diff options
Diffstat (limited to 'mp/src/game/server/CRagdollMagnet.cpp')
| -rw-r--r-- | mp/src/game/server/CRagdollMagnet.cpp | 444 |
1 files changed, 222 insertions, 222 deletions
diff --git a/mp/src/game/server/CRagdollMagnet.cpp b/mp/src/game/server/CRagdollMagnet.cpp index 2710a01e..454f7804 100644 --- a/mp/src/game/server/CRagdollMagnet.cpp +++ b/mp/src/game/server/CRagdollMagnet.cpp @@ -1,222 +1,222 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $NoKeywords: $
-//=============================================================================//
-#include "cbase.h"
-#include "game.h"
-#include "CRagdollMagnet.h"
-#include "cplane.h"
-
-ConVar ai_debug_ragdoll_magnets( "ai_debug_ragdoll_magnets", "0");
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-LINK_ENTITY_TO_CLASS( phys_ragdollmagnet, CRagdollMagnet );
-BEGIN_DATADESC( CRagdollMagnet )
- DEFINE_KEYFIELD( m_radius, FIELD_FLOAT, "radius" ),
- DEFINE_KEYFIELD( m_force, FIELD_FLOAT, "force" ),
- DEFINE_KEYFIELD( m_axis, FIELD_VECTOR, "axis" ),
- DEFINE_KEYFIELD( m_bDisabled, FIELD_BOOLEAN, "StartDisabled" ),
-
- DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ),
- DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),
-
-END_DATADESC()
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : &inputdata -
-//-----------------------------------------------------------------------------
-void CRagdollMagnet::InputEnable( inputdata_t &inputdata )
-{
- Enable( true );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : &inputdata -
-//-----------------------------------------------------------------------------
-void CRagdollMagnet::InputDisable( inputdata_t &inputdata )
-{
- Enable( false );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Find the ragdoll magnet entity that should pull this entity's ragdoll
-// Input : *pNPC - the npc that's dying
-// Output : CRagdollMagnet - the magnet that's best to use.
-//
-// NOTES:
-//
-// The nearest ragdoll magnet pulls me in IF:
-// - Present
-// - I'm within the magnet's RADIUS
-// - LATER: There is clear line of sight from my center to the magnet
-// - LATER: I'm not flagged to ignore ragdoll magnets
-// - LATER: The magnet is not turned OFF
-//-----------------------------------------------------------------------------
-CRagdollMagnet *CRagdollMagnet::FindBestMagnet( CBaseEntity *pNPC )
-{
- CRagdollMagnet *pMagnet = NULL;
- CRagdollMagnet *pBestMagnet;
-
- float flClosestDist;
-
- // Assume we won't find one.
- pBestMagnet = NULL;
- flClosestDist = FLT_MAX;
-
- do
- {
- pMagnet = (CRagdollMagnet *)gEntList.FindEntityByClassname( pMagnet, "phys_ragdollmagnet" );
-
- if( pMagnet && pMagnet->IsEnabled() )
- {
- if( pMagnet->m_target != NULL_STRING )
- {
- // if this magnet has a target, only affect that target!
- if( pNPC->GetEntityName() == pMagnet->m_target )
- {
- return pMagnet;
- }
- else
- {
- continue;
- }
- }
-
- float flDist;
- flDist = pMagnet->DistToPoint( pNPC->WorldSpaceCenter() );
-
- if( flDist < flClosestDist && flDist <= pMagnet->GetRadius() )
- {
- // This is the closest magnet that can pull this npc.
- flClosestDist = flDist;
- pBestMagnet = pMagnet;
- }
- }
-
- } while( pMagnet );
-
- return pBestMagnet;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Get the force that we should add to this NPC's ragdoll.
-// Input : *pNPC -
-// Output : Vector
-//
-// NOTE: This function assumes pNPC is within this magnet's radius.
-//-----------------------------------------------------------------------------
-Vector CRagdollMagnet::GetForceVector( CBaseEntity *pNPC )
-{
- Vector vecForceToApply;
-
- if( IsBarMagnet() )
- {
- CPlane axis;
- Vector vecForceDir;
- Vector vecClosest;
-
- CalcClosestPointOnLineSegment( pNPC->WorldSpaceCenter(), GetAbsOrigin(), m_axis, vecClosest, NULL );
-
- vecForceDir = (vecClosest - pNPC->WorldSpaceCenter() );
- VectorNormalize( vecForceDir );
-
- vecForceToApply = vecForceDir * m_force;
- }
- else
- {
- Vector vecForce;
-
- vecForce = GetAbsOrigin() - pNPC->WorldSpaceCenter();
- VectorNormalize( vecForce );
-
- vecForceToApply = vecForce * m_force;
- }
-
- if( ai_debug_ragdoll_magnets.GetBool() )
- {
- IPhysicsObject *pPhysObject;
-
- pPhysObject = pNPC->VPhysicsGetObject();
-
- if( pPhysObject )
- {
- Msg("Ragdoll magnet adding %f inches/sec to %s\n", m_force/pPhysObject->GetMass(), pNPC->GetClassname() );
- }
- }
-
- return vecForceToApply;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: How far away is this point? This is different for point and bar magnets
-// Input : &vecPoint - the point
-// Output : float - the dist
-//-----------------------------------------------------------------------------
-float CRagdollMagnet::DistToPoint( const Vector &vecPoint )
-{
- if( IsBarMagnet() )
- {
- // I'm a bar magnet, so the point's distance is really the plane constant.
- // A bar magnet is a cylinder who's length is AbsOrigin() to m_axis, and whose
- // diameter is m_radius.
-
- // first we build two planes. The TOP and BOTTOM planes.
- // the idea is that vecPoint must be on the right side of both
- // planes to be affected by this particular magnet.
- // TOP and BOTTOM planes can be visualized as the 'caps' of the cylinder
- // that describes the bar magnet, and they point towards each other.
- // We're making sure vecPoint is between the caps.
- Vector vecAxis;
-
- vecAxis = GetAxisVector();
- VectorNormalize( vecAxis );
-
- CPlane top, bottom;
-
- bottom.InitializePlane( -vecAxis, m_axis );
- top.InitializePlane( vecAxis, GetAbsOrigin() );
-
- if( top.PointInFront( vecPoint ) && bottom.PointInFront( vecPoint ) )
- {
- // This point is between the two caps, so calculate the distance
- // of vecPoint from the axis of the bar magnet
- CPlane axis;
- Vector vecUp;
- Vector vecRight;
-
- // Horizontal and Vertical distances.
- float hDist, vDist;
-
- // Need to get a vector that's right-hand to m_axis
- VectorVectors( vecAxis, vecRight, vecUp );
-
- //CrossProduct( vecAxis, vecUp, vecRight );
- //VectorNormalize( vecRight );
- //VectorNormalize( vecUp );
-
- // Set up the plane to measure horizontal dist.
- axis.InitializePlane( vecRight, GetAbsOrigin() );
- hDist = fabs( axis.PointDist( vecPoint ) );
-
- axis.InitializePlane( vecUp, GetAbsOrigin() );
- vDist = fabs( axis.PointDist( vecPoint ) );
-
- return MAX( hDist, vDist );
- }
- else
- {
- return FLT_MAX;
- }
- }
- else
- {
- // I'm a point magnet. Just return dist
- return ( GetAbsOrigin() - vecPoint ).Length();
- }
-}
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//=============================================================================// +#include "cbase.h" +#include "game.h" +#include "CRagdollMagnet.h" +#include "cplane.h" + +ConVar ai_debug_ragdoll_magnets( "ai_debug_ragdoll_magnets", "0"); + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +LINK_ENTITY_TO_CLASS( phys_ragdollmagnet, CRagdollMagnet ); +BEGIN_DATADESC( CRagdollMagnet ) + DEFINE_KEYFIELD( m_radius, FIELD_FLOAT, "radius" ), + DEFINE_KEYFIELD( m_force, FIELD_FLOAT, "force" ), + DEFINE_KEYFIELD( m_axis, FIELD_VECTOR, "axis" ), + DEFINE_KEYFIELD( m_bDisabled, FIELD_BOOLEAN, "StartDisabled" ), + + DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ), + DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ), + +END_DATADESC() + +//----------------------------------------------------------------------------- +// Purpose: +// Input : &inputdata - +//----------------------------------------------------------------------------- +void CRagdollMagnet::InputEnable( inputdata_t &inputdata ) +{ + Enable( true ); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : &inputdata - +//----------------------------------------------------------------------------- +void CRagdollMagnet::InputDisable( inputdata_t &inputdata ) +{ + Enable( false ); +} + +//----------------------------------------------------------------------------- +// Purpose: Find the ragdoll magnet entity that should pull this entity's ragdoll +// Input : *pNPC - the npc that's dying +// Output : CRagdollMagnet - the magnet that's best to use. +// +// NOTES: +// +// The nearest ragdoll magnet pulls me in IF: +// - Present +// - I'm within the magnet's RADIUS +// - LATER: There is clear line of sight from my center to the magnet +// - LATER: I'm not flagged to ignore ragdoll magnets +// - LATER: The magnet is not turned OFF +//----------------------------------------------------------------------------- +CRagdollMagnet *CRagdollMagnet::FindBestMagnet( CBaseEntity *pNPC ) +{ + CRagdollMagnet *pMagnet = NULL; + CRagdollMagnet *pBestMagnet; + + float flClosestDist; + + // Assume we won't find one. + pBestMagnet = NULL; + flClosestDist = FLT_MAX; + + do + { + pMagnet = (CRagdollMagnet *)gEntList.FindEntityByClassname( pMagnet, "phys_ragdollmagnet" ); + + if( pMagnet && pMagnet->IsEnabled() ) + { + if( pMagnet->m_target != NULL_STRING ) + { + // if this magnet has a target, only affect that target! + if( pNPC->GetEntityName() == pMagnet->m_target ) + { + return pMagnet; + } + else + { + continue; + } + } + + float flDist; + flDist = pMagnet->DistToPoint( pNPC->WorldSpaceCenter() ); + + if( flDist < flClosestDist && flDist <= pMagnet->GetRadius() ) + { + // This is the closest magnet that can pull this npc. + flClosestDist = flDist; + pBestMagnet = pMagnet; + } + } + + } while( pMagnet ); + + return pBestMagnet; +} + +//----------------------------------------------------------------------------- +// Purpose: Get the force that we should add to this NPC's ragdoll. +// Input : *pNPC - +// Output : Vector +// +// NOTE: This function assumes pNPC is within this magnet's radius. +//----------------------------------------------------------------------------- +Vector CRagdollMagnet::GetForceVector( CBaseEntity *pNPC ) +{ + Vector vecForceToApply; + + if( IsBarMagnet() ) + { + CPlane axis; + Vector vecForceDir; + Vector vecClosest; + + CalcClosestPointOnLineSegment( pNPC->WorldSpaceCenter(), GetAbsOrigin(), m_axis, vecClosest, NULL ); + + vecForceDir = (vecClosest - pNPC->WorldSpaceCenter() ); + VectorNormalize( vecForceDir ); + + vecForceToApply = vecForceDir * m_force; + } + else + { + Vector vecForce; + + vecForce = GetAbsOrigin() - pNPC->WorldSpaceCenter(); + VectorNormalize( vecForce ); + + vecForceToApply = vecForce * m_force; + } + + if( ai_debug_ragdoll_magnets.GetBool() ) + { + IPhysicsObject *pPhysObject; + + pPhysObject = pNPC->VPhysicsGetObject(); + + if( pPhysObject ) + { + Msg("Ragdoll magnet adding %f inches/sec to %s\n", m_force/pPhysObject->GetMass(), pNPC->GetClassname() ); + } + } + + return vecForceToApply; +} + +//----------------------------------------------------------------------------- +// Purpose: How far away is this point? This is different for point and bar magnets +// Input : &vecPoint - the point +// Output : float - the dist +//----------------------------------------------------------------------------- +float CRagdollMagnet::DistToPoint( const Vector &vecPoint ) +{ + if( IsBarMagnet() ) + { + // I'm a bar magnet, so the point's distance is really the plane constant. + // A bar magnet is a cylinder who's length is AbsOrigin() to m_axis, and whose + // diameter is m_radius. + + // first we build two planes. The TOP and BOTTOM planes. + // the idea is that vecPoint must be on the right side of both + // planes to be affected by this particular magnet. + // TOP and BOTTOM planes can be visualized as the 'caps' of the cylinder + // that describes the bar magnet, and they point towards each other. + // We're making sure vecPoint is between the caps. + Vector vecAxis; + + vecAxis = GetAxisVector(); + VectorNormalize( vecAxis ); + + CPlane top, bottom; + + bottom.InitializePlane( -vecAxis, m_axis ); + top.InitializePlane( vecAxis, GetAbsOrigin() ); + + if( top.PointInFront( vecPoint ) && bottom.PointInFront( vecPoint ) ) + { + // This point is between the two caps, so calculate the distance + // of vecPoint from the axis of the bar magnet + CPlane axis; + Vector vecUp; + Vector vecRight; + + // Horizontal and Vertical distances. + float hDist, vDist; + + // Need to get a vector that's right-hand to m_axis + VectorVectors( vecAxis, vecRight, vecUp ); + + //CrossProduct( vecAxis, vecUp, vecRight ); + //VectorNormalize( vecRight ); + //VectorNormalize( vecUp ); + + // Set up the plane to measure horizontal dist. + axis.InitializePlane( vecRight, GetAbsOrigin() ); + hDist = fabs( axis.PointDist( vecPoint ) ); + + axis.InitializePlane( vecUp, GetAbsOrigin() ); + vDist = fabs( axis.PointDist( vecPoint ) ); + + return MAX( hDist, vDist ); + } + else + { + return FLT_MAX; + } + } + else + { + // I'm a point magnet. Just return dist + return ( GetAbsOrigin() - vecPoint ).Length(); + } +} |