1639 lines
48 KiB
C++
1639 lines
48 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: static_prop - don't move, don't animate, don't do anything.
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// physics_prop - move, take damage, but don't animate
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//
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//=============================================================================//
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#include "cbase.h"
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#include "props_shared.h"
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#include "filesystem.h"
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#include "animation.h"
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#include <vcollide_parse.h>
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#include <bone_setup.h>
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#include <tier0/vprof.h>
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#ifdef CLIENT_DLL
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#include "gamestringpool.h"
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#endif
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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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ConVar sv_pushaway_clientside_size( "sv_pushaway_clientside_size", "15", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Minimum size of pushback objects" );
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ConVar props_break_max_pieces( "props_break_max_pieces", "-1", 0, "Maximum prop breakable piece count (-1 = model default)" );
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ConVar props_break_max_pieces_perframe( "props_break_max_pieces_perframe", "-1", FCVAR_REPLICATED, "Maximum prop breakable piece count per frame (-1 = model default)" );
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#ifdef GAME_DLL
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extern ConVar breakable_multiplayer;
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#else
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ConVar cl_burninggibs( "cl_burninggibs", "0", 0, "A burning player that gibs has burning gibs." );
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#endif // GAME_DLL
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extern bool PropBreakableCapEdictsOnCreateAll(int modelindex, IPhysicsObject *pPhysics, const breakablepropparams_t ¶ms, CBaseEntity *pEntity, int iPrecomputedBreakableCount = -1 );
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extern CBaseEntity *BreakModelCreateSingle( CBaseEntity *pOwner, breakmodel_t *pModel, const Vector &position,
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const QAngle &angles, const Vector &velocity, const AngularImpulse &angVelocity, int nSkin, const breakablepropparams_t ¶ms );
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static int nPropBreakablesPerFrameCount = 0;
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static int nFrameNumber = 0;
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//=============================================================================================================
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// UTILITY FUNCS
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//=============================================================================================================
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//-----------------------------------------------------------------------------
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// Purpose: returns the axis index with the greatest size
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// Input : &vec -
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// Output : static int
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//-----------------------------------------------------------------------------
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static int GreatestAxis( const Vector &vec )
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{
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if ( vec.x > vec.y )
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{
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if ( vec.x > vec.z )
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return 0;
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return 2;
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}
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if ( vec.y > vec.z )
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return 1;
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return 2;
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}
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//-----------------------------------------------------------------------------
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// Purpose: returns the axis index with the smallest size
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// Input : &vec -
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// Output : static int
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//-----------------------------------------------------------------------------
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static int SmallestAxis( const Vector &vec )
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{
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if ( vec.x < vec.y )
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{
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if ( vec.x < vec.z )
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return 0;
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return 2;
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}
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if ( vec.y < vec.z )
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return 1;
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return 2;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Rotates a matrix by 90 degrees in the plane of axis0/axis1
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// Input : &matrix -
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// axis0 -
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// axis1 -
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// Output : static void
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//-----------------------------------------------------------------------------
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static void MatrixRot90( matrix3x4_t &matrix, int axis0, int axis1 )
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{
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Vector col0, col1;
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MatrixGetColumn( matrix, axis0, col0 );
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MatrixGetColumn( matrix, axis1, col1 );
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MatrixSetColumn( col1, axis0, matrix );
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MatrixSetColumn( -col0, axis1, matrix );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Given two symmetric boxes, rotate the coordinate frame by the necessary
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// 90 degree rotations to approximately align them
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// Input : *pInOutMatrix -
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// &boxExtents1 -
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// &boxExtents2 -
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//-----------------------------------------------------------------------------
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static void AlignBoxes( matrix3x4_t *pInOutMatrix, const Vector &boxExtents1, const Vector &boxExtents2 )
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{
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int rotCount = 0;
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struct
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{
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int axis0;
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int axis1;
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} rotations[2];
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Vector ext1 = boxExtents1;
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Vector ext2 = boxExtents2;
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int axis0 = GreatestAxis( ext1 );
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int axis1 = GreatestAxis( ext2 );
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if ( axis0 != axis1 )
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{
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rotations[rotCount].axis0 = axis0;
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rotations[rotCount].axis1 = axis1;
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rotCount++;
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ext2[axis1] = ext2[axis0];
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}
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ext1[axis0] = 0;
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ext2[axis0] = 0;
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axis0 = GreatestAxis(ext1);
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axis1 = GreatestAxis(ext2);
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if ( axis0 != axis1 )
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{
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rotations[rotCount].axis0 = axis0;
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rotations[rotCount].axis1 = axis1;
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rotCount++;
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}
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while ( rotCount > 0 )
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{
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rotCount--;
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MatrixRot90( *pInOutMatrix, rotations[rotCount].axis0, rotations[rotCount].axis1 );
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}
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}
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//=============================================================================================================
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// PROP DATA
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//=============================================================================================================
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CPropData g_PropDataSystem;
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// Parsing details for each of the propdata interactions
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struct propdata_interaction_s
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{
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const char *pszSectionName;
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const char *pszKeyName;
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const char *pszValue;
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};
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#if !defined(_STATIC_LINKED) || defined(CLIENT_DLL)
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propdata_interaction_s sPropdataInteractionSections[PROPINTER_NUM_INTERACTIONS] =
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{
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{ "physgun_interactions", "onworldimpact", "stick" }, // PROPINTER_PHYSGUN_WORLD_STICK,
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{ "physgun_interactions", "onfirstimpact", "break" }, // PROPINTER_PHYSGUN_FIRST_BREAK,
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{ "physgun_interactions", "onfirstimpact", "paintsplat" }, // PROPINTER_PHYSGUN_FIRST_PAINT,
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{ "physgun_interactions", "onfirstimpact", "impale" }, // PROPINTER_PHYSGUN_FIRST_IMPALE,
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{ "physgun_interactions", "onlaunch", "spin_none" }, // PROPINTER_PHYSGUN_LAUNCH_SPIN_NONE,
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{ "physgun_interactions", "onlaunch", "spin_zaxis" }, // PROPINTER_PHYSGUN_LAUNCH_SPIN_Z,
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{ "physgun_interactions", "onbreak", "explode_fire" }, // PROPINTER_PHYSGUN_BREAK_EXPLODE,
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{ "physgun_interactions", "damage", "none" }, // PROPINTER_PHYSGUN_DAMAGE_NONE,
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{ "fire_interactions", "flammable", "yes" }, // PROPINTER_FIRE_FLAMMABLE,
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{ "fire_interactions", "explosive_resist", "yes" }, // PROPINTER_FIRE_EXPLOSIVE_RESIST,
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{ "fire_interactions", "ignite", "halfhealth" }, // PROPINTER_FIRE_IGNITE_HALFHEALTH,
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{ "physgun_interactions", "onpickup", "create_flare" }, // PROPINTER_PHYSGUN_CREATE_FLARE,
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{ "physgun_interactions", "allow_overhead", "yes" }, // PROPINTER_PHYSGUN_ALLOW_OVERHEAD,
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{ "world_interactions", "onworldimpact", "bloodsplat" }, // PROPINTER_WORLD_BLOODSPLAT,
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};
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#else
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extern propdata_interaction_s sPropdataInteractionSections[PROPINTER_NUM_INTERACTIONS];
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#endif
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//-----------------------------------------------------------------------------
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// Constructor, destructor
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//-----------------------------------------------------------------------------
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CPropData::CPropData( void ) :
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CAutoGameSystem( "CPropData" )
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{
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m_bPropDataLoaded = false;
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m_pKVPropData = NULL;
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}
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//-----------------------------------------------------------------------------
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// Inherited from IAutoServerSystem
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//-----------------------------------------------------------------------------
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void CPropData::LevelInitPreEntity( void )
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{
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m_BreakableChunks.RemoveAll();
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ParsePropDataFile();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPropData::LevelShutdownPostEntity( void )
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{
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if ( m_pKVPropData )
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{
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m_pKVPropData->deleteThis();
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m_pKVPropData = NULL;
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}
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}
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//-----------------------------------------------------------------------------
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// Clear out the stats + their history
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//-----------------------------------------------------------------------------
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void CPropData::ParsePropDataFile( void )
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{
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m_pKVPropData = new KeyValues( "PropDatafile" );
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if ( !m_pKVPropData->LoadFromFile( filesystem, "scripts/propdata.txt" ) )
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{
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m_pKVPropData->deleteThis();
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m_pKVPropData = NULL;
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return;
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}
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m_bPropDataLoaded = true;
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// Now try and parse out the breakable section
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KeyValues *pBreakableSection = m_pKVPropData->FindKey( "BreakableModels" );
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if ( pBreakableSection )
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{
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KeyValues *pChunkSection = pBreakableSection->GetFirstSubKey();
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while ( pChunkSection )
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{
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// Create a new chunk section and add it to our list
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int index = m_BreakableChunks.AddToTail();
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propdata_breakablechunk_t *pBreakableChunk = &m_BreakableChunks[index];
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pBreakableChunk->iszChunkType = AllocPooledString( pChunkSection->GetName() );
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// Read in all the model names
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KeyValues *pModelName = pChunkSection->GetFirstSubKey();
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while ( pModelName )
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{
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const char *pModel = pModelName->GetName();
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string_t pooledName = AllocPooledString( pModel );
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pBreakableChunk->iszChunkModels.AddToTail( pooledName );
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CBaseEntity::PrecacheModel( STRING( pooledName ) );
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pModelName = pModelName->GetNextKey();
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}
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pChunkSection = pChunkSection->GetNextKey();
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Parse a keyvalues section into the prop
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//
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// pInteractionSection is a bit of jiggery-pokery to get around the unfortunate
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// fact that the interaction KV sections ("physgun_interactions", "fire_interactions", etc)
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// are OUTSIDE the "prop_data" KV section in the model, but may be contained WITHIN the
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// specified Base's "prop_data" section (i.e. in propdata.txt)
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//-----------------------------------------------------------------------------
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int CPropData::ParsePropFromKV( CBaseEntity *pProp, KeyValues *pSection, KeyValues *pInteractionSection )
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{
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IBreakableWithPropData *pBreakableInterface = dynamic_cast<IBreakableWithPropData*>(pProp);
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if ( !pBreakableInterface )
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return PARSE_FAILED_BAD_DATA;
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if ( !pBreakableInterface )
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return PARSE_FAILED_BAD_DATA;
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int iBaseResult = PARSE_SUCCEEDED;
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// Do we have a base?
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char const *pszBase = pSection->GetString( "base" );
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if ( pszBase && pszBase[0] )
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{
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iBaseResult = ParsePropFromBase( pProp, pszBase );
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if ( (iBaseResult != PARSE_SUCCEEDED) && (iBaseResult != PARSE_SUCCEEDED_ALLOWED_STATIC) )
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return iBaseResult;
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}
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// Allow overriding of Block LOS
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int iBlockLOS = pSection->GetFloat( "blockLOS", -1 );
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if ( iBlockLOS != -1 )
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{
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pBreakableInterface->SetPropDataBlocksLOS( iBlockLOS != 0 );
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}
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// Set whether AI can walk on this prop
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int iIsWalkable = pSection->GetFloat( "AIWalkable", -1 );
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if ( iIsWalkable != -1 )
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{
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pBreakableInterface->SetPropDataIsAIWalkable( iIsWalkable != 0 );
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}
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// Set custom damage table
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const char *pszTableName;
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if ( pBreakableInterface->GetPhysicsDamageTable() == NULL_STRING )
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{
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pszTableName = pSection->GetString( "damage_table", NULL );
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}
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else
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{
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pszTableName = pSection->GetString( "damage_table", STRING(pBreakableInterface->GetPhysicsDamageTable()) );
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}
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if ( pszTableName && pszTableName[0] )
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{
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pBreakableInterface->SetPhysicsDamageTable( AllocPooledString( pszTableName ) );
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}
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else
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{
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pBreakableInterface->SetPhysicsDamageTable( NULL_STRING );
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}
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// Get multiplayer physics mode if not set by map
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pBreakableInterface->SetPhysicsMode( pSection->GetInt( "physicsmode",
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pBreakableInterface->GetPhysicsMode() ) );
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const char *multiplayer_break = pSection->GetString( "multiplayer_break", NULL );
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if ( multiplayer_break )
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{
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mp_break_t mode = MULTIPLAYER_BREAK_DEFAULT;
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if ( FStrEq( multiplayer_break, "server" ) )
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{
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mode = MULTIPLAYER_BREAK_SERVERSIDE;
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}
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else if ( FStrEq( multiplayer_break, "client" ) )
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{
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mode = MULTIPLAYER_BREAK_CLIENTSIDE;
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}
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else if ( FStrEq( multiplayer_break, "both" ) )
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{
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mode = MULTIPLAYER_BREAK_BOTH;
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}
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pBreakableInterface->SetMultiplayerBreakMode( mode );
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}
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// Get damage modifiers, but only if they're specified, because our base may have already overridden them.
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pBreakableInterface->SetDmgModBullet( pSection->GetFloat( "dmg.bullets", pBreakableInterface->GetDmgModBullet() ) );
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pBreakableInterface->SetDmgModClub( pSection->GetFloat( "dmg.club", pBreakableInterface->GetDmgModClub() ) );
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pBreakableInterface->SetDmgModExplosive( pSection->GetFloat( "dmg.explosive", pBreakableInterface->GetDmgModExplosive() ) );
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// Get the health (unless this is an override prop)
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if ( !FClassnameIs( pProp, "prop_physics_override" ) && !FClassnameIs( pProp, "prop_dynamic_override" ) )
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{
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pProp->SetHealth( pSection->GetInt( "health", pProp->GetHealth() ) );
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// Explosive?
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pBreakableInterface->SetExplosiveDamage( pSection->GetFloat( "explosive_damage", pBreakableInterface->GetExplosiveDamage() ) );
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pBreakableInterface->SetExplosiveRadius( pSection->GetFloat( "explosive_radius", pBreakableInterface->GetExplosiveRadius() ) );
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#ifdef GAME_DLL
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// If we now have health, we're not allowed to ignore physics damage
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if ( pProp->GetHealth() )
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{
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pProp->RemoveSpawnFlags( SF_PHYSPROP_DONT_TAKE_PHYSICS_DAMAGE );
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}
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#endif
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}
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const char *pszBreakableModel;
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if ( pBreakableInterface->GetBreakableModel() == NULL_STRING )
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{
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pszBreakableModel = pSection->GetString( "breakable_model", NULL );
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}
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else
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{
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pszBreakableModel = pSection->GetString( "breakable_model", STRING(pBreakableInterface->GetBreakableModel()) );
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}
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if ( pszBreakableModel && pszBreakableModel[0] )
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{
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pBreakableInterface->SetBreakableModel( AllocPooledString( pszBreakableModel ) );
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}
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else
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{
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pBreakableInterface->SetBreakableModel( NULL_STRING );
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}
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pBreakableInterface->SetBreakableSkin( pSection->GetInt( "breakable_skin", pBreakableInterface->GetBreakableSkin() ) );
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pBreakableInterface->SetBreakableCount( pSection->GetInt( "breakable_count", pBreakableInterface->GetBreakableCount() ) );
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// Calculate the maximum size of the breakables this breakable will produce
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Vector vecSize = pProp->CollisionProp()->OBBSize();
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// Throw away the smallest coord
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int iSmallest = SmallestAxis(vecSize);
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vecSize[iSmallest] = 1;
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float flVolume = vecSize.x * vecSize.y * vecSize.z;
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int iMaxSize = floor( flVolume / (32.0*32.0) );
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pBreakableInterface->SetMaxBreakableSize( iMaxSize );
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// Now parse our interactions
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for ( int i = 0; i < PROPINTER_NUM_INTERACTIONS; i++ )
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{
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// If we hit this assert, we have too many interactions for our current storage solution to handle
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Assert( i < 32 );
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propdata_interaction_s *pInteraction = &sPropdataInteractionSections[i];
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KeyValues *pkvCurrentInter = pInteractionSection->FindKey( pInteraction->pszSectionName );
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if ( pkvCurrentInter )
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{
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char const *pszInterBase = pkvCurrentInter->GetString( pInteraction->pszKeyName );
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if ( pszInterBase && pszInterBase[0] && !stricmp( pszInterBase, pInteraction->pszValue ) )
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{
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pBreakableInterface->SetInteraction( (propdata_interactions_t)i );
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}
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}
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}
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// If the base said we're allowed to be static, return that
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if ( iBaseResult == PARSE_SUCCEEDED_ALLOWED_STATIC )
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return PARSE_SUCCEEDED_ALLOWED_STATIC;
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// Otherwise, see if our propdata says we are allowed to be static
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if ( pSection->GetInt( "allowstatic", 0 ) )
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return PARSE_SUCCEEDED_ALLOWED_STATIC;
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return PARSE_SUCCEEDED;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Fill out a prop's with base data parsed from the propdata file
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//-----------------------------------------------------------------------------
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int CPropData::ParsePropFromBase( CBaseEntity *pProp, const char *pszPropData )
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{
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if ( !m_bPropDataLoaded )
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return PARSE_FAILED_NO_DATA;
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IBreakableWithPropData *pBreakableInterface = dynamic_cast<IBreakableWithPropData*>(pProp);
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if ( !pBreakableInterface )
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{
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return PARSE_FAILED_BAD_DATA;
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}
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if ( !m_pKVPropData )
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{
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return PARSE_FAILED_BAD_DATA;
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}
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// Find the specified propdata
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KeyValues *pSection = m_pKVPropData->FindKey( pszPropData );
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if ( !pSection )
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{
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Warning("%s '%s' has a base specified as '%s', but there is no matching entry in propdata.txt.\n", pProp->GetClassname(), STRING( pProp->GetModelName() ), pszPropData );
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return PARSE_FAILED_BAD_DATA;
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}
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// Store off the first base data for debugging
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if ( pBreakableInterface->GetBasePropData() == NULL_STRING )
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{
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pBreakableInterface->SetBasePropData( AllocPooledString( pszPropData ) );
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}
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return ParsePropFromKV( pProp, pSection, pSection );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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const char *CPropData::GetRandomChunkModel( const char *pszBreakableSection, int iMaxSize )
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{
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if ( !m_bPropDataLoaded )
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return NULL;
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// Find the right section
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int iCount = m_BreakableChunks.Count();
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int i;
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for ( i = 0; i < iCount; i++ )
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{
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if ( !Q_strncmp( STRING(m_BreakableChunks[i].iszChunkType), pszBreakableSection, strlen(pszBreakableSection) ) )
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break;
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}
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if ( i == iCount )
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return NULL;
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// Now pick a random one and return it
|
|
int iRandom;
|
|
if ( iMaxSize == -1 )
|
|
{
|
|
iRandom = RandomInt( 0, m_BreakableChunks[i].iszChunkModels.Count()-1 );
|
|
}
|
|
else
|
|
{
|
|
// Don't pick anything over the specified size
|
|
iRandom = RandomInt( 0, MIN(iMaxSize, m_BreakableChunks[i].iszChunkModels.Count()-1) );
|
|
}
|
|
|
|
return STRING(m_BreakableChunks[i].iszChunkModels[iRandom]);
|
|
}
|
|
|
|
|
|
// ensure that a model name from a qc file is properly formatted
|
|
static const char *FixupModelName( char *pOut, int sizeOut, const char *pModelNameIn )
|
|
{
|
|
char tmp[1024];
|
|
|
|
Q_strncpy( tmp, pModelNameIn, sizeof(tmp) );
|
|
if ( Q_strnicmp( tmp, "models/", 7 ) )
|
|
{
|
|
Q_snprintf( pOut, sizeOut, "models/%s" , tmp );
|
|
}
|
|
else
|
|
{
|
|
Q_strncpy( pOut, tmp, sizeOut);
|
|
}
|
|
int len = Q_strlen(pOut);
|
|
if ( len < 4 || Q_stricmp( pOut + (len-4), ".mdl" ) )
|
|
{
|
|
Q_strncat( pOut, ".mdl", sizeOut, COPY_ALL_CHARACTERS );
|
|
}
|
|
|
|
return pOut;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// breakable prop functions
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
// list of models to break into
|
|
class CBreakParser : public IVPhysicsKeyHandler
|
|
{
|
|
public:
|
|
CBreakParser( float defaultBurstScale, int defaultCollisionGroup )
|
|
: m_defaultBurstScale(defaultBurstScale), m_defaultCollisionGroup(defaultCollisionGroup) {}
|
|
|
|
void ParseModelName( breakmodel_t *pModel, const char *pValue )
|
|
{
|
|
FixupModelName( pModel->modelName, sizeof(pModel->modelName), pValue );
|
|
}
|
|
virtual void ParseKeyValue( void *pData, const char *pKey, const char *pValue )
|
|
{
|
|
breakmodel_t *pModel = (breakmodel_t *)pData;
|
|
if ( !strcmpi( pKey, "model" ) )
|
|
{
|
|
ParseModelName( pModel, pValue );
|
|
}
|
|
else if (!strcmpi( pKey, "ragdoll" ) )
|
|
{
|
|
ParseModelName( pModel, pValue );
|
|
pModel->isRagdoll = true;
|
|
}
|
|
else if (!strcmpi( pKey, "motiondisabled" ) )
|
|
{
|
|
pModel->isMotionDisabled = true;
|
|
}
|
|
else if ( !strcmpi( pKey, "offset" ) )
|
|
{
|
|
UTIL_StringToVector( pModel->offset.Base(), pValue );
|
|
}
|
|
else if ( !strcmpi( pKey, "health" ) )
|
|
{
|
|
pModel->health = atof(pValue);
|
|
}
|
|
else if ( !strcmpi( pKey, "fadetime" ) )
|
|
{
|
|
pModel->fadeTime = atof(pValue);
|
|
if ( !m_wroteCollisionGroup )
|
|
{
|
|
pModel->collisionGroup = COLLISION_GROUP_DEBRIS;
|
|
}
|
|
}
|
|
else if ( !strcmpi( pKey, "fademindist" ) )
|
|
{
|
|
pModel->fadeMinDist = atof(pValue);
|
|
}
|
|
else if ( !strcmpi( pKey, "fademaxdist" ) )
|
|
{
|
|
pModel->fadeMaxDist = atof(pValue);
|
|
}
|
|
else if ( !strcmpi( pKey, "debris" ) )
|
|
{
|
|
pModel->collisionGroup = atoi(pValue) > 0 ? COLLISION_GROUP_DEBRIS : COLLISION_GROUP_INTERACTIVE;
|
|
m_wroteCollisionGroup = true;
|
|
}
|
|
else if ( !strcmpi( pKey, "burst" ) )
|
|
{
|
|
pModel->burstScale = atof( pValue );
|
|
}
|
|
else if ( !strcmpi( pKey, "placementbone" ) )
|
|
{
|
|
Q_strncpy( pModel->placementName, pValue, sizeof(pModel->placementName) );
|
|
pModel->placementIsBone = true;
|
|
}
|
|
else if ( !strcmpi( pKey, "placementattachment" ) )
|
|
{
|
|
Q_strncpy( pModel->placementName, pValue, sizeof(pModel->placementName) );
|
|
pModel->placementIsBone = false;
|
|
}
|
|
else if ( !strcmpi( pKey, "multiplayer_break" ) )
|
|
{
|
|
if ( FStrEq( pValue, "server" ) )
|
|
{
|
|
pModel->mpBreakMode = MULTIPLAYER_BREAK_SERVERSIDE;
|
|
}
|
|
else if ( FStrEq( pValue, "client" ) )
|
|
{
|
|
pModel->mpBreakMode = MULTIPLAYER_BREAK_CLIENTSIDE;
|
|
}
|
|
}
|
|
}
|
|
virtual void SetDefaults( void *pData )
|
|
{
|
|
breakmodel_t *pModel = (breakmodel_t *)pData;
|
|
pModel->modelName[0] = 0;
|
|
pModel->offset = vec3_origin;
|
|
pModel->health = 1;
|
|
pModel->fadeTime = 20.0f;
|
|
pModel->fadeMinDist = 0.0f;
|
|
pModel->fadeMaxDist = 0.0f;
|
|
pModel->burstScale = m_defaultBurstScale;
|
|
pModel->collisionGroup = m_defaultCollisionGroup;
|
|
pModel->isRagdoll = false;
|
|
pModel->isMotionDisabled = false;
|
|
pModel->placementName[0] = 0;
|
|
pModel->placementIsBone = false;
|
|
pModel->mpBreakMode = MULTIPLAYER_BREAK_DEFAULT;
|
|
m_wroteCollisionGroup = false;
|
|
}
|
|
|
|
private:
|
|
int m_defaultCollisionGroup;
|
|
float m_defaultBurstScale;
|
|
bool m_wroteCollisionGroup;
|
|
};
|
|
|
|
void BreakModelList( CUtlVector<breakmodel_t> &list, int modelindex, float defBurstScale, int defCollisionGroup )
|
|
{
|
|
vcollide_t *pCollide = modelinfo->GetVCollide( modelindex );
|
|
if ( !pCollide )
|
|
return;
|
|
|
|
IVPhysicsKeyParser *pParse = physcollision->VPhysicsKeyParserCreate( pCollide->pKeyValues );
|
|
while ( !pParse->Finished() )
|
|
{
|
|
CBreakParser breakParser( defBurstScale, defCollisionGroup );
|
|
|
|
const char *pBlock = pParse->GetCurrentBlockName();
|
|
if ( !strcmpi( pBlock, "break" ) )
|
|
{
|
|
int index = list.AddToTail();
|
|
breakmodel_t &breakModel = list[index];
|
|
pParse->ParseCustom( &breakModel, &breakParser );
|
|
}
|
|
else
|
|
{
|
|
pParse->SkipBlock();
|
|
}
|
|
}
|
|
physcollision->VPhysicsKeyParserDestroy( pParse );
|
|
}
|
|
|
|
#if !defined(_STATIC_LINKED) || defined(CLIENT_DLL)
|
|
int GetAutoMultiplayerPhysicsMode( Vector size, float mass )
|
|
{
|
|
float volume = size.x * size.y * size.z;
|
|
|
|
float minsize = sv_pushaway_clientside_size.GetFloat();
|
|
|
|
// if it's too small, client side only
|
|
if ( volume < (minsize*minsize*minsize) )
|
|
return PHYSICS_MULTIPLAYER_CLIENTSIDE;
|
|
|
|
// if it's too light, no player pushback
|
|
if ( mass < 8.0 )
|
|
return PHYSICS_MULTIPLAYER_NON_SOLID;
|
|
|
|
// full pushbackmode
|
|
return PHYSICS_MULTIPLAYER_SOLID;
|
|
}
|
|
#else
|
|
extern int GetAutoMultiplayerPhysicsMode( Vector size, float mass );
|
|
#endif
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returns a string describing a real-world equivalent mass.
|
|
// Input : flMass - mass in kg
|
|
//-----------------------------------------------------------------------------
|
|
#if !defined(_STATIC_LINKED) || defined(CLIENT_DLL)
|
|
const char *GetMassEquivalent(float flMass)
|
|
{
|
|
static struct
|
|
{
|
|
float flMass;
|
|
const char *sz;
|
|
} masstext[] =
|
|
{
|
|
{ 5e-6, "snowflake" },
|
|
{ 2.5e-3, "ping-pong ball" },
|
|
{ 5e-3, "penny" },
|
|
{ 0.05, "golf ball" },
|
|
{ 0.17, "billard ball" },
|
|
{ 2, "bag of sugar" },
|
|
{ 7, "male cat" },
|
|
{ 10, "bowling ball" },
|
|
{ 30, "dog" },
|
|
{ 60, "cheetah" },
|
|
{ 90, "adult male human" },
|
|
{ 250, "refrigerator" },
|
|
{ 600, "race horse" },
|
|
{ 1000, "small car" },
|
|
{ 1650, "medium car" },
|
|
{ 2500, "large car" },
|
|
{ 6000, "t-rex" },
|
|
{ 7200, "elephant" },
|
|
{ 8e4, "space shuttle" },
|
|
{ 7e5, "locomotive" },
|
|
{ 9.2e6, "Eiffel tower" },
|
|
{ 6e24, "the Earth" },
|
|
{ 7e24, "really freaking heavy" },
|
|
};
|
|
|
|
for (int i = 0; i < sizeof(masstext) / sizeof(masstext[0]) - 1; i++)
|
|
{
|
|
if (flMass < masstext[i].flMass)
|
|
{
|
|
return masstext[i].sz;
|
|
}
|
|
}
|
|
|
|
return masstext[ sizeof(masstext) / sizeof(masstext[0]) - 1 ].sz;
|
|
}
|
|
#else
|
|
extern const char *GetMassEquivalent(float flMass);
|
|
#endif
|
|
|
|
#ifdef GAME_DLL
|
|
//=========================================================
|
|
//=========================================================
|
|
class CGameGibManager : public CBaseEntity
|
|
{
|
|
DECLARE_CLASS( CGameGibManager, CBaseEntity );
|
|
DECLARE_DATADESC();
|
|
|
|
public:
|
|
|
|
CGameGibManager() : m_iCurrentMaxPieces(-1), m_iMaxPieces(-1), m_iMaxPiecesDX8(-1) {}
|
|
|
|
void Activate( void );
|
|
void AddGibToLRU( CBaseAnimating *pEntity );
|
|
|
|
inline bool AllowedToSpawnGib( void );
|
|
|
|
private:
|
|
|
|
void UpdateMaxPieces();
|
|
|
|
void InputSetMaxPieces( inputdata_t &inputdata );
|
|
void InputSetMaxPiecesDX8( inputdata_t &inputdata );
|
|
|
|
typedef CHandle<CBaseAnimating> CGibHandle;
|
|
CUtlLinkedList< CGibHandle > m_LRU;
|
|
|
|
bool m_bAllowNewGibs;
|
|
|
|
int m_iDXLevel;
|
|
int m_iCurrentMaxPieces;
|
|
int m_iMaxPieces;
|
|
int m_iMaxPiecesDX8;
|
|
int m_iLastFrame;
|
|
};
|
|
|
|
BEGIN_DATADESC( CGameGibManager )
|
|
// Silence perfidous classcheck!
|
|
//DEFINE_FIELD( m_iCurrentMaxPieces, FIELD_INTEGER ),
|
|
//DEFINE_FIELD( m_iLastFrame, FIELD_INTEGER ),
|
|
//DEFINE_FIELD( m_iDXLevel, FIELD_INTEGER ),
|
|
DEFINE_KEYFIELD( m_iMaxPieces, FIELD_INTEGER, "maxpieces" ),
|
|
DEFINE_KEYFIELD( m_iMaxPiecesDX8, FIELD_INTEGER, "maxpiecesdx8" ),
|
|
DEFINE_KEYFIELD( m_bAllowNewGibs, FIELD_BOOLEAN, "allownewgibs" ),
|
|
|
|
DEFINE_INPUTFUNC( FIELD_INTEGER, "SetMaxPieces", InputSetMaxPieces ),
|
|
DEFINE_INPUTFUNC( FIELD_INTEGER, "SetMaxPiecesDX8", InputSetMaxPiecesDX8 ),
|
|
END_DATADESC()
|
|
|
|
LINK_ENTITY_TO_CLASS( game_gib_manager, CGameGibManager );
|
|
|
|
|
|
void CGameGibManager::Activate( void )
|
|
{
|
|
m_LRU.Purge();
|
|
|
|
// Cache off the DX level for use later.
|
|
ConVarRef mat_dxlevel( "mat_dxlevel" );
|
|
m_iDXLevel = mat_dxlevel.GetInt();
|
|
|
|
UpdateMaxPieces();
|
|
|
|
BaseClass::Activate();
|
|
}
|
|
|
|
void CGameGibManager::UpdateMaxPieces()
|
|
{
|
|
// If we're running DX8, use the DX8 gib limit if set.
|
|
if ( ( m_iDXLevel < 90 ) && ( m_iMaxPiecesDX8 >= 0 ) )
|
|
{
|
|
m_iCurrentMaxPieces = m_iMaxPiecesDX8;
|
|
}
|
|
else
|
|
{
|
|
m_iCurrentMaxPieces = m_iMaxPieces;
|
|
}
|
|
}
|
|
|
|
|
|
bool CGameGibManager::AllowedToSpawnGib( void )
|
|
{
|
|
if ( m_bAllowNewGibs )
|
|
return true;
|
|
|
|
// We're not tracking gibs at the moment
|
|
if ( m_iCurrentMaxPieces < 0 )
|
|
return true;
|
|
|
|
if ( m_iCurrentMaxPieces == 0 )
|
|
return false;
|
|
|
|
if ( m_iLastFrame == gpGlobals->framecount )
|
|
{
|
|
if ( m_LRU.Count() >= m_iCurrentMaxPieces )
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void CGameGibManager::InputSetMaxPieces( inputdata_t &inputdata )
|
|
{
|
|
m_iMaxPieces = inputdata.value.Int();
|
|
UpdateMaxPieces();
|
|
}
|
|
|
|
void CGameGibManager::InputSetMaxPiecesDX8( inputdata_t &inputdata )
|
|
{
|
|
m_iMaxPiecesDX8 = inputdata.value.Int();
|
|
UpdateMaxPieces();
|
|
}
|
|
|
|
void CGameGibManager::AddGibToLRU( CBaseAnimating *pEntity )
|
|
{
|
|
int i, next;
|
|
|
|
if ( pEntity == NULL )
|
|
return;
|
|
|
|
//Find stale gibs.
|
|
for ( i = m_LRU.Head(); i < m_LRU.InvalidIndex(); i = next )
|
|
{
|
|
next = m_LRU.Next(i);
|
|
|
|
if ( m_LRU[i].Get() == NULL )
|
|
{
|
|
m_LRU.Remove(i);
|
|
}
|
|
}
|
|
|
|
// We're not tracking gibs at the moment
|
|
if ( m_iCurrentMaxPieces <= 0 )
|
|
return;
|
|
|
|
while ( m_LRU.Count() >= m_iCurrentMaxPieces )
|
|
{
|
|
i = m_LRU.Head();
|
|
|
|
//TODO: Make this fade out instead of pop.
|
|
UTIL_Remove( m_LRU[i] );
|
|
m_LRU.Remove(i);
|
|
}
|
|
|
|
m_LRU.AddToTail( pEntity );
|
|
m_iLastFrame = gpGlobals->framecount;
|
|
}
|
|
|
|
EHANDLE g_hGameGibManager;
|
|
|
|
CGameGibManager *GetGibManager( void )
|
|
{
|
|
#ifndef HL2_EPISODIC
|
|
return NULL;
|
|
#endif
|
|
|
|
if ( g_hGameGibManager == NULL )
|
|
{
|
|
g_hGameGibManager = (CGameGibManager *)gEntList.FindEntityByClassname( NULL, "game_gib_manager" );
|
|
}
|
|
|
|
return (CGameGibManager *)g_hGameGibManager.Get();
|
|
}
|
|
|
|
#endif
|
|
|
|
void PropBreakableCreateAll( int modelindex, IPhysicsObject *pPhysics, const breakablepropparams_t ¶ms, CBaseEntity *pEntity, int iPrecomputedBreakableCount, bool bIgnoreGibLimit, bool defaultLocation )
|
|
{
|
|
// Check for prop breakable count reset.
|
|
int nPropCount = props_break_max_pieces_perframe.GetInt();
|
|
if ( nPropCount != -1 )
|
|
{
|
|
if ( nFrameNumber != gpGlobals->framecount )
|
|
{
|
|
nPropBreakablesPerFrameCount = 0;
|
|
nFrameNumber = gpGlobals->framecount;
|
|
}
|
|
|
|
// Check for max breakable count for the frame.
|
|
if ( nPropBreakablesPerFrameCount >= nPropCount )
|
|
return;
|
|
}
|
|
|
|
int iMaxBreakCount = bIgnoreGibLimit ? -1 : props_break_max_pieces.GetInt();
|
|
if ( iMaxBreakCount != -1 )
|
|
{
|
|
if ( iPrecomputedBreakableCount != -1 )
|
|
{
|
|
iPrecomputedBreakableCount = MIN( iMaxBreakCount, iPrecomputedBreakableCount );
|
|
}
|
|
else
|
|
{
|
|
iPrecomputedBreakableCount = iMaxBreakCount;
|
|
}
|
|
}
|
|
|
|
#ifdef GAME_DLL
|
|
// On server limit break model creation
|
|
if ( !PropBreakableCapEdictsOnCreateAll(modelindex, pPhysics, params, pEntity, iPrecomputedBreakableCount ) )
|
|
{
|
|
DevMsg( "Failed to create PropBreakable: would exceed MAX_EDICTS\n" );
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
vcollide_t *pCollide = modelinfo->GetVCollide( modelindex );
|
|
if ( !pCollide )
|
|
return;
|
|
|
|
int nSkin = 0;
|
|
CBaseEntity *pOwnerEntity = pEntity;
|
|
CBaseAnimating *pOwnerAnim = NULL;
|
|
if ( pPhysics )
|
|
{
|
|
pOwnerEntity = static_cast<CBaseEntity *>(pPhysics->GetGameData());
|
|
}
|
|
if ( pOwnerEntity )
|
|
{
|
|
pOwnerAnim = pOwnerEntity->GetBaseAnimating();
|
|
if ( pOwnerAnim )
|
|
{
|
|
nSkin = pOwnerAnim->m_nSkin;
|
|
}
|
|
}
|
|
static matrix3x4_t localToWorld;
|
|
|
|
CStudioHdr studioHdr;
|
|
const model_t *model = modelinfo->GetModel( modelindex );
|
|
if ( model )
|
|
{
|
|
studioHdr.Init( modelinfo->GetStudiomodel( model ) );
|
|
}
|
|
|
|
Vector parentOrigin = vec3_origin;
|
|
int parentAttachment = Studio_FindAttachment( &studioHdr, "placementOrigin" ) + 1;
|
|
if ( parentAttachment > 0 )
|
|
{
|
|
GetAttachmentLocalSpace( &studioHdr, parentAttachment-1, localToWorld );
|
|
MatrixGetColumn( localToWorld, 3, parentOrigin );
|
|
}
|
|
else
|
|
{
|
|
AngleMatrix( vec3_angle, localToWorld );
|
|
}
|
|
|
|
CUtlVector<breakmodel_t> list;
|
|
|
|
BreakModelList( list, modelindex, params.defBurstScale, params.defCollisionGroup );
|
|
|
|
if ( list.Count() )
|
|
{
|
|
for ( int i = 0; i < list.Count(); i++ )
|
|
{
|
|
int modelIndex = modelinfo->GetModelIndex( list[i].modelName );
|
|
if ( modelIndex <= 0 )
|
|
continue;
|
|
|
|
// Skip multiplayer pieces that should be spawning on the other dll
|
|
#ifdef GAME_DLL
|
|
if ( gpGlobals->maxClients > 1 && breakable_multiplayer.GetBool() )
|
|
#else
|
|
if ( gpGlobals->maxClients > 1 )
|
|
#endif
|
|
{
|
|
#ifdef GAME_DLL
|
|
if ( list[i].mpBreakMode == MULTIPLAYER_BREAK_CLIENTSIDE )
|
|
continue;
|
|
#else
|
|
if ( list[i].mpBreakMode == MULTIPLAYER_BREAK_SERVERSIDE )
|
|
continue;
|
|
#endif
|
|
|
|
if ( !defaultLocation && list[i].mpBreakMode == MULTIPLAYER_BREAK_DEFAULT )
|
|
continue;
|
|
}
|
|
|
|
if ( ( nPropCount != -1 ) && ( nPropBreakablesPerFrameCount > nPropCount ) )
|
|
break;
|
|
|
|
if ( ( iPrecomputedBreakableCount != -1 ) && ( i >= iPrecomputedBreakableCount ) )
|
|
break;
|
|
|
|
static matrix3x4_t matrix;
|
|
AngleMatrix( params.angles, params.origin, matrix );
|
|
|
|
CStudioHdr studioHdr;
|
|
const model_t *model = modelinfo->GetModel( modelIndex );
|
|
if ( model )
|
|
{
|
|
studioHdr.Init( modelinfo->GetStudiomodel( model ) );
|
|
}
|
|
|
|
// Increment the number of breakable props this frame.
|
|
++nPropBreakablesPerFrameCount;
|
|
|
|
Vector position = vec3_origin;
|
|
QAngle angles = params.angles;
|
|
if ( pOwnerAnim && list[i].placementName[0] )
|
|
{
|
|
if ( list[i].placementIsBone )
|
|
{
|
|
int boneIndex = pOwnerAnim->LookupBone( list[i].placementName );
|
|
if ( boneIndex >= 0 )
|
|
{
|
|
pOwnerAnim->GetBonePosition( boneIndex, position, angles );
|
|
AngleMatrix( angles, position, matrix );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
int attachmentIndex = Studio_FindAttachment( &studioHdr, list[i].placementName ) + 1;
|
|
if ( attachmentIndex > 0 )
|
|
{
|
|
pOwnerAnim->GetAttachment( attachmentIndex, matrix );
|
|
MatrixAngles( matrix, angles );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
int placementIndex = Studio_FindAttachment( &studioHdr, "placementOrigin" ) + 1;
|
|
Vector placementOrigin = parentOrigin;
|
|
if ( placementIndex > 0 )
|
|
{
|
|
GetAttachmentLocalSpace( &studioHdr, placementIndex-1, localToWorld );
|
|
MatrixGetColumn( localToWorld, 3, placementOrigin );
|
|
placementOrigin -= parentOrigin;
|
|
}
|
|
|
|
VectorTransform( list[i].offset - placementOrigin, matrix, position );
|
|
}
|
|
Vector objectVelocity = params.velocity;
|
|
|
|
if (pPhysics)
|
|
{
|
|
pPhysics->GetVelocityAtPoint( position, &objectVelocity );
|
|
}
|
|
|
|
int nActualSkin = nSkin;
|
|
if ( nActualSkin > studioHdr.numskinfamilies() )
|
|
nActualSkin = 0;
|
|
|
|
CBaseEntity *pBreakable = NULL;
|
|
|
|
#ifdef GAME_DLL
|
|
if ( GetGibManager() == NULL || GetGibManager()->AllowedToSpawnGib() )
|
|
#endif
|
|
{
|
|
pBreakable = BreakModelCreateSingle( pOwnerEntity, &list[i], position, angles, objectVelocity, params.angularVelocity, nActualSkin, params );
|
|
}
|
|
|
|
if ( pBreakable )
|
|
{
|
|
#ifdef GAME_DLL
|
|
if ( GetGibManager() )
|
|
{
|
|
GetGibManager()->AddGibToLRU( pBreakable->GetBaseAnimating() );
|
|
}
|
|
#endif
|
|
if ( pOwnerEntity && pOwnerEntity->IsEffectActive( EF_NOSHADOW ) )
|
|
{
|
|
pBreakable->AddEffects( EF_NOSHADOW );
|
|
}
|
|
|
|
// If burst scale is set, this piece should 'burst' away from
|
|
// the origin in addition to travelling in the wished velocity.
|
|
if ( list[i].burstScale != 0.0 )
|
|
{
|
|
Vector vecBurstDir = position - params.origin;
|
|
|
|
// If $autocenter wasn't used, try the center of the piece
|
|
if ( vecBurstDir == vec3_origin )
|
|
{
|
|
vecBurstDir = pBreakable->WorldSpaceCenter() - params.origin;
|
|
}
|
|
|
|
VectorNormalize( vecBurstDir );
|
|
|
|
pBreakable->ApplyAbsVelocityImpulse( vecBurstDir * list[i].burstScale );
|
|
}
|
|
|
|
// If this piece is supposed to be motion disabled, disable it
|
|
if ( list[i].isMotionDisabled )
|
|
{
|
|
IPhysicsObject *pPhysicsObject = pBreakable->VPhysicsGetObject();
|
|
if ( pPhysicsObject != NULL )
|
|
{
|
|
pPhysicsObject->EnableMotion( false );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// Then see if the propdata specifies any breakable pieces
|
|
else if ( pEntity )
|
|
{
|
|
IBreakableWithPropData *pBreakableInterface = dynamic_cast<IBreakableWithPropData*>(pEntity);
|
|
if ( pBreakableInterface && pBreakableInterface->GetBreakableModel() != NULL_STRING && pBreakableInterface->GetBreakableCount() )
|
|
{
|
|
breakmodel_t breakModel;
|
|
|
|
for ( int i = 0; i < pBreakableInterface->GetBreakableCount(); i++ )
|
|
{
|
|
if ( ( iPrecomputedBreakableCount != -1 ) && ( i >= iPrecomputedBreakableCount ) )
|
|
break;
|
|
|
|
Q_strncpy( breakModel.modelName, g_PropDataSystem.GetRandomChunkModel(STRING(pBreakableInterface->GetBreakableModel()), pBreakableInterface->GetMaxBreakableSize()), sizeof(breakModel.modelName) );
|
|
|
|
breakModel.health = 1;
|
|
breakModel.fadeTime = RandomFloat(5,10);
|
|
breakModel.fadeMinDist = 0.0f;
|
|
breakModel.fadeMaxDist = 0.0f;
|
|
breakModel.burstScale = params.defBurstScale;
|
|
breakModel.collisionGroup = COLLISION_GROUP_DEBRIS;
|
|
breakModel.isRagdoll = false;
|
|
breakModel.isMotionDisabled = false;
|
|
breakModel.placementName[0] = 0;
|
|
breakModel.placementIsBone = false;
|
|
|
|
Vector vecObbSize = pEntity->CollisionProp()->OBBSize();
|
|
|
|
// Find a random point on the plane of the original's two largest axis
|
|
int smallestAxis = SmallestAxis( vecObbSize );
|
|
Vector vecMins(0,0,0);
|
|
Vector vecMaxs(1,1,1);
|
|
vecMins[smallestAxis] = 0.5;
|
|
vecMaxs[smallestAxis] = 0.5;
|
|
pEntity->CollisionProp()->RandomPointInBounds( vecMins, vecMaxs, &breakModel.offset );
|
|
|
|
// Push all chunks away from the center
|
|
Vector vecBurstDir = breakModel.offset - params.origin;
|
|
VectorNormalize( vecBurstDir );
|
|
Vector vecVelocity = vecBurstDir * params.defBurstScale;
|
|
|
|
QAngle vecAngles = pEntity->GetAbsAngles();
|
|
int iSkin = pBreakableInterface->GetBreakableSkin();
|
|
|
|
CBaseEntity *pBreakable = NULL;
|
|
|
|
#ifdef GAME_DLL
|
|
if ( GetGibManager() == NULL || GetGibManager()->AllowedToSpawnGib() )
|
|
#endif
|
|
{
|
|
pBreakable = BreakModelCreateSingle( pOwnerEntity, &breakModel, breakModel.offset, vecAngles, vecVelocity, vec3_origin/*params.angularVelocity*/, iSkin, params );
|
|
if ( !pBreakable )
|
|
{
|
|
DevWarning( "PropBreakableCreateAll: Could not create model %s\n", breakModel.modelName );
|
|
}
|
|
}
|
|
|
|
if ( pBreakable )
|
|
{
|
|
#ifdef GAME_DLL
|
|
if ( GetGibManager() )
|
|
{
|
|
GetGibManager()->AddGibToLRU( pBreakable->GetBaseAnimating() );
|
|
}
|
|
#endif
|
|
Vector vecBreakableObbSize = pBreakable->CollisionProp()->OBBSize();
|
|
|
|
// Try to align the gibs along the original axis
|
|
static matrix3x4_t matrix;
|
|
AngleMatrix( vecAngles, matrix );
|
|
AlignBoxes( &matrix, vecObbSize, vecBreakableObbSize );
|
|
MatrixAngles( matrix, vecAngles );
|
|
|
|
if ( pBreakable->VPhysicsGetObject() )
|
|
{
|
|
Vector pos;
|
|
pBreakable->VPhysicsGetObject()->GetPosition( &pos, NULL );
|
|
pBreakable->VPhysicsGetObject()->SetPosition( pos, vecAngles, true );
|
|
}
|
|
|
|
pBreakable->SetAbsAngles( vecAngles );
|
|
|
|
if ( pOwnerEntity->IsEffectActive( EF_NOSHADOW ) )
|
|
{
|
|
pBreakable->AddEffects( EF_NOSHADOW );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void PropBreakableCreateAll( int modelindex, IPhysicsObject *pPhysics, const Vector &origin, const QAngle &angles, const Vector &velocity, const AngularImpulse &angularVelocity, float impactEnergyScale, float defBurstScale, int defCollisionGroup, CBaseEntity *pEntity, bool defaultLocation )
|
|
{
|
|
breakablepropparams_t params( origin, angles, velocity, angularVelocity );
|
|
params.impactEnergyScale = impactEnergyScale;
|
|
params.defBurstScale = defBurstScale;
|
|
params.defCollisionGroup = defCollisionGroup;
|
|
PropBreakableCreateAll( modelindex, pPhysics, params, pEntity, -1, false, defaultLocation );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : modelindex -
|
|
//-----------------------------------------------------------------------------
|
|
void PrecacheGibsForModel( int iModel )
|
|
{
|
|
VPROF_BUDGET( "PrecacheGibsForModel", VPROF_BUDGETGROUP_PLAYER );
|
|
vcollide_t *pCollide = modelinfo->GetVCollide( iModel );
|
|
if ( !pCollide )
|
|
return;
|
|
|
|
// The scale and group doesn't really matter at the moment, we are just using the parser to get the model name to cache.
|
|
CBreakParser breakParser( 1.0, COLLISION_GROUP_NONE );
|
|
|
|
// Create a parser.
|
|
IVPhysicsKeyParser *pParse = physcollision->VPhysicsKeyParserCreate( pCollide->pKeyValues );
|
|
while ( !pParse->Finished() )
|
|
{
|
|
const char *pBlock = pParse->GetCurrentBlockName();
|
|
if ( !strcmpi( pBlock, "break" ) )
|
|
{
|
|
breakmodel_t breakModel;
|
|
pParse->ParseCustom( &breakModel, &breakParser );
|
|
CBaseEntity::PrecacheModel( breakModel.modelName );
|
|
}
|
|
else
|
|
{
|
|
pParse->SkipBlock();
|
|
}
|
|
}
|
|
|
|
// Destroy the parser.
|
|
physcollision->VPhysicsKeyParserDestroy( pParse );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : &list -
|
|
// modelindex -
|
|
// defBurstScale -
|
|
// defCollisionGroup -
|
|
//-----------------------------------------------------------------------------
|
|
void BuildGibList( CUtlVector<breakmodel_t> &list, int modelindex, float defBurstScale, int defCollisionGroup )
|
|
{
|
|
BreakModelList( list, modelindex, defBurstScale, defCollisionGroup );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : &list -
|
|
// modelindex -
|
|
// *pPhysics -
|
|
// ¶ms -
|
|
// *pEntity -
|
|
// iPrecomputedBreakableCount -
|
|
// bIgnoreGibLImit -
|
|
// defaultLocation -
|
|
//-----------------------------------------------------------------------------
|
|
CBaseEntity *CreateGibsFromList( CUtlVector<breakmodel_t> &list, int modelindex, IPhysicsObject *pPhysics, const breakablepropparams_t ¶ms, CBaseEntity *pEntity, int iPrecomputedBreakableCount, bool bIgnoreGibLimit, bool defaultLocation, CUtlVector<EHANDLE> *pGibList, bool bBurning )
|
|
{
|
|
// Check for prop breakable count reset.
|
|
int nPropCount = props_break_max_pieces_perframe.GetInt();
|
|
if ( nPropCount != -1 )
|
|
{
|
|
if ( nFrameNumber != gpGlobals->framecount )
|
|
{
|
|
nPropBreakablesPerFrameCount = 0;
|
|
nFrameNumber = gpGlobals->framecount;
|
|
}
|
|
|
|
// Check for max breakable count for the frame.
|
|
if ( nPropBreakablesPerFrameCount >= nPropCount )
|
|
return NULL;
|
|
}
|
|
|
|
int iMaxBreakCount = bIgnoreGibLimit ? -1 : props_break_max_pieces.GetInt();
|
|
if ( iMaxBreakCount != -1 )
|
|
{
|
|
if ( iPrecomputedBreakableCount != -1 )
|
|
{
|
|
iPrecomputedBreakableCount = MIN( iMaxBreakCount, iPrecomputedBreakableCount );
|
|
}
|
|
else
|
|
{
|
|
iPrecomputedBreakableCount = iMaxBreakCount;
|
|
}
|
|
}
|
|
|
|
#ifdef GAME_DLL
|
|
// On server limit break model creation
|
|
if ( !PropBreakableCapEdictsOnCreateAll(modelindex, pPhysics, params, pEntity, iPrecomputedBreakableCount ) )
|
|
{
|
|
DevMsg( "Failed to create PropBreakable: would exceed MAX_EDICTS\n" );
|
|
return NULL;
|
|
}
|
|
#endif
|
|
|
|
vcollide_t *pCollide = modelinfo->GetVCollide( modelindex );
|
|
if ( !pCollide )
|
|
return NULL;
|
|
|
|
int nSkin = params.nDefaultSkin;
|
|
CBaseEntity *pOwnerEntity = pEntity;
|
|
CBaseAnimating *pOwnerAnim = NULL;
|
|
if ( pPhysics )
|
|
{
|
|
pOwnerEntity = static_cast<CBaseEntity *>(pPhysics->GetGameData());
|
|
}
|
|
if ( pOwnerEntity )
|
|
{
|
|
pOwnerAnim = dynamic_cast<CBaseAnimating*>(pOwnerEntity);
|
|
if ( pOwnerAnim )
|
|
{
|
|
nSkin = pOwnerAnim->m_nSkin;
|
|
}
|
|
}
|
|
matrix3x4_t localToWorld;
|
|
|
|
CStudioHdr studioHdr;
|
|
const model_t *model = modelinfo->GetModel( modelindex );
|
|
if ( model )
|
|
{
|
|
studioHdr.Init( modelinfo->GetStudiomodel( model ) );
|
|
}
|
|
|
|
Vector parentOrigin = vec3_origin;
|
|
int parentAttachment = Studio_FindAttachment( &studioHdr, "placementOrigin" ) + 1;
|
|
if ( parentAttachment > 0 )
|
|
{
|
|
GetAttachmentLocalSpace( &studioHdr, parentAttachment-1, localToWorld );
|
|
MatrixGetColumn( localToWorld, 3, parentOrigin );
|
|
}
|
|
else
|
|
{
|
|
AngleMatrix( vec3_angle, localToWorld );
|
|
}
|
|
|
|
// CUtlVector<breakmodel_t> list;
|
|
// BreakModelList( list, modelindex, params.defBurstScale, params.defCollisionGroup );
|
|
|
|
CBaseEntity *pFirstBreakable = NULL;
|
|
|
|
if ( list.Count() )
|
|
{
|
|
for ( int i = 0; i < list.Count(); i++ )
|
|
{
|
|
int modelIndex = modelinfo->GetModelIndex( list[i].modelName );
|
|
if ( modelIndex <= 0 )
|
|
continue;
|
|
|
|
// Skip multiplayer pieces that should be spawning on the other dll
|
|
#ifdef GAME_DLL
|
|
if ( gpGlobals->maxClients > 1 && breakable_multiplayer.GetBool() )
|
|
#else
|
|
if ( gpGlobals->maxClients > 1 )
|
|
#endif
|
|
{
|
|
#ifdef GAME_DLL
|
|
if ( list[i].mpBreakMode == MULTIPLAYER_BREAK_CLIENTSIDE )
|
|
continue;
|
|
#else
|
|
if ( list[i].mpBreakMode == MULTIPLAYER_BREAK_SERVERSIDE )
|
|
continue;
|
|
#endif
|
|
|
|
if ( !defaultLocation && list[i].mpBreakMode == MULTIPLAYER_BREAK_DEFAULT )
|
|
continue;
|
|
}
|
|
|
|
if ( ( nPropCount != -1 ) && ( nPropBreakablesPerFrameCount > nPropCount ) )
|
|
break;
|
|
|
|
if ( ( iPrecomputedBreakableCount != -1 ) && ( i >= iPrecomputedBreakableCount ) )
|
|
break;
|
|
|
|
static matrix3x4_t matrix;
|
|
AngleMatrix( params.angles, params.origin, matrix );
|
|
|
|
CStudioHdr studioHdr;
|
|
const model_t *model = modelinfo->GetModel( modelIndex );
|
|
if ( model )
|
|
{
|
|
studioHdr.Init( modelinfo->GetStudiomodel( model ) );
|
|
}
|
|
|
|
// Increment the number of breakable props this frame.
|
|
++nPropBreakablesPerFrameCount;
|
|
|
|
Vector position = vec3_origin;
|
|
QAngle angles = params.angles;
|
|
if ( pOwnerAnim && list[i].placementName[0] )
|
|
{
|
|
if ( list[i].placementIsBone )
|
|
{
|
|
int boneIndex = pOwnerAnim->LookupBone( list[i].placementName );
|
|
if ( boneIndex >= 0 )
|
|
{
|
|
pOwnerAnim->GetBonePosition( boneIndex, position, angles );
|
|
AngleMatrix( angles, position, matrix );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
int attachmentIndex = Studio_FindAttachment( &studioHdr, list[i].placementName ) + 1;
|
|
if ( attachmentIndex > 0 )
|
|
{
|
|
pOwnerAnim->GetAttachment( attachmentIndex, matrix );
|
|
MatrixAngles( matrix, angles );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
int placementIndex = Studio_FindAttachment( &studioHdr, "placementOrigin" ) + 1;
|
|
Vector placementOrigin = parentOrigin;
|
|
if ( placementIndex > 0 )
|
|
{
|
|
GetAttachmentLocalSpace( &studioHdr, placementIndex-1, localToWorld );
|
|
MatrixGetColumn( localToWorld, 3, placementOrigin );
|
|
placementOrigin -= parentOrigin;
|
|
}
|
|
|
|
VectorTransform( list[i].offset - placementOrigin, matrix, position );
|
|
}
|
|
Vector objectVelocity = params.velocity;
|
|
|
|
float flScale = VectorNormalize( objectVelocity );
|
|
objectVelocity.x += RandomFloat( -1.f, 1.0f );
|
|
objectVelocity.y += RandomFloat( -1.0f, 1.0f );
|
|
objectVelocity.z += RandomFloat( 0.0f, 1.0f );
|
|
VectorNormalize( objectVelocity );
|
|
objectVelocity *= flScale;
|
|
|
|
if (pPhysics)
|
|
{
|
|
pPhysics->GetVelocityAtPoint( position, &objectVelocity );
|
|
}
|
|
|
|
int nActualSkin = nSkin;
|
|
if ( nActualSkin > studioHdr.numskinfamilies() )
|
|
nActualSkin = 0;
|
|
|
|
CBaseEntity *pBreakable = NULL;
|
|
|
|
#ifdef GAME_DLL
|
|
if ( GetGibManager() == NULL || GetGibManager()->AllowedToSpawnGib() )
|
|
#endif
|
|
{
|
|
pBreakable = BreakModelCreateSingle( pOwnerEntity, &list[i], position, angles, objectVelocity, params.angularVelocity, nActualSkin, params );
|
|
}
|
|
|
|
if ( pBreakable )
|
|
{
|
|
#ifdef GAME_DLL
|
|
if ( GetGibManager() )
|
|
{
|
|
GetGibManager()->AddGibToLRU( pBreakable->GetBaseAnimating() );
|
|
}
|
|
#endif
|
|
|
|
#ifndef GAME_DLL
|
|
if ( bBurning && cl_burninggibs.GetBool() )
|
|
{
|
|
pBreakable->ParticleProp()->Create( "burninggibs", PATTACH_POINT_FOLLOW, "bloodpoint" );
|
|
}
|
|
#endif
|
|
if ( pOwnerEntity && pOwnerEntity->IsEffectActive( EF_NOSHADOW ) )
|
|
{
|
|
pBreakable->AddEffects( EF_NOSHADOW );
|
|
}
|
|
|
|
// If burst scale is set, this piece should 'burst' away from
|
|
// the origin in addition to travelling in the wished velocity.
|
|
if ( list[i].burstScale != 0.0 )
|
|
{
|
|
Vector vecBurstDir = position - params.origin;
|
|
|
|
// If $autocenter wasn't used, try the center of the piece
|
|
if ( vecBurstDir == vec3_origin )
|
|
{
|
|
vecBurstDir = pBreakable->WorldSpaceCenter() - params.origin;
|
|
}
|
|
|
|
VectorNormalize( vecBurstDir );
|
|
|
|
pBreakable->ApplyAbsVelocityImpulse( vecBurstDir * list[i].burstScale );
|
|
}
|
|
|
|
// If this piece is supposed to be motion disabled, disable it
|
|
if ( list[i].isMotionDisabled )
|
|
{
|
|
IPhysicsObject *pPhysicsObject = pBreakable->VPhysicsGetObject();
|
|
if ( pPhysicsObject != NULL )
|
|
{
|
|
pPhysicsObject->EnableMotion( false );
|
|
}
|
|
}
|
|
|
|
if ( !pFirstBreakable )
|
|
{
|
|
pFirstBreakable = pBreakable;
|
|
}
|
|
|
|
if ( pGibList )
|
|
{
|
|
pGibList->AddToTail( pBreakable );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// Then see if the propdata specifies any breakable pieces
|
|
else if ( pEntity )
|
|
{
|
|
IBreakableWithPropData *pBreakableInterface = dynamic_cast<IBreakableWithPropData*>(pEntity);
|
|
if ( pBreakableInterface && pBreakableInterface->GetBreakableModel() != NULL_STRING && pBreakableInterface->GetBreakableCount() )
|
|
{
|
|
breakmodel_t breakModel;
|
|
|
|
for ( int i = 0; i < pBreakableInterface->GetBreakableCount(); i++ )
|
|
{
|
|
if ( ( iPrecomputedBreakableCount != -1 ) && ( i >= iPrecomputedBreakableCount ) )
|
|
break;
|
|
|
|
Q_strncpy( breakModel.modelName, g_PropDataSystem.GetRandomChunkModel(STRING(pBreakableInterface->GetBreakableModel()), pBreakableInterface->GetMaxBreakableSize()), sizeof(breakModel.modelName) );
|
|
|
|
breakModel.health = 1;
|
|
breakModel.fadeTime = RandomFloat(5,10);
|
|
breakModel.fadeMinDist = 0.0f;
|
|
breakModel.fadeMaxDist = 0.0f;
|
|
breakModel.burstScale = params.defBurstScale;
|
|
breakModel.collisionGroup = COLLISION_GROUP_DEBRIS;
|
|
breakModel.isRagdoll = false;
|
|
breakModel.isMotionDisabled = false;
|
|
breakModel.placementName[0] = 0;
|
|
breakModel.placementIsBone = false;
|
|
|
|
Vector vecObbSize = pEntity->CollisionProp()->OBBSize();
|
|
|
|
// Find a random point on the plane of the original's two largest axis
|
|
int smallestAxis = SmallestAxis( vecObbSize );
|
|
Vector vecMins(0,0,0);
|
|
Vector vecMaxs(1,1,1);
|
|
vecMins[smallestAxis] = 0.5;
|
|
vecMaxs[smallestAxis] = 0.5;
|
|
pEntity->CollisionProp()->RandomPointInBounds( vecMins, vecMaxs, &breakModel.offset );
|
|
|
|
// Push all chunks away from the center
|
|
Vector vecBurstDir = breakModel.offset - params.origin;
|
|
VectorNormalize( vecBurstDir );
|
|
Vector vecVelocity = vecBurstDir * params.defBurstScale;
|
|
|
|
QAngle vecAngles = pEntity->GetAbsAngles();
|
|
int iSkin = pBreakableInterface->GetBreakableSkin();
|
|
|
|
CBaseEntity *pBreakable = NULL;
|
|
|
|
#ifdef GAME_DLL
|
|
if ( GetGibManager() == NULL || GetGibManager()->AllowedToSpawnGib() )
|
|
#endif
|
|
{
|
|
pBreakable = BreakModelCreateSingle( pOwnerEntity, &breakModel, breakModel.offset, vecAngles, vecVelocity, vec3_origin/*params.angularVelocity*/, iSkin, params );
|
|
}
|
|
|
|
if( pBreakable )
|
|
{
|
|
#ifdef GAME_DLL
|
|
if ( GetGibManager() )
|
|
{
|
|
GetGibManager()->AddGibToLRU( pBreakable->GetBaseAnimating() );
|
|
}
|
|
#endif
|
|
Vector vecBreakableObbSize = pBreakable->CollisionProp()->OBBSize();
|
|
|
|
// Try to align the gibs along the original axis
|
|
static matrix3x4_t matrix;
|
|
AngleMatrix( vecAngles, matrix );
|
|
AlignBoxes( &matrix, vecObbSize, vecBreakableObbSize );
|
|
MatrixAngles( matrix, vecAngles );
|
|
|
|
if ( pBreakable->VPhysicsGetObject() )
|
|
{
|
|
Vector pos;
|
|
pBreakable->VPhysicsGetObject()->GetPosition( &pos, NULL );
|
|
pBreakable->VPhysicsGetObject()->SetPosition( pos, vecAngles, true );
|
|
}
|
|
|
|
pBreakable->SetAbsAngles( vecAngles );
|
|
|
|
if ( pOwnerEntity->IsEffectActive( EF_NOSHADOW ) )
|
|
{
|
|
pBreakable->AddEffects( EF_NOSHADOW );
|
|
}
|
|
|
|
if ( !pFirstBreakable )
|
|
{
|
|
pFirstBreakable = pBreakable;
|
|
}
|
|
|
|
if ( pGibList )
|
|
{
|
|
pGibList->AddToTail( pBreakable );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
DevWarning( "PropBreakableCreateAll: Could not create model %s\n", breakModel.modelName );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return pFirstBreakable;
|
|
}
|
|
|