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// movable.cpp: implements physics for inanimate models
#include "game.h"
extern int physsteps;
namespace game
{
enum
{
BOXWEIGHT = 25,
BARRELHEALTH = 50,
BARRELWEIGHT = 25,
PLATFORMWEIGHT = 1000,
PLATFORMSPEED = 8,
EXPLODEDELAY = 200
};
struct movable : dynent
{
int etype, mapmodel, health, weight, exploding, tag, dir;
physent *stacked;
vec stackpos;
movable(const entity &e) :
etype(e.type),
mapmodel(e.attr2),
health(e.type==BARREL ? (e.attr4 ? e.attr4 : BARRELHEALTH) : 0),
weight(e.type==PLATFORM || e.type==ELEVATOR ? PLATFORMWEIGHT : (e.attr3 ? e.attr3 : (e.type==BARREL ? BARRELWEIGHT : BOXWEIGHT))),
exploding(0),
tag(e.type==PLATFORM || e.type==ELEVATOR ? e.attr3 : 0),
dir(e.type==PLATFORM || e.type==ELEVATOR ? (e.attr4 < 0 ? -1 : 1) : 0),
stacked(NULL),
stackpos(0, 0, 0)
{
state = CS_ALIVE;
type = ENT_INANIMATE;
yaw = e.attr1;
if(e.type==PLATFORM || e.type==ELEVATOR)
{
maxspeed = e.attr4 ? fabs(float(e.attr4)) : PLATFORMSPEED;
if(tag) vel = vec(0, 0, 0);
else if(e.type==PLATFORM) { vecfromyawpitch(yaw, 0, 1, 0, vel); vel.mul(dir*maxspeed); }
else vel = vec(0, 0, dir*maxspeed);
}
const char *mdlname = mapmodelname(e.attr2);
if(mdlname) setbbfrommodel(this, mdlname);
}
void hitpush(int damage, const vec &dir, fpsent *actor, int gun)
{
if(etype!=BOX && etype!=BARREL) return;
vec push(dir);
push.mul(80*damage/weight);
vel.add(push);
}
void explode(dynent *at)
{
state = CS_DEAD;
exploding = 0;
game::explode(true, (fpsent *)at, o, this, guns[GUN_BARREL].damage, GUN_BARREL);
}
void damaged(int damage, fpsent *at, int gun = -1)
{
if(etype!=BARREL || state!=CS_ALIVE || exploding) return;
health -= damage;
if(health>0) return;
if(gun==GUN_BARREL) exploding = lastmillis + EXPLODEDELAY;
else explode(at);
}
void suicide()
{
state = CS_DEAD;
if(etype==BARREL) explode(player1);
}
};
vector<movable *> movables;
void clearmovables()
{
if(movables.length())
{
cleardynentcache();
movables.deletecontents();
}
if(!m_dmsp && !m_classicsp) return;
loopv(entities::ents)
{
const entity &e = *entities::ents[i];
if(e.type!=BOX && e.type!=BARREL && e.type!=PLATFORM && e.type!=ELEVATOR) continue;
movable *m = new movable(e);
movables.add(m);
m->o = e.o;
entinmap(m);
updatedynentcache(m);
}
}
void triggerplatform(int tag, int newdir)
{
newdir = max(-1, min(1, newdir));
loopv(movables)
{
movable *m = movables[i];
if(m->state!=CS_ALIVE || (m->etype!=PLATFORM && m->etype!=ELEVATOR) || m->tag!=tag) continue;
if(!newdir)
{
if(m->tag) m->vel = vec(0, 0, 0);
else m->vel.neg();
}
else
{
if(m->etype==PLATFORM) { vecfromyawpitch(m->yaw, 0, 1, 0, m->vel); m->vel.mul(newdir*m->dir*m->maxspeed); }
else m->vel = vec(0, 0, newdir*m->dir*m->maxspeed);
}
}
}
ICOMMAND(platform, "ii", (int *tag, int *newdir), triggerplatform(*tag, *newdir));
void stackmovable(movable *d, physent *o)
{
d->stacked = o;
d->stackpos = o->o;
}
void updatemovables(int curtime)
{
if(!curtime) return;
loopv(movables)
{
movable *m = movables[i];
if(m->state!=CS_ALIVE) continue;
if(m->etype==PLATFORM || m->etype==ELEVATOR)
{
if(m->vel.iszero()) continue;
for(int remaining = curtime; remaining>0;)
{
int step = min(remaining, 20);
remaining -= step;
if(!moveplatform(m, vec(m->vel).mul(step/1000.0f)))
{
if(m->tag) { m->vel = vec(0, 0, 0); break; }
else m->vel.neg();
}
}
}
else if(m->exploding && lastmillis >= m->exploding)
{
m->explode(m);
adddecal(DECAL_SCORCH, m->o, vec(0, 0, 1), guns[GUN_BARREL].exprad/2);
}
else if(m->maymove() || (m->stacked && (m->stacked->state!=CS_ALIVE || m->stackpos != m->stacked->o)))
{
if(physsteps > 0) m->stacked = NULL;
moveplayer(m, 1, true);
}
}
}
void rendermovables()
{
loopv(movables)
{
movable &m = *movables[i];
if(m.state!=CS_ALIVE) continue;
vec o = m.feetpos();
const char *mdlname = mapmodelname(m.mapmodel);
if(!mdlname) continue;
rendermodel(NULL, mdlname, ANIM_MAPMODEL|ANIM_LOOP, o, m.yaw, 0, MDL_LIGHT | MDL_SHADOW | MDL_CULL_VFC | MDL_CULL_DIST | MDL_CULL_OCCLUDED, &m);
}
}
void suicidemovable(movable *m)
{
m->suicide();
}
void hitmovable(int damage, movable *m, fpsent *at, const vec &vel, int gun)
{
m->hitpush(damage, vel, at, gun);
m->damaged(damage, at, gun);
}
}
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