mirror of
https://github.com/alliedmodders/hl2sdk.git
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483 lines
14 KiB
C++
483 lines
14 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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// $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, CDmgAccumulator *pAccumulator )
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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, pAccumulator );
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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.f, 1.f );
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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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} |