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