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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/server/physics_cannister.cpp | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'game/server/physics_cannister.cpp')
| -rw-r--r-- | game/server/physics_cannister.cpp | 483 |
1 files changed, 483 insertions, 0 deletions
diff --git a/game/server/physics_cannister.cpp b/game/server/physics_cannister.cpp new file mode 100644 index 0000000..848463b --- /dev/null +++ b/game/server/physics_cannister.cpp @@ -0,0 +1,483 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +// +//=============================================================================// + +#include "cbase.h" +#include "basecombatcharacter.h" +#include "entityoutput.h" +#include "physics.h" +#include "explode.h" +#include "vphysics_interface.h" +#include "collisionutils.h" +#include "steamjet.h" +#include "eventqueue.h" +#include "soundflags.h" +#include "engine/IEngineSound.h" +#include "props.h" +#include "physics_cannister.h" +#include "globals.h" +#include "physics_saverestore.h" +#include "shareddefs.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +#define SF_CANNISTER_ASLEEP 0x0001 +#define SF_CANNISTER_EXPLODE 0x0002 + +BEGIN_SIMPLE_DATADESC( CThrustController ) + + DEFINE_FIELD( m_thrustVector, FIELD_VECTOR ), + DEFINE_FIELD( m_torqueVector, FIELD_VECTOR ), + DEFINE_KEYFIELD( m_thrust, FIELD_FLOAT, "thrust" ), + +END_DATADESC() + + +LINK_ENTITY_TO_CLASS( physics_cannister, CPhysicsCannister ); + +BEGIN_DATADESC( CPhysicsCannister ) + + DEFINE_OUTPUT( m_onActivate, "OnActivate" ), + DEFINE_OUTPUT( m_OnAwakened, "OnAwakened" ), + DEFINE_FIELD( m_thrustOrigin, FIELD_VECTOR ), // this is a position, but in local space + DEFINE_EMBEDDED( m_thruster ), + DEFINE_PHYSPTR( m_pController ), + DEFINE_FIELD( m_pJet, FIELD_CLASSPTR ), + DEFINE_FIELD( m_active, FIELD_BOOLEAN ), + DEFINE_KEYFIELD( m_thrustTime, FIELD_FLOAT, "fuel" ), + DEFINE_KEYFIELD( m_damage, FIELD_FLOAT, "expdamage" ), + DEFINE_KEYFIELD( m_damageRadius, FIELD_FLOAT, "expradius" ), + DEFINE_FIELD( m_activateTime, FIELD_TIME ), + DEFINE_KEYFIELD( m_gasSound, FIELD_SOUNDNAME, "gassound" ), + DEFINE_FIELD( m_bFired, FIELD_BOOLEAN ), + + // Physics Influence + DEFINE_FIELD( m_hPhysicsAttacker, FIELD_EHANDLE ), + DEFINE_FIELD( m_flLastPhysicsInfluenceTime, FIELD_TIME ), + DEFINE_FIELD( m_hLauncher, FIELD_EHANDLE ), + + DEFINE_INPUTFUNC( FIELD_VOID, "Activate", InputActivate ), + DEFINE_INPUTFUNC( FIELD_VOID, "Deactivate", InputDeactivate ), + DEFINE_INPUTFUNC( FIELD_VOID, "Explode", InputExplode ), + DEFINE_INPUTFUNC( FIELD_VOID, "Wake", InputWake ), + + DEFINE_THINKFUNC( BeginShutdownThink ), + DEFINE_ENTITYFUNC( ExplodeTouch ), + +END_DATADESC() + +void CPhysicsCannister::Spawn( void ) +{ + Precache(); + SetModel( STRING(GetModelName()) ); + SetBloodColor( DONT_BLEED ); + + AddSolidFlags( FSOLID_CUSTOMRAYTEST ); + m_takedamage = DAMAGE_YES; + SetNextThink( TICK_NEVER_THINK ); + + if ( m_iHealth <= 0 ) + m_iHealth = 25; + + m_flAnimTime = gpGlobals->curtime; + m_flPlaybackRate = 0.0; + SetCycle( 0 ); + m_bFired = false; + + // not thrusting + m_active = false; + + CreateVPhysics(); + if ( !VPhysicsGetObject() ) + { + // must have a physics object or code will crash later + UTIL_Remove(this); + } +} + +void CPhysicsCannister::OnRestore() +{ + BaseClass::OnRestore(); + if ( m_pController ) + { + m_pController->SetEventHandler( &m_thruster ); + } +} + +bool CPhysicsCannister::CreateVPhysics() +{ + bool asleep = HasSpawnFlags(SF_CANNISTER_ASLEEP); + + VPhysicsInitNormal( SOLID_VPHYSICS, 0, asleep ); + return true; +} + +bool CPhysicsCannister::TestCollision( const Ray_t &ray, unsigned int mask, trace_t& trace ) +{ + Vector vecAbsMins, vecAbsMaxs; + CollisionProp()->WorldSpaceAABB( &vecAbsMins, &vecAbsMaxs ); + + if ( !IsBoxIntersectingRay( vecAbsMins, vecAbsMaxs, ray.m_Start, ray.m_Delta ) ) + return false; + + return BaseClass::TestCollision( ray, mask, trace ); +} + +Vector CPhysicsCannister::CalcLocalThrust( const Vector &offset ) +{ + matrix3x4_t nozzleMatrix; + Vector thrustDirection; + + GetAttachment( LookupAttachment("nozzle"), nozzleMatrix ); + MatrixGetColumn( nozzleMatrix, 2, thrustDirection ); + MatrixGetColumn( nozzleMatrix, 3, m_thrustOrigin ); + thrustDirection = -5*thrustDirection + offset; + VectorNormalize( thrustDirection ); + return thrustDirection; +} + + +CPhysicsCannister::~CPhysicsCannister( void ) +{ +} + +void CPhysicsCannister::Precache( void ) +{ + PropBreakablePrecacheAll( GetModelName() ); + if ( m_gasSound != NULL_STRING ) + { + PrecacheScriptSound( STRING(m_gasSound) ); + } + BaseClass::Precache(); +} + +int CPhysicsCannister::OnTakeDamage( const CTakeDamageInfo &info ) +{ + // HACKHACK: Shouldn't g_vecAttackDir be a parameter to this function? + if ( !m_takedamage ) + return 0; + + if ( !m_active ) + { + m_iHealth -= info.GetDamage(); + if ( m_iHealth < 0 ) + { + Explode( info.GetAttacker() ); + } + else + { + // explosions that don't destroy will activate + // 50% of the time blunt damage will activate as well + if ( (info.GetDamageType() & DMG_BLAST) || + ( (info.GetDamageType() & (DMG_CLUB|DMG_SLASH|DMG_CRUSH) ) && random->RandomInt(1,100) < 50 ) ) + { + CannisterActivate( info.GetAttacker(), g_vecAttackDir ); + } + } + return 1; + } + + if ( (gpGlobals->curtime - m_activateTime) <= 0.1 ) + return 0; + + if ( info.GetDamageType() & (DMG_BULLET|DMG_BUCKSHOT|DMG_BURN|DMG_BLAST) ) + { + Explode( info.GetAttacker() ); + } + + return 0; +} + + +void CPhysicsCannister::TraceAttack( const CTakeDamageInfo &info, const Vector &dir, trace_t *ptr, CDmgAccumulator *pAccumulator ) +{ + if ( !m_active && ptr->hitgroup != 0 ) + { + Vector direction = -dir; + direction.z -= 5; + VectorNormalize( direction ); + CannisterActivate( info.GetAttacker(), direction ); + } + BaseClass::TraceAttack( info, dir, ptr, pAccumulator ); +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CPhysicsCannister::CannisterActivate( CBaseEntity *pActivator, const Vector &thrustOffset ) +{ + // already active or spent + if ( m_active || !m_thrustTime ) + { + return; + } + + m_hLauncher = pActivator; + + Vector thrustDirection = CalcLocalThrust( thrustOffset ); + m_onActivate.FireOutput( pActivator, this, 0 ); + m_thruster.CalcThrust( m_thrustOrigin, thrustDirection, VPhysicsGetObject() ); + m_pController = physenv->CreateMotionController( &m_thruster ); + IPhysicsObject *pPhys = VPhysicsGetObject(); + m_pController->AttachObject( pPhys, true ); + // Make sure the object is simulated + pPhys->Wake(); + + m_active = true; + m_activateTime = gpGlobals->curtime; + SetNextThink( gpGlobals->curtime + m_thrustTime ); + SetThink( &CPhysicsCannister::BeginShutdownThink ); + + QAngle angles; + VectorAngles( -thrustDirection, angles ); + m_pJet = dynamic_cast<CSteamJet *>( CBaseEntity::Create( "env_steam", m_thrustOrigin, angles, this ) ); + m_pJet->SetParent( this ); + + float extra = m_thruster.m_thrust * (1/5000.f); + extra = clamp( extra, 0.f, 1.f ); + + m_pJet->m_SpreadSpeed = 15 * m_thruster.m_thrust * 0.001; + m_pJet->m_Speed = 128 + 100 * extra; + m_pJet->m_StartSize = 10; + m_pJet->m_EndSize = 25; + + m_pJet->m_Rate = 52 + (int)extra*20; + m_pJet->m_JetLength = 64; + m_pJet->m_clrRender = m_clrRender; + + m_pJet->Use( this, this, USE_ON, 1 ); + if ( m_gasSound != NULL_STRING ) + { + CPASAttenuationFilter filter( this ); + + EmitSound_t ep; + ep.m_nChannel = CHAN_ITEM; + ep.m_pSoundName = STRING(m_gasSound); + ep.m_flVolume = 1.0f; + ep.m_SoundLevel = SNDLVL_NORM; + + EmitSound( filter, entindex(), ep ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: The cannister's been fired by a weapon, so it should stay pretty accurate +//----------------------------------------------------------------------------- +void CPhysicsCannister::CannisterFire( CBaseEntity *pActivator ) +{ + m_bFired = true; + + // Increase thrust + m_thruster.m_thrust *= 4; + + // Only last a short time + m_thrustTime = 10.0; + + // Explode on contact + SetTouch( &CPhysicsCannister::ExplodeTouch ); + + CannisterActivate( pActivator, vec3_origin ); +} + +//----------------------------------------------------------------------------- +// Purpose: Input handler for activating the cannister. +//----------------------------------------------------------------------------- +void CPhysicsCannister::InputActivate( inputdata_t &data ) +{ + CannisterActivate( data.pActivator, Vector(0,0.1,-0.25) ); +} + +//----------------------------------------------------------------------------- +// Purpose: Input handler for deactivating the cannister. +//----------------------------------------------------------------------------- +void CPhysicsCannister::InputDeactivate(inputdata_t &data) +{ + Deactivate(); +} + + +//----------------------------------------------------------------------------- +// Purpose: Input handler for making the cannister go boom. +//----------------------------------------------------------------------------- +void CPhysicsCannister::InputExplode(inputdata_t &data) +{ + Explode( data.pActivator ); +} + + +//----------------------------------------------------------------------------- +// Purpose: Input handler for waking up the cannister if it is sleeping. +//----------------------------------------------------------------------------- +void CPhysicsCannister::InputWake( inputdata_t &data ) +{ + IPhysicsObject *pPhys = VPhysicsGetObject(); + if ( pPhys != NULL ) + { + pPhys->Wake(); + } +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CPhysicsCannister::Deactivate(void) +{ + if ( !m_pController ) + return; + + m_pController->DetachObject( VPhysicsGetObject() ); + physenv->DestroyMotionController( m_pController ); + m_pController = NULL; + SetNextThink( TICK_NEVER_THINK ); + m_thrustTime = 0; + m_active = false; + if ( m_pJet ) + { + ShutdownJet(); + } + if ( m_gasSound != NULL_STRING ) + { + StopSound( entindex(), CHAN_ITEM, STRING(m_gasSound) ); + } +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CPhysicsCannister::Explode( CBaseEntity *pAttacker ) +{ + // don't recurse + m_takedamage = 0; + Deactivate(); + + Vector velocity; + AngularImpulse angVelocity; + IPhysicsObject *pPhysics = VPhysicsGetObject(); + + pPhysics->GetVelocity( &velocity, &angVelocity ); + PropBreakableCreateAll( GetModelIndex(), pPhysics, GetAbsOrigin(), GetAbsAngles(), velocity, angVelocity, 1.0, 20, COLLISION_GROUP_DEBRIS ); + ExplosionCreate( GetAbsOrigin(), GetAbsAngles(), pAttacker, m_damage, 0, true ); + UTIL_Remove( this ); +} + +//----------------------------------------------------------------------------- +// Purpose: Explode when I next hit a damageable entity +//----------------------------------------------------------------------------- +void CPhysicsCannister::ExplodeTouch( CBaseEntity *pOther ) +{ + if ( !pOther->m_takedamage ) + return; + + Explode( m_hLauncher ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CPhysicsCannister::VPhysicsCollision( int index, gamevcollisionevent_t *pEvent ) +{ + if ( m_bFired && m_active ) + { + int otherIndex = !index; + CBaseEntity *pHitEntity = pEvent->pEntities[otherIndex]; + if ( pEvent->deltaCollisionTime < 0.5 && (pHitEntity == this) ) + return; + + // If we hit hard enough. explode + if ( pEvent->collisionSpeed > 1000 ) + { + Explode( m_hLauncher ); + return; + } + } + + BaseClass::VPhysicsCollision( index, pEvent ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CPhysicsCannister::ShutdownJet( void ) +{ + g_EventQueue.AddEvent( m_pJet, "kill", 5, NULL, NULL ); + + m_pJet->m_bEmit = false; + m_pJet->m_Rate = 0; + m_pJet = NULL; + SetNextThink( TICK_NEVER_THINK ); +} + +//----------------------------------------------------------------------------- +// Purpose: The think just shuts the cannister down +//----------------------------------------------------------------------------- +void CPhysicsCannister::BeginShutdownThink( void ) +{ + Deactivate(); +} + +//----------------------------------------------------------------------------- +// Physics Attacker +//----------------------------------------------------------------------------- +void CPhysicsCannister::SetPhysicsAttacker( CBasePlayer *pEntity, float flTime ) +{ + m_hPhysicsAttacker = pEntity; + m_flLastPhysicsInfluenceTime = flTime; +} + + +//----------------------------------------------------------------------------- +// Purpose: Keep track of physgun influence +//----------------------------------------------------------------------------- +void CPhysicsCannister::OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason ) +{ + SetPhysicsAttacker( pPhysGunUser, gpGlobals->curtime ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CPhysicsCannister::OnPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t Reason ) +{ + SetPhysicsAttacker( pPhysGunUser, gpGlobals->curtime ); + if ( Reason == LAUNCHED_BY_CANNON ) + { + CannisterActivate( pPhysGunUser, vec3_origin ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +CBasePlayer *CPhysicsCannister::HasPhysicsAttacker( float dt ) +{ + if (gpGlobals->curtime - dt <= m_flLastPhysicsInfluenceTime) + { + return m_hPhysicsAttacker; + } + return NULL; +} +//----------------------------------------------------------------------------- +// Purpose: Update the visible representation of the physic system's representation of this object +//----------------------------------------------------------------------------- +void CPhysicsCannister::VPhysicsUpdate( IPhysicsObject *pPhysics ) +{ + BaseClass::VPhysicsUpdate( pPhysics ); + + // if this is the first time we have moved, fire our target + if ( HasSpawnFlags( SF_CANNISTER_ASLEEP ) ) + { + if ( !pPhysics->IsAsleep() ) + { + m_OnAwakened.FireOutput(this, this); + RemoveSpawnFlags( SF_CANNISTER_ASLEEP ); + } + } +}
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