forked from a1batross/Paranoia2_original
576 lines
14 KiB
C++
576 lines
14 KiB
C++
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/*********************************************************
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* Closed mod Physical entity: Original code of Nucleo *
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**********************************************************/
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "saverestore.h"
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#include "func_break.h"
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#include "decals.h"
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#include "explode.h"
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extern DLL_GLOBAL Vector g_vecAttackDir;
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#define M_PI 3.141592653589793238462643 //NCL: Correct It!
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// NCL: Based On "func_breakable"
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class CPhy : public CBreakable
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{
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public:
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void Spawn ( void );
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void Precache( void );
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void EXPORT PushableThink( void );
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void Touch ( CBaseEntity *pOther );
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void Move( CBaseEntity *pMover, int push );
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void KeyValue( KeyValueData *pkvd );
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void Solid( void );
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void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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void EXPORT StopSound( void );
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virtual int ObjectCaps( void ) { return (CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | FCAP_CONTINUOUS_USE; }
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virtual int Save( CSave &save );
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virtual int Restore( CRestore &restore );
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void SetModelCollisionBox( void );
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void TestBeam( Vector org, Vector end, Vector color, int life, int width );
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inline float MaxSpeed( void ) { return m_maxSpeed; }
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// NCL: Если стоит флаг Breakable
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virtual int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType );
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static TYPEDESCRIPTION m_SaveData[];
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int m_lastSound;
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float m_maxSpeed;
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float m_soundTime;
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};
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TYPEDESCRIPTION CPhy::m_SaveData[] =
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{
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DEFINE_FIELD( CPhy, m_maxSpeed, FIELD_FLOAT ),
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DEFINE_FIELD( CPhy, m_soundTime, FIELD_TIME ),
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};
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IMPLEMENT_SAVERESTORE( CPhy, CBreakable );
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// NCL: Temporary name
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LINK_ENTITY_TO_CLASS( func_physbox, CPhy );
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void CPhy :: Spawn( void )
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{
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// NCL: Brushes only
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Vector vecMins = pev->mins;
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Vector vecMaxs = pev->maxs;
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CBreakable::Spawn();
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pev->movetype = MOVETYPE_BOUNCE;//MOVETYPE_PUSHSTEP;
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pev->solid = SOLID_SLIDEBOX;
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// NCL: UNDONE! If developer sets path to the model file
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SET_MODEL( ENT(pev), STRING(pev->model) );
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// NCL: Model needs collision! I Can do it, but i'm lazy... =)
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if ( pev->friction > 399 )
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pev->friction = 399;
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m_maxSpeed = 400 - pev->friction;
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SetBits( pev->flags, FL_FLOAT );
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pev->friction = 0.5;
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pev->gravity = 1;
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pev->origin.z += 1; // NCL: Pick up it to fix collision bug
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UTIL_SetOrigin( this, pev->origin );
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SetThink(&CPhy:: PushableThink );
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pev->nextthink = 0.1;
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// Multiply by area of the box's cross-section (assume 1000 units^3 standard volume)
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pev->skin = ( pev->skin * (pev->maxs.x - pev->mins.x) * (pev->maxs.y - pev->mins.y) ) * 0.0005;
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m_soundTime = 0;
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}
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void CPhy::SetModelCollisionBox(void)
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{
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}
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void CPhy :: Precache( void )
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{
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//PRECACHE_MODEL(pev->model); // Temporary unused.
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CBreakable::Precache( );
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}
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void CPhy :: KeyValue( KeyValueData *pkvd )
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{
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// NCL: UnDone! Physics needs more parameters!
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if ( FStrEq(pkvd->szKeyName, "size") ) // NCL: Id developer sets size manually
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{
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int bbox = atoi(pkvd->szValue);
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pkvd->fHandled = TRUE;
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SetModelCollisionBox();
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}
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else if ( FStrEq(pkvd->szKeyName, "skin") ) // NCL: Brushes needs a skinning?
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{
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pev->skin = atof(pkvd->szValue);
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pkvd->fHandled = TRUE;
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}
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else
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CBreakable::KeyValue( pkvd );
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}
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void CPhy :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
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{
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if ( !pActivator || !pActivator->IsPlayer() )
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{
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this->CBreakable::Use( pActivator, pCaller, useType, value );
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return;
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}
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if ( pActivator->pev->velocity != g_vecZero )
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Move( pActivator, 0 );
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}
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/*
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===================
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AngleBetweenVectors
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===================
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*/
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float AngleBetweenVectors( const vec3_t v1, const vec3_t v2 )
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{
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float angle;
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float l1 = v1.Length();
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float l2 = v2.Length();
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if ( !l1 || !l2 )
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return 0.0f;
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angle = acos( DotProduct( v1, v2 ) / (l1*l2) );
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angle = ( angle * 180.0f ) / M_PI;
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return angle;
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}
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void NormalizeAngles( float *angles )
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{
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int i;
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// NCL: Normalize angles. It needs to update.
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for ( i = 0; i < 3; i++ )
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{
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if ( angles[i] > 180.0 )
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{
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angles[i] -= 360.0;
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}
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else if ( angles[i] < -180.0 )
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{
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angles[i] += 360.0;
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}
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}
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}
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void CPhy :: PushableThink( void )
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{
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// pev->velocity = pev->velocity * 0.8;
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// pev->avelocity = pev->avelocity * 0.8;
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// ALERT( at_debug, "Angles yaw: %3.2f\n", pev->angles.y );
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/* if( pev->angles.x >= 360 )
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pev->angles.x -= 360;
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if( pev->angles.x >= -360 )
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pev->angles.x += 360;*/
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//if( pev->flags & FL_ONGROUND )
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//{
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// pev->avelocity = pev->avelocity;// * 5.5;
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//}
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// SetNextThink( 0.1 );
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pev->nextthink = 0.1;
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}
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void CPhy :: Touch( CBaseEntity *pOther )
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{
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Vector savedangles = Vector( 0, 0, 0 );
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int negate = 0;
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TraceResult tr;
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// look down directly to know the surface we're lying.
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UTIL_TraceLine( pev->origin, pev->origin - Vector(0,0,64), ignore_monsters, edict(), &tr );
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pev->velocity = pev->velocity * 0.8;
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// pev->avelocity = pev->avelocity * 0.5;
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if( !(pev->flags & FL_ONGROUND) )
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{
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//pev->avelocity.x = RANDOM_FLOAT( -400, 400 );// NCL: Enable it to fun =)
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//NCL: no sound, temporary.
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if (pev->frags == 0)
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{
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// You can place sounds here...
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}
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}
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else
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/******
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This code is nice, but has a bug:
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The angles of the entity it's normalized, but if you touch or move the entity, and if it have another initial
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angle, the entity will move too quickly in the reverse angle.
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Look that:
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1- We have a stand barrel.
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------
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||||||
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------
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2- and you hit the barrel and the barrel fall of and it's lie on the ground
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-----------
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-----------
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3- Well, do a simple touch to the barrel...
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-----------
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|| |
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|| |
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-----------
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If you have a barrel, don't make any diference, but if you have a more complex object (a monitor i suposed),
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you will see the bug.
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It's too hard to explain, you need see it...
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******/
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{
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for( int i = 0; i<3; i++ )
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{
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if( pev->angles.x < 0 )
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negate = 1;
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if( fabs(pev->angles.x) < 45 )
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savedangles.x = 0;
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else if( fabs(pev->angles.x) >= 45 && fabs(pev->angles.x) <= 135 )
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savedangles.x = 90;
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else if( fabs(pev->angles.x) > 135 && fabs(pev->angles.x) <= 180 )
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savedangles.x = 180;
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}
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#ifndef M_PI
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#define M_PI 3.1415926535897932384626433832795 //NCL: Correct It!
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#endif
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#define ang2rad (2 * M_PI / 360)
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if ( tr.flFraction < 1.0 )
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{
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Vector forward, right, angdir, angdiry;
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Vector Angles = pev->angles;
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NormalizeAngles( Angles );
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UTIL_MakeVectorsPrivate( Angles, forward, right, NULL );
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angdir = forward;
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Vector left = -right;
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angdiry = left;
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pev->angles.x = -UTIL_VecToAngles( angdir - DotProduct(angdir, tr.vecPlaneNormal) * tr.vecPlaneNormal).x;
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pev->angles.y = UTIL_VecToAngles( angdir - DotProduct(angdir, tr.vecPlaneNormal) * tr.vecPlaneNormal).y;
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pev->angles.z = UTIL_VecToAngles( angdiry - DotProduct(angdiry, tr.vecPlaneNormal) * tr.vecPlaneNormal).x;
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pev->angles.z = UTIL_VecToAngles( angdiry - DotProduct(angdiry, tr.vecPlaneNormal) * right ).x;
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}
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#undef ang2rad
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if( negate )
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pev->angles.x -= savedangles.x;
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else
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pev->angles.x += savedangles.x;
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}
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if ( FClassnameIs( pOther->pev, "worldspawn" ) )
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return;
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Move( pOther, 1 );
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}
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void CPhy :: Move( CBaseEntity *pOther, int push )
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{
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entvars_t* pevToucher = pOther->pev;
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int playerTouch = 0;
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// Is entity standing on this pushable ?
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if ( FBitSet(pevToucher->flags,FL_ONGROUND) && pevToucher->groundentity && VARS(pevToucher->groundentity) == pev )
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{
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// Only push if floating
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if ( pev->waterlevel > 0 && pev->watertype > CONTENT_FLYFIELD)
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pev->velocity.z += pevToucher->velocity.z * 0.1;
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return;
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}
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if ( pOther->IsPlayer() )
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{
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if ( push && !(pevToucher->button & (IN_FORWARD|IN_USE)) ) // Don't push unless the player is pushing forward and NOT use (pull)
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return;
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playerTouch = 1;
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}
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float factor;
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if ( playerTouch )
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{
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if ( !(pevToucher->flags & FL_ONGROUND) ) // Don't push away from jumping/falling players unless in water
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{
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if ( pev->waterlevel < 1 || pev->watertype <= CONTENT_FLYFIELD)
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// {
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// pOther->TakeDamage(pev, pev, 30, DMG_PARALYZE | DMG_NEVERGIB);
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return;
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// }
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else
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// {
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factor = 0.1;
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// }
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}
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else
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factor = 1;
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}
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else
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factor = 0.25;
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if (!push)
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factor = factor*0.1;
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pev->velocity.x += pevToucher->velocity.x * factor;
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pev->velocity.y += pevToucher->velocity.y * factor;
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float length = sqrt( pev->velocity.x * pev->velocity.x + pev->velocity.y * pev->velocity.y );
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if ( push && (length > MaxSpeed()) )
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{
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pev->velocity.x = (pev->velocity.x * MaxSpeed() / length );
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pev->velocity.y = (pev->velocity.y * MaxSpeed() / length );
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}
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if ( playerTouch )
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{
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pevToucher->velocity.x = pev->velocity.x;
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pevToucher->velocity.y = pev->velocity.y;
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if ( (gpGlobals->time - m_soundTime) > 0.7 )
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{
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m_soundTime = gpGlobals->time;
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if ( length > 0 && FBitSet(pev->flags,FL_ONGROUND) )
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{
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/******
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Sys:
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A big hack...
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When you move the entity, it will make a sound.
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There are 6 materials type:
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-No defined (no material) The entity doesn't make any sound.
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-Metal (metal rough sound)
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-Plaster (a plastic tube sound)
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-Glass (UNDONE: glass move sound??)
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-Cement (concrete sound)
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-Wood (wood sound)
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*******/
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if (pev->frags == 0)
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{
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//no sound
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}
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if (pev->frags == 1) //metal
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{
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}
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if (pev->frags == 2) //plaster
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{
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}
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if (pev->frags == 3) { }//glass
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if (pev->frags == 4) //cemento
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{
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}
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if (pev->frags == 5) //wood
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{
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}
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// SetThink( StopSound );
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// pev->nextthink = 0.1;
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}
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}
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}
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}
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#if 0
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void CPhy::StopSound( void )
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{
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Vector dist = pev->oldorigin - pev->origin;
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if ( dist.Length() <= 0 )
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STOP_SOUND( ENT(pev), CHAN_WEAPON, m_soundNames[m_lastSound] );
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}
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#endif
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void CPhy :: TestBeam( Vector org, Vector end, Vector color, int life, int width )
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{
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extern short g_sModelIndexLaser;
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MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
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WRITE_BYTE( TE_BEAMPOINTS );
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WRITE_COORD( org.x );
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WRITE_COORD( org.y );
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WRITE_COORD( org.z );
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WRITE_COORD( end.x );
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WRITE_COORD( end.y );
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WRITE_COORD( end.z );
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WRITE_SHORT( g_sModelIndexLaser );
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WRITE_BYTE( 0 ); // framerate
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WRITE_BYTE( 0 ); // framerate
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WRITE_BYTE( life ); // life
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WRITE_BYTE( width ); // width
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WRITE_BYTE( 0 ); // noise
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WRITE_BYTE( color.x ); // r, g, b
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WRITE_BYTE( color.y ); // r, g, b
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WRITE_BYTE( color.z ); // r, g, b
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WRITE_BYTE( 160 ); // brightness
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WRITE_BYTE( 0 ); // speed
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MESSAGE_END();
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}
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int CPhy :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
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{
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Vector vecDir, r, anorm, rforward, rup, rright;
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float a;
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float force = flDamage * 10;
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TraceResult trace = UTIL_GetGlobalTrace( );
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UTIL_MakeVectors( pev->angles );
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// grab the vector of the incoming attack. ( pretend that the inflictor is a little lower than it really is, so the body will tend to fly upward a bit).
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vecDir = r = Vector( 0, 0, 0 );
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if (!FNullEnt( pevInflictor ))
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{
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if ( FClassnameIs( pevInflictor, "projectile" ) )
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pevInflictor = VARS( pevInflictor->owner );
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CBaseEntity *pInflictor = CBaseEntity :: Instance( pevInflictor );
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if (pInflictor)
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{
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vecDir = g_vecAttackDir = ( trace.vecEndPos - pInflictor->Center() ).Normalize();
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r = ( trace.vecEndPos - Center() ).Normalize();
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}
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}
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anorm = UTIL_VecToAngles( r );
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NormalizeAngles( r );
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anorm.x = -anorm.x;
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UTIL_MakeVectorsPrivate( anorm, rforward, rright, rup );
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if (pev->frags == 1) //metal
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{
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//if ( bitsDamageType & (DMG_BULLET | DMG_CLUB) )
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if ( ( bitsDamageType & DMG_BULLET)|| ( bitsDamageType & DMG_CLUB) )
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{
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UTIL_Ricochet( trace.vecEndPos, 0.5 );
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switch (RANDOM_LONG(0,2))
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{
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case 0: EMIT_SOUND(ENT(pev), CHAN_BODY, "fisica/metal/b_impact1.wav", 0.9, ATTN_NORM); break;
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case 1: EMIT_SOUND(ENT(pev), CHAN_BODY, "fisica/metal/b_impact2.wav", 0.9, ATTN_NORM); break;
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case 2: EMIT_SOUND(ENT(pev), CHAN_BODY, "fisica/metal/b_impact3.wav", 0.9, ATTN_NORM); break;
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}
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//int color, int count, int speed, int velocityRange//PARAMs
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// StreakSplash( trace.vecEndPos, trace.vecPlaneNormal, 6, 20, 50, 400 );//REFERENCE
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// if (RANDOM_LONG( 0, 99 ) < 40)
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// UTIL_Sparks( trace.vecEndPos, trace.vecPlaneNormal, 0, 5, 500, 500 );//chispas
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// UTIL_Sparks( trace.vecEndPos, trace.vecPlaneNormal, 9, 5, 5, 100 );//puntos
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// UTIL_Sparks( trace.vecEndPos, trace.vecPlaneNormal, 0, 5, 500, 20 );//chispas
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}
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}
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if (pev->frags == 3) //glass
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UTIL_Ricochet( trace.vecEndPos, 0.5 );
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if (pev->frags == 4) //cement
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UTIL_Sparks( trace.vecEndPos );
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|
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if (pev->frags == 5) //wood
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|
{
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|
switch (RANDOM_LONG(0,2))
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|
{
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case 0: EMIT_SOUND(ENT(pev), CHAN_VOICE, "debris/wood1.wav", 0.9, ATTN_NORM); break;
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case 1: EMIT_SOUND(ENT(pev), CHAN_VOICE, "debris/wood2.wav", 0.9, ATTN_NORM); break;
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case 2: EMIT_SOUND(ENT(pev), CHAN_VOICE, "debris/wood3.wav", 0.9, ATTN_NORM); break;
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|
}
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|
}
|
|
|
|
// if ( bitsDamageType & DMG_BULLET )
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|
/*******
|
|
Sys: What the ....
|
|
|
|
If the material is "plaster" let's do more movement.
|
|
*******/
|
|
//if (pev->frags == 2) //plastico
|
|
//{
|
|
force *= 0.8;
|
|
pev->avelocity.z = cos( AngleBetweenVectors( vecDir, rup ) ) * force * 1;
|
|
//}
|
|
//else// Isn't plaster
|
|
//{
|
|
// if ( ( bitsDamageType & DMG_BULLET)|| ( bitsDamageType & DMG_CLUB) )
|
|
// force *= 0.5;
|
|
//}
|
|
|
|
pev->flags &= ~FL_ONGROUND;
|
|
//pev->origin.z += 1;
|
|
|
|
pev->avelocity.x = cos( AngleBetweenVectors( vecDir, rup ) ) * 100;
|
|
pev->avelocity.y = cos( AngleBetweenVectors( vecDir, -rright ) ) * 200;
|
|
// pev->avelocity.z = cos( AngleBetweenVectors( vecDir, -rup ) ) * 200;
|
|
|
|
// pev->avelocity.z = cos( AngleBetweenVectors( vecDir, rup ) ) * force * 2;//fooz
|
|
// pev->avelocity.z = sin( AngleBetweenVectors( vecDir, rup ) ) * force * 2;//fooz
|
|
|
|
ALERT( at_console, "X : %3.1f %3.1f° Y: %3.1f %3.1f°\n", pev->avelocity.x, AngleBetweenVectors( vecDir, rup ), pev->avelocity.y, AngleBetweenVectors( vecDir, -rright ) );
|
|
|
|
pev->velocity = pev->velocity /*+ gpGlobals->v_up * force * RANDOM_FLOAT( 0, 0.5 )*/ + vecDir * force * RANDOM_FLOAT( 0.5, 1.0 );
|
|
|
|
pev->velocity = pev->velocity + gpGlobals->v_up * force * RANDOM_FLOAT( 0, 0.5 ) + vecDir * force * RANDOM_FLOAT( 0.5, 1.0 );
|
|
|
|
//if ( pev->spawnflags & SF_PUSH_BREAKABLE )
|
|
// return CBreakable::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType );
|
|
|
|
return 1;
|
|
}
|
|
|