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 /sp/src/game/shared/props_shared.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 'sp/src/game/shared/props_shared.cpp')
| -rw-r--r-- | sp/src/game/shared/props_shared.cpp | 3276 |
1 files changed, 1638 insertions, 1638 deletions
diff --git a/sp/src/game/shared/props_shared.cpp b/sp/src/game/shared/props_shared.cpp index 86a8e865..7cf4489b 100644 --- a/sp/src/game/shared/props_shared.cpp +++ b/sp/src/game/shared/props_shared.cpp @@ -1,1638 +1,1638 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose: static_prop - don't move, don't animate, don't do anything.
-// physics_prop - move, take damage, but don't animate
-//
-//=============================================================================//
-
-
-#include "cbase.h"
-#include "props_shared.h"
-#include "filesystem.h"
-#include "animation.h"
-#include <vcollide_parse.h>
-#include <bone_setup.h>
-#include <tier0/vprof.h>
-
-#ifdef CLIENT_DLL
-#include "gamestringpool.h"
-#endif
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-ConVar sv_pushaway_clientside_size( "sv_pushaway_clientside_size", "15", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Minimum size of pushback objects" );
-ConVar props_break_max_pieces( "props_break_max_pieces", "-1", 0, "Maximum prop breakable piece count (-1 = model default)" );
-ConVar props_break_max_pieces_perframe( "props_break_max_pieces_perframe", "-1", FCVAR_REPLICATED, "Maximum prop breakable piece count per frame (-1 = model default)" );
-#ifdef GAME_DLL
-extern ConVar breakable_multiplayer;
-#else
-ConVar cl_burninggibs( "cl_burninggibs", "0", 0, "A burning player that gibs has burning gibs." );
-#endif // GAME_DLL
-
-extern bool PropBreakableCapEdictsOnCreateAll(int modelindex, IPhysicsObject *pPhysics, const breakablepropparams_t ¶ms, CBaseEntity *pEntity, int iPrecomputedBreakableCount = -1 );
-extern CBaseEntity *BreakModelCreateSingle( CBaseEntity *pOwner, breakmodel_t *pModel, const Vector &position,
- const QAngle &angles, const Vector &velocity, const AngularImpulse &angVelocity, int nSkin, const breakablepropparams_t ¶ms );
-
-static int nPropBreakablesPerFrameCount = 0;
-static int nFrameNumber = 0;
-
-//=============================================================================================================
-// UTILITY FUNCS
-//=============================================================================================================
-//-----------------------------------------------------------------------------
-// Purpose: returns the axis index with the greatest size
-// Input : &vec -
-// Output : static int
-//-----------------------------------------------------------------------------
-static int GreatestAxis( const Vector &vec )
-{
- if ( vec.x > vec.y )
- {
- if ( vec.x > vec.z )
- return 0;
- return 2;
- }
- if ( vec.y > vec.z )
- return 1;
- return 2;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: returns the axis index with the smallest size
-// Input : &vec -
-// Output : static int
-//-----------------------------------------------------------------------------
-static int SmallestAxis( const Vector &vec )
-{
- if ( vec.x < vec.y )
- {
- if ( vec.x < vec.z )
- return 0;
- return 2;
- }
- if ( vec.y < vec.z )
- return 1;
- return 2;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Rotates a matrix by 90 degrees in the plane of axis0/axis1
-// Input : &matrix -
-// axis0 -
-// axis1 -
-// Output : static void
-//-----------------------------------------------------------------------------
-static void MatrixRot90( matrix3x4_t &matrix, int axis0, int axis1 )
-{
- Vector col0, col1;
- MatrixGetColumn( matrix, axis0, col0 );
- MatrixGetColumn( matrix, axis1, col1 );
- MatrixSetColumn( col1, axis0, matrix );
- MatrixSetColumn( -col0, axis1, matrix );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Given two symmetric boxes, rotate the coordinate frame by the necessary
-// 90 degree rotations to approximately align them
-// Input : *pInOutMatrix -
-// &boxExtents1 -
-// &boxExtents2 -
-//-----------------------------------------------------------------------------
-static void AlignBoxes( matrix3x4_t *pInOutMatrix, const Vector &boxExtents1, const Vector &boxExtents2 )
-{
- int rotCount = 0;
- struct
- {
- int axis0;
- int axis1;
- } rotations[2];
- Vector ext1 = boxExtents1;
- Vector ext2 = boxExtents2;
-
- int axis0 = GreatestAxis( ext1 );
- int axis1 = GreatestAxis( ext2 );
- if ( axis0 != axis1 )
- {
- rotations[rotCount].axis0 = axis0;
- rotations[rotCount].axis1 = axis1;
- rotCount++;
- ext2[axis1] = ext2[axis0];
- }
- ext1[axis0] = 0;
- ext2[axis0] = 0;
-
- axis0 = GreatestAxis(ext1);
- axis1 = GreatestAxis(ext2);
- if ( axis0 != axis1 )
- {
- rotations[rotCount].axis0 = axis0;
- rotations[rotCount].axis1 = axis1;
- rotCount++;
- }
-
- while ( rotCount > 0 )
- {
- rotCount--;
- MatrixRot90( *pInOutMatrix, rotations[rotCount].axis0, rotations[rotCount].axis1 );
- }
-}
-
-//=============================================================================================================
-// PROP DATA
-//=============================================================================================================
-CPropData g_PropDataSystem;
-
-// Parsing details for each of the propdata interactions
-struct propdata_interaction_s
-{
- const char *pszSectionName;
- const char *pszKeyName;
- const char *pszValue;
-};
-
-#if !defined(_STATIC_LINKED) || defined(CLIENT_DLL)
-propdata_interaction_s sPropdataInteractionSections[PROPINTER_NUM_INTERACTIONS] =
-{
- { "physgun_interactions", "onworldimpact", "stick" }, // PROPINTER_PHYSGUN_WORLD_STICK,
- { "physgun_interactions", "onfirstimpact", "break" }, // PROPINTER_PHYSGUN_FIRST_BREAK,
- { "physgun_interactions", "onfirstimpact", "paintsplat" }, // PROPINTER_PHYSGUN_FIRST_PAINT,
- { "physgun_interactions", "onfirstimpact", "impale" }, // PROPINTER_PHYSGUN_FIRST_IMPALE,
- { "physgun_interactions", "onlaunch", "spin_none" }, // PROPINTER_PHYSGUN_LAUNCH_SPIN_NONE,
- { "physgun_interactions", "onlaunch", "spin_zaxis" }, // PROPINTER_PHYSGUN_LAUNCH_SPIN_Z,
- { "physgun_interactions", "onbreak", "explode_fire" }, // PROPINTER_PHYSGUN_BREAK_EXPLODE,
- { "physgun_interactions", "damage", "none" }, // PROPINTER_PHYSGUN_DAMAGE_NONE,
-
- { "fire_interactions", "flammable", "yes" }, // PROPINTER_FIRE_FLAMMABLE,
- { "fire_interactions", "explosive_resist", "yes" }, // PROPINTER_FIRE_EXPLOSIVE_RESIST,
- { "fire_interactions", "ignite", "halfhealth" }, // PROPINTER_FIRE_IGNITE_HALFHEALTH,
-
- { "physgun_interactions", "onpickup", "create_flare" }, // PROPINTER_PHYSGUN_CREATE_FLARE,
-
- { "physgun_interactions", "allow_overhead", "yes" }, // PROPINTER_PHYSGUN_ALLOW_OVERHEAD,
-
- { "world_interactions", "onworldimpact", "bloodsplat" }, // PROPINTER_WORLD_BLOODSPLAT,
-};
-#else
-extern propdata_interaction_s sPropdataInteractionSections[PROPINTER_NUM_INTERACTIONS];
-#endif
-
-//-----------------------------------------------------------------------------
-// Constructor, destructor
-//-----------------------------------------------------------------------------
-CPropData::CPropData( void ) :
- CAutoGameSystem( "CPropData" )
-{
- m_bPropDataLoaded = false;
- m_pKVPropData = NULL;
-}
-
-//-----------------------------------------------------------------------------
-// Inherited from IAutoServerSystem
-//-----------------------------------------------------------------------------
-void CPropData::LevelInitPreEntity( void )
-{
- m_BreakableChunks.RemoveAll();
- ParsePropDataFile();
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CPropData::LevelShutdownPostEntity( void )
-{
- if ( m_pKVPropData )
- {
- m_pKVPropData->deleteThis();
- m_pKVPropData = NULL;
- }
-}
-
-//-----------------------------------------------------------------------------
-// Clear out the stats + their history
-//-----------------------------------------------------------------------------
-void CPropData::ParsePropDataFile( void )
-{
- m_pKVPropData = new KeyValues( "PropDatafile" );
- if ( !m_pKVPropData->LoadFromFile( filesystem, "scripts/propdata.txt" ) )
- {
- m_pKVPropData->deleteThis();
- m_pKVPropData = NULL;
- return;
- }
-
- m_bPropDataLoaded = true;
-
- // Now try and parse out the breakable section
- KeyValues *pBreakableSection = m_pKVPropData->FindKey( "BreakableModels" );
- if ( pBreakableSection )
- {
- KeyValues *pChunkSection = pBreakableSection->GetFirstSubKey();
- while ( pChunkSection )
- {
- // Create a new chunk section and add it to our list
- int index = m_BreakableChunks.AddToTail();
- propdata_breakablechunk_t *pBreakableChunk = &m_BreakableChunks[index];
- pBreakableChunk->iszChunkType = AllocPooledString( pChunkSection->GetName() );
-
- // Read in all the model names
- KeyValues *pModelName = pChunkSection->GetFirstSubKey();
- while ( pModelName )
- {
- const char *pModel = pModelName->GetName();
- string_t pooledName = AllocPooledString( pModel );
- pBreakableChunk->iszChunkModels.AddToTail( pooledName );
- CBaseEntity::PrecacheModel( STRING( pooledName ) );
-
- pModelName = pModelName->GetNextKey();
- }
-
- pChunkSection = pChunkSection->GetNextKey();
- }
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Parse a keyvalues section into the prop
-//
-// pInteractionSection is a bit of jiggery-pokery to get around the unfortunate
-// fact that the interaction KV sections ("physgun_interactions", "fire_interactions", etc)
-// are OUTSIDE the "prop_data" KV section in the model, but may be contained WITHIN the
-// specified Base's "prop_data" section (i.e. in propdata.txt)
-//-----------------------------------------------------------------------------
-int CPropData::ParsePropFromKV( CBaseEntity *pProp, KeyValues *pSection, KeyValues *pInteractionSection )
-{
- IBreakableWithPropData *pBreakableInterface = dynamic_cast<IBreakableWithPropData*>(pProp);
- if ( !pBreakableInterface )
- return PARSE_FAILED_BAD_DATA;
-
- if ( !pBreakableInterface )
- return PARSE_FAILED_BAD_DATA;
-
- int iBaseResult = PARSE_SUCCEEDED;
-
- // Do we have a base?
- char const *pszBase = pSection->GetString( "base" );
- if ( pszBase && pszBase[0] )
- {
- iBaseResult = ParsePropFromBase( pProp, pszBase );
- if ( (iBaseResult != PARSE_SUCCEEDED) && (iBaseResult != PARSE_SUCCEEDED_ALLOWED_STATIC) )
- return iBaseResult;
- }
-
- // Allow overriding of Block LOS
- int iBlockLOS = pSection->GetFloat( "blockLOS", -1 );
- if ( iBlockLOS != -1 )
- {
- pBreakableInterface->SetPropDataBlocksLOS( iBlockLOS != 0 );
- }
-
- // Set whether AI can walk on this prop
- int iIsWalkable = pSection->GetFloat( "AIWalkable", -1 );
- if ( iIsWalkable != -1 )
- {
- pBreakableInterface->SetPropDataIsAIWalkable( iIsWalkable != 0 );
- }
-
- // Set custom damage table
- const char *pszTableName;
- if ( pBreakableInterface->GetPhysicsDamageTable() == NULL_STRING )
- {
- pszTableName = pSection->GetString( "damage_table", NULL );
- }
- else
- {
- pszTableName = pSection->GetString( "damage_table", STRING(pBreakableInterface->GetPhysicsDamageTable()) );
- }
- if ( pszTableName && pszTableName[0] )
- {
- pBreakableInterface->SetPhysicsDamageTable( AllocPooledString( pszTableName ) );
- }
- else
- {
- pBreakableInterface->SetPhysicsDamageTable( NULL_STRING );
- }
-
- // Get multiplayer physics mode if not set by map
- pBreakableInterface->SetPhysicsMode( pSection->GetInt( "physicsmode",
- pBreakableInterface->GetPhysicsMode() ) );
-
- const char *multiplayer_break = pSection->GetString( "multiplayer_break", NULL );
- if ( multiplayer_break )
- {
- mp_break_t mode = MULTIPLAYER_BREAK_DEFAULT;
- if ( FStrEq( multiplayer_break, "server" ) )
- {
- mode = MULTIPLAYER_BREAK_SERVERSIDE;
- }
- else if ( FStrEq( multiplayer_break, "client" ) )
- {
- mode = MULTIPLAYER_BREAK_CLIENTSIDE;
- }
- else if ( FStrEq( multiplayer_break, "both" ) )
- {
- mode = MULTIPLAYER_BREAK_BOTH;
- }
- pBreakableInterface->SetMultiplayerBreakMode( mode );
- }
-
- // Get damage modifiers, but only if they're specified, because our base may have already overridden them.
- pBreakableInterface->SetDmgModBullet( pSection->GetFloat( "dmg.bullets", pBreakableInterface->GetDmgModBullet() ) );
- pBreakableInterface->SetDmgModClub( pSection->GetFloat( "dmg.club", pBreakableInterface->GetDmgModClub() ) );
- pBreakableInterface->SetDmgModExplosive( pSection->GetFloat( "dmg.explosive", pBreakableInterface->GetDmgModExplosive() ) );
-
- // Get the health (unless this is an override prop)
- if ( !FClassnameIs( pProp, "prop_physics_override" ) && !FClassnameIs( pProp, "prop_dynamic_override" ) )
- {
- pProp->SetHealth( pSection->GetInt( "health", pProp->GetHealth() ) );
-
- // Explosive?
- pBreakableInterface->SetExplosiveDamage( pSection->GetFloat( "explosive_damage", pBreakableInterface->GetExplosiveDamage() ) );
- pBreakableInterface->SetExplosiveRadius( pSection->GetFloat( "explosive_radius", pBreakableInterface->GetExplosiveRadius() ) );
-
-#ifdef GAME_DLL
- // If we now have health, we're not allowed to ignore physics damage
- if ( pProp->GetHealth() )
- {
- pProp->RemoveSpawnFlags( SF_PHYSPROP_DONT_TAKE_PHYSICS_DAMAGE );
- }
-#endif
- }
-
- const char *pszBreakableModel;
- if ( pBreakableInterface->GetBreakableModel() == NULL_STRING )
- {
- pszBreakableModel = pSection->GetString( "breakable_model", NULL );
- }
- else
- {
- pszBreakableModel = pSection->GetString( "breakable_model", STRING(pBreakableInterface->GetBreakableModel()) );
- }
- if ( pszBreakableModel && pszBreakableModel[0] )
- {
- pBreakableInterface->SetBreakableModel( AllocPooledString( pszBreakableModel ) );
- }
- else
- {
- pBreakableInterface->SetBreakableModel( NULL_STRING );
- }
- pBreakableInterface->SetBreakableSkin( pSection->GetInt( "breakable_skin", pBreakableInterface->GetBreakableSkin() ) );
- pBreakableInterface->SetBreakableCount( pSection->GetInt( "breakable_count", pBreakableInterface->GetBreakableCount() ) );
-
- // Calculate the maximum size of the breakables this breakable will produce
- Vector vecSize = pProp->CollisionProp()->OBBSize();
- // Throw away the smallest coord
- int iSmallest = SmallestAxis(vecSize);
- vecSize[iSmallest] = 1;
- float flVolume = vecSize.x * vecSize.y * vecSize.z;
- int iMaxSize = floor( flVolume / (32.0*32.0) );
- pBreakableInterface->SetMaxBreakableSize( iMaxSize );
-
- // Now parse our interactions
- for ( int i = 0; i < PROPINTER_NUM_INTERACTIONS; i++ )
- {
- // If we hit this assert, we have too many interactions for our current storage solution to handle
- Assert( i < 32 );
-
- propdata_interaction_s *pInteraction = &sPropdataInteractionSections[i];
-
- KeyValues *pkvCurrentInter = pInteractionSection->FindKey( pInteraction->pszSectionName );
- if ( pkvCurrentInter )
- {
- char const *pszInterBase = pkvCurrentInter->GetString( pInteraction->pszKeyName );
- if ( pszInterBase && pszInterBase[0] && !stricmp( pszInterBase, pInteraction->pszValue ) )
- {
- pBreakableInterface->SetInteraction( (propdata_interactions_t)i );
- }
- }
- }
-
- // If the base said we're allowed to be static, return that
- if ( iBaseResult == PARSE_SUCCEEDED_ALLOWED_STATIC )
- return PARSE_SUCCEEDED_ALLOWED_STATIC;
-
- // Otherwise, see if our propdata says we are allowed to be static
- if ( pSection->GetInt( "allowstatic", 0 ) )
- return PARSE_SUCCEEDED_ALLOWED_STATIC;
-
- return PARSE_SUCCEEDED;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Fill out a prop's with base data parsed from the propdata file
-//-----------------------------------------------------------------------------
-int CPropData::ParsePropFromBase( CBaseEntity *pProp, const char *pszPropData )
-{
- if ( !m_bPropDataLoaded )
- return PARSE_FAILED_NO_DATA;
-
- IBreakableWithPropData *pBreakableInterface = dynamic_cast<IBreakableWithPropData*>(pProp);
-
- if ( !pBreakableInterface )
- {
- return PARSE_FAILED_BAD_DATA;
- }
-
- if ( !m_pKVPropData )
- {
- return PARSE_FAILED_BAD_DATA;
- }
-
- // Find the specified propdata
- KeyValues *pSection = m_pKVPropData->FindKey( pszPropData );
- if ( !pSection )
- {
- Warning("%s '%s' has a base specified as '%s', but there is no matching entry in propdata.txt.\n", pProp->GetClassname(), STRING( pProp->GetModelName() ), pszPropData );
- return PARSE_FAILED_BAD_DATA;
- }
-
- // Store off the first base data for debugging
- if ( pBreakableInterface->GetBasePropData() == NULL_STRING )
- {
- pBreakableInterface->SetBasePropData( AllocPooledString( pszPropData ) );
- }
-
- return ParsePropFromKV( pProp, pSection, pSection );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-const char *CPropData::GetRandomChunkModel( const char *pszBreakableSection, int iMaxSize )
-{
- if ( !m_bPropDataLoaded )
- return NULL;
-
- // Find the right section
- int iCount = m_BreakableChunks.Count();
- int i;
- for ( i = 0; i < iCount; i++ )
- {
- if ( !Q_strncmp( STRING(m_BreakableChunks[i].iszChunkType), pszBreakableSection, strlen(pszBreakableSection) ) )
- break;
- }
- if ( i == iCount )
- return NULL;
-
- // Now pick a random one and return it
- int iRandom;
- if ( iMaxSize == -1 )
- {
- iRandom = RandomInt( 0, m_BreakableChunks[i].iszChunkModels.Count()-1 );
- }
- else
- {
- // Don't pick anything over the specified size
- iRandom = RandomInt( 0, MIN(iMaxSize, m_BreakableChunks[i].iszChunkModels.Count()-1) );
- }
-
- return STRING(m_BreakableChunks[i].iszChunkModels[iRandom]);
-}
-
-
-// ensure that a model name from a qc file is properly formatted
-static const char *FixupModelName( char *pOut, int sizeOut, const char *pModelNameIn )
-{
- char tmp[1024];
-
- Q_strncpy( tmp, pModelNameIn, sizeof(tmp) );
- if ( Q_strnicmp( tmp, "models/", 7 ) )
- {
- Q_snprintf( pOut, sizeOut, "models/%s" , tmp );
- }
- else
- {
- Q_strncpy( pOut, tmp, sizeOut);
- }
- int len = Q_strlen(pOut);
- if ( len < 4 || Q_stricmp( pOut + (len-4), ".mdl" ) )
- {
- Q_strncat( pOut, ".mdl", sizeOut, COPY_ALL_CHARACTERS );
- }
-
- return pOut;
-}
-
-
-//-----------------------------------------------------------------------------
-// breakable prop functions
-//-----------------------------------------------------------------------------
-//
-//-----------------------------------------------------------------------------
-// list of models to break into
-class CBreakParser : public IVPhysicsKeyHandler
-{
-public:
- CBreakParser( float defaultBurstScale, int defaultCollisionGroup )
- : m_defaultBurstScale(defaultBurstScale), m_defaultCollisionGroup(defaultCollisionGroup) {}
-
- void ParseModelName( breakmodel_t *pModel, const char *pValue )
- {
- FixupModelName( pModel->modelName, sizeof(pModel->modelName), pValue );
- }
- virtual void ParseKeyValue( void *pData, const char *pKey, const char *pValue )
- {
- breakmodel_t *pModel = (breakmodel_t *)pData;
- if ( !strcmpi( pKey, "model" ) )
- {
- ParseModelName( pModel, pValue );
- }
- else if (!strcmpi( pKey, "ragdoll" ) )
- {
- ParseModelName( pModel, pValue );
- pModel->isRagdoll = true;
- }
- else if (!strcmpi( pKey, "motiondisabled" ) )
- {
- pModel->isMotionDisabled = true;
- }
- else if ( !strcmpi( pKey, "offset" ) )
- {
- UTIL_StringToVector( pModel->offset.Base(), pValue );
- }
- else if ( !strcmpi( pKey, "health" ) )
- {
- pModel->health = atof(pValue);
- }
- else if ( !strcmpi( pKey, "fadetime" ) )
- {
- pModel->fadeTime = atof(pValue);
- if ( !m_wroteCollisionGroup )
- {
- pModel->collisionGroup = COLLISION_GROUP_DEBRIS;
- }
- }
- else if ( !strcmpi( pKey, "fademindist" ) )
- {
- pModel->fadeMinDist = atof(pValue);
- }
- else if ( !strcmpi( pKey, "fademaxdist" ) )
- {
- pModel->fadeMaxDist = atof(pValue);
- }
- else if ( !strcmpi( pKey, "debris" ) )
- {
- pModel->collisionGroup = atoi(pValue) > 0 ? COLLISION_GROUP_DEBRIS : COLLISION_GROUP_INTERACTIVE;
- m_wroteCollisionGroup = true;
- }
- else if ( !strcmpi( pKey, "burst" ) )
- {
- pModel->burstScale = atof( pValue );
- }
- else if ( !strcmpi( pKey, "placementbone" ) )
- {
- Q_strncpy( pModel->placementName, pValue, sizeof(pModel->placementName) );
- pModel->placementIsBone = true;
- }
- else if ( !strcmpi( pKey, "placementattachment" ) )
- {
- Q_strncpy( pModel->placementName, pValue, sizeof(pModel->placementName) );
- pModel->placementIsBone = false;
- }
- else if ( !strcmpi( pKey, "multiplayer_break" ) )
- {
- if ( FStrEq( pValue, "server" ) )
- {
- pModel->mpBreakMode = MULTIPLAYER_BREAK_SERVERSIDE;
- }
- else if ( FStrEq( pValue, "client" ) )
- {
- pModel->mpBreakMode = MULTIPLAYER_BREAK_CLIENTSIDE;
- }
- }
- }
- virtual void SetDefaults( void *pData )
- {
- breakmodel_t *pModel = (breakmodel_t *)pData;
- pModel->modelName[0] = 0;
- pModel->offset = vec3_origin;
- pModel->health = 1;
- pModel->fadeTime = 20.0f;
- pModel->fadeMinDist = 0.0f;
- pModel->fadeMaxDist = 0.0f;
- pModel->burstScale = m_defaultBurstScale;
- pModel->collisionGroup = m_defaultCollisionGroup;
- pModel->isRagdoll = false;
- pModel->isMotionDisabled = false;
- pModel->placementName[0] = 0;
- pModel->placementIsBone = false;
- pModel->mpBreakMode = MULTIPLAYER_BREAK_DEFAULT;
- m_wroteCollisionGroup = false;
- }
-
-private:
- int m_defaultCollisionGroup;
- float m_defaultBurstScale;
- bool m_wroteCollisionGroup;
-};
-
-void BreakModelList( CUtlVector<breakmodel_t> &list, int modelindex, float defBurstScale, int defCollisionGroup )
-{
- vcollide_t *pCollide = modelinfo->GetVCollide( modelindex );
- if ( !pCollide )
- return;
-
- IVPhysicsKeyParser *pParse = physcollision->VPhysicsKeyParserCreate( pCollide->pKeyValues );
- while ( !pParse->Finished() )
- {
- CBreakParser breakParser( defBurstScale, defCollisionGroup );
-
- const char *pBlock = pParse->GetCurrentBlockName();
- if ( !strcmpi( pBlock, "break" ) )
- {
- int index = list.AddToTail();
- breakmodel_t &breakModel = list[index];
- pParse->ParseCustom( &breakModel, &breakParser );
- }
- else
- {
- pParse->SkipBlock();
- }
- }
- physcollision->VPhysicsKeyParserDestroy( pParse );
-}
-
-#if !defined(_STATIC_LINKED) || defined(CLIENT_DLL)
-int GetAutoMultiplayerPhysicsMode( Vector size, float mass )
-{
- float volume = size.x * size.y * size.z;
-
- float minsize = sv_pushaway_clientside_size.GetFloat();
-
- // if it's too small, client side only
- if ( volume < (minsize*minsize*minsize) )
- return PHYSICS_MULTIPLAYER_CLIENTSIDE;
-
- // if it's too light, no player pushback
- if ( mass < 8.0 )
- return PHYSICS_MULTIPLAYER_NON_SOLID;
-
- // full pushbackmode
- return PHYSICS_MULTIPLAYER_SOLID;
-}
-#else
-extern int GetAutoMultiplayerPhysicsMode( Vector size, float mass );
-#endif
-
-//-----------------------------------------------------------------------------
-// Purpose: Returns a string describing a real-world equivalent mass.
-// Input : flMass - mass in kg
-//-----------------------------------------------------------------------------
-#if !defined(_STATIC_LINKED) || defined(CLIENT_DLL)
-const char *GetMassEquivalent(float flMass)
-{
- static struct
- {
- float flMass;
- const char *sz;
- } masstext[] =
- {
- { 5e-6, "snowflake" },
- { 2.5e-3, "ping-pong ball" },
- { 5e-3, "penny" },
- { 0.05, "golf ball" },
- { 0.17, "billard ball" },
- { 2, "bag of sugar" },
- { 7, "male cat" },
- { 10, "bowling ball" },
- { 30, "dog" },
- { 60, "cheetah" },
- { 90, "adult male human" },
- { 250, "refrigerator" },
- { 600, "race horse" },
- { 1000, "small car" },
- { 1650, "medium car" },
- { 2500, "large car" },
- { 6000, "t-rex" },
- { 7200, "elephant" },
- { 8e4, "space shuttle" },
- { 7e5, "locomotive" },
- { 9.2e6, "Eiffel tower" },
- { 6e24, "the Earth" },
- { 7e24, "really freaking heavy" },
- };
-
- for (int i = 0; i < sizeof(masstext) / sizeof(masstext[0]) - 1; i++)
- {
- if (flMass < masstext[i].flMass)
- {
- return masstext[i].sz;
- }
- }
-
- return masstext[ sizeof(masstext) / sizeof(masstext[0]) - 1 ].sz;
-}
-#else
-extern const char *GetMassEquivalent(float flMass);
-#endif
-
-#ifdef GAME_DLL
-//=========================================================
-//=========================================================
-class CGameGibManager : public CBaseEntity
-{
- DECLARE_CLASS( CGameGibManager, CBaseEntity );
- DECLARE_DATADESC();
-
-public:
-
- CGameGibManager() : m_iCurrentMaxPieces(-1), m_iMaxPieces(-1), m_iMaxPiecesDX8(-1) {}
-
- void Activate( void );
- void AddGibToLRU( CBaseAnimating *pEntity );
-
- inline bool AllowedToSpawnGib( void );
-
-private:
-
- void UpdateMaxPieces();
-
- void InputSetMaxPieces( inputdata_t &inputdata );
- void InputSetMaxPiecesDX8( inputdata_t &inputdata );
-
- typedef CHandle<CBaseAnimating> CGibHandle;
- CUtlLinkedList< CGibHandle > m_LRU;
-
- bool m_bAllowNewGibs;
-
- int m_iDXLevel;
- int m_iCurrentMaxPieces;
- int m_iMaxPieces;
- int m_iMaxPiecesDX8;
- int m_iLastFrame;
-};
-
-BEGIN_DATADESC( CGameGibManager )
- // Silence perfidous classcheck!
- //DEFINE_FIELD( m_iCurrentMaxPieces, FIELD_INTEGER ),
- //DEFINE_FIELD( m_iLastFrame, FIELD_INTEGER ),
- //DEFINE_FIELD( m_iDXLevel, FIELD_INTEGER ),
- DEFINE_KEYFIELD( m_iMaxPieces, FIELD_INTEGER, "maxpieces" ),
- DEFINE_KEYFIELD( m_iMaxPiecesDX8, FIELD_INTEGER, "maxpiecesdx8" ),
- DEFINE_KEYFIELD( m_bAllowNewGibs, FIELD_BOOLEAN, "allownewgibs" ),
-
- DEFINE_INPUTFUNC( FIELD_INTEGER, "SetMaxPieces", InputSetMaxPieces ),
- DEFINE_INPUTFUNC( FIELD_INTEGER, "SetMaxPiecesDX8", InputSetMaxPiecesDX8 ),
-END_DATADESC()
-
-LINK_ENTITY_TO_CLASS( game_gib_manager, CGameGibManager );
-
-
-void CGameGibManager::Activate( void )
-{
- m_LRU.Purge();
-
- // Cache off the DX level for use later.
- ConVarRef mat_dxlevel( "mat_dxlevel" );
- m_iDXLevel = mat_dxlevel.GetInt();
-
- UpdateMaxPieces();
-
- BaseClass::Activate();
-}
-
-void CGameGibManager::UpdateMaxPieces()
-{
- // If we're running DX8, use the DX8 gib limit if set.
- if ( ( m_iDXLevel < 90 ) && ( m_iMaxPiecesDX8 >= 0 ) )
- {
- m_iCurrentMaxPieces = m_iMaxPiecesDX8;
- }
- else
- {
- m_iCurrentMaxPieces = m_iMaxPieces;
- }
-}
-
-
-bool CGameGibManager::AllowedToSpawnGib( void )
-{
- if ( m_bAllowNewGibs )
- return true;
-
- // We're not tracking gibs at the moment
- if ( m_iCurrentMaxPieces < 0 )
- return true;
-
- if ( m_iCurrentMaxPieces == 0 )
- return false;
-
- if ( m_iLastFrame == gpGlobals->framecount )
- {
- if ( m_LRU.Count() >= m_iCurrentMaxPieces )
- {
- return false;
- }
- }
-
- return true;
-}
-
-void CGameGibManager::InputSetMaxPieces( inputdata_t &inputdata )
-{
- m_iMaxPieces = inputdata.value.Int();
- UpdateMaxPieces();
-}
-
-void CGameGibManager::InputSetMaxPiecesDX8( inputdata_t &inputdata )
-{
- m_iMaxPiecesDX8 = inputdata.value.Int();
- UpdateMaxPieces();
-}
-
-void CGameGibManager::AddGibToLRU( CBaseAnimating *pEntity )
-{
- int i, next;
-
- if ( pEntity == NULL )
- return;
-
- //Find stale gibs.
- for ( i = m_LRU.Head(); i < m_LRU.InvalidIndex(); i = next )
- {
- next = m_LRU.Next(i);
-
- if ( m_LRU[i].Get() == NULL )
- {
- m_LRU.Remove(i);
- }
- }
-
- // We're not tracking gibs at the moment
- if ( m_iCurrentMaxPieces <= 0 )
- return;
-
- while ( m_LRU.Count() >= m_iCurrentMaxPieces )
- {
- i = m_LRU.Head();
-
- //TODO: Make this fade out instead of pop.
- UTIL_Remove( m_LRU[i] );
- m_LRU.Remove(i);
- }
-
- m_LRU.AddToTail( pEntity );
- m_iLastFrame = gpGlobals->framecount;
-}
-
-EHANDLE g_hGameGibManager;
-
-CGameGibManager *GetGibManager( void )
-{
-#ifndef HL2_EPISODIC
- return NULL;
-#endif
-
- if ( g_hGameGibManager == NULL )
- {
- g_hGameGibManager = (CGameGibManager *)gEntList.FindEntityByClassname( NULL, "game_gib_manager" );
- }
-
- return (CGameGibManager *)g_hGameGibManager.Get();
-}
-
-#endif
-
-void PropBreakableCreateAll( int modelindex, IPhysicsObject *pPhysics, const breakablepropparams_t ¶ms, CBaseEntity *pEntity, int iPrecomputedBreakableCount, bool bIgnoreGibLimit, bool defaultLocation )
-{
- // Check for prop breakable count reset.
- int nPropCount = props_break_max_pieces_perframe.GetInt();
- if ( nPropCount != -1 )
- {
- if ( nFrameNumber != gpGlobals->framecount )
- {
- nPropBreakablesPerFrameCount = 0;
- nFrameNumber = gpGlobals->framecount;
- }
-
- // Check for max breakable count for the frame.
- if ( nPropBreakablesPerFrameCount >= nPropCount )
- return;
- }
-
- int iMaxBreakCount = bIgnoreGibLimit ? -1 : props_break_max_pieces.GetInt();
- if ( iMaxBreakCount != -1 )
- {
- if ( iPrecomputedBreakableCount != -1 )
- {
- iPrecomputedBreakableCount = MIN( iMaxBreakCount, iPrecomputedBreakableCount );
- }
- else
- {
- iPrecomputedBreakableCount = iMaxBreakCount;
- }
- }
-
-#ifdef GAME_DLL
- // On server limit break model creation
- if ( !PropBreakableCapEdictsOnCreateAll(modelindex, pPhysics, params, pEntity, iPrecomputedBreakableCount ) )
- {
- DevMsg( "Failed to create PropBreakable: would exceed MAX_EDICTS\n" );
- return;
- }
-#endif
-
- vcollide_t *pCollide = modelinfo->GetVCollide( modelindex );
- if ( !pCollide )
- return;
-
- int nSkin = 0;
- CBaseEntity *pOwnerEntity = pEntity;
- CBaseAnimating *pOwnerAnim = NULL;
- if ( pPhysics )
- {
- pOwnerEntity = static_cast<CBaseEntity *>(pPhysics->GetGameData());
- }
- if ( pOwnerEntity )
- {
- pOwnerAnim = pOwnerEntity->GetBaseAnimating();
- if ( pOwnerAnim )
- {
- nSkin = pOwnerAnim->m_nSkin;
- }
- }
- matrix3x4_t localToWorld;
-
- CStudioHdr studioHdr;
- const model_t *model = modelinfo->GetModel( modelindex );
- if ( model )
- {
- studioHdr.Init( modelinfo->GetStudiomodel( model ) );
- }
-
- Vector parentOrigin = vec3_origin;
- int parentAttachment = Studio_FindAttachment( &studioHdr, "placementOrigin" ) + 1;
- if ( parentAttachment > 0 )
- {
- GetAttachmentLocalSpace( &studioHdr, parentAttachment-1, localToWorld );
- MatrixGetColumn( localToWorld, 3, parentOrigin );
- }
- else
- {
- AngleMatrix( vec3_angle, localToWorld );
- }
-
- CUtlVector<breakmodel_t> list;
-
- BreakModelList( list, modelindex, params.defBurstScale, params.defCollisionGroup );
-
- if ( list.Count() )
- {
- for ( int i = 0; i < list.Count(); i++ )
- {
- int modelIndex = modelinfo->GetModelIndex( list[i].modelName );
- if ( modelIndex <= 0 )
- continue;
-
- // Skip multiplayer pieces that should be spawning on the other dll
-#ifdef GAME_DLL
- if ( gpGlobals->maxClients > 1 && breakable_multiplayer.GetBool() )
-#else
- if ( gpGlobals->maxClients > 1 )
-#endif
- {
-#ifdef GAME_DLL
- if ( list[i].mpBreakMode == MULTIPLAYER_BREAK_CLIENTSIDE )
- continue;
-#else
- if ( list[i].mpBreakMode == MULTIPLAYER_BREAK_SERVERSIDE )
- continue;
-#endif
-
- if ( !defaultLocation && list[i].mpBreakMode == MULTIPLAYER_BREAK_DEFAULT )
- continue;
- }
-
- if ( ( nPropCount != -1 ) && ( nPropBreakablesPerFrameCount > nPropCount ) )
- break;
-
- if ( ( iPrecomputedBreakableCount != -1 ) && ( i >= iPrecomputedBreakableCount ) )
- break;
-
- matrix3x4_t matrix;
- AngleMatrix( params.angles, params.origin, matrix );
-
- CStudioHdr studioHdr;
- const model_t *model = modelinfo->GetModel( modelIndex );
- if ( model )
- {
- studioHdr.Init( modelinfo->GetStudiomodel( model ) );
- }
-
- // Increment the number of breakable props this frame.
- ++nPropBreakablesPerFrameCount;
-
- Vector position = vec3_origin;
- QAngle angles = params.angles;
- if ( pOwnerAnim && list[i].placementName[0] )
- {
- if ( list[i].placementIsBone )
- {
- int boneIndex = pOwnerAnim->LookupBone( list[i].placementName );
- if ( boneIndex >= 0 )
- {
- pOwnerAnim->GetBonePosition( boneIndex, position, angles );
- AngleMatrix( angles, position, matrix );
- }
- }
- else
- {
- int attachmentIndex = Studio_FindAttachment( &studioHdr, list[i].placementName ) + 1;
- if ( attachmentIndex > 0 )
- {
- pOwnerAnim->GetAttachment( attachmentIndex, matrix );
- MatrixAngles( matrix, angles );
- }
- }
- }
- else
- {
- int placementIndex = Studio_FindAttachment( &studioHdr, "placementOrigin" ) + 1;
- Vector placementOrigin = parentOrigin;
- if ( placementIndex > 0 )
- {
- GetAttachmentLocalSpace( &studioHdr, placementIndex-1, localToWorld );
- MatrixGetColumn( localToWorld, 3, placementOrigin );
- placementOrigin -= parentOrigin;
- }
-
- VectorTransform( list[i].offset - placementOrigin, matrix, position );
- }
- Vector objectVelocity = params.velocity;
-
- if (pPhysics)
- {
- pPhysics->GetVelocityAtPoint( position, &objectVelocity );
- }
-
- int nActualSkin = nSkin;
- if ( nActualSkin > studioHdr.numskinfamilies() )
- nActualSkin = 0;
-
- CBaseEntity *pBreakable = NULL;
-
-#ifdef GAME_DLL
- if ( GetGibManager() == NULL || GetGibManager()->AllowedToSpawnGib() )
-#endif
- {
- pBreakable = BreakModelCreateSingle( pOwnerEntity, &list[i], position, angles, objectVelocity, params.angularVelocity, nActualSkin, params );
- }
-
- if ( pBreakable )
- {
-#ifdef GAME_DLL
- if ( GetGibManager() )
- {
- GetGibManager()->AddGibToLRU( pBreakable->GetBaseAnimating() );
- }
-#endif
- if ( pOwnerEntity && pOwnerEntity->IsEffectActive( EF_NOSHADOW ) )
- {
- pBreakable->AddEffects( EF_NOSHADOW );
- }
-
- // If burst scale is set, this piece should 'burst' away from
- // the origin in addition to travelling in the wished velocity.
- if ( list[i].burstScale != 0.0 )
- {
- Vector vecBurstDir = position - params.origin;
-
- // If $autocenter wasn't used, try the center of the piece
- if ( vecBurstDir == vec3_origin )
- {
- vecBurstDir = pBreakable->WorldSpaceCenter() - params.origin;
- }
-
- VectorNormalize( vecBurstDir );
-
- pBreakable->ApplyAbsVelocityImpulse( vecBurstDir * list[i].burstScale );
- }
-
- // If this piece is supposed to be motion disabled, disable it
- if ( list[i].isMotionDisabled )
- {
- IPhysicsObject *pPhysicsObject = pBreakable->VPhysicsGetObject();
- if ( pPhysicsObject != NULL )
- {
- pPhysicsObject->EnableMotion( false );
- }
- }
- }
- }
- }
- // Then see if the propdata specifies any breakable pieces
- else if ( pEntity )
- {
- IBreakableWithPropData *pBreakableInterface = dynamic_cast<IBreakableWithPropData*>(pEntity);
- if ( pBreakableInterface && pBreakableInterface->GetBreakableModel() != NULL_STRING && pBreakableInterface->GetBreakableCount() )
- {
- breakmodel_t breakModel;
-
- for ( int i = 0; i < pBreakableInterface->GetBreakableCount(); i++ )
- {
- if ( ( iPrecomputedBreakableCount != -1 ) && ( i >= iPrecomputedBreakableCount ) )
- break;
-
- Q_strncpy( breakModel.modelName, g_PropDataSystem.GetRandomChunkModel(STRING(pBreakableInterface->GetBreakableModel()), pBreakableInterface->GetMaxBreakableSize()), sizeof(breakModel.modelName) );
-
- breakModel.health = 1;
- breakModel.fadeTime = RandomFloat(5,10);
- breakModel.fadeMinDist = 0.0f;
- breakModel.fadeMaxDist = 0.0f;
- breakModel.burstScale = params.defBurstScale;
- breakModel.collisionGroup = COLLISION_GROUP_DEBRIS;
- breakModel.isRagdoll = false;
- breakModel.isMotionDisabled = false;
- breakModel.placementName[0] = 0;
- breakModel.placementIsBone = false;
-
- Vector vecObbSize = pEntity->CollisionProp()->OBBSize();
-
- // Find a random point on the plane of the original's two largest axis
- int smallestAxis = SmallestAxis( vecObbSize );
- Vector vecMins(0,0,0);
- Vector vecMaxs(1,1,1);
- vecMins[smallestAxis] = 0.5;
- vecMaxs[smallestAxis] = 0.5;
- pEntity->CollisionProp()->RandomPointInBounds( vecMins, vecMaxs, &breakModel.offset );
-
- // Push all chunks away from the center
- Vector vecBurstDir = breakModel.offset - params.origin;
- VectorNormalize( vecBurstDir );
- Vector vecVelocity = vecBurstDir * params.defBurstScale;
-
- QAngle vecAngles = pEntity->GetAbsAngles();
- int iSkin = pBreakableInterface->GetBreakableSkin();
-
- CBaseEntity *pBreakable = NULL;
-
-#ifdef GAME_DLL
- if ( GetGibManager() == NULL || GetGibManager()->AllowedToSpawnGib() )
-#endif
- {
- pBreakable = BreakModelCreateSingle( pOwnerEntity, &breakModel, breakModel.offset, vecAngles, vecVelocity, vec3_origin/*params.angularVelocity*/, iSkin, params );
- if ( !pBreakable )
- {
- DevWarning( "PropBreakableCreateAll: Could not create model %s\n", breakModel.modelName );
- }
- }
-
- if ( pBreakable )
- {
-#ifdef GAME_DLL
- if ( GetGibManager() )
- {
- GetGibManager()->AddGibToLRU( pBreakable->GetBaseAnimating() );
- }
-#endif
- Vector vecBreakableObbSize = pBreakable->CollisionProp()->OBBSize();
-
- // Try to align the gibs along the original axis
- matrix3x4_t matrix;
- AngleMatrix( vecAngles, matrix );
- AlignBoxes( &matrix, vecObbSize, vecBreakableObbSize );
- MatrixAngles( matrix, vecAngles );
-
- if ( pBreakable->VPhysicsGetObject() )
- {
- Vector pos;
- pBreakable->VPhysicsGetObject()->GetPosition( &pos, NULL );
- pBreakable->VPhysicsGetObject()->SetPosition( pos, vecAngles, true );
- }
-
- pBreakable->SetAbsAngles( vecAngles );
-
- if ( pOwnerEntity->IsEffectActive( EF_NOSHADOW ) )
- {
- pBreakable->AddEffects( EF_NOSHADOW );
- }
- }
- }
- }
- }
-}
-
-
-void PropBreakableCreateAll( int modelindex, IPhysicsObject *pPhysics, const Vector &origin, const QAngle &angles, const Vector &velocity, const AngularImpulse &angularVelocity, float impactEnergyScale, float defBurstScale, int defCollisionGroup, CBaseEntity *pEntity, bool defaultLocation )
-{
- breakablepropparams_t params( origin, angles, velocity, angularVelocity );
- params.impactEnergyScale = impactEnergyScale;
- params.defBurstScale = defBurstScale;
- params.defCollisionGroup = defCollisionGroup;
- PropBreakableCreateAll( modelindex, pPhysics, params, pEntity, -1, false, defaultLocation );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : modelindex -
-//-----------------------------------------------------------------------------
-void PrecacheGibsForModel( int iModel )
-{
- VPROF_BUDGET( "PrecacheGibsForModel", VPROF_BUDGETGROUP_PLAYER );
- vcollide_t *pCollide = modelinfo->GetVCollide( iModel );
- if ( !pCollide )
- return;
-
- // The scale and group doesn't really matter at the moment, we are just using the parser to get the model name to cache.
- CBreakParser breakParser( 1.0, COLLISION_GROUP_NONE );
-
- // Create a parser.
- IVPhysicsKeyParser *pParse = physcollision->VPhysicsKeyParserCreate( pCollide->pKeyValues );
- while ( !pParse->Finished() )
- {
- const char *pBlock = pParse->GetCurrentBlockName();
- if ( !strcmpi( pBlock, "break" ) )
- {
- breakmodel_t breakModel;
- pParse->ParseCustom( &breakModel, &breakParser );
- CBaseEntity::PrecacheModel( breakModel.modelName );
- }
- else
- {
- pParse->SkipBlock();
- }
- }
-
- // Destroy the parser.
- physcollision->VPhysicsKeyParserDestroy( pParse );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : &list -
-// modelindex -
-// defBurstScale -
-// defCollisionGroup -
-//-----------------------------------------------------------------------------
-void BuildGibList( CUtlVector<breakmodel_t> &list, int modelindex, float defBurstScale, int defCollisionGroup )
-{
- BreakModelList( list, modelindex, defBurstScale, defCollisionGroup );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : &list -
-// modelindex -
-// *pPhysics -
-// ¶ms -
-// *pEntity -
-// iPrecomputedBreakableCount -
-// bIgnoreGibLImit -
-// defaultLocation -
-//-----------------------------------------------------------------------------
-CBaseEntity *CreateGibsFromList( CUtlVector<breakmodel_t> &list, int modelindex, IPhysicsObject *pPhysics, const breakablepropparams_t ¶ms, CBaseEntity *pEntity, int iPrecomputedBreakableCount, bool bIgnoreGibLimit, bool defaultLocation, CUtlVector<EHANDLE> *pGibList, bool bBurning )
-{
- // Check for prop breakable count reset.
- int nPropCount = props_break_max_pieces_perframe.GetInt();
- if ( nPropCount != -1 )
- {
- if ( nFrameNumber != gpGlobals->framecount )
- {
- nPropBreakablesPerFrameCount = 0;
- nFrameNumber = gpGlobals->framecount;
- }
-
- // Check for max breakable count for the frame.
- if ( nPropBreakablesPerFrameCount >= nPropCount )
- return NULL;
- }
-
- int iMaxBreakCount = bIgnoreGibLimit ? -1 : props_break_max_pieces.GetInt();
- if ( iMaxBreakCount != -1 )
- {
- if ( iPrecomputedBreakableCount != -1 )
- {
- iPrecomputedBreakableCount = MIN( iMaxBreakCount, iPrecomputedBreakableCount );
- }
- else
- {
- iPrecomputedBreakableCount = iMaxBreakCount;
- }
- }
-
-#ifdef GAME_DLL
- // On server limit break model creation
- if ( !PropBreakableCapEdictsOnCreateAll(modelindex, pPhysics, params, pEntity, iPrecomputedBreakableCount ) )
- {
- DevMsg( "Failed to create PropBreakable: would exceed MAX_EDICTS\n" );
- return NULL;
- }
-#endif
-
- vcollide_t *pCollide = modelinfo->GetVCollide( modelindex );
- if ( !pCollide )
- return NULL;
-
- int nSkin = 0;
- CBaseEntity *pOwnerEntity = pEntity;
- CBaseAnimating *pOwnerAnim = NULL;
- if ( pPhysics )
- {
- pOwnerEntity = static_cast<CBaseEntity *>(pPhysics->GetGameData());
- }
- if ( pOwnerEntity )
- {
- pOwnerAnim = dynamic_cast<CBaseAnimating*>(pOwnerEntity);
- if ( pOwnerAnim )
- {
- nSkin = pOwnerAnim->m_nSkin;
- }
- }
- matrix3x4_t localToWorld;
-
- CStudioHdr studioHdr;
- const model_t *model = modelinfo->GetModel( modelindex );
- if ( model )
- {
- studioHdr.Init( modelinfo->GetStudiomodel( model ) );
- }
-
- Vector parentOrigin = vec3_origin;
- int parentAttachment = Studio_FindAttachment( &studioHdr, "placementOrigin" ) + 1;
- if ( parentAttachment > 0 )
- {
- GetAttachmentLocalSpace( &studioHdr, parentAttachment-1, localToWorld );
- MatrixGetColumn( localToWorld, 3, parentOrigin );
- }
- else
- {
- AngleMatrix( vec3_angle, localToWorld );
- }
-
-// CUtlVector<breakmodel_t> list;
-// BreakModelList( list, modelindex, params.defBurstScale, params.defCollisionGroup );
-
- CBaseEntity *pFirstBreakable = NULL;
-
- if ( list.Count() )
- {
- for ( int i = 0; i < list.Count(); i++ )
- {
- int modelIndex = modelinfo->GetModelIndex( list[i].modelName );
- if ( modelIndex <= 0 )
- continue;
-
- // Skip multiplayer pieces that should be spawning on the other dll
-#ifdef GAME_DLL
- if ( gpGlobals->maxClients > 1 && breakable_multiplayer.GetBool() )
-#else
- if ( gpGlobals->maxClients > 1 )
-#endif
- {
-#ifdef GAME_DLL
- if ( list[i].mpBreakMode == MULTIPLAYER_BREAK_CLIENTSIDE )
- continue;
-#else
- if ( list[i].mpBreakMode == MULTIPLAYER_BREAK_SERVERSIDE )
- continue;
-#endif
-
- if ( !defaultLocation && list[i].mpBreakMode == MULTIPLAYER_BREAK_DEFAULT )
- continue;
- }
-
- if ( ( nPropCount != -1 ) && ( nPropBreakablesPerFrameCount > nPropCount ) )
- break;
-
- if ( ( iPrecomputedBreakableCount != -1 ) && ( i >= iPrecomputedBreakableCount ) )
- break;
-
- matrix3x4_t matrix;
- AngleMatrix( params.angles, params.origin, matrix );
-
- CStudioHdr studioHdr;
- const model_t *model = modelinfo->GetModel( modelIndex );
- if ( model )
- {
- studioHdr.Init( modelinfo->GetStudiomodel( model ) );
- }
-
- // Increment the number of breakable props this frame.
- ++nPropBreakablesPerFrameCount;
-
- Vector position = vec3_origin;
- QAngle angles = params.angles;
- if ( pOwnerAnim && list[i].placementName[0] )
- {
- if ( list[i].placementIsBone )
- {
- int boneIndex = pOwnerAnim->LookupBone( list[i].placementName );
- if ( boneIndex >= 0 )
- {
- pOwnerAnim->GetBonePosition( boneIndex, position, angles );
- AngleMatrix( angles, position, matrix );
- }
- }
- else
- {
- int attachmentIndex = Studio_FindAttachment( &studioHdr, list[i].placementName ) + 1;
- if ( attachmentIndex > 0 )
- {
- pOwnerAnim->GetAttachment( attachmentIndex, matrix );
- MatrixAngles( matrix, angles );
- }
- }
- }
- else
- {
- int placementIndex = Studio_FindAttachment( &studioHdr, "placementOrigin" ) + 1;
- Vector placementOrigin = parentOrigin;
- if ( placementIndex > 0 )
- {
- GetAttachmentLocalSpace( &studioHdr, placementIndex-1, localToWorld );
- MatrixGetColumn( localToWorld, 3, placementOrigin );
- placementOrigin -= parentOrigin;
- }
-
- VectorTransform( list[i].offset - placementOrigin, matrix, position );
- }
- Vector objectVelocity = params.velocity;
-
- float flScale = VectorNormalize( objectVelocity );
- objectVelocity.x += RandomFloat( -1.f, 1.0f );
- objectVelocity.y += RandomFloat( -1.0f, 1.0f );
- objectVelocity.z += RandomFloat( 0.0f, 1.0f );
- VectorNormalize( objectVelocity );
- objectVelocity *= flScale;
-
- if (pPhysics)
- {
- pPhysics->GetVelocityAtPoint( position, &objectVelocity );
- }
-
- int nActualSkin = nSkin;
- if ( nActualSkin > studioHdr.numskinfamilies() )
- nActualSkin = 0;
-
- CBaseEntity *pBreakable = NULL;
-
-#ifdef GAME_DLL
- if ( GetGibManager() == NULL || GetGibManager()->AllowedToSpawnGib() )
-#endif
- {
- pBreakable = BreakModelCreateSingle( pOwnerEntity, &list[i], position, angles, objectVelocity, params.angularVelocity, nActualSkin, params );
- }
-
- if ( pBreakable )
- {
-#ifdef GAME_DLL
- if ( GetGibManager() )
- {
- GetGibManager()->AddGibToLRU( pBreakable->GetBaseAnimating() );
- }
-#endif
-
-#ifndef GAME_DLL
- if ( bBurning && cl_burninggibs.GetBool() )
- {
- pBreakable->ParticleProp()->Create( "burninggibs", PATTACH_POINT_FOLLOW, "bloodpoint" );
- }
-#endif
- if ( pOwnerEntity && pOwnerEntity->IsEffectActive( EF_NOSHADOW ) )
- {
- pBreakable->AddEffects( EF_NOSHADOW );
- }
-
- // If burst scale is set, this piece should 'burst' away from
- // the origin in addition to travelling in the wished velocity.
- if ( list[i].burstScale != 0.0 )
- {
- Vector vecBurstDir = position - params.origin;
-
- // If $autocenter wasn't used, try the center of the piece
- if ( vecBurstDir == vec3_origin )
- {
- vecBurstDir = pBreakable->WorldSpaceCenter() - params.origin;
- }
-
- VectorNormalize( vecBurstDir );
-
- pBreakable->ApplyAbsVelocityImpulse( vecBurstDir * list[i].burstScale );
- }
-
- // If this piece is supposed to be motion disabled, disable it
- if ( list[i].isMotionDisabled )
- {
- IPhysicsObject *pPhysicsObject = pBreakable->VPhysicsGetObject();
- if ( pPhysicsObject != NULL )
- {
- pPhysicsObject->EnableMotion( false );
- }
- }
-
- if ( !pFirstBreakable )
- {
- pFirstBreakable = pBreakable;
- }
-
- if ( pGibList )
- {
- pGibList->AddToTail( pBreakable );
- }
- }
- }
- }
- // Then see if the propdata specifies any breakable pieces
- else if ( pEntity )
- {
- IBreakableWithPropData *pBreakableInterface = dynamic_cast<IBreakableWithPropData*>(pEntity);
- if ( pBreakableInterface && pBreakableInterface->GetBreakableModel() != NULL_STRING && pBreakableInterface->GetBreakableCount() )
- {
- breakmodel_t breakModel;
-
- for ( int i = 0; i < pBreakableInterface->GetBreakableCount(); i++ )
- {
- if ( ( iPrecomputedBreakableCount != -1 ) && ( i >= iPrecomputedBreakableCount ) )
- break;
-
- Q_strncpy( breakModel.modelName, g_PropDataSystem.GetRandomChunkModel(STRING(pBreakableInterface->GetBreakableModel()), pBreakableInterface->GetMaxBreakableSize()), sizeof(breakModel.modelName) );
-
- breakModel.health = 1;
- breakModel.fadeTime = RandomFloat(5,10);
- breakModel.fadeMinDist = 0.0f;
- breakModel.fadeMaxDist = 0.0f;
- breakModel.burstScale = params.defBurstScale;
- breakModel.collisionGroup = COLLISION_GROUP_DEBRIS;
- breakModel.isRagdoll = false;
- breakModel.isMotionDisabled = false;
- breakModel.placementName[0] = 0;
- breakModel.placementIsBone = false;
-
- Vector vecObbSize = pEntity->CollisionProp()->OBBSize();
-
- // Find a random point on the plane of the original's two largest axis
- int smallestAxis = SmallestAxis( vecObbSize );
- Vector vecMins(0,0,0);
- Vector vecMaxs(1,1,1);
- vecMins[smallestAxis] = 0.5;
- vecMaxs[smallestAxis] = 0.5;
- pEntity->CollisionProp()->RandomPointInBounds( vecMins, vecMaxs, &breakModel.offset );
-
- // Push all chunks away from the center
- Vector vecBurstDir = breakModel.offset - params.origin;
- VectorNormalize( vecBurstDir );
- Vector vecVelocity = vecBurstDir * params.defBurstScale;
-
- QAngle vecAngles = pEntity->GetAbsAngles();
- int iSkin = pBreakableInterface->GetBreakableSkin();
-
- CBaseEntity *pBreakable = NULL;
-
-#ifdef GAME_DLL
- if ( GetGibManager() == NULL || GetGibManager()->AllowedToSpawnGib() )
-#endif
- {
- pBreakable = BreakModelCreateSingle( pOwnerEntity, &breakModel, breakModel.offset, vecAngles, vecVelocity, vec3_origin/*params.angularVelocity*/, iSkin, params );
- }
-
- if( pBreakable )
- {
-#ifdef GAME_DLL
- if ( GetGibManager() )
- {
- GetGibManager()->AddGibToLRU( pBreakable->GetBaseAnimating() );
- }
-#endif
- Vector vecBreakableObbSize = pBreakable->CollisionProp()->OBBSize();
-
- // Try to align the gibs along the original axis
- matrix3x4_t matrix;
- AngleMatrix( vecAngles, matrix );
- AlignBoxes( &matrix, vecObbSize, vecBreakableObbSize );
- MatrixAngles( matrix, vecAngles );
-
- if ( pBreakable->VPhysicsGetObject() )
- {
- Vector pos;
- pBreakable->VPhysicsGetObject()->GetPosition( &pos, NULL );
- pBreakable->VPhysicsGetObject()->SetPosition( pos, vecAngles, true );
- }
-
- pBreakable->SetAbsAngles( vecAngles );
-
- if ( pOwnerEntity->IsEffectActive( EF_NOSHADOW ) )
- {
- pBreakable->AddEffects( EF_NOSHADOW );
- }
-
- if ( !pFirstBreakable )
- {
- pFirstBreakable = pBreakable;
- }
-
- if ( pGibList )
- {
- pGibList->AddToTail( pBreakable );
- }
- }
- else
- {
- DevWarning( "PropBreakableCreateAll: Could not create model %s\n", breakModel.modelName );
- }
- }
- }
- }
-
- return pFirstBreakable;
-}
-
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: static_prop - don't move, don't animate, don't do anything. +// physics_prop - move, take damage, but don't animate +// +//=============================================================================// + + +#include "cbase.h" +#include "props_shared.h" +#include "filesystem.h" +#include "animation.h" +#include <vcollide_parse.h> +#include <bone_setup.h> +#include <tier0/vprof.h> + +#ifdef CLIENT_DLL +#include "gamestringpool.h" +#endif + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +ConVar sv_pushaway_clientside_size( "sv_pushaway_clientside_size", "15", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Minimum size of pushback objects" ); +ConVar props_break_max_pieces( "props_break_max_pieces", "-1", 0, "Maximum prop breakable piece count (-1 = model default)" ); +ConVar props_break_max_pieces_perframe( "props_break_max_pieces_perframe", "-1", FCVAR_REPLICATED, "Maximum prop breakable piece count per frame (-1 = model default)" ); +#ifdef GAME_DLL +extern ConVar breakable_multiplayer; +#else +ConVar cl_burninggibs( "cl_burninggibs", "0", 0, "A burning player that gibs has burning gibs." ); +#endif // GAME_DLL + +extern bool PropBreakableCapEdictsOnCreateAll(int modelindex, IPhysicsObject *pPhysics, const breakablepropparams_t ¶ms, CBaseEntity *pEntity, int iPrecomputedBreakableCount = -1 ); +extern CBaseEntity *BreakModelCreateSingle( CBaseEntity *pOwner, breakmodel_t *pModel, const Vector &position, + const QAngle &angles, const Vector &velocity, const AngularImpulse &angVelocity, int nSkin, const breakablepropparams_t ¶ms ); + +static int nPropBreakablesPerFrameCount = 0; +static int nFrameNumber = 0; + +//============================================================================================================= +// UTILITY FUNCS +//============================================================================================================= +//----------------------------------------------------------------------------- +// Purpose: returns the axis index with the greatest size +// Input : &vec - +// Output : static int +//----------------------------------------------------------------------------- +static int GreatestAxis( const Vector &vec ) +{ + if ( vec.x > vec.y ) + { + if ( vec.x > vec.z ) + return 0; + return 2; + } + if ( vec.y > vec.z ) + return 1; + return 2; +} + +//----------------------------------------------------------------------------- +// Purpose: returns the axis index with the smallest size +// Input : &vec - +// Output : static int +//----------------------------------------------------------------------------- +static int SmallestAxis( const Vector &vec ) +{ + if ( vec.x < vec.y ) + { + if ( vec.x < vec.z ) + return 0; + return 2; + } + if ( vec.y < vec.z ) + return 1; + return 2; +} + +//----------------------------------------------------------------------------- +// Purpose: Rotates a matrix by 90 degrees in the plane of axis0/axis1 +// Input : &matrix - +// axis0 - +// axis1 - +// Output : static void +//----------------------------------------------------------------------------- +static void MatrixRot90( matrix3x4_t &matrix, int axis0, int axis1 ) +{ + Vector col0, col1; + MatrixGetColumn( matrix, axis0, col0 ); + MatrixGetColumn( matrix, axis1, col1 ); + MatrixSetColumn( col1, axis0, matrix ); + MatrixSetColumn( -col0, axis1, matrix ); +} + +//----------------------------------------------------------------------------- +// Purpose: Given two symmetric boxes, rotate the coordinate frame by the necessary +// 90 degree rotations to approximately align them +// Input : *pInOutMatrix - +// &boxExtents1 - +// &boxExtents2 - +//----------------------------------------------------------------------------- +static void AlignBoxes( matrix3x4_t *pInOutMatrix, const Vector &boxExtents1, const Vector &boxExtents2 ) +{ + int rotCount = 0; + struct + { + int axis0; + int axis1; + } rotations[2]; + Vector ext1 = boxExtents1; + Vector ext2 = boxExtents2; + + int axis0 = GreatestAxis( ext1 ); + int axis1 = GreatestAxis( ext2 ); + if ( axis0 != axis1 ) + { + rotations[rotCount].axis0 = axis0; + rotations[rotCount].axis1 = axis1; + rotCount++; + ext2[axis1] = ext2[axis0]; + } + ext1[axis0] = 0; + ext2[axis0] = 0; + + axis0 = GreatestAxis(ext1); + axis1 = GreatestAxis(ext2); + if ( axis0 != axis1 ) + { + rotations[rotCount].axis0 = axis0; + rotations[rotCount].axis1 = axis1; + rotCount++; + } + + while ( rotCount > 0 ) + { + rotCount--; + MatrixRot90( *pInOutMatrix, rotations[rotCount].axis0, rotations[rotCount].axis1 ); + } +} + +//============================================================================================================= +// PROP DATA +//============================================================================================================= +CPropData g_PropDataSystem; + +// Parsing details for each of the propdata interactions +struct propdata_interaction_s +{ + const char *pszSectionName; + const char *pszKeyName; + const char *pszValue; +}; + +#if !defined(_STATIC_LINKED) || defined(CLIENT_DLL) +propdata_interaction_s sPropdataInteractionSections[PROPINTER_NUM_INTERACTIONS] = +{ + { "physgun_interactions", "onworldimpact", "stick" }, // PROPINTER_PHYSGUN_WORLD_STICK, + { "physgun_interactions", "onfirstimpact", "break" }, // PROPINTER_PHYSGUN_FIRST_BREAK, + { "physgun_interactions", "onfirstimpact", "paintsplat" }, // PROPINTER_PHYSGUN_FIRST_PAINT, + { "physgun_interactions", "onfirstimpact", "impale" }, // PROPINTER_PHYSGUN_FIRST_IMPALE, + { "physgun_interactions", "onlaunch", "spin_none" }, // PROPINTER_PHYSGUN_LAUNCH_SPIN_NONE, + { "physgun_interactions", "onlaunch", "spin_zaxis" }, // PROPINTER_PHYSGUN_LAUNCH_SPIN_Z, + { "physgun_interactions", "onbreak", "explode_fire" }, // PROPINTER_PHYSGUN_BREAK_EXPLODE, + { "physgun_interactions", "damage", "none" }, // PROPINTER_PHYSGUN_DAMAGE_NONE, + + { "fire_interactions", "flammable", "yes" }, // PROPINTER_FIRE_FLAMMABLE, + { "fire_interactions", "explosive_resist", "yes" }, // PROPINTER_FIRE_EXPLOSIVE_RESIST, + { "fire_interactions", "ignite", "halfhealth" }, // PROPINTER_FIRE_IGNITE_HALFHEALTH, + + { "physgun_interactions", "onpickup", "create_flare" }, // PROPINTER_PHYSGUN_CREATE_FLARE, + + { "physgun_interactions", "allow_overhead", "yes" }, // PROPINTER_PHYSGUN_ALLOW_OVERHEAD, + + { "world_interactions", "onworldimpact", "bloodsplat" }, // PROPINTER_WORLD_BLOODSPLAT, +}; +#else +extern propdata_interaction_s sPropdataInteractionSections[PROPINTER_NUM_INTERACTIONS]; +#endif + +//----------------------------------------------------------------------------- +// Constructor, destructor +//----------------------------------------------------------------------------- +CPropData::CPropData( void ) : + CAutoGameSystem( "CPropData" ) +{ + m_bPropDataLoaded = false; + m_pKVPropData = NULL; +} + +//----------------------------------------------------------------------------- +// Inherited from IAutoServerSystem +//----------------------------------------------------------------------------- +void CPropData::LevelInitPreEntity( void ) +{ + m_BreakableChunks.RemoveAll(); + ParsePropDataFile(); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CPropData::LevelShutdownPostEntity( void ) +{ + if ( m_pKVPropData ) + { + m_pKVPropData->deleteThis(); + m_pKVPropData = NULL; + } +} + +//----------------------------------------------------------------------------- +// Clear out the stats + their history +//----------------------------------------------------------------------------- +void CPropData::ParsePropDataFile( void ) +{ + m_pKVPropData = new KeyValues( "PropDatafile" ); + if ( !m_pKVPropData->LoadFromFile( filesystem, "scripts/propdata.txt" ) ) + { + m_pKVPropData->deleteThis(); + m_pKVPropData = NULL; + return; + } + + m_bPropDataLoaded = true; + + // Now try and parse out the breakable section + KeyValues *pBreakableSection = m_pKVPropData->FindKey( "BreakableModels" ); + if ( pBreakableSection ) + { + KeyValues *pChunkSection = pBreakableSection->GetFirstSubKey(); + while ( pChunkSection ) + { + // Create a new chunk section and add it to our list + int index = m_BreakableChunks.AddToTail(); + propdata_breakablechunk_t *pBreakableChunk = &m_BreakableChunks[index]; + pBreakableChunk->iszChunkType = AllocPooledString( pChunkSection->GetName() ); + + // Read in all the model names + KeyValues *pModelName = pChunkSection->GetFirstSubKey(); + while ( pModelName ) + { + const char *pModel = pModelName->GetName(); + string_t pooledName = AllocPooledString( pModel ); + pBreakableChunk->iszChunkModels.AddToTail( pooledName ); + CBaseEntity::PrecacheModel( STRING( pooledName ) ); + + pModelName = pModelName->GetNextKey(); + } + + pChunkSection = pChunkSection->GetNextKey(); + } + } +} + +//----------------------------------------------------------------------------- +// Purpose: Parse a keyvalues section into the prop +// +// pInteractionSection is a bit of jiggery-pokery to get around the unfortunate +// fact that the interaction KV sections ("physgun_interactions", "fire_interactions", etc) +// are OUTSIDE the "prop_data" KV section in the model, but may be contained WITHIN the +// specified Base's "prop_data" section (i.e. in propdata.txt) +//----------------------------------------------------------------------------- +int CPropData::ParsePropFromKV( CBaseEntity *pProp, KeyValues *pSection, KeyValues *pInteractionSection ) +{ + IBreakableWithPropData *pBreakableInterface = dynamic_cast<IBreakableWithPropData*>(pProp); + if ( !pBreakableInterface ) + return PARSE_FAILED_BAD_DATA; + + if ( !pBreakableInterface ) + return PARSE_FAILED_BAD_DATA; + + int iBaseResult = PARSE_SUCCEEDED; + + // Do we have a base? + char const *pszBase = pSection->GetString( "base" ); + if ( pszBase && pszBase[0] ) + { + iBaseResult = ParsePropFromBase( pProp, pszBase ); + if ( (iBaseResult != PARSE_SUCCEEDED) && (iBaseResult != PARSE_SUCCEEDED_ALLOWED_STATIC) ) + return iBaseResult; + } + + // Allow overriding of Block LOS + int iBlockLOS = pSection->GetFloat( "blockLOS", -1 ); + if ( iBlockLOS != -1 ) + { + pBreakableInterface->SetPropDataBlocksLOS( iBlockLOS != 0 ); + } + + // Set whether AI can walk on this prop + int iIsWalkable = pSection->GetFloat( "AIWalkable", -1 ); + if ( iIsWalkable != -1 ) + { + pBreakableInterface->SetPropDataIsAIWalkable( iIsWalkable != 0 ); + } + + // Set custom damage table + const char *pszTableName; + if ( pBreakableInterface->GetPhysicsDamageTable() == NULL_STRING ) + { + pszTableName = pSection->GetString( "damage_table", NULL ); + } + else + { + pszTableName = pSection->GetString( "damage_table", STRING(pBreakableInterface->GetPhysicsDamageTable()) ); + } + if ( pszTableName && pszTableName[0] ) + { + pBreakableInterface->SetPhysicsDamageTable( AllocPooledString( pszTableName ) ); + } + else + { + pBreakableInterface->SetPhysicsDamageTable( NULL_STRING ); + } + + // Get multiplayer physics mode if not set by map + pBreakableInterface->SetPhysicsMode( pSection->GetInt( "physicsmode", + pBreakableInterface->GetPhysicsMode() ) ); + + const char *multiplayer_break = pSection->GetString( "multiplayer_break", NULL ); + if ( multiplayer_break ) + { + mp_break_t mode = MULTIPLAYER_BREAK_DEFAULT; + if ( FStrEq( multiplayer_break, "server" ) ) + { + mode = MULTIPLAYER_BREAK_SERVERSIDE; + } + else if ( FStrEq( multiplayer_break, "client" ) ) + { + mode = MULTIPLAYER_BREAK_CLIENTSIDE; + } + else if ( FStrEq( multiplayer_break, "both" ) ) + { + mode = MULTIPLAYER_BREAK_BOTH; + } + pBreakableInterface->SetMultiplayerBreakMode( mode ); + } + + // Get damage modifiers, but only if they're specified, because our base may have already overridden them. + pBreakableInterface->SetDmgModBullet( pSection->GetFloat( "dmg.bullets", pBreakableInterface->GetDmgModBullet() ) ); + pBreakableInterface->SetDmgModClub( pSection->GetFloat( "dmg.club", pBreakableInterface->GetDmgModClub() ) ); + pBreakableInterface->SetDmgModExplosive( pSection->GetFloat( "dmg.explosive", pBreakableInterface->GetDmgModExplosive() ) ); + + // Get the health (unless this is an override prop) + if ( !FClassnameIs( pProp, "prop_physics_override" ) && !FClassnameIs( pProp, "prop_dynamic_override" ) ) + { + pProp->SetHealth( pSection->GetInt( "health", pProp->GetHealth() ) ); + + // Explosive? + pBreakableInterface->SetExplosiveDamage( pSection->GetFloat( "explosive_damage", pBreakableInterface->GetExplosiveDamage() ) ); + pBreakableInterface->SetExplosiveRadius( pSection->GetFloat( "explosive_radius", pBreakableInterface->GetExplosiveRadius() ) ); + +#ifdef GAME_DLL + // If we now have health, we're not allowed to ignore physics damage + if ( pProp->GetHealth() ) + { + pProp->RemoveSpawnFlags( SF_PHYSPROP_DONT_TAKE_PHYSICS_DAMAGE ); + } +#endif + } + + const char *pszBreakableModel; + if ( pBreakableInterface->GetBreakableModel() == NULL_STRING ) + { + pszBreakableModel = pSection->GetString( "breakable_model", NULL ); + } + else + { + pszBreakableModel = pSection->GetString( "breakable_model", STRING(pBreakableInterface->GetBreakableModel()) ); + } + if ( pszBreakableModel && pszBreakableModel[0] ) + { + pBreakableInterface->SetBreakableModel( AllocPooledString( pszBreakableModel ) ); + } + else + { + pBreakableInterface->SetBreakableModel( NULL_STRING ); + } + pBreakableInterface->SetBreakableSkin( pSection->GetInt( "breakable_skin", pBreakableInterface->GetBreakableSkin() ) ); + pBreakableInterface->SetBreakableCount( pSection->GetInt( "breakable_count", pBreakableInterface->GetBreakableCount() ) ); + + // Calculate the maximum size of the breakables this breakable will produce + Vector vecSize = pProp->CollisionProp()->OBBSize(); + // Throw away the smallest coord + int iSmallest = SmallestAxis(vecSize); + vecSize[iSmallest] = 1; + float flVolume = vecSize.x * vecSize.y * vecSize.z; + int iMaxSize = floor( flVolume / (32.0*32.0) ); + pBreakableInterface->SetMaxBreakableSize( iMaxSize ); + + // Now parse our interactions + for ( int i = 0; i < PROPINTER_NUM_INTERACTIONS; i++ ) + { + // If we hit this assert, we have too many interactions for our current storage solution to handle + Assert( i < 32 ); + + propdata_interaction_s *pInteraction = &sPropdataInteractionSections[i]; + + KeyValues *pkvCurrentInter = pInteractionSection->FindKey( pInteraction->pszSectionName ); + if ( pkvCurrentInter ) + { + char const *pszInterBase = pkvCurrentInter->GetString( pInteraction->pszKeyName ); + if ( pszInterBase && pszInterBase[0] && !stricmp( pszInterBase, pInteraction->pszValue ) ) + { + pBreakableInterface->SetInteraction( (propdata_interactions_t)i ); + } + } + } + + // If the base said we're allowed to be static, return that + if ( iBaseResult == PARSE_SUCCEEDED_ALLOWED_STATIC ) + return PARSE_SUCCEEDED_ALLOWED_STATIC; + + // Otherwise, see if our propdata says we are allowed to be static + if ( pSection->GetInt( "allowstatic", 0 ) ) + return PARSE_SUCCEEDED_ALLOWED_STATIC; + + return PARSE_SUCCEEDED; +} + +//----------------------------------------------------------------------------- +// Purpose: Fill out a prop's with base data parsed from the propdata file +//----------------------------------------------------------------------------- +int CPropData::ParsePropFromBase( CBaseEntity *pProp, const char *pszPropData ) +{ + if ( !m_bPropDataLoaded ) + return PARSE_FAILED_NO_DATA; + + IBreakableWithPropData *pBreakableInterface = dynamic_cast<IBreakableWithPropData*>(pProp); + + if ( !pBreakableInterface ) + { + return PARSE_FAILED_BAD_DATA; + } + + if ( !m_pKVPropData ) + { + return PARSE_FAILED_BAD_DATA; + } + + // Find the specified propdata + KeyValues *pSection = m_pKVPropData->FindKey( pszPropData ); + if ( !pSection ) + { + Warning("%s '%s' has a base specified as '%s', but there is no matching entry in propdata.txt.\n", pProp->GetClassname(), STRING( pProp->GetModelName() ), pszPropData ); + return PARSE_FAILED_BAD_DATA; + } + + // Store off the first base data for debugging + if ( pBreakableInterface->GetBasePropData() == NULL_STRING ) + { + pBreakableInterface->SetBasePropData( AllocPooledString( pszPropData ) ); + } + + return ParsePropFromKV( pProp, pSection, pSection ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +const char *CPropData::GetRandomChunkModel( const char *pszBreakableSection, int iMaxSize ) +{ + if ( !m_bPropDataLoaded ) + return NULL; + + // Find the right section + int iCount = m_BreakableChunks.Count(); + int i; + for ( i = 0; i < iCount; i++ ) + { + if ( !Q_strncmp( STRING(m_BreakableChunks[i].iszChunkType), pszBreakableSection, strlen(pszBreakableSection) ) ) + break; + } + if ( i == iCount ) + return NULL; + + // Now pick a random one and return it + int iRandom; + if ( iMaxSize == -1 ) + { + iRandom = RandomInt( 0, m_BreakableChunks[i].iszChunkModels.Count()-1 ); + } + else + { + // Don't pick anything over the specified size + iRandom = RandomInt( 0, MIN(iMaxSize, m_BreakableChunks[i].iszChunkModels.Count()-1) ); + } + + return STRING(m_BreakableChunks[i].iszChunkModels[iRandom]); +} + + +// ensure that a model name from a qc file is properly formatted +static const char *FixupModelName( char *pOut, int sizeOut, const char *pModelNameIn ) +{ + char tmp[1024]; + + Q_strncpy( tmp, pModelNameIn, sizeof(tmp) ); + if ( Q_strnicmp( tmp, "models/", 7 ) ) + { + Q_snprintf( pOut, sizeOut, "models/%s" , tmp ); + } + else + { + Q_strncpy( pOut, tmp, sizeOut); + } + int len = Q_strlen(pOut); + if ( len < 4 || Q_stricmp( pOut + (len-4), ".mdl" ) ) + { + Q_strncat( pOut, ".mdl", sizeOut, COPY_ALL_CHARACTERS ); + } + + return pOut; +} + + +//----------------------------------------------------------------------------- +// breakable prop functions +//----------------------------------------------------------------------------- +// +//----------------------------------------------------------------------------- +// list of models to break into +class CBreakParser : public IVPhysicsKeyHandler +{ +public: + CBreakParser( float defaultBurstScale, int defaultCollisionGroup ) + : m_defaultBurstScale(defaultBurstScale), m_defaultCollisionGroup(defaultCollisionGroup) {} + + void ParseModelName( breakmodel_t *pModel, const char *pValue ) + { + FixupModelName( pModel->modelName, sizeof(pModel->modelName), pValue ); + } + virtual void ParseKeyValue( void *pData, const char *pKey, const char *pValue ) + { + breakmodel_t *pModel = (breakmodel_t *)pData; + if ( !strcmpi( pKey, "model" ) ) + { + ParseModelName( pModel, pValue ); + } + else if (!strcmpi( pKey, "ragdoll" ) ) + { + ParseModelName( pModel, pValue ); + pModel->isRagdoll = true; + } + else if (!strcmpi( pKey, "motiondisabled" ) ) + { + pModel->isMotionDisabled = true; + } + else if ( !strcmpi( pKey, "offset" ) ) + { + UTIL_StringToVector( pModel->offset.Base(), pValue ); + } + else if ( !strcmpi( pKey, "health" ) ) + { + pModel->health = atof(pValue); + } + else if ( !strcmpi( pKey, "fadetime" ) ) + { + pModel->fadeTime = atof(pValue); + if ( !m_wroteCollisionGroup ) + { + pModel->collisionGroup = COLLISION_GROUP_DEBRIS; + } + } + else if ( !strcmpi( pKey, "fademindist" ) ) + { + pModel->fadeMinDist = atof(pValue); + } + else if ( !strcmpi( pKey, "fademaxdist" ) ) + { + pModel->fadeMaxDist = atof(pValue); + } + else if ( !strcmpi( pKey, "debris" ) ) + { + pModel->collisionGroup = atoi(pValue) > 0 ? COLLISION_GROUP_DEBRIS : COLLISION_GROUP_INTERACTIVE; + m_wroteCollisionGroup = true; + } + else if ( !strcmpi( pKey, "burst" ) ) + { + pModel->burstScale = atof( pValue ); + } + else if ( !strcmpi( pKey, "placementbone" ) ) + { + Q_strncpy( pModel->placementName, pValue, sizeof(pModel->placementName) ); + pModel->placementIsBone = true; + } + else if ( !strcmpi( pKey, "placementattachment" ) ) + { + Q_strncpy( pModel->placementName, pValue, sizeof(pModel->placementName) ); + pModel->placementIsBone = false; + } + else if ( !strcmpi( pKey, "multiplayer_break" ) ) + { + if ( FStrEq( pValue, "server" ) ) + { + pModel->mpBreakMode = MULTIPLAYER_BREAK_SERVERSIDE; + } + else if ( FStrEq( pValue, "client" ) ) + { + pModel->mpBreakMode = MULTIPLAYER_BREAK_CLIENTSIDE; + } + } + } + virtual void SetDefaults( void *pData ) + { + breakmodel_t *pModel = (breakmodel_t *)pData; + pModel->modelName[0] = 0; + pModel->offset = vec3_origin; + pModel->health = 1; + pModel->fadeTime = 20.0f; + pModel->fadeMinDist = 0.0f; + pModel->fadeMaxDist = 0.0f; + pModel->burstScale = m_defaultBurstScale; + pModel->collisionGroup = m_defaultCollisionGroup; + pModel->isRagdoll = false; + pModel->isMotionDisabled = false; + pModel->placementName[0] = 0; + pModel->placementIsBone = false; + pModel->mpBreakMode = MULTIPLAYER_BREAK_DEFAULT; + m_wroteCollisionGroup = false; + } + +private: + int m_defaultCollisionGroup; + float m_defaultBurstScale; + bool m_wroteCollisionGroup; +}; + +void BreakModelList( CUtlVector<breakmodel_t> &list, int modelindex, float defBurstScale, int defCollisionGroup ) +{ + vcollide_t *pCollide = modelinfo->GetVCollide( modelindex ); + if ( !pCollide ) + return; + + IVPhysicsKeyParser *pParse = physcollision->VPhysicsKeyParserCreate( pCollide->pKeyValues ); + while ( !pParse->Finished() ) + { + CBreakParser breakParser( defBurstScale, defCollisionGroup ); + + const char *pBlock = pParse->GetCurrentBlockName(); + if ( !strcmpi( pBlock, "break" ) ) + { + int index = list.AddToTail(); + breakmodel_t &breakModel = list[index]; + pParse->ParseCustom( &breakModel, &breakParser ); + } + else + { + pParse->SkipBlock(); + } + } + physcollision->VPhysicsKeyParserDestroy( pParse ); +} + +#if !defined(_STATIC_LINKED) || defined(CLIENT_DLL) +int GetAutoMultiplayerPhysicsMode( Vector size, float mass ) +{ + float volume = size.x * size.y * size.z; + + float minsize = sv_pushaway_clientside_size.GetFloat(); + + // if it's too small, client side only + if ( volume < (minsize*minsize*minsize) ) + return PHYSICS_MULTIPLAYER_CLIENTSIDE; + + // if it's too light, no player pushback + if ( mass < 8.0 ) + return PHYSICS_MULTIPLAYER_NON_SOLID; + + // full pushbackmode + return PHYSICS_MULTIPLAYER_SOLID; +} +#else +extern int GetAutoMultiplayerPhysicsMode( Vector size, float mass ); +#endif + +//----------------------------------------------------------------------------- +// Purpose: Returns a string describing a real-world equivalent mass. +// Input : flMass - mass in kg +//----------------------------------------------------------------------------- +#if !defined(_STATIC_LINKED) || defined(CLIENT_DLL) +const char *GetMassEquivalent(float flMass) +{ + static struct + { + float flMass; + const char *sz; + } masstext[] = + { + { 5e-6, "snowflake" }, + { 2.5e-3, "ping-pong ball" }, + { 5e-3, "penny" }, + { 0.05, "golf ball" }, + { 0.17, "billard ball" }, + { 2, "bag of sugar" }, + { 7, "male cat" }, + { 10, "bowling ball" }, + { 30, "dog" }, + { 60, "cheetah" }, + { 90, "adult male human" }, + { 250, "refrigerator" }, + { 600, "race horse" }, + { 1000, "small car" }, + { 1650, "medium car" }, + { 2500, "large car" }, + { 6000, "t-rex" }, + { 7200, "elephant" }, + { 8e4, "space shuttle" }, + { 7e5, "locomotive" }, + { 9.2e6, "Eiffel tower" }, + { 6e24, "the Earth" }, + { 7e24, "really freaking heavy" }, + }; + + for (int i = 0; i < sizeof(masstext) / sizeof(masstext[0]) - 1; i++) + { + if (flMass < masstext[i].flMass) + { + return masstext[i].sz; + } + } + + return masstext[ sizeof(masstext) / sizeof(masstext[0]) - 1 ].sz; +} +#else +extern const char *GetMassEquivalent(float flMass); +#endif + +#ifdef GAME_DLL +//========================================================= +//========================================================= +class CGameGibManager : public CBaseEntity +{ + DECLARE_CLASS( CGameGibManager, CBaseEntity ); + DECLARE_DATADESC(); + +public: + + CGameGibManager() : m_iCurrentMaxPieces(-1), m_iMaxPieces(-1), m_iMaxPiecesDX8(-1) {} + + void Activate( void ); + void AddGibToLRU( CBaseAnimating *pEntity ); + + inline bool AllowedToSpawnGib( void ); + +private: + + void UpdateMaxPieces(); + + void InputSetMaxPieces( inputdata_t &inputdata ); + void InputSetMaxPiecesDX8( inputdata_t &inputdata ); + + typedef CHandle<CBaseAnimating> CGibHandle; + CUtlLinkedList< CGibHandle > m_LRU; + + bool m_bAllowNewGibs; + + int m_iDXLevel; + int m_iCurrentMaxPieces; + int m_iMaxPieces; + int m_iMaxPiecesDX8; + int m_iLastFrame; +}; + +BEGIN_DATADESC( CGameGibManager ) + // Silence perfidous classcheck! + //DEFINE_FIELD( m_iCurrentMaxPieces, FIELD_INTEGER ), + //DEFINE_FIELD( m_iLastFrame, FIELD_INTEGER ), + //DEFINE_FIELD( m_iDXLevel, FIELD_INTEGER ), + DEFINE_KEYFIELD( m_iMaxPieces, FIELD_INTEGER, "maxpieces" ), + DEFINE_KEYFIELD( m_iMaxPiecesDX8, FIELD_INTEGER, "maxpiecesdx8" ), + DEFINE_KEYFIELD( m_bAllowNewGibs, FIELD_BOOLEAN, "allownewgibs" ), + + DEFINE_INPUTFUNC( FIELD_INTEGER, "SetMaxPieces", InputSetMaxPieces ), + DEFINE_INPUTFUNC( FIELD_INTEGER, "SetMaxPiecesDX8", InputSetMaxPiecesDX8 ), +END_DATADESC() + +LINK_ENTITY_TO_CLASS( game_gib_manager, CGameGibManager ); + + +void CGameGibManager::Activate( void ) +{ + m_LRU.Purge(); + + // Cache off the DX level for use later. + ConVarRef mat_dxlevel( "mat_dxlevel" ); + m_iDXLevel = mat_dxlevel.GetInt(); + + UpdateMaxPieces(); + + BaseClass::Activate(); +} + +void CGameGibManager::UpdateMaxPieces() +{ + // If we're running DX8, use the DX8 gib limit if set. + if ( ( m_iDXLevel < 90 ) && ( m_iMaxPiecesDX8 >= 0 ) ) + { + m_iCurrentMaxPieces = m_iMaxPiecesDX8; + } + else + { + m_iCurrentMaxPieces = m_iMaxPieces; + } +} + + +bool CGameGibManager::AllowedToSpawnGib( void ) +{ + if ( m_bAllowNewGibs ) + return true; + + // We're not tracking gibs at the moment + if ( m_iCurrentMaxPieces < 0 ) + return true; + + if ( m_iCurrentMaxPieces == 0 ) + return false; + + if ( m_iLastFrame == gpGlobals->framecount ) + { + if ( m_LRU.Count() >= m_iCurrentMaxPieces ) + { + return false; + } + } + + return true; +} + +void CGameGibManager::InputSetMaxPieces( inputdata_t &inputdata ) +{ + m_iMaxPieces = inputdata.value.Int(); + UpdateMaxPieces(); +} + +void CGameGibManager::InputSetMaxPiecesDX8( inputdata_t &inputdata ) +{ + m_iMaxPiecesDX8 = inputdata.value.Int(); + UpdateMaxPieces(); +} + +void CGameGibManager::AddGibToLRU( CBaseAnimating *pEntity ) +{ + int i, next; + + if ( pEntity == NULL ) + return; + + //Find stale gibs. + for ( i = m_LRU.Head(); i < m_LRU.InvalidIndex(); i = next ) + { + next = m_LRU.Next(i); + + if ( m_LRU[i].Get() == NULL ) + { + m_LRU.Remove(i); + } + } + + // We're not tracking gibs at the moment + if ( m_iCurrentMaxPieces <= 0 ) + return; + + while ( m_LRU.Count() >= m_iCurrentMaxPieces ) + { + i = m_LRU.Head(); + + //TODO: Make this fade out instead of pop. + UTIL_Remove( m_LRU[i] ); + m_LRU.Remove(i); + } + + m_LRU.AddToTail( pEntity ); + m_iLastFrame = gpGlobals->framecount; +} + +EHANDLE g_hGameGibManager; + +CGameGibManager *GetGibManager( void ) +{ +#ifndef HL2_EPISODIC + return NULL; +#endif + + if ( g_hGameGibManager == NULL ) + { + g_hGameGibManager = (CGameGibManager *)gEntList.FindEntityByClassname( NULL, "game_gib_manager" ); + } + + return (CGameGibManager *)g_hGameGibManager.Get(); +} + +#endif + +void PropBreakableCreateAll( int modelindex, IPhysicsObject *pPhysics, const breakablepropparams_t ¶ms, CBaseEntity *pEntity, int iPrecomputedBreakableCount, bool bIgnoreGibLimit, bool defaultLocation ) +{ + // Check for prop breakable count reset. + int nPropCount = props_break_max_pieces_perframe.GetInt(); + if ( nPropCount != -1 ) + { + if ( nFrameNumber != gpGlobals->framecount ) + { + nPropBreakablesPerFrameCount = 0; + nFrameNumber = gpGlobals->framecount; + } + + // Check for max breakable count for the frame. + if ( nPropBreakablesPerFrameCount >= nPropCount ) + return; + } + + int iMaxBreakCount = bIgnoreGibLimit ? -1 : props_break_max_pieces.GetInt(); + if ( iMaxBreakCount != -1 ) + { + if ( iPrecomputedBreakableCount != -1 ) + { + iPrecomputedBreakableCount = MIN( iMaxBreakCount, iPrecomputedBreakableCount ); + } + else + { + iPrecomputedBreakableCount = iMaxBreakCount; + } + } + +#ifdef GAME_DLL + // On server limit break model creation + if ( !PropBreakableCapEdictsOnCreateAll(modelindex, pPhysics, params, pEntity, iPrecomputedBreakableCount ) ) + { + DevMsg( "Failed to create PropBreakable: would exceed MAX_EDICTS\n" ); + return; + } +#endif + + vcollide_t *pCollide = modelinfo->GetVCollide( modelindex ); + if ( !pCollide ) + return; + + int nSkin = 0; + CBaseEntity *pOwnerEntity = pEntity; + CBaseAnimating *pOwnerAnim = NULL; + if ( pPhysics ) + { + pOwnerEntity = static_cast<CBaseEntity *>(pPhysics->GetGameData()); + } + if ( pOwnerEntity ) + { + pOwnerAnim = pOwnerEntity->GetBaseAnimating(); + if ( pOwnerAnim ) + { + nSkin = pOwnerAnim->m_nSkin; + } + } + matrix3x4_t localToWorld; + + CStudioHdr studioHdr; + const model_t *model = modelinfo->GetModel( modelindex ); + if ( model ) + { + studioHdr.Init( modelinfo->GetStudiomodel( model ) ); + } + + Vector parentOrigin = vec3_origin; + int parentAttachment = Studio_FindAttachment( &studioHdr, "placementOrigin" ) + 1; + if ( parentAttachment > 0 ) + { + GetAttachmentLocalSpace( &studioHdr, parentAttachment-1, localToWorld ); + MatrixGetColumn( localToWorld, 3, parentOrigin ); + } + else + { + AngleMatrix( vec3_angle, localToWorld ); + } + + CUtlVector<breakmodel_t> list; + + BreakModelList( list, modelindex, params.defBurstScale, params.defCollisionGroup ); + + if ( list.Count() ) + { + for ( int i = 0; i < list.Count(); i++ ) + { + int modelIndex = modelinfo->GetModelIndex( list[i].modelName ); + if ( modelIndex <= 0 ) + continue; + + // Skip multiplayer pieces that should be spawning on the other dll +#ifdef GAME_DLL + if ( gpGlobals->maxClients > 1 && breakable_multiplayer.GetBool() ) +#else + if ( gpGlobals->maxClients > 1 ) +#endif + { +#ifdef GAME_DLL + if ( list[i].mpBreakMode == MULTIPLAYER_BREAK_CLIENTSIDE ) + continue; +#else + if ( list[i].mpBreakMode == MULTIPLAYER_BREAK_SERVERSIDE ) + continue; +#endif + + if ( !defaultLocation && list[i].mpBreakMode == MULTIPLAYER_BREAK_DEFAULT ) + continue; + } + + if ( ( nPropCount != -1 ) && ( nPropBreakablesPerFrameCount > nPropCount ) ) + break; + + if ( ( iPrecomputedBreakableCount != -1 ) && ( i >= iPrecomputedBreakableCount ) ) + break; + + matrix3x4_t matrix; + AngleMatrix( params.angles, params.origin, matrix ); + + CStudioHdr studioHdr; + const model_t *model = modelinfo->GetModel( modelIndex ); + if ( model ) + { + studioHdr.Init( modelinfo->GetStudiomodel( model ) ); + } + + // Increment the number of breakable props this frame. + ++nPropBreakablesPerFrameCount; + + Vector position = vec3_origin; + QAngle angles = params.angles; + if ( pOwnerAnim && list[i].placementName[0] ) + { + if ( list[i].placementIsBone ) + { + int boneIndex = pOwnerAnim->LookupBone( list[i].placementName ); + if ( boneIndex >= 0 ) + { + pOwnerAnim->GetBonePosition( boneIndex, position, angles ); + AngleMatrix( angles, position, matrix ); + } + } + else + { + int attachmentIndex = Studio_FindAttachment( &studioHdr, list[i].placementName ) + 1; + if ( attachmentIndex > 0 ) + { + pOwnerAnim->GetAttachment( attachmentIndex, matrix ); + MatrixAngles( matrix, angles ); + } + } + } + else + { + int placementIndex = Studio_FindAttachment( &studioHdr, "placementOrigin" ) + 1; + Vector placementOrigin = parentOrigin; + if ( placementIndex > 0 ) + { + GetAttachmentLocalSpace( &studioHdr, placementIndex-1, localToWorld ); + MatrixGetColumn( localToWorld, 3, placementOrigin ); + placementOrigin -= parentOrigin; + } + + VectorTransform( list[i].offset - placementOrigin, matrix, position ); + } + Vector objectVelocity = params.velocity; + + if (pPhysics) + { + pPhysics->GetVelocityAtPoint( position, &objectVelocity ); + } + + int nActualSkin = nSkin; + if ( nActualSkin > studioHdr.numskinfamilies() ) + nActualSkin = 0; + + CBaseEntity *pBreakable = NULL; + +#ifdef GAME_DLL + if ( GetGibManager() == NULL || GetGibManager()->AllowedToSpawnGib() ) +#endif + { + pBreakable = BreakModelCreateSingle( pOwnerEntity, &list[i], position, angles, objectVelocity, params.angularVelocity, nActualSkin, params ); + } + + if ( pBreakable ) + { +#ifdef GAME_DLL + if ( GetGibManager() ) + { + GetGibManager()->AddGibToLRU( pBreakable->GetBaseAnimating() ); + } +#endif + if ( pOwnerEntity && pOwnerEntity->IsEffectActive( EF_NOSHADOW ) ) + { + pBreakable->AddEffects( EF_NOSHADOW ); + } + + // If burst scale is set, this piece should 'burst' away from + // the origin in addition to travelling in the wished velocity. + if ( list[i].burstScale != 0.0 ) + { + Vector vecBurstDir = position - params.origin; + + // If $autocenter wasn't used, try the center of the piece + if ( vecBurstDir == vec3_origin ) + { + vecBurstDir = pBreakable->WorldSpaceCenter() - params.origin; + } + + VectorNormalize( vecBurstDir ); + + pBreakable->ApplyAbsVelocityImpulse( vecBurstDir * list[i].burstScale ); + } + + // If this piece is supposed to be motion disabled, disable it + if ( list[i].isMotionDisabled ) + { + IPhysicsObject *pPhysicsObject = pBreakable->VPhysicsGetObject(); + if ( pPhysicsObject != NULL ) + { + pPhysicsObject->EnableMotion( false ); + } + } + } + } + } + // Then see if the propdata specifies any breakable pieces + else if ( pEntity ) + { + IBreakableWithPropData *pBreakableInterface = dynamic_cast<IBreakableWithPropData*>(pEntity); + if ( pBreakableInterface && pBreakableInterface->GetBreakableModel() != NULL_STRING && pBreakableInterface->GetBreakableCount() ) + { + breakmodel_t breakModel; + + for ( int i = 0; i < pBreakableInterface->GetBreakableCount(); i++ ) + { + if ( ( iPrecomputedBreakableCount != -1 ) && ( i >= iPrecomputedBreakableCount ) ) + break; + + Q_strncpy( breakModel.modelName, g_PropDataSystem.GetRandomChunkModel(STRING(pBreakableInterface->GetBreakableModel()), pBreakableInterface->GetMaxBreakableSize()), sizeof(breakModel.modelName) ); + + breakModel.health = 1; + breakModel.fadeTime = RandomFloat(5,10); + breakModel.fadeMinDist = 0.0f; + breakModel.fadeMaxDist = 0.0f; + breakModel.burstScale = params.defBurstScale; + breakModel.collisionGroup = COLLISION_GROUP_DEBRIS; + breakModel.isRagdoll = false; + breakModel.isMotionDisabled = false; + breakModel.placementName[0] = 0; + breakModel.placementIsBone = false; + + Vector vecObbSize = pEntity->CollisionProp()->OBBSize(); + + // Find a random point on the plane of the original's two largest axis + int smallestAxis = SmallestAxis( vecObbSize ); + Vector vecMins(0,0,0); + Vector vecMaxs(1,1,1); + vecMins[smallestAxis] = 0.5; + vecMaxs[smallestAxis] = 0.5; + pEntity->CollisionProp()->RandomPointInBounds( vecMins, vecMaxs, &breakModel.offset ); + + // Push all chunks away from the center + Vector vecBurstDir = breakModel.offset - params.origin; + VectorNormalize( vecBurstDir ); + Vector vecVelocity = vecBurstDir * params.defBurstScale; + + QAngle vecAngles = pEntity->GetAbsAngles(); + int iSkin = pBreakableInterface->GetBreakableSkin(); + + CBaseEntity *pBreakable = NULL; + +#ifdef GAME_DLL + if ( GetGibManager() == NULL || GetGibManager()->AllowedToSpawnGib() ) +#endif + { + pBreakable = BreakModelCreateSingle( pOwnerEntity, &breakModel, breakModel.offset, vecAngles, vecVelocity, vec3_origin/*params.angularVelocity*/, iSkin, params ); + if ( !pBreakable ) + { + DevWarning( "PropBreakableCreateAll: Could not create model %s\n", breakModel.modelName ); + } + } + + if ( pBreakable ) + { +#ifdef GAME_DLL + if ( GetGibManager() ) + { + GetGibManager()->AddGibToLRU( pBreakable->GetBaseAnimating() ); + } +#endif + Vector vecBreakableObbSize = pBreakable->CollisionProp()->OBBSize(); + + // Try to align the gibs along the original axis + matrix3x4_t matrix; + AngleMatrix( vecAngles, matrix ); + AlignBoxes( &matrix, vecObbSize, vecBreakableObbSize ); + MatrixAngles( matrix, vecAngles ); + + if ( pBreakable->VPhysicsGetObject() ) + { + Vector pos; + pBreakable->VPhysicsGetObject()->GetPosition( &pos, NULL ); + pBreakable->VPhysicsGetObject()->SetPosition( pos, vecAngles, true ); + } + + pBreakable->SetAbsAngles( vecAngles ); + + if ( pOwnerEntity->IsEffectActive( EF_NOSHADOW ) ) + { + pBreakable->AddEffects( EF_NOSHADOW ); + } + } + } + } + } +} + + +void PropBreakableCreateAll( int modelindex, IPhysicsObject *pPhysics, const Vector &origin, const QAngle &angles, const Vector &velocity, const AngularImpulse &angularVelocity, float impactEnergyScale, float defBurstScale, int defCollisionGroup, CBaseEntity *pEntity, bool defaultLocation ) +{ + breakablepropparams_t params( origin, angles, velocity, angularVelocity ); + params.impactEnergyScale = impactEnergyScale; + params.defBurstScale = defBurstScale; + params.defCollisionGroup = defCollisionGroup; + PropBreakableCreateAll( modelindex, pPhysics, params, pEntity, -1, false, defaultLocation ); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : modelindex - +//----------------------------------------------------------------------------- +void PrecacheGibsForModel( int iModel ) +{ + VPROF_BUDGET( "PrecacheGibsForModel", VPROF_BUDGETGROUP_PLAYER ); + vcollide_t *pCollide = modelinfo->GetVCollide( iModel ); + if ( !pCollide ) + return; + + // The scale and group doesn't really matter at the moment, we are just using the parser to get the model name to cache. + CBreakParser breakParser( 1.0, COLLISION_GROUP_NONE ); + + // Create a parser. + IVPhysicsKeyParser *pParse = physcollision->VPhysicsKeyParserCreate( pCollide->pKeyValues ); + while ( !pParse->Finished() ) + { + const char *pBlock = pParse->GetCurrentBlockName(); + if ( !strcmpi( pBlock, "break" ) ) + { + breakmodel_t breakModel; + pParse->ParseCustom( &breakModel, &breakParser ); + CBaseEntity::PrecacheModel( breakModel.modelName ); + } + else + { + pParse->SkipBlock(); + } + } + + // Destroy the parser. + physcollision->VPhysicsKeyParserDestroy( pParse ); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : &list - +// modelindex - +// defBurstScale - +// defCollisionGroup - +//----------------------------------------------------------------------------- +void BuildGibList( CUtlVector<breakmodel_t> &list, int modelindex, float defBurstScale, int defCollisionGroup ) +{ + BreakModelList( list, modelindex, defBurstScale, defCollisionGroup ); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : &list - +// modelindex - +// *pPhysics - +// ¶ms - +// *pEntity - +// iPrecomputedBreakableCount - +// bIgnoreGibLImit - +// defaultLocation - +//----------------------------------------------------------------------------- +CBaseEntity *CreateGibsFromList( CUtlVector<breakmodel_t> &list, int modelindex, IPhysicsObject *pPhysics, const breakablepropparams_t ¶ms, CBaseEntity *pEntity, int iPrecomputedBreakableCount, bool bIgnoreGibLimit, bool defaultLocation, CUtlVector<EHANDLE> *pGibList, bool bBurning ) +{ + // Check for prop breakable count reset. + int nPropCount = props_break_max_pieces_perframe.GetInt(); + if ( nPropCount != -1 ) + { + if ( nFrameNumber != gpGlobals->framecount ) + { + nPropBreakablesPerFrameCount = 0; + nFrameNumber = gpGlobals->framecount; + } + + // Check for max breakable count for the frame. + if ( nPropBreakablesPerFrameCount >= nPropCount ) + return NULL; + } + + int iMaxBreakCount = bIgnoreGibLimit ? -1 : props_break_max_pieces.GetInt(); + if ( iMaxBreakCount != -1 ) + { + if ( iPrecomputedBreakableCount != -1 ) + { + iPrecomputedBreakableCount = MIN( iMaxBreakCount, iPrecomputedBreakableCount ); + } + else + { + iPrecomputedBreakableCount = iMaxBreakCount; + } + } + +#ifdef GAME_DLL + // On server limit break model creation + if ( !PropBreakableCapEdictsOnCreateAll(modelindex, pPhysics, params, pEntity, iPrecomputedBreakableCount ) ) + { + DevMsg( "Failed to create PropBreakable: would exceed MAX_EDICTS\n" ); + return NULL; + } +#endif + + vcollide_t *pCollide = modelinfo->GetVCollide( modelindex ); + if ( !pCollide ) + return NULL; + + int nSkin = 0; + CBaseEntity *pOwnerEntity = pEntity; + CBaseAnimating *pOwnerAnim = NULL; + if ( pPhysics ) + { + pOwnerEntity = static_cast<CBaseEntity *>(pPhysics->GetGameData()); + } + if ( pOwnerEntity ) + { + pOwnerAnim = dynamic_cast<CBaseAnimating*>(pOwnerEntity); + if ( pOwnerAnim ) + { + nSkin = pOwnerAnim->m_nSkin; + } + } + matrix3x4_t localToWorld; + + CStudioHdr studioHdr; + const model_t *model = modelinfo->GetModel( modelindex ); + if ( model ) + { + studioHdr.Init( modelinfo->GetStudiomodel( model ) ); + } + + Vector parentOrigin = vec3_origin; + int parentAttachment = Studio_FindAttachment( &studioHdr, "placementOrigin" ) + 1; + if ( parentAttachment > 0 ) + { + GetAttachmentLocalSpace( &studioHdr, parentAttachment-1, localToWorld ); + MatrixGetColumn( localToWorld, 3, parentOrigin ); + } + else + { + AngleMatrix( vec3_angle, localToWorld ); + } + +// CUtlVector<breakmodel_t> list; +// BreakModelList( list, modelindex, params.defBurstScale, params.defCollisionGroup ); + + CBaseEntity *pFirstBreakable = NULL; + + if ( list.Count() ) + { + for ( int i = 0; i < list.Count(); i++ ) + { + int modelIndex = modelinfo->GetModelIndex( list[i].modelName ); + if ( modelIndex <= 0 ) + continue; + + // Skip multiplayer pieces that should be spawning on the other dll +#ifdef GAME_DLL + if ( gpGlobals->maxClients > 1 && breakable_multiplayer.GetBool() ) +#else + if ( gpGlobals->maxClients > 1 ) +#endif + { +#ifdef GAME_DLL + if ( list[i].mpBreakMode == MULTIPLAYER_BREAK_CLIENTSIDE ) + continue; +#else + if ( list[i].mpBreakMode == MULTIPLAYER_BREAK_SERVERSIDE ) + continue; +#endif + + if ( !defaultLocation && list[i].mpBreakMode == MULTIPLAYER_BREAK_DEFAULT ) + continue; + } + + if ( ( nPropCount != -1 ) && ( nPropBreakablesPerFrameCount > nPropCount ) ) + break; + + if ( ( iPrecomputedBreakableCount != -1 ) && ( i >= iPrecomputedBreakableCount ) ) + break; + + matrix3x4_t matrix; + AngleMatrix( params.angles, params.origin, matrix ); + + CStudioHdr studioHdr; + const model_t *model = modelinfo->GetModel( modelIndex ); + if ( model ) + { + studioHdr.Init( modelinfo->GetStudiomodel( model ) ); + } + + // Increment the number of breakable props this frame. + ++nPropBreakablesPerFrameCount; + + Vector position = vec3_origin; + QAngle angles = params.angles; + if ( pOwnerAnim && list[i].placementName[0] ) + { + if ( list[i].placementIsBone ) + { + int boneIndex = pOwnerAnim->LookupBone( list[i].placementName ); + if ( boneIndex >= 0 ) + { + pOwnerAnim->GetBonePosition( boneIndex, position, angles ); + AngleMatrix( angles, position, matrix ); + } + } + else + { + int attachmentIndex = Studio_FindAttachment( &studioHdr, list[i].placementName ) + 1; + if ( attachmentIndex > 0 ) + { + pOwnerAnim->GetAttachment( attachmentIndex, matrix ); + MatrixAngles( matrix, angles ); + } + } + } + else + { + int placementIndex = Studio_FindAttachment( &studioHdr, "placementOrigin" ) + 1; + Vector placementOrigin = parentOrigin; + if ( placementIndex > 0 ) + { + GetAttachmentLocalSpace( &studioHdr, placementIndex-1, localToWorld ); + MatrixGetColumn( localToWorld, 3, placementOrigin ); + placementOrigin -= parentOrigin; + } + + VectorTransform( list[i].offset - placementOrigin, matrix, position ); + } + Vector objectVelocity = params.velocity; + + float flScale = VectorNormalize( objectVelocity ); + objectVelocity.x += RandomFloat( -1.f, 1.0f ); + objectVelocity.y += RandomFloat( -1.0f, 1.0f ); + objectVelocity.z += RandomFloat( 0.0f, 1.0f ); + VectorNormalize( objectVelocity ); + objectVelocity *= flScale; + + if (pPhysics) + { + pPhysics->GetVelocityAtPoint( position, &objectVelocity ); + } + + int nActualSkin = nSkin; + if ( nActualSkin > studioHdr.numskinfamilies() ) + nActualSkin = 0; + + CBaseEntity *pBreakable = NULL; + +#ifdef GAME_DLL + if ( GetGibManager() == NULL || GetGibManager()->AllowedToSpawnGib() ) +#endif + { + pBreakable = BreakModelCreateSingle( pOwnerEntity, &list[i], position, angles, objectVelocity, params.angularVelocity, nActualSkin, params ); + } + + if ( pBreakable ) + { +#ifdef GAME_DLL + if ( GetGibManager() ) + { + GetGibManager()->AddGibToLRU( pBreakable->GetBaseAnimating() ); + } +#endif + +#ifndef GAME_DLL + if ( bBurning && cl_burninggibs.GetBool() ) + { + pBreakable->ParticleProp()->Create( "burninggibs", PATTACH_POINT_FOLLOW, "bloodpoint" ); + } +#endif + if ( pOwnerEntity && pOwnerEntity->IsEffectActive( EF_NOSHADOW ) ) + { + pBreakable->AddEffects( EF_NOSHADOW ); + } + + // If burst scale is set, this piece should 'burst' away from + // the origin in addition to travelling in the wished velocity. + if ( list[i].burstScale != 0.0 ) + { + Vector vecBurstDir = position - params.origin; + + // If $autocenter wasn't used, try the center of the piece + if ( vecBurstDir == vec3_origin ) + { + vecBurstDir = pBreakable->WorldSpaceCenter() - params.origin; + } + + VectorNormalize( vecBurstDir ); + + pBreakable->ApplyAbsVelocityImpulse( vecBurstDir * list[i].burstScale ); + } + + // If this piece is supposed to be motion disabled, disable it + if ( list[i].isMotionDisabled ) + { + IPhysicsObject *pPhysicsObject = pBreakable->VPhysicsGetObject(); + if ( pPhysicsObject != NULL ) + { + pPhysicsObject->EnableMotion( false ); + } + } + + if ( !pFirstBreakable ) + { + pFirstBreakable = pBreakable; + } + + if ( pGibList ) + { + pGibList->AddToTail( pBreakable ); + } + } + } + } + // Then see if the propdata specifies any breakable pieces + else if ( pEntity ) + { + IBreakableWithPropData *pBreakableInterface = dynamic_cast<IBreakableWithPropData*>(pEntity); + if ( pBreakableInterface && pBreakableInterface->GetBreakableModel() != NULL_STRING && pBreakableInterface->GetBreakableCount() ) + { + breakmodel_t breakModel; + + for ( int i = 0; i < pBreakableInterface->GetBreakableCount(); i++ ) + { + if ( ( iPrecomputedBreakableCount != -1 ) && ( i >= iPrecomputedBreakableCount ) ) + break; + + Q_strncpy( breakModel.modelName, g_PropDataSystem.GetRandomChunkModel(STRING(pBreakableInterface->GetBreakableModel()), pBreakableInterface->GetMaxBreakableSize()), sizeof(breakModel.modelName) ); + + breakModel.health = 1; + breakModel.fadeTime = RandomFloat(5,10); + breakModel.fadeMinDist = 0.0f; + breakModel.fadeMaxDist = 0.0f; + breakModel.burstScale = params.defBurstScale; + breakModel.collisionGroup = COLLISION_GROUP_DEBRIS; + breakModel.isRagdoll = false; + breakModel.isMotionDisabled = false; + breakModel.placementName[0] = 0; + breakModel.placementIsBone = false; + + Vector vecObbSize = pEntity->CollisionProp()->OBBSize(); + + // Find a random point on the plane of the original's two largest axis + int smallestAxis = SmallestAxis( vecObbSize ); + Vector vecMins(0,0,0); + Vector vecMaxs(1,1,1); + vecMins[smallestAxis] = 0.5; + vecMaxs[smallestAxis] = 0.5; + pEntity->CollisionProp()->RandomPointInBounds( vecMins, vecMaxs, &breakModel.offset ); + + // Push all chunks away from the center + Vector vecBurstDir = breakModel.offset - params.origin; + VectorNormalize( vecBurstDir ); + Vector vecVelocity = vecBurstDir * params.defBurstScale; + + QAngle vecAngles = pEntity->GetAbsAngles(); + int iSkin = pBreakableInterface->GetBreakableSkin(); + + CBaseEntity *pBreakable = NULL; + +#ifdef GAME_DLL + if ( GetGibManager() == NULL || GetGibManager()->AllowedToSpawnGib() ) +#endif + { + pBreakable = BreakModelCreateSingle( pOwnerEntity, &breakModel, breakModel.offset, vecAngles, vecVelocity, vec3_origin/*params.angularVelocity*/, iSkin, params ); + } + + if( pBreakable ) + { +#ifdef GAME_DLL + if ( GetGibManager() ) + { + GetGibManager()->AddGibToLRU( pBreakable->GetBaseAnimating() ); + } +#endif + Vector vecBreakableObbSize = pBreakable->CollisionProp()->OBBSize(); + + // Try to align the gibs along the original axis + matrix3x4_t matrix; + AngleMatrix( vecAngles, matrix ); + AlignBoxes( &matrix, vecObbSize, vecBreakableObbSize ); + MatrixAngles( matrix, vecAngles ); + + if ( pBreakable->VPhysicsGetObject() ) + { + Vector pos; + pBreakable->VPhysicsGetObject()->GetPosition( &pos, NULL ); + pBreakable->VPhysicsGetObject()->SetPosition( pos, vecAngles, true ); + } + + pBreakable->SetAbsAngles( vecAngles ); + + if ( pOwnerEntity->IsEffectActive( EF_NOSHADOW ) ) + { + pBreakable->AddEffects( EF_NOSHADOW ); + } + + if ( !pFirstBreakable ) + { + pFirstBreakable = pBreakable; + } + + if ( pGibList ) + { + pGibList->AddToTail( pBreakable ); + } + } + else + { + DevWarning( "PropBreakableCreateAll: Could not create model %s\n", breakModel.modelName ); + } + } + } + } + + return pFirstBreakable; +} + |