From f56bb35301836e56582a575a75864392a0177875 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?J=C3=B8rgen=20P=2E=20Tjern=C3=B8?= Date: Mon, 2 Dec 2013 19:31:46 -0800 Subject: Fix line endings. WHAMMY. --- mp/src/game/server/item_world.cpp | 1094 ++++++++++++++++++------------------- 1 file changed, 547 insertions(+), 547 deletions(-) (limited to 'mp/src/game/server/item_world.cpp') diff --git a/mp/src/game/server/item_world.cpp b/mp/src/game/server/item_world.cpp index 9b832c8e..e4233172 100644 --- a/mp/src/game/server/item_world.cpp +++ b/mp/src/game/server/item_world.cpp @@ -1,547 +1,547 @@ -//========= Copyright Valve Corporation, All rights reserved. ============// -// -// Purpose: Handling for the base world item. Most of this was moved from items.cpp. -// -// $NoKeywords: $ -//===========================================================================// - -#include "cbase.h" -#include "player.h" -#include "items.h" -#include "gamerules.h" -#include "engine/IEngineSound.h" -#include "iservervehicle.h" -#include "physics_saverestore.h" -#include "world.h" - -#ifdef HL2MP -#include "hl2mp_gamerules.h" -#endif - -// memdbgon must be the last include file in a .cpp file!!! -#include "tier0/memdbgon.h" - -#define ITEM_PICKUP_BOX_BLOAT 24 - -class CWorldItem : public CBaseAnimating -{ - DECLARE_DATADESC(); -public: - DECLARE_CLASS( CWorldItem, CBaseAnimating ); - - bool KeyValue( const char *szKeyName, const char *szValue ); - void Spawn( void ); - - int m_iType; -}; - -LINK_ENTITY_TO_CLASS(world_items, CWorldItem); - -BEGIN_DATADESC( CWorldItem ) - -DEFINE_FIELD( m_iType, FIELD_INTEGER ), - -END_DATADESC() - - -bool CWorldItem::KeyValue( const char *szKeyName, const char *szValue ) -{ - if (FStrEq(szKeyName, "type")) - { - m_iType = atoi(szValue); - } - else - return BaseClass::KeyValue( szKeyName, szValue ); - - return true; -} - -void CWorldItem::Spawn( void ) -{ - CBaseEntity *pEntity = NULL; - - switch (m_iType) - { - case 44: // ITEM_BATTERY: - pEntity = CBaseEntity::Create( "item_battery", GetLocalOrigin(), GetLocalAngles() ); - break; - case 45: // ITEM_SUIT: - pEntity = CBaseEntity::Create( "item_suit", GetLocalOrigin(), GetLocalAngles() ); - break; - } - - if (!pEntity) - { - Warning("unable to create world_item %d\n", m_iType ); - } - else - { - pEntity->m_target = m_target; - pEntity->SetName( GetEntityName() ); - pEntity->ClearSpawnFlags(); - pEntity->AddSpawnFlags( m_spawnflags ); - } - - UTIL_RemoveImmediate( this ); -} - - -BEGIN_DATADESC( CItem ) - - DEFINE_FIELD( m_bActivateWhenAtRest, FIELD_BOOLEAN ), - DEFINE_FIELD( m_vOriginalSpawnOrigin, FIELD_POSITION_VECTOR ), - DEFINE_FIELD( m_vOriginalSpawnAngles, FIELD_VECTOR ), - DEFINE_PHYSPTR( m_pConstraint ), - - // Function Pointers - DEFINE_ENTITYFUNC( ItemTouch ), - DEFINE_THINKFUNC( Materialize ), - DEFINE_THINKFUNC( ComeToRest ), - -#if defined( HL2MP ) || defined( TF_DLL ) - DEFINE_FIELD( m_flNextResetCheckTime, FIELD_TIME ), - DEFINE_THINKFUNC( FallThink ), -#endif - - // Outputs - DEFINE_OUTPUT( m_OnPlayerTouch, "OnPlayerTouch" ), - DEFINE_OUTPUT( m_OnCacheInteraction, "OnCacheInteraction" ), - -END_DATADESC() - - -//----------------------------------------------------------------------------- -// Constructor -//----------------------------------------------------------------------------- -CItem::CItem() -{ - m_bActivateWhenAtRest = false; -} - -bool CItem::CreateItemVPhysicsObject( void ) -{ - // Create the object in the physics system - int nSolidFlags = GetSolidFlags() | FSOLID_NOT_STANDABLE; - if ( !m_bActivateWhenAtRest ) - { - nSolidFlags |= FSOLID_TRIGGER; - } - - if ( VPhysicsInitNormal( SOLID_VPHYSICS, nSolidFlags, false ) == NULL ) - { - SetSolid( SOLID_BBOX ); - AddSolidFlags( nSolidFlags ); - - // If it's not physical, drop it to the floor - if (UTIL_DropToFloor(this, MASK_SOLID) == 0) - { - Warning( "Item %s fell out of level at %f,%f,%f\n", GetClassname(), GetAbsOrigin().x, GetAbsOrigin().y, GetAbsOrigin().z); - UTIL_Remove( this ); - return false; - } - } - - return true; -} - -//----------------------------------------------------------------------------- -// Purpose: -//----------------------------------------------------------------------------- -void CItem::Spawn( void ) -{ - if ( g_pGameRules->IsAllowedToSpawn( this ) == false ) - { - UTIL_Remove( this ); - return; - } - - SetMoveType( MOVETYPE_FLYGRAVITY ); - SetSolid( SOLID_BBOX ); - SetBlocksLOS( false ); - AddEFlags( EFL_NO_ROTORWASH_PUSH ); - - if( IsX360() ) - { - AddEffects( EF_ITEM_BLINK ); - } - - // This will make them not collide with the player, but will collide - // against other items + weapons - SetCollisionGroup( COLLISION_GROUP_WEAPON ); - CollisionProp()->UseTriggerBounds( true, ITEM_PICKUP_BOX_BLOAT ); - SetTouch(&CItem::ItemTouch); - - if ( CreateItemVPhysicsObject() == false ) - return; - - m_takedamage = DAMAGE_EVENTS_ONLY; - -#if !defined( CLIENT_DLL ) - // Constrained start? - if ( HasSpawnFlags( SF_ITEM_START_CONSTRAINED ) ) - { - //Constrain the weapon in place - IPhysicsObject *pReferenceObject, *pAttachedObject; - - pReferenceObject = g_PhysWorldObject; - pAttachedObject = VPhysicsGetObject(); - - if ( pReferenceObject && pAttachedObject ) - { - constraint_fixedparams_t fixed; - fixed.Defaults(); - fixed.InitWithCurrentObjectState( pReferenceObject, pAttachedObject ); - - fixed.constraint.forceLimit = lbs2kg( 10000 ); - fixed.constraint.torqueLimit = lbs2kg( 10000 ); - - m_pConstraint = physenv->CreateFixedConstraint( pReferenceObject, pAttachedObject, NULL, fixed ); - - m_pConstraint->SetGameData( (void *) this ); - } - } -#endif //CLIENT_DLL - -#if defined( HL2MP ) || defined( TF_DLL ) - SetThink( &CItem::FallThink ); - SetNextThink( gpGlobals->curtime + 0.1f ); -#endif -} - -unsigned int CItem::PhysicsSolidMaskForEntity( void ) const -{ - return BaseClass::PhysicsSolidMaskForEntity() | CONTENTS_PLAYERCLIP; -} - -void CItem::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) -{ - CBasePlayer *pPlayer = ToBasePlayer( pActivator ); - - if ( pPlayer ) - { - pPlayer->PickupObject( this ); - } -} - -extern int gEvilImpulse101; - - -//----------------------------------------------------------------------------- -// Activate when at rest, but don't allow pickup until then -//----------------------------------------------------------------------------- -void CItem::ActivateWhenAtRest( float flTime /* = 0.5f */ ) -{ - RemoveSolidFlags( FSOLID_TRIGGER ); - m_bActivateWhenAtRest = true; - SetThink( &CItem::ComeToRest ); - SetNextThink( gpGlobals->curtime + flTime ); -} - - -//----------------------------------------------------------------------------- -// Become touchable when we are at rest -//----------------------------------------------------------------------------- -void CItem::OnEntityEvent( EntityEvent_t event, void *pEventData ) -{ - BaseClass::OnEntityEvent( event, pEventData ); - - switch( event ) - { - case ENTITY_EVENT_WATER_TOUCH: - { - // Delay rest for a sec, to avoid changing collision - // properties inside a collision callback. - SetThink( &CItem::ComeToRest ); - SetNextThink( gpGlobals->curtime + 0.1f ); - } - break; - } -} - - -//----------------------------------------------------------------------------- -// Become touchable when we are at rest -//----------------------------------------------------------------------------- -void CItem::ComeToRest( void ) -{ - if ( m_bActivateWhenAtRest ) - { - m_bActivateWhenAtRest = false; - AddSolidFlags( FSOLID_TRIGGER ); - SetThink( NULL ); - } -} - -#if defined( HL2MP ) || defined( TF_DLL ) - -//----------------------------------------------------------------------------- -// Purpose: Items that have just spawned run this think to catch them when -// they hit the ground. Once we're sure that the object is grounded, -// we change its solid type to trigger and set it in a large box that -// helps the player get it. -//----------------------------------------------------------------------------- -void CItem::FallThink ( void ) -{ - SetNextThink( gpGlobals->curtime + 0.1f ); - -#if defined( HL2MP ) - bool shouldMaterialize = false; - IPhysicsObject *pPhysics = VPhysicsGetObject(); - if ( pPhysics ) - { - shouldMaterialize = pPhysics->IsAsleep(); - } - else - { - shouldMaterialize = (GetFlags() & FL_ONGROUND) ? true : false; - } - - if ( shouldMaterialize ) - { - SetThink ( NULL ); - - m_vOriginalSpawnOrigin = GetAbsOrigin(); - m_vOriginalSpawnAngles = GetAbsAngles(); - - HL2MPRules()->AddLevelDesignerPlacedObject( this ); - } -#endif // HL2MP - -#if defined( TF_DLL ) - // We only come here if ActivateWhenAtRest() is never called, - // which is the case when creating currencypacks in MvM - if ( !( GetFlags() & FL_ONGROUND ) ) - { - if ( !GetAbsVelocity().Length() && GetMoveType() == MOVETYPE_FLYGRAVITY ) - { - // Mr. Game, meet Mr. Hammer. Mr. Hammer, meet the uncooperative Mr. Physics. - // Mr. Physics really doesn't want to give our friend the FL_ONGROUND flag. - // This means our wonderfully helpful radius currency collection code will be sad. - // So in the name of justice, we ask that this flag be delivered unto him. - - SetMoveType( MOVETYPE_NONE ); - SetGroundEntity( GetWorldEntity() ); - } - } - else - { - SetThink( &CItem::ComeToRest ); - } -#endif // TF -} - -#endif // HL2MP, TF - -//----------------------------------------------------------------------------- -// Purpose: Used to tell whether an item may be picked up by the player. This -// accounts for solid obstructions being in the way. -// Input : *pItem - item in question -// *pPlayer - player attempting the pickup -// Output : Returns true on success, false on failure. -//----------------------------------------------------------------------------- -bool UTIL_ItemCanBeTouchedByPlayer( CBaseEntity *pItem, CBasePlayer *pPlayer ) -{ - if ( pItem == NULL || pPlayer == NULL ) - return false; - - // For now, always allow a vehicle riding player to pick up things they're driving over - if ( pPlayer->IsInAVehicle() ) - return true; - - // Get our test positions - Vector vecStartPos; - IPhysicsObject *pPhysObj = pItem->VPhysicsGetObject(); - if ( pPhysObj != NULL ) - { - // Use the physics hull's center - QAngle vecAngles; - pPhysObj->GetPosition( &vecStartPos, &vecAngles ); - } - else - { - // Use the generic bbox center - vecStartPos = pItem->CollisionProp()->WorldSpaceCenter(); - } - - Vector vecEndPos = pPlayer->EyePosition(); - - // FIXME: This is the simple first try solution towards the problem. We need to take edges and shape more into account - // for this to be fully robust. - - // Trace between to see if we're occluded - trace_t tr; - CTraceFilterSkipTwoEntities filter( pPlayer, pItem, COLLISION_GROUP_PLAYER_MOVEMENT ); - UTIL_TraceLine( vecStartPos, vecEndPos, MASK_SOLID, &filter, &tr ); - - // Occluded - // FIXME: For now, we exclude starting in solid because there are cases where this doesn't matter - if ( tr.fraction < 1.0f ) - return false; - - return true; -} - -//----------------------------------------------------------------------------- -// Purpose: Whether or not the item can be touched and picked up by the player, taking -// into account obstructions and other hinderances -// Output : Returns true on success, false on failure. -//----------------------------------------------------------------------------- -bool CItem::ItemCanBeTouchedByPlayer( CBasePlayer *pPlayer ) -{ - return UTIL_ItemCanBeTouchedByPlayer( this, pPlayer ); -} - -//----------------------------------------------------------------------------- -// Purpose: -// Input : pOther - -//----------------------------------------------------------------------------- -void CItem::ItemTouch( CBaseEntity *pOther ) -{ - // Vehicles can touch items + pick them up - if ( pOther->GetServerVehicle() ) - { - pOther = pOther->GetServerVehicle()->GetPassenger(); - if ( !pOther ) - return; - } - - // if it's not a player, ignore - if ( !pOther->IsPlayer() ) - return; - - CBasePlayer *pPlayer = (CBasePlayer *)pOther; - - // Must be a valid pickup scenario (no blocking). Though this is a more expensive - // check than some that follow, this has to be first Obecause it's the only one - // that inhibits firing the output OnCacheInteraction. - if ( ItemCanBeTouchedByPlayer( pPlayer ) == false ) - return; - - m_OnCacheInteraction.FireOutput(pOther, this); - - // Can I even pick stuff up? - if ( !pPlayer->IsAllowedToPickupWeapons() ) - return; - - // ok, a player is touching this item, but can he have it? - if ( !g_pGameRules->CanHaveItem( pPlayer, this ) ) - { - // no? Ignore the touch. - return; - } - - if ( MyTouch( pPlayer ) ) - { - m_OnPlayerTouch.FireOutput(pOther, this); - - SetTouch( NULL ); - SetThink( NULL ); - - // player grabbed the item. - g_pGameRules->PlayerGotItem( pPlayer, this ); - if ( g_pGameRules->ItemShouldRespawn( this ) == GR_ITEM_RESPAWN_YES ) - { - Respawn(); - } - else - { - UTIL_Remove( this ); - -#ifdef HL2MP - HL2MPRules()->RemoveLevelDesignerPlacedObject( this ); -#endif - } - } - else if (gEvilImpulse101) - { - UTIL_Remove( this ); - } -} - -CBaseEntity* CItem::Respawn( void ) -{ - SetTouch( NULL ); - AddEffects( EF_NODRAW ); - - VPhysicsDestroyObject(); - - SetMoveType( MOVETYPE_NONE ); - SetSolid( SOLID_BBOX ); - AddSolidFlags( FSOLID_TRIGGER ); - - UTIL_SetOrigin( this, g_pGameRules->VecItemRespawnSpot( this ) );// blip to whereever you should respawn. - SetAbsAngles( g_pGameRules->VecItemRespawnAngles( this ) );// set the angles. - -#if !defined( TF_DLL ) - UTIL_DropToFloor( this, MASK_SOLID ); -#endif - - RemoveAllDecals(); //remove any decals - - SetThink ( &CItem::Materialize ); - SetNextThink( gpGlobals->curtime + g_pGameRules->FlItemRespawnTime( this ) ); - return this; -} - -void CItem::Materialize( void ) -{ - CreateItemVPhysicsObject(); - - if ( IsEffectActive( EF_NODRAW ) ) - { - // changing from invisible state to visible. - -#ifdef HL2MP - EmitSound( "AlyxEmp.Charge" ); -#else - EmitSound( "Item.Materialize" ); -#endif - RemoveEffects( EF_NODRAW ); - DoMuzzleFlash(); - } - - SetTouch( &CItem::ItemTouch ); -} - -//----------------------------------------------------------------------------- -// Purpose: -//----------------------------------------------------------------------------- -void CItem::Precache() -{ - BaseClass::Precache(); - - PrecacheScriptSound( "Item.Materialize" ); -} - -//----------------------------------------------------------------------------- -// Purpose: -// Input : *pPhysGunUser - -// PICKED_UP_BY_CANNON - -//----------------------------------------------------------------------------- -void CItem::OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason ) -{ - m_OnCacheInteraction.FireOutput(pPhysGunUser, this); - - if ( reason == PICKED_UP_BY_CANNON ) - { - // Expand the pickup box - CollisionProp()->UseTriggerBounds( true, ITEM_PICKUP_BOX_BLOAT * 2 ); - - if( m_pConstraint != NULL ) - { - physenv->DestroyConstraint( m_pConstraint ); - m_pConstraint = NULL; - } - } -} - -//----------------------------------------------------------------------------- -// Purpose: -// Input : *pPhysGunUser - -// reason - -//----------------------------------------------------------------------------- -void CItem::OnPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t reason ) -{ - // Restore the pickup box to the original - CollisionProp()->UseTriggerBounds( true, ITEM_PICKUP_BOX_BLOAT ); -} +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Handling for the base world item. Most of this was moved from items.cpp. +// +// $NoKeywords: $ +//===========================================================================// + +#include "cbase.h" +#include "player.h" +#include "items.h" +#include "gamerules.h" +#include "engine/IEngineSound.h" +#include "iservervehicle.h" +#include "physics_saverestore.h" +#include "world.h" + +#ifdef HL2MP +#include "hl2mp_gamerules.h" +#endif + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +#define ITEM_PICKUP_BOX_BLOAT 24 + +class CWorldItem : public CBaseAnimating +{ + DECLARE_DATADESC(); +public: + DECLARE_CLASS( CWorldItem, CBaseAnimating ); + + bool KeyValue( const char *szKeyName, const char *szValue ); + void Spawn( void ); + + int m_iType; +}; + +LINK_ENTITY_TO_CLASS(world_items, CWorldItem); + +BEGIN_DATADESC( CWorldItem ) + +DEFINE_FIELD( m_iType, FIELD_INTEGER ), + +END_DATADESC() + + +bool CWorldItem::KeyValue( const char *szKeyName, const char *szValue ) +{ + if (FStrEq(szKeyName, "type")) + { + m_iType = atoi(szValue); + } + else + return BaseClass::KeyValue( szKeyName, szValue ); + + return true; +} + +void CWorldItem::Spawn( void ) +{ + CBaseEntity *pEntity = NULL; + + switch (m_iType) + { + case 44: // ITEM_BATTERY: + pEntity = CBaseEntity::Create( "item_battery", GetLocalOrigin(), GetLocalAngles() ); + break; + case 45: // ITEM_SUIT: + pEntity = CBaseEntity::Create( "item_suit", GetLocalOrigin(), GetLocalAngles() ); + break; + } + + if (!pEntity) + { + Warning("unable to create world_item %d\n", m_iType ); + } + else + { + pEntity->m_target = m_target; + pEntity->SetName( GetEntityName() ); + pEntity->ClearSpawnFlags(); + pEntity->AddSpawnFlags( m_spawnflags ); + } + + UTIL_RemoveImmediate( this ); +} + + +BEGIN_DATADESC( CItem ) + + DEFINE_FIELD( m_bActivateWhenAtRest, FIELD_BOOLEAN ), + DEFINE_FIELD( m_vOriginalSpawnOrigin, FIELD_POSITION_VECTOR ), + DEFINE_FIELD( m_vOriginalSpawnAngles, FIELD_VECTOR ), + DEFINE_PHYSPTR( m_pConstraint ), + + // Function Pointers + DEFINE_ENTITYFUNC( ItemTouch ), + DEFINE_THINKFUNC( Materialize ), + DEFINE_THINKFUNC( ComeToRest ), + +#if defined( HL2MP ) || defined( TF_DLL ) + DEFINE_FIELD( m_flNextResetCheckTime, FIELD_TIME ), + DEFINE_THINKFUNC( FallThink ), +#endif + + // Outputs + DEFINE_OUTPUT( m_OnPlayerTouch, "OnPlayerTouch" ), + DEFINE_OUTPUT( m_OnCacheInteraction, "OnCacheInteraction" ), + +END_DATADESC() + + +//----------------------------------------------------------------------------- +// Constructor +//----------------------------------------------------------------------------- +CItem::CItem() +{ + m_bActivateWhenAtRest = false; +} + +bool CItem::CreateItemVPhysicsObject( void ) +{ + // Create the object in the physics system + int nSolidFlags = GetSolidFlags() | FSOLID_NOT_STANDABLE; + if ( !m_bActivateWhenAtRest ) + { + nSolidFlags |= FSOLID_TRIGGER; + } + + if ( VPhysicsInitNormal( SOLID_VPHYSICS, nSolidFlags, false ) == NULL ) + { + SetSolid( SOLID_BBOX ); + AddSolidFlags( nSolidFlags ); + + // If it's not physical, drop it to the floor + if (UTIL_DropToFloor(this, MASK_SOLID) == 0) + { + Warning( "Item %s fell out of level at %f,%f,%f\n", GetClassname(), GetAbsOrigin().x, GetAbsOrigin().y, GetAbsOrigin().z); + UTIL_Remove( this ); + return false; + } + } + + return true; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CItem::Spawn( void ) +{ + if ( g_pGameRules->IsAllowedToSpawn( this ) == false ) + { + UTIL_Remove( this ); + return; + } + + SetMoveType( MOVETYPE_FLYGRAVITY ); + SetSolid( SOLID_BBOX ); + SetBlocksLOS( false ); + AddEFlags( EFL_NO_ROTORWASH_PUSH ); + + if( IsX360() ) + { + AddEffects( EF_ITEM_BLINK ); + } + + // This will make them not collide with the player, but will collide + // against other items + weapons + SetCollisionGroup( COLLISION_GROUP_WEAPON ); + CollisionProp()->UseTriggerBounds( true, ITEM_PICKUP_BOX_BLOAT ); + SetTouch(&CItem::ItemTouch); + + if ( CreateItemVPhysicsObject() == false ) + return; + + m_takedamage = DAMAGE_EVENTS_ONLY; + +#if !defined( CLIENT_DLL ) + // Constrained start? + if ( HasSpawnFlags( SF_ITEM_START_CONSTRAINED ) ) + { + //Constrain the weapon in place + IPhysicsObject *pReferenceObject, *pAttachedObject; + + pReferenceObject = g_PhysWorldObject; + pAttachedObject = VPhysicsGetObject(); + + if ( pReferenceObject && pAttachedObject ) + { + constraint_fixedparams_t fixed; + fixed.Defaults(); + fixed.InitWithCurrentObjectState( pReferenceObject, pAttachedObject ); + + fixed.constraint.forceLimit = lbs2kg( 10000 ); + fixed.constraint.torqueLimit = lbs2kg( 10000 ); + + m_pConstraint = physenv->CreateFixedConstraint( pReferenceObject, pAttachedObject, NULL, fixed ); + + m_pConstraint->SetGameData( (void *) this ); + } + } +#endif //CLIENT_DLL + +#if defined( HL2MP ) || defined( TF_DLL ) + SetThink( &CItem::FallThink ); + SetNextThink( gpGlobals->curtime + 0.1f ); +#endif +} + +unsigned int CItem::PhysicsSolidMaskForEntity( void ) const +{ + return BaseClass::PhysicsSolidMaskForEntity() | CONTENTS_PLAYERCLIP; +} + +void CItem::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) +{ + CBasePlayer *pPlayer = ToBasePlayer( pActivator ); + + if ( pPlayer ) + { + pPlayer->PickupObject( this ); + } +} + +extern int gEvilImpulse101; + + +//----------------------------------------------------------------------------- +// Activate when at rest, but don't allow pickup until then +//----------------------------------------------------------------------------- +void CItem::ActivateWhenAtRest( float flTime /* = 0.5f */ ) +{ + RemoveSolidFlags( FSOLID_TRIGGER ); + m_bActivateWhenAtRest = true; + SetThink( &CItem::ComeToRest ); + SetNextThink( gpGlobals->curtime + flTime ); +} + + +//----------------------------------------------------------------------------- +// Become touchable when we are at rest +//----------------------------------------------------------------------------- +void CItem::OnEntityEvent( EntityEvent_t event, void *pEventData ) +{ + BaseClass::OnEntityEvent( event, pEventData ); + + switch( event ) + { + case ENTITY_EVENT_WATER_TOUCH: + { + // Delay rest for a sec, to avoid changing collision + // properties inside a collision callback. + SetThink( &CItem::ComeToRest ); + SetNextThink( gpGlobals->curtime + 0.1f ); + } + break; + } +} + + +//----------------------------------------------------------------------------- +// Become touchable when we are at rest +//----------------------------------------------------------------------------- +void CItem::ComeToRest( void ) +{ + if ( m_bActivateWhenAtRest ) + { + m_bActivateWhenAtRest = false; + AddSolidFlags( FSOLID_TRIGGER ); + SetThink( NULL ); + } +} + +#if defined( HL2MP ) || defined( TF_DLL ) + +//----------------------------------------------------------------------------- +// Purpose: Items that have just spawned run this think to catch them when +// they hit the ground. Once we're sure that the object is grounded, +// we change its solid type to trigger and set it in a large box that +// helps the player get it. +//----------------------------------------------------------------------------- +void CItem::FallThink ( void ) +{ + SetNextThink( gpGlobals->curtime + 0.1f ); + +#if defined( HL2MP ) + bool shouldMaterialize = false; + IPhysicsObject *pPhysics = VPhysicsGetObject(); + if ( pPhysics ) + { + shouldMaterialize = pPhysics->IsAsleep(); + } + else + { + shouldMaterialize = (GetFlags() & FL_ONGROUND) ? true : false; + } + + if ( shouldMaterialize ) + { + SetThink ( NULL ); + + m_vOriginalSpawnOrigin = GetAbsOrigin(); + m_vOriginalSpawnAngles = GetAbsAngles(); + + HL2MPRules()->AddLevelDesignerPlacedObject( this ); + } +#endif // HL2MP + +#if defined( TF_DLL ) + // We only come here if ActivateWhenAtRest() is never called, + // which is the case when creating currencypacks in MvM + if ( !( GetFlags() & FL_ONGROUND ) ) + { + if ( !GetAbsVelocity().Length() && GetMoveType() == MOVETYPE_FLYGRAVITY ) + { + // Mr. Game, meet Mr. Hammer. Mr. Hammer, meet the uncooperative Mr. Physics. + // Mr. Physics really doesn't want to give our friend the FL_ONGROUND flag. + // This means our wonderfully helpful radius currency collection code will be sad. + // So in the name of justice, we ask that this flag be delivered unto him. + + SetMoveType( MOVETYPE_NONE ); + SetGroundEntity( GetWorldEntity() ); + } + } + else + { + SetThink( &CItem::ComeToRest ); + } +#endif // TF +} + +#endif // HL2MP, TF + +//----------------------------------------------------------------------------- +// Purpose: Used to tell whether an item may be picked up by the player. This +// accounts for solid obstructions being in the way. +// Input : *pItem - item in question +// *pPlayer - player attempting the pickup +// Output : Returns true on success, false on failure. +//----------------------------------------------------------------------------- +bool UTIL_ItemCanBeTouchedByPlayer( CBaseEntity *pItem, CBasePlayer *pPlayer ) +{ + if ( pItem == NULL || pPlayer == NULL ) + return false; + + // For now, always allow a vehicle riding player to pick up things they're driving over + if ( pPlayer->IsInAVehicle() ) + return true; + + // Get our test positions + Vector vecStartPos; + IPhysicsObject *pPhysObj = pItem->VPhysicsGetObject(); + if ( pPhysObj != NULL ) + { + // Use the physics hull's center + QAngle vecAngles; + pPhysObj->GetPosition( &vecStartPos, &vecAngles ); + } + else + { + // Use the generic bbox center + vecStartPos = pItem->CollisionProp()->WorldSpaceCenter(); + } + + Vector vecEndPos = pPlayer->EyePosition(); + + // FIXME: This is the simple first try solution towards the problem. We need to take edges and shape more into account + // for this to be fully robust. + + // Trace between to see if we're occluded + trace_t tr; + CTraceFilterSkipTwoEntities filter( pPlayer, pItem, COLLISION_GROUP_PLAYER_MOVEMENT ); + UTIL_TraceLine( vecStartPos, vecEndPos, MASK_SOLID, &filter, &tr ); + + // Occluded + // FIXME: For now, we exclude starting in solid because there are cases where this doesn't matter + if ( tr.fraction < 1.0f ) + return false; + + return true; +} + +//----------------------------------------------------------------------------- +// Purpose: Whether or not the item can be touched and picked up by the player, taking +// into account obstructions and other hinderances +// Output : Returns true on success, false on failure. +//----------------------------------------------------------------------------- +bool CItem::ItemCanBeTouchedByPlayer( CBasePlayer *pPlayer ) +{ + return UTIL_ItemCanBeTouchedByPlayer( this, pPlayer ); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : pOther - +//----------------------------------------------------------------------------- +void CItem::ItemTouch( CBaseEntity *pOther ) +{ + // Vehicles can touch items + pick them up + if ( pOther->GetServerVehicle() ) + { + pOther = pOther->GetServerVehicle()->GetPassenger(); + if ( !pOther ) + return; + } + + // if it's not a player, ignore + if ( !pOther->IsPlayer() ) + return; + + CBasePlayer *pPlayer = (CBasePlayer *)pOther; + + // Must be a valid pickup scenario (no blocking). Though this is a more expensive + // check than some that follow, this has to be first Obecause it's the only one + // that inhibits firing the output OnCacheInteraction. + if ( ItemCanBeTouchedByPlayer( pPlayer ) == false ) + return; + + m_OnCacheInteraction.FireOutput(pOther, this); + + // Can I even pick stuff up? + if ( !pPlayer->IsAllowedToPickupWeapons() ) + return; + + // ok, a player is touching this item, but can he have it? + if ( !g_pGameRules->CanHaveItem( pPlayer, this ) ) + { + // no? Ignore the touch. + return; + } + + if ( MyTouch( pPlayer ) ) + { + m_OnPlayerTouch.FireOutput(pOther, this); + + SetTouch( NULL ); + SetThink( NULL ); + + // player grabbed the item. + g_pGameRules->PlayerGotItem( pPlayer, this ); + if ( g_pGameRules->ItemShouldRespawn( this ) == GR_ITEM_RESPAWN_YES ) + { + Respawn(); + } + else + { + UTIL_Remove( this ); + +#ifdef HL2MP + HL2MPRules()->RemoveLevelDesignerPlacedObject( this ); +#endif + } + } + else if (gEvilImpulse101) + { + UTIL_Remove( this ); + } +} + +CBaseEntity* CItem::Respawn( void ) +{ + SetTouch( NULL ); + AddEffects( EF_NODRAW ); + + VPhysicsDestroyObject(); + + SetMoveType( MOVETYPE_NONE ); + SetSolid( SOLID_BBOX ); + AddSolidFlags( FSOLID_TRIGGER ); + + UTIL_SetOrigin( this, g_pGameRules->VecItemRespawnSpot( this ) );// blip to whereever you should respawn. + SetAbsAngles( g_pGameRules->VecItemRespawnAngles( this ) );// set the angles. + +#if !defined( TF_DLL ) + UTIL_DropToFloor( this, MASK_SOLID ); +#endif + + RemoveAllDecals(); //remove any decals + + SetThink ( &CItem::Materialize ); + SetNextThink( gpGlobals->curtime + g_pGameRules->FlItemRespawnTime( this ) ); + return this; +} + +void CItem::Materialize( void ) +{ + CreateItemVPhysicsObject(); + + if ( IsEffectActive( EF_NODRAW ) ) + { + // changing from invisible state to visible. + +#ifdef HL2MP + EmitSound( "AlyxEmp.Charge" ); +#else + EmitSound( "Item.Materialize" ); +#endif + RemoveEffects( EF_NODRAW ); + DoMuzzleFlash(); + } + + SetTouch( &CItem::ItemTouch ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CItem::Precache() +{ + BaseClass::Precache(); + + PrecacheScriptSound( "Item.Materialize" ); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : *pPhysGunUser - +// PICKED_UP_BY_CANNON - +//----------------------------------------------------------------------------- +void CItem::OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason ) +{ + m_OnCacheInteraction.FireOutput(pPhysGunUser, this); + + if ( reason == PICKED_UP_BY_CANNON ) + { + // Expand the pickup box + CollisionProp()->UseTriggerBounds( true, ITEM_PICKUP_BOX_BLOAT * 2 ); + + if( m_pConstraint != NULL ) + { + physenv->DestroyConstraint( m_pConstraint ); + m_pConstraint = NULL; + } + } +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : *pPhysGunUser - +// reason - +//----------------------------------------------------------------------------- +void CItem::OnPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t reason ) +{ + // Restore the pickup box to the original + CollisionProp()->UseTriggerBounds( true, ITEM_PICKUP_BOX_BLOAT ); +} -- cgit v1.2.3