diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/client/physpropclientside.cpp | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/client/physpropclientside.cpp')
| -rw-r--r-- | mp/src/game/client/physpropclientside.cpp | 2060 |
1 files changed, 1030 insertions, 1030 deletions
diff --git a/mp/src/game/client/physpropclientside.cpp b/mp/src/game/client/physpropclientside.cpp index c516e810..3dd2d7b5 100644 --- a/mp/src/game/client/physpropclientside.cpp +++ b/mp/src/game/client/physpropclientside.cpp @@ -1,1031 +1,1031 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-//===========================================================================//
-
-#include "cbase.h"
-#include "physpropclientside.h"
-#include "vcollide_parse.h"
-#include "mapentities_shared.h"
-#include "gamestringpool.h"
-#include "props_shared.h"
-#include "c_te_effect_dispatch.h"
-#include "datacache/imdlcache.h"
-#include "view.h"
-#include "tier0/vprof.h"
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-#define FADEOUT_TIME 1.0f
-
-ConVar cl_phys_props_max( "cl_phys_props_max", "300", 0, "Maximum clientside physic props" );
-ConVar r_propsmaxdist( "r_propsmaxdist", "1200", 0, "Maximum visible distance" );
-
-ConVar cl_phys_props_enable( "cl_phys_props_enable", "1", 0, "Disable clientside physics props (must be set before loading a level)." );
-ConVar cl_phys_props_respawndist( "cl_phys_props_respawndist", "1500", 0, "Minimum distance from the player that a clientside prop must be before it's allowed to respawn." );
-ConVar cl_phys_props_respawnrate( "cl_phys_props_respawnrate", "60", 0, "Time, in seconds, between clientside prop respawns." );
-
-//////////////////////////////////////////////////////////////////////
-// Construction/Destruction
-//////////////////////////////////////////////////////////////////////
-
-static int PropBreakablePrecacheAll( int modelIndex )
-{
- CUtlVector<breakmodel_t> list;
-
- BreakModelList( list, modelIndex, COLLISION_GROUP_NONE, 0 );
- return list.Count();
-}
-
-static CUtlVector<C_PhysPropClientside*> s_PhysPropList;
-static CUtlVector<C_FuncPhysicsRespawnZone*> s_RespawnZoneList;
-
-C_PhysPropClientside *C_PhysPropClientside::CreateNew( bool bForce )
-{
- if ( (s_PhysPropList.Count() >= cl_phys_props_max.GetInt()) && !bForce )
- {
- DevMsg("Warning! Client physic props overflow *max %i).\n", cl_phys_props_max.GetInt() );
- return NULL;
- }
-
- return new C_PhysPropClientside();
-}
-
-C_PhysPropClientside::C_PhysPropClientside()
-{
- m_fDeathTime = -1;
- m_impactEnergyScale = 1.0f;
- m_iHealth = 0;
- m_iPhysicsMode = PHYSICS_MULTIPLAYER_AUTODETECT;
- m_flTouchDelta = 0;
- m_pRespawnZone = NULL;
-
- s_PhysPropList.AddToTail( this );
-}
-
-C_PhysPropClientside::~C_PhysPropClientside()
-{
- if ( m_pRespawnZone )
- {
- m_pRespawnZone->PropDestroyed( this );
- }
-
- PhysCleanupFrictionSounds( this );
- VPhysicsDestroyObject();
- s_PhysPropList.FindAndRemove( this );
-}
-
-void C_PhysPropClientside::SetPhysicsMode(int iMode)
-{
- if ( m_iPhysicsMode == PHYSICS_MULTIPLAYER_AUTODETECT )
- m_iPhysicsMode = iMode;
-}
-
-//-----------------------------------------------------------------------------
-// Should we collide?
-//-----------------------------------------------------------------------------
-
-bool C_PhysPropClientside::KeyValue( const char *szKeyName, const char *szValue )
-{
- if (FStrEq(szKeyName, "physdamagescale"))
- {
- m_impactEnergyScale = atof(szValue);
- }
- else if ( FStrEq(szKeyName, "health") )
- {
- m_iHealth = Q_atoi(szValue);
- }
- else if (FStrEq(szKeyName, "spawnflags"))
- {
- m_spawnflags = Q_atoi(szValue);
- }
- else if (FStrEq(szKeyName, "model"))
- {
- SetModelName( AllocPooledString( szValue ) );
- }
- else if (FStrEq(szKeyName, "fademaxdist"))
- {
- m_fadeMaxDist = Q_atof(szValue);
- }
- else if (FStrEq(szKeyName, "fademindist"))
- {
- m_fadeMinDist = Q_atof(szValue);
- }
- else if (FStrEq(szKeyName, "fadescale"))
- {
- m_flFadeScale = Q_atof(szValue);
- }
- else if (FStrEq(szKeyName, "inertiaScale"))
- {
- m_inertiaScale = Q_atof(szValue);
- }
- else if (FStrEq(szKeyName, "skin"))
- {
- m_nSkin = Q_atoi(szValue);
- }
- else if (FStrEq(szKeyName, "physicsmode"))
- {
- m_iPhysicsMode = Q_atoi(szValue);
- }
-
- else
- {
- if ( !BaseClass::KeyValue( szKeyName, szValue ) )
- {
- // key hasn't been handled
- return false;
- }
- }
-
- return true;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : *pOther -
-//-----------------------------------------------------------------------------
-void C_PhysPropClientside::StartTouch( C_BaseEntity *pOther )
-{
- // Limit the amount of times we can bounce
- if ( m_flTouchDelta < gpGlobals->curtime )
- {
- HitSurface( pOther );
- m_flTouchDelta = gpGlobals->curtime + 0.1f;
- }
-
- BaseClass::StartTouch( pOther );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : *pOther -
-//-----------------------------------------------------------------------------
-void C_PhysPropClientside::HitSurface( C_BaseEntity *pOther )
-{
- if ( HasInteraction( PROPINTER_WORLD_BLOODSPLAT ) )
- {
- trace_t tr;
- tr = BaseClass::GetTouchTrace();
- if ( tr.m_pEnt )
- {
- UTIL_BloodDecalTrace( &tr, BLOOD_COLOR_RED );
- }
- }
-}
-
-void C_PhysPropClientside::RecreateAll()
-{
- DestroyAll();
- if ( cl_phys_props_enable.GetInt() )
- {
- ParseAllEntities( engine->GetMapEntitiesString() );
- InitializePropRespawnZones();
- }
-}
-
-void C_PhysPropClientside::DestroyAll()
-{
- while (s_PhysPropList.Count() > 0 )
- {
- C_PhysPropClientside *p = s_PhysPropList[0];
- p->Release();
- }
- while (s_RespawnZoneList.Count() > 0)
- {
- C_FuncPhysicsRespawnZone *p = s_RespawnZoneList[0];
- p->Release();
- }
-}
-
-void C_PhysPropClientside::SetRespawnZone( C_FuncPhysicsRespawnZone *pZone )
-{
- m_pRespawnZone = pZone;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Parse this prop's data from the model, if it has a keyvalues section.
-// Returns true only if this prop is using a model that has a prop_data section that's invalid.
-//-----------------------------------------------------------------------------
-int C_PhysPropClientside::ParsePropData( void )
-{
- KeyValues *modelKeyValues = new KeyValues("");
- if ( !modelKeyValues->LoadFromBuffer( modelinfo->GetModelName( GetModel() ), modelinfo->GetModelKeyValueText( GetModel() ) ) )
- {
- modelKeyValues->deleteThis();
- return PARSE_FAILED_NO_DATA;
- }
-
- // Do we have a props section?
- KeyValues *pkvPropData = modelKeyValues->FindKey("prop_data");
- if ( !pkvPropData )
- {
- modelKeyValues->deleteThis();
- return PARSE_FAILED_NO_DATA;
- }
-
- int iResult = g_PropDataSystem.ParsePropFromKV( this, pkvPropData, modelKeyValues );
- modelKeyValues->deleteThis();
- return iResult;
-}
-
-bool C_PhysPropClientside::Initialize()
-{
- if ( InitializeAsClientEntity( STRING(GetModelName()), RENDER_GROUP_OPAQUE_ENTITY ) == false )
- {
- return false;
- }
-
- const model_t *mod = GetModel();
- if ( mod )
- {
- Vector mins, maxs;
- modelinfo->GetModelBounds( mod, mins, maxs );
- SetCollisionBounds( mins, maxs );
- }
-
- solid_t tmpSolid;
-
- // Create the object in the physics system
-
- if ( !PhysModelParseSolid( tmpSolid, this, GetModelIndex() ) )
- {
- DevMsg("C_PhysPropClientside::Initialize: PhysModelParseSolid failed for entity %i.\n", GetModelIndex() );
- return false;
- }
- else
- {
- m_pPhysicsObject = VPhysicsInitNormal( SOLID_VPHYSICS, 0, m_spawnflags & SF_PHYSPROP_START_ASLEEP, &tmpSolid );
-
- if ( !m_pPhysicsObject )
- {
- // failed to create a physics object
- DevMsg(" C_PhysPropClientside::Initialize: VPhysicsInitNormal() failed for %s.\n", STRING(GetModelName()) );
- return false;
- }
- }
-
- // We want touch calls when we hit the world
- unsigned int flags = VPhysicsGetObject()->GetCallbackFlags();
- VPhysicsGetObject()->SetCallbackFlags( flags | CALLBACK_GLOBAL_TOUCH_STATIC );
-
- if ( m_spawnflags & SF_PHYSPROP_MOTIONDISABLED )
- {
- m_pPhysicsObject->EnableMotion( false );
- }
-
- Spawn(); // loads breakable & prop data
-
- if ( m_iPhysicsMode == PHYSICS_MULTIPLAYER_AUTODETECT )
- {
- m_iPhysicsMode = GetAutoMultiplayerPhysicsMode(
- CollisionProp()->OBBSize(), m_pPhysicsObject->GetMass() );
- }
-
- if ( m_spawnflags & SF_PHYSPROP_FORCE_SERVER_SIDE )
- {
- // forced to be server-side by map maker
- return false;
- }
-
-
-
- if ( m_iPhysicsMode != PHYSICS_MULTIPLAYER_CLIENTSIDE )
- {
- // spawn only clientside entities
- return false;
- }
- else
- {
- if ( engine->IsInEditMode() )
- {
- // don't spawn in map edit mode
- return false;
- }
- }
-
- if ( m_fadeMinDist < 0 )
- {
- // start fading out at 75% of r_propsmaxdist
- m_fadeMaxDist = r_propsmaxdist.GetFloat();
- m_fadeMinDist = r_propsmaxdist.GetFloat() * 0.75f;
- }
-
- // player can push it away
- SetCollisionGroup( COLLISION_GROUP_PUSHAWAY );
-
- UpdatePartitionListEntry();
-
- CollisionProp()->UpdatePartition();
-
- SetBlocksLOS( false ); // this should be a small object
-
- // Set up shadows; do it here so that objects can change shadowcasting state
- CreateShadow();
-
- UpdateVisibility();
-
- SetNextClientThink( CLIENT_THINK_NEVER );
-
- return true;
-}
-
-void C_PhysPropClientside::Spawn()
-{
- // Initialize damage modifiers. Must be done before baseclass spawn.
- m_flDmgModBullet = 1.0;
- m_flDmgModClub = 1.0;
- m_flDmgModExplosive = 1.0;
-
- BaseClass::Spawn();
-
- // we don't really precache models here, just checking how many we have:
- m_iNumBreakableChunks = PropBreakablePrecacheAll( GetModelIndex() );
-
- ParsePropData();
-
- // If we have no custom breakable chunks, see if we're breaking into generic ones
- if ( !m_iNumBreakableChunks )
- {
- if ( GetBreakableModel() != NULL_STRING && GetBreakableCount() )
- {
- m_iNumBreakableChunks = GetBreakableCount();
- }
- }
-
- // Setup takedamage based upon the health we parsed earlier
- if ( m_iHealth == 0 )
- {
- m_takedamage = DAMAGE_NO;
- }
- else
- {
- m_takedamage = DAMAGE_YES;
- }
-}
-
-void C_PhysPropClientside::OnTakeDamage( int iDamage ) // very simple version
-{
- if ( m_takedamage == DAMAGE_NO )
- return;
-
- m_iHealth -= iDamage;
-
- if (m_iHealth <= 0)
- {
- Break();
- }
-}
-
-float C_PhysPropClientside::GetMass()
-{
- if ( VPhysicsGetObject() )
- {
- return VPhysicsGetObject()->GetMass();
- }
-
- return 0.0f;
-}
-
-bool C_PhysPropClientside::IsAsleep()
-{
- if ( VPhysicsGetObject() )
- {
- return VPhysicsGetObject()->IsAsleep();
- }
-
- return true;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void C_PhysPropClientside::ClientThink( void )
-{
- if ( m_fDeathTime < 0 )
- {
- SetNextClientThink( CLIENT_THINK_NEVER );
- return;
- }
-
- if ( m_fDeathTime <= gpGlobals->curtime )
- {
- Release(); // Die
- return;
- }
-
- // fade out
-
- float alpha = (m_fDeathTime - gpGlobals->curtime)/FADEOUT_TIME;
-
- SetRenderMode( kRenderTransTexture );
-
- SetRenderColorA( alpha * 256 );
-
- SetNextClientThink( CLIENT_THINK_ALWAYS );
-}
-
-void C_PhysPropClientside::StartFadeOut( float fDelay )
-{
- m_fDeathTime = gpGlobals->curtime + fDelay + FADEOUT_TIME;
-
- SetNextClientThink( gpGlobals->curtime + fDelay );
-}
-
-
-void C_PhysPropClientside::Break()
-{
- m_takedamage = DAMAGE_NO;
-
- IPhysicsObject *pPhysics = VPhysicsGetObject();
-
- Vector velocity;
- AngularImpulse angVelocity;
- Vector origin;
- QAngle angles;
- AddSolidFlags( FSOLID_NOT_SOLID );
-
- if ( pPhysics )
- {
- pPhysics->GetVelocity( &velocity, &angVelocity );
- pPhysics->GetPosition( &origin, &angles );
- pPhysics->RecheckCollisionFilter();
- }
- else
- {
- velocity = GetAbsVelocity();
- QAngleToAngularImpulse( GetLocalAngularVelocity(), angVelocity );
- origin = GetAbsOrigin();
- angles = GetAbsAngles();
- }
-
- breakablepropparams_t params( origin, angles, velocity, angVelocity );
- params.impactEnergyScale = m_impactEnergyScale;
- params.defCollisionGroup = GetCollisionGroup();
- if ( params.defCollisionGroup == COLLISION_GROUP_NONE )
- {
- // don't automatically make anything COLLISION_GROUP_NONE or it will
- // collide with debris being ejected by breaking
- params.defCollisionGroup = COLLISION_GROUP_INTERACTIVE;
- }
-
- // no damage/damage force? set a burst of 100 for some movement
- params.defBurstScale = 100;
-
- // spwan break chunks
- PropBreakableCreateAll( GetModelIndex(), pPhysics, params, this, -1, false );
-
- Release(); // destroy object
-}
-
-void C_PhysPropClientside::Clone( Vector &velocity )
-{
- C_PhysPropClientside *pEntity = C_PhysPropClientside::CreateNew();
-
- if ( !pEntity )
- return;
-
- pEntity->m_spawnflags = m_spawnflags;
-
- // We never want to be motion disabled
- pEntity->m_spawnflags &= ~SF_PHYSPROP_MOTIONDISABLED;
-
- pEntity->SetDmgModBullet( GetDmgModBullet() );
- pEntity->SetDmgModClub( GetDmgModClub() );
- pEntity->SetDmgModExplosive( GetDmgModExplosive() );
-
- pEntity->SetModelName( GetModelName() );
- pEntity->SetLocalOrigin( GetLocalOrigin() );
- pEntity->SetLocalAngles( GetLocalAngles() );
- pEntity->SetOwnerEntity( this );
- pEntity->SetPhysicsMode( PHYSICS_MULTIPLAYER_CLIENTSIDE );
-
- if ( !pEntity->Initialize() )
- {
- pEntity->Release();
- return;
- }
-
- pEntity->m_nSkin = m_nSkin;
- pEntity->m_iHealth = m_iHealth;
-
- if ( pEntity->m_iHealth == 0 )
- {
- // if no health, don't collide with player anymore, don't take damage
- pEntity->m_takedamage = DAMAGE_NO;
- pEntity->SetCollisionGroup( COLLISION_GROUP_NONE );
- }
-
- IPhysicsObject *pPhysicsObject = pEntity->VPhysicsGetObject();
-
- if( pPhysicsObject )
- {
- // randomize velocity by 5%
- float rndf = RandomFloat( -0.025, 0.025 );
- Vector rndVel = velocity + rndf*velocity;
-
- pPhysicsObject->AddVelocity( &rndVel, NULL );
- }
- else
- {
- // failed to create a physics object
- pEntity->Release();
- }
-}
-
-void C_PhysPropClientside::ImpactTrace( trace_t *pTrace, int iDamageType, const char *pCustomImpactName )
-{
- VPROF( "C_PhysPropClientside::ImpactTrace" );
- IPhysicsObject *pPhysicsObject = VPhysicsGetObject();
-
- if( !pPhysicsObject )
- return;
-
- Vector dir = pTrace->endpos - pTrace->startpos;
- int iDamage = 0;
-
- if ( iDamageType == DMG_BLAST )
- {
- iDamage = VectorLength( dir );
- dir *= 500; // adjust impact strenght
-
- // apply force at object mass center
- pPhysicsObject->ApplyForceCenter( dir );
- }
- else
- {
- Vector hitpos;
-
- VectorMA( pTrace->startpos, pTrace->fraction, dir, hitpos );
- VectorNormalize( dir );
-
- // guess avg damage
- if ( iDamageType == DMG_BULLET )
- {
- iDamage = 30;
- }
- else
- {
- iDamage = 50;
- }
-
- dir *= 4000; // adjust impact strenght
-
- // apply force where we hit it
- pPhysicsObject->ApplyForceOffset( dir, hitpos );
-
- // Build the impact data
- CEffectData data;
- data.m_vOrigin = pTrace->endpos;
- data.m_vStart = pTrace->startpos;
- data.m_nSurfaceProp = pTrace->surface.surfaceProps;
- data.m_nDamageType = iDamageType;
- data.m_nHitBox = pTrace->hitbox;
- data.m_hEntity = GetRefEHandle();
-
- // Send it on its way
- if ( !pCustomImpactName )
- {
- DispatchEffect( "Impact", data );
- }
- else
- {
- DispatchEffect( pCustomImpactName, data );
- }
- }
-
- // Clone( dir ); // debug code
-
- OnTakeDamage( iDamage );
-}
-
-const char *C_PhysPropClientside::ParseEntity( const char *pEntData )
-{
- CEntityMapData entData( (char*)pEntData );
- char className[MAPKEY_MAXLENGTH];
-
- MDLCACHE_CRITICAL_SECTION();
-
- if (!entData.ExtractValue("classname", className))
- {
- Error( "classname missing from entity!\n" );
- }
-
- if ( !Q_strcmp( className, "prop_physics_multiplayer" ) )
- {
- // always force clientside entitis placed in maps
- C_PhysPropClientside *pEntity = C_PhysPropClientside::CreateNew( true );
-
- if ( pEntity )
- { // Set up keyvalues.
- pEntity->ParseMapData(&entData);
-
- if ( !pEntity->Initialize() )
- pEntity->Release();
-
- return entData.CurrentBufferPosition();
- }
- }
-
- if ( !Q_strcmp( className, "func_proprrespawnzone" ) )
- {
- C_FuncPhysicsRespawnZone *pEntity = new C_FuncPhysicsRespawnZone();
-
- if ( pEntity )
- {
- // Set up keyvalues.
- pEntity->ParseMapData(&entData);
-
- if ( !pEntity->Initialize() )
- pEntity->Release();
-
- return entData.CurrentBufferPosition();
- }
- }
-
- // Just skip past all the keys.
- char keyName[MAPKEY_MAXLENGTH];
- char value[MAPKEY_MAXLENGTH];
- if ( entData.GetFirstKey(keyName, value) )
- {
- do
- {
- }
- while ( entData.GetNextKey(keyName, value) );
- }
-
- //
- // Return the current parser position in the data block
- //
- return entData.CurrentBufferPosition();
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Only called on BSP load. Parses and spawns all the entities in the BSP.
-// Input : pMapData - Pointer to the entity data block to parse.
-//-----------------------------------------------------------------------------
-void C_PhysPropClientside::ParseAllEntities(const char *pMapData)
-{
- int nEntities = 0;
-
- char szTokenBuffer[MAPKEY_MAXLENGTH];
-
- //
- // Loop through all entities in the map data, creating each.
- //
- for ( ; true; pMapData = MapEntity_SkipToNextEntity(pMapData, szTokenBuffer) )
- {
- //
- // Parse the opening brace.
- //
- char token[MAPKEY_MAXLENGTH];
- pMapData = MapEntity_ParseToken( pMapData, token );
-
- //
- // Check to see if we've finished or not.
- //
- if (!pMapData)
- break;
-
- if (token[0] != '{')
- {
- Error( "MapEntity_ParseAllEntities: found %s when expecting {", token);
- continue;
- }
-
- //
- // Parse the entity and add it to the spawn list.
- //
-
- pMapData = ParseEntity( pMapData );
-
- nEntities++;
- }
-}
-
-CBaseEntity *BreakModelCreateSingle( CBaseEntity *pOwner, breakmodel_t *pModel, const Vector &position,
- const QAngle &angles, const Vector &velocity, const AngularImpulse &angVelocity, int nSkin, const breakablepropparams_t ¶ms )
-{
- C_PhysPropClientside *pEntity = C_PhysPropClientside::CreateNew();
-
- if ( !pEntity )
- return NULL;
-
- // UNDONE: Allow .qc to override spawnflags for child pieces
- C_PhysPropClientside *pBreakableOwner = dynamic_cast<C_PhysPropClientside *>(pOwner);
-
- // Inherit the base object's damage modifiers
- if ( pBreakableOwner )
- {
- pEntity->SetEffects( pBreakableOwner->GetEffects() );
-
- pEntity->m_spawnflags = pBreakableOwner->m_spawnflags;
-
- // We never want to be motion disabled
- pEntity->m_spawnflags &= ~SF_PHYSPROP_MOTIONDISABLED;
-
- pEntity->SetDmgModBullet( pBreakableOwner->GetDmgModBullet() );
- pEntity->SetDmgModClub( pBreakableOwner->GetDmgModClub() );
- pEntity->SetDmgModExplosive( pBreakableOwner->GetDmgModExplosive() );
-
- // FIXME: If this was created from a client-side entity which was in the
- // middle of ramping the fade scale, we're screwed.
- pEntity->CopyFadeFrom( pBreakableOwner );
- }
-
- pEntity->SetModelName( AllocPooledString( pModel->modelName ) );
- pEntity->SetLocalOrigin( position );
- pEntity->SetLocalAngles( angles );
- pEntity->SetOwnerEntity( pOwner );
- pEntity->SetPhysicsMode( PHYSICS_MULTIPLAYER_CLIENTSIDE );
-
- if ( !pEntity->Initialize() )
- {
- pEntity->Release();
- return NULL;
- }
-
- pEntity->m_nSkin = nSkin;
- pEntity->m_iHealth = pModel->health;
-
-#ifdef TF_CLIENT_DLL
- pEntity->SetCollisionGroup( COLLISION_GROUP_DEBRIS );
-#endif
-
-#ifdef DOD_DLL
- pEntity->SetCollisionGroup( COLLISION_GROUP_DEBRIS );
-#endif
-
- if ( pModel->health == 0 )
- {
- // if no health, don't collide with player anymore, don't take damage
- pEntity->m_takedamage = DAMAGE_NO;
-
- if ( pEntity->GetCollisionGroup() == COLLISION_GROUP_PUSHAWAY )
- {
- pEntity->SetCollisionGroup( COLLISION_GROUP_NONE );
- }
- }
-
- if ( pModel->fadeTime > 0 )
- {
- pEntity->StartFadeOut( pModel->fadeTime );
- }
-
- if ( pModel->fadeMinDist > 0 && pModel->fadeMaxDist >= pModel->fadeMinDist )
- {
- pEntity->SetFadeMinMax( pModel->fadeMinDist, pModel->fadeMaxDist );
- }
-
- if ( pModel->isRagdoll )
- {
- DevMsg( "BreakModelCreateSingle: clientside doesn't support ragdoll breakmodels.\n" );
- }
-
-
- IPhysicsObject *pPhysicsObject = pEntity->VPhysicsGetObject();
-
- if( pPhysicsObject )
- {
- // randomize velocity by 5%
- float rndf = RandomFloat( -0.025, 0.025 );
- Vector rndVel = velocity + rndf*velocity;
-
- pPhysicsObject->AddVelocity( &rndVel, &angVelocity );
- }
- else
- {
- // failed to create a physics object
- pEntity->Release();
- return NULL;
- }
-
- return pEntity;
-}
-
-
-
-//======================================================================================================================
-// PROP RESPAWN ZONES
-//======================================================================================================================
-C_FuncPhysicsRespawnZone::C_FuncPhysicsRespawnZone( void )
-{
- s_RespawnZoneList.AddToTail( this );
-}
-
-C_FuncPhysicsRespawnZone::~C_FuncPhysicsRespawnZone( void )
-{
- s_RespawnZoneList.FindAndRemove( this );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-bool C_FuncPhysicsRespawnZone::KeyValue( const char *szKeyName, const char *szValue )
-{
- if (FStrEq(szKeyName, "model"))
- {
- SetModelName( AllocPooledString( szValue ) );
- }
- else
- {
- if ( !BaseClass::KeyValue( szKeyName, szValue ) )
- {
- // key hasn't been handled
- return false;
- }
- }
-
- return true;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-bool C_FuncPhysicsRespawnZone::Initialize( void )
-{
- if ( InitializeAsClientEntity( STRING(GetModelName()), RENDER_GROUP_OPAQUE_ENTITY ) == false )
- return false;
-
- SetSolid( SOLID_BSP );
- AddSolidFlags( FSOLID_NOT_SOLID );
- AddSolidFlags( FSOLID_TRIGGER );
- SetMoveType( MOVETYPE_NONE );
-
- const model_t *mod = GetModel();
- if ( mod )
- {
- Vector mins, maxs;
- modelinfo->GetModelBounds( mod, mins, maxs );
- SetCollisionBounds( mins, maxs );
- }
-
- Spawn();
-
- AddEffects( EF_NODRAW );
-
- UpdatePartitionListEntry();
-
- CollisionProp()->UpdatePartition();
-
- UpdateVisibility();
-
- SetNextClientThink( gpGlobals->curtime + (cl_phys_props_respawnrate.GetFloat() * RandomFloat(1.0,1.1)) );
-
- return true;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Iterate over all prop respawn zones and find the props inside them
-//-----------------------------------------------------------------------------
-void C_PhysPropClientside::InitializePropRespawnZones(void)
-{
- for ( int i = 0; i < s_RespawnZoneList.Count(); i++ )
- {
- C_FuncPhysicsRespawnZone *pZone = s_RespawnZoneList[i];
- pZone->InitializePropsWithin();
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void C_FuncPhysicsRespawnZone::InitializePropsWithin( void )
-{
- // Find the props inside this zone
- for ( int i = 0; i < s_PhysPropList.Count(); i++ )
- {
- C_PhysPropClientside *pProp = s_PhysPropList[i];
- if ( CollisionProp()->IsPointInBounds( pProp->WorldSpaceCenter() ) )
- {
- pProp->SetRespawnZone( this );
-
- // This is a crappy way to do this
- int index = m_PropList.AddToTail();
- m_PropList[index].iszModelName = pProp->GetModelName();
- m_PropList[index].vecOrigin = pProp->GetAbsOrigin();
- m_PropList[index].vecAngles = pProp->GetAbsAngles();
- m_PropList[index].iSkin = pProp->m_nSkin;
- m_PropList[index].iHealth = pProp->m_iHealth;
- m_PropList[index].iSpawnFlags = pProp->m_spawnflags;
- m_PropList[index].hClientEntity = pProp->GetClientHandle();
- }
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void C_FuncPhysicsRespawnZone::PropDestroyed( C_PhysPropClientside *pProp )
-{
- for ( int i = 0; i < m_PropList.Count(); i++ )
- {
- if ( pProp->GetClientHandle() == m_PropList[i].hClientEntity )
- {
- m_PropList[i].hClientEntity = INVALID_CLIENTENTITY_HANDLE;
- return;
- }
- }
-
- // We've got a clientside prop that thinks it belongs to a zone that doesn't recognise it. Shouldn't happen.
- Assert(0);
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-bool C_FuncPhysicsRespawnZone::CanMovePropAt( Vector vecOrigin, const Vector &vecMins, const Vector &vecMaxs )
-{
- float flDist = cl_phys_props_respawndist.GetFloat();
-
- // Do a distance check first. We don't want to move props when the player is near 'em.
- if ( (MainViewOrigin() - vecOrigin).LengthSqr() < (flDist*flDist) )
- return false;
-
- // Now make sure it's not in view
- if( engine->IsBoxInViewCluster( vecMins + vecOrigin, vecMaxs + vecOrigin) )
- return false;
-
- if( !engine->CullBox( vecMins + vecOrigin, vecMaxs + vecOrigin ) )
- return false;
-
- return true;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void C_FuncPhysicsRespawnZone::RespawnProps( void )
-{
- for ( int i = 0; i < m_PropList.Count(); i++ )
- {
- if ( m_PropList[i].hClientEntity == INVALID_CLIENTENTITY_HANDLE )
- {
- if ( !CanMovePropAt( m_PropList[i].vecOrigin, -Vector(32,32,32), Vector(32,32,32) ) )
- continue;
-
- // This is a crappy way to do this
- C_PhysPropClientside *pEntity = C_PhysPropClientside::CreateNew();
- if ( pEntity )
- {
- pEntity->m_spawnflags = m_PropList[i].iSpawnFlags;
- pEntity->SetModelName( m_PropList[i].iszModelName );
- pEntity->SetAbsOrigin( m_PropList[i].vecOrigin );
- pEntity->SetAbsAngles( m_PropList[i].vecAngles );
- pEntity->SetPhysicsMode( PHYSICS_MULTIPLAYER_CLIENTSIDE );
- pEntity->m_nSkin = m_PropList[i].iSkin;
- pEntity->m_iHealth = m_PropList[i].iHealth;
- if ( pEntity->m_iHealth == 0 )
- {
- pEntity->m_takedamage = DAMAGE_NO;
- }
-
- if ( !pEntity->Initialize() )
- {
- pEntity->Release();
- }
- else
- {
- pEntity->SetRespawnZone( this );
- m_PropList[i].hClientEntity = pEntity->GetClientHandle();
- }
- }
- }
- else
- {
- // If the prop has moved, bring it back
- C_BaseEntity *pEntity = ClientEntityList().GetBaseEntityFromHandle( m_PropList[i].hClientEntity );
- if ( pEntity )
- {
- if ( !CollisionProp()->IsPointInBounds( pEntity->WorldSpaceCenter() ) )
- {
- Vector vecMins, vecMaxs;
- pEntity->CollisionProp()->WorldSpaceSurroundingBounds( &vecMins, &vecMaxs );
- if ( !CanMovePropAt( m_PropList[i].vecOrigin, vecMins, vecMaxs ) ||
- !CanMovePropAt( pEntity->GetAbsOrigin(), vecMins, vecMaxs ) )
- continue;
-
- pEntity->SetAbsOrigin( m_PropList[i].vecOrigin );
- pEntity->SetAbsAngles( m_PropList[i].vecAngles );
-
- IPhysicsObject *pPhys = pEntity->VPhysicsGetObject();
- if ( pPhys )
- {
- pPhys->SetPosition( pEntity->GetAbsOrigin(), pEntity->GetAbsAngles(), true );
- }
- }
- }
- }
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void C_FuncPhysicsRespawnZone::ClientThink( void )
-{
- RespawnProps();
-
- SetNextClientThink( gpGlobals->curtime + (cl_phys_props_respawnrate.GetFloat() * RandomFloat(1.0,1.1)) );
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//===========================================================================// + +#include "cbase.h" +#include "physpropclientside.h" +#include "vcollide_parse.h" +#include "mapentities_shared.h" +#include "gamestringpool.h" +#include "props_shared.h" +#include "c_te_effect_dispatch.h" +#include "datacache/imdlcache.h" +#include "view.h" +#include "tier0/vprof.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +#define FADEOUT_TIME 1.0f + +ConVar cl_phys_props_max( "cl_phys_props_max", "300", 0, "Maximum clientside physic props" ); +ConVar r_propsmaxdist( "r_propsmaxdist", "1200", 0, "Maximum visible distance" ); + +ConVar cl_phys_props_enable( "cl_phys_props_enable", "1", 0, "Disable clientside physics props (must be set before loading a level)." ); +ConVar cl_phys_props_respawndist( "cl_phys_props_respawndist", "1500", 0, "Minimum distance from the player that a clientside prop must be before it's allowed to respawn." ); +ConVar cl_phys_props_respawnrate( "cl_phys_props_respawnrate", "60", 0, "Time, in seconds, between clientside prop respawns." ); + +////////////////////////////////////////////////////////////////////// +// Construction/Destruction +////////////////////////////////////////////////////////////////////// + +static int PropBreakablePrecacheAll( int modelIndex ) +{ + CUtlVector<breakmodel_t> list; + + BreakModelList( list, modelIndex, COLLISION_GROUP_NONE, 0 ); + return list.Count(); +} + +static CUtlVector<C_PhysPropClientside*> s_PhysPropList; +static CUtlVector<C_FuncPhysicsRespawnZone*> s_RespawnZoneList; + +C_PhysPropClientside *C_PhysPropClientside::CreateNew( bool bForce ) +{ + if ( (s_PhysPropList.Count() >= cl_phys_props_max.GetInt()) && !bForce ) + { + DevMsg("Warning! Client physic props overflow *max %i).\n", cl_phys_props_max.GetInt() ); + return NULL; + } + + return new C_PhysPropClientside(); +} + +C_PhysPropClientside::C_PhysPropClientside() +{ + m_fDeathTime = -1; + m_impactEnergyScale = 1.0f; + m_iHealth = 0; + m_iPhysicsMode = PHYSICS_MULTIPLAYER_AUTODETECT; + m_flTouchDelta = 0; + m_pRespawnZone = NULL; + + s_PhysPropList.AddToTail( this ); +} + +C_PhysPropClientside::~C_PhysPropClientside() +{ + if ( m_pRespawnZone ) + { + m_pRespawnZone->PropDestroyed( this ); + } + + PhysCleanupFrictionSounds( this ); + VPhysicsDestroyObject(); + s_PhysPropList.FindAndRemove( this ); +} + +void C_PhysPropClientside::SetPhysicsMode(int iMode) +{ + if ( m_iPhysicsMode == PHYSICS_MULTIPLAYER_AUTODETECT ) + m_iPhysicsMode = iMode; +} + +//----------------------------------------------------------------------------- +// Should we collide? +//----------------------------------------------------------------------------- + +bool C_PhysPropClientside::KeyValue( const char *szKeyName, const char *szValue ) +{ + if (FStrEq(szKeyName, "physdamagescale")) + { + m_impactEnergyScale = atof(szValue); + } + else if ( FStrEq(szKeyName, "health") ) + { + m_iHealth = Q_atoi(szValue); + } + else if (FStrEq(szKeyName, "spawnflags")) + { + m_spawnflags = Q_atoi(szValue); + } + else if (FStrEq(szKeyName, "model")) + { + SetModelName( AllocPooledString( szValue ) ); + } + else if (FStrEq(szKeyName, "fademaxdist")) + { + m_fadeMaxDist = Q_atof(szValue); + } + else if (FStrEq(szKeyName, "fademindist")) + { + m_fadeMinDist = Q_atof(szValue); + } + else if (FStrEq(szKeyName, "fadescale")) + { + m_flFadeScale = Q_atof(szValue); + } + else if (FStrEq(szKeyName, "inertiaScale")) + { + m_inertiaScale = Q_atof(szValue); + } + else if (FStrEq(szKeyName, "skin")) + { + m_nSkin = Q_atoi(szValue); + } + else if (FStrEq(szKeyName, "physicsmode")) + { + m_iPhysicsMode = Q_atoi(szValue); + } + + else + { + if ( !BaseClass::KeyValue( szKeyName, szValue ) ) + { + // key hasn't been handled + return false; + } + } + + return true; +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : *pOther - +//----------------------------------------------------------------------------- +void C_PhysPropClientside::StartTouch( C_BaseEntity *pOther ) +{ + // Limit the amount of times we can bounce + if ( m_flTouchDelta < gpGlobals->curtime ) + { + HitSurface( pOther ); + m_flTouchDelta = gpGlobals->curtime + 0.1f; + } + + BaseClass::StartTouch( pOther ); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : *pOther - +//----------------------------------------------------------------------------- +void C_PhysPropClientside::HitSurface( C_BaseEntity *pOther ) +{ + if ( HasInteraction( PROPINTER_WORLD_BLOODSPLAT ) ) + { + trace_t tr; + tr = BaseClass::GetTouchTrace(); + if ( tr.m_pEnt ) + { + UTIL_BloodDecalTrace( &tr, BLOOD_COLOR_RED ); + } + } +} + +void C_PhysPropClientside::RecreateAll() +{ + DestroyAll(); + if ( cl_phys_props_enable.GetInt() ) + { + ParseAllEntities( engine->GetMapEntitiesString() ); + InitializePropRespawnZones(); + } +} + +void C_PhysPropClientside::DestroyAll() +{ + while (s_PhysPropList.Count() > 0 ) + { + C_PhysPropClientside *p = s_PhysPropList[0]; + p->Release(); + } + while (s_RespawnZoneList.Count() > 0) + { + C_FuncPhysicsRespawnZone *p = s_RespawnZoneList[0]; + p->Release(); + } +} + +void C_PhysPropClientside::SetRespawnZone( C_FuncPhysicsRespawnZone *pZone ) +{ + m_pRespawnZone = pZone; +} + +//----------------------------------------------------------------------------- +// Purpose: Parse this prop's data from the model, if it has a keyvalues section. +// Returns true only if this prop is using a model that has a prop_data section that's invalid. +//----------------------------------------------------------------------------- +int C_PhysPropClientside::ParsePropData( void ) +{ + KeyValues *modelKeyValues = new KeyValues(""); + if ( !modelKeyValues->LoadFromBuffer( modelinfo->GetModelName( GetModel() ), modelinfo->GetModelKeyValueText( GetModel() ) ) ) + { + modelKeyValues->deleteThis(); + return PARSE_FAILED_NO_DATA; + } + + // Do we have a props section? + KeyValues *pkvPropData = modelKeyValues->FindKey("prop_data"); + if ( !pkvPropData ) + { + modelKeyValues->deleteThis(); + return PARSE_FAILED_NO_DATA; + } + + int iResult = g_PropDataSystem.ParsePropFromKV( this, pkvPropData, modelKeyValues ); + modelKeyValues->deleteThis(); + return iResult; +} + +bool C_PhysPropClientside::Initialize() +{ + if ( InitializeAsClientEntity( STRING(GetModelName()), RENDER_GROUP_OPAQUE_ENTITY ) == false ) + { + return false; + } + + const model_t *mod = GetModel(); + if ( mod ) + { + Vector mins, maxs; + modelinfo->GetModelBounds( mod, mins, maxs ); + SetCollisionBounds( mins, maxs ); + } + + solid_t tmpSolid; + + // Create the object in the physics system + + if ( !PhysModelParseSolid( tmpSolid, this, GetModelIndex() ) ) + { + DevMsg("C_PhysPropClientside::Initialize: PhysModelParseSolid failed for entity %i.\n", GetModelIndex() ); + return false; + } + else + { + m_pPhysicsObject = VPhysicsInitNormal( SOLID_VPHYSICS, 0, m_spawnflags & SF_PHYSPROP_START_ASLEEP, &tmpSolid ); + + if ( !m_pPhysicsObject ) + { + // failed to create a physics object + DevMsg(" C_PhysPropClientside::Initialize: VPhysicsInitNormal() failed for %s.\n", STRING(GetModelName()) ); + return false; + } + } + + // We want touch calls when we hit the world + unsigned int flags = VPhysicsGetObject()->GetCallbackFlags(); + VPhysicsGetObject()->SetCallbackFlags( flags | CALLBACK_GLOBAL_TOUCH_STATIC ); + + if ( m_spawnflags & SF_PHYSPROP_MOTIONDISABLED ) + { + m_pPhysicsObject->EnableMotion( false ); + } + + Spawn(); // loads breakable & prop data + + if ( m_iPhysicsMode == PHYSICS_MULTIPLAYER_AUTODETECT ) + { + m_iPhysicsMode = GetAutoMultiplayerPhysicsMode( + CollisionProp()->OBBSize(), m_pPhysicsObject->GetMass() ); + } + + if ( m_spawnflags & SF_PHYSPROP_FORCE_SERVER_SIDE ) + { + // forced to be server-side by map maker + return false; + } + + + + if ( m_iPhysicsMode != PHYSICS_MULTIPLAYER_CLIENTSIDE ) + { + // spawn only clientside entities + return false; + } + else + { + if ( engine->IsInEditMode() ) + { + // don't spawn in map edit mode + return false; + } + } + + if ( m_fadeMinDist < 0 ) + { + // start fading out at 75% of r_propsmaxdist + m_fadeMaxDist = r_propsmaxdist.GetFloat(); + m_fadeMinDist = r_propsmaxdist.GetFloat() * 0.75f; + } + + // player can push it away + SetCollisionGroup( COLLISION_GROUP_PUSHAWAY ); + + UpdatePartitionListEntry(); + + CollisionProp()->UpdatePartition(); + + SetBlocksLOS( false ); // this should be a small object + + // Set up shadows; do it here so that objects can change shadowcasting state + CreateShadow(); + + UpdateVisibility(); + + SetNextClientThink( CLIENT_THINK_NEVER ); + + return true; +} + +void C_PhysPropClientside::Spawn() +{ + // Initialize damage modifiers. Must be done before baseclass spawn. + m_flDmgModBullet = 1.0; + m_flDmgModClub = 1.0; + m_flDmgModExplosive = 1.0; + + BaseClass::Spawn(); + + // we don't really precache models here, just checking how many we have: + m_iNumBreakableChunks = PropBreakablePrecacheAll( GetModelIndex() ); + + ParsePropData(); + + // If we have no custom breakable chunks, see if we're breaking into generic ones + if ( !m_iNumBreakableChunks ) + { + if ( GetBreakableModel() != NULL_STRING && GetBreakableCount() ) + { + m_iNumBreakableChunks = GetBreakableCount(); + } + } + + // Setup takedamage based upon the health we parsed earlier + if ( m_iHealth == 0 ) + { + m_takedamage = DAMAGE_NO; + } + else + { + m_takedamage = DAMAGE_YES; + } +} + +void C_PhysPropClientside::OnTakeDamage( int iDamage ) // very simple version +{ + if ( m_takedamage == DAMAGE_NO ) + return; + + m_iHealth -= iDamage; + + if (m_iHealth <= 0) + { + Break(); + } +} + +float C_PhysPropClientside::GetMass() +{ + if ( VPhysicsGetObject() ) + { + return VPhysicsGetObject()->GetMass(); + } + + return 0.0f; +} + +bool C_PhysPropClientside::IsAsleep() +{ + if ( VPhysicsGetObject() ) + { + return VPhysicsGetObject()->IsAsleep(); + } + + return true; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void C_PhysPropClientside::ClientThink( void ) +{ + if ( m_fDeathTime < 0 ) + { + SetNextClientThink( CLIENT_THINK_NEVER ); + return; + } + + if ( m_fDeathTime <= gpGlobals->curtime ) + { + Release(); // Die + return; + } + + // fade out + + float alpha = (m_fDeathTime - gpGlobals->curtime)/FADEOUT_TIME; + + SetRenderMode( kRenderTransTexture ); + + SetRenderColorA( alpha * 256 ); + + SetNextClientThink( CLIENT_THINK_ALWAYS ); +} + +void C_PhysPropClientside::StartFadeOut( float fDelay ) +{ + m_fDeathTime = gpGlobals->curtime + fDelay + FADEOUT_TIME; + + SetNextClientThink( gpGlobals->curtime + fDelay ); +} + + +void C_PhysPropClientside::Break() +{ + m_takedamage = DAMAGE_NO; + + IPhysicsObject *pPhysics = VPhysicsGetObject(); + + Vector velocity; + AngularImpulse angVelocity; + Vector origin; + QAngle angles; + AddSolidFlags( FSOLID_NOT_SOLID ); + + if ( pPhysics ) + { + pPhysics->GetVelocity( &velocity, &angVelocity ); + pPhysics->GetPosition( &origin, &angles ); + pPhysics->RecheckCollisionFilter(); + } + else + { + velocity = GetAbsVelocity(); + QAngleToAngularImpulse( GetLocalAngularVelocity(), angVelocity ); + origin = GetAbsOrigin(); + angles = GetAbsAngles(); + } + + breakablepropparams_t params( origin, angles, velocity, angVelocity ); + params.impactEnergyScale = m_impactEnergyScale; + params.defCollisionGroup = GetCollisionGroup(); + if ( params.defCollisionGroup == COLLISION_GROUP_NONE ) + { + // don't automatically make anything COLLISION_GROUP_NONE or it will + // collide with debris being ejected by breaking + params.defCollisionGroup = COLLISION_GROUP_INTERACTIVE; + } + + // no damage/damage force? set a burst of 100 for some movement + params.defBurstScale = 100; + + // spwan break chunks + PropBreakableCreateAll( GetModelIndex(), pPhysics, params, this, -1, false ); + + Release(); // destroy object +} + +void C_PhysPropClientside::Clone( Vector &velocity ) +{ + C_PhysPropClientside *pEntity = C_PhysPropClientside::CreateNew(); + + if ( !pEntity ) + return; + + pEntity->m_spawnflags = m_spawnflags; + + // We never want to be motion disabled + pEntity->m_spawnflags &= ~SF_PHYSPROP_MOTIONDISABLED; + + pEntity->SetDmgModBullet( GetDmgModBullet() ); + pEntity->SetDmgModClub( GetDmgModClub() ); + pEntity->SetDmgModExplosive( GetDmgModExplosive() ); + + pEntity->SetModelName( GetModelName() ); + pEntity->SetLocalOrigin( GetLocalOrigin() ); + pEntity->SetLocalAngles( GetLocalAngles() ); + pEntity->SetOwnerEntity( this ); + pEntity->SetPhysicsMode( PHYSICS_MULTIPLAYER_CLIENTSIDE ); + + if ( !pEntity->Initialize() ) + { + pEntity->Release(); + return; + } + + pEntity->m_nSkin = m_nSkin; + pEntity->m_iHealth = m_iHealth; + + if ( pEntity->m_iHealth == 0 ) + { + // if no health, don't collide with player anymore, don't take damage + pEntity->m_takedamage = DAMAGE_NO; + pEntity->SetCollisionGroup( COLLISION_GROUP_NONE ); + } + + IPhysicsObject *pPhysicsObject = pEntity->VPhysicsGetObject(); + + if( pPhysicsObject ) + { + // randomize velocity by 5% + float rndf = RandomFloat( -0.025, 0.025 ); + Vector rndVel = velocity + rndf*velocity; + + pPhysicsObject->AddVelocity( &rndVel, NULL ); + } + else + { + // failed to create a physics object + pEntity->Release(); + } +} + +void C_PhysPropClientside::ImpactTrace( trace_t *pTrace, int iDamageType, const char *pCustomImpactName ) +{ + VPROF( "C_PhysPropClientside::ImpactTrace" ); + IPhysicsObject *pPhysicsObject = VPhysicsGetObject(); + + if( !pPhysicsObject ) + return; + + Vector dir = pTrace->endpos - pTrace->startpos; + int iDamage = 0; + + if ( iDamageType == DMG_BLAST ) + { + iDamage = VectorLength( dir ); + dir *= 500; // adjust impact strenght + + // apply force at object mass center + pPhysicsObject->ApplyForceCenter( dir ); + } + else + { + Vector hitpos; + + VectorMA( pTrace->startpos, pTrace->fraction, dir, hitpos ); + VectorNormalize( dir ); + + // guess avg damage + if ( iDamageType == DMG_BULLET ) + { + iDamage = 30; + } + else + { + iDamage = 50; + } + + dir *= 4000; // adjust impact strenght + + // apply force where we hit it + pPhysicsObject->ApplyForceOffset( dir, hitpos ); + + // Build the impact data + CEffectData data; + data.m_vOrigin = pTrace->endpos; + data.m_vStart = pTrace->startpos; + data.m_nSurfaceProp = pTrace->surface.surfaceProps; + data.m_nDamageType = iDamageType; + data.m_nHitBox = pTrace->hitbox; + data.m_hEntity = GetRefEHandle(); + + // Send it on its way + if ( !pCustomImpactName ) + { + DispatchEffect( "Impact", data ); + } + else + { + DispatchEffect( pCustomImpactName, data ); + } + } + + // Clone( dir ); // debug code + + OnTakeDamage( iDamage ); +} + +const char *C_PhysPropClientside::ParseEntity( const char *pEntData ) +{ + CEntityMapData entData( (char*)pEntData ); + char className[MAPKEY_MAXLENGTH]; + + MDLCACHE_CRITICAL_SECTION(); + + if (!entData.ExtractValue("classname", className)) + { + Error( "classname missing from entity!\n" ); + } + + if ( !Q_strcmp( className, "prop_physics_multiplayer" ) ) + { + // always force clientside entitis placed in maps + C_PhysPropClientside *pEntity = C_PhysPropClientside::CreateNew( true ); + + if ( pEntity ) + { // Set up keyvalues. + pEntity->ParseMapData(&entData); + + if ( !pEntity->Initialize() ) + pEntity->Release(); + + return entData.CurrentBufferPosition(); + } + } + + if ( !Q_strcmp( className, "func_proprrespawnzone" ) ) + { + C_FuncPhysicsRespawnZone *pEntity = new C_FuncPhysicsRespawnZone(); + + if ( pEntity ) + { + // Set up keyvalues. + pEntity->ParseMapData(&entData); + + if ( !pEntity->Initialize() ) + pEntity->Release(); + + return entData.CurrentBufferPosition(); + } + } + + // Just skip past all the keys. + char keyName[MAPKEY_MAXLENGTH]; + char value[MAPKEY_MAXLENGTH]; + if ( entData.GetFirstKey(keyName, value) ) + { + do + { + } + while ( entData.GetNextKey(keyName, value) ); + } + + // + // Return the current parser position in the data block + // + return entData.CurrentBufferPosition(); +} + +//----------------------------------------------------------------------------- +// Purpose: Only called on BSP load. Parses and spawns all the entities in the BSP. +// Input : pMapData - Pointer to the entity data block to parse. +//----------------------------------------------------------------------------- +void C_PhysPropClientside::ParseAllEntities(const char *pMapData) +{ + int nEntities = 0; + + char szTokenBuffer[MAPKEY_MAXLENGTH]; + + // + // Loop through all entities in the map data, creating each. + // + for ( ; true; pMapData = MapEntity_SkipToNextEntity(pMapData, szTokenBuffer) ) + { + // + // Parse the opening brace. + // + char token[MAPKEY_MAXLENGTH]; + pMapData = MapEntity_ParseToken( pMapData, token ); + + // + // Check to see if we've finished or not. + // + if (!pMapData) + break; + + if (token[0] != '{') + { + Error( "MapEntity_ParseAllEntities: found %s when expecting {", token); + continue; + } + + // + // Parse the entity and add it to the spawn list. + // + + pMapData = ParseEntity( pMapData ); + + nEntities++; + } +} + +CBaseEntity *BreakModelCreateSingle( CBaseEntity *pOwner, breakmodel_t *pModel, const Vector &position, + const QAngle &angles, const Vector &velocity, const AngularImpulse &angVelocity, int nSkin, const breakablepropparams_t ¶ms ) +{ + C_PhysPropClientside *pEntity = C_PhysPropClientside::CreateNew(); + + if ( !pEntity ) + return NULL; + + // UNDONE: Allow .qc to override spawnflags for child pieces + C_PhysPropClientside *pBreakableOwner = dynamic_cast<C_PhysPropClientside *>(pOwner); + + // Inherit the base object's damage modifiers + if ( pBreakableOwner ) + { + pEntity->SetEffects( pBreakableOwner->GetEffects() ); + + pEntity->m_spawnflags = pBreakableOwner->m_spawnflags; + + // We never want to be motion disabled + pEntity->m_spawnflags &= ~SF_PHYSPROP_MOTIONDISABLED; + + pEntity->SetDmgModBullet( pBreakableOwner->GetDmgModBullet() ); + pEntity->SetDmgModClub( pBreakableOwner->GetDmgModClub() ); + pEntity->SetDmgModExplosive( pBreakableOwner->GetDmgModExplosive() ); + + // FIXME: If this was created from a client-side entity which was in the + // middle of ramping the fade scale, we're screwed. + pEntity->CopyFadeFrom( pBreakableOwner ); + } + + pEntity->SetModelName( AllocPooledString( pModel->modelName ) ); + pEntity->SetLocalOrigin( position ); + pEntity->SetLocalAngles( angles ); + pEntity->SetOwnerEntity( pOwner ); + pEntity->SetPhysicsMode( PHYSICS_MULTIPLAYER_CLIENTSIDE ); + + if ( !pEntity->Initialize() ) + { + pEntity->Release(); + return NULL; + } + + pEntity->m_nSkin = nSkin; + pEntity->m_iHealth = pModel->health; + +#ifdef TF_CLIENT_DLL + pEntity->SetCollisionGroup( COLLISION_GROUP_DEBRIS ); +#endif + +#ifdef DOD_DLL + pEntity->SetCollisionGroup( COLLISION_GROUP_DEBRIS ); +#endif + + if ( pModel->health == 0 ) + { + // if no health, don't collide with player anymore, don't take damage + pEntity->m_takedamage = DAMAGE_NO; + + if ( pEntity->GetCollisionGroup() == COLLISION_GROUP_PUSHAWAY ) + { + pEntity->SetCollisionGroup( COLLISION_GROUP_NONE ); + } + } + + if ( pModel->fadeTime > 0 ) + { + pEntity->StartFadeOut( pModel->fadeTime ); + } + + if ( pModel->fadeMinDist > 0 && pModel->fadeMaxDist >= pModel->fadeMinDist ) + { + pEntity->SetFadeMinMax( pModel->fadeMinDist, pModel->fadeMaxDist ); + } + + if ( pModel->isRagdoll ) + { + DevMsg( "BreakModelCreateSingle: clientside doesn't support ragdoll breakmodels.\n" ); + } + + + IPhysicsObject *pPhysicsObject = pEntity->VPhysicsGetObject(); + + if( pPhysicsObject ) + { + // randomize velocity by 5% + float rndf = RandomFloat( -0.025, 0.025 ); + Vector rndVel = velocity + rndf*velocity; + + pPhysicsObject->AddVelocity( &rndVel, &angVelocity ); + } + else + { + // failed to create a physics object + pEntity->Release(); + return NULL; + } + + return pEntity; +} + + + +//====================================================================================================================== +// PROP RESPAWN ZONES +//====================================================================================================================== +C_FuncPhysicsRespawnZone::C_FuncPhysicsRespawnZone( void ) +{ + s_RespawnZoneList.AddToTail( this ); +} + +C_FuncPhysicsRespawnZone::~C_FuncPhysicsRespawnZone( void ) +{ + s_RespawnZoneList.FindAndRemove( this ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +bool C_FuncPhysicsRespawnZone::KeyValue( const char *szKeyName, const char *szValue ) +{ + if (FStrEq(szKeyName, "model")) + { + SetModelName( AllocPooledString( szValue ) ); + } + else + { + if ( !BaseClass::KeyValue( szKeyName, szValue ) ) + { + // key hasn't been handled + return false; + } + } + + return true; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +bool C_FuncPhysicsRespawnZone::Initialize( void ) +{ + if ( InitializeAsClientEntity( STRING(GetModelName()), RENDER_GROUP_OPAQUE_ENTITY ) == false ) + return false; + + SetSolid( SOLID_BSP ); + AddSolidFlags( FSOLID_NOT_SOLID ); + AddSolidFlags( FSOLID_TRIGGER ); + SetMoveType( MOVETYPE_NONE ); + + const model_t *mod = GetModel(); + if ( mod ) + { + Vector mins, maxs; + modelinfo->GetModelBounds( mod, mins, maxs ); + SetCollisionBounds( mins, maxs ); + } + + Spawn(); + + AddEffects( EF_NODRAW ); + + UpdatePartitionListEntry(); + + CollisionProp()->UpdatePartition(); + + UpdateVisibility(); + + SetNextClientThink( gpGlobals->curtime + (cl_phys_props_respawnrate.GetFloat() * RandomFloat(1.0,1.1)) ); + + return true; +} + +//----------------------------------------------------------------------------- +// Purpose: Iterate over all prop respawn zones and find the props inside them +//----------------------------------------------------------------------------- +void C_PhysPropClientside::InitializePropRespawnZones(void) +{ + for ( int i = 0; i < s_RespawnZoneList.Count(); i++ ) + { + C_FuncPhysicsRespawnZone *pZone = s_RespawnZoneList[i]; + pZone->InitializePropsWithin(); + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void C_FuncPhysicsRespawnZone::InitializePropsWithin( void ) +{ + // Find the props inside this zone + for ( int i = 0; i < s_PhysPropList.Count(); i++ ) + { + C_PhysPropClientside *pProp = s_PhysPropList[i]; + if ( CollisionProp()->IsPointInBounds( pProp->WorldSpaceCenter() ) ) + { + pProp->SetRespawnZone( this ); + + // This is a crappy way to do this + int index = m_PropList.AddToTail(); + m_PropList[index].iszModelName = pProp->GetModelName(); + m_PropList[index].vecOrigin = pProp->GetAbsOrigin(); + m_PropList[index].vecAngles = pProp->GetAbsAngles(); + m_PropList[index].iSkin = pProp->m_nSkin; + m_PropList[index].iHealth = pProp->m_iHealth; + m_PropList[index].iSpawnFlags = pProp->m_spawnflags; + m_PropList[index].hClientEntity = pProp->GetClientHandle(); + } + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void C_FuncPhysicsRespawnZone::PropDestroyed( C_PhysPropClientside *pProp ) +{ + for ( int i = 0; i < m_PropList.Count(); i++ ) + { + if ( pProp->GetClientHandle() == m_PropList[i].hClientEntity ) + { + m_PropList[i].hClientEntity = INVALID_CLIENTENTITY_HANDLE; + return; + } + } + + // We've got a clientside prop that thinks it belongs to a zone that doesn't recognise it. Shouldn't happen. + Assert(0); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +bool C_FuncPhysicsRespawnZone::CanMovePropAt( Vector vecOrigin, const Vector &vecMins, const Vector &vecMaxs ) +{ + float flDist = cl_phys_props_respawndist.GetFloat(); + + // Do a distance check first. We don't want to move props when the player is near 'em. + if ( (MainViewOrigin() - vecOrigin).LengthSqr() < (flDist*flDist) ) + return false; + + // Now make sure it's not in view + if( engine->IsBoxInViewCluster( vecMins + vecOrigin, vecMaxs + vecOrigin) ) + return false; + + if( !engine->CullBox( vecMins + vecOrigin, vecMaxs + vecOrigin ) ) + return false; + + return true; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void C_FuncPhysicsRespawnZone::RespawnProps( void ) +{ + for ( int i = 0; i < m_PropList.Count(); i++ ) + { + if ( m_PropList[i].hClientEntity == INVALID_CLIENTENTITY_HANDLE ) + { + if ( !CanMovePropAt( m_PropList[i].vecOrigin, -Vector(32,32,32), Vector(32,32,32) ) ) + continue; + + // This is a crappy way to do this + C_PhysPropClientside *pEntity = C_PhysPropClientside::CreateNew(); + if ( pEntity ) + { + pEntity->m_spawnflags = m_PropList[i].iSpawnFlags; + pEntity->SetModelName( m_PropList[i].iszModelName ); + pEntity->SetAbsOrigin( m_PropList[i].vecOrigin ); + pEntity->SetAbsAngles( m_PropList[i].vecAngles ); + pEntity->SetPhysicsMode( PHYSICS_MULTIPLAYER_CLIENTSIDE ); + pEntity->m_nSkin = m_PropList[i].iSkin; + pEntity->m_iHealth = m_PropList[i].iHealth; + if ( pEntity->m_iHealth == 0 ) + { + pEntity->m_takedamage = DAMAGE_NO; + } + + if ( !pEntity->Initialize() ) + { + pEntity->Release(); + } + else + { + pEntity->SetRespawnZone( this ); + m_PropList[i].hClientEntity = pEntity->GetClientHandle(); + } + } + } + else + { + // If the prop has moved, bring it back + C_BaseEntity *pEntity = ClientEntityList().GetBaseEntityFromHandle( m_PropList[i].hClientEntity ); + if ( pEntity ) + { + if ( !CollisionProp()->IsPointInBounds( pEntity->WorldSpaceCenter() ) ) + { + Vector vecMins, vecMaxs; + pEntity->CollisionProp()->WorldSpaceSurroundingBounds( &vecMins, &vecMaxs ); + if ( !CanMovePropAt( m_PropList[i].vecOrigin, vecMins, vecMaxs ) || + !CanMovePropAt( pEntity->GetAbsOrigin(), vecMins, vecMaxs ) ) + continue; + + pEntity->SetAbsOrigin( m_PropList[i].vecOrigin ); + pEntity->SetAbsAngles( m_PropList[i].vecAngles ); + + IPhysicsObject *pPhys = pEntity->VPhysicsGetObject(); + if ( pPhys ) + { + pPhys->SetPosition( pEntity->GetAbsOrigin(), pEntity->GetAbsAngles(), true ); + } + } + } + } + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void C_FuncPhysicsRespawnZone::ClientThink( void ) +{ + RespawnProps(); + + SetNextClientThink( gpGlobals->curtime + (cl_phys_props_respawnrate.GetFloat() * RandomFloat(1.0,1.1)) ); }
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