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-rw-r--r--game/server/tf/trigger_catapult.cpp412
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diff --git a/game/server/tf/trigger_catapult.cpp b/game/server/tf/trigger_catapult.cpp
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+++ b/game/server/tf/trigger_catapult.cpp
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+//========= 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 );
+}