Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "trigger_catapult.h"
#include "vcollide_parse.h"
#include "props.h"
#include "movevars_shared.h"
#include "tf_player.h"
#include "saverestore_utlvector.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
const char *CTriggerCatapult::s_szPlayerPassesTriggerFiltersThinkContext = "CTriggerCatapult::PlayerPassesTriggerFiltersThink";
extern ConVar catapult_physics_drag_boost;
BEGIN_DATADESC( CTriggerCatapult )
DEFINE_THINKFUNC( LaunchThink ),
DEFINE_THINKFUNC( PlayerPassesTriggerFiltersThink ),
DEFINE_KEYFIELD( m_flPlayerVelocity, FIELD_FLOAT, "playerSpeed" ),
DEFINE_KEYFIELD( m_flPhysicsVelocity, FIELD_FLOAT, "physicsSpeed" ),
DEFINE_KEYFIELD( m_vecLaunchAngles, FIELD_VECTOR, "launchDirection" ),
DEFINE_KEYFIELD( m_strLaunchTarget, FIELD_STRING, "launchTarget" ),
DEFINE_KEYFIELD( m_bUseThresholdCheck, FIELD_BOOLEAN, "useThresholdCheck" ),
DEFINE_KEYFIELD( m_bUseExactVelocity, FIELD_BOOLEAN, "useExactVelocity" ),
DEFINE_KEYFIELD( m_flLowerThreshold, FIELD_FLOAT, "lowerThreshold" ),
DEFINE_KEYFIELD( m_flUpperThreshold, FIELD_FLOAT, "upperThreshold" ),
DEFINE_KEYFIELD( m_ExactVelocityChoice, FIELD_INTEGER, "exactVelocityChoiceType" ),
DEFINE_KEYFIELD( m_bOnlyVelocityCheck, FIELD_BOOLEAN, "onlyVelocityCheck" ),
DEFINE_KEYFIELD( m_bApplyAngularImpulse, FIELD_BOOLEAN, "applyAngularImpulse" ),
DEFINE_KEYFIELD( m_flEntryAngleTolerance, FIELD_FLOAT, "EntryAngleTolerance" ),
DEFINE_KEYFIELD( m_flAirControlSupressionTime, FIELD_FLOAT, "AirCtrlSupressionTime" ),
DEFINE_KEYFIELD( m_bDirectionSuppressAirControl, FIELD_BOOLEAN, "DirectionSuppressAirControl" ),
DEFINE_FIELD( m_hLaunchTarget, FIELD_EHANDLE ),
DEFINE_ARRAY( m_flRefireDelay, FIELD_TIME, MAX_PLAYERS + 1 ),
DEFINE_UTLVECTOR( m_hAbortedLaunchees, FIELD_EHANDLE ),
DEFINE_INPUTFUNC( FIELD_FLOAT, "SetPlayerSpeed", InputSetPlayerSpeed ),
DEFINE_INPUTFUNC( FIELD_FLOAT, "SetPhysicsSpeed", InputSetPhysicsSpeed ),
DEFINE_INPUTFUNC( FIELD_STRING,"SetLaunchTarget", InputSetLaunchTarget ),
DEFINE_INPUTFUNC( FIELD_INTEGER, "SetExactVelocityChoiceType", InputSetExactVelocityChoiceType ),
DEFINE_OUTPUT( m_OnCatapulted, "OnCatapulted" ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( trigger_catapult, CTriggerCatapult );
//IMPLEMENT_SERVERCLASS_ST( CTriggerCatapult, DT_TriggerCatapult )
// SendPropArray3( SENDINFO_ARRAY3(m_flRefireDelay), SendPropFloat(SENDINFO_ARRAY(m_flRefireDelay)) ),
// SendPropFloat( SENDINFO( m_flPlayerVelocity ) ),
// SendPropFloat( SENDINFO( m_flPhysicsVelocity ) ),
// SendPropQAngles( SENDINFO( m_vecLaunchAngles ) ),
// //SendPropStringT( SENDINFO( m_strLaunchTarget ) ),
// SendPropInt( SENDINFO( m_ExactVelocityChoice ) ),
// SendPropBool( SENDINFO( m_bUseExactVelocity ) ),
// SendPropBool( SENDINFO( m_bUseThresholdCheck ) ),
// SendPropBool( SENDINFO( m_bOnlyVelocityCheck ) ),
// SendPropFloat( SENDINFO( m_flLowerThreshold ) ),
// SendPropFloat( SENDINFO( m_flUpperThreshold ) ),
// SendPropFloat( SENDINFO( m_flAirControlSupressionTime ) ),
// SendPropBool( SENDINFO( m_bApplyAngularImpulse ) ),
// SendPropFloat( SENDINFO( m_flEntryAngleTolerance ) ),
// SendPropEHandle( SENDINFO( m_hLaunchTarget ) ),
// SendPropBool( SENDINFO( m_bPlayersPassTriggerFilters ) ),
// SendPropBool( SENDINFO( m_bDirectionSuppressAirControl ) ),
//END_SEND_TABLE()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTriggerCatapult::CTriggerCatapult( void )
{
//Defaulting to true;
m_bApplyAngularImpulse = true;
m_flAirControlSupressionTime = -1.0f;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTriggerCatapult::DrawDebugGeometryOverlays( void )
{
BaseClass::DrawDebugGeometryOverlays();
CBaseEntity *pLaunchTarget = m_hLaunchTarget;
if ( pLaunchTarget )
{
// Help us visualize the target
Vector vecSourcePos = GetAbsOrigin();
Vector vecTargetPos = pLaunchTarget->GetAbsOrigin();
float flSpeed = m_flPlayerVelocity;
float flGravity = sv_gravity.GetFloat();
Vector vecVelocity = (vecTargetPos - vecSourcePos);
// This is a hack to get around air resistance with weighted cubes -- this is not intended for all objects!
// float flDragCoefficient = (pVictim->IsPlayer()) ? 1.0f : ( 1.6f );
float flDragCoefficient = 0.0f;
// throw at a constant time
float time = vecVelocity.Length( ) / flSpeed;
vecVelocity = vecVelocity * (1.0 / time) * flDragCoefficient;
// adjust upward toss to compensate for gravity loss
vecVelocity.z += flGravity * time * 0.5;
Vector vecApex = vecSourcePos + (vecTargetPos - vecSourcePos) * 0.5;
vecApex.z += 0.5 * flGravity * (time * 0.5) * (time * 0.5);
// Visualize it!
if( !m_bUseExactVelocity )
{
NDebugOverlay::Box( vecSourcePos, -Vector(2,2,2), Vector(2,2,2), 0, 255, 0, 8.0f, 0.05f );
NDebugOverlay::Box( vecTargetPos, -Vector(2,2,2), Vector(2,2,2), 0, 255, 0, 8.0f, 0.05f );
NDebugOverlay::Box( vecApex, -Vector(2,2,2), Vector(2,2,2), 0, 255, 0, 8.0f, 0.05f );
NDebugOverlay::Line( vecSourcePos, vecApex, 0, 255, 0, false, 0.05f );
NDebugOverlay::Line( vecApex, vecTargetPos, 0, 255, 0, false, 0.05f );
}
else
{
Vector lastPos = vecSourcePos;
vecVelocity = (vecTargetPos - vecSourcePos);
vecVelocity = CalculateLaunchVectorPreserve( vecVelocity, this, pLaunchTarget, true );
for( int i = 0; i < 20; i++ )
{
float flTime = 0.2f*(i+1);
vecApex = vecSourcePos + vecVelocity*flTime;
vecApex.z -= 0.5 * flGravity * (flTime) * (flTime);
NDebugOverlay::Box( vecApex, -Vector(2,2,2), Vector(2,2,2), 0, 255, 0, 8.0f, 0.05f );
NDebugOverlay::Line( vecApex, lastPos, 0, 255, 0, false, 0.05f );
lastPos = vecApex;
}
}
// Physics!
flSpeed = m_flPhysicsVelocity;
vecVelocity = (vecTargetPos - vecSourcePos);
// This is a hack to get around air resistance with weighted cubes -- this is not intended for all objects!
flDragCoefficient = catapult_physics_drag_boost.GetFloat();
// throw at a constant time
time = vecVelocity.Length( ) / flSpeed;
vecVelocity = vecVelocity * (1.0 / time) * flDragCoefficient;
// adjust upward toss to compensate for gravity loss
vecVelocity.z += flGravity * time * 0.5;
vecApex = vecSourcePos + (vecTargetPos - vecSourcePos) * 0.5;
vecApex.z += 0.5 * flGravity * (time * 0.5) * (time * 0.5);
// Visualize it!
if( !m_bUseExactVelocity )
{
NDebugOverlay::Box( vecApex, -Vector(2,2,2), Vector(2,2,2), 255, 255, 0, 8.0f, 0.05f );
NDebugOverlay::Line( vecSourcePos, vecApex, 255, 255, 0, false, 0.05f );
NDebugOverlay::Line( vecApex, vecTargetPos, 255, 255, 0, false, 0.05f );
}
else
{
Vector lastPos = vecSourcePos;
vecVelocity = (vecTargetPos - vecSourcePos);
vecVelocity = CalculateLaunchVectorPreserve( vecVelocity, this, pLaunchTarget );
for( int i = 0; i < 20; i++ )
{
float flTime = 0.2f*(i+1);
vecApex = vecSourcePos + vecVelocity*flTime;
vecApex.z -= 0.5 * flGravity * (flTime) * (flTime);
NDebugOverlay::Box( vecApex, -Vector(2,2,2), Vector(2,2,2), 255, 255, 0, 8.0f, 0.05f );
NDebugOverlay::Line( vecApex, lastPos, 255, 255, 0, false, 0.05f );
lastPos = vecApex;
}
}
}
else
{
// Meh
}
}
//---------------------------------------------------------
//---------------------------------------------------------
int CTriggerCatapult::DrawDebugTextOverlays(void)
{
int text_offset = BaseClass::DrawDebugTextOverlays();
if (m_debugOverlays & OVERLAY_TEXT_BIT)
{
char tempstr[512];
Q_snprintf(tempstr,sizeof(tempstr), "Launch target: %s", m_strLaunchTarget.ToCStr() );
EntityText(text_offset,tempstr,0);
text_offset++;
if ( m_bUseThresholdCheck )
{
Q_snprintf(tempstr,sizeof(tempstr), "Lower threshold velocity: %.2f", m_flLowerThreshold );
EntityText(text_offset,tempstr,0);
text_offset++;
Q_snprintf(tempstr,sizeof(tempstr), "Upper threshold velocity: %.2f", m_flUpperThreshold );
EntityText(text_offset,tempstr,0);
text_offset++;
}
Q_snprintf(tempstr,sizeof(tempstr), "Player velocity: %.2f", m_flPlayerVelocity );
EntityText(text_offset,tempstr,0);
text_offset++;
Q_snprintf(tempstr,sizeof(tempstr), "Physics velocity: %.2f", m_flPhysicsVelocity );
EntityText(text_offset,tempstr,0);
text_offset++;
// Get the target
CBaseEntity *pLaunchTarget = m_hLaunchTarget;
// See if we're attempting to hit a target
if ( pLaunchTarget )
{
Vector vecSourcePos = GetAbsOrigin();
float flGravity = sv_gravity.GetFloat();
{
Vector vecTargetPos = pLaunchTarget->GetAbsOrigin();
vecTargetPos.z -= 32.0f;
Vector vecVelocity = (vecTargetPos - vecSourcePos);
// throw at a constant time
float time = vecVelocity.Length( ) / m_flPlayerVelocity;
vecVelocity = vecVelocity * (1.0 / time);
// adjust upward toss to compensate for gravity loss
vecVelocity.z += flGravity * time * 0.5;
Q_snprintf(tempstr,sizeof(tempstr), "Adjusted Player velocity: %.2f", vecVelocity.Length() );
EntityText(text_offset,tempstr,0);
text_offset++;
}
{
Vector vecTargetPos = pLaunchTarget->GetAbsOrigin();
Vector vecVelocity = (vecTargetPos - vecSourcePos );
// throw at a constant time
float time = vecVelocity.Length( ) / m_flPhysicsVelocity;
vecVelocity = vecVelocity * (1.0 / time);
// adjust upward toss to compensate for gravity loss
vecVelocity.z += flGravity * time * 0.5;
Q_snprintf(tempstr,sizeof(tempstr), "Adjusted Physics velocity: %.2f", vecVelocity.Length() );
EntityText(text_offset,tempstr,0);
text_offset++;
}
}
}
return text_offset;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTriggerCatapult::Spawn( void )
{
BaseClass::Spawn();
// Don't let the camera shoot through us!
InitTrigger();
for ( int i = 0; i < MAX_PLAYERS + 1; ++i )
{
m_flRefireDelay[i] = 0.0f;
}
m_flLowerThreshold = clamp( m_flLowerThreshold, 0.0f, 1.0f );
m_flUpperThreshold = clamp( m_flUpperThreshold, 0.0f, 1.0f );
SetTransmitState( FL_EDICT_PVSCHECK );
m_hLaunchTarget = gEntList.FindEntityByName( NULL, m_strLaunchTarget );
SetContextThink( &CTriggerCatapult::PlayerPassesTriggerFiltersThink, gpGlobals->curtime + 1.0f, s_szPlayerPassesTriggerFiltersThinkContext );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTriggerCatapult::InputSetPlayerSpeed( inputdata_t &in )
{
m_flPlayerVelocity = in.value.Float();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTriggerCatapult::InputSetPhysicsSpeed( inputdata_t &in )
{
m_flPhysicsVelocity = in.value.Float();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTriggerCatapult::InputSetLaunchTarget( inputdata_t &in )
{
m_strLaunchTarget = in.value.StringID();
m_hLaunchTarget = gEntList.FindEntityByName( NULL, m_strLaunchTarget );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTriggerCatapult::InputSetExactVelocityChoiceType( inputdata_t &in )
{
m_ExactVelocityChoice = in.value.Int();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTriggerCatapult::LaunchThink( void )
{
for ( int i = 0; i < m_hAbortedLaunchees.Count(); i++ )
{
CBaseEntity *pOther = m_hAbortedLaunchees[i].Get();
bool bShouldRemove = true;
if ( pOther )
{
if ( pOther->IsPlayer() )
{
// Time to get launched and stay in the list in case we're stuck under something again.
bShouldRemove = false;
StartTouch( pOther );
}
else if ( pOther->VPhysicsGetObject() )
{
if( ( pOther->VPhysicsGetObject()->GetGameFlags() & FVPHYSICS_PLAYER_HELD ) )
{
// the sphere should stay in the list.
bShouldRemove = false;
}
else
{
// Time to get launched!
StartTouch( pOther );
}
}
}
if ( bShouldRemove )
{
m_hAbortedLaunchees.Remove( i );
i--;
}
}
// see if we are still holding something in the catapult
if( m_hAbortedLaunchees.Count() )
{
SetThink( &CTriggerCatapult::LaunchThink );
SetNextThink( gpGlobals->curtime + 0.05f );
}
else
{
SetThink( NULL );
}
}
//Think once a second, looking for a living player. Once one is found, evaluate if they pass our trigger filters and network that down to the client
void CTriggerCatapult::PlayerPassesTriggerFiltersThink( void )
{
for( int i = 1; i != gpGlobals->maxClients; ++i )
{
CBasePlayer *pPlayer = UTIL_PlayerByIndex( i );
if( pPlayer && pPlayer->IsAlive() )
{
m_bPlayersPassTriggerFilters = PassesTriggerFilters( pPlayer );
SetContextThink( NULL, TICK_NEVER_THINK, s_szPlayerPassesTriggerFiltersThinkContext ); //never test again
return;
}
}
SetContextThink( &CTriggerCatapult::PlayerPassesTriggerFiltersThink, gpGlobals->curtime + 1.0f, s_szPlayerPassesTriggerFiltersThinkContext );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTriggerCatapult::EndTouch( CBaseEntity *pOther )
{
m_hAbortedLaunchees.FindAndFastRemove( pOther );
}