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Xash3DArchive/server/ents/g_vehicle.c

458 lines
13 KiB
C

#include "g_local.h"
#define RFAST -3
#define RMEDIUM -2
#define RSLOW -1
#define STOP 0
#define SLOW 1
#define MEDIUM 2
#define FAST 3
#define VEHICLE_BLOCK_STOPS 4
void func_vehicle_explode (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
vec3_t origin;
vec3_t chunkorigin;
vec3_t size;
int count;
int mass;
if(self->deathtarget)
{
self->target = self->deathtarget;
G_UseTargets (self, attacker);
}
// bmodel origins are (0 0 0), we need to adjust that here
VectorScale (self->size, 0.5, size);
VectorAdd (self->absmin, size, origin);
VectorCopy (origin, self->s.origin);
self->takedamage = DAMAGE_NO;
if (self->dmg)
T_RadiusDamage (self, attacker, self->dmg, NULL, self->dmg+40, MOD_EXPLOSIVE, -0.5);
VectorSubtract (self->s.origin, inflictor->s.origin, self->velocity);
VectorNormalize (self->velocity);
VectorScale (self->velocity, 150, self->velocity);
// start chunks towards the center
VectorScale (size, 0.5, size);
mass = self->mass;
// big chunks
if (mass >= 100)
{
count = mass / 100;
if (count > 8)
count = 8;
while(count--)
{
chunkorigin[0] = origin[0] + crandom() * size[0];
chunkorigin[1] = origin[1] + crandom() * size[1];
chunkorigin[2] = origin[2] + crandom() * size[2];
ThrowDebris (self, "models/objects/debris1/tris.md2", 1, chunkorigin, 0, 0);
}
}
// small chunks
count = mass / 25;
if (count > 16)
count = 16;
while(count--)
{
chunkorigin[0] = origin[0] + crandom() * size[0];
chunkorigin[1] = origin[1] + crandom() * size[1];
chunkorigin[2] = origin[2] + crandom() * size[2];
ThrowDebris (self, "models/objects/debris2/tris.md2", 2, chunkorigin, 0, 0);
}
if (self->dmg)
BecomeExplosion1 (self);
else
G_FreeEdict (self);
}
void vehicle_blocked (edict_t *self, edict_t *other)
{
edict_t *attacker;
if((self->spawnflags & VEHICLE_BLOCK_STOPS) || (other == world))
{
VectorClear(self->velocity);
VectorClear(self->avelocity);
self->moveinfo.current_speed = 0;
gi.linkentity(self);
return;
}
if (other->takedamage)
{
if (self->teammaster->owner)
attacker = self->teammaster->owner;
else
attacker = self->owner;
T_Damage (other, self, attacker, vec3_origin, other->s.origin, vec3_origin, self->teammaster->dmg, 10, 0, MOD_CRUSH);
}
else
{
VectorClear(self->velocity);
VectorClear(self->avelocity);
self->moveinfo.current_speed = 0;
self->moveinfo.state = STOP;
gi.linkentity(self);
}
if (!(other->svflags & SVF_MONSTER) && (!other->client))
{
T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, 100000, 1, 0, MOD_CRUSH);
if (other)
BecomeExplosion1 (other);
return;
}
}
// Not needed, because collisions are effectively prevented by the vehicle physics in
// g_phys.c.
void vehicle_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
{
vec3_t dir, v;
vec3_t new_origin, new_velocity;
vec_t points;
vec_t vspeed, mspeed;
vec_t knockback;
vec3_t end;
trace_t tr;
if (other == world || (self->spawnflags & VEHICLE_BLOCK_STOPS) )
{
VectorClear(self->velocity);
VectorClear(self->avelocity);
self->moveinfo.current_speed = 0;
gi.linkentity(self);
}
if (!self->owner) return; // if vehicle isn't being driven, it can't hurt anybody
if (other == self->owner) return; // can't hurt the driver
if (other->takedamage == DAMAGE_NO) return;
// we damage func_explosives elsewhere. About all that's left to hurt are
// players and monsters
if (!other->client && !(other->svflags & SVF_MONSTER)) return;
vspeed = VectorLength(self->velocity);
if(!vspeed) return;
VectorSubtract(other->s.origin,self->s.origin,dir);
dir[2] = 0;
VectorNormalize(dir);
VectorCopy(self->velocity,v);
VectorNormalize(v);
// damage and knockback are proportional to square of velocity * mass of vehicle.
// Lessee... with a mass=2000 vehicle traveling 400 units/sec, give 100 points
// damage and a velocity of 160 to a 200 mass monster.
vspeed *= DotProduct(dir,v);
mspeed = VectorLength(other->velocity) * DotProduct(dir,v);
vspeed -= mspeed;
if(vspeed <= 0.) return;
// for speed < 200, don't do damage but move monster
if(vspeed < 200) {
if(other->mass > self->mass) vspeed *= self->mass/other->mass;
VectorMA(other->velocity,vspeed,dir,new_velocity);
VectorMA(other->s.origin,FRAMETIME,new_velocity,new_origin);
new_origin[2] += 2;
// if the move would place the monster in a solid, make him go splat
VectorCopy(new_origin,end);
end[2] -= 1;
tr = gi.trace(new_origin,other->mins,other->maxs,end,self,CONTENTS_SOLID);
if(tr.startsolid)
// splat
T_Damage (other, self, self->owner, dir, self->s.origin, vec3_origin,
other->health - other->gib_health + 1, 0, 0, MOD_VEHICLE);
else
{
// go ahead and move the bastard
VectorCopy(new_velocity,other->velocity);
VectorCopy(new_origin,other->s.origin);
gi.linkentity(other);
}
return;
}
if (other->damage_debounce_time > level.time) return;
other->damage_debounce_time = level.time + 0.2;
points = 100. * (self->mass/2000 * vspeed*vspeed/160000);
// knockback takes too long to take effect. If we can move him w/o throwing him
// into a solid, do so NOW
dir[2] = 0.2; // make knockback slightly upward
VectorMA(other->velocity,vspeed,dir,new_velocity);
VectorMA(other->s.origin,FRAMETIME,new_velocity,new_origin);
if(gi.pointcontents(new_origin) & CONTENTS_SOLID)
knockback = (160./500.) * 200. * (self->mass/2000 * vspeed*vspeed/160000);
else {
knockback = 0;
VectorCopy(new_velocity,other->velocity);
VectorCopy(new_origin, other->s.origin);
}
T_Damage (other, self, self->owner, dir, self->s.origin, vec3_origin,
(int)points, (int)knockback, 0, MOD_VEHICLE);
gi.linkentity(other);
}
void vehicle_disengage (edict_t *vehicle)
{
edict_t *driver;
vec3_t forward, left, f1, l1;
driver = vehicle->owner;
if(!driver) return;
AngleVectors(vehicle->s.angles, forward, left, NULL);
VectorCopy(vehicle->velocity,driver->velocity);
VectorScale(forward,vehicle->move_origin[0],f1);
VectorScale(left,-vehicle->move_origin[1],l1);
VectorAdd(vehicle->s.origin,f1,driver->s.origin);
VectorAdd(driver->s.origin,l1,driver->s.origin);
driver->s.origin[2] += vehicle->move_origin[2];
driver->vehicle = NULL;
driver->client->vehicle_framenum = level.framenum;
driver->movetype = MOVETYPE_WALK;
driver->gravity = 1;
// turn ON client side prediction for this player
driver->client->ps.pmove.pm_flags &= ~PMF_NO_PREDICTION;
vehicle->s.sound = 0;
gi.linkentity (driver);
vehicle->owner = NULL;
}
void vehicle_think (edict_t *self)
{
float aspeed, speed, newspeed;
vec3_t forward, left, f1, l1, v;
self->nextthink = level.time + FRAMETIME;
VectorCopy(self->oldvelocity,v);
v[2] = 0;
speed = VectorLength(v);
if(speed > 0)
self->s.effects |= EF_ANIM_ALL;
else
self->s.effects &= ~EF_ANIM_ALL;
AngleVectors(self->s.angles, forward, left, NULL);
if(DotProduct(forward,self->oldvelocity) < 0) speed = -speed;
self->moveinfo.current_speed = speed;
if (self->owner)
{
// ... then we have a driver
if (self->owner->health <= 0)
{
vehicle_disengage(self);
return;
}
if (self->owner->client->use)
{
// if he's pressing the use key, and he didn't just
// get on or off, disengage
if(level.framenum - self->owner->client->vehicle_framenum > 2)
{
VectorCopy(self->velocity,self->oldvelocity);
vehicle_disengage(self);
return;
}
}
if (self->owner->client->ucmd.forwardmove != 0 && level.time > self->moveinfo.wait)
{
if(self->owner->client->ucmd.forwardmove > 0)
{
if(self->moveinfo.state < FAST)
{
self->moveinfo.state++;
self->moveinfo.next_speed = self->moveinfo.state * self->speed/3;
self->moveinfo.wait = level.time + FRAMETIME;
}
}
else
{
if(self->moveinfo.state > RFAST)
{
self->moveinfo.state--;
self->moveinfo.next_speed = self->moveinfo.state * self->speed/3;
self->moveinfo.wait = level.time + FRAMETIME;
}
}
}
if(self->moveinfo.current_speed < self->moveinfo.next_speed)
{
speed = self->moveinfo.current_speed + self->accel/10;
if(speed > self->moveinfo.next_speed) speed = self->moveinfo.next_speed;
}
else if(self->moveinfo.current_speed > self->moveinfo.next_speed)
{
speed = self->moveinfo.current_speed - self->decel/10;
if(speed < self->moveinfo.next_speed) speed = self->moveinfo.next_speed;
}
VectorScale(forward,speed,self->velocity);
if (self->owner->client->ucmd.sidemove != 0 && speed != 0 )
{
aspeed = 180.*speed/(M_PI*self->radius);
if(self->owner->client->ucmd.sidemove > 0) aspeed = -aspeed;
self->avelocity[1] = aspeed;
}
else
self->avelocity[1] = 0;
if(speed != 0)
self->s.sound = self->noise_index;
else
self->s.sound = self->noise_index2;
gi.linkentity(self);
// Copy velocities and set position of driver
VectorCopy(self->velocity,self->owner->velocity);
VectorScale(forward,self->move_origin[0],f1);
VectorScale(left,-self->move_origin[1],l1);
VectorAdd(self->s.origin,f1,self->owner->s.origin);
VectorAdd(self->owner->s.origin,l1,self->owner->s.origin);
self->owner->s.origin[2] += self->move_origin[2];
// If moving, turn driver
if(speed != 0)
{
float yaw;
yaw = self->avelocity[1]*FRAMETIME;
self->owner->s.angles[YAW] += yaw;
self->owner->client->ps.pmove.delta_angles[YAW] += ANGLE2SHORT(yaw);
self->owner->client->ps.pmove.pm_type = PM_FREEZE;
}
VectorCopy(self->velocity,self->oldvelocity);
gi.linkentity(self->owner);
}
else
{
int i;
edict_t *ent;
vec3_t dir, drive;
//
// No driver
//
// if vehicle has stopped, drop it to ground.
// otherwise slow it down
if(speed==0)
{
if(!self->groundentity)
SV_AddGravity (self);
}
else
{
// no driver... slow to an eventual stop in no more than 5 sec.
self->moveinfo.next_speed = 0;
self->moveinfo.state = STOP;
if(speed > 0)
newspeed = max(0.,speed - self->speed/50);
else
newspeed = min(0.,speed + self->speed/50);
VectorScale(forward,newspeed,self->velocity);
VectorScale(self->avelocity,newspeed/speed,self->avelocity);
VectorCopy(self->velocity,self->oldvelocity);
gi.linkentity(self);
}
// check if a player has mounted the vehicle
// first get driving position
VectorScale(forward,self->move_origin[0],f1);
VectorScale(left,-self->move_origin[1],l1);
VectorAdd(self->s.origin,f1,drive);
VectorAdd(drive,l1,drive);
drive[2] += self->move_origin[2];
// find a player
for (i=1, ent=&g_edicts[1] ; i<=maxclients->value ; i++, ent++) {
if (!ent->inuse) continue;
if (ent->movetype == MOVETYPE_NOCLIP) continue;
if (!ent->client->use) continue;
if (level.framenum - ent->client->vehicle_framenum <= 2) continue;
// determine distance from vehicle "move_origin"
VectorSubtract(drive,ent->s.origin,dir);
if (fabs(dir[2]) < 64)
dir[2] = 0;
if (VectorLength(dir) < 16) {
ent->client->vehicle_framenum = level.framenum;
// player has taken control of vehicle
// move vehicle up slightly to avoid roundoff collisions
self->s.origin[2] += 1;
gi.linkentity(self);
if(self->message)
gi.centerprintf(ent,self->message);
self->owner = ent;
ent->movetype = MOVETYPE_PUSH;
ent->gravity = 0;
ent->vehicle = self;
// turn off client side prediction for this player
ent->client->ps.pmove.pm_flags |= PMF_NO_PREDICTION;
// force a good driving position
VectorCopy(drive,self->owner->s.origin);
gi.linkentity(ent);
// vehicle idle noise
self->s.sound = self->noise_index2;
// reset wait time so we can start accelerating
self->moveinfo.wait = 0;
}
}
}
if(self->movewith_next && (self->movewith_next->movewith_ent == self))
set_child_movement(self);
}
void turn_vehicle (edict_t *self)
{
self->s.angles[YAW] = self->ideal_yaw;
gi.linkentity(self);
self->prethink = NULL;
}
void SP_func_vehicle (edict_t *self)
{
self->class_id = ENTITY_FUNC_VEHICLE;
self->ideal_yaw = self->s.angles[YAW];
VectorClear (self->s.angles);
self->solid = SOLID_BSP;
gi.setmodel (self, self->model);
self->movetype = MOVETYPE_VEHICLE;
if (!self->speed)
self->speed = 200;
if (!self->accel)
self->accel = self->speed; // accelerates to full speed in 1 second (approximate).
if (!self->decel)
self->decel = self->accel;
if (!self->mass)
self->mass = 2000;
if (!self->radius)
self->radius = 256;
self->blocked = vehicle_blocked;
self->touch = vehicle_touch;
self->think = vehicle_think;
self->nextthink = level.time + FRAMETIME;
self->noise_index = gi.soundindex("engine/engine.wav");
self->noise_index2 = gi.soundindex("engine/idle.wav");
VectorClear(self->velocity);
VectorClear(self->avelocity);
self->moveinfo.current_speed = 0;
self->moveinfo.state = STOP;
gi.linkentity (self);
VectorCopy(self->size,self->org_size);
if (self->ideal_yaw != 0)
self->prethink = turn_vehicle;
if (self->health) {
self->die = func_vehicle_explode;
self->takedamage = DAMAGE_YES;
} else
self->takedamage = DAMAGE_NO;
}