area51/Support/Objects/BaseProjectile.cpp

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2021-08-28 04:22:41 +02:00
//==============================================================================
// BASE PROJECTILES
//==============================================================================
//==============================================================================
// INCLUDES
//==============================================================================
#include "BaseProjectile.hpp"
#include "Entropy\e_Draw.hpp"
#include "CollisionMgr\CollisionMgr.hpp"
#include "Objects\ParticleEmiter.hpp"
#include "AudioMgr\AudioMgr.hpp"
#include "..\Support\Tracers\TracerMgr.hpp"
2024-03-25 14:13:53 +01:00
#include "MiscUtils\SimpleUtils.hpp"
2021-08-28 04:22:41 +02:00
#include "Objects\ClothObject.hpp"
#include "Objects\Flag.hpp"
#include "Objects\Actor\Actor.hpp"
#include "Dictionary\Global_Dictionary.hpp"
#include "Decals\DecalMgr.hpp"
#include "Objects\PlaySurface.hpp"
#include "Objects\ProxyPlaySurface.hpp"
#include "Objects\ForceField.hpp"
#include "NetworkMgr\GameMgr.hpp"
#include "player.hpp"
xbool IsGameMultiplayer( void )
{
#if defined(X_EDITOR)
return FALSE;
#else
return GameMgr.IsGameMultiplayer();
#endif
}
//==============================================================================
// GLOBALS
//==============================================================================
#define MAX_COLLISON_PER_BULLET MAX_COLLISION_MGR_COLLISIONS
//==============================================================================
base_projectile::base_projectile( void ) :
m_Speed ( 0.f ),
m_Velocity ( 0.f , 0.f , 0.f ),
m_CurrentPosition ( 0.f , 0.f , 0.f ),
m_InitialPosition ( 0.f , 0.f , 0.f ),
m_OwnerGuid ( NULL_GUID ),
m_TracerFadeTime ( 0.0f ),
m_iFirePoint ( 0 ),
m_bThroughGlass ( FALSE ),
m_BulletNearFlyBySfxID ( -1 ),
m_BulletMedFlyBySfxID ( -1 ),
m_BulletFarFlyBySfxID ( -1 )
{
m_BulletSoundID = 0;
m_TracerColor = xcolor( 90, 80, 40, 255 );
m_bIsLargeProjectile = FALSE;
m_bSplitScreenInitialPosReady = FALSE;
}
//==============================================================================
base_projectile::~base_projectile()
{
m_BulletSoundID = 0;
}
//=============================================================================
bbox base_projectile::GetLocalBBox( void ) const
{
return( bbox( vector3( 5.0f, 5.0f, 5.0f),
vector3(-5.0f,-5.0f,-5.0f) ) );
}
//==============================================================================
xbool base_projectile::OnProperty( prop_query& PropQuery )
{
if ( object::OnProperty( PropQuery ) )
{
return TRUE;
}
//early out
if( !PropQuery.IsBasePath("Bullet Properties") )
{
return FALSE;
}
/*
if ( PropQuery.VarFloat( "Bullet Properties\\Speed", m_Speed ) )
{
return TRUE;
}
*/
if ( PropQuery.VarFloat( "Bullet Properties\\Tracer Fade Time", m_TracerFadeTime, 0.0f ) )
return TRUE;
if( PropQuery.IsVar( "Bullet Properties\\Bullet AudioPkg" ) )
{
if( PropQuery.IsRead() )
{
PropQuery.SetVarExternal( m_hAudioPackage.GetName(), RESOURCE_NAME_SIZE );
}
else
{
// Get the FileName
const char* pString = PropQuery.GetVarExternal();
if( pString[0] )
{
if( xstring(pString) == "<null>" )
{
m_hAudioPackage.SetName( "" );
}
else
{
m_hAudioPackage.SetName( pString );
// Load the audio package.
if( m_hAudioPackage.IsLoaded() == FALSE )
m_hAudioPackage.GetPointer();
}
}
}
return( TRUE );
}
if( SMP_UTIL_IsAudioVar( PropQuery, "Bullet Properties\\Bullet Near Fly By Sound", m_hAudioPackage, m_BulletNearFlyBySfxID ) )
{
return( TRUE );
}
if( SMP_UTIL_IsAudioVar( PropQuery, "Bullet Properties\\Bullet Medium Fly By Sound", m_hAudioPackage, m_BulletMedFlyBySfxID ) )
{
return( TRUE );
}
if( SMP_UTIL_IsAudioVar( PropQuery, "Bullet Properties\\Bullet Far Fly By Sound", m_hAudioPackage, m_BulletFarFlyBySfxID ) )
{
return( TRUE );
}
if ( PropQuery.IsVar( "Bullet Properties\\Decal Package" ) )
{
if ( PropQuery.IsRead() )
{
PropQuery.SetVarExternal( m_hDecalPackage.GetName(), RESOURCE_NAME_SIZE );
}
else
{
m_hDecalPackage.SetName( PropQuery.GetVarExternal() );
m_hDecalPackage.GetPointer();
}
}
if( PropQuery.VarColor( "Bullet Properties\\Tracer Color", m_TracerColor ) )
return TRUE;
/*
if ( PropQuery.IsBasePath("Bullet Properties\\Damage Loss"))
{
s32 iHeader = PropQuery.PushPath( "Bullet Properties\\Damage Loss\\" );
if ( PropQuery.VarFloat( "Distance", m_fDistIncrementForLoss, 0.0f ) )
return TRUE;
if ( PropQuery.VarFloat( "Amount", m_fDamageLostPerIncrement, 0.0f ) )
return TRUE;
if ( PropQuery.VarFloat( "MinDamage", m_fMinDamage, 0.0f ) )
return TRUE;
PropQuery.PopPath( iHeader );
}
*/
return FALSE;
}
//===========================================================================
void base_projectile::OnEnumProp( prop_enum& List )
{
object::OnEnumProp( List );
List.PropEnumHeader ( "Bullet Properties", "Properties of the bullet", PROP_TYPE_HEADER );
//List.AddFloat ( "Bullet Properties\\Speed", "Scalar speed value in cm. / sec." );
//List.AddFloat ( "Bullet Properties\\Damage Amount", "Number of damage hit points does this projectile cost" );
//List.AddFloat ( "Bullet Properties\\Force Amount", "Relates to the amount of controller feedback and camera shake on impact." );
//List.AddBool ( "Bullet Properties\\Through glass", "Does this bullet pass through glass?" );
//List.AddBool ( "Bullet Properties\\Through actors", "Does this bullet pass through actors?" );
List.PropEnumFloat ( "Bullet Properties\\Tracer Fade Time", "How long do the tracers last?", 0 );
List.PropEnumColor ( "Bullet Properties\\Tracer Color", "The Color of the tracer", 0 );
List.PropEnumExternal( "Bullet Properties\\Bullet AudioPkg", "Resource\0audiopkg\0", "", PROP_TYPE_DONT_SHOW );
List.PropEnumExternal( "Bullet Properties\\Bullet Near Fly By Sound", "Sound\0soundexternal\0","What sound to play when the bullet flies by near you.", 0 );
List.PropEnumExternal( "Bullet Properties\\Bullet Medium Fly By Sound", "Sound\0soundexternal\0","What sound to play when the bullet flies by medium distance from you.", 0 );
List.PropEnumExternal( "Bullet Properties\\Bullet Far Fly By Sound", "Sound\0soundexternal\0","What sound to play when the bullet flies by far away form you.", 0 );
List.PropEnumExternal( "Bullet Properties\\Decal Package", "Resource\0decalpkg\0", "What type of decals does this projectile use?", 0 );
//List.AddHeader ( "Bullet Properties\\Damage Loss", "Does this projectile lose damage over time.", PROP_TYPE_HEADER );
//List.AddFloat ( "Bullet Properties\\Damage Loss\\Distance", "Lose Y damage every X distance. (this is X)" );
//List.AddFloat ( "Bullet Properties\\Damage Loss\\Amount", "Lose Y damage every X distance. (this is Y)");
//List.AddFloat ( "Bullet Properties\\Damage Loss\\MinDamage","Minimum Damage this projectile will do");
}
//==============================================================================
s32 g_BulletVersion = 1;
xcolor g_color(120,230,230);
void base_projectile::OnRender( void )
{
CONTEXT( "base_projectile::OnRender" );
#ifdef X_EDITOR
if( g_BulletVersion == 0 )
{
draw_Sphere( GetBBox().GetCenter(),3, g_color );
}
else if ( g_BulletVersion == 1)
{
// vector3 tempVec3;
// tempVec3 = m_LastPosition - GetBBox().GetCenter();
// tempVec3.NormalizeAndScale(20.0f);
// m_LastPosition = GetBBox().GetCenter();
// draw_Line( GetBBox().GetCenter(),tempVec3,XCOLOR_GREEN );
}
else
{
draw_BBox( GetBBox() , XCOLOR_GREEN );
}
#endif // X_EDITOR
}
//==============================================================================
//#define TIME_PROCESS_COLLISION
#ifdef X_RETAIL
#undef TIME_PROCESS_COLLISION
#endif
#ifdef TIME_PROCESS_COLLISION
s32 NUM_BULLETS = 0;
f32 TOTAL_BULLET_TIME=0;
f32 TOTAL_COLL_TIME=0;
f32 TOTAL_RESPONSE_TIME=0;
f32 MAX_BULLET_TIME=0;
#endif
xbool base_projectile::OnProcessCollision( const f32& DeltaTime )
{
//
// Compute current and desired position
//
vector3 CurrentPos = m_CurrentPosition;
vector3 NewPos = m_CurrentPosition + m_Velocity * DeltaTime;
object *pObj = g_ObjMgr.GetObjectByGuid(m_OwnerGuid);
xbool bIsAvatar = FALSE;
vector3 avatarCurrentPos = vector3(0.0f, 0.0f, 0.0f);
vector3 avatarNewPos = avatarCurrentPos;
// SB: TO DO: Do this for ghosts too?
// Did this bullet come from the player?
if( pObj && pObj->IsKindOf(player::GetRTTI()) )
{
player *pPlayer = (player*)pObj;
new_weapon* pWeapon = pPlayer->GetCurrentWeaponPtr();
if (pWeapon)
{
// For split screen, update the start position of the tracer to be from the gun:
// We shouldn't care about the first person tracer because you never see it anyway.
if( pWeapon->IsUsingSplitScreen() )
{
// set NPC render state so that the weapon will give us the proper bone position
pWeapon->SetRenderState( new_weapon::RENDER_STATE_NPC );
// SH: I didn't want to risk breaking any of the existing mechanisms, so all we
// do here is update m_InitialPosition the first time through, and set a flag.
// On subsequent runs, we use the updated m_InitialPosition for the tracers.
// Without doing this, the tracers are glued to the fire point on the gun, and
// in split screen, large-kick weapons wave the start point of the tracers around.
//
if (!m_bSplitScreenInitialPosReady)
{
// get avatar's current firing bone position if available.
if( pWeapon->GetFiringBonePosition( avatarNewPos, m_iFirePoint ) )
{
bIsAvatar = TRUE;
avatarCurrentPos = NewPos;
m_InitialPosition = avatarNewPos;
m_bSplitScreenInitialPosReady = TRUE;
}
}
else
{
avatarCurrentPos = NewPos;
avatarNewPos = m_InitialPosition;
}
// put the render state back to player in split screen
pWeapon->SetRenderState( new_weapon::RENDER_STATE_PLAYER );
}
}
}
//
// Fire up ray collision
//
#ifdef TIME_PROCESS_COLLISION
xtimer Timer;
Timer.Reset();
Timer.Start();
#endif
{
//extern xbool COLL_DISPLAY_OBJECTS;
//COLL_DISPLAY_OBJECTS = TRUE;
g_CollisionMgr.RaySetup( GetGuid(), CurrentPos, NewPos );
g_CollisionMgr.SetMaxCollisions( MAX_COLLISION_MGR_COLLISIONS );
g_CollisionMgr.AddToIgnoreList( m_OwnerGuid );
if( m_bHitLiving )
{
if( m_bIsLargeProjectile )
{
g_CollisionMgr.CheckCollisions( object::TYPE_ALL_TYPES, object::ATTR_BLOCKS_LARGE_PROJECTILES );
}
else
{
g_CollisionMgr.CheckCollisions( object::TYPE_ALL_TYPES, object::ATTR_BLOCKS_SMALL_PROJECTILES );
}
}
else
{
if( m_bIsLargeProjectile )
{
g_CollisionMgr.CheckCollisions( object::TYPE_ALL_TYPES, object::ATTR_BLOCKS_LARGE_PROJECTILES, ATTR_LIVING );
}
else
{
g_CollisionMgr.CheckCollisions( object::TYPE_ALL_TYPES, object::ATTR_BLOCKS_SMALL_PROJECTILES, ATTR_LIVING );
}
}
//COLL_DISPLAY_OBJECTS = FALSE;
}
//
// If no collisions then just move projectile to new position
//
if( g_CollisionMgr.m_nCollisions == 0 )
{
// Update the tracer
if( bIsAvatar )
{
g_TracerMgr.AddTracer( tracer_mgr::TRACER_TYPE_BULLET, m_TracerFadeTime, avatarCurrentPos, avatarNewPos, m_TracerColor );
}
else
{
// not an avatar, do tracer as normal
g_TracerMgr.AddTracer( tracer_mgr::TRACER_TYPE_BULLET, m_TracerFadeTime, CurrentPos, NewPos, m_TracerColor );
}
m_CurrentPosition = NewPos;
// Exit early
return TRUE;
}
//
// We have collisions !!!
//
//
// Backup collisions
//
s32 nCollisions = g_CollisionMgr.m_nCollisions;
ASSERT( nCollisions <= MAX_COLLISON_PER_BULLET );
if( nCollisions > MAX_COLLISON_PER_BULLET ) nCollisions = MAX_COLLISON_PER_BULLET;
collision_mgr::collision CollBackup[MAX_COLLISON_PER_BULLET];
x_memcpy( CollBackup, g_CollisionMgr.m_Collisions, sizeof( collision_mgr::collision )*nCollisions );
//
// Setup tracer start and end points
//
vector3 TracerStart = CurrentPos;
vector3 TracerEnd = NewPos;
#ifdef TIME_PROCESS_COLLISION
Timer.Stop();
f32 COLL_TIME = Timer.ReadMs();
Timer.Reset();
Timer.Start();
#endif
//
// Loop through collisions and process
//
for( s32 i=0; i<nCollisions; i++ )
{
collision_mgr::collision& Coll = CollBackup[i];
// Skip over collisions with unidentifiable objects
if( Coll.ObjectHitGuid==0 )
{
//x_DebugMsg("NO GUID\n");
continue;
}
// Let's talk to the object
object* pObj = g_ObjMgr.GetObjectByGuid( Coll.ObjectHitGuid );
if( !pObj )
{
//x_DebugMsg("NO OBJECT*\n");
continue;
}
//
// Is this a piece of cloth?
//
if( pObj->IsKindOf( cloth_object::GetRTTI() ) )
{
//x_DebugMsg("BULLET HIT CLOTH!!! %d of %d\n",i,nCollisions);
// Notify the cloth of the bullet impact
((cloth_object*)pObj)->OnProjectileImpact( *this, m_Velocity, Coll.PrimitiveKey, Coll.Point );
// Don't stop processing other collisions. We're going to
// go right through the cloth.
continue;
}
//
// Is this a flag?
//
if( pObj->IsKindOf( flag::GetRTTI() ) )
{
// Notify the flag of the bullet impact
((flag*)pObj)->OnProjectileImpact( *this, m_Velocity, Coll.PrimitiveKey, Coll.Point );
// Don't stop processing other collisions. We're going to
// go right through the flag
continue;
}
//
// Is this object permeable?
//
if( pObj->GetAttrBits() & object::ATTR_COLLISION_PERMEABLE )
{
//x_DebugMsg("BULLET HIT PERMEABLE!!! %d of %d\n",i,nCollisions);
pObj->OnColNotify( *this );
// Don't stop processing other collisions.
continue;
}
//
// Is this a piece of glass
//
if( m_bThroughGlass && (Coll.Flags == object::MAT_TYPE_GLASS) )
{
//x_DebugMsg("BULLET HIT GLASS!!! %d of %d\n",i,nCollisions);
particle_emitter::CreateProjectileCollisionEffect( Coll, m_OwnerGuid );
pain Pain;
Pain.Setup( m_PainHandle, m_OwnerGuid, Coll.Point );
Pain.SetDirection( m_Velocity );
Pain.SetDirectHitGuid( pObj->GetGuid() );
Pain.SetCollisionInfo( Coll );
Pain.SetCustomScalar( CalcDamageDegradation(Coll.Point) );
Pain.ApplyToObject( pObj );
// Don't stop processing other collisions. We're going to
// go right through the glass.
continue;
}
//
// Can we shoot through the actor?
//
if( m_bThroughActors && pObj->IsKindOf( actor::GetRTTI() ) )
{
//x_DebugMsg("SHOT THROUGH ACTOR!!! %d of %d %08X%08X\n", i, nCollisions, (u32)(pObj->GetGuid()>>32), (u32)(pObj->GetGuid()>>0));
particle_emitter::CreateProjectileCollisionEffect( Coll, m_OwnerGuid );
pain Pain;
Pain.Setup( m_PainHandle, m_OwnerGuid, Coll.Point );
Pain.SetDirection( m_Velocity );
Pain.SetDirectHitGuid( pObj->GetGuid() );
Pain.SetCustomScalar( CalcDamageDegradation(Coll.Point) );
Pain.SetCollisionInfo( Coll );
Pain.ApplyToObject( pObj );
// Don't stop processing other collisions. We're going to
// go right through the object.
continue;
}
//
// Is this a forcefield?
//
if( pObj->IsKindOf( force_field::GetRTTI() ) )
{
// Notify the forcefield of the bullet impact
((force_field*)pObj)->OnProjectileImpact( Coll.Point );
}
//
// No special objects have skipped over us so we need to
// stop the bullet on this collision
//
{
m_CurrentPosition = Coll.Point;
TracerEnd = Coll.Point;
pain Pain;
Pain.Setup( m_PainHandle, m_OwnerGuid, Coll.Point );
Pain.SetDirection( m_Velocity );
Pain.SetCollisionInfo( Coll );
Pain.SetCustomScalar( CalcDamageDegradation(Coll.Point) );
Pain.SetDirectHitGuid( pObj->GetGuid() );
Pain.ApplyToWorld();
//
// If it is a player or creature make the tracer go a little further
//
if( pObj->IsKindOf( actor::GetRTTI() ) )
{
vector3 Dir = Coll.Point - CurrentPos;
Dir.Normalize();
TracerEnd += 50.0f * Dir;
}
//
// Process hit event...
//
//x_DebugMsg("BULLET HIT SOLID!!! %d of %d\n",i,nCollisions);
if( bIsAvatar )
{
g_TracerMgr.AddTracer( tracer_mgr::TRACER_TYPE_BULLET, m_TracerFadeTime, avatarCurrentPos, avatarNewPos, m_TracerColor );
}
else
{
g_TracerMgr.AddTracer( tracer_mgr::TRACER_TYPE_BULLET, m_TracerFadeTime, TracerStart, TracerEnd, m_TracerColor );
}
#ifdef TIME_PROCESS_COLLISION
{
Timer.Stop();
f32 RESPONSE_TIME = Timer.ReadMs();
f32 TOTAL_TIME = COLL_TIME + RESPONSE_TIME;
//if( TOTAL_TIME < 5.0f )
{
NUM_BULLETS++;
TOTAL_BULLET_TIME += TOTAL_TIME;
TOTAL_COLL_TIME += COLL_TIME;
TOTAL_RESPONSE_TIME += RESPONSE_TIME;
if( (NUM_BULLETS==50) || (TOTAL_TIME>MAX_BULLET_TIME) )
{
if( MAX_BULLET_TIME < TOTAL_TIME ) MAX_BULLET_TIME = TOTAL_TIME;
x_DebugMsg("%8d (%8.4f,%8.4f) (%8.4f,%8.4f) (%8.4f,%8.4f) (%8.4f)\n",
NUM_BULLETS,
TOTAL_TIME,
TOTAL_BULLET_TIME / (f32)NUM_BULLETS,
COLL_TIME,
TOTAL_COLL_TIME / (f32)NUM_BULLETS,
RESPONSE_TIME,
TOTAL_RESPONSE_TIME / (f32)NUM_BULLETS,
MAX_BULLET_TIME);
if( NUM_BULLETS==50 )
{
x_DebugMsg("----------------------------------\n");
MAX_BULLET_TIME = 0;
NUM_BULLETS = 0;
TOTAL_BULLET_TIME = 0;
TOTAL_COLL_TIME = 0;
TOTAL_RESPONSE_TIME = 0;
}
}
}
}
#endif
OnBulletHit( Coll, m_CurrentPosition );
return FALSE;
}
}
// Move the projectile
//m_CurrentPosition = NewPos;
//x_DebugMsg("NO SOLID COLLISIONS!!!\n");
m_CurrentPosition = NewPos;
// Add final bullet tracer
if( bIsAvatar )
{
g_TracerMgr.AddTracer( tracer_mgr::TRACER_TYPE_BULLET, m_TracerFadeTime, avatarCurrentPos, avatarNewPos, m_TracerColor );
}
else
{
g_TracerMgr.AddTracer( tracer_mgr::TRACER_TYPE_BULLET, m_TracerFadeTime, TracerStart, TracerEnd, m_TracerColor );
}
#ifdef TIME_PROCESS_COLLISION
{
Timer.Stop();
f32 RESPONSE_TIME = Timer.ReadMs();
f32 TOTAL_TIME = COLL_TIME + RESPONSE_TIME;
if( TOTAL_TIME < 5.0f )
{
NUM_BULLETS++;
TOTAL_BULLET_TIME += TOTAL_TIME;
TOTAL_COLL_TIME += COLL_TIME;
TOTAL_RESPONSE_TIME += RESPONSE_TIME;
if( (NUM_BULLETS==50) || (TOTAL_TIME>MAX_BULLET_TIME) )
{
if( MAX_BULLET_TIME < TOTAL_TIME ) MAX_BULLET_TIME = TOTAL_TIME;
x_DebugMsg("%8d (%8.4f,%8.4f) (%8.4f,%8.4f) (%8.4f,%8.4f) (%8.4f)\n",
NUM_BULLETS,
TOTAL_TIME,
TOTAL_BULLET_TIME / (f32)NUM_BULLETS,
COLL_TIME,
TOTAL_COLL_TIME / (f32)NUM_BULLETS,
RESPONSE_TIME,
TOTAL_RESPONSE_TIME / (f32)NUM_BULLETS,
MAX_BULLET_TIME);
if( NUM_BULLETS==50 )
{
x_DebugMsg("----------------------------------\n");
MAX_BULLET_TIME = 0;
NUM_BULLETS = 0;
TOTAL_BULLET_TIME = 0;
TOTAL_COLL_TIME = 0;
TOTAL_RESPONSE_TIME = 0;
}
}
}
}
#endif
return TRUE;
//OnProcessCollisionPermable( DeltaTime );
//return OnProcessCollisionRigid( DeltaTime );
}
//==============================================================================
f32 base_projectile::CalcDamageDegradation( vector3& DamagePos )
{
if( m_PainDropDist == 0.0f )
return 1.0f;
f32 DistTraveled = (m_InitialPosition - DamagePos).Length();
f32 T = DistTraveled / m_PainDropDist;
T = x_clamp( T, 0, 1 );
T = 1 + T*(m_PainDropScale - 1.0f);
return T;
}
//==============================================================================
// BW 4/29/03 - The PC compiler was generating an incorrect stack frame for argument passing to
// DestroyObject. Nothing, other than inline, would stop it generating the bad code. Please
// see Biscuit before removing this inline.
inline void base_projectile::OnBulletHit ( collision_mgr::collision& rColl, const vector3& HitPos )
{
( void )rColl;
( void )HitPos;
// Start the flyby.
StartFlyby();
particle_emitter::CreateProjectileCollisionEffect( rColl, m_OwnerGuid );
CreateDecal( rColl );
// SB 6/10/03 - Adding to Brian's fun - this fixes the damn crash on my PC that I keep getting!
// I setup a variable instead of using: "g_ObjMgr.DestroyObject( GetGuid() );" directly.
guid Guid = GetGuid();
//destroy the projectile.
g_ObjMgr.DestroyObject( Guid );
}
//==============================================================================
void base_projectile::SetPainDegradation( f32 PainDropDist, f32 PainDropScale )
{
m_PainDropDist = PainDropDist;
m_PainDropScale = PainDropScale;
}
//==============================================================================
void base_projectile::Initialize( const vector3& InitPos,
const radian3& InitRot,
const vector3& InheritedVelocity,
f32 Speed,
guid OwnerGuid,
pain_handle PainHandle,
xbool bHitLiving,
s32 iFirePoint )
{
// Setup the defaults
m_PainDropDist = 0.0f;
m_PainDropScale = 1.0f;
m_bThroughActors = FALSE;
// Set owner and a few other values
m_OwnerGuid = OwnerGuid;
m_PainHandle = PainHandle;
m_bHitLiving = bHitLiving;
m_iFirePoint = iFirePoint;
// We need to set our zone properly!
object* pOwnerObject = g_ObjMgr.GetObjectByGuid(OwnerGuid);
if( pOwnerObject )
{
SetZone1(pOwnerObject->GetZone1());
}
// Set transform
matrix4 InitMat( vector3( 1.0f , 1.0f , 1.0f ), InitRot, InitPos );
// Set transform
OnTransform( InitMat );
// Record current position
m_CurrentPosition = InitPos;
m_InitialPosition = InitPos;
// Set speed
m_Speed = Speed;
// Set velocity
m_Velocity = vector3( 0.0f , 0.0f , m_Speed);
m_Velocity.Rotate( InitRot );
m_Velocity += InheritedVelocity;
}
//==============================================================================
void base_projectile::CreateDecal( collision_mgr::collision& rColl )
{
decal_package* pPackage = m_hDecalPackage.GetPointer();
if ( !pPackage )
return;
const char* pGroupName = "";
switch ( rColl.Flags )
{
default:
case MAT_TYPE_ROCK:
case MAT_TYPE_CONCRETE:
case MAT_TYPE_SOLID_METAL:
case MAT_TYPE_HOLLOW_METAL:
case MAT_TYPE_METAL_GRATE:
pGroupName = "Hard";
break;
case MAT_TYPE_PLASTIC:
case MAT_TYPE_WATER:
case MAT_TYPE_WOOD:
case MAT_TYPE_ICE:
case MAT_TYPE_EARTH:
pGroupName = "Soft";
break;
case MAT_TYPE_LEATHER:
case MAT_TYPE_EXOSKELETON:
case MAT_TYPE_FLESH:
case MAT_TYPE_BLOB:
case MAT_TYPE_ENERGY_FIELD:
break;
case MAT_TYPE_BULLET_PROOF_GLASS:
case MAT_TYPE_GLASS:
pGroupName = "Glass";
break;
}
const decal_definition* pDef = pPackage->GetDecalDef( pGroupName, 0 );
if ( pDef )
{
#if 1
{
// Get triangle information from collision
object* pObject = g_ObjMgr.GetObjectByGuid( rColl.ObjectHitGuid );
if( pObject )
{
object::detail_tri Tri;
if( pObject->IsKindOf( proxy_playsurface::GetRTTI() ) )
{
((proxy_playsurface*)pObject)->GetColDetails( rColl.PrimitiveKey, Tri );
g_DecalMgr.CreateBulletHole( *pDef, rColl.Point, rColl.Plane, &Tri.Vertex[0] );
}
}
}
#else
{
g_DecalMgr.CreateDecalAtPoint( *pDef, rColl.Point, rColl.Plane.Normal );
}
#endif
}
}
//==============================================================================
const char* base_projectile::GetNearFlyByDescriptor( void )
{
return g_StringMgr.GetString( m_BulletNearFlyBySfxID );
}
//==============================================================================
const char* base_projectile::GetMediumFlyByDescriptor( void )
{
return g_StringMgr.GetString( m_BulletMedFlyBySfxID );
}
//==============================================================================
const char* base_projectile::GetFarFlyByDescriptor( void )
{
return g_StringMgr.GetString( m_BulletFarFlyBySfxID );
}
//==============================================================================
void base_projectile::SetTarget( guid TargetGuid )
{
(void)TargetGuid;
}
//==============================================================================
void base_projectile::StartFlyby( void )
{
}
//==============================================================================