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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"
- /*
- ===============================================================================
- idMoveable
-
- ===============================================================================
- */
- const idEventDef EV_BecomeNonSolid( "becomeNonSolid" );
- const idEventDef EV_SetOwnerFromSpawnArgs( "<setOwnerFromSpawnArgs>" );
- const idEventDef EV_IsAtRest( "isAtRest", NULL, 'd' );
- const idEventDef EV_EnableDamage( "enableDamage", "f" );
- CLASS_DECLARATION( idEntity, idMoveable )
- EVENT( EV_Activate, idMoveable::Event_Activate )
- EVENT( EV_BecomeNonSolid, idMoveable::Event_BecomeNonSolid )
- EVENT( EV_SetOwnerFromSpawnArgs, idMoveable::Event_SetOwnerFromSpawnArgs )
- EVENT( EV_IsAtRest, idMoveable::Event_IsAtRest )
- EVENT( EV_EnableDamage, idMoveable::Event_EnableDamage )
- END_CLASS
- static const float BOUNCE_SOUND_MIN_VELOCITY = 80.0f;
- static const float BOUNCE_SOUND_MAX_VELOCITY = 200.0f;
- /*
- ================
- idMoveable::idMoveable
- ================
- */
- idMoveable::idMoveable() {
- minDamageVelocity = 100.0f;
- maxDamageVelocity = 200.0f;
- nextCollideFxTime = 0;
- nextDamageTime = 0;
- nextSoundTime = 0;
- initialSpline = NULL;
- initialSplineDir = vec3_zero;
- explode = false;
- unbindOnDeath = false;
- allowStep = false;
- canDamage = false;
- attacker = NULL;
- }
- /*
- ================
- idMoveable::~idMoveable
- ================
- */
- idMoveable::~idMoveable() {
- delete initialSpline;
- initialSpline = NULL;
- }
- /*
- ================
- idMoveable::Spawn
- ================
- */
- void idMoveable::Spawn() {
- idTraceModel trm;
- float density, friction, bouncyness, mass;
- int clipShrink;
- idStr clipModelName;
- // check if a clip model is set
- spawnArgs.GetString( "clipmodel", "", clipModelName );
- if ( !clipModelName[0] ) {
- clipModelName = spawnArgs.GetString( "model" ); // use the visual model
- }
- if ( !collisionModelManager->TrmFromModel( clipModelName, trm ) ) {
- gameLocal.Error( "idMoveable '%s': cannot load collision model %s", name.c_str(), clipModelName.c_str() );
- return;
- }
- // if the model should be shrinked
- clipShrink = spawnArgs.GetInt( "clipshrink" );
- if ( clipShrink != 0 ) {
- trm.Shrink( clipShrink * CM_CLIP_EPSILON );
- }
- // get rigid body properties
- spawnArgs.GetFloat( "density", "0.5", density );
- density = idMath::ClampFloat( 0.001f, 1000.0f, density );
- spawnArgs.GetFloat( "friction", "0.05", friction );
- friction = idMath::ClampFloat( 0.0f, 1.0f, friction );
- spawnArgs.GetFloat( "bouncyness", "0.6", bouncyness );
- bouncyness = idMath::ClampFloat( 0.0f, 1.0f, bouncyness );
- explode = spawnArgs.GetBool( "explode" );
- unbindOnDeath = spawnArgs.GetBool( "unbindondeath" );
- fxCollide = spawnArgs.GetString( "fx_collide" );
- nextCollideFxTime = 0;
- fl.takedamage = true;
- damage = spawnArgs.GetString( "def_damage", "" );
- monsterDamage = spawnArgs.GetString( "monster_damage", "" );
- fl.networkSync = true;
- attacker = NULL;
- canDamage = spawnArgs.GetBool( "damageWhenActive" ) ? false : true;
- minDamageVelocity = spawnArgs.GetFloat( "minDamageVelocity", "300" ); // _D3XP
- maxDamageVelocity = spawnArgs.GetFloat( "maxDamageVelocity", "700" ); // _D3XP
- nextDamageTime = 0;
- nextSoundTime = 0;
- health = spawnArgs.GetInt( "health", "0" );
- spawnArgs.GetString( "broken", "", brokenModel );
- if ( health ) {
- if ( brokenModel != "" && !renderModelManager->CheckModel( brokenModel ) ) {
- gameLocal.Error( "idMoveable '%s' at (%s): cannot load broken model '%s'", name.c_str(), GetPhysics()->GetOrigin().ToString(0), brokenModel.c_str() );
- }
- }
- // setup the physics
- physicsObj.SetSelf( this );
- physicsObj.SetClipModel( new (TAG_PHYSICS_CLIP_MOVER) idClipModel( trm ), density );
- physicsObj.GetClipModel()->SetMaterial( GetRenderModelMaterial() );
- physicsObj.SetOrigin( GetPhysics()->GetOrigin() );
- physicsObj.SetAxis( GetPhysics()->GetAxis() );
- physicsObj.SetBouncyness( bouncyness );
- physicsObj.SetFriction( 0.6f, 0.6f, friction );
- physicsObj.SetGravity( gameLocal.GetGravity() );
- physicsObj.SetContents( CONTENTS_SOLID );
- physicsObj.SetClipMask( MASK_SOLID | CONTENTS_BODY | CONTENTS_CORPSE | CONTENTS_MOVEABLECLIP );
- SetPhysics( &physicsObj );
- if ( spawnArgs.GetFloat( "mass", "10", mass ) ) {
- physicsObj.SetMass( mass );
- }
- if ( spawnArgs.GetBool( "nodrop" ) ) {
- physicsObj.PutToRest();
- } else {
- physicsObj.DropToFloor();
- }
- if ( spawnArgs.GetBool( "noimpact" ) || spawnArgs.GetBool( "notPushable" ) ) {
- physicsObj.DisableImpact();
- }
- if ( spawnArgs.GetBool( "nonsolid" ) ) {
- BecomeNonSolid();
- }
- allowStep = spawnArgs.GetBool( "allowStep", "1" );
- PostEventMS( &EV_SetOwnerFromSpawnArgs, 0 );
- }
- /*
- ================
- idMoveable::Save
- ================
- */
- void idMoveable::Save( idSaveGame *savefile ) const {
- savefile->WriteString( brokenModel );
- savefile->WriteString( damage );
- savefile->WriteString( monsterDamage );
- savefile->WriteObject( attacker );
- savefile->WriteString( fxCollide );
- savefile->WriteInt( nextCollideFxTime );
- savefile->WriteFloat( minDamageVelocity );
- savefile->WriteFloat( maxDamageVelocity );
- savefile->WriteBool( explode );
- savefile->WriteBool( unbindOnDeath );
- savefile->WriteBool( allowStep );
- savefile->WriteBool( canDamage );
- savefile->WriteInt( nextDamageTime );
- savefile->WriteInt( nextSoundTime );
- savefile->WriteInt( initialSpline != NULL ? initialSpline->GetTime( 0 ) : -1 );
- savefile->WriteVec3( initialSplineDir );
- savefile->WriteStaticObject( physicsObj );
- }
- /*
- ================
- idMoveable::Restore
- ================
- */
- void idMoveable::Restore( idRestoreGame *savefile ) {
- int initialSplineTime;
- savefile->ReadString( brokenModel );
- savefile->ReadString( damage );
- savefile->ReadString( monsterDamage );
- savefile->ReadObject( reinterpret_cast<idClass *&>( attacker ) );
- savefile->ReadString( fxCollide );
- savefile->ReadInt( nextCollideFxTime );
- savefile->ReadFloat( minDamageVelocity );
- savefile->ReadFloat( maxDamageVelocity );
- savefile->ReadBool( explode );
- savefile->ReadBool( unbindOnDeath );
- savefile->ReadBool( allowStep );
- savefile->ReadBool( canDamage );
- savefile->ReadInt( nextDamageTime );
- savefile->ReadInt( nextSoundTime );
- savefile->ReadInt( initialSplineTime );
- savefile->ReadVec3( initialSplineDir );
- if ( initialSplineTime != -1 ) {
- InitInitialSpline( initialSplineTime );
- } else {
- initialSpline = NULL;
- }
- savefile->ReadStaticObject( physicsObj );
- RestorePhysics( &physicsObj );
- }
- /*
- ================
- idMoveable::Hide
- ================
- */
- void idMoveable::Hide() {
- idEntity::Hide();
- physicsObj.SetContents( 0 );
- }
- /*
- ================
- idMoveable::Show
- ================
- */
- void idMoveable::Show() {
- idEntity::Show();
- if ( !spawnArgs.GetBool( "nonsolid" ) ) {
- physicsObj.SetContents( CONTENTS_SOLID );
- }
- }
- /*
- =================
- idMoveable::Collide
- =================
- */
- bool idMoveable::Collide( const trace_t &collision, const idVec3 &velocity ) {
- float v, f;
- idVec3 dir;
- idEntity *ent;
- v = -( velocity * collision.c.normal );
- if ( v > BOUNCE_SOUND_MIN_VELOCITY && gameLocal.time > nextSoundTime ) {
- f = v > BOUNCE_SOUND_MAX_VELOCITY ? 1.0f : idMath::Sqrt( v - BOUNCE_SOUND_MIN_VELOCITY ) * ( 1.0f / idMath::Sqrt( BOUNCE_SOUND_MAX_VELOCITY - BOUNCE_SOUND_MIN_VELOCITY ) );
- if ( StartSound( "snd_bounce", SND_CHANNEL_ANY, 0, false, NULL ) ) {
- // don't set the volume unless there is a bounce sound as it overrides the entire channel
- // which causes footsteps on ai's to not honor their shader parms
- SetSoundVolume( f );
- }
- nextSoundTime = gameLocal.time + 500;
- }
- // _D3XP :: changes relating to the addition of monsterDamage
- if ( !common->IsClient() && canDamage && gameLocal.time > nextDamageTime ) {
- bool hasDamage = damage.Length() > 0;
- bool hasMonsterDamage = monsterDamage.Length() > 0;
- if ( hasDamage || hasMonsterDamage ) {
- ent = gameLocal.entities[ collision.c.entityNum ];
- if ( ent && v > minDamageVelocity ) {
- f = v > maxDamageVelocity ? 1.0f : idMath::Sqrt( v - minDamageVelocity ) * ( 1.0f / idMath::Sqrt( maxDamageVelocity - minDamageVelocity ) );
- dir = velocity;
- dir.NormalizeFast();
- if ( ent->IsType( idAI::Type ) && hasMonsterDamage ) {
- if ( attacker ) {
- ent->Damage( this, attacker, dir, monsterDamage, f, INVALID_JOINT );
- }
- else {
- ent->Damage( this, GetPhysics()->GetClipModel()->GetOwner(), dir, monsterDamage, f, INVALID_JOINT );
- }
- } else if ( hasDamage ) {
- // in multiplayer, scale damage wrt mass of object
- if ( common->IsMultiplayer() ) {
- f *= GetPhysics()->GetMass() * g_moveableDamageScale.GetFloat();
- }
- if ( attacker ) {
- ent->Damage( this, attacker, dir, damage, f, INVALID_JOINT );
- }
- else {
- ent->Damage( this, GetPhysics()->GetClipModel()->GetOwner(), dir, damage, f, INVALID_JOINT );
- }
- }
- nextDamageTime = gameLocal.time + 1000;
- }
- }
- }
- if ( this->IsType( idExplodingBarrel::Type ) ) {
- idExplodingBarrel *ebarrel = static_cast<idExplodingBarrel*>(this);
- if ( !ebarrel->IsStable() ) {
- PostEventSec( &EV_Explode, 0.04f );
- }
- }
- if ( fxCollide.Length() && gameLocal.time > nextCollideFxTime ) {
- idEntityFx::StartFx( fxCollide, &collision.c.point, NULL, this, false );
- nextCollideFxTime = gameLocal.time + 3500;
- }
- return false;
- }
- /*
- ============
- idMoveable::Killed
- ============
- */
- void idMoveable::Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location ) {
- if ( unbindOnDeath ) {
- Unbind();
- }
- if ( brokenModel != "" ) {
- SetModel( brokenModel );
- }
- if ( explode ) {
- if ( brokenModel == "" ) {
- PostEventMS( &EV_Remove, 1000 );
- }
- }
- if ( renderEntity.gui[ 0 ] ) {
- renderEntity.gui[ 0 ] = NULL;
- }
- ActivateTargets( this );
- fl.takedamage = false;
- }
- /*
- ================
- idMoveable::AllowStep
- ================
- */
- bool idMoveable::AllowStep() const {
- return allowStep;
- }
- /*
- ================
- idMoveable::BecomeNonSolid
- ================
- */
- void idMoveable::BecomeNonSolid() {
- // set CONTENTS_RENDERMODEL so bullets still collide with the moveable
- physicsObj.SetContents( CONTENTS_CORPSE | CONTENTS_RENDERMODEL );
- physicsObj.SetClipMask( MASK_SOLID | CONTENTS_CORPSE | CONTENTS_MOVEABLECLIP );
- }
- /*
- ================
- idMoveable::EnableDamage
- ================
- */
- void idMoveable::EnableDamage( bool enable, float duration ) {
- if ( canDamage == enable ) {
- return;
- }
- canDamage = enable;
- if ( duration ) {
- PostEventSec( &EV_EnableDamage, duration, ( /*_D3XP*/enable ) ? 0.0f : 1.0f );
- }
- }
- /*
- ================
- idMoveable::InitInitialSpline
- ================
- */
- void idMoveable::InitInitialSpline( int startTime ) {
- int initialSplineTime;
- initialSpline = GetSpline();
- initialSplineTime = spawnArgs.GetInt( "initialSplineTime", "300" );
- if ( initialSpline != NULL ) {
- initialSpline->MakeUniform( initialSplineTime );
- initialSpline->ShiftTime( startTime - initialSpline->GetTime( 0 ) );
- initialSplineDir = initialSpline->GetCurrentFirstDerivative( startTime );
- initialSplineDir *= physicsObj.GetAxis().Transpose();
- initialSplineDir.Normalize();
- BecomeActive( TH_THINK );
- }
- }
- /*
- ================
- idMoveable::FollowInitialSplinePath
- ================
- */
- bool idMoveable::FollowInitialSplinePath() {
- if ( initialSpline != NULL ) {
- if ( gameLocal.time < initialSpline->GetTime( initialSpline->GetNumValues() - 1 ) ) {
- idVec3 splinePos = initialSpline->GetCurrentValue( gameLocal.time );
- idVec3 linearVelocity = ( splinePos - physicsObj.GetOrigin() ) * com_engineHz_latched;
- physicsObj.SetLinearVelocity( linearVelocity );
- idVec3 splineDir = initialSpline->GetCurrentFirstDerivative( gameLocal.time );
- idVec3 dir = initialSplineDir * physicsObj.GetAxis();
- idVec3 angularVelocity = dir.Cross( splineDir );
- angularVelocity.Normalize();
- angularVelocity *= idMath::ACos16( dir * splineDir / splineDir.Length() ) * com_engineHz_latched;
- physicsObj.SetAngularVelocity( angularVelocity );
- return true;
- } else {
- delete initialSpline;
- initialSpline = NULL;
- }
- }
- return false;
- }
- /*
- ================
- idMoveable::ClientThink
- ================
- */
- void idMoveable::ClientThink( const int curTime, const float fraction, const bool predict ) {
- InterpolatePhysicsOnly( fraction );
- Present();
- }
- /*
- ================
- idMoveable::Think
- ================
- */
- void idMoveable::Think() {
- if ( thinkFlags & TH_THINK ) {
- if ( !FollowInitialSplinePath() ) {
- BecomeInactive( TH_THINK );
- }
- }
- idEntity::Think();
- }
- /*
- ================
- idMoveable::GetRenderModelMaterial
- ================
- */
- const idMaterial *idMoveable::GetRenderModelMaterial() const {
- if ( renderEntity.customShader ) {
- return renderEntity.customShader;
- }
- if ( renderEntity.hModel && renderEntity.hModel->NumSurfaces() ) {
- return renderEntity.hModel->Surface( 0 )->shader;
- }
- return NULL;
- }
- /*
- ================
- idMoveable::WriteToSnapshot
- ================
- */
- void idMoveable::WriteToSnapshot( idBitMsg &msg ) const {
- physicsObj.WriteToSnapshot( msg );
- }
- /*
- ================
- idMoveable::ReadFromSnapshot
- ================
- */
- void idMoveable::ReadFromSnapshot( const idBitMsg &msg ) {
- physicsObj.ReadFromSnapshot( msg );
- if ( msg.HasChanged() ) {
- UpdateVisuals();
- }
- }
- /*
- ================
- idMoveable::Event_BecomeNonSolid
- ================
- */
- void idMoveable::Event_BecomeNonSolid() {
- BecomeNonSolid();
- }
- /*
- ================
- idMoveable::SetAttacker
- ================
- */
- void idMoveable::SetAttacker( idEntity *ent ) {
- attacker = ent;
- }
- /*
- ================
- idMoveable::Event_Activate
- ================
- */
- void idMoveable::Event_Activate( idEntity *activator ) {
- float delay;
- idVec3 init_velocity, init_avelocity;
- Show();
- if ( !spawnArgs.GetInt( "notPushable" ) ) {
- physicsObj.EnableImpact();
- }
- physicsObj.Activate();
- spawnArgs.GetVector( "init_velocity", "0 0 0", init_velocity );
- spawnArgs.GetVector( "init_avelocity", "0 0 0", init_avelocity );
- delay = spawnArgs.GetFloat( "init_velocityDelay", "0" );
- if ( delay == 0.0f ) {
- physicsObj.SetLinearVelocity( init_velocity );
- } else {
- PostEventSec( &EV_SetLinearVelocity, delay, init_velocity );
- }
- delay = spawnArgs.GetFloat( "init_avelocityDelay", "0" );
- if ( delay == 0.0f ) {
- physicsObj.SetAngularVelocity( init_avelocity );
- } else {
- PostEventSec( &EV_SetAngularVelocity, delay, init_avelocity );
- }
- InitInitialSpline( gameLocal.time );
- }
- /*
- ================
- idMoveable::Event_SetOwnerFromSpawnArgs
- ================
- */
- void idMoveable::Event_SetOwnerFromSpawnArgs() {
- idStr owner;
- if ( spawnArgs.GetString( "owner", "", owner ) ) {
- ProcessEvent( &EV_SetOwner, gameLocal.FindEntity( owner ) );
- }
- }
- /*
- ================
- idMoveable::Event_IsAtRest
- ================
- */
- void idMoveable::Event_IsAtRest() {
- idThread::ReturnInt( physicsObj.IsAtRest() );
- }
- /*
- ================
- idMoveable::Event_EnableDamage
- ================
- */
- void idMoveable::Event_EnableDamage( float enable ) {
- // clear out attacker
- attacker = NULL;
- canDamage = ( enable != 0.0f );
- }
- /*
- ===============================================================================
- idBarrel
-
- ===============================================================================
- */
- CLASS_DECLARATION( idMoveable, idBarrel )
- END_CLASS
- /*
- ================
- idBarrel::idBarrel
- ================
- */
- idBarrel::idBarrel() {
- radius = 1.0f;
- barrelAxis = 0;
- lastOrigin.Zero();
- lastAxis.Identity();
- additionalRotation = 0.0f;
- additionalAxis.Identity();
- fl.networkSync = true;
- }
- /*
- ================
- idBarrel::Save
- ================
- */
- void idBarrel::Save( idSaveGame *savefile ) const {
- savefile->WriteFloat( radius );
- savefile->WriteInt( barrelAxis );
- savefile->WriteVec3( lastOrigin );
- savefile->WriteMat3( lastAxis );
- savefile->WriteFloat( additionalRotation );
- savefile->WriteMat3( additionalAxis );
- }
- /*
- ================
- idBarrel::Restore
- ================
- */
- void idBarrel::Restore( idRestoreGame *savefile ) {
- savefile->ReadFloat( radius );
- savefile->ReadInt( barrelAxis );
- savefile->ReadVec3( lastOrigin );
- savefile->ReadMat3( lastAxis );
- savefile->ReadFloat( additionalRotation );
- savefile->ReadMat3( additionalAxis );
- }
- /*
- ================
- idBarrel::BarrelThink
- ================
- */
- void idBarrel::BarrelThink() {
- bool wasAtRest, onGround;
- float movedDistance, rotatedDistance, angle;
- idVec3 curOrigin, gravityNormal, dir;
- idMat3 curAxis, axis;
- wasAtRest = IsAtRest();
- // run physics
- RunPhysics();
- // only need to give the visual model an additional rotation if the physics were run
- if ( !wasAtRest ) {
- // current physics state
- onGround = GetPhysics()->HasGroundContacts();
- curOrigin = GetPhysics()->GetOrigin();
- curAxis = GetPhysics()->GetAxis();
- // if the barrel is on the ground
- if ( onGround ) {
- gravityNormal = GetPhysics()->GetGravityNormal();
- dir = curOrigin - lastOrigin;
- dir -= gravityNormal * dir * gravityNormal;
- movedDistance = dir.LengthSqr();
- // if the barrel moved and the barrel is not aligned with the gravity direction
- if ( movedDistance > 0.0f && idMath::Fabs( gravityNormal * curAxis[barrelAxis] ) < 0.7f ) {
- // barrel movement since last think frame orthogonal to the barrel axis
- movedDistance = idMath::Sqrt( movedDistance );
- dir *= 1.0f / movedDistance;
- movedDistance = ( 1.0f - idMath::Fabs( dir * curAxis[barrelAxis] ) ) * movedDistance;
- // get rotation about barrel axis since last think frame
- angle = lastAxis[(barrelAxis+1)%3] * curAxis[(barrelAxis+1)%3];
- angle = idMath::ACos( angle );
- // distance along cylinder hull
- rotatedDistance = angle * radius;
- // if the barrel moved further than it rotated about it's axis
- if ( movedDistance > rotatedDistance ) {
- // additional rotation of the visual model to make it look
- // like the barrel rolls instead of slides
- angle = 180.0f * (movedDistance - rotatedDistance) / (radius * idMath::PI);
- if ( gravityNormal.Cross( curAxis[barrelAxis] ) * dir < 0.0f ) {
- additionalRotation += angle;
- } else {
- additionalRotation -= angle;
- }
- dir = vec3_origin;
- dir[barrelAxis] = 1.0f;
- additionalAxis = idRotation( vec3_origin, dir, additionalRotation ).ToMat3();
- }
- }
- }
- // save state for next think
- lastOrigin = curOrigin;
- lastAxis = curAxis;
- }
- Present();
- }
- /*
- ================
- idBarrel::Think
- ================
- */
- void idBarrel::Think() {
- if ( thinkFlags & TH_THINK ) {
- if ( !FollowInitialSplinePath() ) {
- BecomeInactive( TH_THINK );
- }
- }
- BarrelThink();
- }
- /*
- ================
- idBarrel::GetPhysicsToVisualTransform
- ================
- */
- bool idBarrel::GetPhysicsToVisualTransform( idVec3 &origin, idMat3 &axis ) {
- origin = vec3_origin;
- axis = additionalAxis;
- return true;
- }
- /*
- ================
- idBarrel::Spawn
- ================
- */
- void idBarrel::Spawn() {
- const idBounds &bounds = GetPhysics()->GetBounds();
- // radius of the barrel cylinder
- radius = ( bounds[1][0] - bounds[0][0] ) * 0.5f;
- // always a vertical barrel with cylinder axis parallel to the z-axis
- barrelAxis = 2;
- lastOrigin = GetPhysics()->GetOrigin();
- lastAxis = GetPhysics()->GetAxis();
- additionalRotation = 0.0f;
- additionalAxis.Identity();
- fl.networkSync = true;
- }
- /*
- ================
- idBarrel::ClientThink
- ================
- */
- void idBarrel::ClientThink( const int curTime, const float fraction, const bool predict ) {
- InterpolatePhysics( fraction );
- Present();
- }
- /*
- ===============================================================================
- idExplodingBarrel
- ===============================================================================
- */
- const idEventDef EV_Respawn( "<respawn>" );
- const idEventDef EV_TriggerTargets( "<triggertargets>" );
- CLASS_DECLARATION( idBarrel, idExplodingBarrel )
- EVENT( EV_Activate, idExplodingBarrel::Event_Activate )
- EVENT( EV_Respawn, idExplodingBarrel::Event_Respawn )
- EVENT( EV_Explode, idExplodingBarrel::Event_Explode )
- EVENT( EV_TriggerTargets, idExplodingBarrel::Event_TriggerTargets )
- END_CLASS
- /*
- ================
- idExplodingBarrel::idExplodingBarrel
- ================
- */
- idExplodingBarrel::idExplodingBarrel() {
- spawnOrigin.Zero();
- spawnAxis.Zero();
- state = NORMAL;
- isStable = true;
- particleModelDefHandle = -1;
- lightDefHandle = -1;
- memset( &particleRenderEntity, 0, sizeof( particleRenderEntity ) );
- memset( &light, 0, sizeof( light ) );
- particleTime = 0;
- lightTime = 0;
- time = 0.0f;
- }
- /*
- ================
- idExplodingBarrel::~idExplodingBarrel
- ================
- */
- idExplodingBarrel::~idExplodingBarrel() {
- if ( particleModelDefHandle >= 0 ){
- gameRenderWorld->FreeEntityDef( particleModelDefHandle );
- }
- if ( lightDefHandle >= 0 ) {
- gameRenderWorld->FreeLightDef( lightDefHandle );
- }
- }
- /*
- ================
- idExplodingBarrel::Save
- ================
- */
- void idExplodingBarrel::Save( idSaveGame *savefile ) const {
- savefile->WriteVec3( spawnOrigin );
- savefile->WriteMat3( spawnAxis );
- savefile->WriteInt( state );
- savefile->WriteInt( particleModelDefHandle );
- savefile->WriteInt( lightDefHandle );
- savefile->WriteRenderEntity( particleRenderEntity );
- savefile->WriteRenderLight( light );
- savefile->WriteInt( particleTime );
- savefile->WriteInt( lightTime );
- savefile->WriteFloat( time );
- savefile->WriteBool( isStable );
- }
- /*
- ================
- idExplodingBarrel::Restore
- ================
- */
- void idExplodingBarrel::Restore( idRestoreGame *savefile ) {
- savefile->ReadVec3( spawnOrigin );
- savefile->ReadMat3( spawnAxis );
- savefile->ReadInt( (int &)state );
- savefile->ReadInt( (int &)particleModelDefHandle );
- savefile->ReadInt( (int &)lightDefHandle );
- savefile->ReadRenderEntity( particleRenderEntity );
- savefile->ReadRenderLight( light );
- savefile->ReadInt( particleTime );
- savefile->ReadInt( lightTime );
- savefile->ReadFloat( time );
- savefile->ReadBool( isStable );
- if ( lightDefHandle != -1 ) {
- lightDefHandle = gameRenderWorld->AddLightDef( &light );
- }
- if ( particleModelDefHandle != -1 ) {
- particleModelDefHandle = gameRenderWorld->AddEntityDef( &particleRenderEntity );
- }
- }
- /*
- ================
- idExplodingBarrel::Spawn
- ================
- */
- void idExplodingBarrel::Spawn() {
- health = spawnArgs.GetInt( "health", "5" );
- fl.takedamage = true;
- isStable = true;
- fl.networkSync = true;
- spawnOrigin = GetPhysics()->GetOrigin();
- spawnAxis = GetPhysics()->GetAxis();
- state = NORMAL;
- particleModelDefHandle = -1;
- lightDefHandle = -1;
- lightTime = 0;
- particleTime = 0;
- time = spawnArgs.GetFloat( "time" );
- memset( &particleRenderEntity, 0, sizeof( particleRenderEntity ) );
- memset( &light, 0, sizeof( light ) );
- }
- /*
- ================
- idExplodingBarrel::UpdateLight
- ================
- */
- void idExplodingBarrel::UpdateLight() {
- if ( lightDefHandle >= 0 ){
- if ( state == BURNING ) {
- // ramp the color up over 250 ms
- float pct = (gameLocal.serverTime - lightTime) / 250.f;
- if ( pct > 1.0f ) {
- pct = 1.0f;
- }
- light.origin = physicsObj.GetAbsBounds().GetCenter();
- light.axis = mat3_identity;
- light.shaderParms[ SHADERPARM_RED ] = pct;
- light.shaderParms[ SHADERPARM_GREEN ] = pct;
- light.shaderParms[ SHADERPARM_BLUE ] = pct;
- light.shaderParms[ SHADERPARM_ALPHA ] = pct;
- gameRenderWorld->UpdateLightDef( lightDefHandle, &light );
- } else {
- if ( gameLocal.serverTime - lightTime > 250 ) {
- gameRenderWorld->FreeLightDef( lightDefHandle );
- lightDefHandle = -1;
- }
- return;
- }
- }
- }
- /*
- ================
- idExplodingBarrel::ClientThink
- ================
- */
- void idExplodingBarrel::ClientThink( const int curTime, const float fraction, const bool predict ) {
- UpdateLight();
- InterpolatePhysics( fraction );
- Present();
- }
- /*
- ================
- idExplodingBarrel::Think
- ================
- */
- void idExplodingBarrel::Think() {
- idBarrel::BarrelThink();
- UpdateLight();
- if ( !common->IsClient() && state != BURNING && state != EXPLODING ) {
- BecomeInactive( TH_THINK );
- return;
- }
- if ( particleModelDefHandle >= 0 ){
- particleRenderEntity.origin = physicsObj.GetAbsBounds().GetCenter();
- particleRenderEntity.axis = mat3_identity;
- gameRenderWorld->UpdateEntityDef( particleModelDefHandle, &particleRenderEntity );
- }
- }
- /*
- ================
- idExplodingBarrel::SetStability
- ================
- */
- void idExplodingBarrel::SetStability( bool stability ) {
- isStable = stability;
- }
- /*
- ================
- idExplodingBarrel::IsStable
- ================
- */
- bool idExplodingBarrel::IsStable() {
- return isStable;
- }
- /*
- ================
- idExplodingBarrel::StartBurning
- ================
- */
- void idExplodingBarrel::StartBurning() {
- state = BURNING;
- AddParticles( "barrelfire.prt", true );
- }
- /*
- ================
- idExplodingBarrel::StartBurning
- ================
- */
- void idExplodingBarrel::StopBurning() {
- state = NORMAL;
- if ( particleModelDefHandle >= 0 ){
- gameRenderWorld->FreeEntityDef( particleModelDefHandle );
- particleModelDefHandle = -1;
- particleTime = 0;
- memset( &particleRenderEntity, 0, sizeof( particleRenderEntity ) );
- }
- }
- /*
- ================
- idExplodingBarrel::AddParticles
- ================
- */
- void idExplodingBarrel::AddParticles( const char *name, bool burn ) {
- if ( name && *name ) {
- int explicitTimeGroup = timeGroup;
- SetTimeState explicitTS( explicitTimeGroup );
- if ( particleModelDefHandle >= 0 ){
- gameRenderWorld->FreeEntityDef( particleModelDefHandle );
- }
- memset( &particleRenderEntity, 0, sizeof ( particleRenderEntity ) );
- idRenderModel* modelDef = renderModelManager->FindModel( name );
- if ( modelDef ) {
- particleRenderEntity.origin = physicsObj.GetAbsBounds().GetCenter();
- particleRenderEntity.axis = mat3_identity;
- particleRenderEntity.hModel = modelDef;
- float rgb = ( burn ) ? 0.0f : 1.0f;
- particleRenderEntity.shaderParms[ SHADERPARM_RED ] = rgb;
- particleRenderEntity.shaderParms[ SHADERPARM_GREEN ] = rgb;
- particleRenderEntity.shaderParms[ SHADERPARM_BLUE ] = rgb;
- particleRenderEntity.shaderParms[ SHADERPARM_ALPHA ] = rgb;
- particleRenderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( gameLocal.realClientTime );
- particleRenderEntity.shaderParms[ SHADERPARM_DIVERSITY ] = ( burn ) ? 1.0f : gameLocal.random.RandomInt( 90 );
- particleRenderEntity.timeGroup = explicitTimeGroup;
- particleModelDefHandle = gameRenderWorld->AddEntityDef( &particleRenderEntity );
- if ( burn ) {
- BecomeActive( TH_THINK );
- }
- particleTime = gameLocal.realClientTime;
- }
- }
- }
- /*
- ================
- idExplodingBarrel::AddLight
- ================
- */
- void idExplodingBarrel::AddLight( const char *name, bool burn ) {
- if ( lightDefHandle >= 0 ){
- gameRenderWorld->FreeLightDef( lightDefHandle );
- }
- memset( &light, 0, sizeof ( light ) );
- light.axis = mat3_identity;
- light.lightRadius.x = spawnArgs.GetFloat( "light_radius" );
- light.lightRadius.y = light.lightRadius.z = light.lightRadius.x;
- light.origin = physicsObj.GetOrigin();
- light.origin.z += 128;
- light.pointLight = true;
- light.shader = declManager->FindMaterial( name );
- light.shaderParms[ SHADERPARM_RED ] = 2.0f;
- light.shaderParms[ SHADERPARM_GREEN ] = 2.0f;
- light.shaderParms[ SHADERPARM_BLUE ] = 2.0f;
- light.shaderParms[ SHADERPARM_ALPHA ] = 2.0f;
- lightDefHandle = gameRenderWorld->AddLightDef( &light );
- lightTime = gameLocal.serverTime;
- BecomeActive( TH_THINK );
- }
- /*
- ================
- idExplodingBarrel::ExplodingEffects
- ================
- */
- void idExplodingBarrel::ExplodingEffects() {
- const char *temp;
- StartSound( "snd_explode", SND_CHANNEL_ANY, 0, false, NULL );
- temp = spawnArgs.GetString( "model_damage" );
- if ( *temp != '\0' ) {
- SetModel( temp );
- Show();
- }
- temp = spawnArgs.GetString( "model_detonate" );
- if ( *temp != '\0' ) {
- AddParticles( temp, false );
- }
- temp = spawnArgs.GetString( "mtr_lightexplode" );
- if ( *temp != '\0' ) {
- AddLight( temp, false );
- }
- temp = spawnArgs.GetString( "mtr_burnmark" );
- if ( *temp != '\0' ) {
- gameLocal.ProjectDecal( GetPhysics()->GetOrigin(), GetPhysics()->GetGravity(), 128.0f, true, 96.0f, temp );
- }
- }
- /*
- ================
- idExplodingBarrel::Killed
- ================
- */
- void idExplodingBarrel::Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location ) {
- if ( IsHidden() || state == EXPLODING || state == BURNING ) {
- return;
- }
- // Clients don't process killed
- if( common->IsClient() ) {
- return;
- }
- float f = spawnArgs.GetFloat( "burn" );
- if ( f > 0.0f && state == NORMAL ) {
- state = BURNING;
- PostEventSec( &EV_Explode, f );
- StartSound( "snd_burn", SND_CHANNEL_ANY, 0, false, NULL );
- AddParticles( spawnArgs.GetString ( "model_burn", "" ), true );
- return;
- } else {
- state = EXPLODING;
- if ( common->IsServer() ) {
- idBitMsg msg;
- byte msgBuf[MAX_EVENT_PARAM_SIZE];
- msg.InitWrite( msgBuf, sizeof( msgBuf ) );
- msg.WriteLong( gameLocal.time );
- ServerSendEvent( EVENT_EXPLODE, &msg, false );
- }
- }
- // do this before applying radius damage so the ent can trace to any damagable ents nearby
- Hide();
- physicsObj.SetContents( 0 );
- const char *splash = spawnArgs.GetString( "def_splash_damage", "damage_explosion" );
- if ( splash != NULL && *splash != NULL ) {
- gameLocal.RadiusDamage( GetPhysics()->GetOrigin(), this, attacker, this, this, splash );
- }
- ExplodingEffects( );
-
- //FIXME: need to precache all the debris stuff here and in the projectiles
- const idKeyValue *kv = spawnArgs.MatchPrefix( "def_debris" );
- // bool first = true;
- while ( kv != NULL ) {
- const idDict *debris_args = gameLocal.FindEntityDefDict( kv->GetValue(), false );
- if ( debris_args ) {
- idEntity *ent;
- idVec3 dir;
- idDebris *debris;
- //if ( first ) {
- dir = physicsObj.GetAxis()[1];
- // first = false;
- //} else {
- 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_args, &ent, false );
- if ( ent == NULL|| !ent->IsType( idDebris::Type ) ) {
- gameLocal.Error( "'projectile_debris' is not an idDebris" );
- break;
- }
- debris = static_cast<idDebris *>(ent);
- debris->Create( this, physicsObj.GetOrigin(), dir.ToMat3() );
- debris->Launch();
- debris->GetRenderEntity()->shaderParms[ SHADERPARM_TIME_OF_DEATH ] = ( gameLocal.time + 1500 ) * 0.001f;
- debris->UpdateVisuals();
-
- }
- kv = spawnArgs.MatchPrefix( "def_debris", kv );
- }
- physicsObj.PutToRest();
- CancelEvents( &EV_Explode );
- CancelEvents( &EV_Activate );
- f = spawnArgs.GetFloat( "respawn" );
- if ( f > 0.0f ) {
- PostEventSec( &EV_Respawn, f );
- } else {
- PostEventMS( &EV_Remove, 5000 );
- }
- if ( spawnArgs.GetBool( "triggerTargets" ) ) {
- ActivateTargets( this );
- }
- // Any time a barrel explodes, attribute it towards the 'Boomtastic' achievement, since there's no way a barrel can explode without player interference
- idPlayer *player = gameLocal.GetLocalPlayer();
- if( player != NULL && !common->IsMultiplayer() ) {
- player->GetAchievementManager().EventCompletesAchievement( ACHIEVEMENT_DESTROY_BARRELS );
- }
- }
- /*
- ================
- idExplodingBarrel::Damage
- ================
- */
- void idExplodingBarrel::Damage( idEntity *inflictor, idEntity *attacker, const idVec3 &dir,
- const char *damageDefName, const float damageScale, const int location ) {
- const idDict *damageDef = gameLocal.FindEntityDefDict( damageDefName );
- if ( damageDef == NULL ) {
- gameLocal.Error( "Unknown damageDef '%s'\n", damageDefName );
- return;
- }
- if ( damageDef->FindKey( "radius" ) && GetPhysics()->GetContents() != 0 && GetBindMaster() == NULL ) {
- PostEventMS( &EV_Explode, 400 );
- } else {
- idEntity::Damage( inflictor, attacker, dir, damageDefName, damageScale, location );
- }
- }
- /*
- ================
- idExplodingBarrel::Event_TriggerTargets
- ================
- */
- void idExplodingBarrel::Event_TriggerTargets() {
- ActivateTargets( this );
- }
- /*
- ================
- idExplodingBarrel::Event_Explode
- ================
- */
- void idExplodingBarrel::Event_Explode() {
- if ( state == NORMAL || state == BURNING ) {
- state = BURNEXPIRED;
- Killed( NULL, attacker, 0, vec3_zero, 0 );
- }
- }
- /*
- ================
- idExplodingBarrel::Event_Respawn
- ================
- */
- void idExplodingBarrel::Event_Respawn() {
- int i;
- int minRespawnDist = spawnArgs.GetInt( "respawn_range", "256" );
- if ( minRespawnDist ) {
- float minDist = -1;
- for ( i = 0; i < gameLocal.numClients; i++ ) {
- if ( !gameLocal.entities[ i ] || !gameLocal.entities[ i ]->IsType( idPlayer::Type ) ) {
- continue;
- }
- idVec3 v = gameLocal.entities[ i ]->GetPhysics()->GetOrigin() - GetPhysics()->GetOrigin();
- float dist = v.Length();
- if ( minDist < 0 || dist < minDist ) {
- minDist = dist;
- }
- }
- if ( minDist < minRespawnDist ) {
- PostEventSec( &EV_Respawn, spawnArgs.GetInt( "respawn_again", "10" ) );
- return;
- }
- }
- const char *temp = spawnArgs.GetString( "model" );
- if ( temp != NULL && *temp != NULL ) {
- SetModel( temp );
- }
- health = spawnArgs.GetInt( "health", "5" );
- fl.takedamage = true;
- physicsObj.SetOrigin( spawnOrigin );
- physicsObj.SetAxis( spawnAxis );
- physicsObj.SetContents( CONTENTS_SOLID );
- physicsObj.DropToFloor();
- state = NORMAL;
- Show();
- UpdateVisuals();
- }
- /*
- ================
- idMoveable::Event_Activate
- ================
- */
- void idExplodingBarrel::Event_Activate( idEntity *activator ) {
- Killed( activator, activator, 0, vec3_origin, 0 );
- }
- /*
- ================
- idMoveable::WriteToSnapshot
- ================
- */
- void idExplodingBarrel::WriteToSnapshot( idBitMsg &msg ) const {
- idMoveable::WriteToSnapshot( msg );
- msg.WriteBits( IsHidden(), 1 );
- }
- /*
- ================
- idMoveable::ReadFromSnapshot
- ================
- */
- void idExplodingBarrel::ReadFromSnapshot( const idBitMsg &msg ) {
- idMoveable::ReadFromSnapshot( msg );
- if ( msg.ReadBits( 1 ) ) {
- Hide();
- } else {
- Show();
- }
- }
- /*
- ================
- idExplodingBarrel::ClientReceiveEvent
- ================
- */
- bool idExplodingBarrel::ClientReceiveEvent( int event, int time, const idBitMsg &msg ) {
- switch( event ) {
- case EVENT_EXPLODE: {
- if ( gameLocal.realClientTime - msg.ReadLong() < spawnArgs.GetInt( "explode_lapse", "1000" ) ) {
- ExplodingEffects( );
- }
- return true;
- }
- default: {
- return idBarrel::ClientReceiveEvent( event, time, msg );
- }
- }
- }
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