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