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DoomRTX/neo/prey/game/Moveable.cpp
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2026-05-05 15:01:01 -07:00

540 lines
14 KiB
C++

// Copyright (C) 2004 Id Software, Inc.
//
#include "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( void ) {
minDamageVelocity = 100.0f;
maxDamageVelocity = 200.0f;
nextCollideFxTime = 0;
nextDamageTime = 0;
nextSoundTime = 0;
initialSpline = NULL;
initialSplineDir = vec3_zero;
// explode = false; // HUMANHEAD pdm: Removed expode support, use health>0 to make it get removed
unbindOnDeath = false;
allowStep = false;
canDamage = false;
#ifdef HUMANHEAD //jsh
fl.networkSync = true;
#endif
}
/*
================
idMoveable::~idMoveable
================
*/
idMoveable::~idMoveable( void ) {
delete initialSpline;
initialSpline = NULL;
}
/*
================
idMoveable::Spawn
================
*/
void idMoveable::Spawn( void ) {
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" ); // HUMANHEAD pdm: Removed expode support, use health>0 to make it get removed
unbindOnDeath = spawnArgs.GetBool( "unbindondeath" );
fxCollide = spawnArgs.GetString( "fx_collide" );
nextCollideFxTime = 0;
fl.takedamage = true;
damage = spawnArgs.GetString( "def_damage", "" );
canDamage = spawnArgs.GetBool( "damageWhenActive" ) ? false : true;
minDamageVelocity = spawnArgs.GetFloat( "minDamageVelocity", "100" );
maxDamageVelocity = spawnArgs.GetFloat( "maxDamageVelocity", "200" );
nextDamageTime = 0;
nextSoundTime = 0;
health = spawnArgs.GetInt( "health", "0" );
// HUMANHEAD pdm: unused
// spawnArgs.GetString( "broken", "", brokenModel );
// HUMANHEAD pdm: unused
// 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 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 ); // HUMANHEAD pdm: unused
savefile->WriteString( damage );
savefile->WriteString( fxCollide );
savefile->WriteInt( nextCollideFxTime );
savefile->WriteFloat( minDamageVelocity );
savefile->WriteFloat( maxDamageVelocity );
// savefile->WriteBool( explode ); // HUMANHEAD pdm: Removed expode support, use health>0 to make it get removed
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 ); // HUMANHEAD pdm: unused
savefile->ReadString( damage );
savefile->ReadString( fxCollide );
savefile->ReadInt( nextCollideFxTime );
savefile->ReadFloat( minDamageVelocity );
savefile->ReadFloat( maxDamageVelocity );
// savefile->ReadBool( explode ); // HUMANHEAD pdm: Removed expode support, use health>0 to make it get removed
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( void ) {
idEntity::Hide();
physicsObj.SetContents( 0 );
}
/*
================
idMoveable::Show
================
*/
void idMoveable::Show( void ) {
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;
}
if ( canDamage && damage.Length() && gameLocal.time > nextDamageTime ) {
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();
ent->Damage( this, GetPhysics()->GetClipModel()->GetOwner(), dir, damage, f, INVALID_JOINT );
nextDamageTime = gameLocal.time + 1000;
}
}
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 ) {
/* HUMANHEAD pdm: overridden
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( void ) const {
return allowStep;
}
/*
================
idMoveable::BecomeNonSolid
================
*/
void idMoveable::BecomeNonSolid( void ) {
// 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 ) {
canDamage = enable;
if ( duration ) {
PostEventSec( &EV_EnableDamage, duration, ( !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( void ) {
if ( initialSpline != NULL ) {
if ( gameLocal.time < initialSpline->GetTime( initialSpline->GetNumValues() - 1 ) ) {
idVec3 splinePos = initialSpline->GetCurrentValue( gameLocal.time );
idVec3 linearVelocity = ( splinePos - physicsObj.GetOrigin() ) * USERCMD_HZ;
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() ) * USERCMD_HZ;
physicsObj.SetAngularVelocity( angularVelocity );
return true;
} else {
delete initialSpline;
initialSpline = NULL;
}
}
return false;
}
/*
================
idMoveable::Think
================
*/
void idMoveable::Think( void ) {
if ( thinkFlags & TH_THINK ) {
if ( !FollowInitialSplinePath() ) {
BecomeInactive( TH_THINK );
}
}
idEntity::Think();
}
/*
================
idMoveable::GetRenderModelMaterial
================
*/
const idMaterial *idMoveable::GetRenderModelMaterial( void ) 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( idBitMsgDelta &msg ) const {
physicsObj.WriteToSnapshot( msg );
}
/*
================
idMoveable::ReadFromSnapshot
================
*/
void idMoveable::ReadFromSnapshot( const idBitMsgDelta &msg ) {
physicsObj.ReadFromSnapshot( msg );
if ( msg.HasChanged() ) {
UpdateVisuals();
}
}
/*
================
idMoveable::Event_BecomeNonSolid
================
*/
void idMoveable::Event_BecomeNonSolid( void ) {
BecomeNonSolid();
}
/*
================
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( void ) {
idStr owner;
if ( spawnArgs.GetString( "owner", "", owner ) ) {
ProcessEvent( &EV_SetOwner, gameLocal.FindEntity( owner ) );
}
}
/*
================
idMoveable::Event_IsAtRest
================
*/
void idMoveable::Event_IsAtRest( void ) {
idThread::ReturnInt( physicsObj.IsAtRest() );
}
/*
================
idMoveable::Event_EnableDamage
================
*/
void idMoveable::Event_EnableDamage( float enable ) {
canDamage = ( enable != 0.0f );
}
/*
===============================================================================
idBarrel
HUMANHEAD pdm: removed, re-inherited from hhMoveable
===============================================================================
*/
/*
===============================================================================
idExplodingBarrel
HUMANHEAD pdm: removed, unused
===============================================================================
*/