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/server/hl2/weapon_physcannon.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/server/hl2/weapon_physcannon.cpp')
| -rw-r--r-- | mp/src/game/server/hl2/weapon_physcannon.cpp | 9180 |
1 files changed, 4590 insertions, 4590 deletions
diff --git a/mp/src/game/server/hl2/weapon_physcannon.cpp b/mp/src/game/server/hl2/weapon_physcannon.cpp index 7283bdeb..7e49b7f4 100644 --- a/mp/src/game/server/hl2/weapon_physcannon.cpp +++ b/mp/src/game/server/hl2/weapon_physcannon.cpp @@ -1,4590 +1,4590 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose: Physics cannon
-//
-//=============================================================================//
-
-#include "cbase.h"
-#include "player.h"
-#include "gamerules.h"
-#include "soundenvelope.h"
-#include "engine/IEngineSound.h"
-#include "physics.h"
-#include "in_buttons.h"
-#include "soundent.h"
-#include "IEffects.h"
-#include "ndebugoverlay.h"
-#include "shake.h"
-#include "hl2_player.h"
-#include "beam_shared.h"
-#include "Sprite.h"
-#include "util.h"
-#include "weapon_physcannon.h"
-#include "physics_saverestore.h"
-#include "ai_basenpc.h"
-#include "player_pickup.h"
-#include "physics_prop_ragdoll.h"
-#include "globalstate.h"
-#include "props.h"
-#include "movevars_shared.h"
-#include "basehlcombatweapon.h"
-#include "te_effect_dispatch.h"
-#include "vphysics/friction.h"
-#include "saverestore_utlvector.h"
-#include "prop_combine_ball.h"
-#include "physobj.h"
-#include "hl2_gamerules.h"
-#include "citadel_effects_shared.h"
-#include "eventqueue.h"
-#include "model_types.h"
-#include "ai_interactions.h"
-#include "rumble_shared.h"
-#include "gamestats.h"
-// NVNT haptic utils
-#include "haptics/haptic_utils.h"
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-static const char *s_pWaitForUpgradeContext = "WaitForUpgrade";
-
-ConVar g_debug_physcannon( "g_debug_physcannon", "0" );
-
-ConVar physcannon_minforce( "physcannon_minforce", "700" );
-ConVar physcannon_maxforce( "physcannon_maxforce", "1500" );
-ConVar physcannon_maxmass( "physcannon_maxmass", "250" );
-ConVar physcannon_tracelength( "physcannon_tracelength", "250" );
-ConVar physcannon_mega_tracelength( "physcannon_mega_tracelength", "850" );
-ConVar physcannon_chargetime("physcannon_chargetime", "2" );
-ConVar physcannon_pullforce( "physcannon_pullforce", "4000" );
-ConVar physcannon_mega_pullforce( "physcannon_mega_pullforce", "8000" );
-ConVar physcannon_cone( "physcannon_cone", "0.97" );
-ConVar physcannon_ball_cone( "physcannon_ball_cone", "0.997" );
-ConVar physcannon_punt_cone( "physcannon_punt_cone", "0.997" );
-ConVar player_throwforce( "player_throwforce", "1000" );
-ConVar physcannon_dmg_glass( "physcannon_dmg_glass", "15" );
-ConVar physcannon_right_turrets( "physcannon_right_turrets", "0" );
-
-extern ConVar hl2_normspeed;
-extern ConVar hl2_walkspeed;
-
-#define PHYSCANNON_BEAM_SPRITE "sprites/orangelight1.vmt"
-#define PHYSCANNON_GLOW_SPRITE "sprites/glow04_noz.vmt"
-#define PHYSCANNON_ENDCAP_SPRITE "sprites/orangeflare1.vmt"
-#define PHYSCANNON_CENTER_GLOW "sprites/orangecore1.vmt"
-#define PHYSCANNON_BLAST_SPRITE "sprites/orangecore2.vmt"
-
-#define MEGACANNON_BEAM_SPRITE "sprites/lgtning_noz.vmt"
-#define MEGACANNON_GLOW_SPRITE "sprites/blueflare1_noz.vmt"
-#define MEGACANNON_ENDCAP_SPRITE "sprites/blueflare1_noz.vmt"
-#define MEGACANNON_CENTER_GLOW "effects/fluttercore.vmt"
-#define MEGACANNON_BLAST_SPRITE "effects/fluttercore.vmt"
-
-#define MEGACANNON_RAGDOLL_BOOGIE_SPRITE "sprites/lgtning_noz.vmt"
-
-#define MEGACANNON_MODEL "models/weapons/v_superphyscannon.mdl"
-#define MEGACANNON_SKIN 1
-
-// -------------------------------------------------------------------------
-// Physcannon trace filter to handle special cases
-// -------------------------------------------------------------------------
-
-class CTraceFilterPhyscannon : public CTraceFilterSimple
-{
-public:
- DECLARE_CLASS( CTraceFilterPhyscannon, CTraceFilterSimple );
-
- CTraceFilterPhyscannon( const IHandleEntity *passentity, int collisionGroup )
- : CTraceFilterSimple( NULL, collisionGroup ), m_pTraceOwner( passentity ) { }
-
- // For this test, we only test against entities (then world brushes afterwards)
- virtual TraceType_t GetTraceType() const { return TRACE_ENTITIES_ONLY; }
-
- bool HasContentsGrate( CBaseEntity *pEntity )
- {
- // FIXME: Move this into the GetModelContents() function in base entity
-
- // Find the contents based on the model type
- int nModelType = modelinfo->GetModelType( pEntity->GetModel() );
- if ( nModelType == mod_studio )
- {
- CBaseAnimating *pAnim = dynamic_cast<CBaseAnimating *>(pEntity);
- if ( pAnim != NULL )
- {
- CStudioHdr *pStudioHdr = pAnim->GetModelPtr();
- if ( pStudioHdr != NULL && (pStudioHdr->contents() & CONTENTS_GRATE) )
- return true;
- }
- }
- else if ( nModelType == mod_brush )
- {
- // Brushes poll their contents differently
- int contents = modelinfo->GetModelContents( pEntity->GetModelIndex() );
- if ( contents & CONTENTS_GRATE )
- return true;
- }
-
- return false;
- }
-
- virtual bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask )
- {
- // Only skip ourselves (not things we own)
- if ( pHandleEntity == m_pTraceOwner )
- return false;
-
- // Get the entity referenced by this handle
- CBaseEntity *pEntity = EntityFromEntityHandle( pHandleEntity );
- if ( pEntity == NULL )
- return false;
-
- // Handle grate entities differently
- if ( HasContentsGrate( pEntity ) )
- {
- // See if it's a grabbable physics prop
- CPhysicsProp *pPhysProp = dynamic_cast<CPhysicsProp *>(pEntity);
- if ( pPhysProp != NULL )
- return pPhysProp->CanBePickedUpByPhyscannon();
-
- // See if it's a grabbable physics prop
- if ( FClassnameIs( pEntity, "prop_physics" ) )
- {
- CPhysicsProp *pPhysProp = dynamic_cast<CPhysicsProp *>(pEntity);
- if ( pPhysProp != NULL )
- return pPhysProp->CanBePickedUpByPhyscannon();
-
- // Somehow had a classname that didn't match the class!
- Assert(0);
- }
- else if ( FClassnameIs( pEntity, "func_physbox" ) )
- {
- // Must be a moveable physbox
- CPhysBox *pPhysBox = dynamic_cast<CPhysBox *>(pEntity);
- if ( pPhysBox )
- return pPhysBox->CanBePickedUpByPhyscannon();
-
- // Somehow had a classname that didn't match the class!
- Assert(0);
- }
-
- // Don't bother with any other sort of grated entity
- return false;
- }
-
- // Use the default rules
- return BaseClass::ShouldHitEntity( pHandleEntity, contentsMask );
- }
-
-protected:
- const IHandleEntity *m_pTraceOwner;
-};
-
-// We want to test against brushes alone
-class CTraceFilterOnlyBrushes : public CTraceFilterSimple
-{
-public:
- DECLARE_CLASS( CTraceFilterOnlyBrushes, CTraceFilterSimple );
- CTraceFilterOnlyBrushes( int collisionGroup ) : CTraceFilterSimple( NULL, collisionGroup ) {}
- virtual TraceType_t GetTraceType() const { return TRACE_WORLD_ONLY; }
-};
-
-//-----------------------------------------------------------------------------
-// this will hit skip the pass entity, but not anything it owns
-// (lets player grab own grenades)
-class CTraceFilterNoOwnerTest : public CTraceFilterSimple
-{
-public:
- DECLARE_CLASS( CTraceFilterNoOwnerTest, CTraceFilterSimple );
-
- CTraceFilterNoOwnerTest( const IHandleEntity *passentity, int collisionGroup )
- : CTraceFilterSimple( NULL, collisionGroup ), m_pPassNotOwner(passentity)
- {
- }
-
- virtual bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask )
- {
- if ( pHandleEntity != m_pPassNotOwner )
- return BaseClass::ShouldHitEntity( pHandleEntity, contentsMask );
-
- return false;
- }
-
-protected:
- const IHandleEntity *m_pPassNotOwner;
-};
-
-//-----------------------------------------------------------------------------
-// Purpose: Trace a line the special physcannon way!
-//-----------------------------------------------------------------------------
-void UTIL_PhyscannonTraceLine( const Vector &vecAbsStart, const Vector &vecAbsEnd, CBaseEntity *pTraceOwner, trace_t *pTrace )
-{
- // Default to HL2 vanilla
- if ( hl2_episodic.GetBool() == false )
- {
- CTraceFilterNoOwnerTest filter( pTraceOwner, COLLISION_GROUP_NONE );
- UTIL_TraceLine( vecAbsStart, vecAbsEnd, (MASK_SHOT|CONTENTS_GRATE), &filter, pTrace );
- return;
- }
-
- // First, trace against entities
- CTraceFilterPhyscannon filter( pTraceOwner, COLLISION_GROUP_NONE );
- UTIL_TraceLine( vecAbsStart, vecAbsEnd, (MASK_SHOT|CONTENTS_GRATE), &filter, pTrace );
-
- // If we've hit something, test again to make sure no brushes block us
- if ( pTrace->m_pEnt != NULL )
- {
- trace_t testTrace;
- CTraceFilterOnlyBrushes brushFilter( COLLISION_GROUP_NONE );
- UTIL_TraceLine( pTrace->startpos, pTrace->endpos, MASK_SHOT, &brushFilter, &testTrace );
-
- // If we hit a brush, replace the trace with that result
- if ( testTrace.fraction < 1.0f || testTrace.startsolid || testTrace.allsolid )
- {
- *pTrace = testTrace;
- }
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Trace a hull for the physcannon
-//-----------------------------------------------------------------------------
-void UTIL_PhyscannonTraceHull( const Vector &vecAbsStart, const Vector &vecAbsEnd, const Vector &vecAbsMins, const Vector &vecAbsMaxs, CBaseEntity *pTraceOwner, trace_t *pTrace )
-{
- // Default to HL2 vanilla
- if ( hl2_episodic.GetBool() == false )
- {
- CTraceFilterNoOwnerTest filter( pTraceOwner, COLLISION_GROUP_NONE );
- UTIL_TraceHull( vecAbsStart, vecAbsEnd, vecAbsMins, vecAbsMaxs, (MASK_SHOT|CONTENTS_GRATE), &filter, pTrace );
- return;
- }
-
- // First, trace against entities
- CTraceFilterPhyscannon filter( pTraceOwner, COLLISION_GROUP_NONE );
- UTIL_TraceHull( vecAbsStart, vecAbsEnd, vecAbsMins, vecAbsMaxs, (MASK_SHOT|CONTENTS_GRATE), &filter, pTrace );
-
- // If we've hit something, test again to make sure no brushes block us
- if ( pTrace->m_pEnt != NULL )
- {
- trace_t testTrace;
- CTraceFilterOnlyBrushes brushFilter( COLLISION_GROUP_NONE );
- UTIL_TraceHull( pTrace->startpos, pTrace->endpos, vecAbsMins, vecAbsMaxs, MASK_SHOT, &brushFilter, &testTrace );
-
- // If we hit a brush, replace the trace with that result
- if ( testTrace.fraction < 1.0f || testTrace.startsolid || testTrace.allsolid )
- {
- *pTrace = testTrace;
- }
- }
-}
-
-static void MatrixOrthogonalize( matrix3x4_t &matrix, int column )
-{
- Vector columns[3];
- int i;
-
- for ( i = 0; i < 3; i++ )
- {
- MatrixGetColumn( matrix, i, columns[i] );
- }
-
- int index0 = column;
- int index1 = (column+1)%3;
- int index2 = (column+2)%3;
-
- columns[index2] = CrossProduct( columns[index0], columns[index1] );
- columns[index1] = CrossProduct( columns[index2], columns[index0] );
- VectorNormalize( columns[index2] );
- VectorNormalize( columns[index1] );
- MatrixSetColumn( columns[index1], index1, matrix );
- MatrixSetColumn( columns[index2], index2, matrix );
-}
-
-#define SIGN(x) ( (x) < 0 ? -1 : 1 )
-
-static QAngle AlignAngles( const QAngle &angles, float cosineAlignAngle )
-{
- matrix3x4_t alignMatrix;
- AngleMatrix( angles, alignMatrix );
-
- // NOTE: Must align z first
- for ( int j = 3; --j >= 0; )
- {
- Vector vec;
- MatrixGetColumn( alignMatrix, j, vec );
- for ( int i = 0; i < 3; i++ )
- {
- if ( fabs(vec[i]) > cosineAlignAngle )
- {
- vec[i] = SIGN(vec[i]);
- vec[(i+1)%3] = 0;
- vec[(i+2)%3] = 0;
- MatrixSetColumn( vec, j, alignMatrix );
- MatrixOrthogonalize( alignMatrix, j );
- break;
- }
- }
- }
-
- QAngle out;
- MatrixAngles( alignMatrix, out );
- return out;
-}
-
-
-static void TraceCollideAgainstBBox( const CPhysCollide *pCollide, const Vector &start, const Vector &end, const QAngle &angles, const Vector &boxOrigin, const Vector &mins, const Vector &maxs, trace_t *ptr )
-{
- physcollision->TraceBox( boxOrigin, boxOrigin + (start-end), mins, maxs, pCollide, start, angles, ptr );
-
- if ( ptr->DidHit() )
- {
- ptr->endpos = start * (1-ptr->fraction) + end * ptr->fraction;
- ptr->startpos = start;
- ptr->plane.dist = -ptr->plane.dist;
- ptr->plane.normal *= -1;
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Finds the nearest ragdoll sub-piece to a location and returns it
-// Input : *pTarget - entity that is the potential ragdoll
-// &position - position we're testing against
-// Output : IPhysicsObject - sub-object (if any)
-//-----------------------------------------------------------------------------
-IPhysicsObject *GetRagdollChildAtPosition( CBaseEntity *pTarget, const Vector &position )
-{
- // Check for a ragdoll
- if ( dynamic_cast<CRagdollProp*>( pTarget ) == NULL )
- return NULL;
-
- // Get the root
- IPhysicsObject *pList[VPHYSICS_MAX_OBJECT_LIST_COUNT];
- int count = pTarget->VPhysicsGetObjectList( pList, ARRAYSIZE( pList ) );
-
- IPhysicsObject *pBestChild = NULL;
- float flBestDist = 99999999.0f;
- float flDist;
- Vector vPos;
-
- // Find the nearest child to where we're looking
- for ( int i = 0; i < count; i++ )
- {
- pList[i]->GetPosition( &vPos, NULL );
-
- flDist = ( position - vPos ).LengthSqr();
-
- if ( flDist < flBestDist )
- {
- pBestChild = pList[i];
- flBestDist = flDist;
- }
- }
-
- // Make this our base now
- pTarget->VPhysicsSwapObject( pBestChild );
-
- return pTarget->VPhysicsGetObject();
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Computes a local matrix for the player clamped to valid carry ranges
-//-----------------------------------------------------------------------------
-// when looking level, hold bottom of object 8 inches below eye level
-#define PLAYER_HOLD_LEVEL_EYES -8
-
-// when looking down, hold bottom of object 0 inches from feet
-#define PLAYER_HOLD_DOWN_FEET 2
-
-// when looking up, hold bottom of object 24 inches above eye level
-#define PLAYER_HOLD_UP_EYES 24
-
-// use a +/-30 degree range for the entire range of motion of pitch
-#define PLAYER_LOOK_PITCH_RANGE 30
-
-// player can reach down 2ft below his feet (otherwise he'll hold the object above the bottom)
-#define PLAYER_REACH_DOWN_DISTANCE 24
-
-static void ComputePlayerMatrix( CBasePlayer *pPlayer, matrix3x4_t &out )
-{
- if ( !pPlayer )
- return;
-
- QAngle angles = pPlayer->EyeAngles();
- Vector origin = pPlayer->EyePosition();
-
- // 0-360 / -180-180
- //angles.x = init ? 0 : AngleDistance( angles.x, 0 );
- //angles.x = clamp( angles.x, -PLAYER_LOOK_PITCH_RANGE, PLAYER_LOOK_PITCH_RANGE );
- angles.x = 0;
-
- float feet = pPlayer->GetAbsOrigin().z + pPlayer->WorldAlignMins().z;
- float eyes = origin.z;
- float zoffset = 0;
- // moving up (negative pitch is up)
- if ( angles.x < 0 )
- {
- zoffset = RemapVal( angles.x, 0, -PLAYER_LOOK_PITCH_RANGE, PLAYER_HOLD_LEVEL_EYES, PLAYER_HOLD_UP_EYES );
- }
- else
- {
- zoffset = RemapVal( angles.x, 0, PLAYER_LOOK_PITCH_RANGE, PLAYER_HOLD_LEVEL_EYES, PLAYER_HOLD_DOWN_FEET + (feet - eyes) );
- }
- origin.z += zoffset;
- angles.x = 0;
- AngleMatrix( angles, origin, out );
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-// derive from this so we can add save/load data to it
-struct game_shadowcontrol_params_t : public hlshadowcontrol_params_t
-{
- DECLARE_SIMPLE_DATADESC();
-};
-
-BEGIN_SIMPLE_DATADESC( game_shadowcontrol_params_t )
-
- DEFINE_FIELD( targetPosition, FIELD_POSITION_VECTOR ),
- DEFINE_FIELD( targetRotation, FIELD_VECTOR ),
- DEFINE_FIELD( maxAngular, FIELD_FLOAT ),
- DEFINE_FIELD( maxDampAngular, FIELD_FLOAT ),
- DEFINE_FIELD( maxSpeed, FIELD_FLOAT ),
- DEFINE_FIELD( maxDampSpeed, FIELD_FLOAT ),
- DEFINE_FIELD( dampFactor, FIELD_FLOAT ),
- DEFINE_FIELD( teleportDistance, FIELD_FLOAT ),
-
-END_DATADESC()
-
-//-----------------------------------------------------------------------------
-class CGrabController : public IMotionEvent
-{
- DECLARE_SIMPLE_DATADESC();
-
-public:
-
- CGrabController( void );
- ~CGrabController( void );
- void AttachEntity( CBasePlayer *pPlayer, CBaseEntity *pEntity, IPhysicsObject *pPhys, bool bIsMegaPhysCannon, const Vector &vGrabPosition, bool bUseGrabPosition );
- void DetachEntity( bool bClearVelocity );
- void OnRestore();
-
- bool UpdateObject( CBasePlayer *pPlayer, float flError );
-
- void SetTargetPosition( const Vector &target, const QAngle &targetOrientation );
- float ComputeError();
- float GetLoadWeight( void ) const { return m_flLoadWeight; }
- void SetAngleAlignment( float alignAngleCosine ) { m_angleAlignment = alignAngleCosine; }
- void SetIgnorePitch( bool bIgnore ) { m_bIgnoreRelativePitch = bIgnore; }
- QAngle TransformAnglesToPlayerSpace( const QAngle &anglesIn, CBasePlayer *pPlayer );
- QAngle TransformAnglesFromPlayerSpace( const QAngle &anglesIn, CBasePlayer *pPlayer );
-
- CBaseEntity *GetAttached() { return (CBaseEntity *)m_attachedEntity; }
-
- IMotionEvent::simresult_e Simulate( IPhysicsMotionController *pController, IPhysicsObject *pObject, float deltaTime, Vector &linear, AngularImpulse &angular );
- float GetSavedMass( IPhysicsObject *pObject );
-
- bool IsObjectAllowedOverhead( CBaseEntity *pEntity );
-
-private:
- // Compute the max speed for an attached object
- void ComputeMaxSpeed( CBaseEntity *pEntity, IPhysicsObject *pPhysics );
-
- game_shadowcontrol_params_t m_shadow;
- float m_timeToArrive;
- float m_errorTime;
- float m_error;
- float m_contactAmount;
- float m_angleAlignment;
- bool m_bCarriedEntityBlocksLOS;
- bool m_bIgnoreRelativePitch;
-
- float m_flLoadWeight;
- float m_savedRotDamping[VPHYSICS_MAX_OBJECT_LIST_COUNT];
- float m_savedMass[VPHYSICS_MAX_OBJECT_LIST_COUNT];
- EHANDLE m_attachedEntity;
- QAngle m_vecPreferredCarryAngles;
- bool m_bHasPreferredCarryAngles;
- float m_flDistanceOffset;
-
- QAngle m_attachedAnglesPlayerSpace;
- Vector m_attachedPositionObjectSpace;
-
- IPhysicsMotionController *m_controller;
-
- bool m_bAllowObjectOverhead; // Can the player hold this object directly overhead? (Default is NO)
-
- // NVNT player controlling this grab controller
- CBasePlayer* m_pControllingPlayer;
-
- friend class CWeaponPhysCannon;
-};
-
-BEGIN_SIMPLE_DATADESC( CGrabController )
-
- DEFINE_EMBEDDED( m_shadow ),
-
- DEFINE_FIELD( m_timeToArrive, FIELD_FLOAT ),
- DEFINE_FIELD( m_errorTime, FIELD_FLOAT ),
- DEFINE_FIELD( m_error, FIELD_FLOAT ),
- DEFINE_FIELD( m_contactAmount, FIELD_FLOAT ),
- DEFINE_AUTO_ARRAY( m_savedRotDamping, FIELD_FLOAT ),
- DEFINE_AUTO_ARRAY( m_savedMass, FIELD_FLOAT ),
- DEFINE_FIELD( m_flLoadWeight, FIELD_FLOAT ),
- DEFINE_FIELD( m_bCarriedEntityBlocksLOS, FIELD_BOOLEAN ),
- DEFINE_FIELD( m_bIgnoreRelativePitch, FIELD_BOOLEAN ),
- DEFINE_FIELD( m_attachedEntity, FIELD_EHANDLE ),
- DEFINE_FIELD( m_angleAlignment, FIELD_FLOAT ),
- DEFINE_FIELD( m_vecPreferredCarryAngles, FIELD_VECTOR ),
- DEFINE_FIELD( m_bHasPreferredCarryAngles, FIELD_BOOLEAN ),
- DEFINE_FIELD( m_flDistanceOffset, FIELD_FLOAT ),
- DEFINE_FIELD( m_attachedAnglesPlayerSpace, FIELD_VECTOR ),
- DEFINE_FIELD( m_attachedPositionObjectSpace, FIELD_VECTOR ),
- DEFINE_FIELD( m_bAllowObjectOverhead, FIELD_BOOLEAN ),
-
- // Physptrs can't be inside embedded classes
- // DEFINE_PHYSPTR( m_controller ),
-
-END_DATADESC()
-
-const float DEFAULT_MAX_ANGULAR = 360.0f * 10.0f;
-const float REDUCED_CARRY_MASS = 1.0f;
-
-CGrabController::CGrabController( void )
-{
- m_shadow.dampFactor = 1.0;
- m_shadow.teleportDistance = 0;
- m_errorTime = 0;
- m_error = 0;
- // make this controller really stiff!
- m_shadow.maxSpeed = 1000;
- m_shadow.maxAngular = DEFAULT_MAX_ANGULAR;
- m_shadow.maxDampSpeed = m_shadow.maxSpeed*2;
- m_shadow.maxDampAngular = m_shadow.maxAngular;
- m_attachedEntity = NULL;
- m_vecPreferredCarryAngles = vec3_angle;
- m_bHasPreferredCarryAngles = false;
- m_flDistanceOffset = 0;
- // NVNT constructing m_pControllingPlayer to NULL
- m_pControllingPlayer = NULL;
-}
-
-CGrabController::~CGrabController( void )
-{
- DetachEntity( false );
-}
-
-void CGrabController::OnRestore()
-{
- if ( m_controller )
- {
- m_controller->SetEventHandler( this );
- }
-}
-
-void CGrabController::SetTargetPosition( const Vector &target, const QAngle &targetOrientation )
-{
- m_shadow.targetPosition = target;
- m_shadow.targetRotation = targetOrientation;
-
- m_timeToArrive = gpGlobals->frametime;
-
- CBaseEntity *pAttached = GetAttached();
- if ( pAttached )
- {
- IPhysicsObject *pObj = pAttached->VPhysicsGetObject();
-
- if ( pObj != NULL )
- {
- pObj->Wake();
- }
- else
- {
- DetachEntity( false );
- }
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Output : float
-//-----------------------------------------------------------------------------
-float CGrabController::ComputeError()
-{
- if ( m_errorTime <= 0 )
- return 0;
-
- CBaseEntity *pAttached = GetAttached();
- if ( pAttached )
- {
- Vector pos;
- IPhysicsObject *pObj = pAttached->VPhysicsGetObject();
-
- if ( pObj )
- {
- pObj->GetShadowPosition( &pos, NULL );
-
- float error = (m_shadow.targetPosition - pos).Length();
- if ( m_errorTime > 0 )
- {
- if ( m_errorTime > 1 )
- {
- m_errorTime = 1;
- }
- float speed = error / m_errorTime;
- if ( speed > m_shadow.maxSpeed )
- {
- error *= 0.5;
- }
- m_error = (1-m_errorTime) * m_error + error * m_errorTime;
- }
- }
- else
- {
- DevMsg( "Object attached to Physcannon has no physics object\n" );
- DetachEntity( false );
- return 9999; // force detach
- }
- }
-
- if ( pAttached->IsEFlagSet( EFL_IS_BEING_LIFTED_BY_BARNACLE ) )
- {
- m_error *= 3.0f;
- }
-
- m_errorTime = 0;
-
- return m_error;
-}
-
-
-#define MASS_SPEED_SCALE 60
-#define MAX_MASS 40
-
-void CGrabController::ComputeMaxSpeed( CBaseEntity *pEntity, IPhysicsObject *pPhysics )
-{
- m_shadow.maxSpeed = 1000;
- m_shadow.maxAngular = DEFAULT_MAX_ANGULAR;
-
- // Compute total mass...
- float flMass = PhysGetEntityMass( pEntity );
- float flMaxMass = physcannon_maxmass.GetFloat();
- if ( flMass <= flMaxMass )
- return;
-
- float flLerpFactor = clamp( flMass, flMaxMass, 500.0f );
- flLerpFactor = SimpleSplineRemapVal( flLerpFactor, flMaxMass, 500.0f, 0.0f, 1.0f );
-
- float invMass = pPhysics->GetInvMass();
- float invInertia = pPhysics->GetInvInertia().Length();
-
- float invMaxMass = 1.0f / MAX_MASS;
- float ratio = invMaxMass / invMass;
- invMass = invMaxMass;
- invInertia *= ratio;
-
- float maxSpeed = invMass * MASS_SPEED_SCALE * 200;
- float maxAngular = invInertia * MASS_SPEED_SCALE * 360;
-
- m_shadow.maxSpeed = Lerp( flLerpFactor, m_shadow.maxSpeed, maxSpeed );
- m_shadow.maxAngular = Lerp( flLerpFactor, m_shadow.maxAngular, maxAngular );
-}
-
-
-QAngle CGrabController::TransformAnglesToPlayerSpace( const QAngle &anglesIn, CBasePlayer *pPlayer )
-{
- if ( m_bIgnoreRelativePitch )
- {
- matrix3x4_t test;
- QAngle angleTest = pPlayer->EyeAngles();
- angleTest.x = 0;
- AngleMatrix( angleTest, test );
- return TransformAnglesToLocalSpace( anglesIn, test );
- }
- return TransformAnglesToLocalSpace( anglesIn, pPlayer->EntityToWorldTransform() );
-}
-
-QAngle CGrabController::TransformAnglesFromPlayerSpace( const QAngle &anglesIn, CBasePlayer *pPlayer )
-{
- if ( m_bIgnoreRelativePitch )
- {
- matrix3x4_t test;
- QAngle angleTest = pPlayer->EyeAngles();
- angleTest.x = 0;
- AngleMatrix( angleTest, test );
- return TransformAnglesToWorldSpace( anglesIn, test );
- }
- return TransformAnglesToWorldSpace( anglesIn, pPlayer->EntityToWorldTransform() );
-}
-
-
-void CGrabController::AttachEntity( CBasePlayer *pPlayer, CBaseEntity *pEntity, IPhysicsObject *pPhys, bool bIsMegaPhysCannon, const Vector &vGrabPosition, bool bUseGrabPosition )
-{
- // play the impact sound of the object hitting the player
- // used as feedback to let the player know he picked up the object
- int hitMaterial = pPhys->GetMaterialIndex();
- int playerMaterial = pPlayer->VPhysicsGetObject() ? pPlayer->VPhysicsGetObject()->GetMaterialIndex() : hitMaterial;
- PhysicsImpactSound( pPlayer, pPhys, CHAN_STATIC, hitMaterial, playerMaterial, 1.0, 64 );
- Vector position;
- QAngle angles;
- pPhys->GetPosition( &position, &angles );
- // If it has a preferred orientation, use that instead.
- Pickup_GetPreferredCarryAngles( pEntity, pPlayer, pPlayer->EntityToWorldTransform(), angles );
-
-// ComputeMaxSpeed( pEntity, pPhys );
-
- // If we haven't been killed by a grab, we allow the gun to grab the nearest part of a ragdoll
- if ( bUseGrabPosition )
- {
- IPhysicsObject *pChild = GetRagdollChildAtPosition( pEntity, vGrabPosition );
-
- if ( pChild )
- {
- pPhys = pChild;
- }
- }
-
- // Carried entities can never block LOS
- m_bCarriedEntityBlocksLOS = pEntity->BlocksLOS();
- pEntity->SetBlocksLOS( false );
- m_controller = physenv->CreateMotionController( this );
- m_controller->AttachObject( pPhys, true );
- // Don't do this, it's causing trouble with constraint solvers.
- //m_controller->SetPriority( IPhysicsMotionController::HIGH_PRIORITY );
-
- pPhys->Wake();
- PhysSetGameFlags( pPhys, FVPHYSICS_PLAYER_HELD );
- SetTargetPosition( position, angles );
- m_attachedEntity = pEntity;
- IPhysicsObject *pList[VPHYSICS_MAX_OBJECT_LIST_COUNT];
- int count = pEntity->VPhysicsGetObjectList( pList, ARRAYSIZE(pList) );
- m_flLoadWeight = 0;
- float damping = 10;
- float flFactor = count / 7.5f;
- if ( flFactor < 1.0f )
- {
- flFactor = 1.0f;
- }
- for ( int i = 0; i < count; i++ )
- {
- float mass = pList[i]->GetMass();
- pList[i]->GetDamping( NULL, &m_savedRotDamping[i] );
- m_flLoadWeight += mass;
- m_savedMass[i] = mass;
-
- // reduce the mass to prevent the player from adding crazy amounts of energy to the system
- pList[i]->SetMass( REDUCED_CARRY_MASS / flFactor );
- pList[i]->SetDamping( NULL, &damping );
- }
-
- // NVNT setting m_pControllingPlayer to the player attached
- m_pControllingPlayer = pPlayer;
-
- // Give extra mass to the phys object we're actually picking up
- pPhys->SetMass( REDUCED_CARRY_MASS );
- pPhys->EnableDrag( false );
-
- m_errorTime = bIsMegaPhysCannon ? -1.5f : -1.0f; // 1 seconds until error starts accumulating
- m_error = 0;
- m_contactAmount = 0;
-
- m_attachedAnglesPlayerSpace = TransformAnglesToPlayerSpace( angles, pPlayer );
- if ( m_angleAlignment != 0 )
- {
- m_attachedAnglesPlayerSpace = AlignAngles( m_attachedAnglesPlayerSpace, m_angleAlignment );
- }
-
- // Ragdolls don't offset this way
- if ( dynamic_cast<CRagdollProp*>(pEntity) )
- {
- m_attachedPositionObjectSpace.Init();
- }
- else
- {
- VectorITransform( pEntity->WorldSpaceCenter(), pEntity->EntityToWorldTransform(), m_attachedPositionObjectSpace );
- }
-
- // If it's a prop, see if it has desired carry angles
- CPhysicsProp *pProp = dynamic_cast<CPhysicsProp *>(pEntity);
- if ( pProp )
- {
- m_bHasPreferredCarryAngles = pProp->GetPropDataAngles( "preferred_carryangles", m_vecPreferredCarryAngles );
- m_flDistanceOffset = pProp->GetCarryDistanceOffset();
- }
- else
- {
- m_bHasPreferredCarryAngles = false;
- m_flDistanceOffset = 0;
- }
-
- m_bAllowObjectOverhead = IsObjectAllowedOverhead( pEntity );
-}
-
-static void ClampPhysicsVelocity( IPhysicsObject *pPhys, float linearLimit, float angularLimit )
-{
- Vector vel;
- AngularImpulse angVel;
- pPhys->GetVelocity( &vel, &angVel );
- float speed = VectorNormalize(vel) - linearLimit;
- float angSpeed = VectorNormalize(angVel) - angularLimit;
- speed = speed < 0 ? 0 : -speed;
- angSpeed = angSpeed < 0 ? 0 : -angSpeed;
- vel *= speed;
- angVel *= angSpeed;
- pPhys->AddVelocity( &vel, &angVel );
-}
-
-void CGrabController::DetachEntity( bool bClearVelocity )
-{
- Assert(!PhysIsInCallback());
- CBaseEntity *pEntity = GetAttached();
- if ( pEntity )
- {
- // Restore the LS blocking state
- pEntity->SetBlocksLOS( m_bCarriedEntityBlocksLOS );
- IPhysicsObject *pList[VPHYSICS_MAX_OBJECT_LIST_COUNT];
- int count = pEntity->VPhysicsGetObjectList( pList, ARRAYSIZE(pList) );
- for ( int i = 0; i < count; i++ )
- {
- IPhysicsObject *pPhys = pList[i];
- if ( !pPhys )
- continue;
-
- // on the odd chance that it's gone to sleep while under anti-gravity
- pPhys->EnableDrag( true );
- pPhys->Wake();
- pPhys->SetMass( m_savedMass[i] );
- pPhys->SetDamping( NULL, &m_savedRotDamping[i] );
- PhysClearGameFlags( pPhys, FVPHYSICS_PLAYER_HELD );
- if ( bClearVelocity )
- {
- PhysForceClearVelocity( pPhys );
- }
- else
- {
- ClampPhysicsVelocity( pPhys, hl2_normspeed.GetFloat() * 1.5f, 2.0f * 360.0f );
- }
-
- }
- }
-
- m_attachedEntity = NULL;
- physenv->DestroyMotionController( m_controller );
- m_controller = NULL;
-}
-
-static bool InContactWithHeavyObject( IPhysicsObject *pObject, float heavyMass )
-{
- bool contact = false;
- IPhysicsFrictionSnapshot *pSnapshot = pObject->CreateFrictionSnapshot();
- while ( pSnapshot->IsValid() )
- {
- IPhysicsObject *pOther = pSnapshot->GetObject( 1 );
- if ( !pOther->IsMoveable() || pOther->GetMass() > heavyMass )
- {
- contact = true;
- break;
- }
- pSnapshot->NextFrictionData();
- }
- pObject->DestroyFrictionSnapshot( pSnapshot );
- return contact;
-}
-
-IMotionEvent::simresult_e CGrabController::Simulate( IPhysicsMotionController *pController, IPhysicsObject *pObject, float deltaTime, Vector &linear, AngularImpulse &angular )
-{
- game_shadowcontrol_params_t shadowParams = m_shadow;
- if ( InContactWithHeavyObject( pObject, GetLoadWeight() ) )
- {
- m_contactAmount = Approach( 0.1f, m_contactAmount, deltaTime*2.0f );
- }
- else
- {
- m_contactAmount = Approach( 1.0f, m_contactAmount, deltaTime*2.0f );
- }
- shadowParams.maxAngular = m_shadow.maxAngular * m_contactAmount * m_contactAmount * m_contactAmount;
- m_timeToArrive = pObject->ComputeShadowControl( shadowParams, m_timeToArrive, deltaTime );
-
- // Slide along the current contact points to fix bouncing problems
- Vector velocity;
- AngularImpulse angVel;
- pObject->GetVelocity( &velocity, &angVel );
- PhysComputeSlideDirection( pObject, velocity, angVel, &velocity, &angVel, GetLoadWeight() );
- pObject->SetVelocityInstantaneous( &velocity, NULL );
-
- linear.Init();
- angular.Init();
- m_errorTime += deltaTime;
-
- return SIM_LOCAL_ACCELERATION;
-}
-
-float CGrabController::GetSavedMass( IPhysicsObject *pObject )
-{
- CBaseEntity *pHeld = m_attachedEntity;
- if ( pHeld )
- {
- if ( pObject->GetGameData() == (void*)pHeld )
- {
- IPhysicsObject *pList[VPHYSICS_MAX_OBJECT_LIST_COUNT];
- int count = pHeld->VPhysicsGetObjectList( pList, ARRAYSIZE(pList) );
- for ( int i = 0; i < count; i++ )
- {
- if ( pList[i] == pObject )
- return m_savedMass[i];
- }
- }
- }
- return 0.0f;
-}
-
-//-----------------------------------------------------------------------------
-// Is this an object that the player is allowed to lift to a position
-// directly overhead? The default behavior prevents lifting objects directly
-// overhead, but there are exceptions for gameplay purposes.
-//-----------------------------------------------------------------------------
-bool CGrabController::IsObjectAllowedOverhead( CBaseEntity *pEntity )
-{
- // Allow combine balls overhead
- if( UTIL_IsCombineBallDefinite(pEntity) )
- return true;
-
- // Allow props that are specifically flagged as such
- CPhysicsProp *pPhysProp = dynamic_cast<CPhysicsProp *>(pEntity);
- if ( pPhysProp != NULL && pPhysProp->HasInteraction( PROPINTER_PHYSGUN_ALLOW_OVERHEAD ) )
- return true;
-
- // String checks are fine here, we only run this code one time- when the object is picked up.
- if( pEntity->ClassMatches("grenade_helicopter") )
- return true;
-
- if( pEntity->ClassMatches("weapon_striderbuster") )
- return true;
-
- return false;
-}
-
-//-----------------------------------------------------------------------------
-// Player pickup controller
-//-----------------------------------------------------------------------------
-class CPlayerPickupController : public CBaseEntity
-{
- DECLARE_DATADESC();
- DECLARE_CLASS( CPlayerPickupController, CBaseEntity );
-public:
- void Init( CBasePlayer *pPlayer, CBaseEntity *pObject );
- void Shutdown( bool bThrown = false );
- bool OnControls( CBaseEntity *pControls ) { return true; }
- void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
- void OnRestore()
- {
- m_grabController.OnRestore();
- }
- void VPhysicsUpdate( IPhysicsObject *pPhysics ){}
- void VPhysicsShadowUpdate( IPhysicsObject *pPhysics ) {}
-
- bool IsHoldingEntity( CBaseEntity *pEnt );
- CGrabController &GetGrabController() { return m_grabController; }
-
-private:
- CGrabController m_grabController;
- CBasePlayer *m_pPlayer;
-};
-
-LINK_ENTITY_TO_CLASS( player_pickup, CPlayerPickupController );
-
-//---------------------------------------------------------
-// Save/Restore
-//---------------------------------------------------------
-BEGIN_DATADESC( CPlayerPickupController )
-
- DEFINE_EMBEDDED( m_grabController ),
-
- // Physptrs can't be inside embedded classes
- DEFINE_PHYSPTR( m_grabController.m_controller ),
-
- DEFINE_FIELD( m_pPlayer, FIELD_CLASSPTR ),
-
-END_DATADESC()
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : *pPlayer -
-// *pObject -
-//-----------------------------------------------------------------------------
-void CPlayerPickupController::Init( CBasePlayer *pPlayer, CBaseEntity *pObject )
-{
- // Holster player's weapon
- if ( pPlayer->GetActiveWeapon() )
- {
- if ( !pPlayer->GetActiveWeapon()->CanHolster() || !pPlayer->GetActiveWeapon()->Holster() )
- {
- Shutdown();
- return;
- }
- }
-
- CHL2_Player *pOwner = (CHL2_Player *)ToBasePlayer( pPlayer );
- if ( pOwner )
- {
- pOwner->EnableSprint( false );
- }
-
- // If the target is debris, convert it to non-debris
- if ( pObject->GetCollisionGroup() == COLLISION_GROUP_DEBRIS )
- {
- // Interactive debris converts back to debris when it comes to rest
- pObject->SetCollisionGroup( COLLISION_GROUP_INTERACTIVE_DEBRIS );
- }
-
- // done so I'll go across level transitions with the player
- SetParent( pPlayer );
- m_grabController.SetIgnorePitch( true );
- m_grabController.SetAngleAlignment( DOT_30DEGREE );
- m_pPlayer = pPlayer;
- IPhysicsObject *pPhysics = pObject->VPhysicsGetObject();
-
- Pickup_OnPhysGunPickup( pObject, m_pPlayer, PICKED_UP_BY_PLAYER );
-
- m_grabController.AttachEntity( pPlayer, pObject, pPhysics, false, vec3_origin, false );
- // NVNT apply a downward force to simulate the mass of the held object.
-#if defined( WIN32 ) && !defined( _X360 )
- HapticSetConstantForce(m_pPlayer,clamp(m_grabController.GetLoadWeight()*0.1,1,6)*Vector(0,-1,0));
-#endif
-
- m_pPlayer->m_Local.m_iHideHUD |= HIDEHUD_WEAPONSELECTION;
- m_pPlayer->SetUseEntity( this );
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : bool -
-//-----------------------------------------------------------------------------
-void CPlayerPickupController::Shutdown( bool bThrown )
-{
- CBaseEntity *pObject = m_grabController.GetAttached();
-
- bool bClearVelocity = false;
- if ( !bThrown && pObject && pObject->VPhysicsGetObject() && pObject->VPhysicsGetObject()->GetContactPoint(NULL,NULL) )
- {
- bClearVelocity = true;
- }
-
- m_grabController.DetachEntity( bClearVelocity );
- // NVNT if we have a player, issue a zero constant force message
-#if defined( WIN32 ) && !defined( _X360 )
- if(m_pPlayer)
- HapticSetConstantForce(m_pPlayer,Vector(0,0,0));
-#endif
- if ( pObject != NULL )
- {
- Pickup_OnPhysGunDrop( pObject, m_pPlayer, bThrown ? THROWN_BY_PLAYER : DROPPED_BY_PLAYER );
- }
-
- if ( m_pPlayer )
- {
- CHL2_Player *pOwner = (CHL2_Player *)ToBasePlayer( m_pPlayer );
- if ( pOwner )
- {
- pOwner->EnableSprint( true );
- }
-
- m_pPlayer->SetUseEntity( NULL );
- if ( m_pPlayer->GetActiveWeapon() )
- {
- if ( !m_pPlayer->GetActiveWeapon()->Deploy() )
- {
- // We tried to restore the player's weapon, but we couldn't.
- // This usually happens when they're holding an empty weapon that doesn't
- // autoswitch away when out of ammo. Switch to next best weapon.
- m_pPlayer->SwitchToNextBestWeapon( NULL );
- }
- }
-
- m_pPlayer->m_Local.m_iHideHUD &= ~HIDEHUD_WEAPONSELECTION;
- }
- Remove();
-}
-
-
-void CPlayerPickupController::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
-{
- if ( ToBasePlayer(pActivator) == m_pPlayer )
- {
- CBaseEntity *pAttached = m_grabController.GetAttached();
-
- // UNDONE: Use vphysics stress to decide to drop objects
- // UNDONE: Must fix case of forcing objects into the ground you're standing on (causes stress) before that will work
- if ( !pAttached || useType == USE_OFF || (m_pPlayer->m_nButtons & IN_ATTACK2) || m_grabController.ComputeError() > 12 )
- {
- Shutdown();
- return;
- }
-
- //Adrian: Oops, our object became motion disabled, let go!
- IPhysicsObject *pPhys = pAttached->VPhysicsGetObject();
- if ( pPhys && pPhys->IsMoveable() == false )
- {
- Shutdown();
- return;
- }
-
-#if STRESS_TEST
- vphysics_objectstress_t stress;
- CalculateObjectStress( pPhys, pAttached, &stress );
- if ( stress.exertedStress > 250 )
- {
- Shutdown();
- return;
- }
-#endif
- // +ATTACK will throw phys objects
- if ( m_pPlayer->m_nButtons & IN_ATTACK )
- {
- Shutdown( true );
- Vector vecLaunch;
- m_pPlayer->EyeVectors( &vecLaunch );
- // JAY: Scale this with mass because some small objects really go flying
- float massFactor = clamp( pPhys->GetMass(), 0.5, 15 );
- massFactor = RemapVal( massFactor, 0.5, 15, 0.5, 4 );
- vecLaunch *= player_throwforce.GetFloat() * massFactor;
-
- pPhys->ApplyForceCenter( vecLaunch );
- AngularImpulse aVel = RandomAngularImpulse( -10, 10 ) * massFactor;
- pPhys->ApplyTorqueCenter( aVel );
- return;
- }
-
- if ( useType == USE_SET )
- {
- // update position
- m_grabController.UpdateObject( m_pPlayer, 12 );
- }
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : *pEnt -
-// Output : Returns true on success, false on failure.
-//-----------------------------------------------------------------------------
-bool CPlayerPickupController::IsHoldingEntity( CBaseEntity *pEnt )
-{
- return ( m_grabController.GetAttached() == pEnt );
-}
-
-void PlayerPickupObject( CBasePlayer *pPlayer, CBaseEntity *pObject )
-{
- //Don't pick up if we don't have a phys object.
- if ( pObject->VPhysicsGetObject() == NULL )
- return;
-
- CPlayerPickupController *pController = (CPlayerPickupController *)CBaseEntity::Create( "player_pickup", pObject->GetAbsOrigin(), vec3_angle, pPlayer );
-
- if ( !pController )
- return;
-
- pController->Init( pPlayer, pObject );
-}
-
-//-----------------------------------------------------------------------------
-
-//-----------------------------------------------------------------------------
-// Physcannon
-//-----------------------------------------------------------------------------
-
-#define NUM_BEAMS 4
-#define NUM_SPRITES 6
-
-struct thrown_objects_t
-{
- float fTimeThrown;
- EHANDLE hEntity;
-
- DECLARE_SIMPLE_DATADESC();
-};
-
-BEGIN_SIMPLE_DATADESC( thrown_objects_t )
- DEFINE_FIELD( fTimeThrown, FIELD_TIME ),
- DEFINE_FIELD( hEntity, FIELD_EHANDLE ),
-END_DATADESC()
-
-class CWeaponPhysCannon : public CBaseHLCombatWeapon
-{
-public:
- DECLARE_CLASS( CWeaponPhysCannon, CBaseHLCombatWeapon );
-
- DECLARE_SERVERCLASS();
- DECLARE_DATADESC();
-
- CWeaponPhysCannon( void );
-
- void Drop( const Vector &vecVelocity );
- void Precache();
- virtual void Spawn();
- virtual void OnRestore();
- virtual void StopLoopingSounds();
- virtual void UpdateOnRemove(void);
- void PrimaryAttack();
- void SecondaryAttack();
- void WeaponIdle();
- void ItemPreFrame();
- void ItemPostFrame();
- void ItemBusyFrame();
-
- virtual float GetMaxAutoAimDeflection() { return 0.90f; }
-
- void ForceDrop( void );
- bool DropIfEntityHeld( CBaseEntity *pTarget ); // Drops its held entity if it matches the entity passed in
- CGrabController &GetGrabController() { return m_grabController; }
-
- bool CanHolster( void );
- bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL );
- bool Deploy( void );
-
- bool HasAnyAmmo( void ) { return true; }
-
- void InputBecomeMegaCannon( inputdata_t &inputdata );
-
- void BeginUpgrade();
-
- virtual void SetViewModel( void );
- virtual const char *GetShootSound( int iIndex ) const;
-
- void RecordThrownObject( CBaseEntity *pObject );
- void PurgeThrownObjects();
- bool IsAccountableForObject( CBaseEntity *pObject );
-
- bool ShouldDisplayHUDHint() { return true; }
-
-
-
-protected:
- enum FindObjectResult_t
- {
- OBJECT_FOUND = 0,
- OBJECT_NOT_FOUND,
- OBJECT_BEING_DETACHED,
- };
-
- void DoMegaEffect( int effectType, Vector *pos = NULL );
- void DoEffect( int effectType, Vector *pos = NULL );
-
- void OpenElements( void );
- void CloseElements( void );
-
- // Pickup and throw objects.
- bool CanPickupObject( CBaseEntity *pTarget );
- void CheckForTarget( void );
- FindObjectResult_t FindObject( void );
- void FindObjectTrace( CBasePlayer *pPlayer, trace_t *pTraceResult );
- CBaseEntity *MegaPhysCannonFindObjectInCone( const Vector &vecOrigin, const Vector &vecDir, float flCone, float flCombineBallCone, bool bOnlyCombineBalls );
- CBaseEntity *FindObjectInCone( const Vector &vecOrigin, const Vector &vecDir, float flCone );
- bool AttachObject( CBaseEntity *pObject, const Vector &vPosition );
- void UpdateObject( void );
- void DetachObject( bool playSound = true, bool wasLaunched = false );
- void LaunchObject( const Vector &vecDir, float flForce );
- void StartEffects( void ); // Initialize all sprites and beams
- void StopEffects( bool stopSound = true ); // Hide all effects temporarily
- void DestroyEffects( void ); // Destroy all sprites and beams
-
- // Punt objects - this is pointing at an object in the world and applying a force to it.
- void PuntNonVPhysics( CBaseEntity *pEntity, const Vector &forward, trace_t &tr );
- void PuntVPhysics( CBaseEntity *pEntity, const Vector &forward, trace_t &tr );
- void PuntRagdoll( CBaseEntity *pEntity, const Vector &forward, trace_t &tr );
-
- // Velocity-based throw common to punt and launch code.
- void ApplyVelocityBasedForce( CBaseEntity *pEntity, const Vector &forward, const Vector &vecHitPos, PhysGunForce_t reason );
-
- // Physgun effects
- void DoEffectClosed( void );
- void DoMegaEffectClosed( void );
-
- void DoEffectReady( void );
- void DoMegaEffectReady( void );
-
- void DoMegaEffectHolding( void );
- void DoEffectHolding( void );
-
- void DoMegaEffectLaunch( Vector *pos );
- void DoEffectLaunch( Vector *pos );
-
- void DoEffectNone( void );
- void DoEffectIdle( void );
-
- // Trace length
- float TraceLength();
-
- // Do we have the super-phys gun?
- inline bool IsMegaPhysCannon()
- {
- return PlayerHasMegaPhysCannon();
- }
-
- // Sprite scale factor
- float SpriteScaleFactor();
-
- float GetLoadPercentage();
- CSoundPatch *GetMotorSound( void );
-
- void DryFire( void );
- void PrimaryFireEffect( void );
-
- // What happens when the physgun picks up something
- void Physgun_OnPhysGunPickup( CBaseEntity *pEntity, CBasePlayer *pOwner, PhysGunPickup_t reason );
-
- // Wait until we're done upgrading
- void WaitForUpgradeThink();
-
- bool EntityAllowsPunts( CBaseEntity *pEntity );
-
- bool m_bOpen;
- bool m_bActive;
- int m_nChangeState; //For delayed state change of elements
- float m_flCheckSuppressTime; //Amount of time to suppress the checking for targets
- bool m_flLastDenySoundPlayed; //Debounce for deny sound
- int m_nAttack2Debounce;
-
- CNetworkVar( bool, m_bIsCurrentlyUpgrading );
- CNetworkVar( float, m_flTimeForceView );
-
- float m_flElementDebounce;
- float m_flElementPosition;
- float m_flElementDestination;
-
- CHandle<CBeam> m_hBeams[NUM_BEAMS];
- CHandle<CSprite> m_hGlowSprites[NUM_SPRITES];
- CHandle<CSprite> m_hEndSprites[2];
- float m_flEndSpritesOverride[2];
- CHandle<CSprite> m_hCenterSprite;
- CHandle<CSprite> m_hBlastSprite;
-
- CSoundPatch *m_sndMotor; // Whirring sound for the gun
-
- CGrabController m_grabController;
-
- int m_EffectState; // Current state of the effects on the gun
-
- bool m_bPhyscannonState;
-
- // A list of the objects thrown or punted recently, and the time done so.
- CUtlVector< thrown_objects_t > m_ThrownEntities;
-
- float m_flTimeNextObjectPurge;
-
-protected:
- // Because the physcannon is a leaf class, we can use
- // static variables to store this information, and save some memory.
- // Should the physcannon end up having inheritors, their activate may
- // stomp these numbers, in which case you should make these ordinary members
- // again.
- //
- // The physcannon also caches some pose parameters in SetupGlobalModelData().
- static int m_poseActive;
- static bool m_sbStaticPoseParamsLoaded;
-};
-
-bool CWeaponPhysCannon::m_sbStaticPoseParamsLoaded = false;
-int CWeaponPhysCannon::m_poseActive = 0;
-
-IMPLEMENT_SERVERCLASS_ST(CWeaponPhysCannon, DT_WeaponPhysCannon)
- SendPropBool( SENDINFO( m_bIsCurrentlyUpgrading ) ),
- SendPropFloat( SENDINFO( m_flTimeForceView ) ),
-END_SEND_TABLE()
-
-LINK_ENTITY_TO_CLASS( weapon_physcannon, CWeaponPhysCannon );
-PRECACHE_WEAPON_REGISTER( weapon_physcannon );
-
-BEGIN_DATADESC( CWeaponPhysCannon )
-
- DEFINE_FIELD( m_bOpen, FIELD_BOOLEAN ),
- DEFINE_FIELD( m_bActive, FIELD_BOOLEAN ),
-
- DEFINE_FIELD( m_nChangeState, FIELD_INTEGER ),
- DEFINE_FIELD( m_flCheckSuppressTime, FIELD_TIME ),
- DEFINE_FIELD( m_flElementDebounce, FIELD_TIME ),
- DEFINE_FIELD( m_flElementPosition, FIELD_FLOAT ),
- DEFINE_FIELD( m_flElementDestination, FIELD_FLOAT ),
- DEFINE_FIELD( m_nAttack2Debounce, FIELD_INTEGER ),
- DEFINE_FIELD( m_bIsCurrentlyUpgrading, FIELD_BOOLEAN ),
- DEFINE_FIELD( m_flTimeForceView, FIELD_TIME ),
- DEFINE_FIELD( m_EffectState, FIELD_INTEGER ),
-
- DEFINE_AUTO_ARRAY( m_hBeams, FIELD_EHANDLE ),
- DEFINE_AUTO_ARRAY( m_hGlowSprites, FIELD_EHANDLE ),
- DEFINE_AUTO_ARRAY( m_hEndSprites, FIELD_EHANDLE ),
- DEFINE_AUTO_ARRAY( m_flEndSpritesOverride, FIELD_TIME ),
- DEFINE_FIELD( m_hCenterSprite, FIELD_EHANDLE ),
- DEFINE_FIELD( m_hBlastSprite, FIELD_EHANDLE ),
- DEFINE_FIELD( m_flLastDenySoundPlayed, FIELD_BOOLEAN ),
- DEFINE_FIELD( m_bPhyscannonState, FIELD_BOOLEAN ),
- DEFINE_SOUNDPATCH( m_sndMotor ),
-
- DEFINE_EMBEDDED( m_grabController ),
-
- // Physptrs can't be inside embedded classes
- DEFINE_PHYSPTR( m_grabController.m_controller ),
-
- DEFINE_THINKFUNC( WaitForUpgradeThink ),
-
- DEFINE_UTLVECTOR( m_ThrownEntities, FIELD_EMBEDDED ),
-
- DEFINE_FIELD( m_flTimeNextObjectPurge, FIELD_TIME ),
-
-END_DATADESC()
-
-
-enum
-{
- ELEMENT_STATE_NONE = -1,
- ELEMENT_STATE_OPEN,
- ELEMENT_STATE_CLOSED,
-};
-
-enum
-{
- EFFECT_NONE,
- EFFECT_CLOSED,
- EFFECT_READY,
- EFFECT_HOLDING,
- EFFECT_LAUNCH,
-};
-
-
-//-----------------------------------------------------------------------------
-// Do we have the super-phys gun?
-//-----------------------------------------------------------------------------
-bool PlayerHasMegaPhysCannon()
-{
- return ( HL2GameRules()->MegaPhyscannonActive() == true );
-}
-
-
-//-----------------------------------------------------------------------------
-// Constructor
-//-----------------------------------------------------------------------------
-CWeaponPhysCannon::CWeaponPhysCannon( void )
-{
- m_flElementPosition = 0.0f;
- m_flElementDestination = 0.0f;
- m_bOpen = false;
- m_nChangeState = ELEMENT_STATE_NONE;
- m_flCheckSuppressTime = 0.0f;
- m_EffectState = EFFECT_NONE;
- m_flLastDenySoundPlayed = false;
-
- m_flEndSpritesOverride[0] = 0.0f;
- m_flEndSpritesOverride[1] = 0.0f;
-
- m_bPhyscannonState = false;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Precache
-//-----------------------------------------------------------------------------
-void CWeaponPhysCannon::Precache( void )
-{
- PrecacheModel( PHYSCANNON_BEAM_SPRITE );
- PrecacheModel( PHYSCANNON_GLOW_SPRITE );
- PrecacheModel( PHYSCANNON_ENDCAP_SPRITE );
- PrecacheModel( PHYSCANNON_CENTER_GLOW );
- PrecacheModel( PHYSCANNON_BLAST_SPRITE );
-
- PrecacheModel( MEGACANNON_BEAM_SPRITE );
- PrecacheModel( MEGACANNON_GLOW_SPRITE );
- PrecacheModel( MEGACANNON_ENDCAP_SPRITE );
- PrecacheModel( MEGACANNON_CENTER_GLOW );
- PrecacheModel( MEGACANNON_BLAST_SPRITE );
-
- PrecacheModel( MEGACANNON_RAGDOLL_BOOGIE_SPRITE );
-
- // Precache our alternate model
- PrecacheModel( MEGACANNON_MODEL );
-
- PrecacheScriptSound( "Weapon_PhysCannon.HoldSound" );
- PrecacheScriptSound( "Weapon_Physgun.Off" );
-
- PrecacheScriptSound( "Weapon_MegaPhysCannon.DryFire" );
- PrecacheScriptSound( "Weapon_MegaPhysCannon.Launch" );
- PrecacheScriptSound( "Weapon_MegaPhysCannon.Pickup");
- PrecacheScriptSound( "Weapon_MegaPhysCannon.Drop");
- PrecacheScriptSound( "Weapon_MegaPhysCannon.HoldSound");
- PrecacheScriptSound( "Weapon_MegaPhysCannon.ChargeZap");
-
- BaseClass::Precache();
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CWeaponPhysCannon::Spawn( void )
-{
- BaseClass::Spawn();
-
- // Need to get close to pick it up
- CollisionProp()->UseTriggerBounds( false );
-
- m_bPhyscannonState = IsMegaPhysCannon();
-
- // The megacannon uses a different skin
- if ( IsMegaPhysCannon() )
- {
- m_nSkin = MEGACANNON_SKIN;
- }
-
- m_flTimeForceView = -1;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Restore
-//-----------------------------------------------------------------------------
-void CWeaponPhysCannon::OnRestore()
-{
- BaseClass::OnRestore();
- m_grabController.OnRestore();
-
- m_bPhyscannonState = IsMegaPhysCannon();
-
- // Tracker 8106: Physcannon effects disappear through level transition, so
- // just recreate any effects here
- if ( m_EffectState != EFFECT_NONE )
- {
- DoEffect( m_EffectState, NULL );
- }
-}
-
-//-----------------------------------------------------------------------------
-// On Remove
-//-----------------------------------------------------------------------------
-void CWeaponPhysCannon::UpdateOnRemove(void)
-{
- DestroyEffects( );
- BaseClass::UpdateOnRemove();
-}
-
-
-//-----------------------------------------------------------------------------
-// Sprite scale factor
-//-----------------------------------------------------------------------------
-inline float CWeaponPhysCannon::SpriteScaleFactor()
-{
- return IsMegaPhysCannon() ? 1.5f : 1.0f;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Output : Returns true on success, false on failure.
-//-----------------------------------------------------------------------------
-bool CWeaponPhysCannon::Deploy( void )
-{
- CloseElements();
- DoEffect( EFFECT_READY );
-
- // Unbloat our bounds
- if ( IsMegaPhysCannon() )
- {
- CollisionProp()->UseTriggerBounds( false );
- }
-
- m_flTimeNextObjectPurge = gpGlobals->curtime;
-
- return BaseClass::Deploy();
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CWeaponPhysCannon::SetViewModel( void )
-{
- if ( !IsMegaPhysCannon() )
- {
- BaseClass::SetViewModel();
- return;
- }
-
- CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
- if ( pOwner == NULL )
- return;
-
- CBaseViewModel *vm = pOwner->GetViewModel( m_nViewModelIndex );
- if ( vm == NULL )
- return;
-
- vm->SetWeaponModel( MEGACANNON_MODEL, this );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Force the cannon to drop anything it's carrying
-//-----------------------------------------------------------------------------
-void CWeaponPhysCannon::ForceDrop( void )
-{
- CloseElements();
- DetachObject();
- StopEffects();
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Drops its held entity if it matches the entity passed in
-// Input : *pTarget -
-// Output : Returns true on success, false on failure.
-//-----------------------------------------------------------------------------
-bool CWeaponPhysCannon::DropIfEntityHeld( CBaseEntity *pTarget )
-{
- if ( pTarget == NULL )
- return false;
-
- CBaseEntity *pHeld = m_grabController.GetAttached();
-
- if ( pHeld == NULL )
- return false;
-
- if ( pHeld == pTarget )
- {
- ForceDrop();
- return true;
- }
-
- return false;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CWeaponPhysCannon::Drop( const Vector &vecVelocity )
-{
- ForceDrop();
- BaseClass::Drop( vecVelocity );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-bool CWeaponPhysCannon::CanHolster( void )
-{
- //Don't holster this weapon if we're holding onto something
- if ( m_bActive )
- return false;
-
- return BaseClass::CanHolster();
-};
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Output : Returns true on success, false on failure.
-//-----------------------------------------------------------------------------
-bool CWeaponPhysCannon::Holster( CBaseCombatWeapon *pSwitchingTo )
-{
- //Don't holster this weapon if we're holding onto something
- if ( m_bActive )
- {
- if ( !pSwitchingTo ||
- ( m_grabController.GetAttached() == pSwitchingTo &&
- GetOwner()->Weapon_OwnsThisType( pSwitchingTo->GetClassname(), pSwitchingTo->GetSubType()) ) )
- {
-
- }
- else
- {
- return false;
- }
- }
-
- CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
- if ( pOwner )
- {
- pOwner->RumbleEffect( RUMBLE_PHYSCANNON_OPEN, 0, RUMBLE_FLAG_STOP );
- }
-
- ForceDrop();
-
- return BaseClass::Holster( pSwitchingTo );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CWeaponPhysCannon::DryFire( void )
-{
- SendWeaponAnim( ACT_VM_PRIMARYATTACK );
- WeaponSound( EMPTY );
-
- CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
- if ( pOwner )
- {
- pOwner->RumbleEffect( RUMBLE_PISTOL, 0, RUMBLE_FLAG_RESTART );
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CWeaponPhysCannon::PrimaryFireEffect( void )
-{
- CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
-
- if ( pOwner == NULL )
- return;
-
- pOwner->ViewPunch( QAngle(-6, random->RandomInt(-2,2) ,0) );
-
- color32 white = { 245, 245, 255, 32 };
- UTIL_ScreenFade( pOwner, white, 0.1f, 0.0f, FFADE_IN );
-
- WeaponSound( SINGLE );
-}
-
-#define MAX_KNOCKBACK_FORCE 128
-
-//-----------------------------------------------------------------------------
-// Punt non-physics
-//-----------------------------------------------------------------------------
-void CWeaponPhysCannon::PuntNonVPhysics( CBaseEntity *pEntity, const Vector &forward, trace_t &tr )
-{
- float flDamage = 1.0f;
- if ( FClassnameIs( pEntity, "func_breakable" ) )
- {
- CBreakable *pBreak = dynamic_cast <CBreakable *>(pEntity);
- if ( pBreak && ( pBreak->GetMaterialType() == matGlass ) )
- {
- flDamage = physcannon_dmg_glass.GetFloat();
- }
- }
-
- CTakeDamageInfo info;
-
- info.SetAttacker( GetOwner() );
- info.SetInflictor( this );
- info.SetDamage( flDamage );
- info.SetDamageType( DMG_CRUSH | DMG_PHYSGUN );
- info.SetDamageForce( forward ); // Scale?
- info.SetDamagePosition( tr.endpos );
-
- pEntity->DispatchTraceAttack( info, forward, &tr );
-
- ApplyMultiDamage();
-
- //Explosion effect
- DoEffect( EFFECT_LAUNCH, &tr.endpos );
-
- PrimaryFireEffect();
- SendWeaponAnim( ACT_VM_SECONDARYATTACK );
-
- m_nChangeState = ELEMENT_STATE_CLOSED;
- m_flElementDebounce = gpGlobals->curtime + 0.5f;
- m_flCheckSuppressTime = gpGlobals->curtime + 0.25f;
-}
-
-
-//-----------------------------------------------------------------------------
-// What happens when the physgun picks up something
-//-----------------------------------------------------------------------------
-void CWeaponPhysCannon::Physgun_OnPhysGunPickup( CBaseEntity *pEntity, CBasePlayer *pOwner, PhysGunPickup_t reason )
-{
- // If the target is debris, convert it to non-debris
- if ( pEntity->GetCollisionGroup() == COLLISION_GROUP_DEBRIS )
- {
- // Interactive debris converts back to debris when it comes to rest
- pEntity->SetCollisionGroup( COLLISION_GROUP_INTERACTIVE_DEBRIS );
- }
-
- float mass = 0.0f;
- if( pEntity->VPhysicsGetObject() )
- {
- mass = pEntity->VPhysicsGetObject()->GetMass();
- }
-
- if( reason == PUNTED_BY_CANNON )
- {
- pOwner->RumbleEffect( RUMBLE_357, 0, RUMBLE_FLAGS_NONE );
- RecordThrownObject( pEntity );
- }
-
- // Warn Alyx if the player is punting a car around.
- if( hl2_episodic.GetBool() && mass > 250.0f )
- {
- CAI_BaseNPC **ppAIs = g_AI_Manager.AccessAIs();
- int nAIs = g_AI_Manager.NumAIs();
-
- for ( int i = 0; i < nAIs; i++ )
- {
- if( ppAIs[ i ]->Classify() == CLASS_PLAYER_ALLY_VITAL )
- {
- ppAIs[ i ]->DispatchInteraction( g_interactionPlayerPuntedHeavyObject, pEntity, pOwner );
- }
- }
- }
-
- Pickup_OnPhysGunPickup( pEntity, pOwner, reason );
-}
-
-
-//-----------------------------------------------------------------------------
-// Punt vphysics
-//-----------------------------------------------------------------------------
-void CWeaponPhysCannon::PuntVPhysics( CBaseEntity *pEntity, const Vector &vecForward, trace_t &tr )
-{
- CTakeDamageInfo info;
-
- Vector forward = vecForward;
-
- info.SetAttacker( GetOwner() );
- info.SetInflictor( this );
- info.SetDamage( 0.0f );
- info.SetDamageType( DMG_PHYSGUN );
- pEntity->DispatchTraceAttack( info, forward, &tr );
- ApplyMultiDamage();
-
- CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
- if ( Pickup_OnAttemptPhysGunPickup( pEntity, pOwner, PUNTED_BY_CANNON ) )
- {
- IPhysicsObject *pList[VPHYSICS_MAX_OBJECT_LIST_COUNT];
- int listCount = pEntity->VPhysicsGetObjectList( pList, ARRAYSIZE(pList) );
- if ( !listCount )
- {
- //FIXME: Do we want to do this if there's no physics object?
- Physgun_OnPhysGunPickup( pEntity, pOwner, PUNTED_BY_CANNON );
- DryFire();
- return;
- }
-
- if( forward.z < 0 )
- {
- //reflect, but flatten the trajectory out a bit so it's easier to hit standing targets
- forward.z *= -0.65f;
- }
-
- // NOTE: Do this first to enable motion (if disabled) - so forces will work
- // Tell the object it's been punted
- Physgun_OnPhysGunPickup( pEntity, pOwner, PUNTED_BY_CANNON );
-
- // don't push vehicles that are attached to the world via fixed constraints
- // they will just wiggle...
- if ( (pList[0]->GetGameFlags() & FVPHYSICS_CONSTRAINT_STATIC) && pEntity->GetServerVehicle() )
- {
- forward.Init();
- }
-
- if ( !IsMegaPhysCannon() && !Pickup_ShouldPuntUseLaunchForces( pEntity, PHYSGUN_FORCE_PUNTED ) )
- {
- int i;
-
- // limit mass to avoid punting REALLY huge things
- float totalMass = 0;
- for ( i = 0; i < listCount; i++ )
- {
- totalMass += pList[i]->GetMass();
- }
- float maxMass = 250;
- IServerVehicle *pVehicle = pEntity->GetServerVehicle();
- if ( pVehicle )
- {
- maxMass *= 2.5; // 625 for vehicles
- }
- float mass = MIN(totalMass, maxMass); // max 250kg of additional force
-
- // Put some spin on the object
- for ( i = 0; i < listCount; i++ )
- {
- const float hitObjectFactor = 0.5f;
- const float otherObjectFactor = 1.0f - hitObjectFactor;
- // Must be light enough
- float ratio = pList[i]->GetMass() / totalMass;
- if ( pList[i] == pEntity->VPhysicsGetObject() )
- {
- ratio += hitObjectFactor;
- ratio = MIN(ratio,1.0f);
- }
- else
- {
- ratio *= otherObjectFactor;
- }
- pList[i]->ApplyForceCenter( forward * 15000.0f * ratio );
- pList[i]->ApplyForceOffset( forward * mass * 600.0f * ratio, tr.endpos );
- }
- }
- else
- {
- ApplyVelocityBasedForce( pEntity, vecForward, tr.endpos, PHYSGUN_FORCE_PUNTED );
- }
- }
-
- // Add recoil
- QAngle recoil = QAngle( random->RandomFloat( 1.0f, 2.0f ), random->RandomFloat( -1.0f, 1.0f ), 0 );
- pOwner->ViewPunch( recoil );
-
- //Explosion effect
- DoEffect( EFFECT_LAUNCH, &tr.endpos );
-
- PrimaryFireEffect();
- SendWeaponAnim( ACT_VM_SECONDARYATTACK );
-
- m_nChangeState = ELEMENT_STATE_CLOSED;
- m_flElementDebounce = gpGlobals->curtime + 0.5f;
- m_flCheckSuppressTime = gpGlobals->curtime + 0.25f;
-
- // Don't allow the gun to regrab a thrown object!!
- m_flNextSecondaryAttack = m_flNextPrimaryAttack = gpGlobals->curtime + 0.5f;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Applies velocity-based forces to throw the entity. This code is
-// called from both punt and launch carried code.
-// ASSUMES: that pEntity is a vphysics entity.
-// Input : -
-//-----------------------------------------------------------------------------
-void CWeaponPhysCannon::ApplyVelocityBasedForce( CBaseEntity *pEntity, const Vector &forward, const Vector &vecHitPos, PhysGunForce_t reason )
-{
- // Get the launch velocity
- Vector vVel = Pickup_PhysGunLaunchVelocity( pEntity, forward, reason );
-
- // Get the launch angular impulse
- AngularImpulse aVel = Pickup_PhysGunLaunchAngularImpulse( pEntity, reason );
-
- // Get the physics object (MUST have one)
- IPhysicsObject *pPhysicsObject = pEntity->VPhysicsGetObject();
- if ( pPhysicsObject == NULL )
- {
- Assert( 0 );
- return;
- }
-
- // Affect the object
- CRagdollProp *pRagdoll = dynamic_cast<CRagdollProp*>( pEntity );
- if ( pRagdoll == NULL )
- {
-#ifdef HL2_EPISODIC
- // The jeep being punted needs special force overrides
- if ( reason == PHYSGUN_FORCE_PUNTED && pEntity->GetServerVehicle() )
- {
- // We want the point to emanate low on the vehicle to move it along the ground, not to twist it
- Vector vecFinalPos = vecHitPos;
- vecFinalPos.z = pEntity->GetAbsOrigin().z;
- pPhysicsObject->ApplyForceOffset( vVel, vecFinalPos );
- }
- else
- {
- pPhysicsObject->AddVelocity( &vVel, &aVel );
- }
-#else
-
- pPhysicsObject->AddVelocity( &vVel, &aVel );
-
-#endif // HL2_EPISODIC
- }
- else
- {
- Vector vTempVel;
- AngularImpulse vTempAVel;
-
- ragdoll_t *pRagdollPhys = pRagdoll->GetRagdoll( );
- for ( int j = 0; j < pRagdollPhys->listCount; ++j )
- {
- pRagdollPhys->list[j].pObject->AddVelocity( &vVel, &aVel );
- }
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// Punt non-physics
-//-----------------------------------------------------------------------------
-void CWeaponPhysCannon::PuntRagdoll( CBaseEntity *pEntity, const Vector &vecForward, trace_t &tr )
-{
- CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
- Pickup_OnPhysGunDrop( pEntity, pOwner, LAUNCHED_BY_CANNON );
-
- CTakeDamageInfo info;
-
- Vector forward = vecForward;
- info.SetAttacker( GetOwner() );
- info.SetInflictor( this );
- info.SetDamage( 0.0f );
- info.SetDamageType( DMG_PHYSGUN );
- pEntity->DispatchTraceAttack( info, forward, &tr );
- ApplyMultiDamage();
-
- if ( Pickup_OnAttemptPhysGunPickup( pEntity, pOwner, PUNTED_BY_CANNON ) )
- {
- Physgun_OnPhysGunPickup( pEntity, pOwner, PUNTED_BY_CANNON );
-
- if( forward.z < 0 )
- {
- //reflect, but flatten the trajectory out a bit so it's easier to hit standing targets
- forward.z *= -0.65f;
- }
-
- Vector vVel = forward * 1500;
- AngularImpulse aVel = Pickup_PhysGunLaunchAngularImpulse( pEntity, PHYSGUN_FORCE_PUNTED );
-
- CRagdollProp *pRagdoll = dynamic_cast<CRagdollProp*>( pEntity );
- ragdoll_t *pRagdollPhys = pRagdoll->GetRagdoll( );
-
- int j;
- for ( j = 0; j < pRagdollPhys->listCount; ++j )
- {
- pRagdollPhys->list[j].pObject->AddVelocity( &vVel, NULL );
- }
- }
-
- // Add recoil
- QAngle recoil = QAngle( random->RandomFloat( 1.0f, 2.0f ), random->RandomFloat( -1.0f, 1.0f ), 0 );
- pOwner->ViewPunch( recoil );
-
- //Explosion effect
- DoEffect( EFFECT_LAUNCH, &tr.endpos );
-
- PrimaryFireEffect();
- SendWeaponAnim( ACT_VM_SECONDARYATTACK );
-
- m_nChangeState = ELEMENT_STATE_CLOSED;
- m_flElementDebounce = gpGlobals->curtime + 0.5f;
- m_flCheckSuppressTime = gpGlobals->curtime + 0.25f;
-
- // Don't allow the gun to regrab a thrown object!!
- m_flNextSecondaryAttack = m_flNextPrimaryAttack = gpGlobals->curtime + 0.5f;
-}
-
-
-//-----------------------------------------------------------------------------
-// Trace length
-//-----------------------------------------------------------------------------
-float CWeaponPhysCannon::TraceLength()
-{
- if ( !IsMegaPhysCannon() )
- {
- return physcannon_tracelength.GetFloat();
- }
-
- return physcannon_mega_tracelength.GetFloat();
-}
-
-//-----------------------------------------------------------------------------
-// If there's any special rejection code you need to do per entity then do it here
-// This is kinda nasty but I'd hate to move more physcannon related stuff into CBaseEntity
-//-----------------------------------------------------------------------------
-bool CWeaponPhysCannon::EntityAllowsPunts( CBaseEntity *pEntity )
-{
- if ( pEntity->HasSpawnFlags( SF_PHYSBOX_NEVER_PUNT ) )
- {
- CPhysBox *pPhysBox = dynamic_cast<CPhysBox*>(pEntity);
-
- if ( pPhysBox != NULL )
- {
- if ( pPhysBox->HasSpawnFlags( SF_PHYSBOX_NEVER_PUNT ) )
- {
- return false;
- }
- }
- }
-
- if ( pEntity->HasSpawnFlags( SF_WEAPON_NO_PHYSCANNON_PUNT ) )
- {
- CBaseCombatWeapon *pWeapon = dynamic_cast<CBaseCombatWeapon*>(pEntity);
-
- if ( pWeapon != NULL )
- {
- if ( pWeapon->HasSpawnFlags( SF_WEAPON_NO_PHYSCANNON_PUNT ) )
- {
- return false;
- }
- }
- }
-
- return true;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//
-// This mode is a toggle. Primary fire one time to pick up a physics object.
-// With an object held, click primary fire again to drop object.
-//-----------------------------------------------------------------------------
-void CWeaponPhysCannon::PrimaryAttack( void )
-{
- if( m_flNextPrimaryAttack > gpGlobals->curtime )
- return;
-
- CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
-
- if ( pOwner == NULL )
- return;
-
- if( m_bActive )
- {
- // Punch the object being held!!
- Vector forward;
- pOwner->EyeVectors( &forward );
-
- // Validate the item is within punt range
- CBaseEntity *pHeld = m_grabController.GetAttached();
- Assert( pHeld != NULL );
-
- if ( pHeld != NULL )
- {
- float heldDist = pHeld->CollisionProp()->CalcDistanceFromPoint(pOwner->WorldSpaceCenter() );
-
- if ( heldDist > physcannon_tracelength.GetFloat() )
- {
- // We can't punt this yet
- DryFire();
- return;
- }
- }
-
- LaunchObject( forward, physcannon_maxforce.GetFloat() );
-
- PrimaryFireEffect();
- SendWeaponAnim( ACT_VM_SECONDARYATTACK );
- return;
- }
-
- // If not active, just issue a physics punch in the world.
- m_flNextPrimaryAttack = gpGlobals->curtime + 0.5f;
-
- Vector forward;
- pOwner->EyeVectors( &forward );
-
- // NOTE: Notice we're *not* using the mega tracelength here
- // when you have the mega cannon. Punting has shorter range.
- Vector start, end;
- start = pOwner->Weapon_ShootPosition();
- float flPuntDistance = physcannon_tracelength.GetFloat();
- VectorMA( start, flPuntDistance, forward, end );
-
- trace_t tr;
- UTIL_PhyscannonTraceHull( start, end, -Vector(8,8,8), Vector(8,8,8), pOwner, &tr );
- bool bValid = true;
- CBaseEntity *pEntity = tr.m_pEnt;
- if ( tr.fraction == 1 || !tr.m_pEnt || tr.m_pEnt->IsEFlagSet( EFL_NO_PHYSCANNON_INTERACTION ) )
- {
- bValid = false;
- }
- else if ( (pEntity->GetMoveType() != MOVETYPE_VPHYSICS) && ( pEntity->m_takedamage == DAMAGE_NO ) )
- {
- bValid = false;
- }
-
- // If the entity we've hit is invalid, try a traceline instead
- if ( !bValid )
- {
- UTIL_PhyscannonTraceLine( start, end, pOwner, &tr );
- if ( tr.fraction == 1 || !tr.m_pEnt || tr.m_pEnt->IsEFlagSet( EFL_NO_PHYSCANNON_INTERACTION ) )
- {
- if( hl2_episodic.GetBool() )
- {
- // Try to find something in a very small cone.
- CBaseEntity *pObject = FindObjectInCone( start, forward, physcannon_punt_cone.GetFloat() );
-
- if( pObject )
- {
- // Trace to the object.
- UTIL_PhyscannonTraceLine( start, pObject->WorldSpaceCenter(), pOwner, &tr );
-
- if( tr.m_pEnt && tr.m_pEnt == pObject && !(pObject->IsEFlagSet(EFL_NO_PHYSCANNON_INTERACTION)) )
- {
- bValid = true;
- pEntity = pObject;
- }
- }
- }
- }
- else
- {
- bValid = true;
- pEntity = tr.m_pEnt;
- }
- }
-
- if( !bValid )
- {
- DryFire();
- return;
- }
-
- // See if we hit something
- if ( pEntity->GetMoveType() != MOVETYPE_VPHYSICS )
- {
- if ( pEntity->m_takedamage == DAMAGE_NO )
- {
- DryFire();
- return;
- }
-
- if( GetOwner()->IsPlayer() && !IsMegaPhysCannon() )
- {
- // Don't let the player zap any NPC's except regular antlions and headcrabs.
- if( pEntity->IsNPC() && pEntity->Classify() != CLASS_HEADCRAB && !FClassnameIs(pEntity, "npc_antlion") )
- {
- DryFire();
- return;
- }
- }
-
- if ( IsMegaPhysCannon() )
- {
- if ( pEntity->IsNPC() && !pEntity->IsEFlagSet( EFL_NO_MEGAPHYSCANNON_RAGDOLL ) && pEntity->MyNPCPointer()->CanBecomeRagdoll() )
- {
- CTakeDamageInfo info( pOwner, pOwner, 1.0f, DMG_GENERIC );
- CBaseEntity *pRagdoll = CreateServerRagdoll( pEntity->MyNPCPointer(), 0, info, COLLISION_GROUP_INTERACTIVE_DEBRIS, true );
- PhysSetEntityGameFlags( pRagdoll, FVPHYSICS_NO_SELF_COLLISIONS );
- pRagdoll->SetCollisionBounds( pEntity->CollisionProp()->OBBMins(), pEntity->CollisionProp()->OBBMaxs() );
-
- // Necessary to cause it to do the appropriate death cleanup
- CTakeDamageInfo ragdollInfo( pOwner, pOwner, 10000.0, DMG_PHYSGUN | DMG_REMOVENORAGDOLL );
- pEntity->TakeDamage( ragdollInfo );
-
- PuntRagdoll( pRagdoll, forward, tr );
- return;
- }
- }
-
- PuntNonVPhysics( pEntity, forward, tr );
- }
- else
- {
- if ( EntityAllowsPunts( pEntity) == false )
- {
- DryFire();
- return;
- }
-
- if ( !IsMegaPhysCannon() )
- {
- if ( pEntity->VPhysicsIsFlesh( ) )
- {
- DryFire();
- return;
- }
- PuntVPhysics( pEntity, forward, tr );
- }
- else
- {
- if ( dynamic_cast<CRagdollProp*>(pEntity) )
- {
- PuntRagdoll( pEntity, forward, tr );
- }
- else
- {
- PuntVPhysics( pEntity, forward, tr );
- }
- }
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Click secondary attack whilst holding an object to hurl it.
-//-----------------------------------------------------------------------------
-void CWeaponPhysCannon::SecondaryAttack( void )
-{
- if ( m_flNextSecondaryAttack > gpGlobals->curtime )
- return;
-
- CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
-
- if ( pOwner == NULL )
- return;
-
- // See if we should drop a held item
- if ( ( m_bActive ) && ( pOwner->m_afButtonPressed & IN_ATTACK2 ) )
- {
- // Drop the held object
- m_flNextPrimaryAttack = gpGlobals->curtime + 0.5;
- m_flNextSecondaryAttack = gpGlobals->curtime + 0.5;
-
- DetachObject();
-
- DoEffect( EFFECT_READY );
-
- SendWeaponAnim( ACT_VM_PRIMARYATTACK );
- }
- else
- {
- // Otherwise pick it up
- FindObjectResult_t result = FindObject();
- switch ( result )
- {
- case OBJECT_FOUND:
- WeaponSound( SPECIAL1 );
- SendWeaponAnim( ACT_VM_PRIMARYATTACK );
- m_flNextSecondaryAttack = gpGlobals->curtime + 0.5f;
-
- // We found an object. Debounce the button
- m_nAttack2Debounce |= pOwner->m_nButtons;
- break;
-
- case OBJECT_NOT_FOUND:
- m_flNextSecondaryAttack = gpGlobals->curtime + 0.1f;
- CloseElements();
- break;
-
- case OBJECT_BEING_DETACHED:
- m_flNextSecondaryAttack = gpGlobals->curtime + 0.01f;
- break;
- }
-
- DoEffect( EFFECT_HOLDING );
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CWeaponPhysCannon::WeaponIdle( void )
-{
- if ( HasWeaponIdleTimeElapsed() )
- {
- if ( m_bActive )
- {
- //Shake when holding an item
- SendWeaponAnim( ACT_VM_RELOAD );
- }
- else
- {
- //Otherwise idle simply
- SendWeaponAnim( ACT_VM_IDLE );
- }
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : *pObject -
-//-----------------------------------------------------------------------------
-bool CWeaponPhysCannon::AttachObject( CBaseEntity *pObject, const Vector &vPosition )
-{
- if ( m_bActive )
- return false;
-
- if ( CanPickupObject( pObject ) == false )
- return false;
-
- m_grabController.SetIgnorePitch( false );
- m_grabController.SetAngleAlignment( 0 );
-
- bool bKilledByGrab = false;
-
- bool bIsMegaPhysCannon = IsMegaPhysCannon();
- if ( bIsMegaPhysCannon )
- {
- if ( pObject->IsNPC() && !pObject->IsEFlagSet( EFL_NO_MEGAPHYSCANNON_RAGDOLL ) )
- {
- Assert( pObject->MyNPCPointer()->CanBecomeRagdoll() );
- CTakeDamageInfo info( GetOwner(), GetOwner(), 1.0f, DMG_GENERIC );
- CBaseEntity *pRagdoll = CreateServerRagdoll( pObject->MyNPCPointer(), 0, info, COLLISION_GROUP_INTERACTIVE_DEBRIS, true );
- PhysSetEntityGameFlags( pRagdoll, FVPHYSICS_NO_SELF_COLLISIONS );
-
- pRagdoll->SetCollisionBounds( pObject->CollisionProp()->OBBMins(), pObject->CollisionProp()->OBBMaxs() );
-
- // Necessary to cause it to do the appropriate death cleanup
- CTakeDamageInfo ragdollInfo( GetOwner(), GetOwner(), 10000.0, DMG_PHYSGUN | DMG_REMOVENORAGDOLL );
- pObject->TakeDamage( ragdollInfo );
-
- // Now we act on the ragdoll for the remainder of the time
- pObject = pRagdoll;
- bKilledByGrab = true;
- }
- }
-
- IPhysicsObject *pPhysics = pObject->VPhysicsGetObject();
-
- // Must be valid
- if ( !pPhysics )
- return false;
-
- CHL2_Player *pOwner = (CHL2_Player *)ToBasePlayer( GetOwner() );
-
- m_bActive = true;
- if( pOwner )
- {
-#ifdef HL2_EPISODIC
- CBreakableProp *pProp = dynamic_cast< CBreakableProp * >( pObject );
-
- if ( pProp && pProp->HasInteraction( PROPINTER_PHYSGUN_CREATE_FLARE ) )
- {
- pOwner->FlashlightTurnOff();
- }
-#endif
-
- // NOTE: This can change the mass; so it must be done before max speed setting
- Physgun_OnPhysGunPickup( pObject, pOwner, PICKED_UP_BY_CANNON );
- }
-
- // NOTE :This must happen after OnPhysGunPickup because that can change the mass
- m_grabController.AttachEntity( pOwner, pObject, pPhysics, bIsMegaPhysCannon, vPosition, (!bKilledByGrab) );
-
- if( pOwner )
- {
-#if defined( WIN32 ) && !defined( _X360 )
- // NVNT set the players constant force to simulate holding mass
- HapticSetConstantForce(pOwner,clamp(m_grabController.GetLoadWeight()*0.05,1,5)*Vector(0,-1,0));
-#endif
- pOwner->EnableSprint( false );
-
- float loadWeight = ( 1.0f - GetLoadPercentage() );
- float maxSpeed = hl2_walkspeed.GetFloat() + ( ( hl2_normspeed.GetFloat() - hl2_walkspeed.GetFloat() ) * loadWeight );
-
- //Msg( "Load perc: %f -- Movement speed: %f/%f\n", loadWeight, maxSpeed, hl2_normspeed.GetFloat() );
- pOwner->SetMaxSpeed( maxSpeed );
- }
-
- // Don't drop again for a slight delay, in case they were pulling objects near them
- m_flNextSecondaryAttack = gpGlobals->curtime + 0.4f;
-
- DoEffect( EFFECT_HOLDING );
- OpenElements();
-
- if ( GetMotorSound() )
- {
- (CSoundEnvelopeController::GetController()).Play( GetMotorSound(), 0.0f, 50 );
- (CSoundEnvelopeController::GetController()).SoundChangePitch( GetMotorSound(), 100, 0.5f );
- (CSoundEnvelopeController::GetController()).SoundChangeVolume( GetMotorSound(), 0.8f, 0.5f );
- }
-
-#if defined(HL2_DLL)
- if( physcannon_right_turrets.GetBool() && pObject->ClassMatches("npc_turret_floor") )
- {
- // We just picked up a turret. Is it already upright?
- Vector vecUp;
- Vector vecTrueUp(0,0,1);
- pObject->GetVectors( NULL, NULL, &vecUp );
- float flDot = DotProduct( vecUp, vecTrueUp );
-
- if( flDot < 0.5f )
- {
- // The turret is NOT upright, so have the client help us by raising up the player's view.
- m_flTimeForceView = gpGlobals->curtime + 1.0f;
- }
- }
-#endif
-
- return true;
-}
-
-void CWeaponPhysCannon::FindObjectTrace( CBasePlayer *pPlayer, trace_t *pTraceResult )
-{
- Vector forward;
- pPlayer->EyeVectors( &forward );
-
- // Setup our positions
- Vector start = pPlayer->Weapon_ShootPosition();
- float testLength = TraceLength() * 4.0f;
- Vector end = start + forward * testLength;
-
- if( IsMegaPhysCannon() && hl2_episodic.GetBool() )
- {
- Vector vecAutoAimDir = pPlayer->GetAutoaimVector( 1.0f, testLength );
- end = start + vecAutoAimDir * testLength;
- }
-
- // Try to find an object by looking straight ahead
- UTIL_PhyscannonTraceLine( start, end, pPlayer, pTraceResult );
-
- // Try again with a hull trace
- if ( !pTraceResult->DidHitNonWorldEntity() )
- {
- UTIL_PhyscannonTraceHull( start, end, -Vector(4,4,4), Vector(4,4,4), pPlayer, pTraceResult );
- }
-}
-
-
-CWeaponPhysCannon::FindObjectResult_t CWeaponPhysCannon::FindObject( void )
-{
- CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
-
- Assert( pPlayer );
- if ( pPlayer == NULL )
- return OBJECT_NOT_FOUND;
-
- trace_t tr;
- FindObjectTrace( pPlayer, &tr );
- CBaseEntity *pEntity = tr.m_pEnt ? tr.m_pEnt->GetRootMoveParent() : NULL;
- bool bAttach = false;
- bool bPull = false;
-
- // If we hit something, pick it up or pull it
- if ( ( tr.fraction != 1.0f ) && ( tr.m_pEnt ) && ( tr.m_pEnt->IsWorld() == false ) )
- {
- // Attempt to attach if within range
- if ( tr.fraction <= 0.25f )
- {
- bAttach = true;
- }
- else if ( tr.fraction > 0.25f )
- {
- bPull = true;
- }
- }
-
- Vector forward;
- pPlayer->EyeVectors( &forward );
-
- // Setup our positions
- Vector start = pPlayer->Weapon_ShootPosition();
- float testLength = TraceLength() * 4.0f;
-
- // Find anything within a general cone in front
- CBaseEntity *pConeEntity = NULL;
- if ( !IsMegaPhysCannon() )
- {
- if (!bAttach && !bPull)
- {
- pConeEntity = FindObjectInCone( start, forward, physcannon_cone.GetFloat() );
- }
- }
- else
- {
- pConeEntity = MegaPhysCannonFindObjectInCone( start, forward,
- physcannon_cone.GetFloat(), physcannon_ball_cone.GetFloat(), bAttach || bPull );
- }
-
- if ( pConeEntity )
- {
- pEntity = pConeEntity;
-
- // If the object is near, grab it. Else, pull it a bit.
- if ( pEntity->WorldSpaceCenter().DistToSqr( start ) <= (testLength * testLength) )
- {
- bAttach = true;
- }
- else
- {
- bPull = true;
- }
- }
-
- if ( CanPickupObject( pEntity ) == false )
- {
- CBaseEntity *pNewObject = Pickup_OnFailedPhysGunPickup( pEntity, start );
-
- if ( pNewObject && CanPickupObject( pNewObject ) )
- {
- pEntity = pNewObject;
- }
- else
- {
- // Make a noise to signify we can't pick this up
- if ( !m_flLastDenySoundPlayed )
- {
- m_flLastDenySoundPlayed = true;
- WeaponSound( SPECIAL3 );
- }
-
- return OBJECT_NOT_FOUND;
- }
- }
-
- // Check to see if the object is constrained + needs to be ripped off...
- CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
- if ( !Pickup_OnAttemptPhysGunPickup( pEntity, pOwner, PICKED_UP_BY_CANNON ) )
- return OBJECT_BEING_DETACHED;
-
- if ( bAttach )
- {
- return AttachObject( pEntity, tr.endpos ) ? OBJECT_FOUND : OBJECT_NOT_FOUND;
- }
-
- if ( !bPull )
- return OBJECT_NOT_FOUND;
-
- // FIXME: This needs to be run through the CanPickupObject logic
- IPhysicsObject *pObj = pEntity->VPhysicsGetObject();
- if ( !pObj )
- return OBJECT_NOT_FOUND;
-
- // If we're too far, simply start to pull the object towards us
- Vector pullDir = start - pEntity->WorldSpaceCenter();
- VectorNormalize( pullDir );
- pullDir *= IsMegaPhysCannon() ? physcannon_mega_pullforce.GetFloat() : physcannon_pullforce.GetFloat();
-
- float mass = PhysGetEntityMass( pEntity );
- if ( mass < 50.0f )
- {
- pullDir *= (mass + 0.5) * (1/50.0f);
- }
-
- // Nudge it towards us
- pObj->ApplyForceCenter( pullDir );
- return OBJECT_NOT_FOUND;
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-CBaseEntity *CWeaponPhysCannon::MegaPhysCannonFindObjectInCone( const Vector &vecOrigin,
- const Vector &vecDir, float flCone, float flCombineBallCone, bool bOnlyCombineBalls )
-{
- // Find the nearest physics-based item in a cone in front of me.
- CBaseEntity *list[1024];
- float flMaxDist = TraceLength() + 1.0;
- float flNearestDist = flMaxDist;
- bool bNearestIsCombineBall = bOnlyCombineBalls ? true : false;
- Vector mins = vecOrigin - Vector( flNearestDist, flNearestDist, flNearestDist );
- Vector maxs = vecOrigin + Vector( flNearestDist, flNearestDist, flNearestDist );
-
- CBaseEntity *pNearest = NULL;
-
- int count = UTIL_EntitiesInBox( list, 1024, mins, maxs, 0 );
- for( int i = 0 ; i < count ; i++ )
- {
- if ( !list[ i ]->VPhysicsGetObject() )
- continue;
-
- bool bIsCombineBall = FClassnameIs( list[ i ], "prop_combine_ball" );
- if ( !bIsCombineBall && bNearestIsCombineBall )
- continue;
-
- // Closer than other objects
- Vector los;
- VectorSubtract( list[ i ]->WorldSpaceCenter(), vecOrigin, los );
- float flDist = VectorNormalize( los );
-
- if ( !bIsCombineBall || bNearestIsCombineBall )
- {
- // Closer than other objects
- if( flDist >= flNearestDist )
- continue;
-
- // Cull to the cone
- if ( DotProduct( los, vecDir ) <= flCone )
- continue;
- }
- else
- {
- // Close enough?
- if ( flDist >= flMaxDist )
- continue;
-
- // Cull to the cone
- if ( DotProduct( los, vecDir ) <= flCone )
- continue;
-
- // NOW: If it's either closer than nearest dist or within the ball cone, use it!
- if ( (flDist > flNearestDist) && (DotProduct( los, vecDir ) <= flCombineBallCone) )
- continue;
- }
-
- // Make sure it isn't occluded!
- trace_t tr;
- UTIL_PhyscannonTraceLine( vecOrigin, list[ i ]->WorldSpaceCenter(), GetOwner(), &tr );
- if( tr.m_pEnt == list[ i ] )
- {
- flNearestDist = flDist;
- pNearest = list[ i ];
- bNearestIsCombineBall = bIsCombineBall;
- }
- }
-
- return pNearest;
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-CBaseEntity *CWeaponPhysCannon::FindObjectInCone( const Vector &vecOrigin, const Vector &vecDir, float flCone )
-{
- // Find the nearest physics-based item in a cone in front of me.
- CBaseEntity *list[256];
- float flNearestDist = physcannon_tracelength.GetFloat() + 1.0; //Use regular distance.
- Vector mins = vecOrigin - Vector( flNearestDist, flNearestDist, flNearestDist );
- Vector maxs = vecOrigin + Vector( flNearestDist, flNearestDist, flNearestDist );
-
- CBaseEntity *pNearest = NULL;
-
- int count = UTIL_EntitiesInBox( list, 256, mins, maxs, 0 );
- for( int i = 0 ; i < count ; i++ )
- {
- if ( !list[ i ]->VPhysicsGetObject() )
- continue;
-
- // Closer than other objects
- Vector los = ( list[ i ]->WorldSpaceCenter() - vecOrigin );
- float flDist = VectorNormalize( los );
- if( flDist >= flNearestDist )
- continue;
-
- // Cull to the cone
- if ( DotProduct( los, vecDir ) <= flCone )
- continue;
-
- // Make sure it isn't occluded!
- trace_t tr;
- UTIL_PhyscannonTraceLine( vecOrigin, list[ i ]->WorldSpaceCenter(), GetOwner(), &tr );
- if( tr.m_pEnt == list[ i ] )
- {
- flNearestDist = flDist;
- pNearest = list[ i ];
- }
- }
-
- return pNearest;
-}
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-bool CGrabController::UpdateObject( CBasePlayer *pPlayer, float flError )
-{
- CBaseEntity *pEntity = GetAttached();
- if ( !pEntity || ComputeError() > flError || pPlayer->GetGroundEntity() == pEntity || !pEntity->VPhysicsGetObject() )
- {
- return false;
- }
-
- //Adrian: Oops, our object became motion disabled, let go!
- IPhysicsObject *pPhys = pEntity->VPhysicsGetObject();
- if ( pPhys && pPhys->IsMoveable() == false )
- {
- return false;
- }
-
- Vector forward, right, up;
- QAngle playerAngles = pPlayer->EyeAngles();
- AngleVectors( playerAngles, &forward, &right, &up );
-
- if ( HL2GameRules()->MegaPhyscannonActive() )
- {
- Vector los = ( pEntity->WorldSpaceCenter() - pPlayer->Weapon_ShootPosition() );
- VectorNormalize( los );
-
- float flDot = DotProduct( los, forward );
-
- //Let go of the item if we turn around too fast.
- if ( flDot <= 0.35f )
- return false;
- }
-
- float pitch = AngleDistance(playerAngles.x,0);
-
- if( !m_bAllowObjectOverhead )
- {
- playerAngles.x = clamp( pitch, -75, 75 );
- }
- else
- {
- playerAngles.x = clamp( pitch, -90, 75 );
- }
-
-
-
- // Now clamp a sphere of object radius at end to the player's bbox
- Vector radial = physcollision->CollideGetExtent( pPhys->GetCollide(), vec3_origin, pEntity->GetAbsAngles(), -forward );
- Vector player2d = pPlayer->CollisionProp()->OBBMaxs();
- float playerRadius = player2d.Length2D();
- float radius = playerRadius + fabs(DotProduct( forward, radial ));
-
- float distance = 24 + ( radius * 2.0f );
-
- // Add the prop's distance offset
- distance += m_flDistanceOffset;
-
- Vector start = pPlayer->Weapon_ShootPosition();
- Vector end = start + ( forward * distance );
-
- trace_t tr;
- CTraceFilterSkipTwoEntities traceFilter( pPlayer, pEntity, COLLISION_GROUP_NONE );
- Ray_t ray;
- ray.Init( start, end );
- enginetrace->TraceRay( ray, MASK_SOLID_BRUSHONLY, &traceFilter, &tr );
-
- if ( tr.fraction < 0.5 )
- {
- end = start + forward * (radius*0.5f);
- }
- else if ( tr.fraction <= 1.0f )
- {
- end = start + forward * ( distance - radius );
- }
- Vector playerMins, playerMaxs, nearest;
- pPlayer->CollisionProp()->WorldSpaceAABB( &playerMins, &playerMaxs );
- Vector playerLine = pPlayer->CollisionProp()->WorldSpaceCenter();
- CalcClosestPointOnLine( end, playerLine+Vector(0,0,playerMins.z), playerLine+Vector(0,0,playerMaxs.z), nearest, NULL );
-
- if( !m_bAllowObjectOverhead )
- {
- Vector delta = end - nearest;
- float len = VectorNormalize(delta);
- if ( len < radius )
- {
- end = nearest + radius * delta;
- }
- }
-
- //Show overlays of radius
- if ( g_debug_physcannon.GetBool() )
- {
- NDebugOverlay::Box( end, -Vector( 2,2,2 ), Vector(2,2,2), 0, 255, 0, true, 0 );
-
- NDebugOverlay::Box( GetAttached()->WorldSpaceCenter(),
- -Vector( radius, radius, radius),
- Vector( radius, radius, radius ),
- 255, 0, 0,
- true,
- 0.0f );
- }
-
- QAngle angles = TransformAnglesFromPlayerSpace( m_attachedAnglesPlayerSpace, pPlayer );
-
- // If it has a preferred orientation, update to ensure we're still oriented correctly.
- Pickup_GetPreferredCarryAngles( pEntity, pPlayer, pPlayer->EntityToWorldTransform(), angles );
-
- // We may be holding a prop that has preferred carry angles
- if ( m_bHasPreferredCarryAngles )
- {
- matrix3x4_t tmp;
- ComputePlayerMatrix( pPlayer, tmp );
- angles = TransformAnglesToWorldSpace( m_vecPreferredCarryAngles, tmp );
- }
-
- matrix3x4_t attachedToWorld;
- Vector offset;
- AngleMatrix( angles, attachedToWorld );
- VectorRotate( m_attachedPositionObjectSpace, attachedToWorld, offset );
-
- SetTargetPosition( end - offset, angles );
-
- return true;
-}
-
-void CWeaponPhysCannon::UpdateObject( void )
-{
- CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
- Assert( pPlayer );
-
- float flError = IsMegaPhysCannon() ? 18 : 12;
- if ( !m_grabController.UpdateObject( pPlayer, flError ) )
- {
- DetachObject();
- return;
- }
-}
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CWeaponPhysCannon::DetachObject( bool playSound, bool wasLaunched )
-{
- if ( m_bActive == false )
- return;
-
- CHL2_Player *pOwner = (CHL2_Player *)ToBasePlayer( GetOwner() );
- if( pOwner != NULL )
- {
- pOwner->EnableSprint( true );
- pOwner->SetMaxSpeed( hl2_normspeed.GetFloat() );
-
- if( wasLaunched )
- {
- pOwner->RumbleEffect( RUMBLE_357, 0, RUMBLE_FLAG_RESTART );
- }
-#if defined( WIN32 ) && !defined( _X360 )
- // NVNT clear constant force
- HapticSetConstantForce(pOwner,Vector(0,0,0));
-#endif
- }
-
- CBaseEntity *pObject = m_grabController.GetAttached();
-
- m_grabController.DetachEntity( wasLaunched );
-
- if ( pObject != NULL )
- {
- Pickup_OnPhysGunDrop( pObject, pOwner, wasLaunched ? LAUNCHED_BY_CANNON : DROPPED_BY_CANNON );
- }
-
- // Stop our looping sound
- if ( GetMotorSound() )
- {
- (CSoundEnvelopeController::GetController()).SoundChangeVolume( GetMotorSound(), 0.0f, 1.0f );
- (CSoundEnvelopeController::GetController()).SoundChangePitch( GetMotorSound(), 50, 1.0f );
- }
-
- m_bActive = false;
-
- if ( playSound )
- {
- //Play the detach sound
- WeaponSound( MELEE_MISS );
- }
-
- RecordThrownObject( pObject );
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CWeaponPhysCannon::ItemPreFrame()
-{
- BaseClass::ItemPreFrame();
-
- CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
-
- if ( pOwner == NULL )
- return;
-
- m_flElementPosition = UTIL_Approach( m_flElementDestination, m_flElementPosition, 0.1f );
-
- CBaseViewModel *vm = pOwner->GetViewModel();
-
- if ( vm != NULL )
- {
- // This has to happen here because of how the SetModel interacts with the caching at startup
- if ( m_sbStaticPoseParamsLoaded == false )
- {
- m_poseActive = LookupPoseParameter( "active" );
- m_sbStaticPoseParamsLoaded = true;
- }
-
- vm->SetPoseParameter( m_poseActive, m_flElementPosition );
- }
-
- // Update the object if the weapon is switched on.
- if( m_bActive )
- {
- UpdateObject();
- }
-
- if( gpGlobals->curtime >= m_flTimeNextObjectPurge )
- {
- PurgeThrownObjects();
- m_flTimeNextObjectPurge = gpGlobals->curtime + 0.5f;
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CWeaponPhysCannon::CheckForTarget( void )
-{
- //See if we're suppressing this
- if ( m_flCheckSuppressTime > gpGlobals->curtime )
- return;
-
- // holstered
- if ( IsEffectActive( EF_NODRAW ) )
- return;
-
- CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
-
- if ( pOwner == NULL )
- return;
-
- if ( m_bActive )
- return;
-
- trace_t tr;
- FindObjectTrace( pOwner, &tr );
-
- if ( ( tr.fraction != 1.0f ) && ( tr.m_pEnt != NULL ) )
- {
- float dist = (tr.endpos - tr.startpos).Length();
- if ( dist <= TraceLength() )
- {
- // FIXME: Try just having the elements always open when pointed at a physics object
- if ( CanPickupObject( tr.m_pEnt ) || Pickup_ForcePhysGunOpen( tr.m_pEnt, pOwner ) )
- // if ( ( tr.m_pEnt->VPhysicsGetObject() != NULL ) && ( tr.m_pEnt->GetMoveType() == MOVETYPE_VPHYSICS ) )
- {
- m_nChangeState = ELEMENT_STATE_NONE;
- OpenElements();
- return;
- }
- }
- }
-
- // Close the elements after a delay to prevent overact state switching
- if ( ( m_flElementDebounce < gpGlobals->curtime ) && ( m_nChangeState == ELEMENT_STATE_NONE ) )
- {
- m_nChangeState = ELEMENT_STATE_CLOSED;
- m_flElementDebounce = gpGlobals->curtime + 0.5f;
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// Begin upgrading!
-//-----------------------------------------------------------------------------
-void CWeaponPhysCannon::BeginUpgrade()
-{
- if ( IsMegaPhysCannon() )
- return;
-
- if ( m_bIsCurrentlyUpgrading )
- return;
-
- SetSequence( SelectWeightedSequence( ACT_PHYSCANNON_UPGRADE ) );
- ResetSequenceInfo();
-
- m_bIsCurrentlyUpgrading = true;
-
- SetContextThink( &CWeaponPhysCannon::WaitForUpgradeThink, gpGlobals->curtime + 6.0f, s_pWaitForUpgradeContext );
-
- EmitSound( "WeaponDissolve.Charge" );
-
- // Bloat our bounds
- CollisionProp()->UseTriggerBounds( true, 32.0f );
-
- // Turn on the new skin
- m_nSkin = MEGACANNON_SKIN;
-}
-
-
-//-----------------------------------------------------------------------------
-// Wait until we're done upgrading
-//-----------------------------------------------------------------------------
-void CWeaponPhysCannon::WaitForUpgradeThink()
-{
- Assert( m_bIsCurrentlyUpgrading );
-
- StudioFrameAdvance();
- if ( !IsActivityFinished() )
- {
- SetContextThink( &CWeaponPhysCannon::WaitForUpgradeThink, gpGlobals->curtime + 0.1f, s_pWaitForUpgradeContext );
- return;
- }
-
- if ( !GlobalEntity_IsInTable( "super_phys_gun" ) )
- {
- GlobalEntity_Add( MAKE_STRING("super_phys_gun"), gpGlobals->mapname, GLOBAL_ON );
- }
- else
- {
- GlobalEntity_SetState( MAKE_STRING("super_phys_gun"), GLOBAL_ON );
- }
- m_bIsCurrentlyUpgrading = false;
-
- // This is necessary to get the effects to look different
- DestroyEffects();
-
- // HACK: Hacky notification back to the level that we've finish upgrading
- CBaseEntity *pEnt = gEntList.FindEntityByName( NULL, "script_physcannon_upgrade" );
- if ( pEnt )
- {
- variant_t emptyVariant;
- pEnt->AcceptInput( "Trigger", this, this, emptyVariant, 0 );
- }
-
- StopSound( "WeaponDissolve.Charge" );
-
- // Re-enable weapon pickup
- AddSolidFlags( FSOLID_TRIGGER );
-
- SetContextThink( NULL, gpGlobals->curtime, s_pWaitForUpgradeContext );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CWeaponPhysCannon::DoEffectIdle( void )
-{
- if ( IsEffectActive( EF_NODRAW ) )
- {
- StopEffects();
- return;
- }
-
- CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
-
- if ( pOwner == NULL )
- return;
-
- if ( m_bPhyscannonState != IsMegaPhysCannon() )
- {
- DestroyEffects();
- StartEffects();
-
- m_bPhyscannonState = IsMegaPhysCannon();
-
- //This means we just switched to regular physcannon this frame.
- if ( m_bPhyscannonState == false )
- {
- EmitSound( "Weapon_Physgun.Off" );
-
-#ifdef HL2_EPISODIC
- ForceDrop();
-
- CHL2_Player *pPlayer = dynamic_cast<CHL2_Player*>( pOwner );
-
- if ( pPlayer )
- {
- pPlayer->StartArmorReduction();
- }
-#endif
-
- CCitadelEnergyCore *pCore = static_cast<CCitadelEnergyCore*>( CreateEntityByName( "env_citadel_energy_core" ) );
-
- if ( pCore == NULL )
- return;
-
- CBaseAnimating *pBeamEnt = pOwner->GetViewModel();
-
- if ( pBeamEnt )
- {
- int iAttachment = pBeamEnt->LookupAttachment( "muzzle" );
-
- Vector vOrigin;
- QAngle vAngle;
-
- pBeamEnt->GetAttachment( iAttachment, vOrigin, vAngle );
-
- pCore->SetAbsOrigin( vOrigin );
- pCore->SetAbsAngles( vAngle );
-
- DispatchSpawn( pCore );
- pCore->Activate();
-
- pCore->SetParent( pBeamEnt, iAttachment );
- pCore->SetScale( 2.5f );
-
- variant_t variant;
- variant.SetFloat( 1.0f );
-
- g_EventQueue.AddEvent( pCore, "StartDischarge", 0, pOwner, pOwner );
- g_EventQueue.AddEvent( pCore, "Stop", variant, 1, pOwner, pOwner );
-
- pCore->SetThink ( &CCitadelEnergyCore::SUB_Remove );
- pCore->SetNextThink( gpGlobals->curtime + 10.0f );
-
- m_nSkin = 0;
- }
- }
- }
-
- float flScaleFactor = SpriteScaleFactor();
-
- // Flicker the end sprites
- if ( ( m_hEndSprites[0] != NULL ) && ( m_hEndSprites[1] != NULL ) )
- {
- //Make the end points flicker as fast as possible
- //FIXME: Make this a property of the CSprite class!
- for ( int i = 0; i < 2; i++ )
- {
- m_hEndSprites[i]->SetBrightness( random->RandomInt( 200, 255 ) );
- m_hEndSprites[i]->SetScale( random->RandomFloat( 0.1, 0.15 ) * flScaleFactor );
- }
- }
-
- // Flicker the glow sprites
- for ( int i = 0; i < NUM_SPRITES; i++ )
- {
- if ( m_hGlowSprites[i] == NULL )
- continue;
-
- if ( IsMegaPhysCannon() )
- {
- m_hGlowSprites[i]->SetBrightness( random->RandomInt( 32, 48 ) );
- m_hGlowSprites[i]->SetScale( random->RandomFloat( 0.15, 0.2 ) * flScaleFactor );
- }
- else
- {
- m_hGlowSprites[i]->SetBrightness( random->RandomInt( 16, 24 ) );
- m_hGlowSprites[i]->SetScale( random->RandomFloat( 0.3, 0.35 ) * flScaleFactor );
- }
- }
-
- // Only do these effects on the mega-cannon
- if ( IsMegaPhysCannon() )
- {
- // Randomly arc between the elements and core
- if ( random->RandomInt( 0, 100 ) == 0 && !engine->IsPaused() )
- {
- CBeam *pBeam = CBeam::BeamCreate( MEGACANNON_BEAM_SPRITE, 1 );
-
- CBaseEntity *pBeamEnt = pOwner->GetViewModel();
- pBeam->EntsInit( pBeamEnt, pBeamEnt );
-
- int startAttachment;
- int sprite;
-
- if ( random->RandomInt( 0, 1 ) )
- {
- startAttachment = LookupAttachment( "fork1t" );
- sprite = 0;
- }
- else
- {
- startAttachment = LookupAttachment( "fork2t" );
- sprite = 1;
- }
-
- int endAttachment = 1;
-
- pBeam->SetStartAttachment( startAttachment );
- pBeam->SetEndAttachment( endAttachment );
- pBeam->SetNoise( random->RandomFloat( 8.0f, 16.0f ) );
- pBeam->SetColor( 255, 255, 255 );
- pBeam->SetScrollRate( 25 );
- pBeam->SetBrightness( 128 );
- pBeam->SetWidth( 1 );
- pBeam->SetEndWidth( random->RandomFloat( 2, 8 ) );
-
- float lifetime = random->RandomFloat( 0.2f, 0.4f );
-
- pBeam->LiveForTime( lifetime );
-
- if ( m_hEndSprites[sprite] != NULL )
- {
- // Turn on the sprite for awhile
- m_hEndSprites[sprite]->TurnOn();
- m_flEndSpritesOverride[sprite] = gpGlobals->curtime + lifetime;
- EmitSound( "Weapon_MegaPhysCannon.ChargeZap" );
- }
- }
-
- if ( m_hCenterSprite != NULL )
- {
- if ( m_EffectState == EFFECT_HOLDING )
- {
- m_hCenterSprite->SetBrightness( random->RandomInt( 32, 64 ) );
- m_hCenterSprite->SetScale( random->RandomFloat( 0.2, 0.25 ) * flScaleFactor );
- }
- else
- {
- m_hCenterSprite->SetBrightness( random->RandomInt( 32, 64 ) );
- m_hCenterSprite->SetScale( random->RandomFloat( 0.125, 0.15 ) * flScaleFactor );
- }
- }
-
- if ( m_hBlastSprite != NULL )
- {
- if ( m_EffectState == EFFECT_HOLDING )
- {
- m_hBlastSprite->SetBrightness( random->RandomInt( 125, 150 ) );
- m_hBlastSprite->SetScale( random->RandomFloat( 0.125, 0.15 ) * flScaleFactor );
- }
- else
- {
- m_hBlastSprite->SetBrightness( random->RandomInt( 32, 64 ) );
- m_hBlastSprite->SetScale( random->RandomFloat( 0.075, 0.15 ) * flScaleFactor );
- }
- }
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Update our idle effects even when deploying
-//-----------------------------------------------------------------------------
-void CWeaponPhysCannon::ItemBusyFrame( void )
-{
- DoEffectIdle();
-
- BaseClass::ItemBusyFrame();
-}
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CWeaponPhysCannon::ItemPostFrame()
-{
- CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
- if ( pOwner == NULL )
- {
- // We found an object. Debounce the button
- m_nAttack2Debounce = 0;
- return;
- }
-
- //Check for object in pickup range
- if ( m_bActive == false )
- {
- CheckForTarget();
-
- if ( ( m_flElementDebounce < gpGlobals->curtime ) && ( m_nChangeState != ELEMENT_STATE_NONE ) )
- {
- if ( m_nChangeState == ELEMENT_STATE_OPEN )
- {
- OpenElements();
- }
- else if ( m_nChangeState == ELEMENT_STATE_CLOSED )
- {
- CloseElements();
- }
-
- m_nChangeState = ELEMENT_STATE_NONE;
- }
- }
-
- // NOTE: Attack2 will be considered to be pressed until the first item is picked up.
- int nAttack2Mask = pOwner->m_nButtons & (~m_nAttack2Debounce);
- if ( nAttack2Mask & IN_ATTACK2 )
- {
- SecondaryAttack();
- }
- else
- {
- // Reset our debouncer
- m_flLastDenySoundPlayed = false;
-
- if ( m_bActive == false )
- {
- DoEffect( EFFECT_READY );
- }
- }
-
- if (( pOwner->m_nButtons & IN_ATTACK2 ) == 0 )
- {
- m_nAttack2Debounce = 0;
- }
-
- if ( pOwner->m_nButtons & IN_ATTACK )
- {
- PrimaryAttack();
- }
- else
- {
- WeaponIdle();
- }
-
- if ( hl2_episodic.GetBool() == true )
- {
- if ( IsMegaPhysCannon() )
- {
- if ( !( pOwner->m_nButtons & IN_ATTACK ) )
- {
- m_flNextPrimaryAttack = gpGlobals->curtime;
- }
- }
- }
-
- // Update our idle effects (flickers, etc)
- DoEffectIdle();
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-#define PHYSCANNON_DANGER_SOUND_RADIUS 128
-
-void CWeaponPhysCannon::LaunchObject( const Vector &vecDir, float flForce )
-{
- // FIRE!!!
- if( m_grabController.GetAttached() )
- {
- CBaseEntity *pObject = m_grabController.GetAttached();
-
- gamestats->Event_Punted( pObject );
-
- DetachObject( false, true );
-
- // Trace ahead a bit and make a chain of danger sounds ahead of the phys object
- // to scare potential targets
- trace_t tr;
- Vector vecStart = pObject->GetAbsOrigin();
- Vector vecSpot;
- int iLength;
- int i;
-
- UTIL_TraceLine( vecStart, vecStart + vecDir * flForce, MASK_SHOT, pObject, COLLISION_GROUP_NONE, &tr );
- iLength = ( tr.startpos - tr.endpos ).Length();
- vecSpot = vecStart + vecDir * PHYSCANNON_DANGER_SOUND_RADIUS;
-
- for( i = PHYSCANNON_DANGER_SOUND_RADIUS ; i < iLength ; i += PHYSCANNON_DANGER_SOUND_RADIUS )
- {
- CSoundEnt::InsertSound( SOUND_PHYSICS_DANGER, vecSpot, PHYSCANNON_DANGER_SOUND_RADIUS, 0.5, pObject );
- vecSpot = vecSpot + ( vecDir * PHYSCANNON_DANGER_SOUND_RADIUS );
- }
-
- // Launch
- ApplyVelocityBasedForce( pObject, vecDir, tr.endpos, PHYSGUN_FORCE_LAUNCHED );
-
- // Don't allow the gun to regrab a thrown object!!
- m_flNextSecondaryAttack = m_flNextPrimaryAttack = gpGlobals->curtime + 0.5;
-
- Vector center = pObject->WorldSpaceCenter();
-
- //Do repulse effect
- DoEffect( EFFECT_LAUNCH, ¢er );
- }
-
- // Stop our looping sound
- if ( GetMotorSound() )
- {
- (CSoundEnvelopeController::GetController()).SoundChangeVolume( GetMotorSound(), 0.0f, 1.0f );
- (CSoundEnvelopeController::GetController()).SoundChangePitch( GetMotorSound(), 50, 1.0f );
- }
-
- //Close the elements and suppress checking for a bit
- m_nChangeState = ELEMENT_STATE_CLOSED;
- m_flElementDebounce = gpGlobals->curtime + 0.1f;
- m_flCheckSuppressTime = gpGlobals->curtime + 0.25f;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : *pTarget -
-// Output : Returns true on success, false on failure.
-//-----------------------------------------------------------------------------
-bool CWeaponPhysCannon::CanPickupObject( CBaseEntity *pTarget )
-{
- if ( pTarget == NULL )
- return false;
-
- if ( pTarget->GetBaseAnimating() && pTarget->GetBaseAnimating()->IsDissolving() )
- return false;
-
- if ( pTarget->HasSpawnFlags( SF_PHYSBOX_ALWAYS_PICK_UP ) || pTarget->HasSpawnFlags( SF_PHYSBOX_NEVER_PICK_UP ) )
- {
- // It may seem strange to check this spawnflag before we know the class of this object, since the
- // spawnflag only applies to func_physbox, but it can act as a filter of sorts to reduce the number
- // of irrelevant entities that fall through to this next casting check, which is slower.
- CPhysBox *pPhysBox = dynamic_cast<CPhysBox*>(pTarget);
-
- if ( pPhysBox != NULL )
- {
- if ( pTarget->HasSpawnFlags( SF_PHYSBOX_NEVER_PICK_UP ) )
- return false;
- else
- return true;
- }
- }
-
- if ( pTarget->HasSpawnFlags(SF_PHYSPROP_ALWAYS_PICK_UP) )
- {
- // It may seem strange to check this spawnflag before we know the class of this object, since the
- // spawnflag only applies to func_physbox, but it can act as a filter of sorts to reduce the number
- // of irrelevant entities that fall through to this next casting check, which is slower.
- CPhysicsProp *pPhysProp = dynamic_cast<CPhysicsProp*>(pTarget);
- if ( pPhysProp != NULL )
- return true;
- }
-
- if ( pTarget->IsEFlagSet( EFL_NO_PHYSCANNON_INTERACTION ) )
- return false;
-
- CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
- if ( pOwner && pOwner->GetGroundEntity() == pTarget )
- return false;
-
- if ( !IsMegaPhysCannon() )
- {
- if ( pTarget->VPhysicsIsFlesh( ) )
- return false;
- return CBasePlayer::CanPickupObject( pTarget, physcannon_maxmass.GetFloat(), 0 );
- }
-
- if ( pTarget->IsNPC() && pTarget->MyNPCPointer()->CanBecomeRagdoll() )
- return true;
-
- if ( dynamic_cast<CRagdollProp*>(pTarget) )
- return true;
-
- return CBasePlayer::CanPickupObject( pTarget, 0, 0 );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CWeaponPhysCannon::OpenElements( void )
-{
- if ( m_bOpen )
- return;
-
- WeaponSound( SPECIAL2 );
-
- CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
-
- if ( pOwner == NULL )
- return;
-
- if( !IsMegaPhysCannon() )
- {
- pOwner->RumbleEffect( RUMBLE_PHYSCANNON_OPEN, 0, RUMBLE_FLAG_RESTART );
- }
-
- if ( m_flElementPosition < 0.0f )
- m_flElementPosition = 0.0f;
-
- m_flElementDestination = 1.0f;
-
- SendWeaponAnim( ACT_VM_IDLE );
-
- m_bOpen = true;
-
- DoEffect( EFFECT_READY );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CWeaponPhysCannon::CloseElements( void )
-{
- // The mega cannon cannot be closed!
- if ( IsMegaPhysCannon() )
- {
- OpenElements();
- return;
- }
-
- if ( m_bOpen == false )
- return;
-
- WeaponSound( MELEE_HIT );
-
- CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
-
- if ( pOwner == NULL )
- return;
-
- pOwner->RumbleEffect(RUMBLE_PHYSCANNON_OPEN, 0, RUMBLE_FLAG_STOP);
-
- if ( m_flElementPosition > 1.0f )
- m_flElementPosition = 1.0f;
-
- m_flElementDestination = 0.0f;
-
- SendWeaponAnim( ACT_VM_IDLE );
-
- m_bOpen = false;
-
- if ( GetMotorSound() )
- {
- (CSoundEnvelopeController::GetController()).SoundChangeVolume( GetMotorSound(), 0.0f, 1.0f );
- (CSoundEnvelopeController::GetController()).SoundChangePitch( GetMotorSound(), 50, 1.0f );
- }
-
- DoEffect( EFFECT_CLOSED );
-}
-
-#define PHYSCANNON_MAX_MASS 500
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Output : float
-//-----------------------------------------------------------------------------
-float CWeaponPhysCannon::GetLoadPercentage( void )
-{
- float loadWeight = m_grabController.GetLoadWeight();
- loadWeight /= physcannon_maxmass.GetFloat();
- loadWeight = clamp( loadWeight, 0.0f, 1.0f );
- return loadWeight;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Output : CSoundPatch
-//-----------------------------------------------------------------------------
-CSoundPatch *CWeaponPhysCannon::GetMotorSound( void )
-{
- if ( m_sndMotor == NULL )
- {
- CPASAttenuationFilter filter( this );
-
- if ( IsMegaPhysCannon() )
- {
- m_sndMotor = (CSoundEnvelopeController::GetController()).SoundCreate( filter, entindex(), CHAN_STATIC, "Weapon_MegaPhysCannon.HoldSound", ATTN_NORM );
- }
- else
- {
- m_sndMotor = (CSoundEnvelopeController::GetController()).SoundCreate( filter, entindex(), CHAN_STATIC, "Weapon_PhysCannon.HoldSound", ATTN_NORM );
- }
- }
-
- return m_sndMotor;
-}
-
-
-//-----------------------------------------------------------------------------
-// Shuts down sounds
-//-----------------------------------------------------------------------------
-void CWeaponPhysCannon::StopLoopingSounds()
-{
- if ( m_sndMotor != NULL )
- {
- (CSoundEnvelopeController::GetController()).SoundDestroy( m_sndMotor );
- m_sndMotor = NULL;
- }
-
- BaseClass::StopLoopingSounds();
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CWeaponPhysCannon::DestroyEffects( void )
-{
- //Turn off main glow
- if ( m_hCenterSprite != NULL )
- {
- UTIL_Remove( m_hCenterSprite );
- m_hCenterSprite = NULL;
- }
-
- if ( m_hBlastSprite != NULL )
- {
- UTIL_Remove( m_hBlastSprite );
- m_hBlastSprite = NULL;
- }
-
- // Turn off beams
- for ( int i = 0; i < NUM_BEAMS; i++ )
- {
- if ( m_hBeams[i] != NULL )
- {
- UTIL_Remove( m_hBeams[i] );
- m_hBeams[i] = NULL;
- }
- }
-
- // Turn off sprites
- for ( int i = 0; i < NUM_SPRITES; i++ )
- {
- if ( m_hGlowSprites[i] != NULL )
- {
- UTIL_Remove( m_hGlowSprites[i] );
- m_hGlowSprites[i] = NULL;
- }
- }
-
- for ( int i = 0; i < 2; i++ )
- {
- if ( m_hEndSprites[i] != NULL )
- {
- UTIL_Remove( m_hEndSprites[i] );
- m_hEndSprites[i] = NULL;
- }
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CWeaponPhysCannon::StopEffects( bool stopSound )
-{
- // Turn off our effect state
- DoEffect( EFFECT_NONE );
-
- //Turn off main glow
- if ( m_hCenterSprite != NULL )
- {
- m_hCenterSprite->TurnOff();
- }
-
- if ( m_hBlastSprite != NULL )
- {
- m_hBlastSprite->TurnOff();
- }
-
- //Turn off beams
- for ( int i = 0; i < NUM_BEAMS; i++ )
- {
- if ( m_hBeams[i] != NULL )
- {
- m_hBeams[i]->SetBrightness( 0 );
- }
- }
-
- //Turn off sprites
- for ( int i = 0; i < NUM_SPRITES; i++ )
- {
- if ( m_hGlowSprites[i] != NULL )
- {
- m_hGlowSprites[i]->TurnOff();
- }
- }
-
- for ( int i = 0; i < 2; i++ )
- {
- if ( m_hEndSprites[i] != NULL )
- {
- m_hEndSprites[i]->TurnOff();
- }
- }
-
- //Shut off sounds
- if ( stopSound && GetMotorSound() != NULL )
- {
- (CSoundEnvelopeController::GetController()).SoundFadeOut( GetMotorSound(), 0.1f );
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CWeaponPhysCannon::StartEffects( void )
-{
- CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
- if ( pOwner == NULL )
- return;
-
- bool bIsMegaCannon = IsMegaPhysCannon();
-
- int i;
- float flScaleFactor = SpriteScaleFactor();
- CBaseEntity *pBeamEnt = pOwner->GetViewModel();
-
- // Create the beams
- for ( i = 0; i < NUM_BEAMS; i++ )
- {
- if ( m_hBeams[i] )
- continue;
-
- const char *beamAttachNames[] =
- {
- "fork1t",
- "fork2t",
- "fork1t",
- "fork2t",
- "fork1t",
- "fork2t",
- };
-
- m_hBeams[i] = CBeam::BeamCreate(
- bIsMegaCannon ? MEGACANNON_BEAM_SPRITE : PHYSCANNON_BEAM_SPRITE, 1.0f );
- m_hBeams[i]->EntsInit( pBeamEnt, pBeamEnt );
-
- int startAttachment = LookupAttachment( beamAttachNames[i] );
- int endAttachment = 1;
-
- m_hBeams[i]->FollowEntity( pBeamEnt );
-
- m_hBeams[i]->AddSpawnFlags( SF_BEAM_TEMPORARY );
- m_hBeams[i]->SetStartAttachment( startAttachment );
- m_hBeams[i]->SetEndAttachment( endAttachment );
- m_hBeams[i]->SetNoise( random->RandomFloat( 8.0f, 16.0f ) );
- m_hBeams[i]->SetColor( 255, 255, 255 );
- m_hBeams[i]->SetScrollRate( 25 );
- m_hBeams[i]->SetBrightness( 128 );
- m_hBeams[i]->SetWidth( 0 );
- m_hBeams[i]->SetEndWidth( random->RandomFloat( 2, 4 ) );
- }
-
- //Create the glow sprites
- for ( i = 0; i < NUM_SPRITES; i++ )
- {
- if ( m_hGlowSprites[i] )
- continue;
-
- const char *attachNames[] =
- {
- "fork1b",
- "fork1m",
- "fork1t",
- "fork2b",
- "fork2m",
- "fork2t"
- };
-
- m_hGlowSprites[i] = CSprite::SpriteCreate(
- bIsMegaCannon ? MEGACANNON_GLOW_SPRITE : PHYSCANNON_GLOW_SPRITE,
- GetAbsOrigin(), false );
-
- m_hGlowSprites[i]->SetAsTemporary();
-
- m_hGlowSprites[i]->SetAttachment( pOwner->GetViewModel(), LookupAttachment( attachNames[i] ) );
-
- if ( bIsMegaCannon )
- {
- m_hGlowSprites[i]->SetTransparency( kRenderTransAdd, 255, 255, 255, 128, kRenderFxNone );
- }
- else
- {
- m_hGlowSprites[i]->SetTransparency( kRenderTransAdd, 255, 128, 0, 64, kRenderFxNoDissipation );
- }
-
- m_hGlowSprites[i]->SetBrightness( 255, 0.2f );
- m_hGlowSprites[i]->SetScale( 0.25f * flScaleFactor, 0.2f );
- }
-
- //Create the endcap sprites
- for ( i = 0; i < 2; i++ )
- {
- if ( m_hEndSprites[i] == NULL )
- {
- const char *attachNames[] =
- {
- "fork1t",
- "fork2t"
- };
-
- m_hEndSprites[i] = CSprite::SpriteCreate(
- bIsMegaCannon ? MEGACANNON_ENDCAP_SPRITE : PHYSCANNON_ENDCAP_SPRITE,
- GetAbsOrigin(), false );
-
- m_hEndSprites[i]->SetAsTemporary();
- m_hEndSprites[i]->SetAttachment( pOwner->GetViewModel(), LookupAttachment( attachNames[i] ) );
- m_hEndSprites[i]->SetTransparency( kRenderTransAdd, 255, 255, 255, 255, kRenderFxNoDissipation );
- m_hEndSprites[i]->SetBrightness( 255, 0.2f );
- m_hEndSprites[i]->SetScale( 0.25f * flScaleFactor, 0.2f );
- m_hEndSprites[i]->TurnOff();
- }
- }
-
- //Create the center glow
- if ( m_hCenterSprite == NULL )
- {
- m_hCenterSprite = CSprite::SpriteCreate(
- bIsMegaCannon ? MEGACANNON_CENTER_GLOW : PHYSCANNON_CENTER_GLOW,
- GetAbsOrigin(), false );
-
- m_hCenterSprite->SetAsTemporary();
- m_hCenterSprite->SetAttachment( pOwner->GetViewModel(), 1 );
- m_hCenterSprite->SetTransparency( kRenderTransAdd, 255, 255, 255, 255, kRenderFxNone );
- m_hCenterSprite->SetBrightness( 255, 0.2f );
- m_hCenterSprite->SetScale( 0.1f, 0.2f );
- }
-
- //Create the blast sprite
- if ( m_hBlastSprite == NULL )
- {
- m_hBlastSprite = CSprite::SpriteCreate(
- bIsMegaCannon ? MEGACANNON_BLAST_SPRITE : PHYSCANNON_BLAST_SPRITE,
- GetAbsOrigin(), false );
-
- m_hBlastSprite->SetAsTemporary();
- m_hBlastSprite->SetAttachment( pOwner->GetViewModel(), 1 );
- m_hBlastSprite->SetTransparency( kRenderTransAdd, 255, 255, 255, 255, kRenderFxNone );
- m_hBlastSprite->SetBrightness( 255, 0.2f );
- m_hBlastSprite->SetScale( 0.1f, 0.2f );
- m_hBlastSprite->TurnOff();
- }
-}
-
-//-----------------------------------------------------------------------------
-// Closing effects
-//-----------------------------------------------------------------------------
-void CWeaponPhysCannon::DoEffectClosed( void )
-{
- float flScaleFactor = SpriteScaleFactor();
-
- // Turn off the center sprite
- if ( m_hCenterSprite != NULL )
- {
- m_hCenterSprite->SetBrightness( 0.0, 0.1f );
- m_hCenterSprite->SetScale( 0.0f, 0.1f );
- m_hCenterSprite->TurnOff();
- }
-
- // Turn off the end-caps
- for ( int i = 0; i < 2; i++ )
- {
- if ( m_hEndSprites[i] != NULL )
- {
- m_hEndSprites[i]->TurnOff();
- }
- }
-
- // Turn off the lightning
- for ( int i = 0; i < NUM_BEAMS; i++ )
- {
- if ( m_hBeams[i] != NULL )
- {
- m_hBeams[i]->SetBrightness( 0 );
- }
- }
-
- // Turn on the glow sprites
- for ( int i = 0; i < NUM_SPRITES; i++ )
- {
- if ( m_hGlowSprites[i] != NULL )
- {
- m_hGlowSprites[i]->TurnOn();
- m_hGlowSprites[i]->SetBrightness( 16.0f, 0.2f );
- m_hGlowSprites[i]->SetScale( 0.3f * flScaleFactor, 0.2f );
- }
- }
-
- // Prepare for scale down
- if ( m_hBlastSprite != NULL )
- {
- m_hBlastSprite->TurnOn();
- m_hBlastSprite->SetScale( 1.0f, 0.0f );
- m_hBlastSprite->SetBrightness( 0, 0.0f );
- }
-}
-
-//-----------------------------------------------------------------------------
-// Closing effects
-//-----------------------------------------------------------------------------
-void CWeaponPhysCannon::DoMegaEffectClosed( void )
-{
- float flScaleFactor = SpriteScaleFactor();
-
- // Turn off the center sprite
- if ( m_hCenterSprite != NULL )
- {
- m_hCenterSprite->SetBrightness( 0.0, 0.1f );
- m_hCenterSprite->SetScale( 0.0f, 0.1f );
- m_hCenterSprite->TurnOff();
- }
-
- // Turn off the end-caps
- for ( int i = 0; i < 2; i++ )
- {
- if ( m_hEndSprites[i] != NULL )
- {
- m_hEndSprites[i]->TurnOff();
- }
- }
-
- // Turn off the lightning
- for ( int i = 0; i < NUM_BEAMS; i++ )
- {
- if ( m_hBeams[i] != NULL )
- {
- m_hBeams[i]->SetBrightness( 0 );
- }
- }
-
- // Turn on the glow sprites
- for ( int i = 0; i < NUM_SPRITES; i++ )
- {
- if ( m_hGlowSprites[i] != NULL )
- {
- m_hGlowSprites[i]->TurnOn();
- m_hGlowSprites[i]->SetBrightness( 16.0f, 0.2f );
- m_hGlowSprites[i]->SetScale( 0.3f * flScaleFactor, 0.2f );
- }
- }
-
- // Prepare for scale down
- if ( m_hBlastSprite != NULL )
- {
- m_hBlastSprite->TurnOn();
- m_hBlastSprite->SetScale( 1.0f, 0.0f );
- m_hBlastSprite->SetBrightness( 0, 0.0f );
- }
-}
-
-//-----------------------------------------------------------------------------
-// Ready effects
-//-----------------------------------------------------------------------------
-void CWeaponPhysCannon::DoEffectReady( )
-{
- float flScaleFactor = SpriteScaleFactor();
-
- //Turn on the center sprite
- if ( m_hCenterSprite != NULL )
- {
- m_hCenterSprite->SetBrightness( 128, 0.2f );
- m_hCenterSprite->SetScale( 0.15f, 0.2f );
- m_hCenterSprite->TurnOn();
- }
-
- //Turn off the end-caps
- for ( int i = 0; i < 2; i++ )
- {
- if ( m_hEndSprites[i] != NULL )
- {
- m_hEndSprites[i]->TurnOff();
- }
- }
-
- //Turn off the lightning
- for ( int i = 0; i < NUM_BEAMS; i++ )
- {
- if ( m_hBeams[i] != NULL )
- {
- m_hBeams[i]->SetBrightness( 0 );
- }
- }
-
- //Turn on the glow sprites
- for ( int i = 0; i < NUM_SPRITES; i++ )
- {
- if ( m_hGlowSprites[i] != NULL )
- {
- m_hGlowSprites[i]->TurnOn();
- m_hGlowSprites[i]->SetBrightness( 32.0f, 0.2f );
- m_hGlowSprites[i]->SetScale( 0.4f * flScaleFactor, 0.2f );
- }
- }
-
- //Scale down
- if ( m_hBlastSprite != NULL )
- {
- m_hBlastSprite->TurnOn();
- m_hBlastSprite->SetScale( 0.1f, 0.2f );
- m_hBlastSprite->SetBrightness( 255, 0.1f );
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// Holding effects
-//-----------------------------------------------------------------------------
-void CWeaponPhysCannon::DoEffectHolding( )
-{
- float flScaleFactor = SpriteScaleFactor();
-
- // Turn off the center sprite
- if ( m_hCenterSprite != NULL )
- {
- m_hCenterSprite->SetBrightness( 255, 0.1f );
- m_hCenterSprite->SetScale( 0.2f, 0.2f );
- m_hCenterSprite->TurnOn();
- }
-
- // Turn off the end-caps
- for ( int i = 0; i < 2; i++ )
- {
- if ( m_hEndSprites[i] != NULL )
- {
- m_hEndSprites[i]->TurnOn();
- }
- }
-
- // Turn off the lightning
- for ( int i = 0; i < NUM_BEAMS; i++ )
- {
- if ( m_hBeams[i] != NULL )
- {
- m_hBeams[i]->SetBrightness( 128 );
- }
- }
-
- // Turn on the glow sprites
- for ( int i = 0; i < NUM_SPRITES; i++ )
- {
- if ( m_hGlowSprites[i] != NULL )
- {
- m_hGlowSprites[i]->TurnOn();
- m_hGlowSprites[i]->SetBrightness( 64.0f, 0.2f );
- m_hGlowSprites[i]->SetScale( 0.5f * flScaleFactor, 0.2f );
- }
- }
-
- // Prepare for scale up
- if ( m_hBlastSprite != NULL )
- {
- m_hBlastSprite->TurnOff();
- m_hBlastSprite->SetScale( 0.1f, 0.0f );
- m_hBlastSprite->SetBrightness( 0, 0.0f );
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// Launch effects
-//-----------------------------------------------------------------------------
-void CWeaponPhysCannon::DoEffectLaunch( Vector *pos )
-{
- Assert( pos );
- if ( pos == NULL )
- return;
-
- CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
- if ( pOwner == NULL )
- return;
-
- Vector endpos = *pos;
-
- // Check to store off our view model index
- CBeam *pBeam = CBeam::BeamCreate( IsMegaPhysCannon() ? MEGACANNON_BEAM_SPRITE : PHYSCANNON_BEAM_SPRITE, 8 );
-
- if ( pBeam != NULL )
- {
- pBeam->PointEntInit( endpos, this );
- pBeam->SetEndAttachment( 1 );
- pBeam->SetWidth( 6.4 );
- pBeam->SetEndWidth( 12.8 );
- pBeam->SetBrightness( 255 );
- pBeam->SetColor( 255, 255, 255 );
- pBeam->LiveForTime( 0.1f );
- pBeam->RelinkBeam();
- pBeam->SetNoise( 2 );
- }
-
- Vector shotDir = ( endpos - pOwner->Weapon_ShootPosition() );
- VectorNormalize( shotDir );
-
- //End hit
- //FIXME: Probably too big
- CPVSFilter filter( endpos );
- te->GaussExplosion( filter, 0.0f, endpos - ( shotDir * 4.0f ), RandomVector(-1.0f, 1.0f), 0 );
-
- if ( m_hBlastSprite != NULL )
- {
- m_hBlastSprite->TurnOn();
- m_hBlastSprite->SetScale( 2.0f, 0.1f );
- m_hBlastSprite->SetBrightness( 0.0f, 0.1f );
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : *pos -
-//-----------------------------------------------------------------------------
-void CWeaponPhysCannon::DoMegaEffectLaunch( Vector *pos )
-{
- Assert( pos );
- if ( pos == NULL )
- return;
-
- CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
- if ( pOwner == NULL )
- return;
-
- Vector endpos = *pos;
-
- // Check to store off our view model index
- CBaseViewModel *vm = pOwner->GetViewModel();
-
- int numBeams = random->RandomInt( 1, 2 );
-
- CBeam *pBeam = CBeam::BeamCreate( IsMegaPhysCannon() ? MEGACANNON_BEAM_SPRITE : PHYSCANNON_BEAM_SPRITE, 0.8 );
-
- if ( pBeam != NULL )
- {
- pBeam->PointEntInit( endpos, vm );
- pBeam->SetEndAttachment( 1 );
- pBeam->SetWidth( 2 );
- pBeam->SetEndWidth( 12 );
- pBeam->SetBrightness( 255 );
- pBeam->SetColor( 255, 255, 255 );
- pBeam->LiveForTime( 0.1f );
- pBeam->RelinkBeam();
- pBeam->SetNoise( 0 );
- }
-
- for ( int i = 0; i < numBeams; i++ )
- {
- pBeam = CBeam::BeamCreate( IsMegaPhysCannon() ? MEGACANNON_BEAM_SPRITE : PHYSCANNON_BEAM_SPRITE, 0.8 );
-
- if ( pBeam != NULL )
- {
- pBeam->PointEntInit( endpos, vm );
- pBeam->SetEndAttachment( 1 );
- pBeam->SetWidth( 2 );
- pBeam->SetEndWidth( random->RandomInt( 1, 2 ) );
- pBeam->SetBrightness( 255 );
- pBeam->SetColor( 255, 255, 255 );
- pBeam->LiveForTime( 0.1f );
- pBeam->RelinkBeam();
- pBeam->SetNoise( random->RandomInt( 8, 12 ) );
- }
- }
-
- Vector shotDir = ( endpos - pOwner->Weapon_ShootPosition() );
- VectorNormalize( shotDir );
-
- //End hit
- //FIXME: Probably too big
- CPVSFilter filter( endpos );
- te->GaussExplosion( filter, 0.0f, endpos - ( shotDir * 4.0f ), RandomVector(-1.0f, 1.0f), 0 );
-}
-
-//-----------------------------------------------------------------------------
-// Holding effects
-//-----------------------------------------------------------------------------
-void CWeaponPhysCannon::DoMegaEffectHolding( void )
-{
- float flScaleFactor = SpriteScaleFactor();
-
- // Turn off the center sprite
- if ( m_hCenterSprite != NULL )
- {
- m_hCenterSprite->SetBrightness( 255, 0.1f );
- m_hCenterSprite->SetScale( 0.2f, 0.2f );
- m_hCenterSprite->TurnOn();
- }
-
- // Turn off the end-caps
- for ( int i = 0; i < 2; i++ )
- {
- if ( m_hEndSprites[i] != NULL )
- {
- m_hEndSprites[i]->TurnOn();
- }
- }
-
- // Turn off the lightning
- for ( int i = 0; i < NUM_BEAMS; i++ )
- {
- if ( m_hBeams[i] != NULL )
- {
- m_hBeams[i]->SetBrightness( 128 );
- }
- }
-
- // Turn on the glow sprites
- for ( int i = 0; i < NUM_SPRITES; i++ )
- {
- if ( m_hGlowSprites[i] != NULL )
- {
- m_hGlowSprites[i]->TurnOn();
- m_hGlowSprites[i]->SetBrightness( 32.0f, 0.2f );
- m_hGlowSprites[i]->SetScale( 0.25f * flScaleFactor, 0.2f );
- }
- }
-}
-
-//-----------------------------------------------------------------------------
-// Ready effects
-//-----------------------------------------------------------------------------
-void CWeaponPhysCannon::DoMegaEffectReady( void )
-{
- float flScaleFactor = SpriteScaleFactor();
-
- //Turn on the center sprite
- if ( m_hCenterSprite != NULL )
- {
- m_hCenterSprite->SetBrightness( 128, 0.2f );
- m_hCenterSprite->SetScale( 0.15f, 0.2f );
- m_hCenterSprite->TurnOn();
- }
-
- //Turn off the end-caps
- for ( int i = 0; i < 2; i++ )
- {
- if ( m_hEndSprites[i] != NULL )
- {
- if ( m_flEndSpritesOverride[i] < gpGlobals->curtime )
- {
- m_hEndSprites[i]->TurnOff();
- }
- }
- }
-
- //Turn off the lightning
- for ( int i = 0; i < NUM_BEAMS; i++ )
- {
- if ( m_hBeams[i] != NULL )
- {
- m_hBeams[i]->SetBrightness( 0 );
- }
- }
-
- //Turn on the glow sprites
- for ( int i = 0; i < NUM_SPRITES; i++ )
- {
- if ( m_hGlowSprites[i] != NULL )
- {
- m_hGlowSprites[i]->TurnOn();
- m_hGlowSprites[i]->SetBrightness( 24.0f, 0.2f );
- m_hGlowSprites[i]->SetScale( 0.2f * flScaleFactor, 0.2f );
- }
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Shutdown for the weapon when it's holstered
-//-----------------------------------------------------------------------------
-void CWeaponPhysCannon::DoEffectNone( void )
-{
- if ( m_hBlastSprite != NULL )
- {
- // Become small
- m_hBlastSprite->SetScale( 0.001f );
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : effectType -
-// *pos -
-//-----------------------------------------------------------------------------
-void CWeaponPhysCannon::DoMegaEffect( int effectType, Vector *pos )
-{
- switch( effectType )
- {
- case EFFECT_CLOSED:
- DoMegaEffectClosed();
- break;
-
- case EFFECT_READY:
- DoMegaEffectReady();
- break;
-
- case EFFECT_HOLDING:
- DoMegaEffectHolding();
- break;
-
- case EFFECT_LAUNCH:
- DoMegaEffectLaunch( pos );
- break;
-
- default:
- case EFFECT_NONE:
- break;
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : effectType -
-//-----------------------------------------------------------------------------
-void CWeaponPhysCannon::DoEffect( int effectType, Vector *pos )
-{
- // Make sure we're active
- StartEffects();
-
- m_EffectState = effectType;
-
- // Do different effects when upgraded
- if ( IsMegaPhysCannon() )
- {
- DoMegaEffect( effectType, pos );
- return;
- }
-
- switch( effectType )
- {
- case EFFECT_CLOSED:
- DoEffectClosed( );
- break;
-
- case EFFECT_READY:
- DoEffectReady( );
- break;
-
- case EFFECT_HOLDING:
- DoEffectHolding();
- break;
-
- case EFFECT_LAUNCH:
- DoEffectLaunch( pos );
- break;
-
- default:
- case EFFECT_NONE:
- DoEffectNone();
- break;
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : iIndex -
-// Output : const char
-//-----------------------------------------------------------------------------
-const char *CWeaponPhysCannon::GetShootSound( int iIndex ) const
-{
- // Just do this normally if we're a normal physcannon
- if ( PlayerHasMegaPhysCannon() == false )
- return BaseClass::GetShootSound( iIndex );
-
- // We override this if we're the charged up version
- switch( iIndex )
- {
- case EMPTY:
- return "Weapon_MegaPhysCannon.DryFire";
- break;
-
- case SINGLE:
- return "Weapon_MegaPhysCannon.Launch";
- break;
-
- case SPECIAL1:
- return "Weapon_MegaPhysCannon.Pickup";
- break;
-
- case MELEE_MISS:
- return "Weapon_MegaPhysCannon.Drop";
- break;
-
- default:
- break;
- }
-
- return BaseClass::GetShootSound( iIndex );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Adds the specified object to the list of objects that have been
-// propelled by this physgun, along with a timestamp of when the
-// object was added to the list. This list is checked when a physics
-// object strikes another entity, to resolve whether the player is
-// accountable for the impact.
-//
-// Input : pObject - pointer to the object being thrown by the physcannon.
-//-----------------------------------------------------------------------------
-void CWeaponPhysCannon::RecordThrownObject( CBaseEntity *pObject )
-{
- thrown_objects_t thrown;
- thrown.hEntity = pObject;
- thrown.fTimeThrown = gpGlobals->curtime;
-
- // Get rid of stale and dead objects in the list.
- PurgeThrownObjects();
-
- // See if this object is already in the list.
- int count = m_ThrownEntities.Count();
-
- for( int i = 0 ; i < count ; i++ )
- {
- if( m_ThrownEntities[i].hEntity == pObject )
- {
- // Just update the time.
- //Msg("++UPDATING: %s (%d)\n", m_ThrownEntities[i].hEntity->GetClassname(), m_ThrownEntities[i].hEntity->entindex() );
- m_ThrownEntities[i] = thrown;
- return;
- }
- }
-
- //Msg("++ADDING: %s (%d)\n", pObject->GetClassname(), pObject->entindex() );
-
- m_ThrownEntities.AddToTail(thrown);
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Go through the objects in the thrown objects list and discard any
-// objects that have gone 'stale'. (Were thrown several seconds ago), or
-// have been destroyed or removed.
-//
-//-----------------------------------------------------------------------------
-#define PHYSCANNON_THROWN_LIST_TIMEOUT 10.0f
-void CWeaponPhysCannon::PurgeThrownObjects()
-{
- bool bListChanged;
-
- // This is bubble-sorty, but the list is also very short.
- do
- {
- bListChanged = false;
-
- int count = m_ThrownEntities.Count();
- for( int i = 0 ; i < count ; i++ )
- {
- bool bRemove = false;
-
- if( !m_ThrownEntities[i].hEntity.Get() )
- {
- bRemove = true;
- }
- else if( gpGlobals->curtime > (m_ThrownEntities[i].fTimeThrown + PHYSCANNON_THROWN_LIST_TIMEOUT) )
- {
- bRemove = true;
- }
- else
- {
- IPhysicsObject *pObject = m_ThrownEntities[i].hEntity->VPhysicsGetObject();
-
- if( pObject && pObject->IsAsleep() )
- {
- bRemove = true;
- }
- }
-
- if( bRemove )
- {
- //Msg("--REMOVING: %s (%d)\n", m_ThrownEntities[i].hEntity->GetClassname(), m_ThrownEntities[i].hEntity->entindex() );
- m_ThrownEntities.Remove(i);
- bListChanged = true;
- break;
- }
- }
- } while( bListChanged );
-}
-
-bool CWeaponPhysCannon::IsAccountableForObject( CBaseEntity *pObject )
-{
- // Clean out the stale and dead items.
- PurgeThrownObjects();
-
- // Now if this object is in the list, the player is accountable for it striking something.
- int count = m_ThrownEntities.Count();
-
- for( int i = 0 ; i < count ; i++ )
- {
- if( m_ThrownEntities[i].hEntity == pObject )
- {
- return true;
- }
- }
-
- return false;
-}
-
-//-----------------------------------------------------------------------------
-// EXTERNAL API
-//-----------------------------------------------------------------------------
-void PhysCannonForceDrop( CBaseCombatWeapon *pActiveWeapon, CBaseEntity *pOnlyIfHoldingThis )
-{
- CWeaponPhysCannon *pCannon = dynamic_cast<CWeaponPhysCannon *>(pActiveWeapon);
- if ( pCannon )
- {
- if ( pOnlyIfHoldingThis )
- {
- pCannon->DropIfEntityHeld( pOnlyIfHoldingThis );
- }
- else
- {
- pCannon->ForceDrop();
- }
- }
-}
-
-void PhysCannonBeginUpgrade( CBaseAnimating *pAnim )
-{
- CWeaponPhysCannon *pWeaponPhyscannon = assert_cast< CWeaponPhysCannon* >( pAnim );
- pWeaponPhyscannon->BeginUpgrade();
-}
-
-
-bool PlayerPickupControllerIsHoldingEntity( CBaseEntity *pPickupControllerEntity, CBaseEntity *pHeldEntity )
-{
- CPlayerPickupController *pController = dynamic_cast<CPlayerPickupController *>(pPickupControllerEntity);
-
- return pController ? pController->IsHoldingEntity( pHeldEntity ) : false;
-}
-
-
-float PhysCannonGetHeldObjectMass( CBaseCombatWeapon *pActiveWeapon, IPhysicsObject *pHeldObject )
-{
- float mass = 0.0f;
- CWeaponPhysCannon *pCannon = dynamic_cast<CWeaponPhysCannon *>(pActiveWeapon);
- if ( pCannon )
- {
- CGrabController &grab = pCannon->GetGrabController();
- mass = grab.GetSavedMass( pHeldObject );
- }
-
- return mass;
-}
-
-CBaseEntity *PhysCannonGetHeldEntity( CBaseCombatWeapon *pActiveWeapon )
-{
- CWeaponPhysCannon *pCannon = dynamic_cast<CWeaponPhysCannon *>(pActiveWeapon);
- if ( pCannon )
- {
- CGrabController &grab = pCannon->GetGrabController();
- return grab.GetAttached();
- }
-
- return NULL;
-}
-
-CBaseEntity *GetPlayerHeldEntity( CBasePlayer *pPlayer )
-{
- CBaseEntity *pObject = NULL;
- CPlayerPickupController *pPlayerPickupController = (CPlayerPickupController *)(pPlayer->GetUseEntity());
-
- if ( pPlayerPickupController )
- {
- pObject = pPlayerPickupController->GetGrabController().GetAttached();
- }
-
- return pObject;
-}
-
-bool PhysCannonAccountableForObject( CBaseCombatWeapon *pPhysCannon, CBaseEntity *pObject )
-{
- CWeaponPhysCannon *pCannon = dynamic_cast<CWeaponPhysCannon *>(pPhysCannon);
- if ( pCannon )
- {
- return pCannon->IsAccountableForObject(pObject);
- }
-
- return false;
-}
-
-float PlayerPickupGetHeldObjectMass( CBaseEntity *pPickupControllerEntity, IPhysicsObject *pHeldObject )
-{
- float mass = 0.0f;
- CPlayerPickupController *pController = dynamic_cast<CPlayerPickupController *>(pPickupControllerEntity);
- if ( pController )
- {
- CGrabController &grab = pController->GetGrabController();
- mass = grab.GetSavedMass( pHeldObject );
- }
- return mass;
-}
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Physics cannon +// +//=============================================================================// + +#include "cbase.h" +#include "player.h" +#include "gamerules.h" +#include "soundenvelope.h" +#include "engine/IEngineSound.h" +#include "physics.h" +#include "in_buttons.h" +#include "soundent.h" +#include "IEffects.h" +#include "ndebugoverlay.h" +#include "shake.h" +#include "hl2_player.h" +#include "beam_shared.h" +#include "Sprite.h" +#include "util.h" +#include "weapon_physcannon.h" +#include "physics_saverestore.h" +#include "ai_basenpc.h" +#include "player_pickup.h" +#include "physics_prop_ragdoll.h" +#include "globalstate.h" +#include "props.h" +#include "movevars_shared.h" +#include "basehlcombatweapon.h" +#include "te_effect_dispatch.h" +#include "vphysics/friction.h" +#include "saverestore_utlvector.h" +#include "prop_combine_ball.h" +#include "physobj.h" +#include "hl2_gamerules.h" +#include "citadel_effects_shared.h" +#include "eventqueue.h" +#include "model_types.h" +#include "ai_interactions.h" +#include "rumble_shared.h" +#include "gamestats.h" +// NVNT haptic utils +#include "haptics/haptic_utils.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +static const char *s_pWaitForUpgradeContext = "WaitForUpgrade"; + +ConVar g_debug_physcannon( "g_debug_physcannon", "0" ); + +ConVar physcannon_minforce( "physcannon_minforce", "700" ); +ConVar physcannon_maxforce( "physcannon_maxforce", "1500" ); +ConVar physcannon_maxmass( "physcannon_maxmass", "250" ); +ConVar physcannon_tracelength( "physcannon_tracelength", "250" ); +ConVar physcannon_mega_tracelength( "physcannon_mega_tracelength", "850" ); +ConVar physcannon_chargetime("physcannon_chargetime", "2" ); +ConVar physcannon_pullforce( "physcannon_pullforce", "4000" ); +ConVar physcannon_mega_pullforce( "physcannon_mega_pullforce", "8000" ); +ConVar physcannon_cone( "physcannon_cone", "0.97" ); +ConVar physcannon_ball_cone( "physcannon_ball_cone", "0.997" ); +ConVar physcannon_punt_cone( "physcannon_punt_cone", "0.997" ); +ConVar player_throwforce( "player_throwforce", "1000" ); +ConVar physcannon_dmg_glass( "physcannon_dmg_glass", "15" ); +ConVar physcannon_right_turrets( "physcannon_right_turrets", "0" ); + +extern ConVar hl2_normspeed; +extern ConVar hl2_walkspeed; + +#define PHYSCANNON_BEAM_SPRITE "sprites/orangelight1.vmt" +#define PHYSCANNON_GLOW_SPRITE "sprites/glow04_noz.vmt" +#define PHYSCANNON_ENDCAP_SPRITE "sprites/orangeflare1.vmt" +#define PHYSCANNON_CENTER_GLOW "sprites/orangecore1.vmt" +#define PHYSCANNON_BLAST_SPRITE "sprites/orangecore2.vmt" + +#define MEGACANNON_BEAM_SPRITE "sprites/lgtning_noz.vmt" +#define MEGACANNON_GLOW_SPRITE "sprites/blueflare1_noz.vmt" +#define MEGACANNON_ENDCAP_SPRITE "sprites/blueflare1_noz.vmt" +#define MEGACANNON_CENTER_GLOW "effects/fluttercore.vmt" +#define MEGACANNON_BLAST_SPRITE "effects/fluttercore.vmt" + +#define MEGACANNON_RAGDOLL_BOOGIE_SPRITE "sprites/lgtning_noz.vmt" + +#define MEGACANNON_MODEL "models/weapons/v_superphyscannon.mdl" +#define MEGACANNON_SKIN 1 + +// ------------------------------------------------------------------------- +// Physcannon trace filter to handle special cases +// ------------------------------------------------------------------------- + +class CTraceFilterPhyscannon : public CTraceFilterSimple +{ +public: + DECLARE_CLASS( CTraceFilterPhyscannon, CTraceFilterSimple ); + + CTraceFilterPhyscannon( const IHandleEntity *passentity, int collisionGroup ) + : CTraceFilterSimple( NULL, collisionGroup ), m_pTraceOwner( passentity ) { } + + // For this test, we only test against entities (then world brushes afterwards) + virtual TraceType_t GetTraceType() const { return TRACE_ENTITIES_ONLY; } + + bool HasContentsGrate( CBaseEntity *pEntity ) + { + // FIXME: Move this into the GetModelContents() function in base entity + + // Find the contents based on the model type + int nModelType = modelinfo->GetModelType( pEntity->GetModel() ); + if ( nModelType == mod_studio ) + { + CBaseAnimating *pAnim = dynamic_cast<CBaseAnimating *>(pEntity); + if ( pAnim != NULL ) + { + CStudioHdr *pStudioHdr = pAnim->GetModelPtr(); + if ( pStudioHdr != NULL && (pStudioHdr->contents() & CONTENTS_GRATE) ) + return true; + } + } + else if ( nModelType == mod_brush ) + { + // Brushes poll their contents differently + int contents = modelinfo->GetModelContents( pEntity->GetModelIndex() ); + if ( contents & CONTENTS_GRATE ) + return true; + } + + return false; + } + + virtual bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask ) + { + // Only skip ourselves (not things we own) + if ( pHandleEntity == m_pTraceOwner ) + return false; + + // Get the entity referenced by this handle + CBaseEntity *pEntity = EntityFromEntityHandle( pHandleEntity ); + if ( pEntity == NULL ) + return false; + + // Handle grate entities differently + if ( HasContentsGrate( pEntity ) ) + { + // See if it's a grabbable physics prop + CPhysicsProp *pPhysProp = dynamic_cast<CPhysicsProp *>(pEntity); + if ( pPhysProp != NULL ) + return pPhysProp->CanBePickedUpByPhyscannon(); + + // See if it's a grabbable physics prop + if ( FClassnameIs( pEntity, "prop_physics" ) ) + { + CPhysicsProp *pPhysProp = dynamic_cast<CPhysicsProp *>(pEntity); + if ( pPhysProp != NULL ) + return pPhysProp->CanBePickedUpByPhyscannon(); + + // Somehow had a classname that didn't match the class! + Assert(0); + } + else if ( FClassnameIs( pEntity, "func_physbox" ) ) + { + // Must be a moveable physbox + CPhysBox *pPhysBox = dynamic_cast<CPhysBox *>(pEntity); + if ( pPhysBox ) + return pPhysBox->CanBePickedUpByPhyscannon(); + + // Somehow had a classname that didn't match the class! + Assert(0); + } + + // Don't bother with any other sort of grated entity + return false; + } + + // Use the default rules + return BaseClass::ShouldHitEntity( pHandleEntity, contentsMask ); + } + +protected: + const IHandleEntity *m_pTraceOwner; +}; + +// We want to test against brushes alone +class CTraceFilterOnlyBrushes : public CTraceFilterSimple +{ +public: + DECLARE_CLASS( CTraceFilterOnlyBrushes, CTraceFilterSimple ); + CTraceFilterOnlyBrushes( int collisionGroup ) : CTraceFilterSimple( NULL, collisionGroup ) {} + virtual TraceType_t GetTraceType() const { return TRACE_WORLD_ONLY; } +}; + +//----------------------------------------------------------------------------- +// this will hit skip the pass entity, but not anything it owns +// (lets player grab own grenades) +class CTraceFilterNoOwnerTest : public CTraceFilterSimple +{ +public: + DECLARE_CLASS( CTraceFilterNoOwnerTest, CTraceFilterSimple ); + + CTraceFilterNoOwnerTest( const IHandleEntity *passentity, int collisionGroup ) + : CTraceFilterSimple( NULL, collisionGroup ), m_pPassNotOwner(passentity) + { + } + + virtual bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask ) + { + if ( pHandleEntity != m_pPassNotOwner ) + return BaseClass::ShouldHitEntity( pHandleEntity, contentsMask ); + + return false; + } + +protected: + const IHandleEntity *m_pPassNotOwner; +}; + +//----------------------------------------------------------------------------- +// Purpose: Trace a line the special physcannon way! +//----------------------------------------------------------------------------- +void UTIL_PhyscannonTraceLine( const Vector &vecAbsStart, const Vector &vecAbsEnd, CBaseEntity *pTraceOwner, trace_t *pTrace ) +{ + // Default to HL2 vanilla + if ( hl2_episodic.GetBool() == false ) + { + CTraceFilterNoOwnerTest filter( pTraceOwner, COLLISION_GROUP_NONE ); + UTIL_TraceLine( vecAbsStart, vecAbsEnd, (MASK_SHOT|CONTENTS_GRATE), &filter, pTrace ); + return; + } + + // First, trace against entities + CTraceFilterPhyscannon filter( pTraceOwner, COLLISION_GROUP_NONE ); + UTIL_TraceLine( vecAbsStart, vecAbsEnd, (MASK_SHOT|CONTENTS_GRATE), &filter, pTrace ); + + // If we've hit something, test again to make sure no brushes block us + if ( pTrace->m_pEnt != NULL ) + { + trace_t testTrace; + CTraceFilterOnlyBrushes brushFilter( COLLISION_GROUP_NONE ); + UTIL_TraceLine( pTrace->startpos, pTrace->endpos, MASK_SHOT, &brushFilter, &testTrace ); + + // If we hit a brush, replace the trace with that result + if ( testTrace.fraction < 1.0f || testTrace.startsolid || testTrace.allsolid ) + { + *pTrace = testTrace; + } + } +} + +//----------------------------------------------------------------------------- +// Purpose: Trace a hull for the physcannon +//----------------------------------------------------------------------------- +void UTIL_PhyscannonTraceHull( const Vector &vecAbsStart, const Vector &vecAbsEnd, const Vector &vecAbsMins, const Vector &vecAbsMaxs, CBaseEntity *pTraceOwner, trace_t *pTrace ) +{ + // Default to HL2 vanilla + if ( hl2_episodic.GetBool() == false ) + { + CTraceFilterNoOwnerTest filter( pTraceOwner, COLLISION_GROUP_NONE ); + UTIL_TraceHull( vecAbsStart, vecAbsEnd, vecAbsMins, vecAbsMaxs, (MASK_SHOT|CONTENTS_GRATE), &filter, pTrace ); + return; + } + + // First, trace against entities + CTraceFilterPhyscannon filter( pTraceOwner, COLLISION_GROUP_NONE ); + UTIL_TraceHull( vecAbsStart, vecAbsEnd, vecAbsMins, vecAbsMaxs, (MASK_SHOT|CONTENTS_GRATE), &filter, pTrace ); + + // If we've hit something, test again to make sure no brushes block us + if ( pTrace->m_pEnt != NULL ) + { + trace_t testTrace; + CTraceFilterOnlyBrushes brushFilter( COLLISION_GROUP_NONE ); + UTIL_TraceHull( pTrace->startpos, pTrace->endpos, vecAbsMins, vecAbsMaxs, MASK_SHOT, &brushFilter, &testTrace ); + + // If we hit a brush, replace the trace with that result + if ( testTrace.fraction < 1.0f || testTrace.startsolid || testTrace.allsolid ) + { + *pTrace = testTrace; + } + } +} + +static void MatrixOrthogonalize( matrix3x4_t &matrix, int column ) +{ + Vector columns[3]; + int i; + + for ( i = 0; i < 3; i++ ) + { + MatrixGetColumn( matrix, i, columns[i] ); + } + + int index0 = column; + int index1 = (column+1)%3; + int index2 = (column+2)%3; + + columns[index2] = CrossProduct( columns[index0], columns[index1] ); + columns[index1] = CrossProduct( columns[index2], columns[index0] ); + VectorNormalize( columns[index2] ); + VectorNormalize( columns[index1] ); + MatrixSetColumn( columns[index1], index1, matrix ); + MatrixSetColumn( columns[index2], index2, matrix ); +} + +#define SIGN(x) ( (x) < 0 ? -1 : 1 ) + +static QAngle AlignAngles( const QAngle &angles, float cosineAlignAngle ) +{ + matrix3x4_t alignMatrix; + AngleMatrix( angles, alignMatrix ); + + // NOTE: Must align z first + for ( int j = 3; --j >= 0; ) + { + Vector vec; + MatrixGetColumn( alignMatrix, j, vec ); + for ( int i = 0; i < 3; i++ ) + { + if ( fabs(vec[i]) > cosineAlignAngle ) + { + vec[i] = SIGN(vec[i]); + vec[(i+1)%3] = 0; + vec[(i+2)%3] = 0; + MatrixSetColumn( vec, j, alignMatrix ); + MatrixOrthogonalize( alignMatrix, j ); + break; + } + } + } + + QAngle out; + MatrixAngles( alignMatrix, out ); + return out; +} + + +static void TraceCollideAgainstBBox( const CPhysCollide *pCollide, const Vector &start, const Vector &end, const QAngle &angles, const Vector &boxOrigin, const Vector &mins, const Vector &maxs, trace_t *ptr ) +{ + physcollision->TraceBox( boxOrigin, boxOrigin + (start-end), mins, maxs, pCollide, start, angles, ptr ); + + if ( ptr->DidHit() ) + { + ptr->endpos = start * (1-ptr->fraction) + end * ptr->fraction; + ptr->startpos = start; + ptr->plane.dist = -ptr->plane.dist; + ptr->plane.normal *= -1; + } +} + +//----------------------------------------------------------------------------- +// Purpose: Finds the nearest ragdoll sub-piece to a location and returns it +// Input : *pTarget - entity that is the potential ragdoll +// &position - position we're testing against +// Output : IPhysicsObject - sub-object (if any) +//----------------------------------------------------------------------------- +IPhysicsObject *GetRagdollChildAtPosition( CBaseEntity *pTarget, const Vector &position ) +{ + // Check for a ragdoll + if ( dynamic_cast<CRagdollProp*>( pTarget ) == NULL ) + return NULL; + + // Get the root + IPhysicsObject *pList[VPHYSICS_MAX_OBJECT_LIST_COUNT]; + int count = pTarget->VPhysicsGetObjectList( pList, ARRAYSIZE( pList ) ); + + IPhysicsObject *pBestChild = NULL; + float flBestDist = 99999999.0f; + float flDist; + Vector vPos; + + // Find the nearest child to where we're looking + for ( int i = 0; i < count; i++ ) + { + pList[i]->GetPosition( &vPos, NULL ); + + flDist = ( position - vPos ).LengthSqr(); + + if ( flDist < flBestDist ) + { + pBestChild = pList[i]; + flBestDist = flDist; + } + } + + // Make this our base now + pTarget->VPhysicsSwapObject( pBestChild ); + + return pTarget->VPhysicsGetObject(); +} + +//----------------------------------------------------------------------------- +// Purpose: Computes a local matrix for the player clamped to valid carry ranges +//----------------------------------------------------------------------------- +// when looking level, hold bottom of object 8 inches below eye level +#define PLAYER_HOLD_LEVEL_EYES -8 + +// when looking down, hold bottom of object 0 inches from feet +#define PLAYER_HOLD_DOWN_FEET 2 + +// when looking up, hold bottom of object 24 inches above eye level +#define PLAYER_HOLD_UP_EYES 24 + +// use a +/-30 degree range for the entire range of motion of pitch +#define PLAYER_LOOK_PITCH_RANGE 30 + +// player can reach down 2ft below his feet (otherwise he'll hold the object above the bottom) +#define PLAYER_REACH_DOWN_DISTANCE 24 + +static void ComputePlayerMatrix( CBasePlayer *pPlayer, matrix3x4_t &out ) +{ + if ( !pPlayer ) + return; + + QAngle angles = pPlayer->EyeAngles(); + Vector origin = pPlayer->EyePosition(); + + // 0-360 / -180-180 + //angles.x = init ? 0 : AngleDistance( angles.x, 0 ); + //angles.x = clamp( angles.x, -PLAYER_LOOK_PITCH_RANGE, PLAYER_LOOK_PITCH_RANGE ); + angles.x = 0; + + float feet = pPlayer->GetAbsOrigin().z + pPlayer->WorldAlignMins().z; + float eyes = origin.z; + float zoffset = 0; + // moving up (negative pitch is up) + if ( angles.x < 0 ) + { + zoffset = RemapVal( angles.x, 0, -PLAYER_LOOK_PITCH_RANGE, PLAYER_HOLD_LEVEL_EYES, PLAYER_HOLD_UP_EYES ); + } + else + { + zoffset = RemapVal( angles.x, 0, PLAYER_LOOK_PITCH_RANGE, PLAYER_HOLD_LEVEL_EYES, PLAYER_HOLD_DOWN_FEET + (feet - eyes) ); + } + origin.z += zoffset; + angles.x = 0; + AngleMatrix( angles, origin, out ); +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +// derive from this so we can add save/load data to it +struct game_shadowcontrol_params_t : public hlshadowcontrol_params_t +{ + DECLARE_SIMPLE_DATADESC(); +}; + +BEGIN_SIMPLE_DATADESC( game_shadowcontrol_params_t ) + + DEFINE_FIELD( targetPosition, FIELD_POSITION_VECTOR ), + DEFINE_FIELD( targetRotation, FIELD_VECTOR ), + DEFINE_FIELD( maxAngular, FIELD_FLOAT ), + DEFINE_FIELD( maxDampAngular, FIELD_FLOAT ), + DEFINE_FIELD( maxSpeed, FIELD_FLOAT ), + DEFINE_FIELD( maxDampSpeed, FIELD_FLOAT ), + DEFINE_FIELD( dampFactor, FIELD_FLOAT ), + DEFINE_FIELD( teleportDistance, FIELD_FLOAT ), + +END_DATADESC() + +//----------------------------------------------------------------------------- +class CGrabController : public IMotionEvent +{ + DECLARE_SIMPLE_DATADESC(); + +public: + + CGrabController( void ); + ~CGrabController( void ); + void AttachEntity( CBasePlayer *pPlayer, CBaseEntity *pEntity, IPhysicsObject *pPhys, bool bIsMegaPhysCannon, const Vector &vGrabPosition, bool bUseGrabPosition ); + void DetachEntity( bool bClearVelocity ); + void OnRestore(); + + bool UpdateObject( CBasePlayer *pPlayer, float flError ); + + void SetTargetPosition( const Vector &target, const QAngle &targetOrientation ); + float ComputeError(); + float GetLoadWeight( void ) const { return m_flLoadWeight; } + void SetAngleAlignment( float alignAngleCosine ) { m_angleAlignment = alignAngleCosine; } + void SetIgnorePitch( bool bIgnore ) { m_bIgnoreRelativePitch = bIgnore; } + QAngle TransformAnglesToPlayerSpace( const QAngle &anglesIn, CBasePlayer *pPlayer ); + QAngle TransformAnglesFromPlayerSpace( const QAngle &anglesIn, CBasePlayer *pPlayer ); + + CBaseEntity *GetAttached() { return (CBaseEntity *)m_attachedEntity; } + + IMotionEvent::simresult_e Simulate( IPhysicsMotionController *pController, IPhysicsObject *pObject, float deltaTime, Vector &linear, AngularImpulse &angular ); + float GetSavedMass( IPhysicsObject *pObject ); + + bool IsObjectAllowedOverhead( CBaseEntity *pEntity ); + +private: + // Compute the max speed for an attached object + void ComputeMaxSpeed( CBaseEntity *pEntity, IPhysicsObject *pPhysics ); + + game_shadowcontrol_params_t m_shadow; + float m_timeToArrive; + float m_errorTime; + float m_error; + float m_contactAmount; + float m_angleAlignment; + bool m_bCarriedEntityBlocksLOS; + bool m_bIgnoreRelativePitch; + + float m_flLoadWeight; + float m_savedRotDamping[VPHYSICS_MAX_OBJECT_LIST_COUNT]; + float m_savedMass[VPHYSICS_MAX_OBJECT_LIST_COUNT]; + EHANDLE m_attachedEntity; + QAngle m_vecPreferredCarryAngles; + bool m_bHasPreferredCarryAngles; + float m_flDistanceOffset; + + QAngle m_attachedAnglesPlayerSpace; + Vector m_attachedPositionObjectSpace; + + IPhysicsMotionController *m_controller; + + bool m_bAllowObjectOverhead; // Can the player hold this object directly overhead? (Default is NO) + + // NVNT player controlling this grab controller + CBasePlayer* m_pControllingPlayer; + + friend class CWeaponPhysCannon; +}; + +BEGIN_SIMPLE_DATADESC( CGrabController ) + + DEFINE_EMBEDDED( m_shadow ), + + DEFINE_FIELD( m_timeToArrive, FIELD_FLOAT ), + DEFINE_FIELD( m_errorTime, FIELD_FLOAT ), + DEFINE_FIELD( m_error, FIELD_FLOAT ), + DEFINE_FIELD( m_contactAmount, FIELD_FLOAT ), + DEFINE_AUTO_ARRAY( m_savedRotDamping, FIELD_FLOAT ), + DEFINE_AUTO_ARRAY( m_savedMass, FIELD_FLOAT ), + DEFINE_FIELD( m_flLoadWeight, FIELD_FLOAT ), + DEFINE_FIELD( m_bCarriedEntityBlocksLOS, FIELD_BOOLEAN ), + DEFINE_FIELD( m_bIgnoreRelativePitch, FIELD_BOOLEAN ), + DEFINE_FIELD( m_attachedEntity, FIELD_EHANDLE ), + DEFINE_FIELD( m_angleAlignment, FIELD_FLOAT ), + DEFINE_FIELD( m_vecPreferredCarryAngles, FIELD_VECTOR ), + DEFINE_FIELD( m_bHasPreferredCarryAngles, FIELD_BOOLEAN ), + DEFINE_FIELD( m_flDistanceOffset, FIELD_FLOAT ), + DEFINE_FIELD( m_attachedAnglesPlayerSpace, FIELD_VECTOR ), + DEFINE_FIELD( m_attachedPositionObjectSpace, FIELD_VECTOR ), + DEFINE_FIELD( m_bAllowObjectOverhead, FIELD_BOOLEAN ), + + // Physptrs can't be inside embedded classes + // DEFINE_PHYSPTR( m_controller ), + +END_DATADESC() + +const float DEFAULT_MAX_ANGULAR = 360.0f * 10.0f; +const float REDUCED_CARRY_MASS = 1.0f; + +CGrabController::CGrabController( void ) +{ + m_shadow.dampFactor = 1.0; + m_shadow.teleportDistance = 0; + m_errorTime = 0; + m_error = 0; + // make this controller really stiff! + m_shadow.maxSpeed = 1000; + m_shadow.maxAngular = DEFAULT_MAX_ANGULAR; + m_shadow.maxDampSpeed = m_shadow.maxSpeed*2; + m_shadow.maxDampAngular = m_shadow.maxAngular; + m_attachedEntity = NULL; + m_vecPreferredCarryAngles = vec3_angle; + m_bHasPreferredCarryAngles = false; + m_flDistanceOffset = 0; + // NVNT constructing m_pControllingPlayer to NULL + m_pControllingPlayer = NULL; +} + +CGrabController::~CGrabController( void ) +{ + DetachEntity( false ); +} + +void CGrabController::OnRestore() +{ + if ( m_controller ) + { + m_controller->SetEventHandler( this ); + } +} + +void CGrabController::SetTargetPosition( const Vector &target, const QAngle &targetOrientation ) +{ + m_shadow.targetPosition = target; + m_shadow.targetRotation = targetOrientation; + + m_timeToArrive = gpGlobals->frametime; + + CBaseEntity *pAttached = GetAttached(); + if ( pAttached ) + { + IPhysicsObject *pObj = pAttached->VPhysicsGetObject(); + + if ( pObj != NULL ) + { + pObj->Wake(); + } + else + { + DetachEntity( false ); + } + } +} + +//----------------------------------------------------------------------------- +// Purpose: +// Output : float +//----------------------------------------------------------------------------- +float CGrabController::ComputeError() +{ + if ( m_errorTime <= 0 ) + return 0; + + CBaseEntity *pAttached = GetAttached(); + if ( pAttached ) + { + Vector pos; + IPhysicsObject *pObj = pAttached->VPhysicsGetObject(); + + if ( pObj ) + { + pObj->GetShadowPosition( &pos, NULL ); + + float error = (m_shadow.targetPosition - pos).Length(); + if ( m_errorTime > 0 ) + { + if ( m_errorTime > 1 ) + { + m_errorTime = 1; + } + float speed = error / m_errorTime; + if ( speed > m_shadow.maxSpeed ) + { + error *= 0.5; + } + m_error = (1-m_errorTime) * m_error + error * m_errorTime; + } + } + else + { + DevMsg( "Object attached to Physcannon has no physics object\n" ); + DetachEntity( false ); + return 9999; // force detach + } + } + + if ( pAttached->IsEFlagSet( EFL_IS_BEING_LIFTED_BY_BARNACLE ) ) + { + m_error *= 3.0f; + } + + m_errorTime = 0; + + return m_error; +} + + +#define MASS_SPEED_SCALE 60 +#define MAX_MASS 40 + +void CGrabController::ComputeMaxSpeed( CBaseEntity *pEntity, IPhysicsObject *pPhysics ) +{ + m_shadow.maxSpeed = 1000; + m_shadow.maxAngular = DEFAULT_MAX_ANGULAR; + + // Compute total mass... + float flMass = PhysGetEntityMass( pEntity ); + float flMaxMass = physcannon_maxmass.GetFloat(); + if ( flMass <= flMaxMass ) + return; + + float flLerpFactor = clamp( flMass, flMaxMass, 500.0f ); + flLerpFactor = SimpleSplineRemapVal( flLerpFactor, flMaxMass, 500.0f, 0.0f, 1.0f ); + + float invMass = pPhysics->GetInvMass(); + float invInertia = pPhysics->GetInvInertia().Length(); + + float invMaxMass = 1.0f / MAX_MASS; + float ratio = invMaxMass / invMass; + invMass = invMaxMass; + invInertia *= ratio; + + float maxSpeed = invMass * MASS_SPEED_SCALE * 200; + float maxAngular = invInertia * MASS_SPEED_SCALE * 360; + + m_shadow.maxSpeed = Lerp( flLerpFactor, m_shadow.maxSpeed, maxSpeed ); + m_shadow.maxAngular = Lerp( flLerpFactor, m_shadow.maxAngular, maxAngular ); +} + + +QAngle CGrabController::TransformAnglesToPlayerSpace( const QAngle &anglesIn, CBasePlayer *pPlayer ) +{ + if ( m_bIgnoreRelativePitch ) + { + matrix3x4_t test; + QAngle angleTest = pPlayer->EyeAngles(); + angleTest.x = 0; + AngleMatrix( angleTest, test ); + return TransformAnglesToLocalSpace( anglesIn, test ); + } + return TransformAnglesToLocalSpace( anglesIn, pPlayer->EntityToWorldTransform() ); +} + +QAngle CGrabController::TransformAnglesFromPlayerSpace( const QAngle &anglesIn, CBasePlayer *pPlayer ) +{ + if ( m_bIgnoreRelativePitch ) + { + matrix3x4_t test; + QAngle angleTest = pPlayer->EyeAngles(); + angleTest.x = 0; + AngleMatrix( angleTest, test ); + return TransformAnglesToWorldSpace( anglesIn, test ); + } + return TransformAnglesToWorldSpace( anglesIn, pPlayer->EntityToWorldTransform() ); +} + + +void CGrabController::AttachEntity( CBasePlayer *pPlayer, CBaseEntity *pEntity, IPhysicsObject *pPhys, bool bIsMegaPhysCannon, const Vector &vGrabPosition, bool bUseGrabPosition ) +{ + // play the impact sound of the object hitting the player + // used as feedback to let the player know he picked up the object + int hitMaterial = pPhys->GetMaterialIndex(); + int playerMaterial = pPlayer->VPhysicsGetObject() ? pPlayer->VPhysicsGetObject()->GetMaterialIndex() : hitMaterial; + PhysicsImpactSound( pPlayer, pPhys, CHAN_STATIC, hitMaterial, playerMaterial, 1.0, 64 ); + Vector position; + QAngle angles; + pPhys->GetPosition( &position, &angles ); + // If it has a preferred orientation, use that instead. + Pickup_GetPreferredCarryAngles( pEntity, pPlayer, pPlayer->EntityToWorldTransform(), angles ); + +// ComputeMaxSpeed( pEntity, pPhys ); + + // If we haven't been killed by a grab, we allow the gun to grab the nearest part of a ragdoll + if ( bUseGrabPosition ) + { + IPhysicsObject *pChild = GetRagdollChildAtPosition( pEntity, vGrabPosition ); + + if ( pChild ) + { + pPhys = pChild; + } + } + + // Carried entities can never block LOS + m_bCarriedEntityBlocksLOS = pEntity->BlocksLOS(); + pEntity->SetBlocksLOS( false ); + m_controller = physenv->CreateMotionController( this ); + m_controller->AttachObject( pPhys, true ); + // Don't do this, it's causing trouble with constraint solvers. + //m_controller->SetPriority( IPhysicsMotionController::HIGH_PRIORITY ); + + pPhys->Wake(); + PhysSetGameFlags( pPhys, FVPHYSICS_PLAYER_HELD ); + SetTargetPosition( position, angles ); + m_attachedEntity = pEntity; + IPhysicsObject *pList[VPHYSICS_MAX_OBJECT_LIST_COUNT]; + int count = pEntity->VPhysicsGetObjectList( pList, ARRAYSIZE(pList) ); + m_flLoadWeight = 0; + float damping = 10; + float flFactor = count / 7.5f; + if ( flFactor < 1.0f ) + { + flFactor = 1.0f; + } + for ( int i = 0; i < count; i++ ) + { + float mass = pList[i]->GetMass(); + pList[i]->GetDamping( NULL, &m_savedRotDamping[i] ); + m_flLoadWeight += mass; + m_savedMass[i] = mass; + + // reduce the mass to prevent the player from adding crazy amounts of energy to the system + pList[i]->SetMass( REDUCED_CARRY_MASS / flFactor ); + pList[i]->SetDamping( NULL, &damping ); + } + + // NVNT setting m_pControllingPlayer to the player attached + m_pControllingPlayer = pPlayer; + + // Give extra mass to the phys object we're actually picking up + pPhys->SetMass( REDUCED_CARRY_MASS ); + pPhys->EnableDrag( false ); + + m_errorTime = bIsMegaPhysCannon ? -1.5f : -1.0f; // 1 seconds until error starts accumulating + m_error = 0; + m_contactAmount = 0; + + m_attachedAnglesPlayerSpace = TransformAnglesToPlayerSpace( angles, pPlayer ); + if ( m_angleAlignment != 0 ) + { + m_attachedAnglesPlayerSpace = AlignAngles( m_attachedAnglesPlayerSpace, m_angleAlignment ); + } + + // Ragdolls don't offset this way + if ( dynamic_cast<CRagdollProp*>(pEntity) ) + { + m_attachedPositionObjectSpace.Init(); + } + else + { + VectorITransform( pEntity->WorldSpaceCenter(), pEntity->EntityToWorldTransform(), m_attachedPositionObjectSpace ); + } + + // If it's a prop, see if it has desired carry angles + CPhysicsProp *pProp = dynamic_cast<CPhysicsProp *>(pEntity); + if ( pProp ) + { + m_bHasPreferredCarryAngles = pProp->GetPropDataAngles( "preferred_carryangles", m_vecPreferredCarryAngles ); + m_flDistanceOffset = pProp->GetCarryDistanceOffset(); + } + else + { + m_bHasPreferredCarryAngles = false; + m_flDistanceOffset = 0; + } + + m_bAllowObjectOverhead = IsObjectAllowedOverhead( pEntity ); +} + +static void ClampPhysicsVelocity( IPhysicsObject *pPhys, float linearLimit, float angularLimit ) +{ + Vector vel; + AngularImpulse angVel; + pPhys->GetVelocity( &vel, &angVel ); + float speed = VectorNormalize(vel) - linearLimit; + float angSpeed = VectorNormalize(angVel) - angularLimit; + speed = speed < 0 ? 0 : -speed; + angSpeed = angSpeed < 0 ? 0 : -angSpeed; + vel *= speed; + angVel *= angSpeed; + pPhys->AddVelocity( &vel, &angVel ); +} + +void CGrabController::DetachEntity( bool bClearVelocity ) +{ + Assert(!PhysIsInCallback()); + CBaseEntity *pEntity = GetAttached(); + if ( pEntity ) + { + // Restore the LS blocking state + pEntity->SetBlocksLOS( m_bCarriedEntityBlocksLOS ); + IPhysicsObject *pList[VPHYSICS_MAX_OBJECT_LIST_COUNT]; + int count = pEntity->VPhysicsGetObjectList( pList, ARRAYSIZE(pList) ); + for ( int i = 0; i < count; i++ ) + { + IPhysicsObject *pPhys = pList[i]; + if ( !pPhys ) + continue; + + // on the odd chance that it's gone to sleep while under anti-gravity + pPhys->EnableDrag( true ); + pPhys->Wake(); + pPhys->SetMass( m_savedMass[i] ); + pPhys->SetDamping( NULL, &m_savedRotDamping[i] ); + PhysClearGameFlags( pPhys, FVPHYSICS_PLAYER_HELD ); + if ( bClearVelocity ) + { + PhysForceClearVelocity( pPhys ); + } + else + { + ClampPhysicsVelocity( pPhys, hl2_normspeed.GetFloat() * 1.5f, 2.0f * 360.0f ); + } + + } + } + + m_attachedEntity = NULL; + physenv->DestroyMotionController( m_controller ); + m_controller = NULL; +} + +static bool InContactWithHeavyObject( IPhysicsObject *pObject, float heavyMass ) +{ + bool contact = false; + IPhysicsFrictionSnapshot *pSnapshot = pObject->CreateFrictionSnapshot(); + while ( pSnapshot->IsValid() ) + { + IPhysicsObject *pOther = pSnapshot->GetObject( 1 ); + if ( !pOther->IsMoveable() || pOther->GetMass() > heavyMass ) + { + contact = true; + break; + } + pSnapshot->NextFrictionData(); + } + pObject->DestroyFrictionSnapshot( pSnapshot ); + return contact; +} + +IMotionEvent::simresult_e CGrabController::Simulate( IPhysicsMotionController *pController, IPhysicsObject *pObject, float deltaTime, Vector &linear, AngularImpulse &angular ) +{ + game_shadowcontrol_params_t shadowParams = m_shadow; + if ( InContactWithHeavyObject( pObject, GetLoadWeight() ) ) + { + m_contactAmount = Approach( 0.1f, m_contactAmount, deltaTime*2.0f ); + } + else + { + m_contactAmount = Approach( 1.0f, m_contactAmount, deltaTime*2.0f ); + } + shadowParams.maxAngular = m_shadow.maxAngular * m_contactAmount * m_contactAmount * m_contactAmount; + m_timeToArrive = pObject->ComputeShadowControl( shadowParams, m_timeToArrive, deltaTime ); + + // Slide along the current contact points to fix bouncing problems + Vector velocity; + AngularImpulse angVel; + pObject->GetVelocity( &velocity, &angVel ); + PhysComputeSlideDirection( pObject, velocity, angVel, &velocity, &angVel, GetLoadWeight() ); + pObject->SetVelocityInstantaneous( &velocity, NULL ); + + linear.Init(); + angular.Init(); + m_errorTime += deltaTime; + + return SIM_LOCAL_ACCELERATION; +} + +float CGrabController::GetSavedMass( IPhysicsObject *pObject ) +{ + CBaseEntity *pHeld = m_attachedEntity; + if ( pHeld ) + { + if ( pObject->GetGameData() == (void*)pHeld ) + { + IPhysicsObject *pList[VPHYSICS_MAX_OBJECT_LIST_COUNT]; + int count = pHeld->VPhysicsGetObjectList( pList, ARRAYSIZE(pList) ); + for ( int i = 0; i < count; i++ ) + { + if ( pList[i] == pObject ) + return m_savedMass[i]; + } + } + } + return 0.0f; +} + +//----------------------------------------------------------------------------- +// Is this an object that the player is allowed to lift to a position +// directly overhead? The default behavior prevents lifting objects directly +// overhead, but there are exceptions for gameplay purposes. +//----------------------------------------------------------------------------- +bool CGrabController::IsObjectAllowedOverhead( CBaseEntity *pEntity ) +{ + // Allow combine balls overhead + if( UTIL_IsCombineBallDefinite(pEntity) ) + return true; + + // Allow props that are specifically flagged as such + CPhysicsProp *pPhysProp = dynamic_cast<CPhysicsProp *>(pEntity); + if ( pPhysProp != NULL && pPhysProp->HasInteraction( PROPINTER_PHYSGUN_ALLOW_OVERHEAD ) ) + return true; + + // String checks are fine here, we only run this code one time- when the object is picked up. + if( pEntity->ClassMatches("grenade_helicopter") ) + return true; + + if( pEntity->ClassMatches("weapon_striderbuster") ) + return true; + + return false; +} + +//----------------------------------------------------------------------------- +// Player pickup controller +//----------------------------------------------------------------------------- +class CPlayerPickupController : public CBaseEntity +{ + DECLARE_DATADESC(); + DECLARE_CLASS( CPlayerPickupController, CBaseEntity ); +public: + void Init( CBasePlayer *pPlayer, CBaseEntity *pObject ); + void Shutdown( bool bThrown = false ); + bool OnControls( CBaseEntity *pControls ) { return true; } + void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); + void OnRestore() + { + m_grabController.OnRestore(); + } + void VPhysicsUpdate( IPhysicsObject *pPhysics ){} + void VPhysicsShadowUpdate( IPhysicsObject *pPhysics ) {} + + bool IsHoldingEntity( CBaseEntity *pEnt ); + CGrabController &GetGrabController() { return m_grabController; } + +private: + CGrabController m_grabController; + CBasePlayer *m_pPlayer; +}; + +LINK_ENTITY_TO_CLASS( player_pickup, CPlayerPickupController ); + +//--------------------------------------------------------- +// Save/Restore +//--------------------------------------------------------- +BEGIN_DATADESC( CPlayerPickupController ) + + DEFINE_EMBEDDED( m_grabController ), + + // Physptrs can't be inside embedded classes + DEFINE_PHYSPTR( m_grabController.m_controller ), + + DEFINE_FIELD( m_pPlayer, FIELD_CLASSPTR ), + +END_DATADESC() + +//----------------------------------------------------------------------------- +// Purpose: +// Input : *pPlayer - +// *pObject - +//----------------------------------------------------------------------------- +void CPlayerPickupController::Init( CBasePlayer *pPlayer, CBaseEntity *pObject ) +{ + // Holster player's weapon + if ( pPlayer->GetActiveWeapon() ) + { + if ( !pPlayer->GetActiveWeapon()->CanHolster() || !pPlayer->GetActiveWeapon()->Holster() ) + { + Shutdown(); + return; + } + } + + CHL2_Player *pOwner = (CHL2_Player *)ToBasePlayer( pPlayer ); + if ( pOwner ) + { + pOwner->EnableSprint( false ); + } + + // If the target is debris, convert it to non-debris + if ( pObject->GetCollisionGroup() == COLLISION_GROUP_DEBRIS ) + { + // Interactive debris converts back to debris when it comes to rest + pObject->SetCollisionGroup( COLLISION_GROUP_INTERACTIVE_DEBRIS ); + } + + // done so I'll go across level transitions with the player + SetParent( pPlayer ); + m_grabController.SetIgnorePitch( true ); + m_grabController.SetAngleAlignment( DOT_30DEGREE ); + m_pPlayer = pPlayer; + IPhysicsObject *pPhysics = pObject->VPhysicsGetObject(); + + Pickup_OnPhysGunPickup( pObject, m_pPlayer, PICKED_UP_BY_PLAYER ); + + m_grabController.AttachEntity( pPlayer, pObject, pPhysics, false, vec3_origin, false ); + // NVNT apply a downward force to simulate the mass of the held object. +#if defined( WIN32 ) && !defined( _X360 ) + HapticSetConstantForce(m_pPlayer,clamp(m_grabController.GetLoadWeight()*0.1,1,6)*Vector(0,-1,0)); +#endif + + m_pPlayer->m_Local.m_iHideHUD |= HIDEHUD_WEAPONSELECTION; + m_pPlayer->SetUseEntity( this ); +} + + +//----------------------------------------------------------------------------- +// Purpose: +// Input : bool - +//----------------------------------------------------------------------------- +void CPlayerPickupController::Shutdown( bool bThrown ) +{ + CBaseEntity *pObject = m_grabController.GetAttached(); + + bool bClearVelocity = false; + if ( !bThrown && pObject && pObject->VPhysicsGetObject() && pObject->VPhysicsGetObject()->GetContactPoint(NULL,NULL) ) + { + bClearVelocity = true; + } + + m_grabController.DetachEntity( bClearVelocity ); + // NVNT if we have a player, issue a zero constant force message +#if defined( WIN32 ) && !defined( _X360 ) + if(m_pPlayer) + HapticSetConstantForce(m_pPlayer,Vector(0,0,0)); +#endif + if ( pObject != NULL ) + { + Pickup_OnPhysGunDrop( pObject, m_pPlayer, bThrown ? THROWN_BY_PLAYER : DROPPED_BY_PLAYER ); + } + + if ( m_pPlayer ) + { + CHL2_Player *pOwner = (CHL2_Player *)ToBasePlayer( m_pPlayer ); + if ( pOwner ) + { + pOwner->EnableSprint( true ); + } + + m_pPlayer->SetUseEntity( NULL ); + if ( m_pPlayer->GetActiveWeapon() ) + { + if ( !m_pPlayer->GetActiveWeapon()->Deploy() ) + { + // We tried to restore the player's weapon, but we couldn't. + // This usually happens when they're holding an empty weapon that doesn't + // autoswitch away when out of ammo. Switch to next best weapon. + m_pPlayer->SwitchToNextBestWeapon( NULL ); + } + } + + m_pPlayer->m_Local.m_iHideHUD &= ~HIDEHUD_WEAPONSELECTION; + } + Remove(); +} + + +void CPlayerPickupController::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) +{ + if ( ToBasePlayer(pActivator) == m_pPlayer ) + { + CBaseEntity *pAttached = m_grabController.GetAttached(); + + // UNDONE: Use vphysics stress to decide to drop objects + // UNDONE: Must fix case of forcing objects into the ground you're standing on (causes stress) before that will work + if ( !pAttached || useType == USE_OFF || (m_pPlayer->m_nButtons & IN_ATTACK2) || m_grabController.ComputeError() > 12 ) + { + Shutdown(); + return; + } + + //Adrian: Oops, our object became motion disabled, let go! + IPhysicsObject *pPhys = pAttached->VPhysicsGetObject(); + if ( pPhys && pPhys->IsMoveable() == false ) + { + Shutdown(); + return; + } + +#if STRESS_TEST + vphysics_objectstress_t stress; + CalculateObjectStress( pPhys, pAttached, &stress ); + if ( stress.exertedStress > 250 ) + { + Shutdown(); + return; + } +#endif + // +ATTACK will throw phys objects + if ( m_pPlayer->m_nButtons & IN_ATTACK ) + { + Shutdown( true ); + Vector vecLaunch; + m_pPlayer->EyeVectors( &vecLaunch ); + // JAY: Scale this with mass because some small objects really go flying + float massFactor = clamp( pPhys->GetMass(), 0.5, 15 ); + massFactor = RemapVal( massFactor, 0.5, 15, 0.5, 4 ); + vecLaunch *= player_throwforce.GetFloat() * massFactor; + + pPhys->ApplyForceCenter( vecLaunch ); + AngularImpulse aVel = RandomAngularImpulse( -10, 10 ) * massFactor; + pPhys->ApplyTorqueCenter( aVel ); + return; + } + + if ( useType == USE_SET ) + { + // update position + m_grabController.UpdateObject( m_pPlayer, 12 ); + } + } +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : *pEnt - +// Output : Returns true on success, false on failure. +//----------------------------------------------------------------------------- +bool CPlayerPickupController::IsHoldingEntity( CBaseEntity *pEnt ) +{ + return ( m_grabController.GetAttached() == pEnt ); +} + +void PlayerPickupObject( CBasePlayer *pPlayer, CBaseEntity *pObject ) +{ + //Don't pick up if we don't have a phys object. + if ( pObject->VPhysicsGetObject() == NULL ) + return; + + CPlayerPickupController *pController = (CPlayerPickupController *)CBaseEntity::Create( "player_pickup", pObject->GetAbsOrigin(), vec3_angle, pPlayer ); + + if ( !pController ) + return; + + pController->Init( pPlayer, pObject ); +} + +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// Physcannon +//----------------------------------------------------------------------------- + +#define NUM_BEAMS 4 +#define NUM_SPRITES 6 + +struct thrown_objects_t +{ + float fTimeThrown; + EHANDLE hEntity; + + DECLARE_SIMPLE_DATADESC(); +}; + +BEGIN_SIMPLE_DATADESC( thrown_objects_t ) + DEFINE_FIELD( fTimeThrown, FIELD_TIME ), + DEFINE_FIELD( hEntity, FIELD_EHANDLE ), +END_DATADESC() + +class CWeaponPhysCannon : public CBaseHLCombatWeapon +{ +public: + DECLARE_CLASS( CWeaponPhysCannon, CBaseHLCombatWeapon ); + + DECLARE_SERVERCLASS(); + DECLARE_DATADESC(); + + CWeaponPhysCannon( void ); + + void Drop( const Vector &vecVelocity ); + void Precache(); + virtual void Spawn(); + virtual void OnRestore(); + virtual void StopLoopingSounds(); + virtual void UpdateOnRemove(void); + void PrimaryAttack(); + void SecondaryAttack(); + void WeaponIdle(); + void ItemPreFrame(); + void ItemPostFrame(); + void ItemBusyFrame(); + + virtual float GetMaxAutoAimDeflection() { return 0.90f; } + + void ForceDrop( void ); + bool DropIfEntityHeld( CBaseEntity *pTarget ); // Drops its held entity if it matches the entity passed in + CGrabController &GetGrabController() { return m_grabController; } + + bool CanHolster( void ); + bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL ); + bool Deploy( void ); + + bool HasAnyAmmo( void ) { return true; } + + void InputBecomeMegaCannon( inputdata_t &inputdata ); + + void BeginUpgrade(); + + virtual void SetViewModel( void ); + virtual const char *GetShootSound( int iIndex ) const; + + void RecordThrownObject( CBaseEntity *pObject ); + void PurgeThrownObjects(); + bool IsAccountableForObject( CBaseEntity *pObject ); + + bool ShouldDisplayHUDHint() { return true; } + + + +protected: + enum FindObjectResult_t + { + OBJECT_FOUND = 0, + OBJECT_NOT_FOUND, + OBJECT_BEING_DETACHED, + }; + + void DoMegaEffect( int effectType, Vector *pos = NULL ); + void DoEffect( int effectType, Vector *pos = NULL ); + + void OpenElements( void ); + void CloseElements( void ); + + // Pickup and throw objects. + bool CanPickupObject( CBaseEntity *pTarget ); + void CheckForTarget( void ); + FindObjectResult_t FindObject( void ); + void FindObjectTrace( CBasePlayer *pPlayer, trace_t *pTraceResult ); + CBaseEntity *MegaPhysCannonFindObjectInCone( const Vector &vecOrigin, const Vector &vecDir, float flCone, float flCombineBallCone, bool bOnlyCombineBalls ); + CBaseEntity *FindObjectInCone( const Vector &vecOrigin, const Vector &vecDir, float flCone ); + bool AttachObject( CBaseEntity *pObject, const Vector &vPosition ); + void UpdateObject( void ); + void DetachObject( bool playSound = true, bool wasLaunched = false ); + void LaunchObject( const Vector &vecDir, float flForce ); + void StartEffects( void ); // Initialize all sprites and beams + void StopEffects( bool stopSound = true ); // Hide all effects temporarily + void DestroyEffects( void ); // Destroy all sprites and beams + + // Punt objects - this is pointing at an object in the world and applying a force to it. + void PuntNonVPhysics( CBaseEntity *pEntity, const Vector &forward, trace_t &tr ); + void PuntVPhysics( CBaseEntity *pEntity, const Vector &forward, trace_t &tr ); + void PuntRagdoll( CBaseEntity *pEntity, const Vector &forward, trace_t &tr ); + + // Velocity-based throw common to punt and launch code. + void ApplyVelocityBasedForce( CBaseEntity *pEntity, const Vector &forward, const Vector &vecHitPos, PhysGunForce_t reason ); + + // Physgun effects + void DoEffectClosed( void ); + void DoMegaEffectClosed( void ); + + void DoEffectReady( void ); + void DoMegaEffectReady( void ); + + void DoMegaEffectHolding( void ); + void DoEffectHolding( void ); + + void DoMegaEffectLaunch( Vector *pos ); + void DoEffectLaunch( Vector *pos ); + + void DoEffectNone( void ); + void DoEffectIdle( void ); + + // Trace length + float TraceLength(); + + // Do we have the super-phys gun? + inline bool IsMegaPhysCannon() + { + return PlayerHasMegaPhysCannon(); + } + + // Sprite scale factor + float SpriteScaleFactor(); + + float GetLoadPercentage(); + CSoundPatch *GetMotorSound( void ); + + void DryFire( void ); + void PrimaryFireEffect( void ); + + // What happens when the physgun picks up something + void Physgun_OnPhysGunPickup( CBaseEntity *pEntity, CBasePlayer *pOwner, PhysGunPickup_t reason ); + + // Wait until we're done upgrading + void WaitForUpgradeThink(); + + bool EntityAllowsPunts( CBaseEntity *pEntity ); + + bool m_bOpen; + bool m_bActive; + int m_nChangeState; //For delayed state change of elements + float m_flCheckSuppressTime; //Amount of time to suppress the checking for targets + bool m_flLastDenySoundPlayed; //Debounce for deny sound + int m_nAttack2Debounce; + + CNetworkVar( bool, m_bIsCurrentlyUpgrading ); + CNetworkVar( float, m_flTimeForceView ); + + float m_flElementDebounce; + float m_flElementPosition; + float m_flElementDestination; + + CHandle<CBeam> m_hBeams[NUM_BEAMS]; + CHandle<CSprite> m_hGlowSprites[NUM_SPRITES]; + CHandle<CSprite> m_hEndSprites[2]; + float m_flEndSpritesOverride[2]; + CHandle<CSprite> m_hCenterSprite; + CHandle<CSprite> m_hBlastSprite; + + CSoundPatch *m_sndMotor; // Whirring sound for the gun + + CGrabController m_grabController; + + int m_EffectState; // Current state of the effects on the gun + + bool m_bPhyscannonState; + + // A list of the objects thrown or punted recently, and the time done so. + CUtlVector< thrown_objects_t > m_ThrownEntities; + + float m_flTimeNextObjectPurge; + +protected: + // Because the physcannon is a leaf class, we can use + // static variables to store this information, and save some memory. + // Should the physcannon end up having inheritors, their activate may + // stomp these numbers, in which case you should make these ordinary members + // again. + // + // The physcannon also caches some pose parameters in SetupGlobalModelData(). + static int m_poseActive; + static bool m_sbStaticPoseParamsLoaded; +}; + +bool CWeaponPhysCannon::m_sbStaticPoseParamsLoaded = false; +int CWeaponPhysCannon::m_poseActive = 0; + +IMPLEMENT_SERVERCLASS_ST(CWeaponPhysCannon, DT_WeaponPhysCannon) + SendPropBool( SENDINFO( m_bIsCurrentlyUpgrading ) ), + SendPropFloat( SENDINFO( m_flTimeForceView ) ), +END_SEND_TABLE() + +LINK_ENTITY_TO_CLASS( weapon_physcannon, CWeaponPhysCannon ); +PRECACHE_WEAPON_REGISTER( weapon_physcannon ); + +BEGIN_DATADESC( CWeaponPhysCannon ) + + DEFINE_FIELD( m_bOpen, FIELD_BOOLEAN ), + DEFINE_FIELD( m_bActive, FIELD_BOOLEAN ), + + DEFINE_FIELD( m_nChangeState, FIELD_INTEGER ), + DEFINE_FIELD( m_flCheckSuppressTime, FIELD_TIME ), + DEFINE_FIELD( m_flElementDebounce, FIELD_TIME ), + DEFINE_FIELD( m_flElementPosition, FIELD_FLOAT ), + DEFINE_FIELD( m_flElementDestination, FIELD_FLOAT ), + DEFINE_FIELD( m_nAttack2Debounce, FIELD_INTEGER ), + DEFINE_FIELD( m_bIsCurrentlyUpgrading, FIELD_BOOLEAN ), + DEFINE_FIELD( m_flTimeForceView, FIELD_TIME ), + DEFINE_FIELD( m_EffectState, FIELD_INTEGER ), + + DEFINE_AUTO_ARRAY( m_hBeams, FIELD_EHANDLE ), + DEFINE_AUTO_ARRAY( m_hGlowSprites, FIELD_EHANDLE ), + DEFINE_AUTO_ARRAY( m_hEndSprites, FIELD_EHANDLE ), + DEFINE_AUTO_ARRAY( m_flEndSpritesOverride, FIELD_TIME ), + DEFINE_FIELD( m_hCenterSprite, FIELD_EHANDLE ), + DEFINE_FIELD( m_hBlastSprite, FIELD_EHANDLE ), + DEFINE_FIELD( m_flLastDenySoundPlayed, FIELD_BOOLEAN ), + DEFINE_FIELD( m_bPhyscannonState, FIELD_BOOLEAN ), + DEFINE_SOUNDPATCH( m_sndMotor ), + + DEFINE_EMBEDDED( m_grabController ), + + // Physptrs can't be inside embedded classes + DEFINE_PHYSPTR( m_grabController.m_controller ), + + DEFINE_THINKFUNC( WaitForUpgradeThink ), + + DEFINE_UTLVECTOR( m_ThrownEntities, FIELD_EMBEDDED ), + + DEFINE_FIELD( m_flTimeNextObjectPurge, FIELD_TIME ), + +END_DATADESC() + + +enum +{ + ELEMENT_STATE_NONE = -1, + ELEMENT_STATE_OPEN, + ELEMENT_STATE_CLOSED, +}; + +enum +{ + EFFECT_NONE, + EFFECT_CLOSED, + EFFECT_READY, + EFFECT_HOLDING, + EFFECT_LAUNCH, +}; + + +//----------------------------------------------------------------------------- +// Do we have the super-phys gun? +//----------------------------------------------------------------------------- +bool PlayerHasMegaPhysCannon() +{ + return ( HL2GameRules()->MegaPhyscannonActive() == true ); +} + + +//----------------------------------------------------------------------------- +// Constructor +//----------------------------------------------------------------------------- +CWeaponPhysCannon::CWeaponPhysCannon( void ) +{ + m_flElementPosition = 0.0f; + m_flElementDestination = 0.0f; + m_bOpen = false; + m_nChangeState = ELEMENT_STATE_NONE; + m_flCheckSuppressTime = 0.0f; + m_EffectState = EFFECT_NONE; + m_flLastDenySoundPlayed = false; + + m_flEndSpritesOverride[0] = 0.0f; + m_flEndSpritesOverride[1] = 0.0f; + + m_bPhyscannonState = false; +} + +//----------------------------------------------------------------------------- +// Purpose: Precache +//----------------------------------------------------------------------------- +void CWeaponPhysCannon::Precache( void ) +{ + PrecacheModel( PHYSCANNON_BEAM_SPRITE ); + PrecacheModel( PHYSCANNON_GLOW_SPRITE ); + PrecacheModel( PHYSCANNON_ENDCAP_SPRITE ); + PrecacheModel( PHYSCANNON_CENTER_GLOW ); + PrecacheModel( PHYSCANNON_BLAST_SPRITE ); + + PrecacheModel( MEGACANNON_BEAM_SPRITE ); + PrecacheModel( MEGACANNON_GLOW_SPRITE ); + PrecacheModel( MEGACANNON_ENDCAP_SPRITE ); + PrecacheModel( MEGACANNON_CENTER_GLOW ); + PrecacheModel( MEGACANNON_BLAST_SPRITE ); + + PrecacheModel( MEGACANNON_RAGDOLL_BOOGIE_SPRITE ); + + // Precache our alternate model + PrecacheModel( MEGACANNON_MODEL ); + + PrecacheScriptSound( "Weapon_PhysCannon.HoldSound" ); + PrecacheScriptSound( "Weapon_Physgun.Off" ); + + PrecacheScriptSound( "Weapon_MegaPhysCannon.DryFire" ); + PrecacheScriptSound( "Weapon_MegaPhysCannon.Launch" ); + PrecacheScriptSound( "Weapon_MegaPhysCannon.Pickup"); + PrecacheScriptSound( "Weapon_MegaPhysCannon.Drop"); + PrecacheScriptSound( "Weapon_MegaPhysCannon.HoldSound"); + PrecacheScriptSound( "Weapon_MegaPhysCannon.ChargeZap"); + + BaseClass::Precache(); +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CWeaponPhysCannon::Spawn( void ) +{ + BaseClass::Spawn(); + + // Need to get close to pick it up + CollisionProp()->UseTriggerBounds( false ); + + m_bPhyscannonState = IsMegaPhysCannon(); + + // The megacannon uses a different skin + if ( IsMegaPhysCannon() ) + { + m_nSkin = MEGACANNON_SKIN; + } + + m_flTimeForceView = -1; +} + + +//----------------------------------------------------------------------------- +// Purpose: Restore +//----------------------------------------------------------------------------- +void CWeaponPhysCannon::OnRestore() +{ + BaseClass::OnRestore(); + m_grabController.OnRestore(); + + m_bPhyscannonState = IsMegaPhysCannon(); + + // Tracker 8106: Physcannon effects disappear through level transition, so + // just recreate any effects here + if ( m_EffectState != EFFECT_NONE ) + { + DoEffect( m_EffectState, NULL ); + } +} + +//----------------------------------------------------------------------------- +// On Remove +//----------------------------------------------------------------------------- +void CWeaponPhysCannon::UpdateOnRemove(void) +{ + DestroyEffects( ); + BaseClass::UpdateOnRemove(); +} + + +//----------------------------------------------------------------------------- +// Sprite scale factor +//----------------------------------------------------------------------------- +inline float CWeaponPhysCannon::SpriteScaleFactor() +{ + return IsMegaPhysCannon() ? 1.5f : 1.0f; +} + + +//----------------------------------------------------------------------------- +// Purpose: +// Output : Returns true on success, false on failure. +//----------------------------------------------------------------------------- +bool CWeaponPhysCannon::Deploy( void ) +{ + CloseElements(); + DoEffect( EFFECT_READY ); + + // Unbloat our bounds + if ( IsMegaPhysCannon() ) + { + CollisionProp()->UseTriggerBounds( false ); + } + + m_flTimeNextObjectPurge = gpGlobals->curtime; + + return BaseClass::Deploy(); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CWeaponPhysCannon::SetViewModel( void ) +{ + if ( !IsMegaPhysCannon() ) + { + BaseClass::SetViewModel(); + return; + } + + CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); + if ( pOwner == NULL ) + return; + + CBaseViewModel *vm = pOwner->GetViewModel( m_nViewModelIndex ); + if ( vm == NULL ) + return; + + vm->SetWeaponModel( MEGACANNON_MODEL, this ); +} + +//----------------------------------------------------------------------------- +// Purpose: Force the cannon to drop anything it's carrying +//----------------------------------------------------------------------------- +void CWeaponPhysCannon::ForceDrop( void ) +{ + CloseElements(); + DetachObject(); + StopEffects(); +} + + +//----------------------------------------------------------------------------- +// Purpose: Drops its held entity if it matches the entity passed in +// Input : *pTarget - +// Output : Returns true on success, false on failure. +//----------------------------------------------------------------------------- +bool CWeaponPhysCannon::DropIfEntityHeld( CBaseEntity *pTarget ) +{ + if ( pTarget == NULL ) + return false; + + CBaseEntity *pHeld = m_grabController.GetAttached(); + + if ( pHeld == NULL ) + return false; + + if ( pHeld == pTarget ) + { + ForceDrop(); + return true; + } + + return false; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CWeaponPhysCannon::Drop( const Vector &vecVelocity ) +{ + ForceDrop(); + BaseClass::Drop( vecVelocity ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +bool CWeaponPhysCannon::CanHolster( void ) +{ + //Don't holster this weapon if we're holding onto something + if ( m_bActive ) + return false; + + return BaseClass::CanHolster(); +}; + +//----------------------------------------------------------------------------- +// Purpose: +// Output : Returns true on success, false on failure. +//----------------------------------------------------------------------------- +bool CWeaponPhysCannon::Holster( CBaseCombatWeapon *pSwitchingTo ) +{ + //Don't holster this weapon if we're holding onto something + if ( m_bActive ) + { + if ( !pSwitchingTo || + ( m_grabController.GetAttached() == pSwitchingTo && + GetOwner()->Weapon_OwnsThisType( pSwitchingTo->GetClassname(), pSwitchingTo->GetSubType()) ) ) + { + + } + else + { + return false; + } + } + + CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); + if ( pOwner ) + { + pOwner->RumbleEffect( RUMBLE_PHYSCANNON_OPEN, 0, RUMBLE_FLAG_STOP ); + } + + ForceDrop(); + + return BaseClass::Holster( pSwitchingTo ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CWeaponPhysCannon::DryFire( void ) +{ + SendWeaponAnim( ACT_VM_PRIMARYATTACK ); + WeaponSound( EMPTY ); + + CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); + if ( pOwner ) + { + pOwner->RumbleEffect( RUMBLE_PISTOL, 0, RUMBLE_FLAG_RESTART ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CWeaponPhysCannon::PrimaryFireEffect( void ) +{ + CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); + + if ( pOwner == NULL ) + return; + + pOwner->ViewPunch( QAngle(-6, random->RandomInt(-2,2) ,0) ); + + color32 white = { 245, 245, 255, 32 }; + UTIL_ScreenFade( pOwner, white, 0.1f, 0.0f, FFADE_IN ); + + WeaponSound( SINGLE ); +} + +#define MAX_KNOCKBACK_FORCE 128 + +//----------------------------------------------------------------------------- +// Punt non-physics +//----------------------------------------------------------------------------- +void CWeaponPhysCannon::PuntNonVPhysics( CBaseEntity *pEntity, const Vector &forward, trace_t &tr ) +{ + float flDamage = 1.0f; + if ( FClassnameIs( pEntity, "func_breakable" ) ) + { + CBreakable *pBreak = dynamic_cast <CBreakable *>(pEntity); + if ( pBreak && ( pBreak->GetMaterialType() == matGlass ) ) + { + flDamage = physcannon_dmg_glass.GetFloat(); + } + } + + CTakeDamageInfo info; + + info.SetAttacker( GetOwner() ); + info.SetInflictor( this ); + info.SetDamage( flDamage ); + info.SetDamageType( DMG_CRUSH | DMG_PHYSGUN ); + info.SetDamageForce( forward ); // Scale? + info.SetDamagePosition( tr.endpos ); + + pEntity->DispatchTraceAttack( info, forward, &tr ); + + ApplyMultiDamage(); + + //Explosion effect + DoEffect( EFFECT_LAUNCH, &tr.endpos ); + + PrimaryFireEffect(); + SendWeaponAnim( ACT_VM_SECONDARYATTACK ); + + m_nChangeState = ELEMENT_STATE_CLOSED; + m_flElementDebounce = gpGlobals->curtime + 0.5f; + m_flCheckSuppressTime = gpGlobals->curtime + 0.25f; +} + + +//----------------------------------------------------------------------------- +// What happens when the physgun picks up something +//----------------------------------------------------------------------------- +void CWeaponPhysCannon::Physgun_OnPhysGunPickup( CBaseEntity *pEntity, CBasePlayer *pOwner, PhysGunPickup_t reason ) +{ + // If the target is debris, convert it to non-debris + if ( pEntity->GetCollisionGroup() == COLLISION_GROUP_DEBRIS ) + { + // Interactive debris converts back to debris when it comes to rest + pEntity->SetCollisionGroup( COLLISION_GROUP_INTERACTIVE_DEBRIS ); + } + + float mass = 0.0f; + if( pEntity->VPhysicsGetObject() ) + { + mass = pEntity->VPhysicsGetObject()->GetMass(); + } + + if( reason == PUNTED_BY_CANNON ) + { + pOwner->RumbleEffect( RUMBLE_357, 0, RUMBLE_FLAGS_NONE ); + RecordThrownObject( pEntity ); + } + + // Warn Alyx if the player is punting a car around. + if( hl2_episodic.GetBool() && mass > 250.0f ) + { + CAI_BaseNPC **ppAIs = g_AI_Manager.AccessAIs(); + int nAIs = g_AI_Manager.NumAIs(); + + for ( int i = 0; i < nAIs; i++ ) + { + if( ppAIs[ i ]->Classify() == CLASS_PLAYER_ALLY_VITAL ) + { + ppAIs[ i ]->DispatchInteraction( g_interactionPlayerPuntedHeavyObject, pEntity, pOwner ); + } + } + } + + Pickup_OnPhysGunPickup( pEntity, pOwner, reason ); +} + + +//----------------------------------------------------------------------------- +// Punt vphysics +//----------------------------------------------------------------------------- +void CWeaponPhysCannon::PuntVPhysics( CBaseEntity *pEntity, const Vector &vecForward, trace_t &tr ) +{ + CTakeDamageInfo info; + + Vector forward = vecForward; + + info.SetAttacker( GetOwner() ); + info.SetInflictor( this ); + info.SetDamage( 0.0f ); + info.SetDamageType( DMG_PHYSGUN ); + pEntity->DispatchTraceAttack( info, forward, &tr ); + ApplyMultiDamage(); + + CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); + if ( Pickup_OnAttemptPhysGunPickup( pEntity, pOwner, PUNTED_BY_CANNON ) ) + { + IPhysicsObject *pList[VPHYSICS_MAX_OBJECT_LIST_COUNT]; + int listCount = pEntity->VPhysicsGetObjectList( pList, ARRAYSIZE(pList) ); + if ( !listCount ) + { + //FIXME: Do we want to do this if there's no physics object? + Physgun_OnPhysGunPickup( pEntity, pOwner, PUNTED_BY_CANNON ); + DryFire(); + return; + } + + if( forward.z < 0 ) + { + //reflect, but flatten the trajectory out a bit so it's easier to hit standing targets + forward.z *= -0.65f; + } + + // NOTE: Do this first to enable motion (if disabled) - so forces will work + // Tell the object it's been punted + Physgun_OnPhysGunPickup( pEntity, pOwner, PUNTED_BY_CANNON ); + + // don't push vehicles that are attached to the world via fixed constraints + // they will just wiggle... + if ( (pList[0]->GetGameFlags() & FVPHYSICS_CONSTRAINT_STATIC) && pEntity->GetServerVehicle() ) + { + forward.Init(); + } + + if ( !IsMegaPhysCannon() && !Pickup_ShouldPuntUseLaunchForces( pEntity, PHYSGUN_FORCE_PUNTED ) ) + { + int i; + + // limit mass to avoid punting REALLY huge things + float totalMass = 0; + for ( i = 0; i < listCount; i++ ) + { + totalMass += pList[i]->GetMass(); + } + float maxMass = 250; + IServerVehicle *pVehicle = pEntity->GetServerVehicle(); + if ( pVehicle ) + { + maxMass *= 2.5; // 625 for vehicles + } + float mass = MIN(totalMass, maxMass); // max 250kg of additional force + + // Put some spin on the object + for ( i = 0; i < listCount; i++ ) + { + const float hitObjectFactor = 0.5f; + const float otherObjectFactor = 1.0f - hitObjectFactor; + // Must be light enough + float ratio = pList[i]->GetMass() / totalMass; + if ( pList[i] == pEntity->VPhysicsGetObject() ) + { + ratio += hitObjectFactor; + ratio = MIN(ratio,1.0f); + } + else + { + ratio *= otherObjectFactor; + } + pList[i]->ApplyForceCenter( forward * 15000.0f * ratio ); + pList[i]->ApplyForceOffset( forward * mass * 600.0f * ratio, tr.endpos ); + } + } + else + { + ApplyVelocityBasedForce( pEntity, vecForward, tr.endpos, PHYSGUN_FORCE_PUNTED ); + } + } + + // Add recoil + QAngle recoil = QAngle( random->RandomFloat( 1.0f, 2.0f ), random->RandomFloat( -1.0f, 1.0f ), 0 ); + pOwner->ViewPunch( recoil ); + + //Explosion effect + DoEffect( EFFECT_LAUNCH, &tr.endpos ); + + PrimaryFireEffect(); + SendWeaponAnim( ACT_VM_SECONDARYATTACK ); + + m_nChangeState = ELEMENT_STATE_CLOSED; + m_flElementDebounce = gpGlobals->curtime + 0.5f; + m_flCheckSuppressTime = gpGlobals->curtime + 0.25f; + + // Don't allow the gun to regrab a thrown object!! + m_flNextSecondaryAttack = m_flNextPrimaryAttack = gpGlobals->curtime + 0.5f; +} + +//----------------------------------------------------------------------------- +// Purpose: Applies velocity-based forces to throw the entity. This code is +// called from both punt and launch carried code. +// ASSUMES: that pEntity is a vphysics entity. +// Input : - +//----------------------------------------------------------------------------- +void CWeaponPhysCannon::ApplyVelocityBasedForce( CBaseEntity *pEntity, const Vector &forward, const Vector &vecHitPos, PhysGunForce_t reason ) +{ + // Get the launch velocity + Vector vVel = Pickup_PhysGunLaunchVelocity( pEntity, forward, reason ); + + // Get the launch angular impulse + AngularImpulse aVel = Pickup_PhysGunLaunchAngularImpulse( pEntity, reason ); + + // Get the physics object (MUST have one) + IPhysicsObject *pPhysicsObject = pEntity->VPhysicsGetObject(); + if ( pPhysicsObject == NULL ) + { + Assert( 0 ); + return; + } + + // Affect the object + CRagdollProp *pRagdoll = dynamic_cast<CRagdollProp*>( pEntity ); + if ( pRagdoll == NULL ) + { +#ifdef HL2_EPISODIC + // The jeep being punted needs special force overrides + if ( reason == PHYSGUN_FORCE_PUNTED && pEntity->GetServerVehicle() ) + { + // We want the point to emanate low on the vehicle to move it along the ground, not to twist it + Vector vecFinalPos = vecHitPos; + vecFinalPos.z = pEntity->GetAbsOrigin().z; + pPhysicsObject->ApplyForceOffset( vVel, vecFinalPos ); + } + else + { + pPhysicsObject->AddVelocity( &vVel, &aVel ); + } +#else + + pPhysicsObject->AddVelocity( &vVel, &aVel ); + +#endif // HL2_EPISODIC + } + else + { + Vector vTempVel; + AngularImpulse vTempAVel; + + ragdoll_t *pRagdollPhys = pRagdoll->GetRagdoll( ); + for ( int j = 0; j < pRagdollPhys->listCount; ++j ) + { + pRagdollPhys->list[j].pObject->AddVelocity( &vVel, &aVel ); + } + } +} + + +//----------------------------------------------------------------------------- +// Punt non-physics +//----------------------------------------------------------------------------- +void CWeaponPhysCannon::PuntRagdoll( CBaseEntity *pEntity, const Vector &vecForward, trace_t &tr ) +{ + CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); + Pickup_OnPhysGunDrop( pEntity, pOwner, LAUNCHED_BY_CANNON ); + + CTakeDamageInfo info; + + Vector forward = vecForward; + info.SetAttacker( GetOwner() ); + info.SetInflictor( this ); + info.SetDamage( 0.0f ); + info.SetDamageType( DMG_PHYSGUN ); + pEntity->DispatchTraceAttack( info, forward, &tr ); + ApplyMultiDamage(); + + if ( Pickup_OnAttemptPhysGunPickup( pEntity, pOwner, PUNTED_BY_CANNON ) ) + { + Physgun_OnPhysGunPickup( pEntity, pOwner, PUNTED_BY_CANNON ); + + if( forward.z < 0 ) + { + //reflect, but flatten the trajectory out a bit so it's easier to hit standing targets + forward.z *= -0.65f; + } + + Vector vVel = forward * 1500; + AngularImpulse aVel = Pickup_PhysGunLaunchAngularImpulse( pEntity, PHYSGUN_FORCE_PUNTED ); + + CRagdollProp *pRagdoll = dynamic_cast<CRagdollProp*>( pEntity ); + ragdoll_t *pRagdollPhys = pRagdoll->GetRagdoll( ); + + int j; + for ( j = 0; j < pRagdollPhys->listCount; ++j ) + { + pRagdollPhys->list[j].pObject->AddVelocity( &vVel, NULL ); + } + } + + // Add recoil + QAngle recoil = QAngle( random->RandomFloat( 1.0f, 2.0f ), random->RandomFloat( -1.0f, 1.0f ), 0 ); + pOwner->ViewPunch( recoil ); + + //Explosion effect + DoEffect( EFFECT_LAUNCH, &tr.endpos ); + + PrimaryFireEffect(); + SendWeaponAnim( ACT_VM_SECONDARYATTACK ); + + m_nChangeState = ELEMENT_STATE_CLOSED; + m_flElementDebounce = gpGlobals->curtime + 0.5f; + m_flCheckSuppressTime = gpGlobals->curtime + 0.25f; + + // Don't allow the gun to regrab a thrown object!! + m_flNextSecondaryAttack = m_flNextPrimaryAttack = gpGlobals->curtime + 0.5f; +} + + +//----------------------------------------------------------------------------- +// Trace length +//----------------------------------------------------------------------------- +float CWeaponPhysCannon::TraceLength() +{ + if ( !IsMegaPhysCannon() ) + { + return physcannon_tracelength.GetFloat(); + } + + return physcannon_mega_tracelength.GetFloat(); +} + +//----------------------------------------------------------------------------- +// If there's any special rejection code you need to do per entity then do it here +// This is kinda nasty but I'd hate to move more physcannon related stuff into CBaseEntity +//----------------------------------------------------------------------------- +bool CWeaponPhysCannon::EntityAllowsPunts( CBaseEntity *pEntity ) +{ + if ( pEntity->HasSpawnFlags( SF_PHYSBOX_NEVER_PUNT ) ) + { + CPhysBox *pPhysBox = dynamic_cast<CPhysBox*>(pEntity); + + if ( pPhysBox != NULL ) + { + if ( pPhysBox->HasSpawnFlags( SF_PHYSBOX_NEVER_PUNT ) ) + { + return false; + } + } + } + + if ( pEntity->HasSpawnFlags( SF_WEAPON_NO_PHYSCANNON_PUNT ) ) + { + CBaseCombatWeapon *pWeapon = dynamic_cast<CBaseCombatWeapon*>(pEntity); + + if ( pWeapon != NULL ) + { + if ( pWeapon->HasSpawnFlags( SF_WEAPON_NO_PHYSCANNON_PUNT ) ) + { + return false; + } + } + } + + return true; +} + + +//----------------------------------------------------------------------------- +// Purpose: +// +// This mode is a toggle. Primary fire one time to pick up a physics object. +// With an object held, click primary fire again to drop object. +//----------------------------------------------------------------------------- +void CWeaponPhysCannon::PrimaryAttack( void ) +{ + if( m_flNextPrimaryAttack > gpGlobals->curtime ) + return; + + CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); + + if ( pOwner == NULL ) + return; + + if( m_bActive ) + { + // Punch the object being held!! + Vector forward; + pOwner->EyeVectors( &forward ); + + // Validate the item is within punt range + CBaseEntity *pHeld = m_grabController.GetAttached(); + Assert( pHeld != NULL ); + + if ( pHeld != NULL ) + { + float heldDist = pHeld->CollisionProp()->CalcDistanceFromPoint(pOwner->WorldSpaceCenter() ); + + if ( heldDist > physcannon_tracelength.GetFloat() ) + { + // We can't punt this yet + DryFire(); + return; + } + } + + LaunchObject( forward, physcannon_maxforce.GetFloat() ); + + PrimaryFireEffect(); + SendWeaponAnim( ACT_VM_SECONDARYATTACK ); + return; + } + + // If not active, just issue a physics punch in the world. + m_flNextPrimaryAttack = gpGlobals->curtime + 0.5f; + + Vector forward; + pOwner->EyeVectors( &forward ); + + // NOTE: Notice we're *not* using the mega tracelength here + // when you have the mega cannon. Punting has shorter range. + Vector start, end; + start = pOwner->Weapon_ShootPosition(); + float flPuntDistance = physcannon_tracelength.GetFloat(); + VectorMA( start, flPuntDistance, forward, end ); + + trace_t tr; + UTIL_PhyscannonTraceHull( start, end, -Vector(8,8,8), Vector(8,8,8), pOwner, &tr ); + bool bValid = true; + CBaseEntity *pEntity = tr.m_pEnt; + if ( tr.fraction == 1 || !tr.m_pEnt || tr.m_pEnt->IsEFlagSet( EFL_NO_PHYSCANNON_INTERACTION ) ) + { + bValid = false; + } + else if ( (pEntity->GetMoveType() != MOVETYPE_VPHYSICS) && ( pEntity->m_takedamage == DAMAGE_NO ) ) + { + bValid = false; + } + + // If the entity we've hit is invalid, try a traceline instead + if ( !bValid ) + { + UTIL_PhyscannonTraceLine( start, end, pOwner, &tr ); + if ( tr.fraction == 1 || !tr.m_pEnt || tr.m_pEnt->IsEFlagSet( EFL_NO_PHYSCANNON_INTERACTION ) ) + { + if( hl2_episodic.GetBool() ) + { + // Try to find something in a very small cone. + CBaseEntity *pObject = FindObjectInCone( start, forward, physcannon_punt_cone.GetFloat() ); + + if( pObject ) + { + // Trace to the object. + UTIL_PhyscannonTraceLine( start, pObject->WorldSpaceCenter(), pOwner, &tr ); + + if( tr.m_pEnt && tr.m_pEnt == pObject && !(pObject->IsEFlagSet(EFL_NO_PHYSCANNON_INTERACTION)) ) + { + bValid = true; + pEntity = pObject; + } + } + } + } + else + { + bValid = true; + pEntity = tr.m_pEnt; + } + } + + if( !bValid ) + { + DryFire(); + return; + } + + // See if we hit something + if ( pEntity->GetMoveType() != MOVETYPE_VPHYSICS ) + { + if ( pEntity->m_takedamage == DAMAGE_NO ) + { + DryFire(); + return; + } + + if( GetOwner()->IsPlayer() && !IsMegaPhysCannon() ) + { + // Don't let the player zap any NPC's except regular antlions and headcrabs. + if( pEntity->IsNPC() && pEntity->Classify() != CLASS_HEADCRAB && !FClassnameIs(pEntity, "npc_antlion") ) + { + DryFire(); + return; + } + } + + if ( IsMegaPhysCannon() ) + { + if ( pEntity->IsNPC() && !pEntity->IsEFlagSet( EFL_NO_MEGAPHYSCANNON_RAGDOLL ) && pEntity->MyNPCPointer()->CanBecomeRagdoll() ) + { + CTakeDamageInfo info( pOwner, pOwner, 1.0f, DMG_GENERIC ); + CBaseEntity *pRagdoll = CreateServerRagdoll( pEntity->MyNPCPointer(), 0, info, COLLISION_GROUP_INTERACTIVE_DEBRIS, true ); + PhysSetEntityGameFlags( pRagdoll, FVPHYSICS_NO_SELF_COLLISIONS ); + pRagdoll->SetCollisionBounds( pEntity->CollisionProp()->OBBMins(), pEntity->CollisionProp()->OBBMaxs() ); + + // Necessary to cause it to do the appropriate death cleanup + CTakeDamageInfo ragdollInfo( pOwner, pOwner, 10000.0, DMG_PHYSGUN | DMG_REMOVENORAGDOLL ); + pEntity->TakeDamage( ragdollInfo ); + + PuntRagdoll( pRagdoll, forward, tr ); + return; + } + } + + PuntNonVPhysics( pEntity, forward, tr ); + } + else + { + if ( EntityAllowsPunts( pEntity) == false ) + { + DryFire(); + return; + } + + if ( !IsMegaPhysCannon() ) + { + if ( pEntity->VPhysicsIsFlesh( ) ) + { + DryFire(); + return; + } + PuntVPhysics( pEntity, forward, tr ); + } + else + { + if ( dynamic_cast<CRagdollProp*>(pEntity) ) + { + PuntRagdoll( pEntity, forward, tr ); + } + else + { + PuntVPhysics( pEntity, forward, tr ); + } + } + } +} + + +//----------------------------------------------------------------------------- +// Purpose: Click secondary attack whilst holding an object to hurl it. +//----------------------------------------------------------------------------- +void CWeaponPhysCannon::SecondaryAttack( void ) +{ + if ( m_flNextSecondaryAttack > gpGlobals->curtime ) + return; + + CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); + + if ( pOwner == NULL ) + return; + + // See if we should drop a held item + if ( ( m_bActive ) && ( pOwner->m_afButtonPressed & IN_ATTACK2 ) ) + { + // Drop the held object + m_flNextPrimaryAttack = gpGlobals->curtime + 0.5; + m_flNextSecondaryAttack = gpGlobals->curtime + 0.5; + + DetachObject(); + + DoEffect( EFFECT_READY ); + + SendWeaponAnim( ACT_VM_PRIMARYATTACK ); + } + else + { + // Otherwise pick it up + FindObjectResult_t result = FindObject(); + switch ( result ) + { + case OBJECT_FOUND: + WeaponSound( SPECIAL1 ); + SendWeaponAnim( ACT_VM_PRIMARYATTACK ); + m_flNextSecondaryAttack = gpGlobals->curtime + 0.5f; + + // We found an object. Debounce the button + m_nAttack2Debounce |= pOwner->m_nButtons; + break; + + case OBJECT_NOT_FOUND: + m_flNextSecondaryAttack = gpGlobals->curtime + 0.1f; + CloseElements(); + break; + + case OBJECT_BEING_DETACHED: + m_flNextSecondaryAttack = gpGlobals->curtime + 0.01f; + break; + } + + DoEffect( EFFECT_HOLDING ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CWeaponPhysCannon::WeaponIdle( void ) +{ + if ( HasWeaponIdleTimeElapsed() ) + { + if ( m_bActive ) + { + //Shake when holding an item + SendWeaponAnim( ACT_VM_RELOAD ); + } + else + { + //Otherwise idle simply + SendWeaponAnim( ACT_VM_IDLE ); + } + } +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : *pObject - +//----------------------------------------------------------------------------- +bool CWeaponPhysCannon::AttachObject( CBaseEntity *pObject, const Vector &vPosition ) +{ + if ( m_bActive ) + return false; + + if ( CanPickupObject( pObject ) == false ) + return false; + + m_grabController.SetIgnorePitch( false ); + m_grabController.SetAngleAlignment( 0 ); + + bool bKilledByGrab = false; + + bool bIsMegaPhysCannon = IsMegaPhysCannon(); + if ( bIsMegaPhysCannon ) + { + if ( pObject->IsNPC() && !pObject->IsEFlagSet( EFL_NO_MEGAPHYSCANNON_RAGDOLL ) ) + { + Assert( pObject->MyNPCPointer()->CanBecomeRagdoll() ); + CTakeDamageInfo info( GetOwner(), GetOwner(), 1.0f, DMG_GENERIC ); + CBaseEntity *pRagdoll = CreateServerRagdoll( pObject->MyNPCPointer(), 0, info, COLLISION_GROUP_INTERACTIVE_DEBRIS, true ); + PhysSetEntityGameFlags( pRagdoll, FVPHYSICS_NO_SELF_COLLISIONS ); + + pRagdoll->SetCollisionBounds( pObject->CollisionProp()->OBBMins(), pObject->CollisionProp()->OBBMaxs() ); + + // Necessary to cause it to do the appropriate death cleanup + CTakeDamageInfo ragdollInfo( GetOwner(), GetOwner(), 10000.0, DMG_PHYSGUN | DMG_REMOVENORAGDOLL ); + pObject->TakeDamage( ragdollInfo ); + + // Now we act on the ragdoll for the remainder of the time + pObject = pRagdoll; + bKilledByGrab = true; + } + } + + IPhysicsObject *pPhysics = pObject->VPhysicsGetObject(); + + // Must be valid + if ( !pPhysics ) + return false; + + CHL2_Player *pOwner = (CHL2_Player *)ToBasePlayer( GetOwner() ); + + m_bActive = true; + if( pOwner ) + { +#ifdef HL2_EPISODIC + CBreakableProp *pProp = dynamic_cast< CBreakableProp * >( pObject ); + + if ( pProp && pProp->HasInteraction( PROPINTER_PHYSGUN_CREATE_FLARE ) ) + { + pOwner->FlashlightTurnOff(); + } +#endif + + // NOTE: This can change the mass; so it must be done before max speed setting + Physgun_OnPhysGunPickup( pObject, pOwner, PICKED_UP_BY_CANNON ); + } + + // NOTE :This must happen after OnPhysGunPickup because that can change the mass + m_grabController.AttachEntity( pOwner, pObject, pPhysics, bIsMegaPhysCannon, vPosition, (!bKilledByGrab) ); + + if( pOwner ) + { +#if defined( WIN32 ) && !defined( _X360 ) + // NVNT set the players constant force to simulate holding mass + HapticSetConstantForce(pOwner,clamp(m_grabController.GetLoadWeight()*0.05,1,5)*Vector(0,-1,0)); +#endif + pOwner->EnableSprint( false ); + + float loadWeight = ( 1.0f - GetLoadPercentage() ); + float maxSpeed = hl2_walkspeed.GetFloat() + ( ( hl2_normspeed.GetFloat() - hl2_walkspeed.GetFloat() ) * loadWeight ); + + //Msg( "Load perc: %f -- Movement speed: %f/%f\n", loadWeight, maxSpeed, hl2_normspeed.GetFloat() ); + pOwner->SetMaxSpeed( maxSpeed ); + } + + // Don't drop again for a slight delay, in case they were pulling objects near them + m_flNextSecondaryAttack = gpGlobals->curtime + 0.4f; + + DoEffect( EFFECT_HOLDING ); + OpenElements(); + + if ( GetMotorSound() ) + { + (CSoundEnvelopeController::GetController()).Play( GetMotorSound(), 0.0f, 50 ); + (CSoundEnvelopeController::GetController()).SoundChangePitch( GetMotorSound(), 100, 0.5f ); + (CSoundEnvelopeController::GetController()).SoundChangeVolume( GetMotorSound(), 0.8f, 0.5f ); + } + +#if defined(HL2_DLL) + if( physcannon_right_turrets.GetBool() && pObject->ClassMatches("npc_turret_floor") ) + { + // We just picked up a turret. Is it already upright? + Vector vecUp; + Vector vecTrueUp(0,0,1); + pObject->GetVectors( NULL, NULL, &vecUp ); + float flDot = DotProduct( vecUp, vecTrueUp ); + + if( flDot < 0.5f ) + { + // The turret is NOT upright, so have the client help us by raising up the player's view. + m_flTimeForceView = gpGlobals->curtime + 1.0f; + } + } +#endif + + return true; +} + +void CWeaponPhysCannon::FindObjectTrace( CBasePlayer *pPlayer, trace_t *pTraceResult ) +{ + Vector forward; + pPlayer->EyeVectors( &forward ); + + // Setup our positions + Vector start = pPlayer->Weapon_ShootPosition(); + float testLength = TraceLength() * 4.0f; + Vector end = start + forward * testLength; + + if( IsMegaPhysCannon() && hl2_episodic.GetBool() ) + { + Vector vecAutoAimDir = pPlayer->GetAutoaimVector( 1.0f, testLength ); + end = start + vecAutoAimDir * testLength; + } + + // Try to find an object by looking straight ahead + UTIL_PhyscannonTraceLine( start, end, pPlayer, pTraceResult ); + + // Try again with a hull trace + if ( !pTraceResult->DidHitNonWorldEntity() ) + { + UTIL_PhyscannonTraceHull( start, end, -Vector(4,4,4), Vector(4,4,4), pPlayer, pTraceResult ); + } +} + + +CWeaponPhysCannon::FindObjectResult_t CWeaponPhysCannon::FindObject( void ) +{ + CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); + + Assert( pPlayer ); + if ( pPlayer == NULL ) + return OBJECT_NOT_FOUND; + + trace_t tr; + FindObjectTrace( pPlayer, &tr ); + CBaseEntity *pEntity = tr.m_pEnt ? tr.m_pEnt->GetRootMoveParent() : NULL; + bool bAttach = false; + bool bPull = false; + + // If we hit something, pick it up or pull it + if ( ( tr.fraction != 1.0f ) && ( tr.m_pEnt ) && ( tr.m_pEnt->IsWorld() == false ) ) + { + // Attempt to attach if within range + if ( tr.fraction <= 0.25f ) + { + bAttach = true; + } + else if ( tr.fraction > 0.25f ) + { + bPull = true; + } + } + + Vector forward; + pPlayer->EyeVectors( &forward ); + + // Setup our positions + Vector start = pPlayer->Weapon_ShootPosition(); + float testLength = TraceLength() * 4.0f; + + // Find anything within a general cone in front + CBaseEntity *pConeEntity = NULL; + if ( !IsMegaPhysCannon() ) + { + if (!bAttach && !bPull) + { + pConeEntity = FindObjectInCone( start, forward, physcannon_cone.GetFloat() ); + } + } + else + { + pConeEntity = MegaPhysCannonFindObjectInCone( start, forward, + physcannon_cone.GetFloat(), physcannon_ball_cone.GetFloat(), bAttach || bPull ); + } + + if ( pConeEntity ) + { + pEntity = pConeEntity; + + // If the object is near, grab it. Else, pull it a bit. + if ( pEntity->WorldSpaceCenter().DistToSqr( start ) <= (testLength * testLength) ) + { + bAttach = true; + } + else + { + bPull = true; + } + } + + if ( CanPickupObject( pEntity ) == false ) + { + CBaseEntity *pNewObject = Pickup_OnFailedPhysGunPickup( pEntity, start ); + + if ( pNewObject && CanPickupObject( pNewObject ) ) + { + pEntity = pNewObject; + } + else + { + // Make a noise to signify we can't pick this up + if ( !m_flLastDenySoundPlayed ) + { + m_flLastDenySoundPlayed = true; + WeaponSound( SPECIAL3 ); + } + + return OBJECT_NOT_FOUND; + } + } + + // Check to see if the object is constrained + needs to be ripped off... + CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); + if ( !Pickup_OnAttemptPhysGunPickup( pEntity, pOwner, PICKED_UP_BY_CANNON ) ) + return OBJECT_BEING_DETACHED; + + if ( bAttach ) + { + return AttachObject( pEntity, tr.endpos ) ? OBJECT_FOUND : OBJECT_NOT_FOUND; + } + + if ( !bPull ) + return OBJECT_NOT_FOUND; + + // FIXME: This needs to be run through the CanPickupObject logic + IPhysicsObject *pObj = pEntity->VPhysicsGetObject(); + if ( !pObj ) + return OBJECT_NOT_FOUND; + + // If we're too far, simply start to pull the object towards us + Vector pullDir = start - pEntity->WorldSpaceCenter(); + VectorNormalize( pullDir ); + pullDir *= IsMegaPhysCannon() ? physcannon_mega_pullforce.GetFloat() : physcannon_pullforce.GetFloat(); + + float mass = PhysGetEntityMass( pEntity ); + if ( mass < 50.0f ) + { + pullDir *= (mass + 0.5) * (1/50.0f); + } + + // Nudge it towards us + pObj->ApplyForceCenter( pullDir ); + return OBJECT_NOT_FOUND; +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +CBaseEntity *CWeaponPhysCannon::MegaPhysCannonFindObjectInCone( const Vector &vecOrigin, + const Vector &vecDir, float flCone, float flCombineBallCone, bool bOnlyCombineBalls ) +{ + // Find the nearest physics-based item in a cone in front of me. + CBaseEntity *list[1024]; + float flMaxDist = TraceLength() + 1.0; + float flNearestDist = flMaxDist; + bool bNearestIsCombineBall = bOnlyCombineBalls ? true : false; + Vector mins = vecOrigin - Vector( flNearestDist, flNearestDist, flNearestDist ); + Vector maxs = vecOrigin + Vector( flNearestDist, flNearestDist, flNearestDist ); + + CBaseEntity *pNearest = NULL; + + int count = UTIL_EntitiesInBox( list, 1024, mins, maxs, 0 ); + for( int i = 0 ; i < count ; i++ ) + { + if ( !list[ i ]->VPhysicsGetObject() ) + continue; + + bool bIsCombineBall = FClassnameIs( list[ i ], "prop_combine_ball" ); + if ( !bIsCombineBall && bNearestIsCombineBall ) + continue; + + // Closer than other objects + Vector los; + VectorSubtract( list[ i ]->WorldSpaceCenter(), vecOrigin, los ); + float flDist = VectorNormalize( los ); + + if ( !bIsCombineBall || bNearestIsCombineBall ) + { + // Closer than other objects + if( flDist >= flNearestDist ) + continue; + + // Cull to the cone + if ( DotProduct( los, vecDir ) <= flCone ) + continue; + } + else + { + // Close enough? + if ( flDist >= flMaxDist ) + continue; + + // Cull to the cone + if ( DotProduct( los, vecDir ) <= flCone ) + continue; + + // NOW: If it's either closer than nearest dist or within the ball cone, use it! + if ( (flDist > flNearestDist) && (DotProduct( los, vecDir ) <= flCombineBallCone) ) + continue; + } + + // Make sure it isn't occluded! + trace_t tr; + UTIL_PhyscannonTraceLine( vecOrigin, list[ i ]->WorldSpaceCenter(), GetOwner(), &tr ); + if( tr.m_pEnt == list[ i ] ) + { + flNearestDist = flDist; + pNearest = list[ i ]; + bNearestIsCombineBall = bIsCombineBall; + } + } + + return pNearest; +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +CBaseEntity *CWeaponPhysCannon::FindObjectInCone( const Vector &vecOrigin, const Vector &vecDir, float flCone ) +{ + // Find the nearest physics-based item in a cone in front of me. + CBaseEntity *list[256]; + float flNearestDist = physcannon_tracelength.GetFloat() + 1.0; //Use regular distance. + Vector mins = vecOrigin - Vector( flNearestDist, flNearestDist, flNearestDist ); + Vector maxs = vecOrigin + Vector( flNearestDist, flNearestDist, flNearestDist ); + + CBaseEntity *pNearest = NULL; + + int count = UTIL_EntitiesInBox( list, 256, mins, maxs, 0 ); + for( int i = 0 ; i < count ; i++ ) + { + if ( !list[ i ]->VPhysicsGetObject() ) + continue; + + // Closer than other objects + Vector los = ( list[ i ]->WorldSpaceCenter() - vecOrigin ); + float flDist = VectorNormalize( los ); + if( flDist >= flNearestDist ) + continue; + + // Cull to the cone + if ( DotProduct( los, vecDir ) <= flCone ) + continue; + + // Make sure it isn't occluded! + trace_t tr; + UTIL_PhyscannonTraceLine( vecOrigin, list[ i ]->WorldSpaceCenter(), GetOwner(), &tr ); + if( tr.m_pEnt == list[ i ] ) + { + flNearestDist = flDist; + pNearest = list[ i ]; + } + } + + return pNearest; +} + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +bool CGrabController::UpdateObject( CBasePlayer *pPlayer, float flError ) +{ + CBaseEntity *pEntity = GetAttached(); + if ( !pEntity || ComputeError() > flError || pPlayer->GetGroundEntity() == pEntity || !pEntity->VPhysicsGetObject() ) + { + return false; + } + + //Adrian: Oops, our object became motion disabled, let go! + IPhysicsObject *pPhys = pEntity->VPhysicsGetObject(); + if ( pPhys && pPhys->IsMoveable() == false ) + { + return false; + } + + Vector forward, right, up; + QAngle playerAngles = pPlayer->EyeAngles(); + AngleVectors( playerAngles, &forward, &right, &up ); + + if ( HL2GameRules()->MegaPhyscannonActive() ) + { + Vector los = ( pEntity->WorldSpaceCenter() - pPlayer->Weapon_ShootPosition() ); + VectorNormalize( los ); + + float flDot = DotProduct( los, forward ); + + //Let go of the item if we turn around too fast. + if ( flDot <= 0.35f ) + return false; + } + + float pitch = AngleDistance(playerAngles.x,0); + + if( !m_bAllowObjectOverhead ) + { + playerAngles.x = clamp( pitch, -75, 75 ); + } + else + { + playerAngles.x = clamp( pitch, -90, 75 ); + } + + + + // Now clamp a sphere of object radius at end to the player's bbox + Vector radial = physcollision->CollideGetExtent( pPhys->GetCollide(), vec3_origin, pEntity->GetAbsAngles(), -forward ); + Vector player2d = pPlayer->CollisionProp()->OBBMaxs(); + float playerRadius = player2d.Length2D(); + float radius = playerRadius + fabs(DotProduct( forward, radial )); + + float distance = 24 + ( radius * 2.0f ); + + // Add the prop's distance offset + distance += m_flDistanceOffset; + + Vector start = pPlayer->Weapon_ShootPosition(); + Vector end = start + ( forward * distance ); + + trace_t tr; + CTraceFilterSkipTwoEntities traceFilter( pPlayer, pEntity, COLLISION_GROUP_NONE ); + Ray_t ray; + ray.Init( start, end ); + enginetrace->TraceRay( ray, MASK_SOLID_BRUSHONLY, &traceFilter, &tr ); + + if ( tr.fraction < 0.5 ) + { + end = start + forward * (radius*0.5f); + } + else if ( tr.fraction <= 1.0f ) + { + end = start + forward * ( distance - radius ); + } + Vector playerMins, playerMaxs, nearest; + pPlayer->CollisionProp()->WorldSpaceAABB( &playerMins, &playerMaxs ); + Vector playerLine = pPlayer->CollisionProp()->WorldSpaceCenter(); + CalcClosestPointOnLine( end, playerLine+Vector(0,0,playerMins.z), playerLine+Vector(0,0,playerMaxs.z), nearest, NULL ); + + if( !m_bAllowObjectOverhead ) + { + Vector delta = end - nearest; + float len = VectorNormalize(delta); + if ( len < radius ) + { + end = nearest + radius * delta; + } + } + + //Show overlays of radius + if ( g_debug_physcannon.GetBool() ) + { + NDebugOverlay::Box( end, -Vector( 2,2,2 ), Vector(2,2,2), 0, 255, 0, true, 0 ); + + NDebugOverlay::Box( GetAttached()->WorldSpaceCenter(), + -Vector( radius, radius, radius), + Vector( radius, radius, radius ), + 255, 0, 0, + true, + 0.0f ); + } + + QAngle angles = TransformAnglesFromPlayerSpace( m_attachedAnglesPlayerSpace, pPlayer ); + + // If it has a preferred orientation, update to ensure we're still oriented correctly. + Pickup_GetPreferredCarryAngles( pEntity, pPlayer, pPlayer->EntityToWorldTransform(), angles ); + + // We may be holding a prop that has preferred carry angles + if ( m_bHasPreferredCarryAngles ) + { + matrix3x4_t tmp; + ComputePlayerMatrix( pPlayer, tmp ); + angles = TransformAnglesToWorldSpace( m_vecPreferredCarryAngles, tmp ); + } + + matrix3x4_t attachedToWorld; + Vector offset; + AngleMatrix( angles, attachedToWorld ); + VectorRotate( m_attachedPositionObjectSpace, attachedToWorld, offset ); + + SetTargetPosition( end - offset, angles ); + + return true; +} + +void CWeaponPhysCannon::UpdateObject( void ) +{ + CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); + Assert( pPlayer ); + + float flError = IsMegaPhysCannon() ? 18 : 12; + if ( !m_grabController.UpdateObject( pPlayer, flError ) ) + { + DetachObject(); + return; + } +} + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CWeaponPhysCannon::DetachObject( bool playSound, bool wasLaunched ) +{ + if ( m_bActive == false ) + return; + + CHL2_Player *pOwner = (CHL2_Player *)ToBasePlayer( GetOwner() ); + if( pOwner != NULL ) + { + pOwner->EnableSprint( true ); + pOwner->SetMaxSpeed( hl2_normspeed.GetFloat() ); + + if( wasLaunched ) + { + pOwner->RumbleEffect( RUMBLE_357, 0, RUMBLE_FLAG_RESTART ); + } +#if defined( WIN32 ) && !defined( _X360 ) + // NVNT clear constant force + HapticSetConstantForce(pOwner,Vector(0,0,0)); +#endif + } + + CBaseEntity *pObject = m_grabController.GetAttached(); + + m_grabController.DetachEntity( wasLaunched ); + + if ( pObject != NULL ) + { + Pickup_OnPhysGunDrop( pObject, pOwner, wasLaunched ? LAUNCHED_BY_CANNON : DROPPED_BY_CANNON ); + } + + // Stop our looping sound + if ( GetMotorSound() ) + { + (CSoundEnvelopeController::GetController()).SoundChangeVolume( GetMotorSound(), 0.0f, 1.0f ); + (CSoundEnvelopeController::GetController()).SoundChangePitch( GetMotorSound(), 50, 1.0f ); + } + + m_bActive = false; + + if ( playSound ) + { + //Play the detach sound + WeaponSound( MELEE_MISS ); + } + + RecordThrownObject( pObject ); +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CWeaponPhysCannon::ItemPreFrame() +{ + BaseClass::ItemPreFrame(); + + CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); + + if ( pOwner == NULL ) + return; + + m_flElementPosition = UTIL_Approach( m_flElementDestination, m_flElementPosition, 0.1f ); + + CBaseViewModel *vm = pOwner->GetViewModel(); + + if ( vm != NULL ) + { + // This has to happen here because of how the SetModel interacts with the caching at startup + if ( m_sbStaticPoseParamsLoaded == false ) + { + m_poseActive = LookupPoseParameter( "active" ); + m_sbStaticPoseParamsLoaded = true; + } + + vm->SetPoseParameter( m_poseActive, m_flElementPosition ); + } + + // Update the object if the weapon is switched on. + if( m_bActive ) + { + UpdateObject(); + } + + if( gpGlobals->curtime >= m_flTimeNextObjectPurge ) + { + PurgeThrownObjects(); + m_flTimeNextObjectPurge = gpGlobals->curtime + 0.5f; + } +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CWeaponPhysCannon::CheckForTarget( void ) +{ + //See if we're suppressing this + if ( m_flCheckSuppressTime > gpGlobals->curtime ) + return; + + // holstered + if ( IsEffectActive( EF_NODRAW ) ) + return; + + CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); + + if ( pOwner == NULL ) + return; + + if ( m_bActive ) + return; + + trace_t tr; + FindObjectTrace( pOwner, &tr ); + + if ( ( tr.fraction != 1.0f ) && ( tr.m_pEnt != NULL ) ) + { + float dist = (tr.endpos - tr.startpos).Length(); + if ( dist <= TraceLength() ) + { + // FIXME: Try just having the elements always open when pointed at a physics object + if ( CanPickupObject( tr.m_pEnt ) || Pickup_ForcePhysGunOpen( tr.m_pEnt, pOwner ) ) + // if ( ( tr.m_pEnt->VPhysicsGetObject() != NULL ) && ( tr.m_pEnt->GetMoveType() == MOVETYPE_VPHYSICS ) ) + { + m_nChangeState = ELEMENT_STATE_NONE; + OpenElements(); + return; + } + } + } + + // Close the elements after a delay to prevent overact state switching + if ( ( m_flElementDebounce < gpGlobals->curtime ) && ( m_nChangeState == ELEMENT_STATE_NONE ) ) + { + m_nChangeState = ELEMENT_STATE_CLOSED; + m_flElementDebounce = gpGlobals->curtime + 0.5f; + } +} + + +//----------------------------------------------------------------------------- +// Begin upgrading! +//----------------------------------------------------------------------------- +void CWeaponPhysCannon::BeginUpgrade() +{ + if ( IsMegaPhysCannon() ) + return; + + if ( m_bIsCurrentlyUpgrading ) + return; + + SetSequence( SelectWeightedSequence( ACT_PHYSCANNON_UPGRADE ) ); + ResetSequenceInfo(); + + m_bIsCurrentlyUpgrading = true; + + SetContextThink( &CWeaponPhysCannon::WaitForUpgradeThink, gpGlobals->curtime + 6.0f, s_pWaitForUpgradeContext ); + + EmitSound( "WeaponDissolve.Charge" ); + + // Bloat our bounds + CollisionProp()->UseTriggerBounds( true, 32.0f ); + + // Turn on the new skin + m_nSkin = MEGACANNON_SKIN; +} + + +//----------------------------------------------------------------------------- +// Wait until we're done upgrading +//----------------------------------------------------------------------------- +void CWeaponPhysCannon::WaitForUpgradeThink() +{ + Assert( m_bIsCurrentlyUpgrading ); + + StudioFrameAdvance(); + if ( !IsActivityFinished() ) + { + SetContextThink( &CWeaponPhysCannon::WaitForUpgradeThink, gpGlobals->curtime + 0.1f, s_pWaitForUpgradeContext ); + return; + } + + if ( !GlobalEntity_IsInTable( "super_phys_gun" ) ) + { + GlobalEntity_Add( MAKE_STRING("super_phys_gun"), gpGlobals->mapname, GLOBAL_ON ); + } + else + { + GlobalEntity_SetState( MAKE_STRING("super_phys_gun"), GLOBAL_ON ); + } + m_bIsCurrentlyUpgrading = false; + + // This is necessary to get the effects to look different + DestroyEffects(); + + // HACK: Hacky notification back to the level that we've finish upgrading + CBaseEntity *pEnt = gEntList.FindEntityByName( NULL, "script_physcannon_upgrade" ); + if ( pEnt ) + { + variant_t emptyVariant; + pEnt->AcceptInput( "Trigger", this, this, emptyVariant, 0 ); + } + + StopSound( "WeaponDissolve.Charge" ); + + // Re-enable weapon pickup + AddSolidFlags( FSOLID_TRIGGER ); + + SetContextThink( NULL, gpGlobals->curtime, s_pWaitForUpgradeContext ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CWeaponPhysCannon::DoEffectIdle( void ) +{ + if ( IsEffectActive( EF_NODRAW ) ) + { + StopEffects(); + return; + } + + CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); + + if ( pOwner == NULL ) + return; + + if ( m_bPhyscannonState != IsMegaPhysCannon() ) + { + DestroyEffects(); + StartEffects(); + + m_bPhyscannonState = IsMegaPhysCannon(); + + //This means we just switched to regular physcannon this frame. + if ( m_bPhyscannonState == false ) + { + EmitSound( "Weapon_Physgun.Off" ); + +#ifdef HL2_EPISODIC + ForceDrop(); + + CHL2_Player *pPlayer = dynamic_cast<CHL2_Player*>( pOwner ); + + if ( pPlayer ) + { + pPlayer->StartArmorReduction(); + } +#endif + + CCitadelEnergyCore *pCore = static_cast<CCitadelEnergyCore*>( CreateEntityByName( "env_citadel_energy_core" ) ); + + if ( pCore == NULL ) + return; + + CBaseAnimating *pBeamEnt = pOwner->GetViewModel(); + + if ( pBeamEnt ) + { + int iAttachment = pBeamEnt->LookupAttachment( "muzzle" ); + + Vector vOrigin; + QAngle vAngle; + + pBeamEnt->GetAttachment( iAttachment, vOrigin, vAngle ); + + pCore->SetAbsOrigin( vOrigin ); + pCore->SetAbsAngles( vAngle ); + + DispatchSpawn( pCore ); + pCore->Activate(); + + pCore->SetParent( pBeamEnt, iAttachment ); + pCore->SetScale( 2.5f ); + + variant_t variant; + variant.SetFloat( 1.0f ); + + g_EventQueue.AddEvent( pCore, "StartDischarge", 0, pOwner, pOwner ); + g_EventQueue.AddEvent( pCore, "Stop", variant, 1, pOwner, pOwner ); + + pCore->SetThink ( &CCitadelEnergyCore::SUB_Remove ); + pCore->SetNextThink( gpGlobals->curtime + 10.0f ); + + m_nSkin = 0; + } + } + } + + float flScaleFactor = SpriteScaleFactor(); + + // Flicker the end sprites + if ( ( m_hEndSprites[0] != NULL ) && ( m_hEndSprites[1] != NULL ) ) + { + //Make the end points flicker as fast as possible + //FIXME: Make this a property of the CSprite class! + for ( int i = 0; i < 2; i++ ) + { + m_hEndSprites[i]->SetBrightness( random->RandomInt( 200, 255 ) ); + m_hEndSprites[i]->SetScale( random->RandomFloat( 0.1, 0.15 ) * flScaleFactor ); + } + } + + // Flicker the glow sprites + for ( int i = 0; i < NUM_SPRITES; i++ ) + { + if ( m_hGlowSprites[i] == NULL ) + continue; + + if ( IsMegaPhysCannon() ) + { + m_hGlowSprites[i]->SetBrightness( random->RandomInt( 32, 48 ) ); + m_hGlowSprites[i]->SetScale( random->RandomFloat( 0.15, 0.2 ) * flScaleFactor ); + } + else + { + m_hGlowSprites[i]->SetBrightness( random->RandomInt( 16, 24 ) ); + m_hGlowSprites[i]->SetScale( random->RandomFloat( 0.3, 0.35 ) * flScaleFactor ); + } + } + + // Only do these effects on the mega-cannon + if ( IsMegaPhysCannon() ) + { + // Randomly arc between the elements and core + if ( random->RandomInt( 0, 100 ) == 0 && !engine->IsPaused() ) + { + CBeam *pBeam = CBeam::BeamCreate( MEGACANNON_BEAM_SPRITE, 1 ); + + CBaseEntity *pBeamEnt = pOwner->GetViewModel(); + pBeam->EntsInit( pBeamEnt, pBeamEnt ); + + int startAttachment; + int sprite; + + if ( random->RandomInt( 0, 1 ) ) + { + startAttachment = LookupAttachment( "fork1t" ); + sprite = 0; + } + else + { + startAttachment = LookupAttachment( "fork2t" ); + sprite = 1; + } + + int endAttachment = 1; + + pBeam->SetStartAttachment( startAttachment ); + pBeam->SetEndAttachment( endAttachment ); + pBeam->SetNoise( random->RandomFloat( 8.0f, 16.0f ) ); + pBeam->SetColor( 255, 255, 255 ); + pBeam->SetScrollRate( 25 ); + pBeam->SetBrightness( 128 ); + pBeam->SetWidth( 1 ); + pBeam->SetEndWidth( random->RandomFloat( 2, 8 ) ); + + float lifetime = random->RandomFloat( 0.2f, 0.4f ); + + pBeam->LiveForTime( lifetime ); + + if ( m_hEndSprites[sprite] != NULL ) + { + // Turn on the sprite for awhile + m_hEndSprites[sprite]->TurnOn(); + m_flEndSpritesOverride[sprite] = gpGlobals->curtime + lifetime; + EmitSound( "Weapon_MegaPhysCannon.ChargeZap" ); + } + } + + if ( m_hCenterSprite != NULL ) + { + if ( m_EffectState == EFFECT_HOLDING ) + { + m_hCenterSprite->SetBrightness( random->RandomInt( 32, 64 ) ); + m_hCenterSprite->SetScale( random->RandomFloat( 0.2, 0.25 ) * flScaleFactor ); + } + else + { + m_hCenterSprite->SetBrightness( random->RandomInt( 32, 64 ) ); + m_hCenterSprite->SetScale( random->RandomFloat( 0.125, 0.15 ) * flScaleFactor ); + } + } + + if ( m_hBlastSprite != NULL ) + { + if ( m_EffectState == EFFECT_HOLDING ) + { + m_hBlastSprite->SetBrightness( random->RandomInt( 125, 150 ) ); + m_hBlastSprite->SetScale( random->RandomFloat( 0.125, 0.15 ) * flScaleFactor ); + } + else + { + m_hBlastSprite->SetBrightness( random->RandomInt( 32, 64 ) ); + m_hBlastSprite->SetScale( random->RandomFloat( 0.075, 0.15 ) * flScaleFactor ); + } + } + } +} + +//----------------------------------------------------------------------------- +// Purpose: Update our idle effects even when deploying +//----------------------------------------------------------------------------- +void CWeaponPhysCannon::ItemBusyFrame( void ) +{ + DoEffectIdle(); + + BaseClass::ItemBusyFrame(); +} + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CWeaponPhysCannon::ItemPostFrame() +{ + CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); + if ( pOwner == NULL ) + { + // We found an object. Debounce the button + m_nAttack2Debounce = 0; + return; + } + + //Check for object in pickup range + if ( m_bActive == false ) + { + CheckForTarget(); + + if ( ( m_flElementDebounce < gpGlobals->curtime ) && ( m_nChangeState != ELEMENT_STATE_NONE ) ) + { + if ( m_nChangeState == ELEMENT_STATE_OPEN ) + { + OpenElements(); + } + else if ( m_nChangeState == ELEMENT_STATE_CLOSED ) + { + CloseElements(); + } + + m_nChangeState = ELEMENT_STATE_NONE; + } + } + + // NOTE: Attack2 will be considered to be pressed until the first item is picked up. + int nAttack2Mask = pOwner->m_nButtons & (~m_nAttack2Debounce); + if ( nAttack2Mask & IN_ATTACK2 ) + { + SecondaryAttack(); + } + else + { + // Reset our debouncer + m_flLastDenySoundPlayed = false; + + if ( m_bActive == false ) + { + DoEffect( EFFECT_READY ); + } + } + + if (( pOwner->m_nButtons & IN_ATTACK2 ) == 0 ) + { + m_nAttack2Debounce = 0; + } + + if ( pOwner->m_nButtons & IN_ATTACK ) + { + PrimaryAttack(); + } + else + { + WeaponIdle(); + } + + if ( hl2_episodic.GetBool() == true ) + { + if ( IsMegaPhysCannon() ) + { + if ( !( pOwner->m_nButtons & IN_ATTACK ) ) + { + m_flNextPrimaryAttack = gpGlobals->curtime; + } + } + } + + // Update our idle effects (flickers, etc) + DoEffectIdle(); +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +#define PHYSCANNON_DANGER_SOUND_RADIUS 128 + +void CWeaponPhysCannon::LaunchObject( const Vector &vecDir, float flForce ) +{ + // FIRE!!! + if( m_grabController.GetAttached() ) + { + CBaseEntity *pObject = m_grabController.GetAttached(); + + gamestats->Event_Punted( pObject ); + + DetachObject( false, true ); + + // Trace ahead a bit and make a chain of danger sounds ahead of the phys object + // to scare potential targets + trace_t tr; + Vector vecStart = pObject->GetAbsOrigin(); + Vector vecSpot; + int iLength; + int i; + + UTIL_TraceLine( vecStart, vecStart + vecDir * flForce, MASK_SHOT, pObject, COLLISION_GROUP_NONE, &tr ); + iLength = ( tr.startpos - tr.endpos ).Length(); + vecSpot = vecStart + vecDir * PHYSCANNON_DANGER_SOUND_RADIUS; + + for( i = PHYSCANNON_DANGER_SOUND_RADIUS ; i < iLength ; i += PHYSCANNON_DANGER_SOUND_RADIUS ) + { + CSoundEnt::InsertSound( SOUND_PHYSICS_DANGER, vecSpot, PHYSCANNON_DANGER_SOUND_RADIUS, 0.5, pObject ); + vecSpot = vecSpot + ( vecDir * PHYSCANNON_DANGER_SOUND_RADIUS ); + } + + // Launch + ApplyVelocityBasedForce( pObject, vecDir, tr.endpos, PHYSGUN_FORCE_LAUNCHED ); + + // Don't allow the gun to regrab a thrown object!! + m_flNextSecondaryAttack = m_flNextPrimaryAttack = gpGlobals->curtime + 0.5; + + Vector center = pObject->WorldSpaceCenter(); + + //Do repulse effect + DoEffect( EFFECT_LAUNCH, ¢er ); + } + + // Stop our looping sound + if ( GetMotorSound() ) + { + (CSoundEnvelopeController::GetController()).SoundChangeVolume( GetMotorSound(), 0.0f, 1.0f ); + (CSoundEnvelopeController::GetController()).SoundChangePitch( GetMotorSound(), 50, 1.0f ); + } + + //Close the elements and suppress checking for a bit + m_nChangeState = ELEMENT_STATE_CLOSED; + m_flElementDebounce = gpGlobals->curtime + 0.1f; + m_flCheckSuppressTime = gpGlobals->curtime + 0.25f; +} + + +//----------------------------------------------------------------------------- +// Purpose: +// Input : *pTarget - +// Output : Returns true on success, false on failure. +//----------------------------------------------------------------------------- +bool CWeaponPhysCannon::CanPickupObject( CBaseEntity *pTarget ) +{ + if ( pTarget == NULL ) + return false; + + if ( pTarget->GetBaseAnimating() && pTarget->GetBaseAnimating()->IsDissolving() ) + return false; + + if ( pTarget->HasSpawnFlags( SF_PHYSBOX_ALWAYS_PICK_UP ) || pTarget->HasSpawnFlags( SF_PHYSBOX_NEVER_PICK_UP ) ) + { + // It may seem strange to check this spawnflag before we know the class of this object, since the + // spawnflag only applies to func_physbox, but it can act as a filter of sorts to reduce the number + // of irrelevant entities that fall through to this next casting check, which is slower. + CPhysBox *pPhysBox = dynamic_cast<CPhysBox*>(pTarget); + + if ( pPhysBox != NULL ) + { + if ( pTarget->HasSpawnFlags( SF_PHYSBOX_NEVER_PICK_UP ) ) + return false; + else + return true; + } + } + + if ( pTarget->HasSpawnFlags(SF_PHYSPROP_ALWAYS_PICK_UP) ) + { + // It may seem strange to check this spawnflag before we know the class of this object, since the + // spawnflag only applies to func_physbox, but it can act as a filter of sorts to reduce the number + // of irrelevant entities that fall through to this next casting check, which is slower. + CPhysicsProp *pPhysProp = dynamic_cast<CPhysicsProp*>(pTarget); + if ( pPhysProp != NULL ) + return true; + } + + if ( pTarget->IsEFlagSet( EFL_NO_PHYSCANNON_INTERACTION ) ) + return false; + + CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); + if ( pOwner && pOwner->GetGroundEntity() == pTarget ) + return false; + + if ( !IsMegaPhysCannon() ) + { + if ( pTarget->VPhysicsIsFlesh( ) ) + return false; + return CBasePlayer::CanPickupObject( pTarget, physcannon_maxmass.GetFloat(), 0 ); + } + + if ( pTarget->IsNPC() && pTarget->MyNPCPointer()->CanBecomeRagdoll() ) + return true; + + if ( dynamic_cast<CRagdollProp*>(pTarget) ) + return true; + + return CBasePlayer::CanPickupObject( pTarget, 0, 0 ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CWeaponPhysCannon::OpenElements( void ) +{ + if ( m_bOpen ) + return; + + WeaponSound( SPECIAL2 ); + + CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); + + if ( pOwner == NULL ) + return; + + if( !IsMegaPhysCannon() ) + { + pOwner->RumbleEffect( RUMBLE_PHYSCANNON_OPEN, 0, RUMBLE_FLAG_RESTART ); + } + + if ( m_flElementPosition < 0.0f ) + m_flElementPosition = 0.0f; + + m_flElementDestination = 1.0f; + + SendWeaponAnim( ACT_VM_IDLE ); + + m_bOpen = true; + + DoEffect( EFFECT_READY ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CWeaponPhysCannon::CloseElements( void ) +{ + // The mega cannon cannot be closed! + if ( IsMegaPhysCannon() ) + { + OpenElements(); + return; + } + + if ( m_bOpen == false ) + return; + + WeaponSound( MELEE_HIT ); + + CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); + + if ( pOwner == NULL ) + return; + + pOwner->RumbleEffect(RUMBLE_PHYSCANNON_OPEN, 0, RUMBLE_FLAG_STOP); + + if ( m_flElementPosition > 1.0f ) + m_flElementPosition = 1.0f; + + m_flElementDestination = 0.0f; + + SendWeaponAnim( ACT_VM_IDLE ); + + m_bOpen = false; + + if ( GetMotorSound() ) + { + (CSoundEnvelopeController::GetController()).SoundChangeVolume( GetMotorSound(), 0.0f, 1.0f ); + (CSoundEnvelopeController::GetController()).SoundChangePitch( GetMotorSound(), 50, 1.0f ); + } + + DoEffect( EFFECT_CLOSED ); +} + +#define PHYSCANNON_MAX_MASS 500 + + +//----------------------------------------------------------------------------- +// Purpose: +// Output : float +//----------------------------------------------------------------------------- +float CWeaponPhysCannon::GetLoadPercentage( void ) +{ + float loadWeight = m_grabController.GetLoadWeight(); + loadWeight /= physcannon_maxmass.GetFloat(); + loadWeight = clamp( loadWeight, 0.0f, 1.0f ); + return loadWeight; +} + + +//----------------------------------------------------------------------------- +// Purpose: +// Output : CSoundPatch +//----------------------------------------------------------------------------- +CSoundPatch *CWeaponPhysCannon::GetMotorSound( void ) +{ + if ( m_sndMotor == NULL ) + { + CPASAttenuationFilter filter( this ); + + if ( IsMegaPhysCannon() ) + { + m_sndMotor = (CSoundEnvelopeController::GetController()).SoundCreate( filter, entindex(), CHAN_STATIC, "Weapon_MegaPhysCannon.HoldSound", ATTN_NORM ); + } + else + { + m_sndMotor = (CSoundEnvelopeController::GetController()).SoundCreate( filter, entindex(), CHAN_STATIC, "Weapon_PhysCannon.HoldSound", ATTN_NORM ); + } + } + + return m_sndMotor; +} + + +//----------------------------------------------------------------------------- +// Shuts down sounds +//----------------------------------------------------------------------------- +void CWeaponPhysCannon::StopLoopingSounds() +{ + if ( m_sndMotor != NULL ) + { + (CSoundEnvelopeController::GetController()).SoundDestroy( m_sndMotor ); + m_sndMotor = NULL; + } + + BaseClass::StopLoopingSounds(); +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CWeaponPhysCannon::DestroyEffects( void ) +{ + //Turn off main glow + if ( m_hCenterSprite != NULL ) + { + UTIL_Remove( m_hCenterSprite ); + m_hCenterSprite = NULL; + } + + if ( m_hBlastSprite != NULL ) + { + UTIL_Remove( m_hBlastSprite ); + m_hBlastSprite = NULL; + } + + // Turn off beams + for ( int i = 0; i < NUM_BEAMS; i++ ) + { + if ( m_hBeams[i] != NULL ) + { + UTIL_Remove( m_hBeams[i] ); + m_hBeams[i] = NULL; + } + } + + // Turn off sprites + for ( int i = 0; i < NUM_SPRITES; i++ ) + { + if ( m_hGlowSprites[i] != NULL ) + { + UTIL_Remove( m_hGlowSprites[i] ); + m_hGlowSprites[i] = NULL; + } + } + + for ( int i = 0; i < 2; i++ ) + { + if ( m_hEndSprites[i] != NULL ) + { + UTIL_Remove( m_hEndSprites[i] ); + m_hEndSprites[i] = NULL; + } + } +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CWeaponPhysCannon::StopEffects( bool stopSound ) +{ + // Turn off our effect state + DoEffect( EFFECT_NONE ); + + //Turn off main glow + if ( m_hCenterSprite != NULL ) + { + m_hCenterSprite->TurnOff(); + } + + if ( m_hBlastSprite != NULL ) + { + m_hBlastSprite->TurnOff(); + } + + //Turn off beams + for ( int i = 0; i < NUM_BEAMS; i++ ) + { + if ( m_hBeams[i] != NULL ) + { + m_hBeams[i]->SetBrightness( 0 ); + } + } + + //Turn off sprites + for ( int i = 0; i < NUM_SPRITES; i++ ) + { + if ( m_hGlowSprites[i] != NULL ) + { + m_hGlowSprites[i]->TurnOff(); + } + } + + for ( int i = 0; i < 2; i++ ) + { + if ( m_hEndSprites[i] != NULL ) + { + m_hEndSprites[i]->TurnOff(); + } + } + + //Shut off sounds + if ( stopSound && GetMotorSound() != NULL ) + { + (CSoundEnvelopeController::GetController()).SoundFadeOut( GetMotorSound(), 0.1f ); + } +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CWeaponPhysCannon::StartEffects( void ) +{ + CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); + if ( pOwner == NULL ) + return; + + bool bIsMegaCannon = IsMegaPhysCannon(); + + int i; + float flScaleFactor = SpriteScaleFactor(); + CBaseEntity *pBeamEnt = pOwner->GetViewModel(); + + // Create the beams + for ( i = 0; i < NUM_BEAMS; i++ ) + { + if ( m_hBeams[i] ) + continue; + + const char *beamAttachNames[] = + { + "fork1t", + "fork2t", + "fork1t", + "fork2t", + "fork1t", + "fork2t", + }; + + m_hBeams[i] = CBeam::BeamCreate( + bIsMegaCannon ? MEGACANNON_BEAM_SPRITE : PHYSCANNON_BEAM_SPRITE, 1.0f ); + m_hBeams[i]->EntsInit( pBeamEnt, pBeamEnt ); + + int startAttachment = LookupAttachment( beamAttachNames[i] ); + int endAttachment = 1; + + m_hBeams[i]->FollowEntity( pBeamEnt ); + + m_hBeams[i]->AddSpawnFlags( SF_BEAM_TEMPORARY ); + m_hBeams[i]->SetStartAttachment( startAttachment ); + m_hBeams[i]->SetEndAttachment( endAttachment ); + m_hBeams[i]->SetNoise( random->RandomFloat( 8.0f, 16.0f ) ); + m_hBeams[i]->SetColor( 255, 255, 255 ); + m_hBeams[i]->SetScrollRate( 25 ); + m_hBeams[i]->SetBrightness( 128 ); + m_hBeams[i]->SetWidth( 0 ); + m_hBeams[i]->SetEndWidth( random->RandomFloat( 2, 4 ) ); + } + + //Create the glow sprites + for ( i = 0; i < NUM_SPRITES; i++ ) + { + if ( m_hGlowSprites[i] ) + continue; + + const char *attachNames[] = + { + "fork1b", + "fork1m", + "fork1t", + "fork2b", + "fork2m", + "fork2t" + }; + + m_hGlowSprites[i] = CSprite::SpriteCreate( + bIsMegaCannon ? MEGACANNON_GLOW_SPRITE : PHYSCANNON_GLOW_SPRITE, + GetAbsOrigin(), false ); + + m_hGlowSprites[i]->SetAsTemporary(); + + m_hGlowSprites[i]->SetAttachment( pOwner->GetViewModel(), LookupAttachment( attachNames[i] ) ); + + if ( bIsMegaCannon ) + { + m_hGlowSprites[i]->SetTransparency( kRenderTransAdd, 255, 255, 255, 128, kRenderFxNone ); + } + else + { + m_hGlowSprites[i]->SetTransparency( kRenderTransAdd, 255, 128, 0, 64, kRenderFxNoDissipation ); + } + + m_hGlowSprites[i]->SetBrightness( 255, 0.2f ); + m_hGlowSprites[i]->SetScale( 0.25f * flScaleFactor, 0.2f ); + } + + //Create the endcap sprites + for ( i = 0; i < 2; i++ ) + { + if ( m_hEndSprites[i] == NULL ) + { + const char *attachNames[] = + { + "fork1t", + "fork2t" + }; + + m_hEndSprites[i] = CSprite::SpriteCreate( + bIsMegaCannon ? MEGACANNON_ENDCAP_SPRITE : PHYSCANNON_ENDCAP_SPRITE, + GetAbsOrigin(), false ); + + m_hEndSprites[i]->SetAsTemporary(); + m_hEndSprites[i]->SetAttachment( pOwner->GetViewModel(), LookupAttachment( attachNames[i] ) ); + m_hEndSprites[i]->SetTransparency( kRenderTransAdd, 255, 255, 255, 255, kRenderFxNoDissipation ); + m_hEndSprites[i]->SetBrightness( 255, 0.2f ); + m_hEndSprites[i]->SetScale( 0.25f * flScaleFactor, 0.2f ); + m_hEndSprites[i]->TurnOff(); + } + } + + //Create the center glow + if ( m_hCenterSprite == NULL ) + { + m_hCenterSprite = CSprite::SpriteCreate( + bIsMegaCannon ? MEGACANNON_CENTER_GLOW : PHYSCANNON_CENTER_GLOW, + GetAbsOrigin(), false ); + + m_hCenterSprite->SetAsTemporary(); + m_hCenterSprite->SetAttachment( pOwner->GetViewModel(), 1 ); + m_hCenterSprite->SetTransparency( kRenderTransAdd, 255, 255, 255, 255, kRenderFxNone ); + m_hCenterSprite->SetBrightness( 255, 0.2f ); + m_hCenterSprite->SetScale( 0.1f, 0.2f ); + } + + //Create the blast sprite + if ( m_hBlastSprite == NULL ) + { + m_hBlastSprite = CSprite::SpriteCreate( + bIsMegaCannon ? MEGACANNON_BLAST_SPRITE : PHYSCANNON_BLAST_SPRITE, + GetAbsOrigin(), false ); + + m_hBlastSprite->SetAsTemporary(); + m_hBlastSprite->SetAttachment( pOwner->GetViewModel(), 1 ); + m_hBlastSprite->SetTransparency( kRenderTransAdd, 255, 255, 255, 255, kRenderFxNone ); + m_hBlastSprite->SetBrightness( 255, 0.2f ); + m_hBlastSprite->SetScale( 0.1f, 0.2f ); + m_hBlastSprite->TurnOff(); + } +} + +//----------------------------------------------------------------------------- +// Closing effects +//----------------------------------------------------------------------------- +void CWeaponPhysCannon::DoEffectClosed( void ) +{ + float flScaleFactor = SpriteScaleFactor(); + + // Turn off the center sprite + if ( m_hCenterSprite != NULL ) + { + m_hCenterSprite->SetBrightness( 0.0, 0.1f ); + m_hCenterSprite->SetScale( 0.0f, 0.1f ); + m_hCenterSprite->TurnOff(); + } + + // Turn off the end-caps + for ( int i = 0; i < 2; i++ ) + { + if ( m_hEndSprites[i] != NULL ) + { + m_hEndSprites[i]->TurnOff(); + } + } + + // Turn off the lightning + for ( int i = 0; i < NUM_BEAMS; i++ ) + { + if ( m_hBeams[i] != NULL ) + { + m_hBeams[i]->SetBrightness( 0 ); + } + } + + // Turn on the glow sprites + for ( int i = 0; i < NUM_SPRITES; i++ ) + { + if ( m_hGlowSprites[i] != NULL ) + { + m_hGlowSprites[i]->TurnOn(); + m_hGlowSprites[i]->SetBrightness( 16.0f, 0.2f ); + m_hGlowSprites[i]->SetScale( 0.3f * flScaleFactor, 0.2f ); + } + } + + // Prepare for scale down + if ( m_hBlastSprite != NULL ) + { + m_hBlastSprite->TurnOn(); + m_hBlastSprite->SetScale( 1.0f, 0.0f ); + m_hBlastSprite->SetBrightness( 0, 0.0f ); + } +} + +//----------------------------------------------------------------------------- +// Closing effects +//----------------------------------------------------------------------------- +void CWeaponPhysCannon::DoMegaEffectClosed( void ) +{ + float flScaleFactor = SpriteScaleFactor(); + + // Turn off the center sprite + if ( m_hCenterSprite != NULL ) + { + m_hCenterSprite->SetBrightness( 0.0, 0.1f ); + m_hCenterSprite->SetScale( 0.0f, 0.1f ); + m_hCenterSprite->TurnOff(); + } + + // Turn off the end-caps + for ( int i = 0; i < 2; i++ ) + { + if ( m_hEndSprites[i] != NULL ) + { + m_hEndSprites[i]->TurnOff(); + } + } + + // Turn off the lightning + for ( int i = 0; i < NUM_BEAMS; i++ ) + { + if ( m_hBeams[i] != NULL ) + { + m_hBeams[i]->SetBrightness( 0 ); + } + } + + // Turn on the glow sprites + for ( int i = 0; i < NUM_SPRITES; i++ ) + { + if ( m_hGlowSprites[i] != NULL ) + { + m_hGlowSprites[i]->TurnOn(); + m_hGlowSprites[i]->SetBrightness( 16.0f, 0.2f ); + m_hGlowSprites[i]->SetScale( 0.3f * flScaleFactor, 0.2f ); + } + } + + // Prepare for scale down + if ( m_hBlastSprite != NULL ) + { + m_hBlastSprite->TurnOn(); + m_hBlastSprite->SetScale( 1.0f, 0.0f ); + m_hBlastSprite->SetBrightness( 0, 0.0f ); + } +} + +//----------------------------------------------------------------------------- +// Ready effects +//----------------------------------------------------------------------------- +void CWeaponPhysCannon::DoEffectReady( ) +{ + float flScaleFactor = SpriteScaleFactor(); + + //Turn on the center sprite + if ( m_hCenterSprite != NULL ) + { + m_hCenterSprite->SetBrightness( 128, 0.2f ); + m_hCenterSprite->SetScale( 0.15f, 0.2f ); + m_hCenterSprite->TurnOn(); + } + + //Turn off the end-caps + for ( int i = 0; i < 2; i++ ) + { + if ( m_hEndSprites[i] != NULL ) + { + m_hEndSprites[i]->TurnOff(); + } + } + + //Turn off the lightning + for ( int i = 0; i < NUM_BEAMS; i++ ) + { + if ( m_hBeams[i] != NULL ) + { + m_hBeams[i]->SetBrightness( 0 ); + } + } + + //Turn on the glow sprites + for ( int i = 0; i < NUM_SPRITES; i++ ) + { + if ( m_hGlowSprites[i] != NULL ) + { + m_hGlowSprites[i]->TurnOn(); + m_hGlowSprites[i]->SetBrightness( 32.0f, 0.2f ); + m_hGlowSprites[i]->SetScale( 0.4f * flScaleFactor, 0.2f ); + } + } + + //Scale down + if ( m_hBlastSprite != NULL ) + { + m_hBlastSprite->TurnOn(); + m_hBlastSprite->SetScale( 0.1f, 0.2f ); + m_hBlastSprite->SetBrightness( 255, 0.1f ); + } +} + + +//----------------------------------------------------------------------------- +// Holding effects +//----------------------------------------------------------------------------- +void CWeaponPhysCannon::DoEffectHolding( ) +{ + float flScaleFactor = SpriteScaleFactor(); + + // Turn off the center sprite + if ( m_hCenterSprite != NULL ) + { + m_hCenterSprite->SetBrightness( 255, 0.1f ); + m_hCenterSprite->SetScale( 0.2f, 0.2f ); + m_hCenterSprite->TurnOn(); + } + + // Turn off the end-caps + for ( int i = 0; i < 2; i++ ) + { + if ( m_hEndSprites[i] != NULL ) + { + m_hEndSprites[i]->TurnOn(); + } + } + + // Turn off the lightning + for ( int i = 0; i < NUM_BEAMS; i++ ) + { + if ( m_hBeams[i] != NULL ) + { + m_hBeams[i]->SetBrightness( 128 ); + } + } + + // Turn on the glow sprites + for ( int i = 0; i < NUM_SPRITES; i++ ) + { + if ( m_hGlowSprites[i] != NULL ) + { + m_hGlowSprites[i]->TurnOn(); + m_hGlowSprites[i]->SetBrightness( 64.0f, 0.2f ); + m_hGlowSprites[i]->SetScale( 0.5f * flScaleFactor, 0.2f ); + } + } + + // Prepare for scale up + if ( m_hBlastSprite != NULL ) + { + m_hBlastSprite->TurnOff(); + m_hBlastSprite->SetScale( 0.1f, 0.0f ); + m_hBlastSprite->SetBrightness( 0, 0.0f ); + } +} + + +//----------------------------------------------------------------------------- +// Launch effects +//----------------------------------------------------------------------------- +void CWeaponPhysCannon::DoEffectLaunch( Vector *pos ) +{ + Assert( pos ); + if ( pos == NULL ) + return; + + CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); + if ( pOwner == NULL ) + return; + + Vector endpos = *pos; + + // Check to store off our view model index + CBeam *pBeam = CBeam::BeamCreate( IsMegaPhysCannon() ? MEGACANNON_BEAM_SPRITE : PHYSCANNON_BEAM_SPRITE, 8 ); + + if ( pBeam != NULL ) + { + pBeam->PointEntInit( endpos, this ); + pBeam->SetEndAttachment( 1 ); + pBeam->SetWidth( 6.4 ); + pBeam->SetEndWidth( 12.8 ); + pBeam->SetBrightness( 255 ); + pBeam->SetColor( 255, 255, 255 ); + pBeam->LiveForTime( 0.1f ); + pBeam->RelinkBeam(); + pBeam->SetNoise( 2 ); + } + + Vector shotDir = ( endpos - pOwner->Weapon_ShootPosition() ); + VectorNormalize( shotDir ); + + //End hit + //FIXME: Probably too big + CPVSFilter filter( endpos ); + te->GaussExplosion( filter, 0.0f, endpos - ( shotDir * 4.0f ), RandomVector(-1.0f, 1.0f), 0 ); + + if ( m_hBlastSprite != NULL ) + { + m_hBlastSprite->TurnOn(); + m_hBlastSprite->SetScale( 2.0f, 0.1f ); + m_hBlastSprite->SetBrightness( 0.0f, 0.1f ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : *pos - +//----------------------------------------------------------------------------- +void CWeaponPhysCannon::DoMegaEffectLaunch( Vector *pos ) +{ + Assert( pos ); + if ( pos == NULL ) + return; + + CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); + if ( pOwner == NULL ) + return; + + Vector endpos = *pos; + + // Check to store off our view model index + CBaseViewModel *vm = pOwner->GetViewModel(); + + int numBeams = random->RandomInt( 1, 2 ); + + CBeam *pBeam = CBeam::BeamCreate( IsMegaPhysCannon() ? MEGACANNON_BEAM_SPRITE : PHYSCANNON_BEAM_SPRITE, 0.8 ); + + if ( pBeam != NULL ) + { + pBeam->PointEntInit( endpos, vm ); + pBeam->SetEndAttachment( 1 ); + pBeam->SetWidth( 2 ); + pBeam->SetEndWidth( 12 ); + pBeam->SetBrightness( 255 ); + pBeam->SetColor( 255, 255, 255 ); + pBeam->LiveForTime( 0.1f ); + pBeam->RelinkBeam(); + pBeam->SetNoise( 0 ); + } + + for ( int i = 0; i < numBeams; i++ ) + { + pBeam = CBeam::BeamCreate( IsMegaPhysCannon() ? MEGACANNON_BEAM_SPRITE : PHYSCANNON_BEAM_SPRITE, 0.8 ); + + if ( pBeam != NULL ) + { + pBeam->PointEntInit( endpos, vm ); + pBeam->SetEndAttachment( 1 ); + pBeam->SetWidth( 2 ); + pBeam->SetEndWidth( random->RandomInt( 1, 2 ) ); + pBeam->SetBrightness( 255 ); + pBeam->SetColor( 255, 255, 255 ); + pBeam->LiveForTime( 0.1f ); + pBeam->RelinkBeam(); + pBeam->SetNoise( random->RandomInt( 8, 12 ) ); + } + } + + Vector shotDir = ( endpos - pOwner->Weapon_ShootPosition() ); + VectorNormalize( shotDir ); + + //End hit + //FIXME: Probably too big + CPVSFilter filter( endpos ); + te->GaussExplosion( filter, 0.0f, endpos - ( shotDir * 4.0f ), RandomVector(-1.0f, 1.0f), 0 ); +} + +//----------------------------------------------------------------------------- +// Holding effects +//----------------------------------------------------------------------------- +void CWeaponPhysCannon::DoMegaEffectHolding( void ) +{ + float flScaleFactor = SpriteScaleFactor(); + + // Turn off the center sprite + if ( m_hCenterSprite != NULL ) + { + m_hCenterSprite->SetBrightness( 255, 0.1f ); + m_hCenterSprite->SetScale( 0.2f, 0.2f ); + m_hCenterSprite->TurnOn(); + } + + // Turn off the end-caps + for ( int i = 0; i < 2; i++ ) + { + if ( m_hEndSprites[i] != NULL ) + { + m_hEndSprites[i]->TurnOn(); + } + } + + // Turn off the lightning + for ( int i = 0; i < NUM_BEAMS; i++ ) + { + if ( m_hBeams[i] != NULL ) + { + m_hBeams[i]->SetBrightness( 128 ); + } + } + + // Turn on the glow sprites + for ( int i = 0; i < NUM_SPRITES; i++ ) + { + if ( m_hGlowSprites[i] != NULL ) + { + m_hGlowSprites[i]->TurnOn(); + m_hGlowSprites[i]->SetBrightness( 32.0f, 0.2f ); + m_hGlowSprites[i]->SetScale( 0.25f * flScaleFactor, 0.2f ); + } + } +} + +//----------------------------------------------------------------------------- +// Ready effects +//----------------------------------------------------------------------------- +void CWeaponPhysCannon::DoMegaEffectReady( void ) +{ + float flScaleFactor = SpriteScaleFactor(); + + //Turn on the center sprite + if ( m_hCenterSprite != NULL ) + { + m_hCenterSprite->SetBrightness( 128, 0.2f ); + m_hCenterSprite->SetScale( 0.15f, 0.2f ); + m_hCenterSprite->TurnOn(); + } + + //Turn off the end-caps + for ( int i = 0; i < 2; i++ ) + { + if ( m_hEndSprites[i] != NULL ) + { + if ( m_flEndSpritesOverride[i] < gpGlobals->curtime ) + { + m_hEndSprites[i]->TurnOff(); + } + } + } + + //Turn off the lightning + for ( int i = 0; i < NUM_BEAMS; i++ ) + { + if ( m_hBeams[i] != NULL ) + { + m_hBeams[i]->SetBrightness( 0 ); + } + } + + //Turn on the glow sprites + for ( int i = 0; i < NUM_SPRITES; i++ ) + { + if ( m_hGlowSprites[i] != NULL ) + { + m_hGlowSprites[i]->TurnOn(); + m_hGlowSprites[i]->SetBrightness( 24.0f, 0.2f ); + m_hGlowSprites[i]->SetScale( 0.2f * flScaleFactor, 0.2f ); + } + } +} + +//----------------------------------------------------------------------------- +// Purpose: Shutdown for the weapon when it's holstered +//----------------------------------------------------------------------------- +void CWeaponPhysCannon::DoEffectNone( void ) +{ + if ( m_hBlastSprite != NULL ) + { + // Become small + m_hBlastSprite->SetScale( 0.001f ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : effectType - +// *pos - +//----------------------------------------------------------------------------- +void CWeaponPhysCannon::DoMegaEffect( int effectType, Vector *pos ) +{ + switch( effectType ) + { + case EFFECT_CLOSED: + DoMegaEffectClosed(); + break; + + case EFFECT_READY: + DoMegaEffectReady(); + break; + + case EFFECT_HOLDING: + DoMegaEffectHolding(); + break; + + case EFFECT_LAUNCH: + DoMegaEffectLaunch( pos ); + break; + + default: + case EFFECT_NONE: + break; + } +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : effectType - +//----------------------------------------------------------------------------- +void CWeaponPhysCannon::DoEffect( int effectType, Vector *pos ) +{ + // Make sure we're active + StartEffects(); + + m_EffectState = effectType; + + // Do different effects when upgraded + if ( IsMegaPhysCannon() ) + { + DoMegaEffect( effectType, pos ); + return; + } + + switch( effectType ) + { + case EFFECT_CLOSED: + DoEffectClosed( ); + break; + + case EFFECT_READY: + DoEffectReady( ); + break; + + case EFFECT_HOLDING: + DoEffectHolding(); + break; + + case EFFECT_LAUNCH: + DoEffectLaunch( pos ); + break; + + default: + case EFFECT_NONE: + DoEffectNone(); + break; + } +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : iIndex - +// Output : const char +//----------------------------------------------------------------------------- +const char *CWeaponPhysCannon::GetShootSound( int iIndex ) const +{ + // Just do this normally if we're a normal physcannon + if ( PlayerHasMegaPhysCannon() == false ) + return BaseClass::GetShootSound( iIndex ); + + // We override this if we're the charged up version + switch( iIndex ) + { + case EMPTY: + return "Weapon_MegaPhysCannon.DryFire"; + break; + + case SINGLE: + return "Weapon_MegaPhysCannon.Launch"; + break; + + case SPECIAL1: + return "Weapon_MegaPhysCannon.Pickup"; + break; + + case MELEE_MISS: + return "Weapon_MegaPhysCannon.Drop"; + break; + + default: + break; + } + + return BaseClass::GetShootSound( iIndex ); +} + +//----------------------------------------------------------------------------- +// Purpose: Adds the specified object to the list of objects that have been +// propelled by this physgun, along with a timestamp of when the +// object was added to the list. This list is checked when a physics +// object strikes another entity, to resolve whether the player is +// accountable for the impact. +// +// Input : pObject - pointer to the object being thrown by the physcannon. +//----------------------------------------------------------------------------- +void CWeaponPhysCannon::RecordThrownObject( CBaseEntity *pObject ) +{ + thrown_objects_t thrown; + thrown.hEntity = pObject; + thrown.fTimeThrown = gpGlobals->curtime; + + // Get rid of stale and dead objects in the list. + PurgeThrownObjects(); + + // See if this object is already in the list. + int count = m_ThrownEntities.Count(); + + for( int i = 0 ; i < count ; i++ ) + { + if( m_ThrownEntities[i].hEntity == pObject ) + { + // Just update the time. + //Msg("++UPDATING: %s (%d)\n", m_ThrownEntities[i].hEntity->GetClassname(), m_ThrownEntities[i].hEntity->entindex() ); + m_ThrownEntities[i] = thrown; + return; + } + } + + //Msg("++ADDING: %s (%d)\n", pObject->GetClassname(), pObject->entindex() ); + + m_ThrownEntities.AddToTail(thrown); +} + +//----------------------------------------------------------------------------- +// Purpose: Go through the objects in the thrown objects list and discard any +// objects that have gone 'stale'. (Were thrown several seconds ago), or +// have been destroyed or removed. +// +//----------------------------------------------------------------------------- +#define PHYSCANNON_THROWN_LIST_TIMEOUT 10.0f +void CWeaponPhysCannon::PurgeThrownObjects() +{ + bool bListChanged; + + // This is bubble-sorty, but the list is also very short. + do + { + bListChanged = false; + + int count = m_ThrownEntities.Count(); + for( int i = 0 ; i < count ; i++ ) + { + bool bRemove = false; + + if( !m_ThrownEntities[i].hEntity.Get() ) + { + bRemove = true; + } + else if( gpGlobals->curtime > (m_ThrownEntities[i].fTimeThrown + PHYSCANNON_THROWN_LIST_TIMEOUT) ) + { + bRemove = true; + } + else + { + IPhysicsObject *pObject = m_ThrownEntities[i].hEntity->VPhysicsGetObject(); + + if( pObject && pObject->IsAsleep() ) + { + bRemove = true; + } + } + + if( bRemove ) + { + //Msg("--REMOVING: %s (%d)\n", m_ThrownEntities[i].hEntity->GetClassname(), m_ThrownEntities[i].hEntity->entindex() ); + m_ThrownEntities.Remove(i); + bListChanged = true; + break; + } + } + } while( bListChanged ); +} + +bool CWeaponPhysCannon::IsAccountableForObject( CBaseEntity *pObject ) +{ + // Clean out the stale and dead items. + PurgeThrownObjects(); + + // Now if this object is in the list, the player is accountable for it striking something. + int count = m_ThrownEntities.Count(); + + for( int i = 0 ; i < count ; i++ ) + { + if( m_ThrownEntities[i].hEntity == pObject ) + { + return true; + } + } + + return false; +} + +//----------------------------------------------------------------------------- +// EXTERNAL API +//----------------------------------------------------------------------------- +void PhysCannonForceDrop( CBaseCombatWeapon *pActiveWeapon, CBaseEntity *pOnlyIfHoldingThis ) +{ + CWeaponPhysCannon *pCannon = dynamic_cast<CWeaponPhysCannon *>(pActiveWeapon); + if ( pCannon ) + { + if ( pOnlyIfHoldingThis ) + { + pCannon->DropIfEntityHeld( pOnlyIfHoldingThis ); + } + else + { + pCannon->ForceDrop(); + } + } +} + +void PhysCannonBeginUpgrade( CBaseAnimating *pAnim ) +{ + CWeaponPhysCannon *pWeaponPhyscannon = assert_cast< CWeaponPhysCannon* >( pAnim ); + pWeaponPhyscannon->BeginUpgrade(); +} + + +bool PlayerPickupControllerIsHoldingEntity( CBaseEntity *pPickupControllerEntity, CBaseEntity *pHeldEntity ) +{ + CPlayerPickupController *pController = dynamic_cast<CPlayerPickupController *>(pPickupControllerEntity); + + return pController ? pController->IsHoldingEntity( pHeldEntity ) : false; +} + + +float PhysCannonGetHeldObjectMass( CBaseCombatWeapon *pActiveWeapon, IPhysicsObject *pHeldObject ) +{ + float mass = 0.0f; + CWeaponPhysCannon *pCannon = dynamic_cast<CWeaponPhysCannon *>(pActiveWeapon); + if ( pCannon ) + { + CGrabController &grab = pCannon->GetGrabController(); + mass = grab.GetSavedMass( pHeldObject ); + } + + return mass; +} + +CBaseEntity *PhysCannonGetHeldEntity( CBaseCombatWeapon *pActiveWeapon ) +{ + CWeaponPhysCannon *pCannon = dynamic_cast<CWeaponPhysCannon *>(pActiveWeapon); + if ( pCannon ) + { + CGrabController &grab = pCannon->GetGrabController(); + return grab.GetAttached(); + } + + return NULL; +} + +CBaseEntity *GetPlayerHeldEntity( CBasePlayer *pPlayer ) +{ + CBaseEntity *pObject = NULL; + CPlayerPickupController *pPlayerPickupController = (CPlayerPickupController *)(pPlayer->GetUseEntity()); + + if ( pPlayerPickupController ) + { + pObject = pPlayerPickupController->GetGrabController().GetAttached(); + } + + return pObject; +} + +bool PhysCannonAccountableForObject( CBaseCombatWeapon *pPhysCannon, CBaseEntity *pObject ) +{ + CWeaponPhysCannon *pCannon = dynamic_cast<CWeaponPhysCannon *>(pPhysCannon); + if ( pCannon ) + { + return pCannon->IsAccountableForObject(pObject); + } + + return false; +} + +float PlayerPickupGetHeldObjectMass( CBaseEntity *pPickupControllerEntity, IPhysicsObject *pHeldObject ) +{ + float mass = 0.0f; + CPlayerPickupController *pController = dynamic_cast<CPlayerPickupController *>(pPickupControllerEntity); + if ( pController ) + { + CGrabController &grab = pController->GetGrabController(); + mass = grab.GetSavedMass( pHeldObject ); + } + return mass; +} |