//========= 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 ); }