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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/tf/trigger_catapult.cpp | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'game/server/tf/trigger_catapult.cpp')
| -rw-r--r-- | game/server/tf/trigger_catapult.cpp | 412 |
1 files changed, 412 insertions, 0 deletions
diff --git a/game/server/tf/trigger_catapult.cpp b/game/server/tf/trigger_catapult.cpp new file mode 100644 index 0000000..ef30fa0 --- /dev/null +++ b/game/server/tf/trigger_catapult.cpp @@ -0,0 +1,412 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//=============================================================================// + +#include "cbase.h" + +#include "trigger_catapult.h" + +#include "vcollide_parse.h" +#include "props.h" +#include "movevars_shared.h" +#include "tf_player.h" +#include "saverestore_utlvector.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +const char *CTriggerCatapult::s_szPlayerPassesTriggerFiltersThinkContext = "CTriggerCatapult::PlayerPassesTriggerFiltersThink"; + +extern ConVar catapult_physics_drag_boost; + + +BEGIN_DATADESC( CTriggerCatapult ) + + DEFINE_THINKFUNC( LaunchThink ), + DEFINE_THINKFUNC( PlayerPassesTriggerFiltersThink ), + + DEFINE_KEYFIELD( m_flPlayerVelocity, FIELD_FLOAT, "playerSpeed" ), + DEFINE_KEYFIELD( m_flPhysicsVelocity, FIELD_FLOAT, "physicsSpeed" ), + DEFINE_KEYFIELD( m_vecLaunchAngles, FIELD_VECTOR, "launchDirection" ), + DEFINE_KEYFIELD( m_strLaunchTarget, FIELD_STRING, "launchTarget" ), + DEFINE_KEYFIELD( m_bUseThresholdCheck, FIELD_BOOLEAN, "useThresholdCheck" ), + DEFINE_KEYFIELD( m_bUseExactVelocity, FIELD_BOOLEAN, "useExactVelocity" ), + DEFINE_KEYFIELD( m_flLowerThreshold, FIELD_FLOAT, "lowerThreshold" ), + DEFINE_KEYFIELD( m_flUpperThreshold, FIELD_FLOAT, "upperThreshold" ), + DEFINE_KEYFIELD( m_ExactVelocityChoice, FIELD_INTEGER, "exactVelocityChoiceType" ), + DEFINE_KEYFIELD( m_bOnlyVelocityCheck, FIELD_BOOLEAN, "onlyVelocityCheck" ), + DEFINE_KEYFIELD( m_bApplyAngularImpulse, FIELD_BOOLEAN, "applyAngularImpulse" ), + + DEFINE_KEYFIELD( m_flEntryAngleTolerance, FIELD_FLOAT, "EntryAngleTolerance" ), + DEFINE_KEYFIELD( m_flAirControlSupressionTime, FIELD_FLOAT, "AirCtrlSupressionTime" ), + DEFINE_KEYFIELD( m_bDirectionSuppressAirControl, FIELD_BOOLEAN, "DirectionSuppressAirControl" ), + + DEFINE_FIELD( m_hLaunchTarget, FIELD_EHANDLE ), + DEFINE_ARRAY( m_flRefireDelay, FIELD_TIME, MAX_PLAYERS + 1 ), + + DEFINE_UTLVECTOR( m_hAbortedLaunchees, FIELD_EHANDLE ), + + DEFINE_INPUTFUNC( FIELD_FLOAT, "SetPlayerSpeed", InputSetPlayerSpeed ), + DEFINE_INPUTFUNC( FIELD_FLOAT, "SetPhysicsSpeed", InputSetPhysicsSpeed ), + DEFINE_INPUTFUNC( FIELD_STRING,"SetLaunchTarget", InputSetLaunchTarget ), + DEFINE_INPUTFUNC( FIELD_INTEGER, "SetExactVelocityChoiceType", InputSetExactVelocityChoiceType ), + + DEFINE_OUTPUT( m_OnCatapulted, "OnCatapulted" ), + +END_DATADESC() + +LINK_ENTITY_TO_CLASS( trigger_catapult, CTriggerCatapult ); + +//IMPLEMENT_SERVERCLASS_ST( CTriggerCatapult, DT_TriggerCatapult ) +// SendPropArray3( SENDINFO_ARRAY3(m_flRefireDelay), SendPropFloat(SENDINFO_ARRAY(m_flRefireDelay)) ), +// SendPropFloat( SENDINFO( m_flPlayerVelocity ) ), +// SendPropFloat( SENDINFO( m_flPhysicsVelocity ) ), +// SendPropQAngles( SENDINFO( m_vecLaunchAngles ) ), +// //SendPropStringT( SENDINFO( m_strLaunchTarget ) ), +// SendPropInt( SENDINFO( m_ExactVelocityChoice ) ), +// SendPropBool( SENDINFO( m_bUseExactVelocity ) ), +// SendPropBool( SENDINFO( m_bUseThresholdCheck ) ), +// SendPropBool( SENDINFO( m_bOnlyVelocityCheck ) ), +// SendPropFloat( SENDINFO( m_flLowerThreshold ) ), +// SendPropFloat( SENDINFO( m_flUpperThreshold ) ), +// SendPropFloat( SENDINFO( m_flAirControlSupressionTime ) ), +// SendPropBool( SENDINFO( m_bApplyAngularImpulse ) ), +// SendPropFloat( SENDINFO( m_flEntryAngleTolerance ) ), +// SendPropEHandle( SENDINFO( m_hLaunchTarget ) ), +// SendPropBool( SENDINFO( m_bPlayersPassTriggerFilters ) ), +// SendPropBool( SENDINFO( m_bDirectionSuppressAirControl ) ), +//END_SEND_TABLE() + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +CTriggerCatapult::CTriggerCatapult( void ) +{ + //Defaulting to true; + m_bApplyAngularImpulse = true; + m_flAirControlSupressionTime = -1.0f; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CTriggerCatapult::DrawDebugGeometryOverlays( void ) +{ + BaseClass::DrawDebugGeometryOverlays(); + CBaseEntity *pLaunchTarget = m_hLaunchTarget; + if ( pLaunchTarget ) + { + // Help us visualize the target + Vector vecSourcePos = GetAbsOrigin(); + Vector vecTargetPos = pLaunchTarget->GetAbsOrigin(); + + float flSpeed = m_flPlayerVelocity; + float flGravity = sv_gravity.GetFloat(); + + Vector vecVelocity = (vecTargetPos - vecSourcePos); + + // This is a hack to get around air resistance with weighted cubes -- this is not intended for all objects! + // float flDragCoefficient = (pVictim->IsPlayer()) ? 1.0f : ( 1.6f ); + float flDragCoefficient = 0.0f; + + // throw at a constant time + float time = vecVelocity.Length( ) / flSpeed; + vecVelocity = vecVelocity * (1.0 / time) * flDragCoefficient; + + // adjust upward toss to compensate for gravity loss + vecVelocity.z += flGravity * time * 0.5; + + Vector vecApex = vecSourcePos + (vecTargetPos - vecSourcePos) * 0.5; + vecApex.z += 0.5 * flGravity * (time * 0.5) * (time * 0.5); + + // Visualize it! + if( !m_bUseExactVelocity ) + { + NDebugOverlay::Box( vecSourcePos, -Vector(2,2,2), Vector(2,2,2), 0, 255, 0, 8.0f, 0.05f ); + NDebugOverlay::Box( vecTargetPos, -Vector(2,2,2), Vector(2,2,2), 0, 255, 0, 8.0f, 0.05f ); + NDebugOverlay::Box( vecApex, -Vector(2,2,2), Vector(2,2,2), 0, 255, 0, 8.0f, 0.05f ); + NDebugOverlay::Line( vecSourcePos, vecApex, 0, 255, 0, false, 0.05f ); + NDebugOverlay::Line( vecApex, vecTargetPos, 0, 255, 0, false, 0.05f ); + } + else + { + Vector lastPos = vecSourcePos; + vecVelocity = (vecTargetPos - vecSourcePos); + vecVelocity = CalculateLaunchVectorPreserve( vecVelocity, this, pLaunchTarget, true ); + for( int i = 0; i < 20; i++ ) + { + float flTime = 0.2f*(i+1); + + vecApex = vecSourcePos + vecVelocity*flTime; + vecApex.z -= 0.5 * flGravity * (flTime) * (flTime); + NDebugOverlay::Box( vecApex, -Vector(2,2,2), Vector(2,2,2), 0, 255, 0, 8.0f, 0.05f ); + NDebugOverlay::Line( vecApex, lastPos, 0, 255, 0, false, 0.05f ); + lastPos = vecApex; + } + } + + // Physics! + flSpeed = m_flPhysicsVelocity; + vecVelocity = (vecTargetPos - vecSourcePos); + + // This is a hack to get around air resistance with weighted cubes -- this is not intended for all objects! + flDragCoefficient = catapult_physics_drag_boost.GetFloat(); + + // throw at a constant time + time = vecVelocity.Length( ) / flSpeed; + vecVelocity = vecVelocity * (1.0 / time) * flDragCoefficient; + + // adjust upward toss to compensate for gravity loss + vecVelocity.z += flGravity * time * 0.5; + + vecApex = vecSourcePos + (vecTargetPos - vecSourcePos) * 0.5; + vecApex.z += 0.5 * flGravity * (time * 0.5) * (time * 0.5); + + // Visualize it! + if( !m_bUseExactVelocity ) + { + NDebugOverlay::Box( vecApex, -Vector(2,2,2), Vector(2,2,2), 255, 255, 0, 8.0f, 0.05f ); + NDebugOverlay::Line( vecSourcePos, vecApex, 255, 255, 0, false, 0.05f ); + NDebugOverlay::Line( vecApex, vecTargetPos, 255, 255, 0, false, 0.05f ); + } + else + { + Vector lastPos = vecSourcePos; + vecVelocity = (vecTargetPos - vecSourcePos); + vecVelocity = CalculateLaunchVectorPreserve( vecVelocity, this, pLaunchTarget ); + for( int i = 0; i < 20; i++ ) + { + float flTime = 0.2f*(i+1); + + vecApex = vecSourcePos + vecVelocity*flTime; + vecApex.z -= 0.5 * flGravity * (flTime) * (flTime); + NDebugOverlay::Box( vecApex, -Vector(2,2,2), Vector(2,2,2), 255, 255, 0, 8.0f, 0.05f ); + NDebugOverlay::Line( vecApex, lastPos, 255, 255, 0, false, 0.05f ); + lastPos = vecApex; + } + } + } + else + { + // Meh + } +} +//--------------------------------------------------------- +//--------------------------------------------------------- +int CTriggerCatapult::DrawDebugTextOverlays(void) +{ + int text_offset = BaseClass::DrawDebugTextOverlays(); + if (m_debugOverlays & OVERLAY_TEXT_BIT) + { + char tempstr[512]; + Q_snprintf(tempstr,sizeof(tempstr), "Launch target: %s", m_strLaunchTarget.ToCStr() ); + EntityText(text_offset,tempstr,0); + text_offset++; + + if ( m_bUseThresholdCheck ) + { + Q_snprintf(tempstr,sizeof(tempstr), "Lower threshold velocity: %.2f", m_flLowerThreshold ); + EntityText(text_offset,tempstr,0); + text_offset++; + + Q_snprintf(tempstr,sizeof(tempstr), "Upper threshold velocity: %.2f", m_flUpperThreshold ); + EntityText(text_offset,tempstr,0); + text_offset++; + } + + Q_snprintf(tempstr,sizeof(tempstr), "Player velocity: %.2f", m_flPlayerVelocity ); + EntityText(text_offset,tempstr,0); + text_offset++; + + Q_snprintf(tempstr,sizeof(tempstr), "Physics velocity: %.2f", m_flPhysicsVelocity ); + EntityText(text_offset,tempstr,0); + text_offset++; + + // Get the target + CBaseEntity *pLaunchTarget = m_hLaunchTarget; + + // See if we're attempting to hit a target + if ( pLaunchTarget ) + { + Vector vecSourcePos = GetAbsOrigin(); + float flGravity = sv_gravity.GetFloat(); + + { + Vector vecTargetPos = pLaunchTarget->GetAbsOrigin(); + vecTargetPos.z -= 32.0f; + + Vector vecVelocity = (vecTargetPos - vecSourcePos); + + // throw at a constant time + float time = vecVelocity.Length( ) / m_flPlayerVelocity; + vecVelocity = vecVelocity * (1.0 / time); + + // adjust upward toss to compensate for gravity loss + vecVelocity.z += flGravity * time * 0.5; + + Q_snprintf(tempstr,sizeof(tempstr), "Adjusted Player velocity: %.2f", vecVelocity.Length() ); + EntityText(text_offset,tempstr,0); + text_offset++; + } + + { + Vector vecTargetPos = pLaunchTarget->GetAbsOrigin(); + Vector vecVelocity = (vecTargetPos - vecSourcePos ); + + // throw at a constant time + float time = vecVelocity.Length( ) / m_flPhysicsVelocity; + vecVelocity = vecVelocity * (1.0 / time); + + // adjust upward toss to compensate for gravity loss + vecVelocity.z += flGravity * time * 0.5; + + Q_snprintf(tempstr,sizeof(tempstr), "Adjusted Physics velocity: %.2f", vecVelocity.Length() ); + EntityText(text_offset,tempstr,0); + text_offset++; + } + } + } + return text_offset; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CTriggerCatapult::Spawn( void ) +{ + BaseClass::Spawn(); + + // Don't let the camera shoot through us! + InitTrigger(); + + for ( int i = 0; i < MAX_PLAYERS + 1; ++i ) + { + m_flRefireDelay[i] = 0.0f; + } + + m_flLowerThreshold = clamp( m_flLowerThreshold, 0.0f, 1.0f ); + m_flUpperThreshold = clamp( m_flUpperThreshold, 0.0f, 1.0f ); + + SetTransmitState( FL_EDICT_PVSCHECK ); + + m_hLaunchTarget = gEntList.FindEntityByName( NULL, m_strLaunchTarget ); + + SetContextThink( &CTriggerCatapult::PlayerPassesTriggerFiltersThink, gpGlobals->curtime + 1.0f, s_szPlayerPassesTriggerFiltersThinkContext ); +} + + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CTriggerCatapult::InputSetPlayerSpeed( inputdata_t &in ) +{ + m_flPlayerVelocity = in.value.Float(); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CTriggerCatapult::InputSetPhysicsSpeed( inputdata_t &in ) +{ + m_flPhysicsVelocity = in.value.Float(); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CTriggerCatapult::InputSetLaunchTarget( inputdata_t &in ) +{ + m_strLaunchTarget = in.value.StringID(); + + m_hLaunchTarget = gEntList.FindEntityByName( NULL, m_strLaunchTarget ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CTriggerCatapult::InputSetExactVelocityChoiceType( inputdata_t &in ) +{ + m_ExactVelocityChoice = in.value.Int(); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CTriggerCatapult::LaunchThink( void ) +{ + for ( int i = 0; i < m_hAbortedLaunchees.Count(); i++ ) + { + CBaseEntity *pOther = m_hAbortedLaunchees[i].Get(); + bool bShouldRemove = true; + + if ( pOther ) + { + if ( pOther->IsPlayer() ) + { + // Time to get launched and stay in the list in case we're stuck under something again. + bShouldRemove = false; + StartTouch( pOther ); + } + else if ( pOther->VPhysicsGetObject() ) + { + if( ( pOther->VPhysicsGetObject()->GetGameFlags() & FVPHYSICS_PLAYER_HELD ) ) + { + // the sphere should stay in the list. + bShouldRemove = false; + } + else + { + // Time to get launched! + StartTouch( pOther ); + } + } + } + + if ( bShouldRemove ) + { + m_hAbortedLaunchees.Remove( i ); + i--; + } + } + + // see if we are still holding something in the catapult + if( m_hAbortedLaunchees.Count() ) + { + SetThink( &CTriggerCatapult::LaunchThink ); + SetNextThink( gpGlobals->curtime + 0.05f ); + } + else + { + SetThink( NULL ); + } +} + +//Think once a second, looking for a living player. Once one is found, evaluate if they pass our trigger filters and network that down to the client +void CTriggerCatapult::PlayerPassesTriggerFiltersThink( void ) +{ + for( int i = 1; i != gpGlobals->maxClients; ++i ) + { + CBasePlayer *pPlayer = UTIL_PlayerByIndex( i ); + if( pPlayer && pPlayer->IsAlive() ) + { + m_bPlayersPassTriggerFilters = PassesTriggerFilters( pPlayer ); + SetContextThink( NULL, TICK_NEVER_THINK, s_szPlayerPassesTriggerFiltersThinkContext ); //never test again + return; + } + } + + SetContextThink( &CTriggerCatapult::PlayerPassesTriggerFiltersThink, gpGlobals->curtime + 1.0f, s_szPlayerPassesTriggerFiltersThinkContext ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CTriggerCatapult::EndTouch( CBaseEntity *pOther ) +{ + m_hAbortedLaunchees.FindAndFastRemove( pOther ); +} |