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//===== Copyright � 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose: A gib is a chunk of a body, or a piece of wood/metal/rocks/etc.
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//===========================================================================//
#include "cbase.h"
#include "gib.h"
#include "soundent.h"
#include "func_break.h" // For materials
#include "player.h"
#include "vstdlib/random.h"
#include "ai_utils.h"
#include "EntityFlame.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern Vector g_vecAttackDir; // In globals.cpp
CUtlVector<EHANDLE> CGib::s_ExtantGibs;
BEGIN_DATADESC( CGib )
// gibs are not saved/restored
// DEFINE_FIELD( m_bloodColor, FIELD_INTEGER ),
// DEFINE_FIELD( m_hSprite, FIELD_EHANDLE ),
// DEFINE_FIELD( m_cBloodDecals, FIELD_INTEGER ),
// DEFINE_FIELD( m_material, FIELD_INTEGER ),
// DEFINE_FIELD( m_lifeTime, FIELD_TIME ),
// DEFINE_FIELD( m_pSprite, CSprite ),
// DEFINE_FIELD( m_hFlame, FIELD_EHANDLE ),
// DEFINE_FIELD( m_hPhysicsAttacker, FIELD_EHANDLE ),
// DEFINE_FIELD( m_flLastPhysicsInfluenceTime, FIELD_TIME ),
// DEFINE_FIELD( m_bForceRemove, FIELD_BOOLEAN ),
// Function pointers
DEFINE_ENTITYFUNC( BounceGibTouch ), DEFINE_ENTITYFUNC( StickyGibTouch ), DEFINE_THINKFUNC( WaitTillLand ), DEFINE_THINKFUNC( DieThink ),
END_DATADESC()
// HACKHACK -- The gib velocity equations don't work
void CGib::LimitVelocity( void ) { Vector vecNewVelocity = GetAbsVelocity(); float length = VectorNormalize( vecNewVelocity );
// ceiling at 1500. The gib velocity equation is not bounded properly. Rather than tune it
// in 3 separate places again, I'll just limit it here.
if ( length > 1500.0 ) { vecNewVelocity *= 1500; // This should really be sv_maxvelocity * 0.75 or something
SetAbsVelocity( vecNewVelocity ); } }
void CGib::SpawnStickyGibs( CBaseEntity *pVictim, Vector vecOrigin, int cGibs ) { int i;
if ( g_Language.GetInt() == LANGUAGE_GERMAN ) { // no sticky gibs in germany right now!
return; }
for ( i = 0 ; i < cGibs ; i++ ) { CGib *pGib = (CGib *)CreateEntityByName( "gib" );
pGib->Spawn( "models/stickygib.mdl" ); pGib->m_nBody = random->RandomInt(0,2);
if ( pVictim ) { pGib->SetLocalOrigin( Vector( vecOrigin.x + random->RandomFloat( -3, 3 ), vecOrigin.y + random->RandomFloat( -3, 3 ), vecOrigin.z + random->RandomFloat( -3, 3 ) ) );
// make the gib fly away from the attack vector
Vector vecNewVelocity = g_vecAttackDir * -1;
// mix in some noise
vecNewVelocity.x += random->RandomFloat ( -0.15, 0.15 ); vecNewVelocity.y += random->RandomFloat ( -0.15, 0.15 ); vecNewVelocity.z += random->RandomFloat ( -0.15, 0.15 );
vecNewVelocity *= 900;
QAngle vecAngVelocity( random->RandomFloat ( 250, 400 ), random->RandomFloat ( 250, 400 ), 0 ); pGib->SetLocalAngularVelocity( vecAngVelocity );
// copy owner's blood color
pGib->SetBloodColor( pVictim->BloodColor() ); pGib->AdjustVelocityBasedOnHealth( pVictim->m_iHealth, vecNewVelocity ); pGib->SetAbsVelocity( vecNewVelocity ); pGib->SetMoveType( MOVETYPE_FLYGRAVITY ); pGib->RemoveSolidFlags( FSOLID_NOT_SOLID ); pGib->SetCollisionBounds( vec3_origin, vec3_origin ); pGib->SetTouch ( &CGib::StickyGibTouch ); pGib->SetThink (NULL); } pGib->LimitVelocity(); } }
void CGib::SpawnHeadGib( CBaseEntity *pVictim ) { CGib *pGib = CREATE_ENTITY( CGib, "gib" );
if ( g_Language.GetInt() == LANGUAGE_GERMAN ) { pGib->Spawn( "models/germangibs.mdl" );// throw one head
pGib->m_nBody = 0; } else { pGib->Spawn( "models/gibs/hgibs.mdl" );// throw one head
pGib->m_nBody = 0; }
if ( pVictim ) { Vector vecNewVelocity = pGib->GetAbsVelocity();
pGib->SetLocalOrigin( pVictim->EyePosition() ); edict_t *pentPlayer = UTIL_FindClientInPVS( pGib->edict() ); if ( random->RandomInt ( 0, 100 ) <= 5 && pentPlayer ) { // 5% chance head will be thrown at player's face.
CBasePlayer *player = (CBasePlayer *)CBaseEntity::Instance( pentPlayer ); if ( player ) { vecNewVelocity = ( player->EyePosition() ) - pGib->GetAbsOrigin(); VectorNormalize(vecNewVelocity); vecNewVelocity *= 300; vecNewVelocity.z += 100; } } else { vecNewVelocity = Vector (random->RandomFloat(-100,100), random->RandomFloat(-100,100), random->RandomFloat(200,300)); }
QAngle vecNewAngularVelocity = pGib->GetLocalAngularVelocity(); vecNewAngularVelocity.x = random->RandomFloat ( 100, 200 ); vecNewAngularVelocity.y = random->RandomFloat ( 100, 300 ); pGib->SetLocalAngularVelocity( vecNewAngularVelocity );
// copy owner's blood color
pGib->SetBloodColor( pVictim->BloodColor() ); pGib->AdjustVelocityBasedOnHealth( pVictim->m_iHealth, vecNewVelocity ); pGib->SetAbsVelocity( vecNewVelocity ); } pGib->LimitVelocity(); }
//-----------------------------------------------------------------------------
// Blood color (see BLOOD_COLOR_* macros in baseentity.h)
//-----------------------------------------------------------------------------
void CGib::SetBloodColor( int nBloodColor ) { m_bloodColor = nBloodColor; }
//------------------------------------------------------------------------------
// A little piece of duplicated code
//------------------------------------------------------------------------------
void CGib::AdjustVelocityBasedOnHealth( int nHealth, Vector &vecVelocity ) { if ( nHealth > -50) { vecVelocity *= 0.7; } else if ( nHealth > -200) { vecVelocity *= 2; } else { vecVelocity *= 4; } }
//------------------------------------------------------------------------------
// Purpose : Initialize a gibs position and velocity
// Input :
// Output :
//------------------------------------------------------------------------------
void CGib::InitGib( CBaseEntity *pVictim, float fMinVelocity, float fMaxVelocity ) { // ------------------------------------------------------------------------
// If have a pVictim spawn the gib somewhere in the pVictim's bounding volume
// ------------------------------------------------------------------------
if ( pVictim ) { // Find a random position within the bounding box (add 1 to Z to get it out of the ground)
Vector vecOrigin; pVictim->CollisionProp()->RandomPointInBounds( vec3_origin, Vector( 1, 1, 1 ), &vecOrigin ); vecOrigin.z += 1.0f; SetAbsOrigin( vecOrigin );
// make the gib fly away from the attack vector
Vector vecNewVelocity = g_vecAttackDir * -1;
// mix in some noise
vecNewVelocity.x += random->RandomFloat ( -0.25, 0.25 ); vecNewVelocity.y += random->RandomFloat ( -0.25, 0.25 ); vecNewVelocity.z += random->RandomFloat ( -0.25, 0.25 );
vecNewVelocity *= random->RandomFloat ( fMaxVelocity, fMinVelocity );
QAngle vecNewAngularVelocity = GetLocalAngularVelocity(); vecNewAngularVelocity.x = random->RandomFloat ( 100, 200 ); vecNewAngularVelocity.y = random->RandomFloat ( 100, 300 ); SetLocalAngularVelocity( vecNewAngularVelocity ); // copy owner's blood color
SetBloodColor( pVictim->BloodColor() ); AdjustVelocityBasedOnHealth( pVictim->m_iHealth, vecNewVelocity );
// Attempt to be physical if we can
if ( VPhysicsInitNormal( SOLID_BBOX, 0, false ) ) { IPhysicsObject *pObj = VPhysicsGetObject();
if ( pObj != NULL ) { AngularImpulse angImpulse = RandomAngularImpulse( -500, 500 ); pObj->AddVelocity( &vecNewVelocity, &angImpulse ); } } else { SetSolid( SOLID_BBOX ); SetCollisionBounds( vec3_origin, vec3_origin ); SetAbsVelocity( vecNewVelocity ); } SetCollisionGroup( COLLISION_GROUP_DEBRIS ); }
LimitVelocity(); }
//------------------------------------------------------------------------------
// Purpose : Given an .mdl file with gibs and the number of gibs in the file
// spawns them in pVictim's bounding box
// Input :
// Output :
//------------------------------------------------------------------------------
void CGib::SpawnSpecificGibs( CBaseEntity* pVictim, int nNumGibs, float vMinVelocity, float vMaxVelocity, const char* cModelName, float flLifetime) { for (int i=0;i<nNumGibs;i++) { CGib *pGib = CREATE_ENTITY( CGib, "gib" ); pGib->Spawn( cModelName ); pGib->m_nBody = i; pGib->InitGib( pVictim, vMinVelocity, vMaxVelocity ); pGib->m_lifeTime = flLifetime; if ( pVictim != NULL ) { pGib->SetOwnerEntity( pVictim ); } } }
//------------------------------------------------------------------------------
// Purpose : Spawn random gibs of the given gib type
// Input :
// Output :
//------------------------------------------------------------------------------
void CGib::SpawnRandomGibs( CBaseEntity *pVictim, int cGibs, GibType_e eGibType ) { int cSplat;
for ( cSplat = 0 ; cSplat < cGibs ; cSplat++ ) { CGib *pGib = CREATE_ENTITY( CGib, "gib" );
if ( g_Language.GetInt() == LANGUAGE_GERMAN ) { pGib->Spawn( "models/germangibs.mdl" ); pGib->m_nBody = random->RandomInt(0,GERMAN_GIB_COUNT-1); } else { switch (eGibType) { case GIB_HUMAN: // human pieces
pGib->Spawn( "models/gibs/hgibs.mdl" ); pGib->m_nBody = random->RandomInt(1,HUMAN_GIB_COUNT-1);// start at one to avoid throwing random amounts of skulls (0th gib)
break; case GIB_ALIEN: // alien pieces
pGib->Spawn( "models/gibs/agibs.mdl" ); pGib->m_nBody = random->RandomInt(0,ALIEN_GIB_COUNT-1); break; } } pGib->InitGib( pVictim, 300, 400); } }
//=========================================================
// WaitTillLand - in order to emit their meaty scent from
// the proper location, gibs should wait until they stop
// bouncing to emit their scent. That's what this function
// does.
//=========================================================
void CGib::WaitTillLand ( void ) { if (!IsInWorld()) { UTIL_Remove( this ); return; }
if ( GetAbsVelocity() == vec3_origin ) { SetRenderAlpha( 255 ); m_nRenderMode = kRenderTransTexture; if ( GetMoveType() != MOVETYPE_VPHYSICS ) { AddSolidFlags( FSOLID_NOT_SOLID ); } SetLocalAngularVelocity( vec3_angle );
SetNextThink( gpGlobals->curtime + m_lifeTime ); SetThink ( &CGib::SUB_FadeOut );
if ( GetSprite() ) { CSprite *pSprite = dynamic_cast<CSprite*>( GetSprite() );
if ( pSprite ) { //Adrian - Why am I doing this? Check InitPointGib for the answer!
if ( m_lifeTime == 0 ) m_lifeTime = random->RandomFloat( 1, 3 );
pSprite->FadeAndDie( m_lifeTime ); } }
if ( GetFlame() ) { CEntityFlame *pFlame = dynamic_cast< CEntityFlame*>( GetFlame() );
if ( pFlame ) { pFlame->SetLifetime( 1.0f ); } }
// If you bleed, you stink!
if ( m_bloodColor != DONT_BLEED ) { // ok, start stinkin!
// FIXME: It's too easy to fill up the sound queue with all these meat sounds
// CSoundEnt::InsertSound ( SOUND_MEAT, GetAbsOrigin(), 384, 25 );
} } else { // wait and check again in another half second.
SetNextThink( gpGlobals->curtime + 0.5f ); } }
bool CGib::SUB_AllowedToFade( void ) { if( VPhysicsGetObject() ) { if( VPhysicsGetObject()->GetGameFlags() & FVPHYSICS_PLAYER_HELD || GetEFlags() & EFL_IS_BEING_LIFTED_BY_BARNACLE ) return false; }
CBasePlayer *pPlayer = ( AI_IsSinglePlayer() ) ? UTIL_GetLocalPlayer() : NULL;
if ( pPlayer && pPlayer->FInViewCone( this ) && m_bForceRemove == false ) { // We don't want Gibs to fade out while onscreen... but we also can't allow an infinite
// number of gibs accumulate, so let the oldest ones fade out if we're over the limit.
int nGibsToKill = s_ExtantGibs.Count() - MAX_CONCURRENT_GIBS; for ( int i = 0; i < nGibsToKill; i++ ) { if ( this == s_ExtantGibs[ i ] ) return true; } return false; }
return true; }
void CGib::DieThink ( void ) { if ( GetSprite() ) { CSprite *pSprite = dynamic_cast<CSprite*>( GetSprite() );
if ( pSprite ) { pSprite->FadeAndDie( 0.0 ); } }
if ( GetFlame() ) { CEntityFlame *pFlame = dynamic_cast< CEntityFlame*>( GetFlame() );
if ( pFlame ) { pFlame->SetLifetime( 1.0f ); } }
if ( g_pGameRules->IsMultiplayer() ) { UTIL_Remove( this ); } else { SetThink ( &CGib::SUB_FadeOut ); SetNextThink( gpGlobals->curtime ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CGib::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { CBasePlayer *pPlayer = ToBasePlayer( pActivator );
if ( pPlayer ) { pPlayer->PickupObject( this ); } }
//-----------------------------------------------------------------------------
// Physics Attacker
//-----------------------------------------------------------------------------
void CGib::SetPhysicsAttacker( CBasePlayer *pEntity, float flTime ) { m_hPhysicsAttacker = pEntity; m_flLastPhysicsInfluenceTime = flTime; }
//-----------------------------------------------------------------------------
// Purpose: Keep track of physgun influence
//-----------------------------------------------------------------------------
void CGib::OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason ) { SetPhysicsAttacker( pPhysGunUser, gpGlobals->curtime ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CGib::OnPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t Reason ) { SetPhysicsAttacker( pPhysGunUser, gpGlobals->curtime ); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
CBasePlayer *CGib::HasPhysicsAttacker( float dt ) { if (gpGlobals->curtime - dt <= m_flLastPhysicsInfluenceTime) { return m_hPhysicsAttacker; } return NULL; }
//
// Gib bounces on the ground or wall, sponges some blood down, too!
//
void CGib::BounceGibTouch ( CBaseEntity *pOther ) { Vector vecSpot; trace_t tr; IPhysicsObject *pPhysics = VPhysicsGetObject();
if ( pPhysics ) return; //if ( random->RandomInt(0,1) )
// return;// don't bleed everytime
if (GetFlags() & FL_ONGROUND) { SetAbsVelocity( GetAbsVelocity() * 0.9 ); QAngle angles = GetLocalAngles(); angles.x = 0; angles.z = 0; SetLocalAngles( angles );
QAngle angVel = GetLocalAngularVelocity(); angVel.x = 0; angVel.z = 0; SetLocalAngularVelocity( vec3_angle ); } else { if ( g_Language.GetInt() != LANGUAGE_GERMAN && m_cBloodDecals > 0 && m_bloodColor != DONT_BLEED ) { vecSpot = GetAbsOrigin() + Vector ( 0 , 0 , 8 );//move up a bit, and trace down.
UTIL_TraceLine ( vecSpot, vecSpot + Vector ( 0, 0, -24 ), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr);
UTIL_BloodDecalTrace( &tr, m_bloodColor );
m_cBloodDecals--; }
if ( m_material != matNone && random->RandomInt(0,2) == 0 ) { float volume; float zvel = fabs(GetAbsVelocity().z); volume = 0.8f * MIN(1.0, ((float)zvel) / 450.0f);
CBreakable::MaterialSoundRandom( entindex(), (Materials)m_material, volume ); } } }
//
// Sticky gib puts blood on the wall and stays put.
//
void CGib::StickyGibTouch ( CBaseEntity *pOther ) { Vector vecSpot; trace_t tr; SetThink ( &CGib::SUB_Remove ); SetNextThink( gpGlobals->curtime + 10 );
if ( !FClassnameIs( pOther, "worldspawn" ) ) { SetNextThink( gpGlobals->curtime ); return; }
UTIL_TraceLine ( GetAbsOrigin(), GetAbsOrigin() + GetAbsVelocity() * 32, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr);
UTIL_BloodDecalTrace( &tr, m_bloodColor );
Vector vecForward = tr.plane.normal * -1; QAngle angles; VectorAngles( vecForward, angles ); SetLocalAngles( angles ); SetAbsVelocity( vec3_origin ); SetLocalAngularVelocity( vec3_angle ); SetMoveType( MOVETYPE_NONE ); }
//-----------------------------------------------------------------------------
// CGib destructor
//-----------------------------------------------------------------------------
CGib::~CGib( void ) { // NOTE: this should not be slow, because MAX_CONCURRENT_GIBS should not be large
int nIndex = s_ExtantGibs.Find( this ); if ( nIndex >= 0 ) s_ExtantGibs.Remove( nIndex ); else ExecuteNTimes( 20, Warning( "CGibs are being created which circumvent Spawn() - this can result in a leak.\n" ) ); }
//-----------------------------------------------------------------------------
// Spawn a gib with a finite lifetime, after which it will fade out.
//-----------------------------------------------------------------------------
void CGib::Spawn( const char *szGibModel, float flLifetime ) { SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE ); SetFriction(0.55); // deading the bounce a bit
// sometimes an entity inherits the edict from a former piece of glass,
// and will spawn using the same render FX or m_nRenderMode! bad!
SetRenderAlpha( 255 ); m_nRenderMode = kRenderNormal; m_nRenderFX = kRenderFxNone; // hopefully this will fix the VELOCITY TOO LOW crap
m_takedamage = DAMAGE_EVENTS_ONLY; SetSolid( SOLID_BBOX ); AddSolidFlags( FSOLID_NOT_STANDABLE ); SetCollisionGroup( COLLISION_GROUP_DEBRIS );
SetModel( szGibModel );
SetNextThink( gpGlobals->curtime + 4 ); m_lifeTime = flLifetime; SetTouch ( &CGib::BounceGibTouch );
m_bForceRemove = false;
m_material = matNone; m_cBloodDecals = 5;// how many blood decals this gib can place (1 per bounce until none remain).
// Make sure the gib dies within its alotted lifetime
s_ExtantGibs.AddToTail( this ); SetThink ( &CGib::SUB_FadeOut ); SetNextThink( gpGlobals->curtime + m_lifeTime ); }
LINK_ENTITY_TO_CLASS( gib, CGib );
CBaseEntity *CreateRagGib( const char *szModel, const Vector &vecOrigin, const QAngle &vecAngles, const Vector &vecForce, float flFadeTime, bool bShouldIgnite ) { CRagGib *pGib;
pGib = (CRagGib*)CreateEntityByName( "raggib" );
pGib->SetLocalAngles( vecAngles );
if ( !pGib ) { Msg( "**Can't create ragdoll gib!\n" ); return NULL; }
if ( bShouldIgnite ) { CBaseAnimating *pAnimating = pGib->GetBaseAnimating(); if (pAnimating != NULL ) { pAnimating->Ignite( random->RandomFloat( 8.0, 12.0 ), false ); } }
pGib->Spawn( szModel, vecOrigin, vecForce, flFadeTime );
return pGib; }
void CRagGib::Spawn( const char *szModel, const Vector &vecOrigin, const Vector &vecForce, float flFadeTime = 0.0 ) { SetSolid( SOLID_BBOX ); AddSolidFlags( FSOLID_NOT_SOLID ); SetModel( szModel ); UTIL_SetSize(this, vec3_origin, vec3_origin); UTIL_SetOrigin( this, vecOrigin ); if ( !BecomeRagdollOnClient( vecForce ) ) { AddSolidFlags( FSOLID_NOT_STANDABLE ); RemoveSolidFlags( FSOLID_NOT_SOLID ); if( flFadeTime > 0.0 ) { SUB_StartFadeOut( flFadeTime ); } } }
LINK_ENTITY_TO_CLASS( raggib, CRagGib );
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