/* ================ 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: break; } return idBarrel::ClientReceiveEvent( event, time, msg ); }
/* ================ idMoveable::ReadFromSnapshot ================ */ void idExplodingBarrel::ReadFromSnapshot( const idBitMsgDelta &msg ) { explode_state_t newState; idMoveable::ReadFromSnapshot( msg ); if ( msg.ReadBits( 1 ) ) { Hide(); } else { Show(); } newState = (explode_state_t)msg.ReadBits( 3 ); if ( newState != state ) { state = newState; if ( state == EXPLODING ) { ExplodingEffects( ); } } }
/* ================ idExplodingBarrel::Killed ================ */ void idExplodingBarrel::Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location ) { if ( IsHidden() || state == EXPLODING || state == BURNING ) { 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 ( gameLocal.isServer ) { idBitMsg msg; byte msgBuf[MAX_EVENT_PARAM_SIZE]; msg.Init( msgBuf, sizeof( msgBuf ) ); msg.WriteLong( gameLocal.time ); ServerSendEvent( EVENT_EXPLODE, &msg, false, -1 ); } } // 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 && *splash ) { 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 ) { 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 || !ent->IsType( idDebris::Type ) ) { gameLocal.Error( "'projectile_debris' is not an idDebris" ); } 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 ); } }
/* ================ idExplodingBarrel::Killed ================ */ void idExplodingBarrel::Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location ) { // This simple condition causes a barrel to explode when shot while burning #ifdef _DENTONMOD if ( IsHidden() || state == EXPLODING ) { #else if ( IsHidden() || state == EXPLODING || state == BURNING ) { #endif return; } float f = spawnArgs.GetFloat( "burn" ); #ifdef _DENTONMOD int explodeHealth = spawnArgs.GetInt( "explode_health" ); if ( f > 0.0f && state == NORMAL && health > explodeHealth ) { #else if ( f > 0.0f && state == NORMAL ) { #endif state = BURNING; PostEventSec( &EV_Explode, f ); StartSound( "snd_burn", SND_CHANNEL_ANY, 0, false, NULL ); AddParticles( spawnArgs.GetString ( "model_burn", "" ), true ); return; } else { #ifdef _DENTONMOD if( state == BURNING && health > explodeHealth ) { return; } #endif state = EXPLODING; if ( gameLocal.isServer ) { idBitMsg msg; byte msgBuf[MAX_EVENT_PARAM_SIZE]; msg.Init( msgBuf, sizeof( msgBuf ) ); msg.WriteLong( gameLocal.time ); ServerSendEvent( EVENT_EXPLODE, &msg, false, -1 ); } } // do this before applying radius damage so the ent can trace to any damagable ents nearby Hide(); #ifdef _DENTONMOD BecomeInactive(TH_PHYSICS); // This causes the physics not to update after explosion #else physicsObj.SetContents( 0 ); // Set physics content 0 after spawining debris. #endif const char *splash = spawnArgs.GetString( "def_splash_damage", "damage_explosion" ); if ( splash && *splash ) { 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 ) { 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 || !ent->IsType( idDebris::Type ) ) { gameLocal.Error( "'projectile_debris' is not an idDebris" ); } 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 ); } SpawnDrops(); //ivan #ifdef _DENTONMOD physicsObj.SetContents( 0 ); #endif 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 ); } //ivan start - add score only if player is the killer if ( attacker && attacker->IsType( idPlayer::Type ) ) { static_cast< idPlayer* >( attacker )->AddScore( spawnArgs.GetInt( "score", "100" ) ); } //ivan end } /* ================ 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 ) { gameLocal.Error( "Unknown damageDef '%s'\n", damageDefName ); } #ifdef _DENTONMOD // Following condition means, if inflictor's got a radius damage then explode immediately, // which could cause explosions when barrel's health is greater than 0 so I am disabling it. #else if ( damageDef->FindKey( "radius" ) && GetPhysics()->GetContents() != 0 && GetBindMaster() == NULL ) { PostEventMS( &EV_Explode, 400 ); } else { #endif idEntity::Damage( inflictor, attacker, dir, damageDefName, damageScale, location ); #ifdef _DENTONMOD #else } #endif } /* ================ 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, NULL, 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 && *temp ) { 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(); }
/* ================ idExplodingBarrel::Killed ================ */ void idExplodingBarrel::Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location ) { if ( IsHidden() || state == EXPLODED || state == EXPLODING || state == BURNING ) { 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 ); PlayEffect ( gameLocal.GetEffect(spawnArgs,"fx_burn"), vec3_origin, (-GetPhysics()->GetGravityNormal()).ToMat3(), true, vec3_origin, true ); return; } else { state = EXPLODING; spawnArgs.GetInt( "explode_lapse", "1000", explodeFinishTime ); explodeFinishTime += gameLocal.time; } // 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 && *splash ) { // gameLocal.RadiusDamage( GetPhysics()->GetOrigin(), this, inflictor, this, this, splash ); PostEventMS( &EV_RadiusDamage, 0, this, splash); } ExplodingEffects( ); // RAVEN BEGIN // bdube: replaced with playing an effect /* //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 ) { 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 || !ent->IsType( idDebris::Type ) ) { gameLocal.Error( "'projectile_debris' is not an idDebris" ); } 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 ); } */ // RAVEN END 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 ); } }