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2025-07-19 23:30:20 +02:00

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6.2 KiB
C++

/*
===========================================================================
Copyright (C) 2015 the OpenMoHAA team
This file is part of OpenMoHAA source code.
OpenMoHAA source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
OpenMoHAA source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with OpenMoHAA source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// gibs.cpp: Gibs - nuff said
#include "gibs.h"
#include "decals.h"
#include "level.h"
#include "g_phys.h"
Event EV_ThrowGib
(
"throwgib",
EV_DEFAULT,
"eif",
"ent velocity scale",
"Throw a gib.",
EV_NORMAL
);
CLASS_DECLARATION(Mover, Gib, "gib") {
{&EV_ThrowGib, &Gib::Throw },
{&EV_Touch, &Gib::Splat },
{&EV_Stop, &Gib::Stop },
{&EV_Damage, &Gib::Damage},
{NULL, NULL }
};
Gib::Gib(
str name,
qboolean blood_trail,
str bloodtrailname,
str bloodspurtname,
str bloodsplatname,
float bloodsplatsize,
float pitch
)
{
setSize(Vector("0 0 0"), Vector("0 0 0"));
if (name.length()) {
setModel(name.c_str());
}
setMoveType(MOVETYPE_GIB);
setSolidType(SOLID_BBOX);
takedamage = DAMAGE_YES;
sprayed = false;
fadesplat = true;
scale = 2.0f;
next_bleed_time = 0;
final_pitch = pitch;
if (blood_trail) {
// Make a blood emitter and bind it to the head
blood = new Mover;
if (bloodtrailname.length()) {
blood->setModel(bloodtrailname.c_str());
}
blood->setMoveType(MOVETYPE_BOUNCE);
blood->setSolidType(SOLID_NOT);
blood->bind(this);
// Save the blood spurt name
if (bloodspurtname.length()) {
blood_spurt_name = bloodspurtname;
}
// Save the blood splat name
if (bloodsplatname.length()) {
blood_splat_name = bloodsplatname;
}
blood_splat_size = bloodsplatsize;
} else {
blood = NULL;
}
Sound("snd_decap", CHAN_BODY, 1, 300);
}
Gib::~Gib()
{
if (blood) {
blood->PostEvent(EV_Remove, 0);
}
blood = NULL;
}
Gib::Gib()
{
if (LoadingSavegame) {
return;
}
setSize(Vector("0 0 0"), Vector("0 0 0"));
setModel("gib1.def");
setMoveType(MOVETYPE_GIB);
setSolidType(SOLID_BBOX);
sprayed = 0;
fadesplat = true;
scale = 2.0f;
}
void Gib::Stop(Event *ev)
{
//setSolidType( SOLID_NOT );
if (blood) {
blood->PostEvent(EV_Remove, 0);
}
blood = NULL;
}
void Gib::Splat(Event *ev)
{
if (g_gametype->integer != GT_SINGLE_PLAYER) {
return;
}
if (sprayed > 3) {
//setSolidType(SOLID_NOT);
return;
}
sprayed++;
scale -= 0.2f;
// Stop spinning / force to final pitch
avelocity = vec_zero;
if (final_pitch != NO_FINAL_PITCH) {
angles[PITCH] = final_pitch;
setAngles(angles);
}
SprayBlood(origin);
Sound("snd_gibhit");
}
void Gib::Damage(Event *ev)
{
Vector direction;
Entity *blood;
Vector dir;
if (next_bleed_time > level.time) {
return;
}
direction = ev->GetVector(5);
// Spawn a blood spurt
if (blood_spurt_name.length() > 0) {
blood = new Animate;
blood->setModel(blood_spurt_name.c_str());
dir[0] = -direction[0];
dir[1] = -direction[1];
dir[2] = -direction[2];
blood->angles = dir.toAngles();
blood->setAngles(blood->angles);
blood->setOrigin(centroid);
blood->origin.copyTo(blood->edict->s.origin2);
blood->setSolidType(SOLID_NOT);
blood->PostEvent(EV_Remove, 1);
next_bleed_time = level.time + 0.5;
}
}
void Gib::SprayBlood(Vector start)
{
Vector norm;
trace_t trace;
Vector trace_end;
trace_end = velocity;
trace_end.normalize();
trace_end *= 1000;
trace_end += start;
trace = G_Trace(start, vec_zero, vec_zero, trace_end, this, MASK_SOLID, false, "Gib::SprayBlood");
if (HitSky(&level.impact_trace) || (!level.impact_trace.ent) || (level.impact_trace.ent->solid != SOLID_BSP)) {
return;
}
// Do a bloodsplat
if (blood_splat_name.length()) {
Decal *decal = new Decal;
decal->setShader(blood_splat_name);
decal->setOrigin(Vector(trace.endpos) + (Vector(level.impact_trace.plane.normal) * 0.2f));
decal->setDirection(level.impact_trace.plane.normal);
decal->setOrientation("random");
decal->setRadius(blood_splat_size + G_Random(blood_splat_size));
}
}
void Gib::ClipGibVelocity(void)
{
if (velocity[0] < -400) {
velocity[0] = -400;
} else if (velocity[0] > 400) {
velocity[0] = 400;
}
if (velocity[1] < -400) {
velocity[1] = -400;
} else if (velocity[1] > 400) {
velocity[1] = 400;
}
if (velocity[2] < 200) {
velocity[2] = 200; // always some upwards
} else if (velocity[2] > 600) {
velocity[2] = 600;
}
}
void Gib::SetVelocity(float damage)
{
velocity[0] = 100.0 * crandom();
velocity[1] = 100.0 * crandom();
velocity[2] = 200.0 + 100.0 * random();
avelocity = Vector(G_Random(600), G_Random(600), G_Random(600));
if ((damage < -150) && (G_Random() > 0.95f)) {
velocity *= 2.0f;
} else if (damage < -100) {
velocity *= 1.5f;
}
ClipGibVelocity();
}
void Gib::Throw(Event *ev)
{
Entity *ent;
ent = ev->GetEntity(1);
setOrigin(ent->centroid);
origin.copyTo(edict->s.origin2);
SetVelocity(ev->GetInteger(2));
edict->s.scale = ev->GetFloat(3);
PostEvent(EV_FadeOut, 10 + G_Random(5));
}
void CreateGibs(Entity *ent, float damage, float scale, int num, const char *modelname) {}