mirror of
https://github.com/alliedmodders/hl2sdk.git
synced 2024-12-23 01:59:43 +08:00
1031 lines
27 KiB
C++
1031 lines
27 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//===========================================================================//
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#include "cbase.h"
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#include "physpropclientside.h"
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#include "vcollide_parse.h"
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#include "mapentities_shared.h"
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#include "gamestringpool.h"
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#include "props_shared.h"
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#include "c_te_effect_dispatch.h"
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#include "datacache/imdlcache.h"
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#include "view.h"
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#include "tier0/vprof.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 FADEOUT_TIME 1.0f
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ConVar cl_phys_props_max( "cl_phys_props_max", "300", 0, "Maximum clientside physic props" );
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ConVar r_propsmaxdist( "r_propsmaxdist", "1200", 0, "Maximum visible distance" );
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ConVar cl_phys_props_enable( "cl_phys_props_enable", "1", 0, "Disable clientside physics props (must be set before loading a level)." );
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ConVar cl_phys_props_respawndist( "cl_phys_props_respawndist", "1500", 0, "Minimum distance from the player that a clientside prop must be before it's allowed to respawn." );
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ConVar cl_phys_props_respawnrate( "cl_phys_props_respawnrate", "60", 0, "Time, in seconds, between clientside prop respawns." );
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//////////////////////////////////////////////////////////////////////
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// Construction/Destruction
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//////////////////////////////////////////////////////////////////////
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static int PropBreakablePrecacheAll( int modelIndex )
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{
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CUtlVector<breakmodel_t> list;
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BreakModelList( list, modelIndex, COLLISION_GROUP_NONE, 0 );
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return list.Count();
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}
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static CUtlVector<C_PhysPropClientside*> s_PhysPropList;
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static CUtlVector<C_FuncPhysicsRespawnZone*> s_RespawnZoneList;
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C_PhysPropClientside *C_PhysPropClientside::CreateNew( bool bForce )
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{
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if ( (s_PhysPropList.Count() >= cl_phys_props_max.GetInt()) && !bForce )
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{
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DevMsg("Warning! Client physic props overflow *max %i).\n", cl_phys_props_max.GetInt() );
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return NULL;
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}
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return new C_PhysPropClientside();
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}
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C_PhysPropClientside::C_PhysPropClientside()
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{
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m_fDeathTime = -1;
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m_impactEnergyScale = 1.0f;
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m_iHealth = 0;
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m_iPhysicsMode = PHYSICS_MULTIPLAYER_AUTODETECT;
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m_flTouchDelta = 0;
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m_pRespawnZone = NULL;
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s_PhysPropList.AddToTail( this );
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}
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C_PhysPropClientside::~C_PhysPropClientside()
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{
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if ( m_pRespawnZone )
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{
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m_pRespawnZone->PropDestroyed( this );
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}
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PhysCleanupFrictionSounds( this );
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VPhysicsDestroyObject();
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s_PhysPropList.FindAndRemove( this );
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}
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void C_PhysPropClientside::SetPhysicsMode(int iMode)
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{
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if ( m_iPhysicsMode == PHYSICS_MULTIPLAYER_AUTODETECT )
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m_iPhysicsMode = iMode;
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}
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//-----------------------------------------------------------------------------
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// Should we collide?
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//-----------------------------------------------------------------------------
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bool C_PhysPropClientside::KeyValue( const char *szKeyName, const char *szValue )
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{
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if (FStrEq(szKeyName, "physdamagescale"))
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{
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m_impactEnergyScale = atof(szValue);
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}
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else if ( FStrEq(szKeyName, "health") )
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{
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m_iHealth = Q_atoi(szValue);
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}
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else if (FStrEq(szKeyName, "spawnflags"))
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{
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m_spawnflags = Q_atoi(szValue);
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}
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else if (FStrEq(szKeyName, "model"))
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{
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SetModelName( AllocPooledString( szValue ) );
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}
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else if (FStrEq(szKeyName, "fademaxdist"))
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{
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m_fadeMaxDist = Q_atof(szValue);
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}
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else if (FStrEq(szKeyName, "fademindist"))
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{
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m_fadeMinDist = Q_atof(szValue);
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}
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else if (FStrEq(szKeyName, "fadescale"))
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{
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m_flFadeScale = Q_atof(szValue);
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}
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else if (FStrEq(szKeyName, "inertiaScale"))
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{
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m_inertiaScale = Q_atof(szValue);
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}
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else if (FStrEq(szKeyName, "skin"))
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{
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m_nSkin = Q_atoi(szValue);
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}
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else if (FStrEq(szKeyName, "physicsmode"))
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{
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m_iPhysicsMode = Q_atoi(szValue);
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}
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else
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{
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if ( !BaseClass::KeyValue( szKeyName, szValue ) )
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{
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// key hasn't been handled
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return false;
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}
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pOther -
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//-----------------------------------------------------------------------------
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void C_PhysPropClientside::StartTouch( C_BaseEntity *pOther )
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{
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// Limit the amount of times we can bounce
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if ( m_flTouchDelta < gpGlobals->curtime )
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{
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HitSurface( pOther );
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m_flTouchDelta = gpGlobals->curtime + 0.1f;
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}
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BaseClass::StartTouch( pOther );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pOther -
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//-----------------------------------------------------------------------------
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void C_PhysPropClientside::HitSurface( C_BaseEntity *pOther )
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{
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if ( HasInteraction( PROPINTER_WORLD_BLOODSPLAT ) )
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{
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trace_t tr;
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tr = BaseClass::GetTouchTrace();
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if ( tr.m_pEnt )
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{
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UTIL_BloodDecalTrace( &tr, BLOOD_COLOR_RED );
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}
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}
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}
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void C_PhysPropClientside::RecreateAll()
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{
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DestroyAll();
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if ( cl_phys_props_enable.GetInt() )
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{
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ParseAllEntities( engine->GetMapEntitiesString() );
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InitializePropRespawnZones();
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}
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}
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void C_PhysPropClientside::DestroyAll()
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{
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while (s_PhysPropList.Count() > 0 )
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{
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C_PhysPropClientside *p = s_PhysPropList[0];
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p->Release();
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}
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while (s_RespawnZoneList.Count() > 0)
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{
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C_FuncPhysicsRespawnZone *p = s_RespawnZoneList[0];
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p->Release();
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}
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}
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void C_PhysPropClientside::SetRespawnZone( C_FuncPhysicsRespawnZone *pZone )
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{
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m_pRespawnZone = pZone;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Parse this prop's data from the model, if it has a keyvalues section.
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// Returns true only if this prop is using a model that has a prop_data section that's invalid.
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//-----------------------------------------------------------------------------
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int C_PhysPropClientside::ParsePropData( void )
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{
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KeyValues *modelKeyValues = new KeyValues("");
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if ( !modelKeyValues->LoadFromBuffer( modelinfo->GetModelName( GetModel() ), modelinfo->GetModelKeyValueText( GetModel() ) ) )
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{
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modelKeyValues->deleteThis();
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return PARSE_FAILED_NO_DATA;
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}
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// Do we have a props section?
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KeyValues *pkvPropData = modelKeyValues->FindKey("prop_data");
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if ( !pkvPropData )
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{
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modelKeyValues->deleteThis();
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return PARSE_FAILED_NO_DATA;
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}
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int iResult = g_PropDataSystem.ParsePropFromKV( this, pkvPropData, modelKeyValues );
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modelKeyValues->deleteThis();
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return iResult;
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}
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bool C_PhysPropClientside::Initialize()
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{
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if ( InitializeAsClientEntity( STRING(GetModelName()), RENDER_GROUP_OPAQUE_ENTITY ) == false )
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{
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return false;
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}
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const model_t *mod = GetModel();
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if ( mod )
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{
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Vector mins, maxs;
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modelinfo->GetModelBounds( mod, mins, maxs );
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SetCollisionBounds( mins, maxs );
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}
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solid_t tmpSolid;
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// Create the object in the physics system
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if ( !PhysModelParseSolid( tmpSolid, this, GetModelIndex() ) )
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{
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DevMsg("C_PhysPropClientside::Initialize: PhysModelParseSolid failed for entity %i.\n", GetModelIndex() );
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return false;
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}
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else
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{
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m_pPhysicsObject = VPhysicsInitNormal( SOLID_VPHYSICS, 0, m_spawnflags & SF_PHYSPROP_START_ASLEEP, &tmpSolid );
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if ( !m_pPhysicsObject )
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{
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// failed to create a physics object
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DevMsg(" C_PhysPropClientside::Initialize: VPhysicsInitNormal() failed for %s.\n", STRING(GetModelName()) );
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return false;
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}
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}
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// We want touch calls when we hit the world
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unsigned int flags = VPhysicsGetObject()->GetCallbackFlags();
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VPhysicsGetObject()->SetCallbackFlags( flags | CALLBACK_GLOBAL_TOUCH_STATIC );
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if ( m_spawnflags & SF_PHYSPROP_MOTIONDISABLED )
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{
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m_pPhysicsObject->EnableMotion( false );
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}
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Spawn(); // loads breakable & prop data
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if ( m_iPhysicsMode == PHYSICS_MULTIPLAYER_AUTODETECT )
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{
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m_iPhysicsMode = GetAutoMultiplayerPhysicsMode(
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CollisionProp()->OBBSize(), m_pPhysicsObject->GetMass() );
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}
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if ( m_spawnflags & SF_PHYSPROP_FORCE_SERVER_SIDE )
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{
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// forced to be server-side by map maker
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return false;
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}
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if ( m_iPhysicsMode != PHYSICS_MULTIPLAYER_CLIENTSIDE )
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{
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// spawn only clientside entities
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return false;
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}
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else
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{
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if ( engine->IsInEditMode() )
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{
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// don't spawn in map edit mode
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return false;
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}
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}
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if ( m_fadeMinDist < 0 )
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{
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// start fading out at 75% of r_propsmaxdist
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m_fadeMaxDist = r_propsmaxdist.GetFloat();
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m_fadeMinDist = r_propsmaxdist.GetFloat() * 0.75f;
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}
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// player can push it away
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SetCollisionGroup( COLLISION_GROUP_PUSHAWAY );
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UpdatePartitionListEntry();
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CollisionProp()->UpdatePartition();
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SetBlocksLOS( false ); // this should be a small object
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// Set up shadows; do it here so that objects can change shadowcasting state
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CreateShadow();
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UpdateVisibility();
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SetNextClientThink( CLIENT_THINK_NEVER );
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return true;
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}
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void C_PhysPropClientside::Spawn()
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{
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// Initialize damage modifiers. Must be done before baseclass spawn.
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m_flDmgModBullet = 1.0;
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m_flDmgModClub = 1.0;
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m_flDmgModExplosive = 1.0;
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BaseClass::Spawn();
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// we don't really precache models here, just checking how many we have:
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m_iNumBreakableChunks = PropBreakablePrecacheAll( GetModelIndex() );
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ParsePropData();
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// If we have no custom breakable chunks, see if we're breaking into generic ones
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if ( !m_iNumBreakableChunks )
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{
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if ( GetBreakableModel() != NULL_STRING && GetBreakableCount() )
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{
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m_iNumBreakableChunks = GetBreakableCount();
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}
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}
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// Setup takedamage based upon the health we parsed earlier
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if ( m_iHealth == 0 )
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{
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m_takedamage = DAMAGE_NO;
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}
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else
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{
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m_takedamage = DAMAGE_YES;
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}
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}
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void C_PhysPropClientside::OnTakeDamage( int iDamage ) // very simple version
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{
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if ( m_takedamage == DAMAGE_NO )
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return;
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m_iHealth -= iDamage;
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if (m_iHealth <= 0)
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{
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Break();
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}
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}
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float C_PhysPropClientside::GetMass()
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{
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if ( VPhysicsGetObject() )
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{
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return VPhysicsGetObject()->GetMass();
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}
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return 0.0f;
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}
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bool C_PhysPropClientside::IsAsleep()
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{
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if ( VPhysicsGetObject() )
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{
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return VPhysicsGetObject()->IsAsleep();
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_PhysPropClientside::ClientThink( void )
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{
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if ( m_fDeathTime < 0 )
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{
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SetNextClientThink( CLIENT_THINK_NEVER );
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return;
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}
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if ( m_fDeathTime <= gpGlobals->curtime )
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{
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Release(); // Die
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return;
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}
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// fade out
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float alpha = (m_fDeathTime - gpGlobals->curtime)/FADEOUT_TIME;
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SetRenderMode( kRenderTransTexture );
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SetRenderColorA( alpha * 256 );
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SetNextClientThink( CLIENT_THINK_ALWAYS );
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}
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void C_PhysPropClientside::StartFadeOut( float fDelay )
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{
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m_fDeathTime = gpGlobals->curtime + fDelay + FADEOUT_TIME;
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SetNextClientThink( gpGlobals->curtime + fDelay );
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}
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void C_PhysPropClientside::Break()
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{
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m_takedamage = DAMAGE_NO;
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IPhysicsObject *pPhysics = VPhysicsGetObject();
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Vector velocity;
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AngularImpulse angVelocity;
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Vector origin;
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QAngle angles;
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AddSolidFlags( FSOLID_NOT_SOLID );
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if ( pPhysics )
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{
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pPhysics->GetVelocity( &velocity, &angVelocity );
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pPhysics->GetPosition( &origin, &angles );
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pPhysics->RecheckCollisionFilter();
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}
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else
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{
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velocity = GetAbsVelocity();
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QAngleToAngularImpulse( GetLocalAngularVelocity(), angVelocity );
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origin = GetAbsOrigin();
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angles = GetAbsAngles();
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}
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breakablepropparams_t params( origin, angles, velocity, angVelocity );
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params.impactEnergyScale = m_impactEnergyScale;
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params.defCollisionGroup = GetCollisionGroup();
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if ( params.defCollisionGroup == COLLISION_GROUP_NONE )
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{
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// don't automatically make anything COLLISION_GROUP_NONE or it will
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// collide with debris being ejected by breaking
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params.defCollisionGroup = COLLISION_GROUP_INTERACTIVE;
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}
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// no damage/damage force? set a burst of 100 for some movement
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params.defBurstScale = 100;
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// spwan break chunks
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PropBreakableCreateAll( GetModelIndex(), pPhysics, params, this, -1, false );
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Release(); // destroy object
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}
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void C_PhysPropClientside::Clone( Vector &velocity )
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{
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C_PhysPropClientside *pEntity = C_PhysPropClientside::CreateNew();
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if ( !pEntity )
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return;
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pEntity->m_spawnflags = m_spawnflags;
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// We never want to be motion disabled
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pEntity->m_spawnflags &= ~SF_PHYSPROP_MOTIONDISABLED;
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pEntity->SetDmgModBullet( GetDmgModBullet() );
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pEntity->SetDmgModClub( GetDmgModClub() );
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pEntity->SetDmgModExplosive( GetDmgModExplosive() );
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pEntity->SetModelName( GetModelName() );
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pEntity->SetLocalOrigin( GetLocalOrigin() );
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pEntity->SetLocalAngles( GetLocalAngles() );
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pEntity->SetOwnerEntity( this );
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pEntity->SetPhysicsMode( PHYSICS_MULTIPLAYER_CLIENTSIDE );
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if ( !pEntity->Initialize() )
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{
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pEntity->Release();
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return;
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}
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pEntity->m_nSkin = m_nSkin;
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pEntity->m_iHealth = m_iHealth;
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if ( pEntity->m_iHealth == 0 )
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{
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// if no health, don't collide with player anymore, don't take damage
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pEntity->m_takedamage = DAMAGE_NO;
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pEntity->SetCollisionGroup( COLLISION_GROUP_NONE );
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}
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IPhysicsObject *pPhysicsObject = pEntity->VPhysicsGetObject();
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if( pPhysicsObject )
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{
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// randomize velocity by 5%
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float rndf = RandomFloat( -0.025, 0.025 );
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Vector rndVel = velocity + rndf*velocity;
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pPhysicsObject->AddVelocity( &rndVel, NULL );
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}
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else
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{
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// failed to create a physics object
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pEntity->Release();
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}
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}
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void C_PhysPropClientside::ImpactTrace( trace_t *pTrace, int iDamageType, const char *pCustomImpactName )
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{
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VPROF( "C_PhysPropClientside::ImpactTrace" );
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IPhysicsObject *pPhysicsObject = VPhysicsGetObject();
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if( !pPhysicsObject )
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return;
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Vector dir = pTrace->endpos - pTrace->startpos;
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int iDamage = 0;
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if ( iDamageType == DMG_BLAST )
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{
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iDamage = VectorLength( dir );
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dir *= 500; // adjust impact strenght
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|
|
// apply force at object mass center
|
|
pPhysicsObject->ApplyForceCenter( dir );
|
|
}
|
|
else
|
|
{
|
|
Vector hitpos;
|
|
|
|
VectorMA( pTrace->startpos, pTrace->fraction, dir, hitpos );
|
|
VectorNormalize( dir );
|
|
|
|
// guess avg damage
|
|
if ( iDamageType == DMG_BULLET )
|
|
{
|
|
iDamage = 30;
|
|
}
|
|
else
|
|
{
|
|
iDamage = 50;
|
|
}
|
|
|
|
dir *= 4000; // adjust impact strenght
|
|
|
|
// apply force where we hit it
|
|
pPhysicsObject->ApplyForceOffset( dir, hitpos );
|
|
|
|
// Build the impact data
|
|
CEffectData data;
|
|
data.m_vOrigin = pTrace->endpos;
|
|
data.m_vStart = pTrace->startpos;
|
|
data.m_nSurfaceProp = pTrace->surface.surfaceProps;
|
|
data.m_nDamageType = iDamageType;
|
|
data.m_nHitBox = pTrace->hitbox;
|
|
data.m_hEntity = GetRefEHandle();
|
|
|
|
// Send it on its way
|
|
if ( !pCustomImpactName )
|
|
{
|
|
DispatchEffect( "Impact", data );
|
|
}
|
|
else
|
|
{
|
|
DispatchEffect( pCustomImpactName, data );
|
|
}
|
|
}
|
|
|
|
// Clone( dir ); // debug code
|
|
|
|
OnTakeDamage( iDamage );
|
|
}
|
|
|
|
const char *C_PhysPropClientside::ParseEntity( const char *pEntData )
|
|
{
|
|
CEntityMapData entData( (char*)pEntData );
|
|
char className[MAPKEY_MAXLENGTH];
|
|
|
|
MDLCACHE_CRITICAL_SECTION();
|
|
|
|
if (!entData.ExtractValue("classname", className))
|
|
{
|
|
Error( "classname missing from entity!\n" );
|
|
}
|
|
|
|
if ( !Q_strcmp( className, "prop_physics_multiplayer" ) )
|
|
{
|
|
// always force clientside entitis placed in maps
|
|
C_PhysPropClientside *pEntity = C_PhysPropClientside::CreateNew( true );
|
|
|
|
if ( pEntity )
|
|
{ // Set up keyvalues.
|
|
pEntity->ParseMapData(&entData);
|
|
|
|
if ( !pEntity->Initialize() )
|
|
pEntity->Release();
|
|
|
|
return entData.CurrentBufferPosition();
|
|
}
|
|
}
|
|
|
|
if ( !Q_strcmp( className, "func_proprrespawnzone" ) )
|
|
{
|
|
C_FuncPhysicsRespawnZone *pEntity = new C_FuncPhysicsRespawnZone();
|
|
|
|
if ( pEntity )
|
|
{
|
|
// Set up keyvalues.
|
|
pEntity->ParseMapData(&entData);
|
|
|
|
if ( !pEntity->Initialize() )
|
|
pEntity->Release();
|
|
|
|
return entData.CurrentBufferPosition();
|
|
}
|
|
}
|
|
|
|
// Just skip past all the keys.
|
|
char keyName[MAPKEY_MAXLENGTH];
|
|
char value[MAPKEY_MAXLENGTH];
|
|
if ( entData.GetFirstKey(keyName, value) )
|
|
{
|
|
do
|
|
{
|
|
}
|
|
while ( entData.GetNextKey(keyName, value) );
|
|
}
|
|
|
|
//
|
|
// Return the current parser position in the data block
|
|
//
|
|
return entData.CurrentBufferPosition();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Only called on BSP load. Parses and spawns all the entities in the BSP.
|
|
// Input : pMapData - Pointer to the entity data block to parse.
|
|
//-----------------------------------------------------------------------------
|
|
void C_PhysPropClientside::ParseAllEntities(const char *pMapData)
|
|
{
|
|
int nEntities = 0;
|
|
|
|
char szTokenBuffer[MAPKEY_MAXLENGTH];
|
|
|
|
//
|
|
// Loop through all entities in the map data, creating each.
|
|
//
|
|
for ( ; true; pMapData = MapEntity_SkipToNextEntity(pMapData, szTokenBuffer) )
|
|
{
|
|
//
|
|
// Parse the opening brace.
|
|
//
|
|
char token[MAPKEY_MAXLENGTH];
|
|
pMapData = MapEntity_ParseToken( pMapData, token );
|
|
|
|
//
|
|
// Check to see if we've finished or not.
|
|
//
|
|
if (!pMapData)
|
|
break;
|
|
|
|
if (token[0] != '{')
|
|
{
|
|
Error( "MapEntity_ParseAllEntities: found %s when expecting {", token);
|
|
continue;
|
|
}
|
|
|
|
//
|
|
// Parse the entity and add it to the spawn list.
|
|
//
|
|
|
|
pMapData = ParseEntity( pMapData );
|
|
|
|
nEntities++;
|
|
}
|
|
}
|
|
|
|
CBaseEntity *BreakModelCreateSingle( CBaseEntity *pOwner, breakmodel_t *pModel, const Vector &position,
|
|
const QAngle &angles, const Vector &velocity, const AngularImpulse &angVelocity, int nSkin, const breakablepropparams_t ¶ms )
|
|
{
|
|
C_PhysPropClientside *pEntity = C_PhysPropClientside::CreateNew();
|
|
|
|
if ( !pEntity )
|
|
return NULL;
|
|
|
|
// UNDONE: Allow .qc to override spawnflags for child pieces
|
|
C_PhysPropClientside *pBreakableOwner = dynamic_cast<C_PhysPropClientside *>(pOwner);
|
|
|
|
// Inherit the base object's damage modifiers
|
|
if ( pBreakableOwner )
|
|
{
|
|
pEntity->SetEffects( pBreakableOwner->GetEffects() );
|
|
|
|
pEntity->m_spawnflags = pBreakableOwner->m_spawnflags;
|
|
|
|
// We never want to be motion disabled
|
|
pEntity->m_spawnflags &= ~SF_PHYSPROP_MOTIONDISABLED;
|
|
|
|
pEntity->SetDmgModBullet( pBreakableOwner->GetDmgModBullet() );
|
|
pEntity->SetDmgModClub( pBreakableOwner->GetDmgModClub() );
|
|
pEntity->SetDmgModExplosive( pBreakableOwner->GetDmgModExplosive() );
|
|
|
|
// FIXME: If this was created from a client-side entity which was in the
|
|
// middle of ramping the fade scale, we're screwed.
|
|
pEntity->CopyFadeFrom( pBreakableOwner );
|
|
}
|
|
|
|
pEntity->SetModelName( AllocPooledString( pModel->modelName ) );
|
|
pEntity->SetLocalOrigin( position );
|
|
pEntity->SetLocalAngles( angles );
|
|
pEntity->SetOwnerEntity( pOwner );
|
|
pEntity->SetPhysicsMode( PHYSICS_MULTIPLAYER_CLIENTSIDE );
|
|
|
|
if ( !pEntity->Initialize() )
|
|
{
|
|
pEntity->Release();
|
|
return NULL;
|
|
}
|
|
|
|
pEntity->m_nSkin = nSkin;
|
|
pEntity->m_iHealth = pModel->health;
|
|
|
|
#ifdef TF_CLIENT_DLL
|
|
pEntity->SetCollisionGroup( COLLISION_GROUP_DEBRIS );
|
|
#endif
|
|
|
|
#ifdef DOD_DLL
|
|
pEntity->SetCollisionGroup( COLLISION_GROUP_DEBRIS );
|
|
#endif
|
|
|
|
if ( pModel->health == 0 )
|
|
{
|
|
// if no health, don't collide with player anymore, don't take damage
|
|
pEntity->m_takedamage = DAMAGE_NO;
|
|
|
|
if ( pEntity->GetCollisionGroup() == COLLISION_GROUP_PUSHAWAY )
|
|
{
|
|
pEntity->SetCollisionGroup( COLLISION_GROUP_NONE );
|
|
}
|
|
}
|
|
|
|
if ( pModel->fadeTime > 0 )
|
|
{
|
|
pEntity->StartFadeOut( pModel->fadeTime );
|
|
}
|
|
|
|
if ( pModel->fadeMinDist > 0 && pModel->fadeMaxDist >= pModel->fadeMinDist )
|
|
{
|
|
pEntity->SetFadeMinMax( pModel->fadeMinDist, pModel->fadeMaxDist );
|
|
}
|
|
|
|
if ( pModel->isRagdoll )
|
|
{
|
|
DevMsg( "BreakModelCreateSingle: clientside doesn't support ragdoll breakmodels.\n" );
|
|
}
|
|
|
|
|
|
IPhysicsObject *pPhysicsObject = pEntity->VPhysicsGetObject();
|
|
|
|
if( pPhysicsObject )
|
|
{
|
|
// randomize velocity by 5%
|
|
float rndf = RandomFloat( -0.025, 0.025 );
|
|
Vector rndVel = velocity + rndf*velocity;
|
|
|
|
pPhysicsObject->AddVelocity( &rndVel, &angVelocity );
|
|
}
|
|
else
|
|
{
|
|
// failed to create a physics object
|
|
pEntity->Release();
|
|
return NULL;
|
|
}
|
|
|
|
return pEntity;
|
|
}
|
|
|
|
|
|
|
|
//======================================================================================================================
|
|
// PROP RESPAWN ZONES
|
|
//======================================================================================================================
|
|
C_FuncPhysicsRespawnZone::C_FuncPhysicsRespawnZone( void )
|
|
{
|
|
s_RespawnZoneList.AddToTail( this );
|
|
}
|
|
|
|
C_FuncPhysicsRespawnZone::~C_FuncPhysicsRespawnZone( void )
|
|
{
|
|
s_RespawnZoneList.FindAndRemove( this );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
bool C_FuncPhysicsRespawnZone::KeyValue( const char *szKeyName, const char *szValue )
|
|
{
|
|
if (FStrEq(szKeyName, "model"))
|
|
{
|
|
SetModelName( AllocPooledString( szValue ) );
|
|
}
|
|
else
|
|
{
|
|
if ( !BaseClass::KeyValue( szKeyName, szValue ) )
|
|
{
|
|
// key hasn't been handled
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
bool C_FuncPhysicsRespawnZone::Initialize( void )
|
|
{
|
|
if ( InitializeAsClientEntity( STRING(GetModelName()), RENDER_GROUP_OPAQUE_ENTITY ) == false )
|
|
return false;
|
|
|
|
SetSolid( SOLID_BSP );
|
|
AddSolidFlags( FSOLID_NOT_SOLID );
|
|
AddSolidFlags( FSOLID_TRIGGER );
|
|
SetMoveType( MOVETYPE_NONE );
|
|
|
|
const model_t *mod = GetModel();
|
|
if ( mod )
|
|
{
|
|
Vector mins, maxs;
|
|
modelinfo->GetModelBounds( mod, mins, maxs );
|
|
SetCollisionBounds( mins, maxs );
|
|
}
|
|
|
|
Spawn();
|
|
|
|
AddEffects( EF_NODRAW );
|
|
|
|
UpdatePartitionListEntry();
|
|
|
|
CollisionProp()->UpdatePartition();
|
|
|
|
UpdateVisibility();
|
|
|
|
SetNextClientThink( gpGlobals->curtime + (cl_phys_props_respawnrate.GetFloat() * RandomFloat(1.0,1.1)) );
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Iterate over all prop respawn zones and find the props inside them
|
|
//-----------------------------------------------------------------------------
|
|
void C_PhysPropClientside::InitializePropRespawnZones(void)
|
|
{
|
|
for ( int i = 0; i < s_RespawnZoneList.Count(); i++ )
|
|
{
|
|
C_FuncPhysicsRespawnZone *pZone = s_RespawnZoneList[i];
|
|
pZone->InitializePropsWithin();
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void C_FuncPhysicsRespawnZone::InitializePropsWithin( void )
|
|
{
|
|
// Find the props inside this zone
|
|
for ( int i = 0; i < s_PhysPropList.Count(); i++ )
|
|
{
|
|
C_PhysPropClientside *pProp = s_PhysPropList[i];
|
|
if ( CollisionProp()->IsPointInBounds( pProp->WorldSpaceCenter() ) )
|
|
{
|
|
pProp->SetRespawnZone( this );
|
|
|
|
// This is a crappy way to do this
|
|
int index = m_PropList.AddToTail();
|
|
m_PropList[index].iszModelName = pProp->GetModelName();
|
|
m_PropList[index].vecOrigin = pProp->GetAbsOrigin();
|
|
m_PropList[index].vecAngles = pProp->GetAbsAngles();
|
|
m_PropList[index].iSkin = pProp->m_nSkin;
|
|
m_PropList[index].iHealth = pProp->m_iHealth;
|
|
m_PropList[index].iSpawnFlags = pProp->m_spawnflags;
|
|
m_PropList[index].hClientEntity = pProp->GetClientHandle();
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void C_FuncPhysicsRespawnZone::PropDestroyed( C_PhysPropClientside *pProp )
|
|
{
|
|
for ( int i = 0; i < m_PropList.Count(); i++ )
|
|
{
|
|
if ( pProp->GetClientHandle() == m_PropList[i].hClientEntity )
|
|
{
|
|
m_PropList[i].hClientEntity = INVALID_CLIENTENTITY_HANDLE;
|
|
return;
|
|
}
|
|
}
|
|
|
|
// We've got a clientside prop that thinks it belongs to a zone that doesn't recognise it. Shouldn't happen.
|
|
Assert(0);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
bool C_FuncPhysicsRespawnZone::CanMovePropAt( Vector vecOrigin, const Vector &vecMins, const Vector &vecMaxs )
|
|
{
|
|
float flDist = cl_phys_props_respawndist.GetFloat();
|
|
|
|
// Do a distance check first. We don't want to move props when the player is near 'em.
|
|
if ( (MainViewOrigin() - vecOrigin).LengthSqr() < (flDist*flDist) )
|
|
return false;
|
|
|
|
// Now make sure it's not in view
|
|
if( engine->IsBoxInViewCluster( vecMins + vecOrigin, vecMaxs + vecOrigin) )
|
|
return false;
|
|
|
|
if( !engine->CullBox( vecMins + vecOrigin, vecMaxs + vecOrigin ) )
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void C_FuncPhysicsRespawnZone::RespawnProps( void )
|
|
{
|
|
for ( int i = 0; i < m_PropList.Count(); i++ )
|
|
{
|
|
if ( m_PropList[i].hClientEntity == INVALID_CLIENTENTITY_HANDLE )
|
|
{
|
|
if ( !CanMovePropAt( m_PropList[i].vecOrigin, -Vector(32,32,32), Vector(32,32,32) ) )
|
|
continue;
|
|
|
|
// This is a crappy way to do this
|
|
C_PhysPropClientside *pEntity = C_PhysPropClientside::CreateNew();
|
|
if ( pEntity )
|
|
{
|
|
pEntity->m_spawnflags = m_PropList[i].iSpawnFlags;
|
|
pEntity->SetModelName( m_PropList[i].iszModelName );
|
|
pEntity->SetAbsOrigin( m_PropList[i].vecOrigin );
|
|
pEntity->SetAbsAngles( m_PropList[i].vecAngles );
|
|
pEntity->SetPhysicsMode( PHYSICS_MULTIPLAYER_CLIENTSIDE );
|
|
pEntity->m_nSkin = m_PropList[i].iSkin;
|
|
pEntity->m_iHealth = m_PropList[i].iHealth;
|
|
if ( pEntity->m_iHealth == 0 )
|
|
{
|
|
pEntity->m_takedamage = DAMAGE_NO;
|
|
}
|
|
|
|
if ( !pEntity->Initialize() )
|
|
{
|
|
pEntity->Release();
|
|
}
|
|
else
|
|
{
|
|
pEntity->SetRespawnZone( this );
|
|
m_PropList[i].hClientEntity = pEntity->GetClientHandle();
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// If the prop has moved, bring it back
|
|
C_BaseEntity *pEntity = ClientEntityList().GetBaseEntityFromHandle( m_PropList[i].hClientEntity );
|
|
if ( pEntity )
|
|
{
|
|
if ( !CollisionProp()->IsPointInBounds( pEntity->WorldSpaceCenter() ) )
|
|
{
|
|
Vector vecMins, vecMaxs;
|
|
pEntity->CollisionProp()->WorldSpaceSurroundingBounds( &vecMins, &vecMaxs );
|
|
if ( !CanMovePropAt( m_PropList[i].vecOrigin, vecMins, vecMaxs ) ||
|
|
!CanMovePropAt( pEntity->GetAbsOrigin(), vecMins, vecMaxs ) )
|
|
continue;
|
|
|
|
pEntity->SetAbsOrigin( m_PropList[i].vecOrigin );
|
|
pEntity->SetAbsAngles( m_PropList[i].vecAngles );
|
|
|
|
IPhysicsObject *pPhys = pEntity->VPhysicsGetObject();
|
|
if ( pPhys )
|
|
{
|
|
pPhys->SetPosition( pEntity->GetAbsOrigin(), pEntity->GetAbsAngles(), true );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void C_FuncPhysicsRespawnZone::ClientThink( void )
|
|
{
|
|
RespawnProps();
|
|
|
|
SetNextClientThink( gpGlobals->curtime + (cl_phys_props_respawnrate.GetFloat() * RandomFloat(1.0,1.1)) );
|
|
} |