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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Player for HL1.
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "hl1_player.h"
#include "gamerules.h"
#include "trains.h"
#include "hl1_basecombatweapon_shared.h"
#include "vcollide_parse.h"
#include "in_buttons.h"
#include "igamemovement.h"
#include "ai_hull.h"
#include "hl2_shareddefs.h"
#include "info_camera_link.h"
#include "point_camera.h"
#include "ndebugoverlay.h"
#include "globals.h"
#include "ai_interactions.h"
#include "engine/IEngineSound.h"
#include "vphysics/player_controller.h"
#include "vphysics/constraints.h"
#include "predicted_viewmodel.h"
#include "physics_saverestore.h"
#include "gamestats.h"
#define DMG_FREEZE DMG_VEHICLE
#define DMG_SLOWFREEZE DMG_DISSOLVE
// HL1_DMG_SHOWNHUD: Add DMG_VEHICLE because HL2 hijacked those bits from DMG_FREEZE, which is what they are in HL1
// HL1_DMG_SHOWNHUD: Add DMG_DISSOLVE because HL2 hijacked those bits from DMG_SLOWFREEZE, which is what they are in HL1
// See Halflife1 GameRules - Damage_GetShowOnHud()
//#define HL1_DMG_SHOWNHUD (DMG_POISON | DMG_ACID | DMG_FREEZE | DMG_SLOWFREEZE | DMG_DROWN | DMG_BURN | DMG_SLOWBURN | DMG_NERVEGAS | DMG_RADIATION | DMG_SHOCK)
// TIME BASED DAMAGE AMOUNT
// tweak these values based on gameplay feedback:
#define PARALYZE_DURATION 2 // number of 2 second intervals to take damage
#define PARALYZE_DAMAGE 1.0 // damage to take each 2 second interval
#define NERVEGAS_DURATION 2
#define NERVEGAS_DAMAGE 5.0
#define POISON_DURATION 5
#define POISON_DAMAGE 2.0
#define RADIATION_DURATION 2
#define RADIATION_DAMAGE 1.0
#define ACID_DURATION 2
#define ACID_DAMAGE 5.0
#define SLOWBURN_DURATION 2
#define SLOWBURN_DAMAGE 1.0
#define SLOWFREEZE_DURATION 2
#define SLOWFREEZE_DAMAGE 1.0
#define FLASH_DRAIN_TIME 1.2 //100 units/3 minutes
#define FLASH_CHARGE_TIME 0.2 // 100 units/20 seconds (seconds per unit)
ConVar player_showpredictedposition( "player_showpredictedposition", "0" ); ConVar player_showpredictedposition_timestep( "player_showpredictedposition_timestep", "1.0" );
ConVar sv_hl1_allowpickup( "sv_hl1_allowpickup", "0" );
LINK_ENTITY_TO_CLASS( player, CHL1_Player ); PRECACHE_REGISTER(player);
BEGIN_DATADESC( CHL1_Player ) DEFINE_FIELD( m_nControlClass, FIELD_INTEGER ), DEFINE_AUTO_ARRAY( m_vecMissPositions, FIELD_POSITION_VECTOR ), DEFINE_FIELD( m_nNumMissPositions, FIELD_INTEGER ),
DEFINE_FIELD( m_flIdleTime, FIELD_TIME ), DEFINE_FIELD( m_flMoveTime, FIELD_TIME ), DEFINE_FIELD( m_flLastDamageTime, FIELD_TIME ), DEFINE_FIELD( m_flTargetFindTime, FIELD_TIME ), DEFINE_FIELD( m_bHasLongJump, FIELD_BOOLEAN ), DEFINE_FIELD( m_nFlashBattery, FIELD_INTEGER ), DEFINE_FIELD( m_flFlashLightTime, FIELD_TIME ),
DEFINE_FIELD( m_flStartCharge, FIELD_FLOAT ), DEFINE_FIELD( m_flAmmoStartCharge, FIELD_FLOAT ), DEFINE_FIELD( m_flPlayAftershock, FIELD_FLOAT ), DEFINE_FIELD( m_flNextAmmoBurn, FIELD_FLOAT ),
DEFINE_PHYSPTR( m_pPullConstraint ), DEFINE_FIELD( m_hPullObject, FIELD_EHANDLE ), DEFINE_FIELD( m_bIsPullingObject, FIELD_BOOLEAN ),
END_DATADESC()
IMPLEMENT_SERVERCLASS_ST( CHL1_Player, DT_HL1Player ) SendPropInt( SENDINFO( m_bHasLongJump ), 1, SPROP_UNSIGNED ), SendPropInt( SENDINFO( m_nFlashBattery ), 8, SPROP_UNSIGNED ), SendPropBool( SENDINFO( m_bIsPullingObject ) ),
SendPropFloat( SENDINFO( m_flStartCharge ) ), SendPropFloat( SENDINFO( m_flAmmoStartCharge ) ), SendPropFloat( SENDINFO( m_flPlayAftershock ) ), SendPropFloat( SENDINFO( m_flNextAmmoBurn ) )
END_SEND_TABLE()
CHL1_Player::CHL1_Player() { m_nNumMissPositions = 0; }
void CHL1_Player::Precache( void ) { BaseClass::Precache();
PrecacheScriptSound( "Player.FlashlightOn" ); PrecacheScriptSound( "Player.FlashlightOff" ); PrecacheScriptSound( "Player.UseTrain" ); }
//-----------------------------------------------------------------------------
// Purpose: Allow pre-frame adjustments on the player
//-----------------------------------------------------------------------------
void CHL1_Player::PreThink(void) { if ( player_showpredictedposition.GetBool() ) { Vector predPos;
UTIL_PredictedPosition( this, player_showpredictedposition_timestep.GetFloat(), &predPos );
NDebugOverlay::Box( predPos, NAI_Hull::Mins( GetHullType() ), NAI_Hull::Maxs( GetHullType() ), 0, 255, 0, 0, 0.01f ); NDebugOverlay::Line( GetAbsOrigin(), predPos, 0, 255, 0, 0, 0.01f ); }
int buttonsChanged; buttonsChanged = m_afButtonPressed | m_afButtonReleased;
UpdatePullingObject();
g_pGameRules->PlayerThink( this );
if ( g_fGameOver || IsPlayerLockedInPlace() ) return; // intermission or finale
ItemPreFrame( ); WaterMove();
if ( g_pGameRules && g_pGameRules->FAllowFlashlight() ) m_Local.m_iHideHUD &= ~HIDEHUD_FLASHLIGHT; else m_Local.m_iHideHUD |= HIDEHUD_FLASHLIGHT;
// checks if new client data (for HUD and view control) needs to be sent to the client
UpdateClientData(); CheckTimeBasedDamage();
CheckSuitUpdate();
if (m_lifeState >= LIFE_DYING) { PlayerDeathThink(); return; }
// So the correct flags get sent to client asap.
//
if ( m_afPhysicsFlags & PFLAG_DIROVERRIDE ) AddFlag( FL_ONTRAIN ); else RemoveFlag( FL_ONTRAIN );
// Train speed control
if ( m_afPhysicsFlags & PFLAG_DIROVERRIDE ) { CBaseEntity *pTrain = GetGroundEntity(); float vel;
if ( pTrain ) { if ( !(pTrain->ObjectCaps() & FCAP_DIRECTIONAL_USE) ) pTrain = NULL; }
if ( !pTrain ) { if ( GetActiveWeapon() && (GetActiveWeapon()->ObjectCaps() & FCAP_DIRECTIONAL_USE) ) { m_iTrain = TRAIN_ACTIVE | TRAIN_NEW;
if ( m_nButtons & IN_FORWARD ) { m_iTrain |= TRAIN_FAST; } else if ( m_nButtons & IN_BACK ) { m_iTrain |= TRAIN_BACK; } else { m_iTrain |= TRAIN_NEUTRAL; } return; } else { trace_t trainTrace; // Maybe this is on the other side of a level transition
UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + Vector(0,0,-38), MASK_PLAYERSOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &trainTrace );
if ( trainTrace.fraction != 1.0 && trainTrace.m_pEnt ) pTrain = trainTrace.m_pEnt;
if ( !pTrain || !(pTrain->ObjectCaps() & FCAP_DIRECTIONAL_USE) || !pTrain->OnControls(this) ) { // Warning( "In train mode with no train!\n" );
m_afPhysicsFlags &= ~PFLAG_DIROVERRIDE; m_iTrain = TRAIN_NEW|TRAIN_OFF; return; } } } else if ( !( GetFlags() & FL_ONGROUND ) || pTrain->HasSpawnFlags( SF_TRACKTRAIN_NOCONTROL ) || (m_nButtons & (IN_MOVELEFT|IN_MOVERIGHT) ) ) { // Turn off the train if you jump, strafe, or the train controls go dead
m_afPhysicsFlags &= ~PFLAG_DIROVERRIDE; m_iTrain = TRAIN_NEW|TRAIN_OFF; return; }
SetAbsVelocity( vec3_origin ); vel = 0; if ( m_afButtonPressed & IN_FORWARD ) { vel = 1; pTrain->Use( this, this, USE_SET, (float)vel ); } else if ( m_afButtonPressed & IN_BACK ) { vel = -1; pTrain->Use( this, this, USE_SET, (float)vel ); } else if ( m_afButtonPressed & IN_JUMP ) { m_afPhysicsFlags &= ~PFLAG_DIROVERRIDE; m_iTrain = TRAIN_NEW|TRAIN_OFF; }
if (vel) { m_iTrain = TrainSpeed(pTrain->m_flSpeed, ((CFuncTrackTrain*)pTrain)->GetMaxSpeed()); m_iTrain |= TRAIN_ACTIVE|TRAIN_NEW; } } else if (m_iTrain & TRAIN_ACTIVE) { m_iTrain = TRAIN_NEW; // turn off train
}
// THIS CODE DOESN'T SEEM TO DO ANYTHING!!!
// WHY IS IT STILL HERE? (sjb)
if (m_nButtons & IN_JUMP) { // If on a ladder, jump off the ladder
// else Jump
if( IsPullingObject() ) { StopPullingObject(); }
Jump(); }
// If trying to duck, already ducked, or in the process of ducking
if ((m_nButtons & IN_DUCK) || (GetFlags() & FL_DUCKING) || (m_afPhysicsFlags & PFLAG_DUCKING) ) Duck();
//
// If we're not on the ground, we're falling. Update our falling velocity.
//
if ( !( GetFlags() & FL_ONGROUND ) ) { m_Local.m_flFallVelocity = -GetAbsVelocity().z; }
if ( m_afPhysicsFlags & PFLAG_ONBARNACLE ) { SetAbsVelocity( vec3_origin ); } // StudioFrameAdvance( );//!!!HACKHACK!!! Can't be hit by traceline when not animating?
//Find targets for NPC to shoot if they decide to miss us
FindMissTargets(); }
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
Class_T CHL1_Player::Classify ( void ) { // If player controlling another entity? If so, return this class
if (m_nControlClass != CLASS_NONE) { return m_nControlClass; } else { return CLASS_PLAYER; } }
//-----------------------------------------------------------------------------
// Purpose: This is a generic function (to be implemented by sub-classes) to
// handle specific interactions between different types of characters
// (For example the barnacle grabbing an NPC)
// Input : Constant for the type of interaction
// Output : true - if sub-class has a response for the interaction
// false - if sub-class has no response
//-----------------------------------------------------------------------------
bool CHL1_Player::HandleInteraction(int interactionType, void *data, CBaseCombatCharacter* sourceEnt) { if ( interactionType == g_interactionBarnacleVictimDangle ) { TakeDamage ( CTakeDamageInfo( sourceEnt, sourceEnt, m_iHealth + ArmorValue(), DMG_SLASH | DMG_ALWAYSGIB ) ); return true; } if (interactionType == g_interactionBarnacleVictimReleased) { m_afPhysicsFlags &= ~PFLAG_ONBARNACLE; SetMoveType( MOVETYPE_WALK ); return true; } else if (interactionType == g_interactionBarnacleVictimGrab) { m_afPhysicsFlags |= PFLAG_ONBARNACLE; ClearUseEntity(); return true; } return false; }
void CHL1_Player::PlayerRunCommand(CUserCmd *ucmd, IMoveHelper *moveHelper) { // Handle FL_FROZEN.
if ( m_afPhysicsFlags & PFLAG_ONBARNACLE ) { ucmd->forwardmove = 0; ucmd->sidemove = 0; ucmd->upmove = 0; }
//Update our movement information
if ( ( ucmd->forwardmove != 0 ) || ( ucmd->sidemove != 0 ) || ( ucmd->upmove != 0 ) ) { m_flIdleTime -= TICK_INTERVAL * 2.0f; if ( m_flIdleTime < 0.0f ) { m_flIdleTime = 0.0f; }
m_flMoveTime += TICK_INTERVAL;
if ( m_flMoveTime > 4.0f ) { m_flMoveTime = 4.0f; } } else { m_flIdleTime += TICK_INTERVAL; if ( m_flIdleTime > 4.0f ) { m_flIdleTime = 4.0f; }
m_flMoveTime -= TICK_INTERVAL * 2.0f; if ( m_flMoveTime < 0.0f ) { m_flMoveTime = 0.0f; } }
//Msg("Player time: [ACTIVE: %f]\t[IDLE: %f]\n", m_flMoveTime, m_flIdleTime );
BaseClass::PlayerRunCommand( ucmd, moveHelper ); }
//-----------------------------------------------------------------------------
// Purpose: Create and give the named item to the player. Then return it.
//-----------------------------------------------------------------------------
CBaseEntity *CHL1_Player::GiveNamedItem( const char *pszName, int iSubType ) { // If I already own this type don't create one
if ( Weapon_OwnsThisType(pszName, iSubType) ) return NULL;
// Msg( "giving %s\n", pszName );
EHANDLE pent;
pent = CreateEntityByName(pszName); if ( pent == NULL ) { Msg( "NULL Ent in GiveNamedItem!\n" ); return NULL; }
pent->SetLocalOrigin( GetLocalOrigin() ); pent->AddSpawnFlags( SF_NORESPAWN );
if ( iSubType ) { CBaseCombatWeapon *pWeapon = dynamic_cast<CBaseCombatWeapon*>( (CBaseEntity*)pent ); if ( pWeapon ) { pWeapon->SetSubType( iSubType ); } }
DispatchSpawn( pent );
if ( pent != NULL && !(pent->IsMarkedForDeletion()) ) { pent->Touch( this ); }
return pent; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CHL1_Player::StartPullingObject( CBaseEntity *pObject ) { if ( pObject->VPhysicsGetObject() == NULL || VPhysicsGetObject() == NULL ) { return; }
if( !(GetFlags()&FL_ONGROUND) ) { //Msg("Can't grab in air!\n");
return; }
if( GetGroundEntity() == pObject ) { //Msg("Can't grab something you're standing on!\n");
return; }
constraint_ballsocketparams_t ballsocket; ballsocket.Defaults(); ballsocket.constraint.Defaults(); ballsocket.constraint.forceLimit = lbs2kg(1000); ballsocket.constraint.torqueLimit = lbs2kg(1000); ballsocket.InitWithCurrentObjectState( VPhysicsGetObject(), pObject->VPhysicsGetObject(), WorldSpaceCenter() ); m_pPullConstraint = physenv->CreateBallsocketConstraint( VPhysicsGetObject(), pObject->VPhysicsGetObject(), NULL, ballsocket );
m_hPullObject.Set(pObject); m_bIsPullingObject = true; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CHL1_Player::StopPullingObject() { if( m_pPullConstraint ) { physenv->DestroyConstraint( m_pPullConstraint ); }
m_hPullObject.Set(NULL); m_pPullConstraint = NULL; m_bIsPullingObject = false; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CHL1_Player::UpdatePullingObject() { if( !IsPullingObject() ) return;
CBaseEntity *pObject= m_hPullObject.Get();
if( !pObject || !pObject->VPhysicsGetObject() ) { // Object broke or otherwise vanished.
StopPullingObject(); return; }
if( m_afButtonReleased & IN_USE ) { // Player released +USE
StopPullingObject(); return; }
float flMaxDistSqr = Square(PLAYER_USE_RADIUS + 1.0f); Vector objectPos; QAngle angle;
pObject->VPhysicsGetObject()->GetPosition( &objectPos, &angle );
if( !FInViewCone(objectPos) ) { // Player turned away.
StopPullingObject(); } else if( objectPos.DistToSqr(WorldSpaceCenter()) > flMaxDistSqr ) { // Object got caught up on something and left behind
StopPullingObject(); } }
//-----------------------------------------------------------------------------
// Purpose: Sets HL1specific defaults.
//-----------------------------------------------------------------------------
void CHL1_Player::Spawn(void) { // In multiplayer ,this is handled in the super class
if ( !g_pGameRules->IsMultiplayer () ) SetModel( "models/player.mdl" );
BaseClass::Spawn();
//
// Our player movement speed is set once here. This will override the cl_xxxx
// cvars unless they are set to be lower than this.
//
SetMaxSpeed( 1000 );
SetDefaultFOV( 0 );
m_nFlashBattery = 99; m_flFlashLightTime = 1;
m_flFieldOfView = 0.5;
StopPullingObject();
m_Local.m_iHideHUD = 0; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CHL1_Player::Event_Killed( const CTakeDamageInfo &info ) { StopPullingObject(); BaseClass::Event_Killed(info); }
void CHL1_Player::CheckTimeBasedDamage( void ) { int i; byte bDuration = 0;
static float gtbdPrev = 0.0;
// If we don't have any time based damage return.
if ( !g_pGameRules->Damage_IsTimeBased( m_bitsDamageType ) ) return;
// only check for time based damage approx. every 2 seconds
if (abs(gpGlobals->curtime - m_tbdPrev) < 2.0) return; m_tbdPrev = gpGlobals->curtime;
for (i = 0; i < CDMG_TIMEBASED; i++) { // Make sure the damage type is really time-based.
// This is kind of hacky but necessary until we setup DamageType as an enum.
int iDamage = ( DMG_PARALYZE << i ); if ( !g_pGameRules->Damage_IsTimeBased( iDamage ) ) continue;
// make sure bit is set for damage type
if ( m_bitsDamageType & iDamage ) { switch (i) { case itbd_Paralyze: // UNDONE - flag movement as half-speed
bDuration = PARALYZE_DURATION; break; case itbd_NerveGas: // OnTakeDamage(pev, pev, NERVEGAS_DAMAGE, DMG_GENERIC);
bDuration = NERVEGAS_DURATION; break; case itbd_PoisonRecover: OnTakeDamage( CTakeDamageInfo( this, this, POISON_DAMAGE, DMG_GENERIC ) ); bDuration = POISON_DURATION; break; case itbd_Radiation: // OnTakeDamage(pev, pev, RADIATION_DAMAGE, DMG_GENERIC);
bDuration = RADIATION_DURATION; break; case itbd_DrownRecover: // NOTE: this hack is actually used to RESTORE health
// after the player has been drowning and finally takes a breath
if (m_idrowndmg > m_idrownrestored) { int idif = MIN(m_idrowndmg - m_idrownrestored, 10);
TakeHealth(idif, DMG_GENERIC); m_idrownrestored += idif; } bDuration = 4; // get up to 5*10 = 50 points back
break;
case itbd_Acid: // OnTakeDamage(pev, pev, ACID_DAMAGE, DMG_GENERIC);
bDuration = ACID_DURATION; break; case itbd_SlowBurn: // OnTakeDamage(pev, pev, SLOWBURN_DAMAGE, DMG_GENERIC);
bDuration = SLOWBURN_DURATION; break; case itbd_SlowFreeze: // OnTakeDamage(pev, pev, SLOWFREEZE_DAMAGE, DMG_GENERIC);
bDuration = SLOWFREEZE_DURATION; break; default: bDuration = 0; }
if (m_rgbTimeBasedDamage[i]) { // decrement damage duration, detect when done.
if (!m_rgbTimeBasedDamage[i] || --m_rgbTimeBasedDamage[i] == 0) { m_rgbTimeBasedDamage[i] = 0; // if we're done, clear damage bits
m_bitsDamageType &= ~(DMG_PARALYZE << i); } } else // first time taking this damage type - init damage duration
m_rgbTimeBasedDamage[i] = bDuration; } } }
class CPhysicsPlayerCallback : public IPhysicsPlayerControllerEvent { public: int ShouldMoveTo( IPhysicsObject *pObject, const Vector &position ) { CHL1_Player *pPlayer = (CHL1_Player *)pObject->GetGameData(); if ( pPlayer ) { if ( pPlayer->TouchedPhysics() ) { return 0; } } return 1; } };
static CPhysicsPlayerCallback playerCallback;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHL1_Player::InitVCollision( const Vector &vecAbsOrigin, const Vector &vecAbsVelocity ) { BaseClass::InitVCollision( vecAbsOrigin, vecAbsVelocity );
// Setup the HL2 specific callback.
GetPhysicsController()->SetEventHandler( &playerCallback ); }
CHL1_Player::~CHL1_Player( void ) { }
extern int gEvilImpulse101; void CHL1_Player::CheatImpulseCommands( int iImpulse ) { if ( !sv_cheats->GetBool() ) { return; }
switch( iImpulse ) { case 101: gEvilImpulse101 = true; GiveNamedItem( "item_suit" ); GiveNamedItem( "item_battery" ); GiveNamedItem( "weapon_crowbar" ); GiveNamedItem( "weapon_glock" ); GiveNamedItem( "ammo_9mmclip" ); GiveNamedItem( "weapon_shotgun" ); GiveNamedItem( "ammo_buckshot" ); GiveNamedItem( "weapon_mp5" ); GiveNamedItem( "ammo_9mmar" ); GiveNamedItem( "ammo_argrenades" ); GiveNamedItem( "weapon_handgrenade" ); GiveNamedItem( "weapon_tripmine" ); GiveNamedItem( "weapon_357" ); GiveNamedItem( "ammo_357" ); GiveNamedItem( "weapon_crossbow" ); GiveNamedItem( "ammo_crossbow" ); GiveNamedItem( "weapon_egon" ); GiveNamedItem( "weapon_gauss" ); GiveNamedItem( "ammo_gaussclip" ); GiveNamedItem( "weapon_rpg" ); GiveNamedItem( "ammo_rpgclip" ); GiveNamedItem( "weapon_satchel" ); GiveNamedItem( "weapon_snark" ); GiveNamedItem( "weapon_hornetgun" );
gEvilImpulse101 = false; break;
case 0: default: BaseClass::CheatImpulseCommands( iImpulse ); } }
void CHL1_Player::SetupVisibility( CBaseEntity *pViewEntity, unsigned char *pvs, int pvssize ) { int area = pViewEntity ? pViewEntity->NetworkProp()->AreaNum() : NetworkProp()->AreaNum(); BaseClass::SetupVisibility( pViewEntity, pvs, pvssize ); PointCameraSetupVisibility( this, area, pvs, pvssize ); }
#define ARMOR_RATIO 0.2 // Armor Takes 80% of the damage
#define ARMOR_BONUS 0.5 // Each Point of Armor is work 1/x points of health
int CHL1_Player::OnTakeDamage( const CTakeDamageInfo &inputInfo ) { // have suit diagnose the problem - ie: report damage type
int bitsDamage = inputInfo.GetDamageType(); int ffound = true; int fmajor; int fcritical; int fTookDamage; int ftrivial; float flRatio; float flBonus; float flHealthPrev = m_iHealth;
CTakeDamageInfo info = inputInfo;
if ( info.GetDamage() > 0.0f ) { m_flLastDamageTime = gpGlobals->curtime; }
flBonus = ARMOR_BONUS; flRatio = ARMOR_RATIO;
if ( ( info.GetDamageType() & DMG_BLAST ) && g_pGameRules->IsMultiplayer() ) { // blasts damage armor more.
flBonus *= 2; }
// Already dead
if ( !IsAlive() ) return 0; // go take the damage first
if ( !g_pGameRules->FPlayerCanTakeDamage( this, info.GetAttacker(), info ) ) { // Refuse the damage
return 0; }
// keep track of amount of damage last sustained
m_lastDamageAmount = info.GetDamage();
// Armor.
if ( ArmorValue() && !(info.GetDamageType() & (DMG_FALL | DMG_DROWN | DMG_POISON)) && // armor doesn't protect against fall or drown damage!
!(GetFlags() & FL_GODMODE) ) { float flNew = info.GetDamage() * flRatio;
float flArmor;
flArmor = (info.GetDamage() - flNew) * flBonus;
// Does this use more armor than we have?
if ( flArmor > ArmorValue() ) { flArmor = ArmorValue(); flArmor *= (1/flBonus); flNew = info.GetDamage() - flArmor; SetArmorValue( 0 ); } else SetArmorValue( ArmorValue() - flArmor ); info.SetDamage( flNew ); }
// this cast to INT is critical!!! If a player ends up with 0.5 health, the engine will get that
// as an int (zero) and think the player is dead! (this will incite a clientside screentilt, etc)
info.SetDamage( (int)info.GetDamage() ); fTookDamage = CBaseCombatCharacter::OnTakeDamage( info ); // Bypass CBasePlayer's
if ( fTookDamage ) { // add to the damage total for clients, which will be sent as a single
// message at the end of the frame
// todo: remove after combining shotgun blasts?
if ( info.GetInflictor() && info.GetInflictor()->edict() ) m_DmgOrigin = info.GetInflictor()->GetAbsOrigin();
m_DmgTake += (int)info.GetDamage(); }
// Reset damage time countdown for each type of time based damage player just sustained
for (int i = 0; i < CDMG_TIMEBASED; i++) { // Make sure the damage type is really time-based.
// This is kind of hacky but necessary until we setup DamageType as an enum.
int iDamage = ( DMG_PARALYZE << i ); if ( ( info.GetDamageType() & iDamage ) && g_pGameRules->Damage_IsTimeBased( iDamage ) ) { m_rgbTimeBasedDamage[i] = 0; } }
// Display any effect associate with this damage type
DamageEffect(info.GetDamage(),bitsDamage);
// how bad is it, doc?
ftrivial = (m_iHealth > 75 || m_lastDamageAmount < 5); fmajor = (m_lastDamageAmount > 25); fcritical = (m_iHealth < 30);
// handle all bits set in this damage message,
// let the suit give player the diagnosis
// UNDONE: add sounds for types of damage sustained (ie: burn, shock, slash )
// UNDONE: still need to record damage and heal messages for the following types
// DMG_BURN
// DMG_FREEZE
// DMG_BLAST
// DMG_SHOCK
m_bitsDamageType |= bitsDamage; // Save this so we can report it to the client
m_bitsHUDDamage = -1; // make sure the damage bits get resent
bool bTimeBasedDamage = g_pGameRules->Damage_IsTimeBased( bitsDamage ); while (fTookDamage && (!ftrivial || bTimeBasedDamage) && ffound && bitsDamage) { ffound = false;
if (bitsDamage & DMG_CLUB) { if (fmajor) SetSuitUpdate("!HEV_DMG4", false, SUIT_NEXT_IN_30SEC); // minor fracture
bitsDamage &= ~DMG_CLUB; ffound = true; } if (bitsDamage & (DMG_FALL | DMG_CRUSH)) { if (fmajor) SetSuitUpdate("!HEV_DMG5", false, SUIT_NEXT_IN_30SEC); // major fracture
else SetSuitUpdate("!HEV_DMG4", false, SUIT_NEXT_IN_30SEC); // minor fracture
bitsDamage &= ~(DMG_FALL | DMG_CRUSH); ffound = true; } if (bitsDamage & DMG_BULLET) { if (m_lastDamageAmount > 5) SetSuitUpdate("!HEV_DMG6", false, SUIT_NEXT_IN_30SEC); // blood loss detected
//else
// SetSuitUpdate("!HEV_DMG0", false, SUIT_NEXT_IN_30SEC); // minor laceration
bitsDamage &= ~DMG_BULLET; ffound = true; }
if (bitsDamage & DMG_SLASH) { if (fmajor) SetSuitUpdate("!HEV_DMG1", false, SUIT_NEXT_IN_30SEC); // major laceration
else SetSuitUpdate("!HEV_DMG0", false, SUIT_NEXT_IN_30SEC); // minor laceration
bitsDamage &= ~DMG_SLASH; ffound = true; } if (bitsDamage & DMG_SONIC) { if (fmajor) SetSuitUpdate("!HEV_DMG2", false, SUIT_NEXT_IN_1MIN); // internal bleeding
bitsDamage &= ~DMG_SONIC; ffound = true; }
if (bitsDamage & (DMG_POISON | DMG_PARALYZE)) { if (bitsDamage & DMG_POISON) { m_nPoisonDmg += info.GetDamage(); m_tbdPrev = gpGlobals->curtime; m_rgbTimeBasedDamage[itbd_PoisonRecover] = 0; }
SetSuitUpdate("!HEV_DMG3", false, SUIT_NEXT_IN_1MIN); // blood toxins detected
bitsDamage &= ~( DMG_POISON | DMG_PARALYZE ); ffound = true; }
if (bitsDamage & DMG_ACID) { SetSuitUpdate("!HEV_DET1", false, SUIT_NEXT_IN_1MIN); // hazardous chemicals detected
bitsDamage &= ~DMG_ACID; ffound = true; }
if (bitsDamage & DMG_NERVEGAS) { SetSuitUpdate("!HEV_DET0", false, SUIT_NEXT_IN_1MIN); // biohazard detected
bitsDamage &= ~DMG_NERVEGAS; ffound = true; }
if (bitsDamage & DMG_RADIATION) { SetSuitUpdate("!HEV_DET2", false, SUIT_NEXT_IN_1MIN); // radiation detected
bitsDamage &= ~DMG_RADIATION; ffound = true; } if (bitsDamage & DMG_SHOCK) { bitsDamage &= ~DMG_SHOCK; ffound = true; } }
m_Local.m_vecPunchAngle.SetX( -2 );
if (fTookDamage && !ftrivial && fmajor && flHealthPrev >= 75) { // first time we take major damage...
// turn automedic on if not on
SetSuitUpdate("!HEV_MED1", false, SUIT_NEXT_IN_30MIN); // automedic on
// give morphine shot if not given recently
SetSuitUpdate("!HEV_HEAL7", false, SUIT_NEXT_IN_30MIN); // morphine shot
} if (fTookDamage && !ftrivial && fcritical && flHealthPrev < 75) {
// already took major damage, now it's critical...
if (m_iHealth < 6) SetSuitUpdate("!HEV_HLTH3", false, SUIT_NEXT_IN_10MIN); // near death
else if (m_iHealth < 20) SetSuitUpdate("!HEV_HLTH2", false, SUIT_NEXT_IN_10MIN); // health critical
// give critical health warnings
if (!random->RandomInt(0,3) && flHealthPrev < 50) SetSuitUpdate("!HEV_DMG7", false, SUIT_NEXT_IN_5MIN); //seek medical attention
}
// if we're taking time based damage, warn about its continuing effects
if (fTookDamage && g_pGameRules->Damage_IsTimeBased( info.GetDamageType() ) && flHealthPrev < 75) { if (flHealthPrev < 50) { if (!random->RandomInt(0,3)) SetSuitUpdate("!HEV_DMG7", false, SUIT_NEXT_IN_5MIN); //seek medical attention
} else SetSuitUpdate("!HEV_HLTH1", false, SUIT_NEXT_IN_10MIN); // health dropping
}
// Do special explosion damage effect
if ( bitsDamage & DMG_BLAST ) { OnDamagedByExplosion( info ); }
gamestats->Event_PlayerDamage( this, info );
return fTookDamage; }
int CHL1_Player::OnTakeDamage_Alive( const CTakeDamageInfo &info ) { int nRet; int nSavedHealth = m_iHealth;
// Drown
if( info.GetDamageType() & DMG_DROWN ) { if( m_idrowndmg == m_idrownrestored ) { EmitSound( "Player.DrownStart" ); } else { EmitSound( "Player.DrownContinue" ); } }
nRet = BaseClass::OnTakeDamage_Alive( info );
if ( GetFlags() & FL_GODMODE ) { m_iHealth = nSavedHealth; } else if (m_debugOverlays & OVERLAY_BUDDHA_MODE) { if ( m_iHealth <= 0 ) { m_iHealth = 1; } }
return nRet; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHL1_Player::FindMissTargets( void ) { if ( m_flTargetFindTime > gpGlobals->curtime ) return;
m_flTargetFindTime = gpGlobals->curtime + 1.0f; m_nNumMissPositions = 0;
CBaseEntity *pEnts[256]; Vector radius( 80, 80, 80);
int numEnts = UTIL_EntitiesInBox( pEnts, 256, GetAbsOrigin()-radius, GetAbsOrigin()+radius, 0 );
for ( int i = 0; i < numEnts; i++ ) { if ( pEnts[i] == NULL ) continue;
if ( m_nNumMissPositions >= 16 ) return;
//See if it's a good target candidate
if ( FClassnameIs( pEnts[i], "prop_dynamic" ) || FClassnameIs( pEnts[i], "dynamic_prop" ) || FClassnameIs( pEnts[i], "prop_physics" ) || FClassnameIs( pEnts[i], "physics_prop" ) ) { //NDebugOverlay::Cross3D( pEnts[i]->WorldSpaceCenter(), -Vector(4,4,4), Vector(4,4,4), 0, 255, 0, true, 1.0f );
m_vecMissPositions[m_nNumMissPositions++] = pEnts[i]->WorldSpaceCenter(); continue; } } }
//-----------------------------------------------------------------------------
// Purpose:
// Output : Good position to shoot at
//-----------------------------------------------------------------------------
bool CHL1_Player::GetMissPosition( Vector *position ) { if ( m_nNumMissPositions == 0 ) return false;
(*position) = m_vecMissPositions[ random->RandomInt( 0, m_nNumMissPositions-1 ) ];
return true; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CHL1_Player::FlashlightIsOn( void ) { return IsEffectActive( EF_DIMLIGHT); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CHL1_Player::FlashlightTurnOn( void ) { if ( IsSuitEquipped() ) { AddEffects( EF_DIMLIGHT ); CPASAttenuationFilter filter( this ); EmitSound( filter, entindex(), "Player.FlashlightOn" );
m_flFlashLightTime = FLASH_DRAIN_TIME + gpGlobals->curtime; } }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CHL1_Player::FlashlightTurnOff( void ) { RemoveEffects( EF_DIMLIGHT ); CPASAttenuationFilter filter( this ); EmitSound( filter, entindex(), "Player.FlashlightOff" ); m_flFlashLightTime = FLASH_CHARGE_TIME + gpGlobals->curtime; }
void CHL1_Player::UpdateClientData( void ) { if (m_DmgTake || m_DmgSave || m_bitsHUDDamage != m_bitsDamageType) { // Comes from inside me if not set
Vector damageOrigin = GetLocalOrigin(); // send "damage" message
// causes screen to flash, and pain compass to show direction of damage
damageOrigin = m_DmgOrigin;
// only send down damage type that have hud art
int iShowHudDamage = g_pGameRules->Damage_GetShowOnHud(); int visibleDamageBits = m_bitsDamageType & iShowHudDamage;
m_DmgTake = clamp( m_DmgTake, 0, 255 ); m_DmgSave = clamp( m_DmgSave, 0, 255 );
CSingleUserRecipientFilter user( this ); user.MakeReliable(); UserMessageBegin( user, "Damage" ); WRITE_BYTE( m_DmgSave ); WRITE_BYTE( m_DmgTake ); WRITE_LONG( visibleDamageBits ); WRITE_FLOAT( damageOrigin.x ); //BUG: Should be fixed point (to hud) not floats
WRITE_FLOAT( damageOrigin.y ); //BUG: However, the HUD does _not_ implement bitfield messages (yet)
WRITE_FLOAT( damageOrigin.z ); //BUG: We use WRITE_VEC3COORD for everything else
MessageEnd(); m_DmgTake = 0; m_DmgSave = 0; m_bitsHUDDamage = m_bitsDamageType; // Clear off non-time-based damage indicators
int iDamage = g_pGameRules->Damage_GetTimeBased(); m_bitsDamageType &= iDamage; }
// Update Flashlight
if ( ( m_flFlashLightTime ) && ( m_flFlashLightTime <= gpGlobals->curtime ) ) { if ( FlashlightIsOn() ) { if ( m_nFlashBattery ) { m_flFlashLightTime = FLASH_DRAIN_TIME + gpGlobals->curtime; m_nFlashBattery--; if ( !m_nFlashBattery ) FlashlightTurnOff(); } } else { if ( m_nFlashBattery < 100 ) { m_flFlashLightTime = FLASH_CHARGE_TIME + gpGlobals->curtime; m_nFlashBattery++; } else m_flFlashLightTime = 0; } }
BaseClass::UpdateClientData(); }
void CHL1_Player::OnSave( IEntitySaveUtils *pUtils ) { // If I'm pulling a box, stop.
StopPullingObject();
BaseClass::OnSave(pUtils); }
void CHL1_Player::CreateViewModel( int index /*=0*/ ) { Assert( index >= 0 && index < MAX_VIEWMODELS );
if ( GetViewModel( index ) ) return;
CPredictedViewModel *vm = ( CPredictedViewModel * )CreateEntityByName( "predicted_viewmodel" ); if ( vm ) { vm->SetAbsOrigin( GetAbsOrigin() ); vm->SetOwner( this ); vm->SetIndex( index ); DispatchSpawn( vm ); vm->FollowEntity( this ); m_hViewModel.Set( index, vm ); } }
void CHL1_Player::OnRestore( void ) { BaseClass::OnRestore();
// If we are controlling a train, resend our train status
if( !FBitSet( m_iTrain, TRAIN_OFF ) ) { m_iTrain |= TRAIN_NEW; } }
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
static void MatrixOrthogonalize( matrix3x4_t &matrix, int column ) { Vector columns[3]; int i;
for ( i = 0; i < 3; i++ ) { MatrixGetColumn( matrix, i, columns[i] ); }
int index0 = column; int index1 = (column+1)%3; int index2 = (column+2)%3;
columns[index2] = CrossProduct( columns[index0], columns[index1] ); columns[index1] = CrossProduct( columns[index2], columns[index0] ); VectorNormalize( columns[index2] ); VectorNormalize( columns[index1] ); MatrixSetColumn( columns[index1], index1, matrix ); MatrixSetColumn( columns[index2], index2, matrix ); }
#define SIGN(x) ( (x) < 0 ? -1 : 1 )
static QAngle AlignAngles( const QAngle &angles, float cosineAlignAngle ) { matrix3x4_t alignMatrix; AngleMatrix( angles, alignMatrix );
for ( int j = 0; j < 3; j++ ) { Vector vec; MatrixGetColumn( alignMatrix, j, vec ); for ( int i = 0; i < 3; i++ ) { if ( fabs(vec[i]) > cosineAlignAngle ) { vec[i] = SIGN(vec[i]); vec[(i+1)%3] = 0; vec[(i+2)%3] = 0; MatrixSetColumn( vec, j, alignMatrix ); MatrixOrthogonalize( alignMatrix, j ); break; } } }
QAngle out; MatrixAngles( alignMatrix, out ); return out; }
static void TraceCollideAgainstBBox( const CPhysCollide *pCollide, const Vector &start, const Vector &end, const QAngle &angles, const Vector &boxOrigin, const Vector &mins, const Vector &maxs, trace_t *ptr ) { physcollision->TraceBox( boxOrigin, boxOrigin + (start-end), mins, maxs, pCollide, start, angles, ptr );
if ( ptr->DidHit() ) { ptr->endpos = start * (1-ptr->fraction) + end * ptr->fraction; ptr->startpos = start; ptr->plane.dist = -ptr->plane.dist; ptr->plane.normal *= -1; } }
//---------------------------------------------
#include "player_pickup.h"
#include "props.h"
#include "vphysics/friction.h"
#include "physics_saverestore.h"
ConVar hl2_normspeed( "hl2_normspeed", "190" ); ConVar player_throwforce( "player_throwforce", "1000" ); ConVar physcannon_maxmass( "physcannon_maxmass", "250" );
// derive from this so we can add save/load data to it
struct game_shadowcontrol_params_t : public hlshadowcontrol_params_t { DECLARE_SIMPLE_DATADESC(); };
BEGIN_SIMPLE_DATADESC( game_shadowcontrol_params_t ) DEFINE_FIELD( targetPosition, FIELD_POSITION_VECTOR ), DEFINE_FIELD( targetRotation, FIELD_VECTOR ), DEFINE_FIELD( maxAngular, FIELD_FLOAT ), DEFINE_FIELD( maxDampAngular, FIELD_FLOAT ), DEFINE_FIELD( maxSpeed, FIELD_FLOAT ), DEFINE_FIELD( maxDampSpeed, FIELD_FLOAT ), DEFINE_FIELD( dampFactor, FIELD_FLOAT ), DEFINE_FIELD( teleportDistance, FIELD_FLOAT ),
END_DATADESC()
// when looking level, hold bottom of object 8 inches below eye level
#define PLAYER_HOLD_LEVEL_EYES -8
// when looking down, hold bottom of object 0 inches from feet
#define PLAYER_HOLD_DOWN_FEET 2
// when looking up, hold bottom of object 24 inches above eye level
#define PLAYER_HOLD_UP_EYES 24
// use a +/-30 degree range for the entire range of motion of pitch
#define PLAYER_LOOK_PITCH_RANGE 30
// player can reach down 2ft below his feet (otherwise he'll hold the object above the bottom)
#define PLAYER_REACH_DOWN_DISTANCE 24
static void ComputePlayerMatrix( CBasePlayer *pPlayer, matrix3x4_t &out ) { if ( !pPlayer ) return;
QAngle angles = pPlayer->EyeAngles(); Vector origin = pPlayer->EyePosition(); // 0-360 / -180-180
//angles.x = init ? 0 : AngleDistance( angles.x, 0 );
//angles.x = clamp( angles.x, -PLAYER_LOOK_PITCH_RANGE, PLAYER_LOOK_PITCH_RANGE );
angles.x = 0;
float feet = pPlayer->GetAbsOrigin().z + pPlayer->WorldAlignMins().z; float eyes = origin.z; float zoffset = 0; // moving up (negative pitch is up)
if ( angles.x < 0 ) { zoffset = RemapVal( angles.x, 0, -PLAYER_LOOK_PITCH_RANGE, PLAYER_HOLD_LEVEL_EYES, PLAYER_HOLD_UP_EYES ); } else { zoffset = RemapVal( angles.x, 0, PLAYER_LOOK_PITCH_RANGE, PLAYER_HOLD_LEVEL_EYES, PLAYER_HOLD_DOWN_FEET + (feet - eyes) ); } origin.z += zoffset; angles.x = 0; AngleMatrix( angles, origin, out ); }
//-----------------------------------------------------------------------------
class CGrabController : public IMotionEvent { DECLARE_SIMPLE_DATADESC();
public:
CGrabController( void ); ~CGrabController( void ); void AttachEntity( CBasePlayer *pPlayer, CBaseEntity *pEntity, IPhysicsObject *pPhys, bool bIsMegaPhysCannon = false ); void DetachEntity(); void OnRestore();
bool UpdateObject( CBasePlayer *pPlayer, float flError );
void SetTargetPosition( const Vector &target, const QAngle &targetOrientation ); float ComputeError(); float GetLoadWeight( void ) const { return m_flLoadWeight; } void SetAngleAlignment( float alignAngleCosine ) { m_angleAlignment = alignAngleCosine; } void SetIgnorePitch( bool bIgnore ) { m_bIgnoreRelativePitch = bIgnore; } QAngle TransformAnglesToPlayerSpace( const QAngle &anglesIn, CBasePlayer *pPlayer ); QAngle TransformAnglesFromPlayerSpace( const QAngle &anglesIn, CBasePlayer *pPlayer );
CBaseEntity *GetAttached() { return (CBaseEntity *)m_attachedEntity; }
IMotionEvent::simresult_e Simulate( IPhysicsMotionController *pController, IPhysicsObject *pObject, float deltaTime, Vector &linear, AngularImpulse &angular ); float GetSavedMass( IPhysicsObject *pObject );
private: // Compute the max speed for an attached object
void ComputeMaxSpeed( CBaseEntity *pEntity, IPhysicsObject *pPhysics );
game_shadowcontrol_params_t m_shadow; float m_timeToArrive; float m_errorTime; float m_error; float m_contactAmount; float m_angleAlignment; bool m_bCarriedEntityBlocksLOS; bool m_bIgnoreRelativePitch;
float m_flLoadWeight; float m_savedRotDamping[VPHYSICS_MAX_OBJECT_LIST_COUNT]; float m_savedMass[VPHYSICS_MAX_OBJECT_LIST_COUNT]; EHANDLE m_attachedEntity; QAngle m_vecPreferredCarryAngles; bool m_bHasPreferredCarryAngles;
QAngle m_attachedAnglesPlayerSpace; Vector m_attachedPositionObjectSpace;
IPhysicsMotionController *m_controller;
friend class CWeaponPhysCannon; };
BEGIN_SIMPLE_DATADESC( CGrabController )
DEFINE_EMBEDDED( m_shadow ),
DEFINE_FIELD( m_timeToArrive, FIELD_FLOAT ), DEFINE_FIELD( m_errorTime, FIELD_FLOAT ), DEFINE_FIELD( m_error, FIELD_FLOAT ), DEFINE_FIELD( m_contactAmount, FIELD_FLOAT ), DEFINE_AUTO_ARRAY( m_savedRotDamping, FIELD_FLOAT ), DEFINE_AUTO_ARRAY( m_savedMass, FIELD_FLOAT ), DEFINE_FIELD( m_flLoadWeight, FIELD_FLOAT ), DEFINE_FIELD( m_bCarriedEntityBlocksLOS, FIELD_BOOLEAN ), DEFINE_FIELD( m_bIgnoreRelativePitch, FIELD_BOOLEAN ), DEFINE_FIELD( m_attachedEntity, FIELD_EHANDLE ), DEFINE_FIELD( m_angleAlignment, FIELD_FLOAT ), DEFINE_FIELD( m_vecPreferredCarryAngles, FIELD_VECTOR ), DEFINE_FIELD( m_bHasPreferredCarryAngles, FIELD_BOOLEAN ), DEFINE_FIELD( m_attachedAnglesPlayerSpace, FIELD_VECTOR ), DEFINE_FIELD( m_attachedPositionObjectSpace, FIELD_VECTOR ),
// Physptrs can't be inside embedded classes
// DEFINE_PHYSPTR( m_controller ),
END_DATADESC()
const float DEFAULT_MAX_ANGULAR = 360.0f * 10.0f; const float REDUCED_CARRY_MASS = 1.0f;
CGrabController::CGrabController( void ) { m_shadow.dampFactor = 1.0; m_shadow.teleportDistance = 0; m_errorTime = 0; m_error = 0; // make this controller really stiff!
m_shadow.maxSpeed = 1000; m_shadow.maxAngular = DEFAULT_MAX_ANGULAR; m_shadow.maxDampSpeed = m_shadow.maxSpeed*2; m_shadow.maxDampAngular = m_shadow.maxAngular; m_attachedEntity = NULL; m_vecPreferredCarryAngles = vec3_angle; m_bHasPreferredCarryAngles = false; }
CGrabController::~CGrabController( void ) { DetachEntity(); }
void CGrabController::OnRestore() { if ( m_controller ) { m_controller->SetEventHandler( this ); } }
void CGrabController::SetTargetPosition( const Vector &target, const QAngle &targetOrientation ) { m_shadow.targetPosition = target; m_shadow.targetRotation = targetOrientation;
m_timeToArrive = gpGlobals->frametime;
CBaseEntity *pAttached = GetAttached(); if ( pAttached ) { IPhysicsObject *pObj = pAttached->VPhysicsGetObject(); if ( pObj != NULL ) { pObj->Wake(); } else { DetachEntity(); } } }
float CGrabController::ComputeError() { if ( m_errorTime <= 0 ) return 0;
CBaseEntity *pAttached = GetAttached(); if ( pAttached ) { Vector pos; IPhysicsObject *pObj = pAttached->VPhysicsGetObject(); if ( pObj ) { pObj->GetShadowPosition( &pos, NULL ); float error = (m_shadow.targetPosition - pos).Length(); if ( m_errorTime > 0 ) { if ( m_errorTime > 1 ) { m_errorTime = 1; } float speed = error / m_errorTime; if ( speed > m_shadow.maxSpeed ) { error *= 0.5; } m_error = (1-m_errorTime) * m_error + error * m_errorTime; } } else { DevMsg( "Object attached to Physcannon has no physics object\n" ); DetachEntity(); return 9999; // force detach
} } if ( pAttached->IsEFlagSet( EFL_IS_BEING_LIFTED_BY_BARNACLE ) ) { m_error *= 3.0f; }
m_errorTime = 0;
return m_error; }
#define MASS_SPEED_SCALE 60
#define MAX_MASS 40
void CGrabController::ComputeMaxSpeed( CBaseEntity *pEntity, IPhysicsObject *pPhysics ) { m_shadow.maxSpeed = 1000; m_shadow.maxAngular = DEFAULT_MAX_ANGULAR;
// Compute total mass...
float flMass = PhysGetEntityMass( pEntity ); float flMaxMass = physcannon_maxmass.GetFloat(); if ( flMass <= flMaxMass ) return;
float flLerpFactor = clamp( flMass, flMaxMass, 500.0f ); flLerpFactor = SimpleSplineRemapVal( flLerpFactor, flMaxMass, 500.0f, 0.0f, 1.0f );
float invMass = pPhysics->GetInvMass(); float invInertia = pPhysics->GetInvInertia().Length();
float invMaxMass = 1.0f / MAX_MASS; float ratio = invMaxMass / invMass; invMass = invMaxMass; invInertia *= ratio;
float maxSpeed = invMass * MASS_SPEED_SCALE * 200; float maxAngular = invInertia * MASS_SPEED_SCALE * 360;
m_shadow.maxSpeed = Lerp( flLerpFactor, m_shadow.maxSpeed, maxSpeed ); m_shadow.maxAngular = Lerp( flLerpFactor, m_shadow.maxAngular, maxAngular ); }
QAngle CGrabController::TransformAnglesToPlayerSpace( const QAngle &anglesIn, CBasePlayer *pPlayer ) { if ( m_bIgnoreRelativePitch ) { matrix3x4_t test; QAngle angleTest = pPlayer->EyeAngles(); angleTest.x = 0; AngleMatrix( angleTest, test ); return TransformAnglesToLocalSpace( anglesIn, test ); } return TransformAnglesToLocalSpace( anglesIn, pPlayer->EntityToWorldTransform() ); }
QAngle CGrabController::TransformAnglesFromPlayerSpace( const QAngle &anglesIn, CBasePlayer *pPlayer ) { if ( m_bIgnoreRelativePitch ) { matrix3x4_t test; QAngle angleTest = pPlayer->EyeAngles(); angleTest.x = 0; AngleMatrix( angleTest, test ); return TransformAnglesToWorldSpace( anglesIn, test ); } return TransformAnglesToWorldSpace( anglesIn, pPlayer->EntityToWorldTransform() ); }
void CGrabController::AttachEntity( CBasePlayer *pPlayer, CBaseEntity *pEntity, IPhysicsObject *pPhys, bool bIsMegaPhysCannon ) { // play the impact sound of the object hitting the player
// used as feedback to let the player know he picked up the object
PhysicsImpactSound( pPlayer, pPhys, CHAN_STATIC, pPhys->GetMaterialIndex(), pPlayer->VPhysicsGetObject()->GetMaterialIndex(), 1.0, 64 ); Vector position; QAngle angles; pPhys->GetPosition( &position, &angles ); // If it has a preferred orientation, use that instead.
Pickup_GetPreferredCarryAngles( pEntity, pPlayer, pPlayer->EntityToWorldTransform(), angles );
// ComputeMaxSpeed( pEntity, pPhys );
// Carried entities can never block LOS
m_bCarriedEntityBlocksLOS = pEntity->BlocksLOS(); pEntity->SetBlocksLOS( false ); m_controller = physenv->CreateMotionController( this ); m_controller->AttachObject( pPhys, true ); // Don't do this, it's causing trouble with constraint solvers.
//m_controller->SetPriority( IPhysicsMotionController::HIGH_PRIORITY );
pPhys->Wake(); PhysSetGameFlags( pPhys, FVPHYSICS_PLAYER_HELD ); SetTargetPosition( position, angles ); m_attachedEntity = pEntity; IPhysicsObject *pList[VPHYSICS_MAX_OBJECT_LIST_COUNT]; int count = pEntity->VPhysicsGetObjectList( pList, ARRAYSIZE(pList) ); m_flLoadWeight = 0; float damping = 10; float flFactor = count / 7.5f; if ( flFactor < 1.0f ) { flFactor = 1.0f; } for ( int i = 0; i < count; i++ ) { float mass = pList[i]->GetMass(); pList[i]->GetDamping( NULL, &m_savedRotDamping[i] ); m_flLoadWeight += mass; m_savedMass[i] = mass;
// reduce the mass to prevent the player from adding crazy amounts of energy to the system
pList[i]->SetMass( REDUCED_CARRY_MASS / flFactor ); pList[i]->SetDamping( NULL, &damping ); } // Give extra mass to the phys object we're actually picking up
pPhys->SetMass( REDUCED_CARRY_MASS ); pPhys->EnableDrag( false );
m_errorTime = bIsMegaPhysCannon ? -1.5f : -1.0f; // 1 seconds until error starts accumulating
m_error = 0; m_contactAmount = 0;
m_attachedAnglesPlayerSpace = TransformAnglesToPlayerSpace( angles, pPlayer ); if ( m_angleAlignment != 0 ) { m_attachedAnglesPlayerSpace = AlignAngles( m_attachedAnglesPlayerSpace, m_angleAlignment ); }
VectorITransform( pEntity->WorldSpaceCenter(), pEntity->EntityToWorldTransform(), m_attachedPositionObjectSpace );
// If it's a prop, see if it has desired carry angles
CPhysicsProp *pProp = dynamic_cast<CPhysicsProp *>(pEntity); if ( pProp ) { m_bHasPreferredCarryAngles = pProp->GetPropDataAngles( "preferred_carryangles", m_vecPreferredCarryAngles ); } else { m_bHasPreferredCarryAngles = false; } }
static void ClampPhysicsVelocity( IPhysicsObject *pPhys, float linearLimit, float angularLimit ) { Vector vel; AngularImpulse angVel; pPhys->GetVelocity( &vel, &angVel ); float speed = VectorNormalize(vel) - linearLimit; float angSpeed = VectorNormalize(angVel) - angularLimit; speed = speed < 0 ? 0 : -speed; angSpeed = angSpeed < 0 ? 0 : -angSpeed; vel *= speed; angVel *= angSpeed; pPhys->AddVelocity( &vel, &angVel ); }
void CGrabController::DetachEntity() { CBaseEntity *pEntity = GetAttached(); if ( pEntity ) { // Restore the LS blocking state
pEntity->SetBlocksLOS( m_bCarriedEntityBlocksLOS ); IPhysicsObject *pList[VPHYSICS_MAX_OBJECT_LIST_COUNT]; int count = pEntity->VPhysicsGetObjectList( pList, ARRAYSIZE(pList) ); for ( int i = 0; i < count; i++ ) { IPhysicsObject *pPhys = pList[i]; if ( !pPhys ) continue;
// on the odd chance that it's gone to sleep while under anti-gravity
pPhys->EnableDrag( true ); pPhys->Wake(); pPhys->SetMass( m_savedMass[i] ); pPhys->SetDamping( NULL, &m_savedRotDamping[i] ); PhysClearGameFlags( pPhys, FVPHYSICS_PLAYER_HELD ); if ( pPhys->GetContactPoint( NULL, NULL ) ) { PhysForceClearVelocity( pPhys ); } else { ClampPhysicsVelocity( pPhys, hl2_normspeed.GetFloat() * 1.5f, 2.0f * 360.0f ); }
} }
m_attachedEntity = NULL; physenv->DestroyMotionController( m_controller ); m_controller = NULL; }
static bool InContactWithHeavyObject( IPhysicsObject *pObject, float heavyMass ) { bool contact = false; IPhysicsFrictionSnapshot *pSnapshot = pObject->CreateFrictionSnapshot(); while ( pSnapshot->IsValid() ) { IPhysicsObject *pOther = pSnapshot->GetObject( 1 ); if ( !pOther->IsMoveable() || pOther->GetMass() > heavyMass ) { contact = true; break; } pSnapshot->NextFrictionData(); } pObject->DestroyFrictionSnapshot( pSnapshot ); return contact; }
IMotionEvent::simresult_e CGrabController::Simulate( IPhysicsMotionController *pController, IPhysicsObject *pObject, float deltaTime, Vector &linear, AngularImpulse &angular ) { game_shadowcontrol_params_t shadowParams = m_shadow; if ( InContactWithHeavyObject( pObject, GetLoadWeight() ) ) { m_contactAmount = Approach( 0.1f, m_contactAmount, deltaTime*2.0f ); } else { m_contactAmount = Approach( 1.0f, m_contactAmount, deltaTime*2.0f ); } shadowParams.maxAngular = m_shadow.maxAngular * m_contactAmount * m_contactAmount * m_contactAmount; m_timeToArrive = pObject->ComputeShadowControl( shadowParams, m_timeToArrive, deltaTime ); // Slide along the current contact points to fix bouncing problems
Vector velocity; AngularImpulse angVel; pObject->GetVelocity( &velocity, &angVel ); PhysComputeSlideDirection( pObject, velocity, angVel, &velocity, &angVel, GetLoadWeight() ); pObject->SetVelocityInstantaneous( &velocity, NULL );
linear.Init(); angular.Init(); m_errorTime += deltaTime;
return SIM_LOCAL_ACCELERATION; }
float CGrabController::GetSavedMass( IPhysicsObject *pObject ) { CBaseEntity *pHeld = m_attachedEntity; if ( pHeld ) { if ( pObject->GetGameData() == (void*)pHeld ) { IPhysicsObject *pList[VPHYSICS_MAX_OBJECT_LIST_COUNT]; int count = pHeld->VPhysicsGetObjectList( pList, ARRAYSIZE(pList) ); for ( int i = 0; i < count; i++ ) { if ( pList[i] == pObject ) return m_savedMass[i]; } } } return 0.0f; }
bool CGrabController::UpdateObject( CBasePlayer *pPlayer, float flError ) { CBaseEntity *pEntity = GetAttached(); if ( !pEntity || ComputeError() > flError || pPlayer->GetGroundEntity() == pEntity || !pEntity->VPhysicsGetObject() ) { return false; }
//Adrian: Oops, our object became motion disabled, let go!
IPhysicsObject *pPhys = pEntity->VPhysicsGetObject(); if ( pPhys && pPhys->IsMoveable() == false ) { return false; }
Vector forward, right, up; QAngle playerAngles = pPlayer->EyeAngles(); float pitch = AngleDistance(playerAngles.x,0); playerAngles.x = clamp( pitch, -75, 75 ); AngleVectors( playerAngles, &forward, &right, &up ); // Now clamp a sphere of object radius at end to the player's bbox
Vector radial = physcollision->CollideGetExtent( pPhys->GetCollide(), vec3_origin, pEntity->GetAbsAngles(), -forward ); Vector player2d = pPlayer->CollisionProp()->OBBMaxs(); float playerRadius = player2d.Length2D(); float radius = playerRadius + fabs(DotProduct( forward, radial ));
float distance = 24 + ( radius * 2.0f );
Vector start = pPlayer->Weapon_ShootPosition(); Vector end = start + ( forward * distance );
trace_t tr; CTraceFilterSkipTwoEntities traceFilter( pPlayer, pEntity, COLLISION_GROUP_NONE ); Ray_t ray; ray.Init( start, end ); enginetrace->TraceRay( ray, MASK_SOLID_BRUSHONLY, &traceFilter, &tr );
if ( tr.fraction < 0.5 ) { end = start + forward * (radius*0.5f); } else if ( tr.fraction <= 1.0f ) { end = start + forward * ( distance - radius ); } Vector playerMins, playerMaxs, nearest; pPlayer->CollisionProp()->WorldSpaceAABB( &playerMins, &playerMaxs ); Vector playerLine = pPlayer->CollisionProp()->WorldSpaceCenter(); CalcClosestPointOnLine( end, playerLine+Vector(0,0,playerMins.z), playerLine+Vector(0,0,playerMaxs.z), nearest, NULL );
Vector delta = end - nearest; float len = VectorNormalize(delta); if ( len < radius ) { end = nearest + radius * delta; } /*
//Show overlays of radius
if ( g_debug_physcannon.GetBool() ) { NDebugOverlay::Box( end, -Vector( 2,2,2 ), Vector(2,2,2), 0, 255, 0, true, 0 );
NDebugOverlay::Box( GetAttached()->WorldSpaceCenter(), -Vector( radius, radius, radius), Vector( radius, radius, radius ), 255, 0, 0, true, 0.0f ); } */
QAngle angles = TransformAnglesFromPlayerSpace( m_attachedAnglesPlayerSpace, pPlayer ); // If it has a preferred orientation, update to ensure we're still oriented correctly.
Pickup_GetPreferredCarryAngles( pEntity, pPlayer, pPlayer->EntityToWorldTransform(), angles );
// We may be holding a prop that has preferred carry angles
if ( m_bHasPreferredCarryAngles ) { matrix3x4_t tmp; ComputePlayerMatrix( pPlayer, tmp ); angles = TransformAnglesToWorldSpace( m_vecPreferredCarryAngles, tmp ); }
matrix3x4_t attachedToWorld; Vector offset; AngleMatrix( angles, attachedToWorld ); VectorRotate( m_attachedPositionObjectSpace, attachedToWorld, offset );
SetTargetPosition( end - offset, angles ); return true; }
//-----------------------------------------------------------------------------
// Player pickup controller
//-----------------------------------------------------------------------------
class CPlayerPickupController : public CBaseEntity { DECLARE_DATADESC(); DECLARE_CLASS( CPlayerPickupController, CBaseEntity ); public: void Init( CBasePlayer *pPlayer, CBaseEntity *pObject ); void Shutdown( bool bThrown = false ); bool OnControls( CBaseEntity *pControls ) { return true; } void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); void OnRestore() { m_grabController.OnRestore(); } void VPhysicsUpdate( IPhysicsObject *pPhysics ){} void VPhysicsShadowUpdate( IPhysicsObject *pPhysics ) {}
bool IsHoldingEntity( CBaseEntity *pEnt ); CGrabController &GetGrabController() { return m_grabController; }
private: CGrabController m_grabController; CBasePlayer *m_pPlayer; };
LINK_ENTITY_TO_CLASS( player_pickup, CPlayerPickupController );
//---------------------------------------------------------
// Save/Restore
//---------------------------------------------------------
BEGIN_DATADESC( CPlayerPickupController )
DEFINE_EMBEDDED( m_grabController ),
// Physptrs can't be inside embedded classes
DEFINE_PHYSPTR( m_grabController.m_controller ),
DEFINE_FIELD( m_pPlayer, FIELD_CLASSPTR ), END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pPlayer -
// *pObject -
//-----------------------------------------------------------------------------
void CPlayerPickupController::Init( CBasePlayer *pPlayer, CBaseEntity *pObject ) { // Holster player's weapon
if ( pPlayer->GetActiveWeapon() ) { if ( !pPlayer->GetActiveWeapon()->Holster() ) { Shutdown(); return; } }
// If the target is debris, convert it to non-debris
if ( pObject->GetCollisionGroup() == COLLISION_GROUP_DEBRIS ) { // Interactive debris converts back to debris when it comes to rest
pObject->SetCollisionGroup( COLLISION_GROUP_INTERACTIVE_DEBRIS ); }
// done so I'll go across level transitions with the player
SetParent( pPlayer ); m_grabController.SetIgnorePitch( true ); m_grabController.SetAngleAlignment( DOT_30DEGREE ); m_pPlayer = pPlayer; IPhysicsObject *pPhysics = pObject->VPhysicsGetObject(); Pickup_OnPhysGunPickup( pObject, m_pPlayer ); m_grabController.AttachEntity( pPlayer, pObject, pPhysics ); m_pPlayer->m_Local.m_iHideHUD |= HIDEHUD_WEAPONSELECTION; m_pPlayer->SetUseEntity( this ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : bool -
//-----------------------------------------------------------------------------
void CPlayerPickupController::Shutdown( bool bThrown ) { CBaseEntity *pObject = m_grabController.GetAttached();
m_grabController.DetachEntity();
if ( pObject != NULL ) { Pickup_OnPhysGunDrop( pObject, m_pPlayer, bThrown ? THROWN_BY_PLAYER : DROPPED_BY_PLAYER ); }
if ( m_pPlayer ) { m_pPlayer->SetUseEntity( NULL ); if ( m_pPlayer->GetActiveWeapon() ) { m_pPlayer->GetActiveWeapon()->Deploy(); }
m_pPlayer->m_Local.m_iHideHUD &= ~HIDEHUD_WEAPONSELECTION; } Remove(); }
void CPlayerPickupController::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { if ( ToBasePlayer(pActivator) == m_pPlayer ) { CBaseEntity *pAttached = m_grabController.GetAttached();
// UNDONE: Use vphysics stress to decide to drop objects
// UNDONE: Must fix case of forcing objects into the ground you're standing on (causes stress) before that will work
if ( !pAttached || useType == USE_OFF || (m_pPlayer->m_nButtons & IN_ATTACK2) || m_grabController.ComputeError() > 12 ) { Shutdown(); return; } //Adrian: Oops, our object became motion disabled, let go!
IPhysicsObject *pPhys = pAttached->VPhysicsGetObject(); if ( pPhys && pPhys->IsMoveable() == false ) { Shutdown(); return; }
#if STRESS_TEST
vphysics_objectstress_t stress; CalculateObjectStress( pAttached->VPhysicsGetObject(), pAttached, &stress ); if ( stress.exertedStress > 250 ) { Shutdown(); return; } #endif
// +ATTACK will throw phys objects
if ( m_pPlayer->m_nButtons & IN_ATTACK ) { Shutdown( true ); Vector vecLaunch; m_pPlayer->EyeVectors( &vecLaunch ); // JAY: Scale this with mass because some small objects really go flying
float massFactor = clamp( pAttached->VPhysicsGetObject()->GetMass(), 0.5, 15 ); massFactor = RemapVal( massFactor, 0.5, 15, 0.5, 4 ); vecLaunch *= player_throwforce.GetFloat() * massFactor;
pAttached->VPhysicsGetObject()->ApplyForceCenter( vecLaunch ); AngularImpulse aVel = RandomAngularImpulse( -10, 10 ) * massFactor; pAttached->VPhysicsGetObject()->ApplyTorqueCenter( aVel ); return; }
if ( useType == USE_SET ) { // update position
m_grabController.UpdateObject( m_pPlayer, 12 ); } } }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pEnt -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CPlayerPickupController::IsHoldingEntity( CBaseEntity *pEnt ) { return ( m_grabController.GetAttached() == pEnt ); }
ConVar hl1_new_pull( "hl1_new_pull", "1" ); void PlayerPickupObject( CBasePlayer *pPlayer, CBaseEntity *pObject ) { if( hl1_new_pull.GetBool() ) { CHL1_Player *pHL1Player = dynamic_cast<CHL1_Player*>(pPlayer); if( pHL1Player && !pHL1Player->IsPullingObject() ) { pHL1Player->StartPullingObject(pObject); } } }
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