//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======// // // Purpose: Handling for the base world item. Most of this was moved from items.cpp. // // $NoKeywords: $ //===========================================================================// #include "cbase.h" #include "player.h" #include "items.h" #include "gamerules.h" #include "engine/IEngineSound.h" #include "iservervehicle.h" #include "physics_saverestore.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" #define ITEM_PICKUP_BOX_BLOAT 24 class CWorldItem : public CBaseAnimating { DECLARE_DATADESC(); public: DECLARE_CLASS( CWorldItem, CBaseAnimating ); bool KeyValue( const char *szKeyName, const char *szValue ); void Spawn( void ); int m_iType; }; LINK_ENTITY_TO_CLASS(world_items, CWorldItem); BEGIN_DATADESC( CWorldItem ) DEFINE_FIELD( m_iType, FIELD_INTEGER ), END_DATADESC() bool CWorldItem::KeyValue( const char *szKeyName, const char *szValue ) { if (FStrEq(szKeyName, "type")) { m_iType = atoi(szValue); } else return BaseClass::KeyValue( szKeyName, szValue ); return true; } void CWorldItem::Spawn( void ) { CBaseEntity *pEntity = NULL; switch (m_iType) { case 44: // ITEM_BATTERY: pEntity = CBaseEntity::Create( "item_battery", GetLocalOrigin(), GetLocalAngles() ); break; case 45: // ITEM_SUIT: pEntity = CBaseEntity::Create( "item_suit", GetLocalOrigin(), GetLocalAngles() ); break; } if (!pEntity) { Warning("unable to create world_item %d\n", m_iType ); } else { pEntity->m_target = m_target; pEntity->SetName( GetEntityName() ); pEntity->ClearSpawnFlags(); pEntity->AddSpawnFlags( m_spawnflags ); } UTIL_RemoveImmediate( this ); } BEGIN_DATADESC( CItem ) DEFINE_FIELD( m_bActivateWhenAtRest, FIELD_BOOLEAN ), DEFINE_FIELD( m_vOriginalSpawnOrigin, FIELD_POSITION_VECTOR ), DEFINE_FIELD( m_vOriginalSpawnAngles, FIELD_VECTOR ), DEFINE_PHYSPTR( m_pConstraint ), // Function Pointers DEFINE_ENTITYFUNC( ItemTouch ), DEFINE_THINKFUNC( Materialize ), DEFINE_THINKFUNC( ComeToRest ), // Outputs DEFINE_OUTPUT( m_OnPlayerTouch, "OnPlayerTouch" ), DEFINE_OUTPUT( m_OnCacheInteraction, "OnCacheInteraction" ), END_DATADESC() //----------------------------------------------------------------------------- // Constructor //----------------------------------------------------------------------------- CItem::CItem() { m_bActivateWhenAtRest = false; } CItem::~CItem() { if ( m_pConstraint ) { physenv->DestroyConstraint( m_pConstraint ); m_pConstraint = NULL; } } bool CItem::CreateItemVPhysicsObject( void ) { // Create the object in the physics system int nSolidFlags = GetSolidFlags() | FSOLID_NOT_STANDABLE; if ( !m_bActivateWhenAtRest ) { nSolidFlags |= FSOLID_TRIGGER; } if ( VPhysicsInitNormal( SOLID_VPHYSICS, nSolidFlags, false ) == NULL ) { SetSolid( SOLID_BBOX ); AddSolidFlags( nSolidFlags ); // If it's not physical, drop it to the floor if (UTIL_DropToFloor(this, MASK_SOLID) == 0) { Warning( "Item %s fell out of level at %f,%f,%f\n", GetClassname(), GetAbsOrigin().x, GetAbsOrigin().y, GetAbsOrigin().z); UTIL_Remove( this ); return false; } } return true; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CItem::Spawn( void ) { SetNetworkQuantizeOriginAngAngles( true ); if ( g_pGameRules->IsAllowedToSpawn( this ) == false ) { UTIL_Remove( this ); return; } SetMoveType( MOVETYPE_FLYGRAVITY ); SetSolid( SOLID_BBOX ); SetBlocksLOS( false ); AddEFlags( EFL_NO_ROTORWASH_PUSH ); if( IsGameConsole() ) { AddEffects( EF_ITEM_BLINK ); } // This will make them not collide with the player, but will collide // against other items + weapons SetCollisionGroup( COLLISION_GROUP_WEAPON ); if( HasBloatedCollision() ) { CollisionProp()->UseTriggerBounds( true, ITEM_PICKUP_BOX_BLOAT ); } SetTouch(&CItem::ItemTouch); if ( CreateItemVPhysicsObject() == false ) return; m_takedamage = DAMAGE_EVENTS_ONLY; #if !defined( CLIENT_DLL ) // Constrained start? if ( HasSpawnFlags( SF_ITEM_START_CONSTRAINED ) ) { //Constrain the weapon in place IPhysicsObject *pReferenceObject, *pAttachedObject; pReferenceObject = g_PhysWorldObject; pAttachedObject = VPhysicsGetObject(); if ( pReferenceObject && pAttachedObject ) { constraint_fixedparams_t fixed; fixed.Defaults(); fixed.InitWithCurrentObjectState( pReferenceObject, pAttachedObject ); fixed.constraint.forceLimit = lbs2kg( 10000 ); fixed.constraint.torqueLimit = lbs2kg( 10000 ); m_pConstraint = physenv->CreateFixedConstraint( pReferenceObject, pAttachedObject, NULL, fixed ); m_pConstraint->SetGameData( (void *) this ); } } #endif //CLIENT_DLL Vector origin = GetAbsOrigin(); QAngle angles = GetAbsAngles(); NetworkQuantize( origin, angles ); SetAbsOrigin( origin ); SetAbsAngles( angles ); } void CItem::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { CBasePlayer *pPlayer = ToBasePlayer( pActivator ); if ( pPlayer ) { pPlayer->PickupObject( this ); } } extern int gEvilImpulse101; //----------------------------------------------------------------------------- // Activate when at rest, but don't allow pickup until then //----------------------------------------------------------------------------- void CItem::ActivateWhenAtRest( float flTime /* = 0.5f */ ) { RemoveSolidFlags( FSOLID_TRIGGER ); m_bActivateWhenAtRest = true; SetThink( &CItem::ComeToRest ); SetNextThink( gpGlobals->curtime + flTime ); } //----------------------------------------------------------------------------- // Become touchable when we are at rest //----------------------------------------------------------------------------- void CItem::OnEntityEvent( EntityEvent_t event, void *pEventData ) { BaseClass::OnEntityEvent( event, pEventData ); if( event == ENTITY_EVENT_WATER_TOUCH && m_bActivateWhenAtRest ) { // Check if we are stomping on someone else's think function Assert( m_pfnThink == nullptr || m_pfnThink == static_cast (&CItem::ComeToRest) ); // Delay rest for a sec, to avoid changing collision // properties inside a collision callback. SetThink( &CItem::ComeToRest ); SetNextThink( gpGlobals->curtime + 0.1f ); } } //----------------------------------------------------------------------------- // Become touchable when we are at rest //----------------------------------------------------------------------------- void CItem::ComeToRest( void ) { if ( m_bActivateWhenAtRest ) { m_bActivateWhenAtRest = false; AddSolidFlags( FSOLID_TRIGGER ); SetThink( NULL ); } } //----------------------------------------------------------------------------- // Purpose: Used to tell whether an item may be picked up by the player. This // accounts for solid obstructions being in the way. // Input : *pItem - item in question // *pPlayer - player attempting the pickup // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- bool UTIL_ItemCanBeTouchedByPlayer( CBaseEntity *pItem, CBasePlayer *pPlayer ) { if ( pItem == NULL || pPlayer == NULL ) return false; // For now, always allow a vehicle riding player to pick up things they're driving over if ( pPlayer->IsInAVehicle() ) return true; // Get our test positions Vector vecStartPos; IPhysicsObject *pPhysObj = pItem->VPhysicsGetObject(); if ( pPhysObj != NULL ) { // Use the physics hull's center QAngle vecAngles; pPhysObj->GetPosition( &vecStartPos, &vecAngles ); } else { // Use the generic bbox center vecStartPos = pItem->CollisionProp()->WorldSpaceCenter(); } Vector vecEndPos = pPlayer->EyePosition(); // FIXME: This is the simple first try solution towards the problem. We need to take edges and shape more into account // for this to be fully robust. // Trace between to see if we're occluded trace_t tr; CTraceFilterSkipTwoEntities filter( pPlayer, pItem, COLLISION_GROUP_PLAYER_MOVEMENT ); UTIL_TraceLine( vecStartPos, vecEndPos, MASK_SOLID, &filter, &tr ); // Occluded // FIXME: For now, we exclude starting in solid because there are cases where this doesn't matter if ( tr.fraction < 1.0f ) return false; return true; } //----------------------------------------------------------------------------- // Purpose: Whether or not the item can be touched and picked up by the player, taking // into account obstructions and other hinderances // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- bool CItem::ItemCanBeTouchedByPlayer( CBasePlayer *pPlayer ) { return UTIL_ItemCanBeTouchedByPlayer( this, pPlayer ); } //----------------------------------------------------------------------------- // Purpose: // Input : pOther - //----------------------------------------------------------------------------- void CItem::ItemTouch( CBaseEntity *pOther ) { ItemTouchInternal( pOther, false ); } void CItem::ItemForceTouch( CBaseEntity *pOther ) { ItemTouchInternal( pOther, true ); } void CItem::ItemTouchInternal( CBaseEntity *pOther, bool bForceTouch ) { // Vehicles can touch items + pick them up if ( pOther->GetServerVehicle() ) { pOther = pOther->GetServerVehicle()->GetPassenger(); if ( !pOther ) return; } // if it's not a player, ignore if ( !pOther->IsPlayer() ) return; CBasePlayer *pPlayer = (CBasePlayer *)pOther; // Must be a valid pickup scenario (no blocking). Though this is a more expensive // check than some that follow, this has to be first Obecause it's the only one // that inhibits firing the output OnCacheInteraction. if ( !bForceTouch && ItemCanBeTouchedByPlayer( pPlayer ) == false ) return; m_OnCacheInteraction.FireOutput(pOther, this); // Can I even pick stuff up? if ( !pPlayer->IsAllowedToPickupWeapons() ) return; // ok, a player is touching this item, but can he have it? if ( !g_pGameRules->CanHaveItem( pPlayer, this ) ) { // no? Ignore the touch. return; } if ( MyTouch( pPlayer ) ) { m_OnPlayerTouch.FireOutput(pOther, this); SetTouch( NULL ); SetThink( NULL ); // player grabbed the item. g_pGameRules->PlayerGotItem( pPlayer, this ); if ( g_pGameRules->ItemShouldRespawn( this ) == GR_ITEM_RESPAWN_YES ) { Respawn(); } else { UTIL_Remove( this ); } } else if (gEvilImpulse101) { UTIL_Remove( this ); } } CBaseEntity* CItem::Respawn( void ) { SetTouch( NULL ); AddEffects( EF_NODRAW ); VPhysicsDestroyObject(); SetMoveType( MOVETYPE_NONE ); SetSolid( SOLID_BBOX ); AddSolidFlags( FSOLID_TRIGGER ); UTIL_SetOrigin( this, g_pGameRules->VecItemRespawnSpot( this ) );// blip to whereever you should respawn. SetAbsAngles( g_pGameRules->VecItemRespawnAngles( this ) );// set the angles. #if !defined( TF_DLL ) UTIL_DropToFloor( this, MASK_SOLID ); #endif RemoveAllDecals(); //remove any decals SetThink ( &CItem::Materialize ); SetNextThink( gpGlobals->curtime + g_pGameRules->FlItemRespawnTime( this ) ); return this; } void CItem::Materialize( void ) { CreateItemVPhysicsObject(); if ( IsEffectActive( EF_NODRAW ) ) { // changing from invisible state to visible. // this sound no longer exists // EmitSound( "Item.Materialize" ); RemoveEffects( EF_NODRAW ); DoMuzzleFlash(); } SetTouch( &CItem::ItemTouch ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CItem::Precache() { BaseClass::Precache(); // this sound no longer exists // PrecacheScriptSound( "Item.Materialize" ); } //----------------------------------------------------------------------------- // Purpose: // Input : *pPhysGunUser - // PICKED_UP_BY_CANNON - //----------------------------------------------------------------------------- void CItem::OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason ) { m_OnCacheInteraction.FireOutput(pPhysGunUser, this); if ( reason == PICKED_UP_BY_CANNON ) { // Expand the pickup box CollisionProp()->UseTriggerBounds( true, ITEM_PICKUP_BOX_BLOAT * 2 ); if( m_pConstraint != NULL ) { physenv->DestroyConstraint( m_pConstraint ); m_pConstraint = NULL; } } } //----------------------------------------------------------------------------- // Purpose: // Input : *pPhysGunUser - // reason - //----------------------------------------------------------------------------- void CItem::OnPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t reason ) { // Restore the pickup box to the original CollisionProp()->UseTriggerBounds( true, ITEM_PICKUP_BOX_BLOAT ); }