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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_prop_ragdoll.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_prop_ragdoll.cpp')
| -rw-r--r-- | game/server/physics_prop_ragdoll.cpp | 1713 |
1 files changed, 1713 insertions, 0 deletions
diff --git a/game/server/physics_prop_ragdoll.cpp b/game/server/physics_prop_ragdoll.cpp new file mode 100644 index 0000000..72635ea --- /dev/null +++ b/game/server/physics_prop_ragdoll.cpp @@ -0,0 +1,1713 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//=============================================================================// + +#include "cbase.h" +#include "baseanimating.h" +#include "studio.h" +#include "physics.h" +#include "physics_saverestore.h" +#include "ai_basenpc.h" +#include "vphysics/constraints.h" +#include "datacache/imdlcache.h" +#include "bone_setup.h" +#include "physics_prop_ragdoll.h" +#include "KeyValues.h" +#include "props.h" +#include "RagdollBoogie.h" +#include "AI_Criteria.h" +#include "ragdoll_shared.h" +#include "hierarchy.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +//----------------------------------------------------------------------------- +// Forward declarations +//----------------------------------------------------------------------------- +const char *GetMassEquivalent(float flMass); + +#define RAGDOLL_VISUALIZE 0 + +//----------------------------------------------------------------------------- +// ThinkContext +//----------------------------------------------------------------------------- +const char *s_pFadeOutContext = "RagdollFadeOutContext"; +const char *s_pDebrisContext = "DebrisContext"; + +const float ATTACHED_DAMPING_SCALE = 50.0f; + +//----------------------------------------------------------------------------- +// Spawnflags +//----------------------------------------------------------------------------- +#define SF_RAGDOLLPROP_DEBRIS 0x0004 +#define SF_RAGDOLLPROP_USE_LRU_RETIREMENT 0x1000 +#define SF_RAGDOLLPROP_ALLOW_DISSOLVE 0x2000 // Allow this prop to be dissolved +#define SF_RAGDOLLPROP_MOTIONDISABLED 0x4000 +#define SF_RAGDOLLPROP_ALLOW_STRETCH 0x8000 +#define SF_RAGDOLLPROP_STARTASLEEP 0x10000 + +//----------------------------------------------------------------------------- +// Networking +//----------------------------------------------------------------------------- +LINK_ENTITY_TO_CLASS( physics_prop_ragdoll, CRagdollProp ); +LINK_ENTITY_TO_CLASS( prop_ragdoll, CRagdollProp ); +EXTERN_SEND_TABLE(DT_Ragdoll) + +IMPLEMENT_SERVERCLASS_ST(CRagdollProp, DT_Ragdoll) + SendPropArray (SendPropQAngles(SENDINFO_ARRAY(m_ragAngles), 13, 0 ), m_ragAngles), + SendPropArray (SendPropVector(SENDINFO_ARRAY(m_ragPos), -1, SPROP_COORD ), m_ragPos), + SendPropEHandle(SENDINFO( m_hUnragdoll ) ), + SendPropFloat(SENDINFO(m_flBlendWeight), 8, SPROP_ROUNDDOWN, 0.0f, 1.0f ), + SendPropInt(SENDINFO(m_nOverlaySequence), 11), +END_SEND_TABLE() + +#define DEFINE_RAGDOLL_ELEMENT( i ) \ + DEFINE_FIELD( m_ragdoll.list[i].originParentSpace, FIELD_VECTOR ), \ + DEFINE_PHYSPTR( m_ragdoll.list[i].pObject ), \ + DEFINE_PHYSPTR( m_ragdoll.list[i].pConstraint ), \ + DEFINE_FIELD( m_ragdoll.list[i].parentIndex, FIELD_INTEGER ) + +BEGIN_DATADESC(CRagdollProp) +// m_ragdoll (custom handling) + DEFINE_AUTO_ARRAY ( m_ragdoll.boneIndex, FIELD_INTEGER ), + DEFINE_AUTO_ARRAY ( m_ragPos, FIELD_POSITION_VECTOR ), + DEFINE_AUTO_ARRAY ( m_ragAngles, FIELD_VECTOR ), + DEFINE_KEYFIELD(m_anglesOverrideString, FIELD_STRING, "angleOverride" ), + DEFINE_FIELD( m_lastUpdateTickCount, FIELD_INTEGER ), + DEFINE_FIELD( m_allAsleep, FIELD_BOOLEAN ), + DEFINE_FIELD( m_hDamageEntity, FIELD_EHANDLE ), + DEFINE_FIELD( m_hKiller, FIELD_EHANDLE ), + + DEFINE_KEYFIELD( m_bStartDisabled, FIELD_BOOLEAN, "StartDisabled" ), + + DEFINE_INPUTFUNC( FIELD_VOID, "StartRagdollBoogie", InputStartRadgollBoogie ), + DEFINE_INPUTFUNC( FIELD_VOID, "EnableMotion", InputEnableMotion ), + DEFINE_INPUTFUNC( FIELD_VOID, "DisableMotion", InputDisableMotion ), + DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputTurnOn ), + DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputTurnOff ), + DEFINE_INPUTFUNC( FIELD_FLOAT, "FadeAndRemove", InputFadeAndRemove ), + + DEFINE_FIELD( m_hUnragdoll, FIELD_EHANDLE ), + DEFINE_FIELD( m_bFirstCollisionAfterLaunch, FIELD_BOOLEAN ), + + DEFINE_FIELD( m_flBlendWeight, FIELD_FLOAT ), + DEFINE_FIELD( m_nOverlaySequence, FIELD_INTEGER ), + DEFINE_AUTO_ARRAY( m_ragdollMins, FIELD_VECTOR ), + DEFINE_AUTO_ARRAY( m_ragdollMaxs, FIELD_VECTOR ), + + // Physics Influence + DEFINE_FIELD( m_hPhysicsAttacker, FIELD_EHANDLE ), + DEFINE_FIELD( m_flLastPhysicsInfluenceTime, FIELD_TIME ), + DEFINE_FIELD( m_flFadeOutStartTime, FIELD_TIME ), + DEFINE_FIELD( m_flFadeTime, FIELD_FLOAT), + DEFINE_FIELD( m_strSourceClassName, FIELD_STRING ), + DEFINE_FIELD( m_bHasBeenPhysgunned, FIELD_BOOLEAN ), + + // think functions + DEFINE_THINKFUNC( SetDebrisThink ), + DEFINE_THINKFUNC( ClearFlagsThink ), + DEFINE_THINKFUNC( FadeOutThink ), + + DEFINE_FIELD( m_ragdoll.listCount, FIELD_INTEGER ), + DEFINE_FIELD( m_ragdoll.allowStretch, FIELD_BOOLEAN ), + DEFINE_PHYSPTR( m_ragdoll.pGroup ), + DEFINE_FIELD( m_flDefaultFadeScale, FIELD_FLOAT ), + + //DEFINE_RAGDOLL_ELEMENT( 0 ), + DEFINE_RAGDOLL_ELEMENT( 1 ), + DEFINE_RAGDOLL_ELEMENT( 2 ), + DEFINE_RAGDOLL_ELEMENT( 3 ), + DEFINE_RAGDOLL_ELEMENT( 4 ), + DEFINE_RAGDOLL_ELEMENT( 5 ), + DEFINE_RAGDOLL_ELEMENT( 6 ), + DEFINE_RAGDOLL_ELEMENT( 7 ), + DEFINE_RAGDOLL_ELEMENT( 8 ), + DEFINE_RAGDOLL_ELEMENT( 9 ), + DEFINE_RAGDOLL_ELEMENT( 10 ), + DEFINE_RAGDOLL_ELEMENT( 11 ), + DEFINE_RAGDOLL_ELEMENT( 12 ), + DEFINE_RAGDOLL_ELEMENT( 13 ), + DEFINE_RAGDOLL_ELEMENT( 14 ), + DEFINE_RAGDOLL_ELEMENT( 15 ), + DEFINE_RAGDOLL_ELEMENT( 16 ), + DEFINE_RAGDOLL_ELEMENT( 17 ), + DEFINE_RAGDOLL_ELEMENT( 18 ), + DEFINE_RAGDOLL_ELEMENT( 19 ), + DEFINE_RAGDOLL_ELEMENT( 20 ), + DEFINE_RAGDOLL_ELEMENT( 21 ), + DEFINE_RAGDOLL_ELEMENT( 22 ), + DEFINE_RAGDOLL_ELEMENT( 23 ), + +END_DATADESC() + +//----------------------------------------------------------------------------- +// Disable auto fading under dx7 or when level fades are specified +//----------------------------------------------------------------------------- +void CRagdollProp::DisableAutoFade() +{ + m_flFadeScale = 0; + m_flDefaultFadeScale = 0; +} + + +void CRagdollProp::Spawn( void ) +{ + // Starts out as the default fade scale value + m_flDefaultFadeScale = m_flFadeScale; + + // NOTE: If this fires, then the assert or the datadesc is wrong! (see DEFINE_RAGDOLL_ELEMENT above) + Assert( RAGDOLL_MAX_ELEMENTS == 24 ); + Precache(); + SetModel( STRING( GetModelName() ) ); + + CStudioHdr *pStudioHdr = GetModelPtr( ); + if ( pStudioHdr->flags() & STUDIOHDR_FLAGS_NO_FORCED_FADE ) + { + DisableAutoFade(); + } + else + { + m_flFadeScale = m_flDefaultFadeScale; + } + + matrix3x4_t pBoneToWorld[MAXSTUDIOBONES]; + BaseClass::SetupBones( pBoneToWorld, BONE_USED_BY_ANYTHING ); // FIXME: shouldn't this be a subset of the bones + // this is useless info after the initial conditions are set + SetAbsAngles( vec3_angle ); + int collisionGroup = (m_spawnflags & SF_RAGDOLLPROP_DEBRIS) ? COLLISION_GROUP_DEBRIS : COLLISION_GROUP_NONE; + bool bWake = (m_spawnflags & SF_RAGDOLLPROP_STARTASLEEP) ? false : true; + InitRagdoll( vec3_origin, 0, vec3_origin, pBoneToWorld, pBoneToWorld, 0, collisionGroup, true, bWake ); + m_lastUpdateTickCount = 0; + m_flBlendWeight = 0.0f; + m_nOverlaySequence = -1; + + // Unless specified, do not allow this to be dissolved + if ( HasSpawnFlags( SF_RAGDOLLPROP_ALLOW_DISSOLVE ) == false ) + { + AddEFlags( EFL_NO_DISSOLVE ); + } + + if ( HasSpawnFlags(SF_RAGDOLLPROP_MOTIONDISABLED) ) + { + DisableMotion(); + } + + if( m_bStartDisabled ) + { + AddEffects( EF_NODRAW ); + } +} + +void CRagdollProp::SetSourceClassName( const char *pClassname ) +{ + m_strSourceClassName = MAKE_STRING( pClassname ); +} + + +void CRagdollProp::OnSave( IEntitySaveUtils *pUtils ) +{ + if ( !m_ragdoll.listCount ) + return; + + // Don't save ragdoll element 0, base class saves the pointer in + // m_pPhysicsObject + Assert( m_ragdoll.list[0].parentIndex == -1 ); + Assert( m_ragdoll.list[0].pConstraint == NULL ); + Assert( m_ragdoll.list[0].originParentSpace == vec3_origin ); + Assert( m_ragdoll.list[0].pObject != NULL ); + VPhysicsSetObject( NULL ); // squelch a warning message + VPhysicsSetObject( m_ragdoll.list[0].pObject ); // make sure object zero is saved by CBaseEntity + BaseClass::OnSave( pUtils ); +} + +void CRagdollProp::OnRestore() +{ + // rebuild element 0 since it isn't saved + // NOTE: This breaks the rules - the pointer needs to get fixed in Restore() + m_ragdoll.list[0].pObject = VPhysicsGetObject(); + m_ragdoll.list[0].parentIndex = -1; + m_ragdoll.list[0].originParentSpace.Init(); + + BaseClass::OnRestore(); + if ( !m_ragdoll.listCount ) + return; + + // JAY: Reset collision relationships + RagdollSetupCollisions( m_ragdoll, modelinfo->GetVCollide( GetModelIndex() ), GetModelIndex() ); + VPhysicsUpdate( VPhysicsGetObject() ); +} + +void CRagdollProp::CalcRagdollSize( void ) +{ + CollisionProp()->SetSurroundingBoundsType( USE_HITBOXES ); + CollisionProp()->RemoveSolidFlags( FSOLID_FORCE_WORLD_ALIGNED ); +} + +void CRagdollProp::UpdateOnRemove( void ) +{ + for ( int i = 0; i < m_ragdoll.listCount; i++ ) + { + if ( m_ragdoll.list[i].pObject ) + { + g_pPhysSaveRestoreManager->ForgetModel( m_ragdoll.list[i].pObject ); + } + } + + // Set to null so that the destructor's call to DestroyObject won't destroy + // m_pObjects[ 0 ] twice since that's the physics object for the prop + VPhysicsSetObject( NULL ); + + RagdollDestroy( m_ragdoll ); + // Chain to base after doing our own cleanup to mimic + // destructor unwind order + BaseClass::UpdateOnRemove(); +} + +CRagdollProp::CRagdollProp( void ) +{ + m_strSourceClassName = NULL_STRING; + m_anglesOverrideString = NULL_STRING; + m_ragdoll.listCount = 0; + Assert( (1<<RAGDOLL_INDEX_BITS) >=RAGDOLL_MAX_ELEMENTS ); + m_allAsleep = false; + m_flFadeScale = 1; + m_flDefaultFadeScale = 1; +} + +CRagdollProp::~CRagdollProp( void ) +{ +} + +void CRagdollProp::Precache( void ) +{ + PrecacheModel( STRING( GetModelName() ) ); + BaseClass::Precache(); +} + +int CRagdollProp::ObjectCaps() +{ + return BaseClass::ObjectCaps() | FCAP_WCEDIT_POSITION; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CRagdollProp::InitRagdollAnimation() +{ + m_flAnimTime = gpGlobals->curtime; + m_flPlaybackRate = 0.0; + SetCycle( 0 ); + + // put into ACT_DIERAGDOLL if it exists, otherwise use sequence 0 + int nSequence = SelectWeightedSequence( ACT_DIERAGDOLL ); + if ( nSequence < 0 ) + { + ResetSequence( 0 ); + } + else + { + ResetSequence( nSequence ); + } +} + + +//----------------------------------------------------------------------------- +// Response system stuff +//----------------------------------------------------------------------------- +IResponseSystem *CRagdollProp::GetResponseSystem() +{ + extern IResponseSystem *g_pResponseSystem; + + // Just use the general NPC response system; we often come from NPCs after all + return g_pResponseSystem; +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CRagdollProp::ModifyOrAppendCriteria( AI_CriteriaSet& set ) +{ + BaseClass::ModifyOrAppendCriteria( set ); + + if ( m_strSourceClassName != NULL_STRING ) + { + set.RemoveCriteria( "classname" ); + set.AppendCriteria( "classname", STRING(m_strSourceClassName) ); + set.AppendCriteria( "ragdoll", "1" ); + } +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CRagdollProp::OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason ) +{ + m_hPhysicsAttacker = pPhysGunUser; + m_flLastPhysicsInfluenceTime = gpGlobals->curtime; + + // Clear out the classname if we've been physgunned before + // so that the screams, etc. don't happen. Simulate that the first + // major punt or throw has been enough to kill him. + if ( m_bHasBeenPhysgunned ) + { + m_strSourceClassName = NULL_STRING; + } + m_bHasBeenPhysgunned = true; + + if( HasPhysgunInteraction( "onpickup", "boogie" ) ) + { + if ( reason == PUNTED_BY_CANNON ) + { + CRagdollBoogie::Create( this, 150, gpGlobals->curtime, 3.0f, SF_RAGDOLL_BOOGIE_ELECTRICAL ); + } + else + { + CRagdollBoogie::Create( this, 150, gpGlobals->curtime, 2.0f, 0.0f ); + } + } + + if ( HasSpawnFlags( SF_RAGDOLLPROP_USE_LRU_RETIREMENT ) ) + { + s_RagdollLRU.MoveToTopOfLRU( this ); + } + + if ( !HasSpawnFlags( SF_PHYSPROP_ENABLE_ON_PHYSCANNON ) ) + return; + + ragdoll_t *pRagdollPhys = GetRagdoll( ); + for ( int j = 0; j < pRagdollPhys->listCount; ++j ) + { + pRagdollPhys->list[j].pObject->Wake(); + pRagdollPhys->list[j].pObject->EnableMotion( true ); + } +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CRagdollProp::OnPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t Reason ) +{ + CDefaultPlayerPickupVPhysics::OnPhysGunDrop( pPhysGunUser, Reason ); + m_hPhysicsAttacker = pPhysGunUser; + m_flLastPhysicsInfluenceTime = gpGlobals->curtime; + + if( HasPhysgunInteraction( "onpickup", "boogie" ) ) + { + CRagdollBoogie::Create( this, 150, gpGlobals->curtime, 3.0f, SF_RAGDOLL_BOOGIE_ELECTRICAL ); + } + + if ( HasSpawnFlags( SF_RAGDOLLPROP_USE_LRU_RETIREMENT ) ) + { + s_RagdollLRU.MoveToTopOfLRU( this ); + } + + // Make sure it's interactive debris for at most 5 seconds + if ( GetCollisionGroup() == COLLISION_GROUP_INTERACTIVE_DEBRIS ) + { + SetContextThink( &CRagdollProp::SetDebrisThink, gpGlobals->curtime + 5, s_pDebrisContext ); + } + + if ( Reason != LAUNCHED_BY_CANNON ) + return; + + if( HasPhysgunInteraction( "onlaunch", "spin_zaxis" ) ) + { + Vector vecAverageCenter( 0, 0, 0 ); + + // Get the average position, apply forces to produce a spin + int j; + ragdoll_t *pRagdollPhys = GetRagdoll( ); + for ( j = 0; j < pRagdollPhys->listCount; ++j ) + { + Vector vecCenter; + pRagdollPhys->list[j].pObject->GetPosition( &vecCenter, NULL ); + vecAverageCenter += vecCenter; + } + + vecAverageCenter /= pRagdollPhys->listCount; + + Vector vecZAxis( 0, 0, 1 ); + for ( j = 0; j < pRagdollPhys->listCount; ++j ) + { + Vector vecDelta; + pRagdollPhys->list[j].pObject->GetPosition( &vecDelta, NULL ); + vecDelta -= vecAverageCenter; + + Vector vecDir; + CrossProduct( vecZAxis, vecDelta, vecDir ); + vecDir *= 100; + pRagdollPhys->list[j].pObject->AddVelocity( &vecDir, NULL ); + } + } + + PhysSetGameFlags( VPhysicsGetObject(), FVPHYSICS_WAS_THROWN ); + m_bFirstCollisionAfterLaunch = true; +} + + +//----------------------------------------------------------------------------- +// Physics attacker +//----------------------------------------------------------------------------- +CBasePlayer *CRagdollProp::HasPhysicsAttacker( float dt ) +{ + if (gpGlobals->curtime - dt <= m_flLastPhysicsInfluenceTime) + { + return m_hPhysicsAttacker; + } + return NULL; +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CRagdollProp::VPhysicsCollision( int index, gamevcollisionevent_t *pEvent ) +{ + BaseClass::VPhysicsCollision( index, pEvent ); + + CBaseEntity *pHitEntity = pEvent->pEntities[!index]; + if ( pHitEntity == this ) + return; + + // Don't take physics damage from whoever's holding him with the physcannon. + if ( VPhysicsGetObject() && (VPhysicsGetObject()->GetGameFlags() & FVPHYSICS_PLAYER_HELD) ) + { + if ( pHitEntity && (pHitEntity == HasPhysicsAttacker( FLT_MAX )) ) + return; + } + + // Don't bother taking damage from the physics attacker + if ( pHitEntity && HasPhysicsAttacker( 0.5f ) == pHitEntity ) + return; + + if( m_bFirstCollisionAfterLaunch ) + { + HandleFirstCollisionInteractions( index, pEvent ); + } + + if ( m_takedamage != DAMAGE_NO ) + { + int damageType = 0; + float damage = CalculateDefaultPhysicsDamage( index, pEvent, 1.0f, true, damageType ); + if ( damage > 0 ) + { + // Take extra damage after we're punted by the physcannon + if ( m_bFirstCollisionAfterLaunch ) + { + damage *= 10; + } + + CBaseEntity *pHitEntity = pEvent->pEntities[!index]; + if ( !pHitEntity ) + { + // hit world + pHitEntity = GetContainingEntity( INDEXENT(0) ); + } + Vector damagePos; + pEvent->pInternalData->GetContactPoint( damagePos ); + Vector damageForce = pEvent->postVelocity[index] * pEvent->pObjects[index]->GetMass(); + if ( damageForce == vec3_origin ) + { + // This can happen if this entity is motion disabled, and can't move. + // Use the velocity of the entity that hit us instead. + damageForce = pEvent->postVelocity[!index] * pEvent->pObjects[!index]->GetMass(); + } + + // FIXME: this doesn't pass in who is responsible if some other entity "caused" this collision + PhysCallbackDamage( this, CTakeDamageInfo( pHitEntity, pHitEntity, damageForce, damagePos, damage, damageType ), *pEvent, index ); + } + } + + if ( m_bFirstCollisionAfterLaunch ) + { + // Setup the think function to remove the flags + SetThink( &CRagdollProp::ClearFlagsThink ); + SetNextThink( gpGlobals->curtime ); + } +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +bool CRagdollProp::HasPhysgunInteraction( const char *pszKeyName, const char *pszValue ) +{ + KeyValues *modelKeyValues = new KeyValues(""); + if ( modelKeyValues->LoadFromBuffer( modelinfo->GetModelName( GetModel() ), modelinfo->GetModelKeyValueText( GetModel() ) ) ) + { + KeyValues *pkvPropData = modelKeyValues->FindKey("physgun_interactions"); + if ( pkvPropData ) + { + char const *pszBase = pkvPropData->GetString( pszKeyName ); + + if ( pszBase && pszBase[0] && !stricmp( pszBase, pszValue ) ) + { + modelKeyValues->deleteThis(); + return true; + } + } + } + + modelKeyValues->deleteThis(); + return false; +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CRagdollProp::HandleFirstCollisionInteractions( int index, gamevcollisionevent_t *pEvent ) +{ + IPhysicsObject *pObj = VPhysicsGetObject(); + if ( !pObj) + return; + + if( HasPhysgunInteraction( "onfirstimpact", "break" ) ) + { + // Looks like it's best to break by having the object damage itself. + CTakeDamageInfo info; + + info.SetDamage( m_iHealth ); + info.SetAttacker( this ); + info.SetInflictor( this ); + info.SetDamageType( DMG_GENERIC ); + + Vector vecPosition; + Vector vecVelocity; + + VPhysicsGetObject()->GetVelocity( &vecVelocity, NULL ); + VPhysicsGetObject()->GetPosition( &vecPosition, NULL ); + + info.SetDamageForce( vecVelocity ); + info.SetDamagePosition( vecPosition ); + + TakeDamage( info ); + return; + } + + if( HasPhysgunInteraction( "onfirstimpact", "paintsplat" ) ) + { + IPhysicsObject *pObj = VPhysicsGetObject(); + + Vector vecPos; + pObj->GetPosition( &vecPos, NULL ); + + trace_t tr; + UTIL_TraceLine( vecPos, vecPos + pEvent->preVelocity[0] * 1.5, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr ); + + switch( random->RandomInt( 1, 3 ) ) + { + case 1: + UTIL_DecalTrace( &tr, "PaintSplatBlue" ); + break; + + case 2: + UTIL_DecalTrace( &tr, "PaintSplatGreen" ); + break; + + case 3: + UTIL_DecalTrace( &tr, "PaintSplatPink" ); + break; + } + } + + bool bAlienBloodSplat = HasPhysgunInteraction( "onfirstimpact", "alienbloodsplat" ); + if( bAlienBloodSplat || HasPhysgunInteraction( "onfirstimpact", "bloodsplat" ) ) + { + IPhysicsObject *pObj = VPhysicsGetObject(); + + Vector vecPos; + pObj->GetPosition( &vecPos, NULL ); + + trace_t tr; + UTIL_TraceLine( vecPos, vecPos + pEvent->preVelocity[0] * 1.5, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr ); + + UTIL_BloodDecalTrace( &tr, bAlienBloodSplat ? BLOOD_COLOR_GREEN : BLOOD_COLOR_RED ); + } +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CRagdollProp::ClearFlagsThink( void ) +{ + PhysClearGameFlags( VPhysicsGetObject(), FVPHYSICS_WAS_THROWN ); + m_bFirstCollisionAfterLaunch = false; + SetThink( NULL ); +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +AngularImpulse CRagdollProp::PhysGunLaunchAngularImpulse() +{ + if( HasPhysgunInteraction( "onlaunch", "spin_zaxis" ) ) + { + // Don't add in random angular impulse if this object is supposed to spin in a specific way. + AngularImpulse ang( 0, 0, 0 ); + return ang; + } + + return CDefaultPlayerPickupVPhysics::PhysGunLaunchAngularImpulse(); +} + + +//----------------------------------------------------------------------------- +// Purpose: +// Input : activity - +//----------------------------------------------------------------------------- +void CRagdollProp::SetOverlaySequence( Activity activity ) +{ + int seq = SelectWeightedSequence( activity ); + if ( seq < 0 ) + { + m_nOverlaySequence = -1; + } + else + { + m_nOverlaySequence = seq; + } +} + +void CRagdollProp::InitRagdoll( const Vector &forceVector, int forceBone, const Vector &forcePos, matrix3x4_t *pPrevBones, matrix3x4_t *pBoneToWorld, float dt, int collisionGroup, bool activateRagdoll, bool bWakeRagdoll ) +{ + SetCollisionGroup( collisionGroup ); + + // Make sure it's interactive debris for at most 5 seconds + if ( collisionGroup == COLLISION_GROUP_INTERACTIVE_DEBRIS ) + { + SetContextThink( &CRagdollProp::SetDebrisThink, gpGlobals->curtime + 5, s_pDebrisContext ); + } + + SetMoveType( MOVETYPE_VPHYSICS ); + SetSolid( SOLID_VPHYSICS ); + AddSolidFlags( FSOLID_CUSTOMRAYTEST | FSOLID_CUSTOMBOXTEST ); + m_takedamage = DAMAGE_EVENTS_ONLY; + + ragdollparams_t params; + params.pGameData = static_cast<void *>( static_cast<CBaseEntity *>(this) ); + params.modelIndex = GetModelIndex(); + params.pCollide = modelinfo->GetVCollide( params.modelIndex ); + params.pStudioHdr = GetModelPtr(); + params.forceVector = forceVector; + params.forceBoneIndex = forceBone; + params.forcePosition = forcePos; + params.pCurrentBones = pBoneToWorld; + params.jointFrictionScale = 1.0; + params.allowStretch = HasSpawnFlags(SF_RAGDOLLPROP_ALLOW_STRETCH); + params.fixedConstraints = false; + RagdollCreate( m_ragdoll, params, physenv ); + RagdollApplyAnimationAsVelocity( m_ragdoll, pPrevBones, pBoneToWorld, dt ); + if ( m_anglesOverrideString != NULL_STRING && Q_strlen(m_anglesOverrideString.ToCStr()) > 0 ) + { + char szToken[2048]; + const char *pStr = nexttoken(szToken, STRING(m_anglesOverrideString), ','); + // anglesOverride is index,angles,index,angles (e.g. "1, 22.5 123.0 0.0, 2, 0 0 0, 3, 0 0 180.0") + while ( szToken[0] != 0 ) + { + int objectIndex = atoi(szToken); + // sanity check to make sure this token is an integer + Assert( atof(szToken) == ((float)objectIndex) ); + pStr = nexttoken(szToken, pStr, ','); + Assert( szToken[0] ); + if ( objectIndex >= m_ragdoll.listCount ) + { + Warning("Bad ragdoll pose in entity %s, model (%s) at %s, model changed?\n", GetDebugName(), GetModelName().ToCStr(), VecToString(GetAbsOrigin()) ); + } + else if ( szToken[0] != 0 ) + { + QAngle angles; + Assert( objectIndex >= 0 && objectIndex < RAGDOLL_MAX_ELEMENTS ); + UTIL_StringToVector( angles.Base(), szToken ); + int boneIndex = m_ragdoll.boneIndex[objectIndex]; + AngleMatrix( angles, pBoneToWorld[boneIndex] ); + const ragdollelement_t &element = m_ragdoll.list[objectIndex]; + Vector out; + if ( element.parentIndex >= 0 ) + { + int parentBoneIndex = m_ragdoll.boneIndex[element.parentIndex]; + VectorTransform( element.originParentSpace, pBoneToWorld[parentBoneIndex], out ); + } + else + { + out = GetAbsOrigin(); + } + MatrixSetColumn( out, 3, pBoneToWorld[boneIndex] ); + element.pObject->SetPositionMatrix( pBoneToWorld[boneIndex], true ); + } + pStr = nexttoken(szToken, pStr, ','); + } + } + + if ( activateRagdoll ) + { + MEM_ALLOC_CREDIT(); + RagdollActivate( m_ragdoll, params.pCollide, GetModelIndex(), bWakeRagdoll ); + } + + for ( int i = 0; i < m_ragdoll.listCount; i++ ) + { + UpdateNetworkDataFromVPhysics( m_ragdoll.list[i].pObject, i ); + g_pPhysSaveRestoreManager->AssociateModel( m_ragdoll.list[i].pObject, GetModelIndex() ); + physcollision->CollideGetAABB( &m_ragdollMins[i], &m_ragdollMaxs[i], m_ragdoll.list[i].pObject->GetCollide(), vec3_origin, vec3_angle ); + } + VPhysicsSetObject( m_ragdoll.list[0].pObject ); + + CalcRagdollSize(); +} + +void CRagdollProp::SetDebrisThink() +{ + SetCollisionGroup( COLLISION_GROUP_DEBRIS ); + RecheckCollisionFilter(); +} + +void CRagdollProp::SetDamageEntity( CBaseEntity *pEntity ) +{ + // Damage passing + m_hDamageEntity = pEntity; + + // Set our takedamage to match it + if ( pEntity ) + { + m_takedamage = pEntity->m_takedamage; + } + else + { + m_takedamage = DAMAGE_EVENTS_ONLY; + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +int CRagdollProp::OnTakeDamage( const CTakeDamageInfo &info ) +{ + // If we have a damage entity, we want to pass damage to it. Add the + // Never Ragdoll flag, on the assumption that if the entity dies, we'll + // actually be taking the role of its ragdoll. + if ( m_hDamageEntity.Get() ) + { + CTakeDamageInfo subInfo = info; + subInfo.AddDamageType( DMG_REMOVENORAGDOLL ); + return m_hDamageEntity->OnTakeDamage( subInfo ); + } + + return BaseClass::OnTakeDamage( info ); +} + +//----------------------------------------------------------------------------- +// Purpose: Force all the ragdoll's bone's physics objects to recheck their collision filters +//----------------------------------------------------------------------------- +void CRagdollProp::RecheckCollisionFilter( void ) +{ + for ( int i = 0; i < m_ragdoll.listCount; i++ ) + { + m_ragdoll.list[i].pObject->RecheckCollisionFilter(); + } +} + + +void CRagdollProp::TraceAttack( const CTakeDamageInfo &info, const Vector &dir, trace_t *ptr, CDmgAccumulator *pAccumulator ) +{ + if ( ptr->physicsbone >= 0 && ptr->physicsbone < m_ragdoll.listCount ) + { + VPhysicsSwapObject( m_ragdoll.list[ptr->physicsbone].pObject ); + } + BaseClass::TraceAttack( info, dir, ptr, pAccumulator ); +} + +void CRagdollProp::SetupBones( matrix3x4_t *pBoneToWorld, int boneMask ) +{ + // no ragdoll, fall through to base class + if ( !m_ragdoll.listCount ) + { + BaseClass::SetupBones( pBoneToWorld, boneMask ); + return; + } + + // Not really ideal, but it'll work for now + UpdateModelScale(); + + MDLCACHE_CRITICAL_SECTION(); + CStudioHdr *pStudioHdr = GetModelPtr( ); + bool sim[MAXSTUDIOBONES]; + memset( sim, 0, pStudioHdr->numbones() ); + + int i; + + CBoneAccessor boneaccessor( pBoneToWorld ); + for ( i = 0; i < m_ragdoll.listCount; i++ ) + { + // during restore this may be NULL + if ( !m_ragdoll.list[i].pObject ) + continue; + + if ( RagdollGetBoneMatrix( m_ragdoll, boneaccessor, i ) ) + { + sim[m_ragdoll.boneIndex[i]] = true; + } + } + + mstudiobone_t *pbones = pStudioHdr->pBone( 0 ); + for ( i = 0; i < pStudioHdr->numbones(); i++ ) + { + if ( sim[i] ) + continue; + + if ( !(pStudioHdr->boneFlags(i) & boneMask) ) + continue; + + matrix3x4_t matBoneLocal; + AngleMatrix( pbones[i].rot, pbones[i].pos, matBoneLocal ); + ConcatTransforms( pBoneToWorld[pbones[i].parent], matBoneLocal, pBoneToWorld[i]); + } +} + +bool CRagdollProp::TestCollision( const Ray_t &ray, unsigned int mask, trace_t& trace ) +{ +#if 0 + // PERFORMANCE: Use hitboxes for rays instead of vcollides if this is a performance problem + if ( ray.m_IsRay ) + { + return BaseClass::TestCollision( ray, mask, trace ); + } +#endif + + CStudioHdr *pStudioHdr = GetModelPtr( ); + if (!pStudioHdr) + return false; + + // Just iterate all of the elements and trace the box against each one. + // NOTE: This is pretty expensive for small/dense characters + trace_t tr; + for ( int i = 0; i < m_ragdoll.listCount; i++ ) + { + Vector position; + QAngle angles; + + if( m_ragdoll.list[i].pObject ) + { + m_ragdoll.list[i].pObject->GetPosition( &position, &angles ); + physcollision->TraceBox( ray, m_ragdoll.list[i].pObject->GetCollide(), position, angles, &tr ); + + if ( tr.fraction < trace.fraction ) + { + tr.physicsbone = i; + tr.surface.surfaceProps = m_ragdoll.list[i].pObject->GetMaterialIndex(); + trace = tr; + } + } + else + { + DevWarning("Bogus object in Ragdoll Prop's ragdoll list!\n"); + } + } + + if ( trace.fraction >= 1 ) + { + return false; + } + + return true; +} + + +void CRagdollProp::Teleport( const Vector *newPosition, const QAngle *newAngles, const Vector *newVelocity ) +{ + // newAngles is a relative transform for the entity + // But a ragdoll entity has identity orientation by design + // so we compute a relative transform here based on the previous transform + matrix3x4_t startMatrixInv; + MatrixInvert( EntityToWorldTransform(), startMatrixInv ); + matrix3x4_t endMatrix; + MatrixCopy( EntityToWorldTransform(), endMatrix ); + if ( newAngles ) + { + AngleMatrix( *newAngles, endMatrix ); + } + if ( newPosition ) + { + PositionMatrix( *newPosition, endMatrix ); + } + // now endMatrix is the refernce matrix for the entity at the target position + matrix3x4_t xform; + ConcatTransforms( endMatrix, startMatrixInv, xform ); + // now xform is the relative transform the entity must undergo + + // we need to call the base class and it will teleport our vphysics object, + // so set object 0 up and compute the origin/angles for its new position (base implementation has side effects) + VPhysicsSwapObject( m_ragdoll.list[0].pObject ); + matrix3x4_t obj0source, obj0Target; + m_ragdoll.list[0].pObject->GetPositionMatrix( &obj0source ); + ConcatTransforms( xform, obj0source, obj0Target ); + Vector obj0Pos; + QAngle obj0Angles; + MatrixAngles( obj0Target, obj0Angles, obj0Pos ); + BaseClass::Teleport( &obj0Pos, &obj0Angles, newVelocity ); + + for ( int i = 1; i < m_ragdoll.listCount; i++ ) + { + matrix3x4_t matrix, newMatrix; + m_ragdoll.list[i].pObject->GetPositionMatrix( &matrix ); + ConcatTransforms( xform, matrix, newMatrix ); + m_ragdoll.list[i].pObject->SetPositionMatrix( newMatrix, true ); + UpdateNetworkDataFromVPhysics( m_ragdoll.list[i].pObject, i ); + } + // fixup/relink object 0 + UpdateNetworkDataFromVPhysics( m_ragdoll.list[0].pObject, 0 ); +} + +void CRagdollProp::VPhysicsUpdate( IPhysicsObject *pPhysics ) +{ + if ( m_lastUpdateTickCount == (unsigned int)gpGlobals->tickcount ) + return; + + m_lastUpdateTickCount = gpGlobals->tickcount; + //NetworkStateChanged(); + + matrix3x4_t boneToWorld[MAXSTUDIOBONES]; + QAngle angles; + Vector surroundingMins, surroundingMaxs; + + int i; + for ( i = 0; i < m_ragdoll.listCount; i++ ) + { + CBoneAccessor boneaccessor( boneToWorld ); + if ( RagdollGetBoneMatrix( m_ragdoll, boneaccessor, i ) ) + { + Vector vNewPos; + MatrixAngles( boneToWorld[m_ragdoll.boneIndex[i]], angles, vNewPos ); + m_ragPos.Set( i, vNewPos ); + m_ragAngles.Set( i, angles ); + } + else + { + m_ragPos.GetForModify(i).Init(); + m_ragAngles.GetForModify(i).Init(); + } + } + + // BUGBUG: Use the ragdollmins/maxs to do this instead of the collides + m_allAsleep = RagdollIsAsleep( m_ragdoll ); + + // Don't scream after you've come to rest + if ( m_allAsleep ) + { + m_strSourceClassName = NULL_STRING; + } + else + { + if ( m_ragdoll.pGroup->IsInErrorState() ) + { + RagdollSolveSeparation( m_ragdoll, this ); + } + } + + // Interactive debris converts back to debris when it comes to rest + if ( m_allAsleep && GetCollisionGroup() == COLLISION_GROUP_INTERACTIVE_DEBRIS ) + { + SetCollisionGroup( COLLISION_GROUP_DEBRIS ); + RecheckCollisionFilter(); + SetContextThink( NULL, gpGlobals->curtime, s_pDebrisContext ); + } + + Vector vecFullMins, vecFullMaxs; + vecFullMins = m_ragPos[0]; + vecFullMaxs = m_ragPos[0]; + for ( i = 0; i < m_ragdoll.listCount; i++ ) + { + Vector mins, maxs; + matrix3x4_t update; + if ( !m_ragdoll.list[i].pObject ) + { + m_ragdollMins[i].Init(); + m_ragdollMaxs[i].Init(); + continue; + } + m_ragdoll.list[i].pObject->GetPositionMatrix( &update ); + TransformAABB( update, m_ragdollMins[i], m_ragdollMaxs[i], mins, maxs ); + for ( int j = 0; j < 3; j++ ) + { + if ( mins[j] < vecFullMins[j] ) + { + vecFullMins[j] = mins[j]; + } + if ( maxs[j] > vecFullMaxs[j] ) + { + vecFullMaxs[j] = maxs[j]; + } + } + } + + SetAbsOrigin( m_ragPos[0] ); + SetAbsAngles( vec3_angle ); + const Vector &vecOrigin = CollisionProp()->GetCollisionOrigin(); + CollisionProp()->AddSolidFlags( FSOLID_FORCE_WORLD_ALIGNED ); + CollisionProp()->SetSurroundingBoundsType( USE_COLLISION_BOUNDS_NEVER_VPHYSICS ); + SetCollisionBounds( vecFullMins - vecOrigin, vecFullMaxs - vecOrigin ); + CollisionProp()->MarkSurroundingBoundsDirty(); + + PhysicsTouchTriggers(); +} + +int CRagdollProp::VPhysicsGetObjectList( IPhysicsObject **pList, int listMax ) +{ + for ( int i = 0; i < m_ragdoll.listCount; i++ ) + { + if ( i < listMax ) + { + pList[i] = m_ragdoll.list[i].pObject; + } + } + + return m_ragdoll.listCount; +} + +void CRagdollProp::UpdateNetworkDataFromVPhysics( IPhysicsObject *pPhysics, int index ) +{ + Assert(index < m_ragdoll.listCount); + + QAngle angles; + Vector vPos; + m_ragdoll.list[index].pObject->GetPosition( &vPos, &angles ); + m_ragPos.Set( index, vPos ); + m_ragAngles.Set( index, angles ); + + // move/relink if root moved + if ( index == 0 ) + { + SetAbsOrigin( m_ragPos[0] ); + PhysicsTouchTriggers(); + } +} + + +//----------------------------------------------------------------------------- +// Fade out due to the LRU telling it do +//----------------------------------------------------------------------------- +#define FADE_OUT_LENGTH 0.5f + +void CRagdollProp::FadeOut( float flDelay, float fadeTime ) +{ + if ( IsFading() ) + return; + + m_flFadeTime = ( fadeTime == -1 ) ? FADE_OUT_LENGTH : fadeTime; + + m_flFadeOutStartTime = gpGlobals->curtime + flDelay; + m_flFadeScale = 0; + SetContextThink( &CRagdollProp::FadeOutThink, gpGlobals->curtime + flDelay + 0.01f, s_pFadeOutContext ); +} + +bool CRagdollProp::IsFading() +{ + return ( GetNextThink( s_pFadeOutContext ) >= gpGlobals->curtime ); +} + +void CRagdollProp::FadeOutThink(void) +{ + float dt = gpGlobals->curtime - m_flFadeOutStartTime; + if ( dt < 0 ) + { + SetContextThink( &CRagdollProp::FadeOutThink, gpGlobals->curtime + 0.1, s_pFadeOutContext ); + } + else if ( dt < m_flFadeTime ) + { + float alpha = 1.0f - dt / m_flFadeTime; + int nFade = (int)(alpha * 255.0f); + m_nRenderMode = kRenderTransTexture; + SetRenderColorA( nFade ); + NetworkStateChanged(); + SetContextThink( &CRagdollProp::FadeOutThink, gpGlobals->curtime + TICK_INTERVAL, s_pFadeOutContext ); + } + else + { + // Necessary to cause it to do the appropriate death cleanup + // Yeah, the player may have nothing to do with it, but + // passing NULL to TakeDamage causes bad things to happen + CBasePlayer *pPlayer = UTIL_GetLocalPlayer(); + CTakeDamageInfo info( pPlayer, pPlayer, 10000.0, DMG_GENERIC ); + TakeDamage( info ); + UTIL_Remove( this ); + } +} + + +//----------------------------------------------------------------------------- +// Purpose: Draw any debug text overlays +// Output : Current text offset from the top +//----------------------------------------------------------------------------- +int CRagdollProp::DrawDebugTextOverlays(void) +{ + int text_offset = BaseClass::DrawDebugTextOverlays(); + + if (m_debugOverlays & OVERLAY_TEXT_BIT) + { + if (m_ragdoll.listCount) + { + float mass = 0; + for ( int i = 0; i < m_ragdoll.listCount; i++ ) + { + if ( m_ragdoll.list[i].pObject != NULL ) + { + mass += m_ragdoll.list[i].pObject->GetMass(); + } + } + + char tempstr[512]; + Q_snprintf(tempstr, sizeof(tempstr),"Mass: %.2f kg / %.2f lb (%s)", mass, kg2lbs(mass), GetMassEquivalent(mass) ); + EntityText( text_offset, tempstr, 0); + text_offset++; + } + } + + return text_offset; +} + +void CRagdollProp::DrawDebugGeometryOverlays() +{ + if (m_debugOverlays & OVERLAY_BBOX_BIT) + { + DrawServerHitboxes(); + } + if (m_debugOverlays & OVERLAY_PIVOT_BIT) + { + for ( int i = 0; i < m_ragdoll.listCount; i++ ) + { + if ( m_ragdoll.list[i].pObject ) + { + float mass = m_ragdoll.list[i].pObject->GetMass(); + Vector pos; + m_ragdoll.list[i].pObject->GetPosition( &pos, NULL ); + CFmtStr str("mass %.1f", mass ); + NDebugOverlay::EntityTextAtPosition( pos, 0, str.Access(), 0, 0, 255, 0, 255 ); + } + } + } + BaseClass::DrawDebugGeometryOverlays(); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : *pOther - +//----------------------------------------------------------------------------- +void CRagdollProp::SetUnragdoll( CBaseAnimating *pOther ) +{ + m_hUnragdoll = pOther; +} + +//=============================================================================================================== +// RagdollPropAttached +//=============================================================================================================== +class CRagdollPropAttached : public CRagdollProp +{ + DECLARE_CLASS( CRagdollPropAttached, CRagdollProp ); +public: + + CRagdollPropAttached() + { + m_bShouldDetach = false; + } + + ~CRagdollPropAttached() + { + physenv->DestroyConstraint( m_pAttachConstraint ); + m_pAttachConstraint = NULL; + } + + void InitRagdollAttached( IPhysicsObject *pAttached, const Vector &forceVector, int forceBone, matrix3x4_t *pPrevBones, matrix3x4_t *pBoneToWorld, float dt, int collisionGroup, CBaseAnimating *pFollow, int boneIndexRoot, const Vector &boneLocalOrigin, int parentBoneAttach, const Vector &worldAttachOrigin ); + void DetachOnNextUpdate(); + void VPhysicsUpdate( IPhysicsObject *pPhysics ); + + DECLARE_SERVERCLASS(); + DECLARE_DATADESC(); + +private: + void Detach(); + CNetworkVar( int, m_boneIndexAttached ); + CNetworkVar( int, m_ragdollAttachedObjectIndex ); + CNetworkVector( m_attachmentPointBoneSpace ); + CNetworkVector( m_attachmentPointRagdollSpace ); + bool m_bShouldDetach; + IPhysicsConstraint *m_pAttachConstraint; +}; + +LINK_ENTITY_TO_CLASS( prop_ragdoll_attached, CRagdollPropAttached ); +EXTERN_SEND_TABLE(DT_Ragdoll_Attached) + +IMPLEMENT_SERVERCLASS_ST(CRagdollPropAttached, DT_Ragdoll_Attached) + SendPropInt( SENDINFO( m_boneIndexAttached ), MAXSTUDIOBONEBITS, SPROP_UNSIGNED ), + SendPropInt( SENDINFO( m_ragdollAttachedObjectIndex ), RAGDOLL_INDEX_BITS, SPROP_UNSIGNED ), + SendPropVector(SENDINFO(m_attachmentPointBoneSpace), -1, SPROP_COORD ), + SendPropVector(SENDINFO(m_attachmentPointRagdollSpace), -1, SPROP_COORD ), +END_SEND_TABLE() + +BEGIN_DATADESC(CRagdollPropAttached) + DEFINE_FIELD( m_boneIndexAttached, FIELD_INTEGER ), + DEFINE_FIELD( m_ragdollAttachedObjectIndex, FIELD_INTEGER ), + DEFINE_FIELD( m_attachmentPointBoneSpace, FIELD_VECTOR ), + DEFINE_FIELD( m_attachmentPointRagdollSpace, FIELD_VECTOR ), + DEFINE_FIELD( m_bShouldDetach, FIELD_BOOLEAN ), + DEFINE_PHYSPTR( m_pAttachConstraint ), +END_DATADESC() + + +static void SyncAnimatingWithPhysics( CBaseAnimating *pAnimating ) +{ + IPhysicsObject *pPhysics = pAnimating->VPhysicsGetObject(); + if ( pPhysics ) + { + Vector pos; + pPhysics->GetShadowPosition( &pos, NULL ); + pAnimating->SetAbsOrigin( pos ); + } +} + + +CBaseAnimating *CreateServerRagdollSubmodel( CBaseAnimating *pOwner, const char *pModelName, const Vector &position, const QAngle &angles, int collisionGroup ) +{ + CRagdollProp *pRagdoll = (CRagdollProp *)CBaseEntity::CreateNoSpawn( "prop_ragdoll", position, angles, pOwner ); + pRagdoll->SetModelName( AllocPooledString( pModelName ) ); + pRagdoll->SetModel( STRING(pRagdoll->GetModelName()) ); + matrix3x4_t pBoneToWorld[MAXSTUDIOBONES], pBoneToWorldNext[MAXSTUDIOBONES]; + pRagdoll->ResetSequence( 0 ); + + // let bone merging do the work of copying everything over for us + pRagdoll->SetParent( pOwner ); + pRagdoll->SetupBones( pBoneToWorld, BONE_USED_BY_ANYTHING ); + // HACKHACK: don't want this parent anymore + pRagdoll->SetParent( NULL ); + + memcpy( pBoneToWorldNext, pBoneToWorld, sizeof(pBoneToWorld) ); + + pRagdoll->InitRagdoll( vec3_origin, -1, vec3_origin, pBoneToWorld, pBoneToWorldNext, 0.1, collisionGroup, true ); + return pRagdoll; +} + + +CBaseEntity *CreateServerRagdoll( CBaseAnimating *pAnimating, int forceBone, const CTakeDamageInfo &info, int collisionGroup, bool bUseLRURetirement ) +{ + if ( info.GetDamageType() & (DMG_VEHICLE|DMG_CRUSH) ) + { + // if the entity was killed by physics or a vehicle, move to the vphysics shadow position before creating the ragdoll. + SyncAnimatingWithPhysics( pAnimating ); + } + CRagdollProp *pRagdoll = (CRagdollProp *)CBaseEntity::CreateNoSpawn( "prop_ragdoll", pAnimating->GetAbsOrigin(), vec3_angle, NULL ); + pRagdoll->CopyAnimationDataFrom( pAnimating ); + pRagdoll->SetOwnerEntity( pAnimating ); + + pRagdoll->InitRagdollAnimation(); + matrix3x4_t pBoneToWorld[MAXSTUDIOBONES], pBoneToWorldNext[MAXSTUDIOBONES]; + + float dt = 0.1f; + + // Copy over dissolve state... + if ( pAnimating->IsEFlagSet( EFL_NO_DISSOLVE ) ) + { + pRagdoll->AddEFlags( EFL_NO_DISSOLVE ); + } + + // NOTE: This currently is only necessary to prevent manhacks from + // colliding with server ragdolls they kill + pRagdoll->SetKiller( info.GetInflictor() ); + pRagdoll->SetSourceClassName( pAnimating->GetClassname() ); + + // NPC_STATE_DEAD npc's will have their COND_IN_PVS cleared, so this needs to force SetupBones to happen + unsigned short fPrevFlags = pAnimating->GetBoneCacheFlags(); + pAnimating->SetBoneCacheFlags( BCF_NO_ANIMATION_SKIP ); + + // UNDONE: Extract velocity from bones via animation (like we do on the client) + // UNDONE: For now, just move each bone by the total entity velocity if set. + // Get Bones positions before + // Store current cycle + float fSequenceDuration = pAnimating->SequenceDuration( pAnimating->GetSequence() ); + float fSequenceTime = pAnimating->GetCycle() * fSequenceDuration; + + if( fSequenceTime <= dt && fSequenceTime > 0.0f ) + { + // Avoid having negative cycle + dt = fSequenceTime; + } + + float fPreviousCycle = clamp(pAnimating->GetCycle()-( dt * ( 1 / fSequenceDuration ) ),0.f,1.f); + float fCurCycle = pAnimating->GetCycle(); + // Get current bones positions + pAnimating->SetupBones( pBoneToWorldNext, BONE_USED_BY_ANYTHING ); + // Get previous bones positions + pAnimating->SetCycle( fPreviousCycle ); + pAnimating->SetupBones( pBoneToWorld, BONE_USED_BY_ANYTHING ); + // Restore current cycle + pAnimating->SetCycle( fCurCycle ); + + // Reset previous bone flags + pAnimating->ClearBoneCacheFlags( BCF_NO_ANIMATION_SKIP ); + pAnimating->SetBoneCacheFlags( fPrevFlags ); + + Vector vel = pAnimating->GetAbsVelocity(); + if( ( vel.Length() == 0 ) && ( dt > 0 ) ) + { + // Compute animation velocity + CStudioHdr *pstudiohdr = pAnimating->GetModelPtr(); + if ( pstudiohdr ) + { + Vector deltaPos; + QAngle deltaAngles; + if (Studio_SeqMovement( pstudiohdr, + pAnimating->GetSequence(), + fPreviousCycle, + pAnimating->GetCycle(), + pAnimating->GetPoseParameterArray(), + deltaPos, + deltaAngles )) + { + VectorRotate( deltaPos, pAnimating->EntityToWorldTransform(), vel ); + vel /= dt; + } + } + } + + if ( vel.LengthSqr() > 0 ) + { + int numbones = pAnimating->GetModelPtr()->numbones(); + vel *= dt; + for ( int i = 0; i < numbones; i++ ) + { + Vector pos; + MatrixGetColumn( pBoneToWorld[i], 3, pos ); + pos -= vel; + MatrixSetColumn( pos, 3, pBoneToWorld[i] ); + } + } + +#if RAGDOLL_VISUALIZE + pAnimating->DrawRawSkeleton( pBoneToWorld, BONE_USED_BY_ANYTHING, true, 20, false ); + pAnimating->DrawRawSkeleton( pBoneToWorldNext, BONE_USED_BY_ANYTHING, true, 20, true ); +#endif + // Is this a vehicle / NPC collision? + if ( (info.GetDamageType() & DMG_VEHICLE) && pAnimating->MyNPCPointer() ) + { + // init the ragdoll with no forces + pRagdoll->InitRagdoll( vec3_origin, -1, vec3_origin, pBoneToWorld, pBoneToWorldNext, dt, collisionGroup, true ); + + // apply vehicle forces + // Get a list of bones with hitboxes below the plane of impact + int boxList[128]; + Vector normal(0,0,-1); + int count = pAnimating->GetHitboxesFrontside( boxList, ARRAYSIZE(boxList), normal, DotProduct( normal, info.GetDamagePosition() ) ); + + // distribute force over mass of entire character + float massScale = Studio_GetMass(pAnimating->GetModelPtr()); + massScale = clamp( massScale, 1.f, 1.e4f ); + massScale = 1.f / massScale; + + // distribute the force + // BUGBUG: This will hit the same bone twice if it has two hitboxes!!!! + ragdoll_t *pRagInfo = pRagdoll->GetRagdoll(); + for ( int i = 0; i < count; i++ ) + { + int physBone = pAnimating->GetPhysicsBone( pAnimating->GetHitboxBone( boxList[i] ) ); + IPhysicsObject *pPhysics = pRagInfo->list[physBone].pObject; + pPhysics->ApplyForceCenter( info.GetDamageForce() * pPhysics->GetMass() * massScale ); + } + } + else + { + pRagdoll->InitRagdoll( info.GetDamageForce(), forceBone, info.GetDamagePosition(), pBoneToWorld, pBoneToWorldNext, dt, collisionGroup, true ); + } + + // Are we dissolving? + if ( pAnimating->IsDissolving() ) + { + pRagdoll->TransferDissolveFrom( pAnimating ); + } + else if ( bUseLRURetirement ) + { + pRagdoll->AddSpawnFlags( SF_RAGDOLLPROP_USE_LRU_RETIREMENT ); + s_RagdollLRU.MoveToTopOfLRU( pRagdoll ); + } + + // Tracker 22598: If we don't set the OBB mins/maxs to something valid here, then the client will have a zero sized hull + // for the ragdoll for one frame until Vphysics updates the real obb bounds after the first simulation frame. Having + // a zero sized hull makes the ragdoll think it should be faded/alpha'd to zero for a frame, so you get a blink where + // the ragdoll doesn't draw initially. + Vector mins, maxs; + mins = pAnimating->CollisionProp()->OBBMins(); + maxs = pAnimating->CollisionProp()->OBBMaxs(); + pRagdoll->CollisionProp()->SetCollisionBounds( mins, maxs ); + + return pRagdoll; +} + +void CRagdollPropAttached::DetachOnNextUpdate() +{ + m_bShouldDetach = true; +} + +void CRagdollPropAttached::VPhysicsUpdate( IPhysicsObject *pPhysics ) +{ + if ( m_bShouldDetach ) + { + Detach(); + m_bShouldDetach = false; + } + BaseClass::VPhysicsUpdate( pPhysics ); +} + +void CRagdollPropAttached::Detach() +{ + SetParent(NULL); + SetOwnerEntity( NULL ); + SetAbsAngles( vec3_angle ); + SetMoveType( MOVETYPE_VPHYSICS ); + RemoveSolidFlags( FSOLID_NOT_SOLID ); + physenv->DestroyConstraint( m_pAttachConstraint ); + m_pAttachConstraint = NULL; + const float dampingScale = 1.0f / ATTACHED_DAMPING_SCALE; + for ( int i = 0; i < m_ragdoll.listCount; i++ ) + { + float damping, rotdamping; + m_ragdoll.list[i].pObject->GetDamping( &damping, &rotdamping ); + damping *= dampingScale; + rotdamping *= dampingScale; + m_ragdoll.list[i].pObject->SetDamping( &damping, &damping ); + } + + // Go non-solid + SetCollisionGroup( COLLISION_GROUP_DEBRIS ); + RecheckCollisionFilter(); +} + +void CRagdollPropAttached::InitRagdollAttached( + IPhysicsObject *pAttached, + const Vector &forceVector, + int forceBone, + matrix3x4_t *pPrevBones, + matrix3x4_t *pBoneToWorld, + float dt, + int collisionGroup, + CBaseAnimating *pFollow, + int boneIndexRoot, + const Vector &boneLocalOrigin, + int parentBoneAttach, + const Vector &worldAttachOrigin ) +{ + int ragdollAttachedIndex = 0; + if ( parentBoneAttach > 0 ) + { + CStudioHdr *pStudioHdr = GetModelPtr(); + mstudiobone_t *pBone = pStudioHdr->pBone( parentBoneAttach ); + ragdollAttachedIndex = pBone->physicsbone; + } + + InitRagdoll( forceVector, forceBone, vec3_origin, pPrevBones, pBoneToWorld, dt, collisionGroup, false ); + + IPhysicsObject *pRefObject = m_ragdoll.list[ragdollAttachedIndex].pObject; + + Vector attachmentPointRagdollSpace; + pRefObject->WorldToLocal( &attachmentPointRagdollSpace, worldAttachOrigin ); + + constraint_ragdollparams_t constraint; + constraint.Defaults(); + matrix3x4_t tmp, worldToAttached, worldToReference, constraintToWorld; + + Vector offsetWS; + pAttached->LocalToWorld( &offsetWS, boneLocalOrigin ); + + QAngle followAng = QAngle(0, pFollow->GetAbsAngles().y, 0 ); + AngleMatrix( followAng, offsetWS, constraintToWorld ); + + constraint.axes[0].SetAxisFriction( -2, 2, 20 ); + constraint.axes[1].SetAxisFriction( 0, 0, 0 ); + constraint.axes[2].SetAxisFriction( -15, 15, 20 ); + + // Exaggerate the bone's ability to pull the mass of the ragdoll around + constraint.constraint.bodyMassScale[1] = 50.0f; + + pAttached->GetPositionMatrix( &tmp ); + MatrixInvert( tmp, worldToAttached ); + + pRefObject->GetPositionMatrix( &tmp ); + MatrixInvert( tmp, worldToReference ); + + ConcatTransforms( worldToReference, constraintToWorld, constraint.constraintToReference ); + ConcatTransforms( worldToAttached, constraintToWorld, constraint.constraintToAttached ); + + // for now, just slam this to be the passed in value + MatrixSetColumn( attachmentPointRagdollSpace, 3, constraint.constraintToReference ); + + PhysDisableEntityCollisions( pAttached, m_ragdoll.list[0].pObject ); + m_pAttachConstraint = physenv->CreateRagdollConstraint( pRefObject, pAttached, m_ragdoll.pGroup, constraint ); + + SetParent( pFollow ); + SetOwnerEntity( pFollow ); + + RagdollActivate( m_ragdoll, modelinfo->GetVCollide( GetModelIndex() ), GetModelIndex() ); + + // add a bunch of dampening to the ragdoll + for ( int i = 0; i < m_ragdoll.listCount; i++ ) + { + float damping, rotdamping; + m_ragdoll.list[i].pObject->GetDamping( &damping, &rotdamping ); + damping *= ATTACHED_DAMPING_SCALE; + rotdamping *= ATTACHED_DAMPING_SCALE; + m_ragdoll.list[i].pObject->SetDamping( &damping, &rotdamping ); + } + + m_boneIndexAttached = boneIndexRoot; + m_ragdollAttachedObjectIndex = ragdollAttachedIndex; + m_attachmentPointBoneSpace = boneLocalOrigin; + + Vector vTemp; + MatrixGetColumn( constraint.constraintToReference, 3, vTemp ); + m_attachmentPointRagdollSpace = vTemp; +} + +CRagdollProp *CreateServerRagdollAttached( CBaseAnimating *pAnimating, const Vector &vecForce, int forceBone, int collisionGroup, IPhysicsObject *pAttached, CBaseAnimating *pParentEntity, int boneAttach, const Vector &originAttached, int parentBoneAttach, const Vector &boneOrigin ) +{ + // Return immediately if the model doesn't have a vcollide + if ( modelinfo->GetVCollide( pAnimating->GetModelIndex() ) == NULL ) + return NULL; + + CRagdollPropAttached *pRagdoll = (CRagdollPropAttached *)CBaseEntity::CreateNoSpawn( "prop_ragdoll_attached", pAnimating->GetAbsOrigin(), vec3_angle, NULL ); + pRagdoll->CopyAnimationDataFrom( pAnimating ); + + pRagdoll->InitRagdollAnimation(); + matrix3x4_t pBoneToWorld[MAXSTUDIOBONES]; + pAnimating->SetupBones( pBoneToWorld, BONE_USED_BY_ANYTHING ); + pRagdoll->InitRagdollAttached( pAttached, vecForce, forceBone, pBoneToWorld, pBoneToWorld, 0.1, collisionGroup, pParentEntity, boneAttach, boneOrigin, parentBoneAttach, originAttached ); + + return pRagdoll; +} + +void DetachAttachedRagdoll( CBaseEntity *pRagdollIn ) +{ + CRagdollPropAttached *pRagdoll = dynamic_cast<CRagdollPropAttached *>(pRagdollIn); + + if ( pRagdoll ) + { + pRagdoll->DetachOnNextUpdate(); + } +} + +void DetachAttachedRagdollsForEntity( CBaseEntity *pRagdollParent ) +{ + CUtlVector<CBaseEntity *> list; + GetAllChildren( pRagdollParent, list ); + for ( int i = list.Count()-1; i >= 0; --i ) + { + DetachAttachedRagdoll( list[i] ); + } +} + +bool Ragdoll_IsPropRagdoll( CBaseEntity *pEntity ) +{ + if ( dynamic_cast<CRagdollProp *>(pEntity) != NULL ) + return true; + return false; +} + +ragdoll_t *Ragdoll_GetRagdoll( CBaseEntity *pEntity ) +{ + CRagdollProp *pProp = dynamic_cast<CRagdollProp *>(pEntity); + if ( pProp ) + return pProp->GetRagdoll(); + return NULL; +} + +void CRagdollProp::GetAngleOverrideFromCurrentState( char *pOut, int size ) +{ + pOut[0] = 0; + for ( int i = 0; i < m_ragdoll.listCount; i++ ) + { + if ( i != 0 ) + { + Q_strncat( pOut, ",", size, COPY_ALL_CHARACTERS ); + + } + CFmtStr str("%d,%.2f %.2f %.2f", i, m_ragAngles[i].x, m_ragAngles[i].y, m_ragAngles[i].z ); + Q_strncat( pOut, str, size, COPY_ALL_CHARACTERS ); + } +} + +void CRagdollProp::DisableMotion( void ) +{ + for ( int iRagdoll = 0; iRagdoll < m_ragdoll.listCount; ++iRagdoll ) + { + IPhysicsObject *pPhysicsObject = m_ragdoll.list[ iRagdoll ].pObject; + if ( pPhysicsObject != NULL ) + { + pPhysicsObject->EnableMotion( false ); + } + } +} + +void CRagdollProp::InputStartRadgollBoogie( inputdata_t &inputdata ) +{ + float duration = inputdata.value.Float(); + + if( duration <= 0.0f ) + { + duration = 5.0f; + } + + CRagdollBoogie::Create( this, 100, gpGlobals->curtime, duration, 0 ); +} + +//----------------------------------------------------------------------------- +// Purpose: Enable physics motion and collision response (on by default) +//----------------------------------------------------------------------------- +void CRagdollProp::InputEnableMotion( inputdata_t &inputdata ) +{ + for ( int iRagdoll = 0; iRagdoll < m_ragdoll.listCount; ++iRagdoll ) + { + IPhysicsObject *pPhysicsObject = m_ragdoll.list[ iRagdoll ].pObject; + if ( pPhysicsObject != NULL ) + { + pPhysicsObject->EnableMotion( true ); + pPhysicsObject->Wake(); + } + } +} + +//----------------------------------------------------------------------------- +// Purpose: Disable any physics motion or collision response +//----------------------------------------------------------------------------- +void CRagdollProp::InputDisableMotion( inputdata_t &inputdata ) +{ + DisableMotion(); +} + +void CRagdollProp::InputTurnOn( inputdata_t &inputdata ) +{ + RemoveEffects( EF_NODRAW ); +} + +void CRagdollProp::InputTurnOff( inputdata_t &inputdata ) +{ + AddEffects( EF_NODRAW ); +} + +void CRagdollProp::InputFadeAndRemove( inputdata_t &inputdata ) +{ + float flFadeDuration = inputdata.value.Float(); + + if( flFadeDuration == 0.0f ) + flFadeDuration = 1.0f; + + FadeOut( 0.0f, flFadeDuration ); +} + +void Ragdoll_GetAngleOverrideString( char *pOut, int size, CBaseEntity *pEntity ) +{ + CRagdollProp *pRagdoll = dynamic_cast<CRagdollProp *>(pEntity); + if ( pRagdoll ) + { + pRagdoll->GetAngleOverrideFromCurrentState( pOut, size ); + } +} |