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483 lines
14 KiB
483 lines
14 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $NoKeywords: $ |
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// |
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//=============================================================================// |
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#include "cbase.h" |
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#include "basecombatcharacter.h" |
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#include "entityoutput.h" |
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#include "physics.h" |
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#include "explode.h" |
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#include "vphysics_interface.h" |
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#include "collisionutils.h" |
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#include "steamjet.h" |
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#include "eventqueue.h" |
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#include "soundflags.h" |
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#include "engine/IEngineSound.h" |
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#include "props.h" |
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#include "physics_cannister.h" |
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#include "globals.h" |
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#include "physics_saverestore.h" |
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#include "shareddefs.h" |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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#define SF_CANNISTER_ASLEEP 0x0001 |
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#define SF_CANNISTER_EXPLODE 0x0002 |
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BEGIN_SIMPLE_DATADESC( CThrustController ) |
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DEFINE_FIELD( m_thrustVector, FIELD_VECTOR ), |
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DEFINE_FIELD( m_torqueVector, FIELD_VECTOR ), |
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DEFINE_KEYFIELD( m_thrust, FIELD_FLOAT, "thrust" ), |
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END_DATADESC() |
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LINK_ENTITY_TO_CLASS( physics_cannister, CPhysicsCannister ); |
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BEGIN_DATADESC( CPhysicsCannister ) |
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DEFINE_OUTPUT( m_onActivate, "OnActivate" ), |
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DEFINE_OUTPUT( m_OnAwakened, "OnAwakened" ), |
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DEFINE_FIELD( m_thrustOrigin, FIELD_VECTOR ), // this is a position, but in local space |
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DEFINE_EMBEDDED( m_thruster ), |
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DEFINE_PHYSPTR( m_pController ), |
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DEFINE_FIELD( m_pJet, FIELD_CLASSPTR ), |
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DEFINE_FIELD( m_active, FIELD_BOOLEAN ), |
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DEFINE_KEYFIELD( m_thrustTime, FIELD_FLOAT, "fuel" ), |
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DEFINE_KEYFIELD( m_damage, FIELD_FLOAT, "expdamage" ), |
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DEFINE_KEYFIELD( m_damageRadius, FIELD_FLOAT, "expradius" ), |
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DEFINE_FIELD( m_activateTime, FIELD_TIME ), |
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DEFINE_KEYFIELD( m_gasSound, FIELD_SOUNDNAME, "gassound" ), |
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DEFINE_FIELD( m_bFired, FIELD_BOOLEAN ), |
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// Physics Influence |
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DEFINE_FIELD( m_hPhysicsAttacker, FIELD_EHANDLE ), |
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DEFINE_FIELD( m_flLastPhysicsInfluenceTime, FIELD_TIME ), |
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DEFINE_FIELD( m_hLauncher, FIELD_EHANDLE ), |
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DEFINE_INPUTFUNC( FIELD_VOID, "Activate", InputActivate ), |
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DEFINE_INPUTFUNC( FIELD_VOID, "Deactivate", InputDeactivate ), |
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DEFINE_INPUTFUNC( FIELD_VOID, "Explode", InputExplode ), |
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DEFINE_INPUTFUNC( FIELD_VOID, "Wake", InputWake ), |
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DEFINE_THINKFUNC( BeginShutdownThink ), |
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DEFINE_ENTITYFUNC( ExplodeTouch ), |
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END_DATADESC() |
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void CPhysicsCannister::Spawn( void ) |
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{ |
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Precache(); |
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SetModel( STRING(GetModelName()) ); |
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SetBloodColor( DONT_BLEED ); |
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AddSolidFlags( FSOLID_CUSTOMRAYTEST ); |
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m_takedamage = DAMAGE_YES; |
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SetNextThink( TICK_NEVER_THINK ); |
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if ( m_iHealth <= 0 ) |
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m_iHealth = 25; |
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m_flAnimTime = gpGlobals->curtime; |
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m_flPlaybackRate = 0.0; |
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SetCycle( 0 ); |
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m_bFired = false; |
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// not thrusting |
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m_active = false; |
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CreateVPhysics(); |
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if ( !VPhysicsGetObject() ) |
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{ |
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// must have a physics object or code will crash later |
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UTIL_Remove(this); |
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} |
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} |
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void CPhysicsCannister::OnRestore() |
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{ |
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BaseClass::OnRestore(); |
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if ( m_pController ) |
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{ |
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m_pController->SetEventHandler( &m_thruster ); |
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} |
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} |
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bool CPhysicsCannister::CreateVPhysics() |
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{ |
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bool asleep = HasSpawnFlags(SF_CANNISTER_ASLEEP); |
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VPhysicsInitNormal( SOLID_VPHYSICS, 0, asleep ); |
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return true; |
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} |
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bool CPhysicsCannister::TestCollision( const Ray_t &ray, unsigned int mask, trace_t& trace ) |
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{ |
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Vector vecAbsMins, vecAbsMaxs; |
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CollisionProp()->WorldSpaceAABB( &vecAbsMins, &vecAbsMaxs ); |
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if ( !IsBoxIntersectingRay( vecAbsMins, vecAbsMaxs, ray.m_Start, ray.m_Delta ) ) |
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return false; |
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return BaseClass::TestCollision( ray, mask, trace ); |
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} |
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Vector CPhysicsCannister::CalcLocalThrust( const Vector &offset ) |
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{ |
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matrix3x4_t nozzleMatrix; |
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Vector thrustDirection; |
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GetAttachment( LookupAttachment("nozzle"), nozzleMatrix ); |
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MatrixGetColumn( nozzleMatrix, 2, thrustDirection ); |
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MatrixGetColumn( nozzleMatrix, 3, m_thrustOrigin ); |
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thrustDirection = -5*thrustDirection + offset; |
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VectorNormalize( thrustDirection ); |
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return thrustDirection; |
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} |
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CPhysicsCannister::~CPhysicsCannister( void ) |
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{ |
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} |
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void CPhysicsCannister::Precache( void ) |
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{ |
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PropBreakablePrecacheAll( GetModelName() ); |
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if ( m_gasSound != NULL_STRING ) |
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{ |
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PrecacheScriptSound( STRING(m_gasSound) ); |
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} |
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BaseClass::Precache(); |
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} |
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int CPhysicsCannister::OnTakeDamage( const CTakeDamageInfo &info ) |
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{ |
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// HACKHACK: Shouldn't g_vecAttackDir be a parameter to this function? |
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if ( !m_takedamage ) |
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return 0; |
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if ( !m_active ) |
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{ |
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m_iHealth -= info.GetDamage(); |
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if ( m_iHealth < 0 ) |
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{ |
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Explode( info.GetAttacker() ); |
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} |
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else |
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{ |
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// explosions that don't destroy will activate |
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// 50% of the time blunt damage will activate as well |
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if ( (info.GetDamageType() & DMG_BLAST) || |
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( (info.GetDamageType() & (DMG_CLUB|DMG_SLASH|DMG_CRUSH) ) && random->RandomInt(1,100) < 50 ) ) |
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{ |
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CannisterActivate( info.GetAttacker(), g_vecAttackDir ); |
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} |
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} |
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return 1; |
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} |
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if ( (gpGlobals->curtime - m_activateTime) <= 0.1 ) |
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return 0; |
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if ( info.GetDamageType() & (DMG_BULLET|DMG_BUCKSHOT|DMG_BURN|DMG_BLAST) ) |
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{ |
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Explode( info.GetAttacker() ); |
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} |
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return 0; |
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} |
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void CPhysicsCannister::TraceAttack( const CTakeDamageInfo &info, const Vector &dir, trace_t *ptr ) |
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{ |
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if ( !m_active && ptr->hitgroup != 0 ) |
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{ |
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Vector direction = -dir; |
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direction.z -= 5; |
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VectorNormalize( direction ); |
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CannisterActivate( info.GetAttacker(), direction ); |
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} |
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BaseClass::TraceAttack( info, dir, ptr ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CPhysicsCannister::CannisterActivate( CBaseEntity *pActivator, const Vector &thrustOffset ) |
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{ |
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// already active or spent |
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if ( m_active || !m_thrustTime ) |
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{ |
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return; |
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} |
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m_hLauncher = pActivator; |
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Vector thrustDirection = CalcLocalThrust( thrustOffset ); |
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m_onActivate.FireOutput( pActivator, this, 0 ); |
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m_thruster.CalcThrust( m_thrustOrigin, thrustDirection, VPhysicsGetObject() ); |
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m_pController = physenv->CreateMotionController( &m_thruster ); |
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IPhysicsObject *pPhys = VPhysicsGetObject(); |
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m_pController->AttachObject( pPhys, true ); |
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// Make sure the object is simulated |
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pPhys->Wake(); |
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m_active = true; |
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m_activateTime = gpGlobals->curtime; |
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SetNextThink( gpGlobals->curtime + m_thrustTime ); |
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SetThink( &CPhysicsCannister::BeginShutdownThink ); |
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QAngle angles; |
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VectorAngles( -thrustDirection, angles ); |
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m_pJet = dynamic_cast<CSteamJet *>( CBaseEntity::Create( "env_steam", m_thrustOrigin, angles, this ) ); |
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m_pJet->SetParent( this ); |
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float extra = m_thruster.m_thrust * (1/5000.f); |
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extra = clamp( extra, 0, 1 ); |
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m_pJet->m_SpreadSpeed = 15 * m_thruster.m_thrust * 0.001; |
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m_pJet->m_Speed = 128 + 100 * extra; |
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m_pJet->m_StartSize = 10; |
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m_pJet->m_EndSize = 25; |
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m_pJet->m_Rate = 52 + (int)extra*20; |
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m_pJet->m_JetLength = 64; |
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m_pJet->m_clrRender = m_clrRender; |
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m_pJet->Use( this, this, USE_ON, 1 ); |
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if ( m_gasSound != NULL_STRING ) |
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{ |
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CPASAttenuationFilter filter( this ); |
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EmitSound_t ep; |
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ep.m_nChannel = CHAN_ITEM; |
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ep.m_pSoundName = STRING(m_gasSound); |
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ep.m_flVolume = 1.0f; |
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ep.m_SoundLevel = SNDLVL_NORM; |
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EmitSound( filter, entindex(), ep ); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: The cannister's been fired by a weapon, so it should stay pretty accurate |
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//----------------------------------------------------------------------------- |
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void CPhysicsCannister::CannisterFire( CBaseEntity *pActivator ) |
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{ |
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m_bFired = true; |
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// Increase thrust |
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m_thruster.m_thrust *= 4; |
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// Only last a short time |
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m_thrustTime = 10.0; |
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// Explode on contact |
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SetTouch( &CPhysicsCannister::ExplodeTouch ); |
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CannisterActivate( pActivator, vec3_origin ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Input handler for activating the cannister. |
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//----------------------------------------------------------------------------- |
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void CPhysicsCannister::InputActivate( inputdata_t &data ) |
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{ |
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CannisterActivate( data.pActivator, Vector(0,0.1,-0.25) ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Input handler for deactivating the cannister. |
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//----------------------------------------------------------------------------- |
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void CPhysicsCannister::InputDeactivate(inputdata_t &data) |
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{ |
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Deactivate(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Input handler for making the cannister go boom. |
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//----------------------------------------------------------------------------- |
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void CPhysicsCannister::InputExplode(inputdata_t &data) |
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{ |
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Explode( data.pActivator ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Input handler for waking up the cannister if it is sleeping. |
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//----------------------------------------------------------------------------- |
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void CPhysicsCannister::InputWake( inputdata_t &data ) |
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{ |
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IPhysicsObject *pPhys = VPhysicsGetObject(); |
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if ( pPhys != NULL ) |
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{ |
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pPhys->Wake(); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CPhysicsCannister::Deactivate(void) |
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{ |
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if ( !m_pController ) |
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return; |
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m_pController->DetachObject( VPhysicsGetObject() ); |
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physenv->DestroyMotionController( m_pController ); |
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m_pController = NULL; |
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SetNextThink( TICK_NEVER_THINK ); |
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m_thrustTime = 0; |
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m_active = false; |
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if ( m_pJet ) |
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{ |
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ShutdownJet(); |
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} |
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if ( m_gasSound != NULL_STRING ) |
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{ |
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StopSound( entindex(), CHAN_ITEM, STRING(m_gasSound) ); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CPhysicsCannister::Explode( CBaseEntity *pAttacker ) |
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{ |
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// don't recurse |
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m_takedamage = 0; |
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Deactivate(); |
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Vector velocity; |
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AngularImpulse angVelocity; |
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IPhysicsObject *pPhysics = VPhysicsGetObject(); |
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pPhysics->GetVelocity( &velocity, &angVelocity ); |
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PropBreakableCreateAll( GetModelIndex(), pPhysics, GetAbsOrigin(), GetAbsAngles(), velocity, angVelocity, 1.0, 20, COLLISION_GROUP_DEBRIS ); |
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ExplosionCreate( GetAbsOrigin(), GetAbsAngles(), pAttacker, m_damage, 0, true ); |
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UTIL_Remove( this ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Explode when I next hit a damageable entity |
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//----------------------------------------------------------------------------- |
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void CPhysicsCannister::ExplodeTouch( CBaseEntity *pOther ) |
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{ |
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if ( !pOther->m_takedamage ) |
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return; |
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Explode( m_hLauncher ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CPhysicsCannister::VPhysicsCollision( int index, gamevcollisionevent_t *pEvent ) |
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{ |
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if ( m_bFired && m_active ) |
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{ |
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int otherIndex = !index; |
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CBaseEntity *pHitEntity = pEvent->pEntities[otherIndex]; |
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if ( pEvent->deltaCollisionTime < 0.5 && (pHitEntity == this) ) |
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return; |
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// If we hit hard enough. explode |
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if ( pEvent->collisionSpeed > 1000 ) |
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{ |
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Explode( m_hLauncher ); |
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return; |
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} |
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} |
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BaseClass::VPhysicsCollision( index, pEvent ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CPhysicsCannister::ShutdownJet( void ) |
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{ |
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g_EventQueue.AddEvent( m_pJet, "kill", 5, NULL, NULL ); |
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m_pJet->m_bEmit = false; |
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m_pJet->m_Rate = 0; |
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m_pJet = NULL; |
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SetNextThink( TICK_NEVER_THINK ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: The think just shuts the cannister down |
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//----------------------------------------------------------------------------- |
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void CPhysicsCannister::BeginShutdownThink( void ) |
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{ |
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Deactivate(); |
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} |
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//----------------------------------------------------------------------------- |
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// Physics Attacker |
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//----------------------------------------------------------------------------- |
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void CPhysicsCannister::SetPhysicsAttacker( CBasePlayer *pEntity, float flTime ) |
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{ |
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m_hPhysicsAttacker = pEntity; |
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m_flLastPhysicsInfluenceTime = flTime; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Keep track of physgun influence |
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//----------------------------------------------------------------------------- |
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void CPhysicsCannister::OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason ) |
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{ |
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SetPhysicsAttacker( pPhysGunUser, gpGlobals->curtime ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CPhysicsCannister::OnPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t Reason ) |
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{ |
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SetPhysicsAttacker( pPhysGunUser, gpGlobals->curtime ); |
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if ( Reason == LAUNCHED_BY_CANNON ) |
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{ |
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CannisterActivate( pPhysGunUser, vec3_origin ); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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CBasePlayer *CPhysicsCannister::HasPhysicsAttacker( float dt ) |
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{ |
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if (gpGlobals->curtime - dt <= m_flLastPhysicsInfluenceTime) |
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{ |
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return m_hPhysicsAttacker; |
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} |
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return NULL; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Update the visible representation of the physic system's representation of this object |
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//----------------------------------------------------------------------------- |
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void CPhysicsCannister::VPhysicsUpdate( IPhysicsObject *pPhysics ) |
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{ |
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BaseClass::VPhysicsUpdate( pPhysics ); |
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// if this is the first time we have moved, fire our target |
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if ( HasSpawnFlags( SF_CANNISTER_ASLEEP ) ) |
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{ |
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if ( !pPhysics->IsAsleep() ) |
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{ |
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m_OnAwakened.FireOutput(this, this); |
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RemoveSpawnFlags( SF_CANNISTER_ASLEEP ); |
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} |
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} |
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}
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