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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "pushentity.h"
#include "tf_player.h"
#include "collisionutils.h"
#include "tf_gamerules.h"
#include "func_respawnroom.h"
//#include "mathlib/mathlib.h"
class CTFPhysicsPushEntities : public CPhysicsPushedEntities { public:
DECLARE_CLASS( CTFPhysicsPushEntities, CPhysicsPushedEntities );
// Constructor/Destructor.
CTFPhysicsPushEntities(); ~CTFPhysicsPushEntities();
protected:
// Speculatively checks to see if all entities in this list can be pushed
virtual bool SpeculativelyCheckRotPush( const RotatingPushMove_t &rotPushMove, CBaseEntity *pRoot ); virtual bool SpeculativelyCheckLinearPush( const Vector &vecAbsPush ); virtual void FinishRotPushedEntity( CBaseEntity *pPushedEntity, const RotatingPushMove_t &rotPushMove ); private:
bool RotationPushTFPlayer( PhysicsPushedInfo_t &info, const Vector &vecAbsPush, const RotatingPushMove_t &rotPushMove, bool bRotationalPush ); bool RotationCheckPush( PhysicsPushedInfo_t &info ); bool LinearPushTFPlayer( PhysicsPushedInfo_t &info, const Vector &vecAbsPush, bool bRotationalPush ); bool LinearCheckPush( PhysicsPushedInfo_t &info );
bool IsPlayerAABBIntersetingPusherOBB( CBaseEntity *pEntity, CBaseEntity *pRootEntity );
void MovePlayer( CBaseEntity *pBlocker, PhysicsPushedInfo_t &info, float flMoveScale, bool bPusherIsTrain ); void FindNewPushDirection( Vector &vecCurrent, Vector &vecNormal, Vector &vecOutput );
float m_flPushDist; Vector m_vecPushVector; };
CTFPhysicsPushEntities s_TFPushedEntities; CPhysicsPushedEntities *g_pPushedEntities = &s_TFPushedEntities;
//-----------------------------------------------------------------------------
// Purpose: Constructor.
//-----------------------------------------------------------------------------
CTFPhysicsPushEntities::CTFPhysicsPushEntities() {
}
//-----------------------------------------------------------------------------
// Purpose: Destructor.
//-----------------------------------------------------------------------------
CTFPhysicsPushEntities::~CTFPhysicsPushEntities() {
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFPhysicsPushEntities::SpeculativelyCheckRotPush( const RotatingPushMove_t &rotPushMove, CBaseEntity *pRoot ) { // Only do this for "payload" or "escort" maps.
if ( !( TFGameRules()->GetGameType() == TF_GAMETYPE_ESCORT ) ) return BaseClass::SpeculativelyCheckRotPush( rotPushMove, pRoot );
Vector vecAbsPush( 0.0f, 0.0f, 0.0f ); m_nBlocker = -1; int nMovedCount = m_rgMoved.Count(); for ( int i = ( nMovedCount - 1 ); i >= 0; --i ) { // Is the entity and TF Player?
CTFPlayer *pTFPlayer = NULL; if ( m_rgMoved[i].m_pEntity && m_rgMoved[i].m_pEntity->IsPlayer() ) { pTFPlayer = ToTFPlayer( m_rgMoved[i].m_pEntity ); }
// Special code to move the player away from the func_train.
if ( pTFPlayer ) { // Rotationally push the player!
RotationPushTFPlayer( m_rgMoved[i], vecAbsPush, rotPushMove, true ); } else { ComputeRotationalPushDirection( m_rgMoved[i].m_pEntity, rotPushMove, &vecAbsPush, pRoot ); if (!SpeculativelyCheckPush( m_rgMoved[i], vecAbsPush, true )) { m_nBlocker = i; return false; } } }
return true; }
//-----------------------------------------------------------------------------
// Speculatively checks to see if all entities in this list can be pushed
//-----------------------------------------------------------------------------
bool CTFPhysicsPushEntities::SpeculativelyCheckLinearPush( const Vector &vecAbsPush ) { // Only do this for "payload" or "escort" maps.
if ( !( TFGameRules()->GetGameType() == TF_GAMETYPE_ESCORT ) ) return BaseClass::SpeculativelyCheckLinearPush( vecAbsPush );
m_nBlocker = -1; int nMovedCount = m_rgMoved.Count(); for ( int i = ( nMovedCount - 1 ); i >= 0; --i ) { // Is the entity and TF Player?
CTFPlayer *pTFPlayer = NULL; if ( m_rgMoved[i].m_pEntity && m_rgMoved[i].m_pEntity->IsPlayer() ) { pTFPlayer = ToTFPlayer( m_rgMoved[i].m_pEntity ); }
// Special code to move the player away from the func_train.
if ( pTFPlayer ) { // Linearly push the player!
LinearPushTFPlayer( m_rgMoved[i], vecAbsPush, false ); } else { if (!SpeculativelyCheckPush( m_rgMoved[i], vecAbsPush, false )) { m_nBlocker = i; return false; } } }
return true; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFPhysicsPushEntities::RotationPushTFPlayer( PhysicsPushedInfo_t &info, const Vector &vecAbsPush, const RotatingPushMove_t &rotPushMove, bool bRotationalPush ) { // Clear out the collision entity so that if we early out we don't send bogus collision data to the physics system.
info.m_Trace.m_pEnt = NULL;
// Look into doing a full engine->CM_Clear( trace)
// Get the player.
CTFPlayer *pPlayer = ToTFPlayer( info.m_pEntity ); if ( !pPlayer ) return false;
info.m_vecStartAbsOrigin = pPlayer->GetAbsOrigin();
// Get the player collision data.
CCollisionProperty *pCollisionPlayer = info.m_pEntity->CollisionProp(); if ( !pCollisionPlayer ) return false;
// Find the root object if in hierarchy.
CBaseEntity *pRootEntity = m_rgPusher[0].m_pEntity->GetRootMoveParent(); if ( !pRootEntity ) return false;
// Get the pusher collision data.
CCollisionProperty *pCollisionPusher = pRootEntity->CollisionProp(); if ( !pCollisionPusher ) return false;
// Do we have a collision.
if ( !IsOBBIntersectingOBB( pCollisionPlayer->GetCollisionOrigin(), pCollisionPlayer->GetCollisionAngles(), pCollisionPlayer->OBBMins(), pCollisionPlayer->OBBMaxs(), pCollisionPusher->GetCollisionOrigin(), pCollisionPusher->GetCollisionAngles(), pCollisionPusher->OBBMins(), pCollisionPusher->OBBMaxs(), 0.0f ) ) return false;
// For speed use spheres to approximate push distance.
Vector vecPlayerOrigin = pCollisionPlayer->GetCollisionOrigin(); float flPlayerRadius = pCollisionPlayer->BoundingRadius();
Vector vecPusherOrigin = pCollisionPusher->GetCollisionOrigin(); float flPusherRadius = pCollisionPusher->BoundingRadius();
Vector vecDeltaOrigin; VectorSubtract( vecPlayerOrigin, vecPusherOrigin, vecDeltaOrigin );
float flRadiusTotal = flPlayerRadius + flPusherRadius; float flLength = vecDeltaOrigin.Length(); float flDistanceDelta = fabs( flRadiusTotal - flLength );
// Put special code in if we are riding the pusher - only push upward.
if ( pPlayer->GetGroundEntity() == pRootEntity ) { // Set the push direction and distance.
m_vecPushVector.Init( 0.0f, 0.0f, 1.0f ); if ( rotPushMove.amove[0] != 0.0f ) { m_flPushDist = fabs( tan( DEG2RAD( rotPushMove.amove[0] ) ) * flPusherRadius ); float flPushAdd = m_flPushDist * 0.1f; m_flPushDist += flPushAdd; } else { m_flPushDist = 0.0f; } } else { // Set the push direction and distance.
m_vecPushVector = vecDeltaOrigin; m_vecPushVector.NormalizeInPlace(); m_flPushDist = flDistanceDelta; float flPushAdd = m_flPushDist * 0.1f; m_flPushDist += flPushAdd; }
return RotationCheckPush( info ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFPhysicsPushEntities::RotationCheckPush( PhysicsPushedInfo_t &info ) { // Get the blocking and pushing entities.
CBaseEntity *pBlocker = info.m_pEntity; CBaseEntity *pRootEntity = m_rgPusher[0].m_pEntity->GetRootMoveParent(); if ( !pBlocker || !pRootEntity ) return true;
int *pPusherHandles = ( int* )stackalloc( m_rgPusher.Count() * sizeof( int ) ); UnlinkPusherList( pPusherHandles ); for ( int iPushTry = 0; iPushTry < 3; ++iPushTry ) { MovePlayer( pBlocker, info, 0.35f, pRootEntity->IsBaseTrain() ); if ( !IsPlayerAABBIntersetingPusherOBB( pBlocker, pRootEntity ) ) break; } RelinkPusherList( pPusherHandles );
// Is the blocked ground the push entity?
info.m_bPusherIsGround = false; if ( pBlocker->GetGroundEntity() && pBlocker->GetGroundEntity()->GetRootMoveParent() == m_rgPusher[0].m_pEntity ) { info.m_bPusherIsGround = true; }
// Check to see if the player is in a good spot and attempt a move again if not - but only if it isn't being ridden on.
if ( IsPlayerAABBIntersetingPusherOBB( pBlocker, pRootEntity ) ) { // Try again is the player is still blocked.
// DevMsg( 1, "Pushing rotation hard!\n" );
UnlinkPusherList( pPusherHandles ); MovePlayer( pBlocker, info, 1.0f, pRootEntity->IsBaseTrain() ); RelinkPusherList( pPusherHandles ); }
// The player will never stop a train from moving in TF.
info.m_bBlocked = false; return true; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFPhysicsPushEntities::LinearPushTFPlayer( PhysicsPushedInfo_t &info, const Vector &vecAbsPush, bool bRotationalPush ) { // Clear out the collision entity so that if we early out we don't send bogus collision data to the physics system.
info.m_Trace.m_pEnt = NULL;
// Get the player.
CTFPlayer *pPlayer = ToTFPlayer( info.m_pEntity ); if ( !pPlayer ) return false;
info.m_vecStartAbsOrigin = pPlayer->GetAbsOrigin();
// Get the player collision data.
CCollisionProperty *pCollisionPlayer = info.m_pEntity->CollisionProp(); if ( !pCollisionPlayer ) return false;
// Find the root object if in hierarchy.
CBaseEntity *pRootEntity = m_rgPusher[0].m_pEntity->GetRootMoveParent(); if ( !pRootEntity ) return false;
// Get the pusher collision data.
CCollisionProperty *pCollisionPusher = pRootEntity->CollisionProp(); if ( !pCollisionPusher ) return false;
// Do we have a collision.
if ( !IsOBBIntersectingOBB( pCollisionPlayer->GetCollisionOrigin(), pCollisionPlayer->GetCollisionAngles(), pCollisionPlayer->OBBMins(), pCollisionPlayer->OBBMaxs(), pCollisionPusher->GetCollisionOrigin(), pCollisionPusher->GetCollisionAngles(), pCollisionPusher->OBBMins(), pCollisionPusher->OBBMaxs(), 0.0f ) ) return false;
if ( pPlayer->GetGroundEntity() == pRootEntity ) { m_vecPushVector = vecAbsPush; m_flPushDist = VectorNormalize( m_vecPushVector ); } else { m_vecPushVector = vecAbsPush; m_flPushDist = VectorNormalize( m_vecPushVector ); m_vecPushVector.z = 0.0f; VectorNormalize( m_vecPushVector ); }
return LinearCheckPush( info ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFPhysicsPushEntities::LinearCheckPush( PhysicsPushedInfo_t &info ) { // Get the blocking and pushing entities.
CBaseEntity *pBlocker = info.m_pEntity; CBaseEntity *pRootEntity = m_rgPusher[0].m_pEntity->GetRootMoveParent(); if ( !pBlocker || !pRootEntity ) return true;
// Unlink the pusher from the spatial partition and attempt a player move.
int *pPusherHandles = ( int* )stackalloc( m_rgPusher.Count() * sizeof( int ) ); UnlinkPusherList( pPusherHandles ); MovePlayer( pBlocker, info, 1.0f, pRootEntity->IsBaseTrain() ); RelinkPusherList( pPusherHandles );
// Is the pusher the ground entity the blocker is standing on?
info.m_bPusherIsGround = false; if ( pBlocker->GetGroundEntity() && pBlocker->GetGroundEntity()->GetRootMoveParent() == m_rgPusher[0].m_pEntity ) { info.m_bPusherIsGround = true; }
// Check to see if the player is in a good spot and attempt a move again if not - but only if it isn't being ridden on.
if ( !info.m_bPusherIsGround && !IsPushedPositionValid( pBlocker ) ) { // Try again is the player is still blocked.
// DevMsg( 1, "Pushing linear hard!\n" );
UnlinkPusherList( pPusherHandles ); MovePlayer( pBlocker, info, 1.0f, pRootEntity->IsBaseTrain() ); RelinkPusherList( pPusherHandles ); }
// The player will never stop a train from moving in TF.
info.m_bBlocked = false; return true; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFPhysicsPushEntities::IsPlayerAABBIntersetingPusherOBB( CBaseEntity *pEntity, CBaseEntity *pRootEntity ) { // Get the player.
CTFPlayer *pPlayer = ToTFPlayer( pEntity ); if ( !pPlayer ) return false;
// Get the player collision data.
CCollisionProperty *pCollisionPlayer = pEntity->CollisionProp(); if ( !pCollisionPlayer ) return false;
// Get the pusher collision data.
CCollisionProperty *pCollisionPusher = pRootEntity->CollisionProp(); if ( !pCollisionPusher ) return false;
// Do we have a collision.
return IsOBBIntersectingOBB( pCollisionPlayer->GetCollisionOrigin(), pCollisionPlayer->GetCollisionAngles(), pCollisionPlayer->OBBMins(), pCollisionPlayer->OBBMaxs(), pCollisionPusher->GetCollisionOrigin(), pCollisionPusher->GetCollisionAngles(), pCollisionPusher->OBBMins(), pCollisionPusher->OBBMaxs(), 0.0f ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPhysicsPushEntities::FindNewPushDirection( Vector &vecCurrent, Vector &vecNormal, Vector &vecOutput ) { // Determine how far along plane to slide based on incoming direction.
float flBackOff = DotProduct( vecCurrent, vecNormal );
for ( int iAxis = 0; iAxis < 3; ++iAxis ) { float flDelta = vecNormal[iAxis] * flBackOff; vecOutput[iAxis] = vecCurrent[iAxis] - flDelta; }
// iterate once to make sure we aren't still moving through the plane
float flAdjust = DotProduct( vecOutput, vecNormal ); if( flAdjust < 0.0f ) { vecOutput -= ( vecNormal * flAdjust ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPhysicsPushEntities::MovePlayer( CBaseEntity *pBlocker, PhysicsPushedInfo_t &info, float flMoveScale, bool bPusherIsTrain ) { // Find out how far we still need to move.
float flFractionLeft = 1.0f; float flNewDist = m_flPushDist *flMoveScale; Vector vecPush = m_vecPushVector;
// Find a new push vector.
Vector vecStart = pBlocker->GetAbsOrigin(); vecStart.z += 4.0f; for ( int iTest = 0; iTest < 4; ++iTest ) { // Clear the trace entity.
Vector vecEnd = pBlocker->GetAbsOrigin() + ( flNewDist * vecPush ); UTIL_TraceEntity( pBlocker, vecStart, vecEnd, MASK_PLAYERSOLID, NULL, COLLISION_GROUP_PLAYER_MOVEMENT, &info.m_Trace );
// we don't want trains pushing enemy players through a respawn room visualizer
if ( bPusherIsTrain && pBlocker->IsPlayer() ) { if ( PointsCrossRespawnRoomVisualizer( vecStart, info.m_Trace.endpos, pBlocker->GetTeamNumber() ) ) { CTFPlayer *pTFPlayer = ToTFPlayer( pBlocker ); if ( pTFPlayer ) { pTFPlayer->CommitSuicide( true, true ); return; } } }
if ( info.m_Trace.fraction > 0.0f ) { pBlocker->SetAbsOrigin( info.m_Trace.endpos ); }
if ( info.m_Trace.fraction == 1.0f || !info.m_Trace.m_pEnt ) break;
// New test distance and position.
flFractionLeft = 1.0f - info.m_Trace.fraction; flNewDist = flFractionLeft * flNewDist; flNewDist = flNewDist * ( 1.0f + ( 1.0f - fabs( info.m_Trace.plane.normal.Dot( vecPush ) ) ) );
// Find the new push direction.
Vector vecTmp; FindNewPushDirection( vecPush, info.m_Trace.plane.normal, vecTmp ); VectorCopy( vecTmp, vecPush ); } }
//-----------------------------------------------------------------------------
// Causes all entities in the list to touch triggers from their prev position
//-----------------------------------------------------------------------------
void CTFPhysicsPushEntities::FinishRotPushedEntity( CBaseEntity *pPushedEntity, const RotatingPushMove_t &rotPushMove ) { // Only do this for "payload" or "escort" maps.
if ( !( TFGameRules()->GetGameType() == TF_GAMETYPE_ESCORT ) ) return BaseClass::FinishRotPushedEntity( pPushedEntity, rotPushMove );
if ( !pPushedEntity->IsPlayer() ) { QAngle angles = pPushedEntity->GetAbsAngles();
// only rotate YAW with pushing. Freely rotateable entities should either use VPHYSICS
// or be set up as children
angles.y += rotPushMove.amove.y; pPushedEntity->SetAbsAngles( angles ); } }
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