntity.shaderParms[ SHADERPARM_BEAM_END_X ] = org.x;
- beamTargets[i].renderEntity.shaderParms[ SHADERPARM_BEAM_END_Y ] = org.y;
- beamTargets[i].renderEntity.shaderParms[ SHADERPARM_BEAM_END_Z ] = org.z;
- beamTargets[i].renderEntity.shaderParms[ SHADERPARM_RED ] =
- beamTargets[i].renderEntity.shaderParms[ SHADERPARM_GREEN ] =
- beamTargets[i].renderEntity.shaderParms[ SHADERPARM_BLUE ] =
- beamTargets[i].renderEntity.shaderParms[ SHADERPARM_ALPHA ] = 1.0f;
- if ( gameLocal.time > nextDamageTime ) {
- bool bfgVision = true;
- if ( damageFreq && *(const char *)damageFreq && beamTargets[i].target.GetEntity() && ( forceDamage || beamTargets[i].target.GetEntity()->CanDamage( GetPhysics()->GetOrigin(), org ) ) ) {
- org = beamTargets[i].target.GetEntity()->GetPhysics()->GetOrigin() - GetPhysics()->GetOrigin();
- org.Normalize();
- beamTargets[i].target.GetEntity()->Damage( this, owner.GetEntity(), org, damageFreq, ( damagePower ) ? damagePower : 1.0f, INVALID_JOINT );
- } else {
- beamTargets[i].renderEntity.shaderParms[ SHADERPARM_RED ] =
- beamTargets[i].renderEntity.shaderParms[ SHADERPARM_GREEN ] =
- beamTargets[i].renderEntity.shaderParms[ SHADERPARM_BLUE ] =
- beamTargets[i].renderEntity.shaderParms[ SHADERPARM_ALPHA ] = 0.0f;
- bfgVision = false;
- }
- if ( player ) {
- player->playerView.EnableBFGVision( bfgVision );
- }
- nextDamageTime = gameLocal.time + BFG_DAMAGE_FREQUENCY;
- }
- gameRenderWorld->UpdateEntityDef( beamTargets[i].modelDefHandle, &beamTargets[i].renderEntity );
- }
- if ( secondModelDefHandle >= 0 ) {
- secondModel.origin = GetPhysics()->GetOrigin();
- gameRenderWorld->UpdateEntityDef( secondModelDefHandle, &secondModel );
- }
- idAngles ang;
- ang.pitch = ( gameLocal.time & 4095 ) * 360.0f / -4096.0f;
- ang.yaw = ang.pitch;
- ang.roll = 0.0f;
- SetAngles( ang );
- ang.pitch = ( gameLocal.time & 2047 ) * 360.0f / -2048.0f;
- ang.yaw = ang.pitch;
- ang.roll = 0.0f;
- secondModel.axis = ang.ToMat3();
- UpdateVisuals();
- }
- idProjectile::Think();
- }
- /*
- =================
- idBFGProjectile::Launch
- =================
- */
- void idBFGProjectile::Launch( const idVec3 &start, const idVec3 &dir, const idVec3 &pushVelocity, const float timeSinceFire, const float power, const float dmgPower ) {
- idProjectile::Launch( start, dir, pushVelocity, 0.0f, power, dmgPower );
- // dmgPower * radius is the target acquisition area
- // acquisition should make sure that monsters are not dormant
- // which will cut down on hitting monsters not actively fighting
- // but saves on the traces making sure they are visible
- // damage is not applied until the projectile explodes
- idEntity * ent;
- idEntity * entityList[ MAX_GENTITIES ];
- int numListedEntities;
- idBounds bounds;
- idVec3 damagePoint;
- float radius;
- spawnArgs.GetFloat( "damageRadius", "512", radius );
- bounds = idBounds( GetPhysics()->GetOrigin() ).Expand( radius );
- float beamWidth = spawnArgs.GetFloat( "beam_WidthFly" );
- const char *skin = spawnArgs.GetString( "skin_beam" );
- memset( &secondModel, 0, sizeof( secondModel ) );
- secondModelDefHandle = -1;
- const char *temp = spawnArgs.GetString( "model_two" );
- if ( temp != NULL && *temp != NULL ) {
- secondModel.hModel = renderModelManager->FindModel( temp );
- secondModel.bounds = secondModel.hModel->Bounds( &secondModel );
- secondModel.shaderParms[ SHADERPARM_RED ] =
- secondModel.shaderParms[ SHADERPARM_GREEN ] =
- secondModel.shaderParms[ SHADERPARM_BLUE ] =
- secondModel.shaderParms[ SHADERPARM_ALPHA ] = 1.0f;
- secondModel.noSelfShadow = true;
- secondModel.noShadow = true;
- secondModel.origin = GetPhysics()->GetOrigin();
- secondModel.axis = GetPhysics()->GetAxis();
- secondModelDefHandle = gameRenderWorld->AddEntityDef( &secondModel );
- }
- idVec3 delta( 15.0f, 15.0f, 15.0f );
- //physicsObj.SetAngularExtrapolation( extrapolation_t(EXTRAPOLATION_LINEAR|EXTRAPOLATION_NOSTOP), gameLocal.time, 0, physicsObj.GetAxis().ToAngles(), delta, ang_zero );
- // get all entities touching the bounds
- numListedEntities = gameLocal.clip.EntitiesTouchingBounds( bounds, CONTENTS_BODY, entityList, MAX_GENTITIES );
- for ( int e = 0; e < numListedEntities; e++ ) {
- ent = entityList[ e ];
- assert( ent );
- if ( ent == this || ent == owner.GetEntity() || ent->IsHidden() || !ent->IsActive() || !ent->fl.takedamage || ent->health <= 0 || !ent->IsType( idActor::Type ) ) {
- continue;
- }
- if ( !ent->CanDamage( GetPhysics()->GetOrigin(), damagePoint ) ) {
- continue;
- }
- if ( ent->IsType( idPlayer::Type ) ) {
- idPlayer *player = static_cast<idPlayer*>( ent );
- player->playerView.EnableBFGVision( true );
- }
- beamTarget_t bt;
- memset( &bt.renderEntity, 0, sizeof( renderEntity_t ) );
- bt.renderEntity.origin = GetPhysics()->GetOrigin();
- bt.renderEntity.axis = GetPhysics()->GetAxis();
- bt.renderEntity.shaderParms[ SHADERPARM_BEAM_WIDTH ] = beamWidth;
- bt.renderEntity.shaderParms[ SHADERPARM_RED ] = 1.0f;
- bt.renderEntity.shaderParms[ SHADERPARM_GREEN ] = 1.0f;
- bt.renderEntity.shaderParms[ SHADERPARM_BLUE ] = 1.0f;
- bt.renderEntity.shaderParms[ SHADERPARM_ALPHA ] = 1.0f;
- bt.renderEntity.shaderParms[ SHADERPARM_DIVERSITY] = gameLocal.random.CRandomFloat() * 0.75;
- bt.renderEntity.hModel = renderModelManager->FindModel( "_beam" );
- bt.renderEntity.callback = NULL;
- bt.renderEntity.numJoints = 0;
- bt.renderEntity.joints = NULL;
- bt.renderEntity.bounds.Clear();
- bt.renderEntity.customSkin = declManager->FindSkin( skin );
- bt.target = ent;
- bt.modelDefHandle = gameRenderWorld->AddEntityDef( &bt.renderEntity );
- beamTargets.Append( bt );
- }
- // Major hack for end boss. :(
- idAnimatedEntity *maledict = static_cast<idAnimatedEntity*>(gameLocal.FindEntity( "monster_boss_d3xp_maledict_1" ));
- if ( maledict ) {
- SetTimeState ts( maledict->timeGroup );
- idVec3 realPoint;
- idMat3 temp;
- float dist;
- jointHandle_t bodyJoint;
- bodyJoint = maledict->GetAnimator()->GetJointHandle( "Chest1" );
- maledict->GetJointWorldTransform( bodyJoint, gameLocal.time, realPoint, temp );
- dist = idVec3( realPoint - GetPhysics()->GetOrigin() ).Length();
- if ( dist < radius ) {
- beamTarget_t bt;
- memset( &bt.renderEntity, 0, sizeof( renderEntity_t ) );
- bt.renderEntity.origin = GetPhysics()->GetOrigin();
- bt.renderEntity.axis = GetPhysics()->GetAxis();
- bt.renderEntity.shaderParms[ SHADERPARM_BEAM_WIDTH ] = beamWidth;
- bt.renderEntity.shaderParms[ SHADERPARM_RED ] = 1.0f;
- bt.renderEntity.shaderParms[ SHADERPARM_GREEN ] = 1.0f;
- bt.renderEntity.shaderParms[ SHADERPARM_BLUE ] = 1.0f;
- bt.renderEntity.shaderParms[ SHADERPARM_ALPHA ] = 1.0f;
- bt.renderEntity.shaderParms[ SHADERPARM_DIVERSITY] = gameLocal.random.CRandomFloat() * 0.75;
- bt.renderEntity.hModel = renderModelManager->FindModel( "_beam" );
- bt.renderEntity.callback = NULL;
- bt.renderEntity.numJoints = 0;
- bt.renderEntity.joints = NULL;
- bt.renderEntity.bounds.Clear();
- bt.renderEntity.customSkin = declManager->FindSkin( skin );
- bt.target = maledict;
- bt.modelDefHandle = gameRenderWorld->AddEntityDef( &bt.renderEntity );
- beamTargets.Append( bt );
- numListedEntities++;
- }
- }
- if ( numListedEntities ) {
- StartSound( "snd_beam", SND_CHANNEL_BODY2, 0, false, NULL );
- }
- damageFreq = spawnArgs.GetString( "def_damageFreq" );
- nextDamageTime = gameLocal.time + BFG_DAMAGE_FREQUENCY;
- UpdateVisuals();
- }
- /*
- ================
- idProjectile::Event_RemoveBeams
- ================
- */
- void idBFGProjectile::Event_RemoveBeams() {
- FreeBeams();
- UpdateVisuals();
- }
- /*
- ================
- idProjectile::Explode
- ================
- */
- void idBFGProjectile::Explode( const trace_t &collision, idEntity *ignore ) {
- int i;
- idVec3 dmgPoint;
- idVec3 dir;
- float beamWidth;
- float damageScale;
- const char *damage;
- idPlayer * player;
- idEntity * ownerEnt;
- ownerEnt = owner.GetEntity();
- if ( ownerEnt != NULL && ownerEnt->IsType( idPlayer::Type ) ) {
- player = static_cast< idPlayer * >( ownerEnt );
- } else {
- player = NULL;
- }
- beamWidth = spawnArgs.GetFloat( "beam_WidthExplode" );
- damage = spawnArgs.GetString( "def_damage" );
- for ( i = 0; i < beamTargets.Num(); i++ ) {
- if ( ( beamTargets[i].target.GetEntity() == NULL ) || ( ownerEnt == NULL ) ) {
- continue;
- }
- if ( !beamTargets[i].target.GetEntity()->CanDamage( GetPhysics()->GetOrigin(), dmgPoint ) ) {
- continue;
- }
- beamTargets[i].renderEntity.shaderParms[SHADERPARM_BEAM_WIDTH] = beamWidth;
- // if the hit entity takes damage
- if ( damagePower ) {
- damageScale = damagePower;
- } else {
- damageScale = 1.0f;
- }
- // if the projectile owner is a player
- if ( player ) {
- // if the projectile hit an actor
- if ( beamTargets[i].target.GetEntity()->IsType( idActor::Type ) ) {
- player->SetLastHitTime( gameLocal.time );
- player->AddProjectileHits( 1 );
- damageScale *= player->PowerUpModifier( PROJECTILE_DAMAGE );
- }
- }
- if ( damage[0] && ( beamTargets[i].target.GetEntity()->entityNumber > gameLocal.numClients - 1 ) ) {
- dir = beamTargets[i].target.GetEntity()->GetPhysics()->GetOrigin() - GetPhysics()->GetOrigin();
- dir.Normalize();
- beamTargets[i].target.GetEntity()->Damage( this, ownerEnt, dir, damage, damageScale, ( collision.c.id < 0 ) ? CLIPMODEL_ID_TO_JOINT_HANDLE( collision.c.id ) : INVALID_JOINT );
- }
- }
- if ( secondModelDefHandle >= 0 ) {
- gameRenderWorld->FreeEntityDef( secondModelDefHandle );
- secondModelDefHandle = -1;
- }
- if ( ignore == NULL ) {
- projectileFlags.noSplashDamage = true;
- }
- if ( !common->IsClient() || fl.skipReplication ) {
- if ( ignore != NULL ) {
- PostEventMS( &EV_RemoveBeams, 750 );
- } else {
- PostEventMS( &EV_RemoveBeams, 0 );
- }
- }
- return idProjectile::Explode( collision, ignore );
- }
- /*
- ===============================================================================
- idDebris
- ===============================================================================
- */
- CLASS_DECLARATION( idEntity, idDebris )
- EVENT( EV_Explode, idDebris::Event_Explode )
- EVENT( EV_Fizzle, idDebris::Event_Fizzle )
- END_CLASS
- /*
- ================
- idDebris::Spawn
- ================
- */
- void idDebris::Spawn() {
- owner = NULL;
- smokeFly = NULL;
- smokeFlyTime = 0;
- }
- /*
- ================
- idDebris::Create
- ================
- */
- void idDebris::Create( idEntity *owner, const idVec3 &start, const idMat3 &axis ) {
- Unbind();
- GetPhysics()->SetOrigin( start );
- GetPhysics()->SetAxis( axis );
- GetPhysics()->SetContents( 0 );
- this->owner = owner;
- smokeFly = NULL;
- smokeFlyTime = 0;
- sndBounce = NULL;
- noGrab = true;
- UpdateVisuals();
- }
- /*
- =================
- idDebris::idDebris
- =================
- */
- idDebris::idDebris() {
- owner = NULL;
- smokeFly = NULL;
- smokeFlyTime = 0;
- sndBounce = NULL;
- }
- /*
- =================
- idDebris::~idDebris
- =================
- */
- idDebris::~idDebris() {
- }
- /*
- =================
- idDebris::Save
- =================
- */
- void idDebris::Save( idSaveGame *savefile ) const {
- owner.Save( savefile );
- savefile->WriteStaticObject( physicsObj );
- savefile->WriteParticle( smokeFly );
- savefile->WriteInt( smokeFlyTime );
- savefile->WriteSoundShader( sndBounce );
- }
- /*
- =================
- idDebris::Restore
- =================
- */
- void idDebris::Restore( idRestoreGame *savefile ) {
- owner.Restore( savefile );
- savefile->ReadStaticObject( physicsObj );
- RestorePhysics( &physicsObj );
- savefile->ReadParticle( smokeFly );
- savefile->ReadInt( smokeFlyTime );
- savefile->ReadSoundShader( sndBounce );
- }
- /*
- =================
- idDebris::Launch
- =================
- */
- void idDebris::Launch() {
- float fuse;
- idVec3 velocity;
- idAngles angular_velocity;
- float linear_friction;
- float angular_friction;
- float contact_friction;
- float bounce;
- float mass;
- float gravity;
- idVec3 gravVec;
- bool randomVelocity;
- idMat3 axis;
- renderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( gameLocal.time );
- spawnArgs.GetVector( "velocity", "0 0 0", velocity );
- spawnArgs.GetAngles( "angular_velocity", "0 0 0", angular_velocity );
-
- linear_friction = spawnArgs.GetFloat( "linear_friction" );
- angular_friction = spawnArgs.GetFloat( "angular_friction" );
- contact_friction = spawnArgs.GetFloat( "contact_friction" );
- bounce = spawnArgs.GetFloat( "bounce" );
- mass = spawnArgs.GetFloat( "mass" );
- gravity = spawnArgs.GetFloat( "gravity" );
- fuse = spawnArgs.GetFloat( "fuse" );
- randomVelocity = spawnArgs.GetBool ( "random_velocity" );
- if ( mass <= 0 ) {
- gameLocal.Error( "Invalid mass on '%s'\n", GetEntityDefName() );
- }
- if ( randomVelocity ) {
- velocity.x *= gameLocal.random.RandomFloat() + 0.5f;
- velocity.y *= gameLocal.random.RandomFloat() + 0.5f;
- velocity.z *= gameLocal.random.RandomFloat() + 0.5f;
- }
- if ( health ) {
- fl.takedamage = true;
- }
- gravVec = gameLocal.GetGravity();
- gravVec.NormalizeFast();
- axis = GetPhysics()->GetAxis();
- Unbind();
- physicsObj.SetSelf( this );
- // check if a clip model is set
- const char *clipModelName;
- idTraceModel trm;
- spawnArgs.GetString( "clipmodel", "", &clipModelName );
- if ( !clipModelName[0] ) {
- clipModelName = spawnArgs.GetString( "model" ); // use the visual model
- }
- // load the trace model
- if ( !collisionModelManager->TrmFromModel( clipModelName, trm ) ) {
- // default to a box
- physicsObj.SetClipBox( renderEntity.bounds, 1.0f );
- } else {
- physicsObj.SetClipModel( new (TAG_PHYSICS_CLIP_ENTITY) idClipModel( trm ), 1.0f );
- }
- physicsObj.GetClipModel()->SetOwner( owner.GetEntity() );
- physicsObj.SetMass( mass );
- physicsObj.SetFriction( linear_friction, angular_friction, contact_friction );
- if ( contact_friction == 0.0f ) {
- physicsObj.NoContact();
- }
- physicsObj.SetBouncyness( bounce );
- physicsObj.SetGravity( gravVec * gravity );
- physicsObj.SetContents( 0 );
- physicsObj.SetClipMask( MASK_SOLID | CONTENTS_MOVEABLECLIP );
- physicsObj.SetLinearVelocity( axis[ 0 ] * velocity[ 0 ] + axis[ 1 ] * velocity[ 1 ] + axis[ 2 ] * velocity[ 2 ] );
- physicsObj.SetAngularVelocity( angular_velocity.ToAngularVelocity() * axis );
- physicsObj.SetOrigin( GetPhysics()->GetOrigin() );
- physicsObj.SetAxis( axis );
- SetPhysics( &physicsObj );
- if ( !common->IsClient() ) {
- if ( fuse <= 0 ) {
- // run physics for 1 second
- RunPhysics();
- PostEventMS( &EV_Remove, 0 );
- } else if ( spawnArgs.GetBool( "detonate_on_fuse" ) ) {
- if ( fuse < 0.0f ) {
- fuse = 0.0f;
- }
- RunPhysics();
- PostEventSec( &EV_Explode, fuse );
- } else {
- if ( fuse < 0.0f ) {
- fuse = 0.0f;
- }
- PostEventSec( &EV_Fizzle, fuse );
- }
- }
- StartSound( "snd_fly", SND_CHANNEL_BODY, 0, false, NULL );
- smokeFly = NULL;
- smokeFlyTime = 0;
- const char *smokeName = spawnArgs.GetString( "smoke_fly" );
- if ( *smokeName != '\0' ) {
- smokeFly = static_cast<const idDeclParticle *>( declManager->FindType( DECL_PARTICLE, smokeName ) );
- smokeFlyTime = gameLocal.time;
- gameLocal.smokeParticles->EmitSmoke( smokeFly, smokeFlyTime, gameLocal.random.CRandomFloat(), GetPhysics()->GetOrigin(), GetPhysics()->GetAxis(), timeGroup /*_D3XP*/ );
- }
- const char *sndName = spawnArgs.GetString( "snd_bounce" );
- if ( *sndName != '\0' ) {
- sndBounce = declManager->FindSound( sndName );
- }
- UpdateVisuals();
- }
- /*
- ================
- idDebris::Think
- ================
- */
- void idDebris::Think() {
- // run physics
- RunPhysics();
- Present();
- if ( smokeFly && smokeFlyTime ) {
- if ( !gameLocal.smokeParticles->EmitSmoke( smokeFly, smokeFlyTime, gameLocal.random.CRandomFloat(), GetPhysics()->GetOrigin(), GetPhysics()->GetAxis(), timeGroup /*_D3XP*/ ) ) {
- smokeFlyTime = 0;
- }
- }
- }
- /*
- ================
- idDebris::Killed
- ================
- */
- void idDebris::Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location ) {
- if ( spawnArgs.GetBool( "detonate_on_death" ) ) {
- Explode();
- } else {
- Fizzle();
- }
- }
- /*
- =================
- idDebris::Collide
- =================
- */
- bool idDebris::Collide( const trace_t &collision, const idVec3 &velocity ) {
- if ( sndBounce != NULL ) {
- StartSoundShader( sndBounce, SND_CHANNEL_BODY, 0, false, NULL );
- }
- sndBounce = NULL;
- return false;
- }
- /*
- ================
- idDebris::Fizzle
- ================
- */
- void idDebris::Fizzle() {
- if ( IsHidden() ) {
- // already exploded
- return;
- }
- StopSound( SND_CHANNEL_ANY, false );
- StartSound( "snd_fizzle", SND_CHANNEL_BODY, 0, false, NULL );
- // fizzle FX
- const char *smokeName = spawnArgs.GetString( "smoke_fuse" );
- if ( *smokeName != '\0' ) {
- smokeFly = static_cast<const idDeclParticle *>( declManager->FindType( DECL_PARTICLE, smokeName ) );
- smokeFlyTime = gameLocal.time;
- gameLocal.smokeParticles->EmitSmoke( smokeFly, smokeFlyTime, gameLocal.random.CRandomFloat(), GetPhysics()->GetOrigin(), GetPhysics()->GetAxis(), timeGroup /*_D3XP*/ );
- }
- fl.takedamage = false;
- physicsObj.SetContents( 0 );
- physicsObj.PutToRest();
- Hide();
- if ( common->IsClient() && !fl.skipReplication ) {
- return;
- }
- CancelEvents( &EV_Fizzle );
- PostEventMS( &EV_Remove, 0 );
- }
- /*
- ================
- idDebris::Explode
- ================
- */
- void idDebris::Explode() {
- if ( IsHidden() ) {
- // already exploded
- return;
- }
- StopSound( SND_CHANNEL_ANY, false );
- StartSound( "snd_explode", SND_CHANNEL_BODY, 0, false, NULL );
- Hide();
- // these must not be "live forever" particle systems
- smokeFly = NULL;
- smokeFlyTime = 0;
- const char *smokeName = spawnArgs.GetString( "smoke_detonate" );
- if ( *smokeName != '\0' ) {
- smokeFly = static_cast<const idDeclParticle *>( declManager->FindType( DECL_PARTICLE, smokeName ) );
- smokeFlyTime = gameLocal.time;
- gameLocal.smokeParticles->EmitSmoke( smokeFly, smokeFlyTime, gameLocal.random.CRandomFloat(), GetPhysics()->GetOrigin(), GetPhysics()->GetAxis(), timeGroup /*_D3XP*/ );
- }
- fl.takedamage = false;
- physicsObj.SetContents( 0 );
- physicsObj.PutToRest();
- CancelEvents( &EV_Explode );
- PostEventMS( &EV_Remove, 0 );
- }
- /*
- ================
- idDebris::Event_Explode
- ================
- */
- void idDebris::Event_Explode() {
- Explode();
- }
- /*
- ================
- idDebris::Event_Fizzle
- ================
- */
- void idDebris::Event_Fizzle() {
- Fizzle();
- }
- /*
- ===============================================================================
- idHomingProjectile
- ===============================================================================
- */
- CLASS_DECLARATION( idProjectile, idHomingProjectile )
- EVENT( EV_SetEnemy, idHomingProjectile::Event_SetEnemy )
- END_CLASS
- /*
- ================
- idHomingProjectile::idHomingProjectile
- ================
- */
- idHomingProjectile::idHomingProjectile() {
- enemy = NULL;
- speed = 0.0f;
- turn_max = 0.0f;
- clamp_dist = 0.0f;
- rndScale = ang_zero;
- rndAng = ang_zero;
- angles = ang_zero;
- burstMode = false;
- burstDist = 0;
- burstVelocity = 0.0f;
- unGuided = false;
- seekPos = vec3_origin;
- }
- /*
- =================
- idHomingProjectile::~idHomingProjectile
- =================
- */
- idHomingProjectile::~idHomingProjectile() {
- }
- /*
- ================
- idHomingProjectile::Spawn
- ================
- */
- void idHomingProjectile::Spawn() {
- }
- /*
- ================
- idHomingProjectile::Save
- ================
- */
- void idHomingProjectile::Save( idSaveGame *savefile ) const {
- enemy.Save( savefile );
- savefile->WriteFloat( speed );
- savefile->WriteAngles( rndScale );
- savefile->WriteAngles( rndAng );
- savefile->WriteFloat( turn_max );
- savefile->WriteFloat( clamp_dist );
- savefile->WriteAngles( angles );
- savefile->WriteBool( burstMode );
- savefile->WriteBool( unGuided );
- savefile->WriteFloat( burstDist );
- savefile->WriteFloat( burstVelocity );
- savefile->WriteVec3( seekPos );
- }
- /*
- ================
- idHomingProjectile::Restore
- ================
- */
- void idHomingProjectile::Restore( idRestoreGame *savefile ) {
- enemy.Restore( savefile );
- savefile->ReadFloat( speed );
- savefile->ReadAngles( rndScale );
- savefile->ReadAngles( rndAng );
- savefile->ReadFloat( turn_max );
- savefile->ReadFloat( clamp_dist );
- savefile->ReadAngles( angles );
- savefile->ReadBool( burstMode );
- savefile->ReadBool( unGuided );
- savefile->ReadFloat( burstDist );
- savefile->ReadFloat( burstVelocity );
- savefile->ReadVec3( seekPos );
- }
- /*
- ================
- idHomingProjectile::Think
- ================
- */
- void idHomingProjectile::Think() {
- if ( seekPos == vec3_zero ) {
- // ai def uses a single def_projectile .. guardian has two projectile types so when seekPos is zero, just run regular projectile
- idProjectile::Think();
- return;
- }
- idVec3 dir;
- idVec3 velocity;
- idVec3 nose;
- idVec3 tmp;
- idMat3 axis;
- idAngles dirAng;
- idAngles diff;
- float dist;
- float frac;
- int i;
-
- nose = physicsObj.GetOrigin() + 10.0f * physicsObj.GetAxis()[0];
- dir = seekPos - nose;
- dist = dir.Normalize();
- dirAng = dir.ToAngles();
- // make it more accurate as it gets closer
- frac = ( dist * 2.0f ) / clamp_dist;
- if ( frac > 1.0f ) {
- frac = 1.0f;
- }
- diff = dirAng - angles * frac;
- // clamp the to the max turn rate
- diff.Normalize180();
- for( i = 0; i < 3; i++ ) {
- if ( diff[ i ] > turn_max ) {
- diff[ i ] = turn_max;
- } else if ( diff[ i ] < -turn_max ) {
- diff[ i ] = -turn_max;
- }
- }
- angles += diff;
- // make the visual model always points the dir we're traveling
- dir = angles.ToForward();
- velocity = dir * speed;
- if ( burstMode && dist < burstDist ) {
- unGuided = true;
- velocity *= burstVelocity;
- }
- physicsObj.SetLinearVelocity( velocity );
- // align z-axis of model with the direction
- axis = dir.ToMat3();
- tmp = axis[2];
- axis[2] = axis[0];
- axis[0] = -tmp;
- GetPhysics()->SetAxis( axis );
- idProjectile::Think();
- }
- /*
- =================
- idHomingProjectile::Launch
- =================
- */
- void idHomingProjectile::Launch( const idVec3 &start, const idVec3 &dir, const idVec3 &pushVelocity, const float timeSinceFire, const float launchPower, float dmgPower ) {
- idProjectile::Launch( start, dir, pushVelocity, timeSinceFire, launchPower, dmgPower );
- if ( owner.GetEntity() ) {
- if ( owner.GetEntity()->IsType( idAI::Type ) ) {
- enemy = static_cast<idAI *>( owner.GetEntity() )->GetEnemy();
- } else if ( owner.GetEntity()->IsType( idPlayer::Type ) ) {
- trace_t tr;
- idPlayer *player = static_cast<idPlayer*>( owner.GetEntity() );
- idVec3 start = player->GetEyePosition();
- idVec3 end = start + player->viewAxis[0] * 1000.0f;
- gameLocal.clip.TracePoint( tr, start, end, MASK_SHOT_RENDERMODEL | CONTENTS_BODY, owner.GetEntity() );
- if ( tr.fraction < 1.0f ) {
- enemy = gameLocal.GetTraceEntity( tr );
- }
- // ignore actors on the player's team
- if ( enemy.GetEntity() == NULL || !enemy.GetEntity()->IsType( idActor::Type ) || ( static_cast<idActor *>( enemy.GetEntity() )->team == player->team ) ) {
- enemy = player->EnemyWithMostHealth();
- }
- }
- }
- const idVec3 &vel = physicsObj.GetLinearVelocity();
- angles = vel.ToAngles();
- speed = vel.Length();
- rndScale = spawnArgs.GetAngles( "random", "15 15 0" );
- turn_max = spawnArgs.GetFloat( "turn_max", "180" ) / com_engineHz_latched;
- clamp_dist = spawnArgs.GetFloat( "clamp_dist", "256" );
- burstMode = spawnArgs.GetBool( "burstMode" );
- unGuided = false;
- burstDist = spawnArgs.GetFloat( "burstDist", "64" );
- burstVelocity = spawnArgs.GetFloat( "burstVelocity", "1.25" );
- UpdateVisuals();
- }
- void idHomingProjectile::SetEnemy( idEntity *ent ) {
- enemy = ent;
- }
- void idHomingProjectile::SetSeekPos( idVec3 pos ) {
- seekPos = pos;
- }
- void idHomingProjectile::Event_SetEnemy(idEntity *ent) {
- SetEnemy(ent);
- }
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