Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright 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, CDmgAccumulator *pAccumulator )
{
if ( !m_active && ptr->hitgroup != 0 )
{
Vector direction = -dir;
direction.z -= 5;
VectorNormalize( direction );
CannisterActivate( info.GetAttacker(), direction );
}
BaseClass::TraceAttack( info, dir, ptr, pAccumulator );
}
//-----------------------------------------------------------------------------
// 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.f, 1.f );
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 );
}
}
}