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/physics_cannister.cpp | 964 +++++++++++++++---------------- 1 file changed, 482 insertions(+), 482 deletions(-) (limited to 'mp/src/game/server/physics_cannister.cpp') diff --git a/mp/src/game/server/physics_cannister.cpp b/mp/src/game/server/physics_cannister.cpp index d63d121d..848463bf 100644 --- a/mp/src/game/server/physics_cannister.cpp +++ b/mp/src/game/server/physics_cannister.cpp @@ -1,483 +1,483 @@ -//========= Copyright Valve Corporation, All rights reserved. ============// -// -// Purpose: -// -// $NoKeywords: $ -// -//=============================================================================// - -#include "cbase.h" -#include "basecombatcharacter.h" -#include "entityoutput.h" -#include "physics.h" -#include "explode.h" -#include "vphysics_interface.h" -#include "collisionutils.h" -#include "steamjet.h" -#include "eventqueue.h" -#include "soundflags.h" -#include "engine/IEngineSound.h" -#include "props.h" -#include "physics_cannister.h" -#include "globals.h" -#include "physics_saverestore.h" -#include "shareddefs.h" - -// memdbgon must be the last include file in a .cpp file!!! -#include "tier0/memdbgon.h" - -#define SF_CANNISTER_ASLEEP 0x0001 -#define SF_CANNISTER_EXPLODE 0x0002 - -BEGIN_SIMPLE_DATADESC( CThrustController ) - - DEFINE_FIELD( m_thrustVector, FIELD_VECTOR ), - DEFINE_FIELD( m_torqueVector, FIELD_VECTOR ), - DEFINE_KEYFIELD( m_thrust, FIELD_FLOAT, "thrust" ), - -END_DATADESC() - - -LINK_ENTITY_TO_CLASS( physics_cannister, CPhysicsCannister ); - -BEGIN_DATADESC( CPhysicsCannister ) - - DEFINE_OUTPUT( m_onActivate, "OnActivate" ), - DEFINE_OUTPUT( m_OnAwakened, "OnAwakened" ), - DEFINE_FIELD( m_thrustOrigin, FIELD_VECTOR ), // this is a position, but in local space - DEFINE_EMBEDDED( m_thruster ), - DEFINE_PHYSPTR( m_pController ), - DEFINE_FIELD( m_pJet, FIELD_CLASSPTR ), - DEFINE_FIELD( m_active, FIELD_BOOLEAN ), - DEFINE_KEYFIELD( m_thrustTime, FIELD_FLOAT, "fuel" ), - DEFINE_KEYFIELD( m_damage, FIELD_FLOAT, "expdamage" ), - DEFINE_KEYFIELD( m_damageRadius, FIELD_FLOAT, "expradius" ), - DEFINE_FIELD( m_activateTime, FIELD_TIME ), - DEFINE_KEYFIELD( m_gasSound, FIELD_SOUNDNAME, "gassound" ), - DEFINE_FIELD( m_bFired, FIELD_BOOLEAN ), - - // Physics Influence - DEFINE_FIELD( m_hPhysicsAttacker, FIELD_EHANDLE ), - DEFINE_FIELD( m_flLastPhysicsInfluenceTime, FIELD_TIME ), - DEFINE_FIELD( m_hLauncher, FIELD_EHANDLE ), - - DEFINE_INPUTFUNC( FIELD_VOID, "Activate", InputActivate ), - DEFINE_INPUTFUNC( FIELD_VOID, "Deactivate", InputDeactivate ), - DEFINE_INPUTFUNC( FIELD_VOID, "Explode", InputExplode ), - DEFINE_INPUTFUNC( FIELD_VOID, "Wake", InputWake ), - - DEFINE_THINKFUNC( BeginShutdownThink ), - DEFINE_ENTITYFUNC( ExplodeTouch ), - -END_DATADESC() - -void CPhysicsCannister::Spawn( void ) -{ - Precache(); - SetModel( STRING(GetModelName()) ); - SetBloodColor( DONT_BLEED ); - - AddSolidFlags( FSOLID_CUSTOMRAYTEST ); - m_takedamage = DAMAGE_YES; - SetNextThink( TICK_NEVER_THINK ); - - if ( m_iHealth <= 0 ) - m_iHealth = 25; - - m_flAnimTime = gpGlobals->curtime; - m_flPlaybackRate = 0.0; - SetCycle( 0 ); - m_bFired = false; - - // not thrusting - m_active = false; - - CreateVPhysics(); - if ( !VPhysicsGetObject() ) - { - // must have a physics object or code will crash later - UTIL_Remove(this); - } -} - -void CPhysicsCannister::OnRestore() -{ - BaseClass::OnRestore(); - if ( m_pController ) - { - m_pController->SetEventHandler( &m_thruster ); - } -} - -bool CPhysicsCannister::CreateVPhysics() -{ - bool asleep = HasSpawnFlags(SF_CANNISTER_ASLEEP); - - VPhysicsInitNormal( SOLID_VPHYSICS, 0, asleep ); - return true; -} - -bool CPhysicsCannister::TestCollision( const Ray_t &ray, unsigned int mask, trace_t& trace ) -{ - Vector vecAbsMins, vecAbsMaxs; - CollisionProp()->WorldSpaceAABB( &vecAbsMins, &vecAbsMaxs ); - - if ( !IsBoxIntersectingRay( vecAbsMins, vecAbsMaxs, ray.m_Start, ray.m_Delta ) ) - return false; - - return BaseClass::TestCollision( ray, mask, trace ); -} - -Vector CPhysicsCannister::CalcLocalThrust( const Vector &offset ) -{ - matrix3x4_t nozzleMatrix; - Vector thrustDirection; - - GetAttachment( LookupAttachment("nozzle"), nozzleMatrix ); - MatrixGetColumn( nozzleMatrix, 2, thrustDirection ); - MatrixGetColumn( nozzleMatrix, 3, m_thrustOrigin ); - thrustDirection = -5*thrustDirection + offset; - VectorNormalize( thrustDirection ); - return thrustDirection; -} - - -CPhysicsCannister::~CPhysicsCannister( void ) -{ -} - -void CPhysicsCannister::Precache( void ) -{ - PropBreakablePrecacheAll( GetModelName() ); - if ( m_gasSound != NULL_STRING ) - { - PrecacheScriptSound( STRING(m_gasSound) ); - } - BaseClass::Precache(); -} - -int CPhysicsCannister::OnTakeDamage( const CTakeDamageInfo &info ) -{ - // HACKHACK: Shouldn't g_vecAttackDir be a parameter to this function? - if ( !m_takedamage ) - return 0; - - if ( !m_active ) - { - m_iHealth -= info.GetDamage(); - if ( m_iHealth < 0 ) - { - Explode( info.GetAttacker() ); - } - else - { - // explosions that don't destroy will activate - // 50% of the time blunt damage will activate as well - if ( (info.GetDamageType() & DMG_BLAST) || - ( (info.GetDamageType() & (DMG_CLUB|DMG_SLASH|DMG_CRUSH) ) && random->RandomInt(1,100) < 50 ) ) - { - CannisterActivate( info.GetAttacker(), g_vecAttackDir ); - } - } - return 1; - } - - if ( (gpGlobals->curtime - m_activateTime) <= 0.1 ) - return 0; - - if ( info.GetDamageType() & (DMG_BULLET|DMG_BUCKSHOT|DMG_BURN|DMG_BLAST) ) - { - Explode( info.GetAttacker() ); - } - - return 0; -} - - -void CPhysicsCannister::TraceAttack( const CTakeDamageInfo &info, const Vector &dir, trace_t *ptr, CDmgAccumulator *pAccumulator ) -{ - if ( !m_active && ptr->hitgroup != 0 ) - { - Vector direction = -dir; - direction.z -= 5; - VectorNormalize( direction ); - CannisterActivate( info.GetAttacker(), direction ); - } - BaseClass::TraceAttack( info, dir, ptr, pAccumulator ); -} - - -//----------------------------------------------------------------------------- -// Purpose: -//----------------------------------------------------------------------------- -void CPhysicsCannister::CannisterActivate( CBaseEntity *pActivator, const Vector &thrustOffset ) -{ - // already active or spent - if ( m_active || !m_thrustTime ) - { - return; - } - - m_hLauncher = pActivator; - - Vector thrustDirection = CalcLocalThrust( thrustOffset ); - m_onActivate.FireOutput( pActivator, this, 0 ); - m_thruster.CalcThrust( m_thrustOrigin, thrustDirection, VPhysicsGetObject() ); - m_pController = physenv->CreateMotionController( &m_thruster ); - IPhysicsObject *pPhys = VPhysicsGetObject(); - m_pController->AttachObject( pPhys, true ); - // Make sure the object is simulated - pPhys->Wake(); - - m_active = true; - m_activateTime = gpGlobals->curtime; - SetNextThink( gpGlobals->curtime + m_thrustTime ); - SetThink( &CPhysicsCannister::BeginShutdownThink ); - - QAngle angles; - VectorAngles( -thrustDirection, angles ); - m_pJet = dynamic_cast( CBaseEntity::Create( "env_steam", m_thrustOrigin, angles, this ) ); - m_pJet->SetParent( this ); - - float extra = m_thruster.m_thrust * (1/5000.f); - extra = clamp( extra, 0.f, 1.f ); - - m_pJet->m_SpreadSpeed = 15 * m_thruster.m_thrust * 0.001; - m_pJet->m_Speed = 128 + 100 * extra; - m_pJet->m_StartSize = 10; - m_pJet->m_EndSize = 25; - - m_pJet->m_Rate = 52 + (int)extra*20; - m_pJet->m_JetLength = 64; - m_pJet->m_clrRender = m_clrRender; - - m_pJet->Use( this, this, USE_ON, 1 ); - if ( m_gasSound != NULL_STRING ) - { - CPASAttenuationFilter filter( this ); - - EmitSound_t ep; - ep.m_nChannel = CHAN_ITEM; - ep.m_pSoundName = STRING(m_gasSound); - ep.m_flVolume = 1.0f; - ep.m_SoundLevel = SNDLVL_NORM; - - EmitSound( filter, entindex(), ep ); - } -} - -//----------------------------------------------------------------------------- -// Purpose: The cannister's been fired by a weapon, so it should stay pretty accurate -//----------------------------------------------------------------------------- -void CPhysicsCannister::CannisterFire( CBaseEntity *pActivator ) -{ - m_bFired = true; - - // Increase thrust - m_thruster.m_thrust *= 4; - - // Only last a short time - m_thrustTime = 10.0; - - // Explode on contact - SetTouch( &CPhysicsCannister::ExplodeTouch ); - - CannisterActivate( pActivator, vec3_origin ); -} - -//----------------------------------------------------------------------------- -// Purpose: Input handler for activating the cannister. -//----------------------------------------------------------------------------- -void CPhysicsCannister::InputActivate( inputdata_t &data ) -{ - CannisterActivate( data.pActivator, Vector(0,0.1,-0.25) ); -} - -//----------------------------------------------------------------------------- -// Purpose: Input handler for deactivating the cannister. -//----------------------------------------------------------------------------- -void CPhysicsCannister::InputDeactivate(inputdata_t &data) -{ - Deactivate(); -} - - -//----------------------------------------------------------------------------- -// Purpose: Input handler for making the cannister go boom. -//----------------------------------------------------------------------------- -void CPhysicsCannister::InputExplode(inputdata_t &data) -{ - Explode( data.pActivator ); -} - - -//----------------------------------------------------------------------------- -// Purpose: Input handler for waking up the cannister if it is sleeping. -//----------------------------------------------------------------------------- -void CPhysicsCannister::InputWake( inputdata_t &data ) -{ - IPhysicsObject *pPhys = VPhysicsGetObject(); - if ( pPhys != NULL ) - { - pPhys->Wake(); - } -} - - -//----------------------------------------------------------------------------- -// Purpose: -//----------------------------------------------------------------------------- -void CPhysicsCannister::Deactivate(void) -{ - if ( !m_pController ) - return; - - m_pController->DetachObject( VPhysicsGetObject() ); - physenv->DestroyMotionController( m_pController ); - m_pController = NULL; - SetNextThink( TICK_NEVER_THINK ); - m_thrustTime = 0; - m_active = false; - if ( m_pJet ) - { - ShutdownJet(); - } - if ( m_gasSound != NULL_STRING ) - { - StopSound( entindex(), CHAN_ITEM, STRING(m_gasSound) ); - } -} - - -//----------------------------------------------------------------------------- -// Purpose: -//----------------------------------------------------------------------------- -void CPhysicsCannister::Explode( CBaseEntity *pAttacker ) -{ - // don't recurse - m_takedamage = 0; - Deactivate(); - - Vector velocity; - AngularImpulse angVelocity; - IPhysicsObject *pPhysics = VPhysicsGetObject(); - - pPhysics->GetVelocity( &velocity, &angVelocity ); - PropBreakableCreateAll( GetModelIndex(), pPhysics, GetAbsOrigin(), GetAbsAngles(), velocity, angVelocity, 1.0, 20, COLLISION_GROUP_DEBRIS ); - ExplosionCreate( GetAbsOrigin(), GetAbsAngles(), pAttacker, m_damage, 0, true ); - UTIL_Remove( this ); -} - -//----------------------------------------------------------------------------- -// Purpose: Explode when I next hit a damageable entity -//----------------------------------------------------------------------------- -void CPhysicsCannister::ExplodeTouch( CBaseEntity *pOther ) -{ - if ( !pOther->m_takedamage ) - return; - - Explode( m_hLauncher ); -} - -//----------------------------------------------------------------------------- -// Purpose: -//----------------------------------------------------------------------------- -void CPhysicsCannister::VPhysicsCollision( int index, gamevcollisionevent_t *pEvent ) -{ - if ( m_bFired && m_active ) - { - int otherIndex = !index; - CBaseEntity *pHitEntity = pEvent->pEntities[otherIndex]; - if ( pEvent->deltaCollisionTime < 0.5 && (pHitEntity == this) ) - return; - - // If we hit hard enough. explode - if ( pEvent->collisionSpeed > 1000 ) - { - Explode( m_hLauncher ); - return; - } - } - - BaseClass::VPhysicsCollision( index, pEvent ); -} - -//----------------------------------------------------------------------------- -// Purpose: -//----------------------------------------------------------------------------- -void CPhysicsCannister::ShutdownJet( void ) -{ - g_EventQueue.AddEvent( m_pJet, "kill", 5, NULL, NULL ); - - m_pJet->m_bEmit = false; - m_pJet->m_Rate = 0; - m_pJet = NULL; - SetNextThink( TICK_NEVER_THINK ); -} - -//----------------------------------------------------------------------------- -// Purpose: The think just shuts the cannister down -//----------------------------------------------------------------------------- -void CPhysicsCannister::BeginShutdownThink( void ) -{ - Deactivate(); -} - -//----------------------------------------------------------------------------- -// Physics Attacker -//----------------------------------------------------------------------------- -void CPhysicsCannister::SetPhysicsAttacker( CBasePlayer *pEntity, float flTime ) -{ - m_hPhysicsAttacker = pEntity; - m_flLastPhysicsInfluenceTime = flTime; -} - - -//----------------------------------------------------------------------------- -// Purpose: Keep track of physgun influence -//----------------------------------------------------------------------------- -void CPhysicsCannister::OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason ) -{ - SetPhysicsAttacker( pPhysGunUser, gpGlobals->curtime ); -} - -//----------------------------------------------------------------------------- -// Purpose: -//----------------------------------------------------------------------------- -void CPhysicsCannister::OnPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t Reason ) -{ - SetPhysicsAttacker( pPhysGunUser, gpGlobals->curtime ); - if ( Reason == LAUNCHED_BY_CANNON ) - { - CannisterActivate( pPhysGunUser, vec3_origin ); - } -} - -//----------------------------------------------------------------------------- -// Purpose: -//----------------------------------------------------------------------------- -CBasePlayer *CPhysicsCannister::HasPhysicsAttacker( float dt ) -{ - if (gpGlobals->curtime - dt <= m_flLastPhysicsInfluenceTime) - { - return m_hPhysicsAttacker; - } - return NULL; -} -//----------------------------------------------------------------------------- -// Purpose: Update the visible representation of the physic system's representation of this object -//----------------------------------------------------------------------------- -void CPhysicsCannister::VPhysicsUpdate( IPhysicsObject *pPhysics ) -{ - BaseClass::VPhysicsUpdate( pPhysics ); - - // if this is the first time we have moved, fire our target - if ( HasSpawnFlags( SF_CANNISTER_ASLEEP ) ) - { - if ( !pPhysics->IsAsleep() ) - { - m_OnAwakened.FireOutput(this, this); - RemoveSpawnFlags( SF_CANNISTER_ASLEEP ); - } - } +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +// +//=============================================================================// + +#include "cbase.h" +#include "basecombatcharacter.h" +#include "entityoutput.h" +#include "physics.h" +#include "explode.h" +#include "vphysics_interface.h" +#include "collisionutils.h" +#include "steamjet.h" +#include "eventqueue.h" +#include "soundflags.h" +#include "engine/IEngineSound.h" +#include "props.h" +#include "physics_cannister.h" +#include "globals.h" +#include "physics_saverestore.h" +#include "shareddefs.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +#define SF_CANNISTER_ASLEEP 0x0001 +#define SF_CANNISTER_EXPLODE 0x0002 + +BEGIN_SIMPLE_DATADESC( CThrustController ) + + DEFINE_FIELD( m_thrustVector, FIELD_VECTOR ), + DEFINE_FIELD( m_torqueVector, FIELD_VECTOR ), + DEFINE_KEYFIELD( m_thrust, FIELD_FLOAT, "thrust" ), + +END_DATADESC() + + +LINK_ENTITY_TO_CLASS( physics_cannister, CPhysicsCannister ); + +BEGIN_DATADESC( CPhysicsCannister ) + + DEFINE_OUTPUT( m_onActivate, "OnActivate" ), + DEFINE_OUTPUT( m_OnAwakened, "OnAwakened" ), + DEFINE_FIELD( m_thrustOrigin, FIELD_VECTOR ), // this is a position, but in local space + DEFINE_EMBEDDED( m_thruster ), + DEFINE_PHYSPTR( m_pController ), + DEFINE_FIELD( m_pJet, FIELD_CLASSPTR ), + DEFINE_FIELD( m_active, FIELD_BOOLEAN ), + DEFINE_KEYFIELD( m_thrustTime, FIELD_FLOAT, "fuel" ), + DEFINE_KEYFIELD( m_damage, FIELD_FLOAT, "expdamage" ), + DEFINE_KEYFIELD( m_damageRadius, FIELD_FLOAT, "expradius" ), + DEFINE_FIELD( m_activateTime, FIELD_TIME ), + DEFINE_KEYFIELD( m_gasSound, FIELD_SOUNDNAME, "gassound" ), + DEFINE_FIELD( m_bFired, FIELD_BOOLEAN ), + + // Physics Influence + DEFINE_FIELD( m_hPhysicsAttacker, FIELD_EHANDLE ), + DEFINE_FIELD( m_flLastPhysicsInfluenceTime, FIELD_TIME ), + DEFINE_FIELD( m_hLauncher, FIELD_EHANDLE ), + + DEFINE_INPUTFUNC( FIELD_VOID, "Activate", InputActivate ), + DEFINE_INPUTFUNC( FIELD_VOID, "Deactivate", InputDeactivate ), + DEFINE_INPUTFUNC( FIELD_VOID, "Explode", InputExplode ), + DEFINE_INPUTFUNC( FIELD_VOID, "Wake", InputWake ), + + DEFINE_THINKFUNC( BeginShutdownThink ), + DEFINE_ENTITYFUNC( ExplodeTouch ), + +END_DATADESC() + +void CPhysicsCannister::Spawn( void ) +{ + Precache(); + SetModel( STRING(GetModelName()) ); + SetBloodColor( DONT_BLEED ); + + AddSolidFlags( FSOLID_CUSTOMRAYTEST ); + m_takedamage = DAMAGE_YES; + SetNextThink( TICK_NEVER_THINK ); + + if ( m_iHealth <= 0 ) + m_iHealth = 25; + + m_flAnimTime = gpGlobals->curtime; + m_flPlaybackRate = 0.0; + SetCycle( 0 ); + m_bFired = false; + + // not thrusting + m_active = false; + + CreateVPhysics(); + if ( !VPhysicsGetObject() ) + { + // must have a physics object or code will crash later + UTIL_Remove(this); + } +} + +void CPhysicsCannister::OnRestore() +{ + BaseClass::OnRestore(); + if ( m_pController ) + { + m_pController->SetEventHandler( &m_thruster ); + } +} + +bool CPhysicsCannister::CreateVPhysics() +{ + bool asleep = HasSpawnFlags(SF_CANNISTER_ASLEEP); + + VPhysicsInitNormal( SOLID_VPHYSICS, 0, asleep ); + return true; +} + +bool CPhysicsCannister::TestCollision( const Ray_t &ray, unsigned int mask, trace_t& trace ) +{ + Vector vecAbsMins, vecAbsMaxs; + CollisionProp()->WorldSpaceAABB( &vecAbsMins, &vecAbsMaxs ); + + if ( !IsBoxIntersectingRay( vecAbsMins, vecAbsMaxs, ray.m_Start, ray.m_Delta ) ) + return false; + + return BaseClass::TestCollision( ray, mask, trace ); +} + +Vector CPhysicsCannister::CalcLocalThrust( const Vector &offset ) +{ + matrix3x4_t nozzleMatrix; + Vector thrustDirection; + + GetAttachment( LookupAttachment("nozzle"), nozzleMatrix ); + MatrixGetColumn( nozzleMatrix, 2, thrustDirection ); + MatrixGetColumn( nozzleMatrix, 3, m_thrustOrigin ); + thrustDirection = -5*thrustDirection + offset; + VectorNormalize( thrustDirection ); + return thrustDirection; +} + + +CPhysicsCannister::~CPhysicsCannister( void ) +{ +} + +void CPhysicsCannister::Precache( void ) +{ + PropBreakablePrecacheAll( GetModelName() ); + if ( m_gasSound != NULL_STRING ) + { + PrecacheScriptSound( STRING(m_gasSound) ); + } + BaseClass::Precache(); +} + +int CPhysicsCannister::OnTakeDamage( const CTakeDamageInfo &info ) +{ + // HACKHACK: Shouldn't g_vecAttackDir be a parameter to this function? + if ( !m_takedamage ) + return 0; + + if ( !m_active ) + { + m_iHealth -= info.GetDamage(); + if ( m_iHealth < 0 ) + { + Explode( info.GetAttacker() ); + } + else + { + // explosions that don't destroy will activate + // 50% of the time blunt damage will activate as well + if ( (info.GetDamageType() & DMG_BLAST) || + ( (info.GetDamageType() & (DMG_CLUB|DMG_SLASH|DMG_CRUSH) ) && random->RandomInt(1,100) < 50 ) ) + { + CannisterActivate( info.GetAttacker(), g_vecAttackDir ); + } + } + return 1; + } + + if ( (gpGlobals->curtime - m_activateTime) <= 0.1 ) + return 0; + + if ( info.GetDamageType() & (DMG_BULLET|DMG_BUCKSHOT|DMG_BURN|DMG_BLAST) ) + { + Explode( info.GetAttacker() ); + } + + return 0; +} + + +void CPhysicsCannister::TraceAttack( const CTakeDamageInfo &info, const Vector &dir, trace_t *ptr, CDmgAccumulator *pAccumulator ) +{ + if ( !m_active && ptr->hitgroup != 0 ) + { + Vector direction = -dir; + direction.z -= 5; + VectorNormalize( direction ); + CannisterActivate( info.GetAttacker(), direction ); + } + BaseClass::TraceAttack( info, dir, ptr, pAccumulator ); +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CPhysicsCannister::CannisterActivate( CBaseEntity *pActivator, const Vector &thrustOffset ) +{ + // already active or spent + if ( m_active || !m_thrustTime ) + { + return; + } + + m_hLauncher = pActivator; + + Vector thrustDirection = CalcLocalThrust( thrustOffset ); + m_onActivate.FireOutput( pActivator, this, 0 ); + m_thruster.CalcThrust( m_thrustOrigin, thrustDirection, VPhysicsGetObject() ); + m_pController = physenv->CreateMotionController( &m_thruster ); + IPhysicsObject *pPhys = VPhysicsGetObject(); + m_pController->AttachObject( pPhys, true ); + // Make sure the object is simulated + pPhys->Wake(); + + m_active = true; + m_activateTime = gpGlobals->curtime; + SetNextThink( gpGlobals->curtime + m_thrustTime ); + SetThink( &CPhysicsCannister::BeginShutdownThink ); + + QAngle angles; + VectorAngles( -thrustDirection, angles ); + m_pJet = dynamic_cast( CBaseEntity::Create( "env_steam", m_thrustOrigin, angles, this ) ); + m_pJet->SetParent( this ); + + float extra = m_thruster.m_thrust * (1/5000.f); + extra = clamp( extra, 0.f, 1.f ); + + m_pJet->m_SpreadSpeed = 15 * m_thruster.m_thrust * 0.001; + m_pJet->m_Speed = 128 + 100 * extra; + m_pJet->m_StartSize = 10; + m_pJet->m_EndSize = 25; + + m_pJet->m_Rate = 52 + (int)extra*20; + m_pJet->m_JetLength = 64; + m_pJet->m_clrRender = m_clrRender; + + m_pJet->Use( this, this, USE_ON, 1 ); + if ( m_gasSound != NULL_STRING ) + { + CPASAttenuationFilter filter( this ); + + EmitSound_t ep; + ep.m_nChannel = CHAN_ITEM; + ep.m_pSoundName = STRING(m_gasSound); + ep.m_flVolume = 1.0f; + ep.m_SoundLevel = SNDLVL_NORM; + + EmitSound( filter, entindex(), ep ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: The cannister's been fired by a weapon, so it should stay pretty accurate +//----------------------------------------------------------------------------- +void CPhysicsCannister::CannisterFire( CBaseEntity *pActivator ) +{ + m_bFired = true; + + // Increase thrust + m_thruster.m_thrust *= 4; + + // Only last a short time + m_thrustTime = 10.0; + + // Explode on contact + SetTouch( &CPhysicsCannister::ExplodeTouch ); + + CannisterActivate( pActivator, vec3_origin ); +} + +//----------------------------------------------------------------------------- +// Purpose: Input handler for activating the cannister. +//----------------------------------------------------------------------------- +void CPhysicsCannister::InputActivate( inputdata_t &data ) +{ + CannisterActivate( data.pActivator, Vector(0,0.1,-0.25) ); +} + +//----------------------------------------------------------------------------- +// Purpose: Input handler for deactivating the cannister. +//----------------------------------------------------------------------------- +void CPhysicsCannister::InputDeactivate(inputdata_t &data) +{ + Deactivate(); +} + + +//----------------------------------------------------------------------------- +// Purpose: Input handler for making the cannister go boom. +//----------------------------------------------------------------------------- +void CPhysicsCannister::InputExplode(inputdata_t &data) +{ + Explode( data.pActivator ); +} + + +//----------------------------------------------------------------------------- +// Purpose: Input handler for waking up the cannister if it is sleeping. +//----------------------------------------------------------------------------- +void CPhysicsCannister::InputWake( inputdata_t &data ) +{ + IPhysicsObject *pPhys = VPhysicsGetObject(); + if ( pPhys != NULL ) + { + pPhys->Wake(); + } +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CPhysicsCannister::Deactivate(void) +{ + if ( !m_pController ) + return; + + m_pController->DetachObject( VPhysicsGetObject() ); + physenv->DestroyMotionController( m_pController ); + m_pController = NULL; + SetNextThink( TICK_NEVER_THINK ); + m_thrustTime = 0; + m_active = false; + if ( m_pJet ) + { + ShutdownJet(); + } + if ( m_gasSound != NULL_STRING ) + { + StopSound( entindex(), CHAN_ITEM, STRING(m_gasSound) ); + } +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CPhysicsCannister::Explode( CBaseEntity *pAttacker ) +{ + // don't recurse + m_takedamage = 0; + Deactivate(); + + Vector velocity; + AngularImpulse angVelocity; + IPhysicsObject *pPhysics = VPhysicsGetObject(); + + pPhysics->GetVelocity( &velocity, &angVelocity ); + PropBreakableCreateAll( GetModelIndex(), pPhysics, GetAbsOrigin(), GetAbsAngles(), velocity, angVelocity, 1.0, 20, COLLISION_GROUP_DEBRIS ); + ExplosionCreate( GetAbsOrigin(), GetAbsAngles(), pAttacker, m_damage, 0, true ); + UTIL_Remove( this ); +} + +//----------------------------------------------------------------------------- +// Purpose: Explode when I next hit a damageable entity +//----------------------------------------------------------------------------- +void CPhysicsCannister::ExplodeTouch( CBaseEntity *pOther ) +{ + if ( !pOther->m_takedamage ) + return; + + Explode( m_hLauncher ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CPhysicsCannister::VPhysicsCollision( int index, gamevcollisionevent_t *pEvent ) +{ + if ( m_bFired && m_active ) + { + int otherIndex = !index; + CBaseEntity *pHitEntity = pEvent->pEntities[otherIndex]; + if ( pEvent->deltaCollisionTime < 0.5 && (pHitEntity == this) ) + return; + + // If we hit hard enough. explode + if ( pEvent->collisionSpeed > 1000 ) + { + Explode( m_hLauncher ); + return; + } + } + + BaseClass::VPhysicsCollision( index, pEvent ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CPhysicsCannister::ShutdownJet( void ) +{ + g_EventQueue.AddEvent( m_pJet, "kill", 5, NULL, NULL ); + + m_pJet->m_bEmit = false; + m_pJet->m_Rate = 0; + m_pJet = NULL; + SetNextThink( TICK_NEVER_THINK ); +} + +//----------------------------------------------------------------------------- +// Purpose: The think just shuts the cannister down +//----------------------------------------------------------------------------- +void CPhysicsCannister::BeginShutdownThink( void ) +{ + Deactivate(); +} + +//----------------------------------------------------------------------------- +// Physics Attacker +//----------------------------------------------------------------------------- +void CPhysicsCannister::SetPhysicsAttacker( CBasePlayer *pEntity, float flTime ) +{ + m_hPhysicsAttacker = pEntity; + m_flLastPhysicsInfluenceTime = flTime; +} + + +//----------------------------------------------------------------------------- +// Purpose: Keep track of physgun influence +//----------------------------------------------------------------------------- +void CPhysicsCannister::OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason ) +{ + SetPhysicsAttacker( pPhysGunUser, gpGlobals->curtime ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CPhysicsCannister::OnPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t Reason ) +{ + SetPhysicsAttacker( pPhysGunUser, gpGlobals->curtime ); + if ( Reason == LAUNCHED_BY_CANNON ) + { + CannisterActivate( pPhysGunUser, vec3_origin ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +CBasePlayer *CPhysicsCannister::HasPhysicsAttacker( float dt ) +{ + if (gpGlobals->curtime - dt <= m_flLastPhysicsInfluenceTime) + { + return m_hPhysicsAttacker; + } + return NULL; +} +//----------------------------------------------------------------------------- +// Purpose: Update the visible representation of the physic system's representation of this object +//----------------------------------------------------------------------------- +void CPhysicsCannister::VPhysicsUpdate( IPhysicsObject *pPhysics ) +{ + BaseClass::VPhysicsUpdate( pPhysics ); + + // if this is the first time we have moved, fire our target + if ( HasSpawnFlags( SF_CANNISTER_ASLEEP ) ) + { + if ( !pPhysics->IsAsleep() ) + { + m_OnAwakened.FireOutput(this, this); + RemoveSpawnFlags( SF_CANNISTER_ASLEEP ); + } + } } \ No newline at end of file -- cgit v1.2.3