source-engine/game/client/c_fish.cpp

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
// c_fish.cpp
// Simple fish client-side logic
// Author: Michael S. Booth, April 2005
#include "cbase.h"
#include <bitbuf.h>
#include "engine/ivdebugoverlay.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern float UTIL_WaterLevel( const Vector &position, float minz, float maxz );
ConVar FishDebug( "fish_debug", "0", FCVAR_CHEAT, "Show debug info for fish" );
//-----------------------------------------------------------------------------
/**
* Client-side fish entity
*/
class C_Fish : public C_BaseAnimating
{
public:
DECLARE_CLASS( C_Fish, C_BaseAnimating );
DECLARE_CLIENTCLASS();
virtual void Spawn( void );
virtual void ClientThink();
virtual void OnDataChanged( DataUpdateType_t type );
private:
friend void RecvProxy_FishOriginX( const CRecvProxyData *pData, void *pStruct, void *pOut );
friend void RecvProxy_FishOriginY( const CRecvProxyData *pData, void *pStruct, void *pOut );
Vector m_pos; ///< local position
Vector m_vel; ///< local velocity
QAngle m_angles; ///< local angles
int m_localLifeState; ///< our version of m_lifeState
float m_deathDepth; ///< water depth when we died
float m_deathAngle; ///< angle to float at when dead
float m_buoyancy; ///< so each fish floats at a different rate when dead
CountdownTimer m_wiggleTimer; ///< for simulating swimming motions
float m_wigglePhase; ///< where in the wiggle sinusoid we are
float m_wiggleRate; ///< the speed of our wiggling
Vector m_actualPos; ///< position from server
QAngle m_actualAngles; ///< angles from server
Vector m_poolOrigin;
float m_waterLevel; ///< Z coordinate of water surface
bool m_gotUpdate; ///< true after we have received a network update
enum { MAX_ERROR_HISTORY = 20 };
float m_errorHistory[ MAX_ERROR_HISTORY ]; ///< error history samples
int m_errorHistoryIndex;
int m_errorHistoryCount;
float m_averageError;
};
//-----------------------------------------------------------------------------
void RecvProxy_FishOriginX( const CRecvProxyData *pData, void *pStruct, void *pOut )
{
C_Fish *fish = (C_Fish *)pStruct;
float *out = (float *)pOut;
*out = pData->m_Value.m_Float + fish->m_poolOrigin.x;
}
void RecvProxy_FishOriginY( const CRecvProxyData *pData, void *pStruct, void *pOut )
{
C_Fish *fish = (C_Fish *)pStruct;
float *out = (float *)pOut;
*out = pData->m_Value.m_Float + fish->m_poolOrigin.y;
}
IMPLEMENT_CLIENTCLASS_DT_NOBASE( C_Fish, DT_CFish, CFish )
RecvPropVector( RECVINFO(m_poolOrigin) ),
RecvPropFloat( RECVINFO_NAME( m_actualPos.x, m_x ), 0, RecvProxy_FishOriginX ),
RecvPropFloat( RECVINFO_NAME( m_actualPos.y, m_y ), 0, RecvProxy_FishOriginY ),
RecvPropFloat( RECVINFO_NAME( m_actualPos.z, m_z ) ),
RecvPropFloat( RECVINFO_NAME( m_actualAngles.y, m_angle ) ),
RecvPropInt( RECVINFO(m_nModelIndex) ),
RecvPropInt( RECVINFO(m_lifeState) ),
RecvPropFloat( RECVINFO(m_waterLevel) ), ///< get this from the server in case we die when slightly out of the water due to error correction
END_RECV_TABLE()
//-----------------------------------------------------------------------------
void C_Fish::Spawn( void )
{
BaseClass::Spawn();
m_angles = QAngle( 0, 0, 0 );
m_actualAngles = m_angles;
m_vel = Vector( 0, 0, 0 );
m_gotUpdate = false;
m_localLifeState = LIFE_ALIVE;
m_buoyancy = RandomFloat( 0.4f, 1.0f );
m_errorHistoryIndex = 0;
m_errorHistoryCount = 0;
m_averageError = 0.0f;
SetNextClientThink( CLIENT_THINK_ALWAYS );
}
//-----------------------------------------------------------------------------
void C_Fish::ClientThink()
{
if (FishDebug.GetBool())
{
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debugoverlay->AddLineOverlay( m_pos, m_actualPos, 255, 0, 0, true, 0.1f );
switch( m_localLifeState )
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{
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case LIFE_DYING:
debugoverlay->AddTextOverlay( m_pos, 0.1f, "DYING" );
break;
case LIFE_DEAD:
debugoverlay->AddTextOverlay( m_pos, 0.1f, "DEAD" );
break;
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}
}
float deltaT = gpGlobals->frametime;
// check if we just died
if (m_localLifeState == LIFE_ALIVE && m_lifeState != LIFE_ALIVE)
{
// we have died
m_localLifeState = LIFE_DYING;
m_deathDepth = m_pos.z;
// determine surface float angle
m_deathAngle = RandomFloat( 87.0f, 93.0f ) * ((RandomInt( 0, 100 ) < 50) ? 1.0f : -1.0f);
}
switch( m_localLifeState )
{
case LIFE_DYING:
{
// depth parameter
float t = (m_pos.z - m_deathDepth) / (m_waterLevel - m_deathDepth);
t *= t;
// roll onto side
m_angles.z = m_deathAngle * t;
// float to surface
const float fudge = 2.0f;
if (m_pos.z < m_waterLevel - fudge)
{
m_vel.z += (1.0f - t) * m_buoyancy * deltaT;
}
else
{
m_localLifeState = LIFE_DEAD;
}
break;
}
case LIFE_DEAD:
{
// depth parameter
float t = (m_pos.z - m_deathDepth) / (m_waterLevel - m_deathDepth);
t *= t;
// roll onto side
m_angles.z = m_deathAngle * t;
// keep near water surface
const float sub = 0.5f;
m_vel.z += 10.0f * (m_waterLevel - m_pos.z - sub) * deltaT;
// bob on surface
const float rollAmp = 5.0f;
const float rollFreq = 2.33f;
m_angles.z += rollAmp * sin( rollFreq * (gpGlobals->curtime + 10.0f * entindex()) ) * deltaT;
const float rollAmp2 = 7.0f;
const float rollFreq2 = 4.0f;
m_angles.x += rollAmp2 * sin( rollFreq2 * (gpGlobals->curtime + 10.0f * entindex()) ) * deltaT;
const float bobAmp = 0.75f;
const float bobFreq = 4.0f;
m_vel.z += bobAmp * sin( bobFreq * (gpGlobals->curtime + 10.0f * entindex()) ) * deltaT;
const float bobAmp2 = 0.75f;
const float bobFreq2 = 3.333f;
m_vel.z += bobAmp2 * sin( bobFreq2 * (gpGlobals->curtime + 10.0f * entindex()) ) * deltaT;
// decay movement speed to zero
const float drag = 1.0f;
m_vel.z -= drag * m_vel.z * deltaT;
break;
}
case LIFE_ALIVE:
{
// use server-side Z coordinate directly
m_pos.z = m_actualPos.z;
// use server-side angles
m_angles = m_actualAngles;
// fishy wiggle based on movement
if (!m_wiggleTimer.IsElapsed())
{
float swimPower = 1.0f - (m_wiggleTimer.GetElapsedTime() / m_wiggleTimer.GetCountdownDuration());
const float amp = 6.0f * swimPower;
float wiggle = amp * sin( m_wigglePhase );
m_wigglePhase += m_wiggleRate * deltaT;
// wiggle decay
const float wiggleDecay = 5.0f;
m_wiggleRate -= wiggleDecay * deltaT;
m_angles.y += wiggle;
}
break;
}
}
// compute error between our local position and actual server position
Vector error = m_actualPos - m_pos;
error.z = 0.0f;
float errorLen = error.Length();
if (m_localLifeState == LIFE_ALIVE)
{
// if error is far above average, start swimming
const float wiggleThreshold = 2.0f;
if (errorLen - m_averageError > wiggleThreshold)
{
// if error is large, we must have started swimming
const float swimTime = 5.0f;
m_wiggleTimer.Start( swimTime );
m_wiggleRate = 2.0f * errorLen;
const float maxWiggleRate = 30.0f;
if (m_wiggleRate > maxWiggleRate)
{
m_wiggleRate = maxWiggleRate;
}
}
// update average error
m_errorHistory[ m_errorHistoryIndex++ ] = errorLen;
if (m_errorHistoryIndex >= MAX_ERROR_HISTORY)
{
m_errorHistoryIndex = 0;
m_errorHistoryCount = MAX_ERROR_HISTORY;
}
else if (m_errorHistoryCount < MAX_ERROR_HISTORY)
{
++m_errorHistoryCount;
}
m_averageError = 0.0f;
if (m_errorHistoryCount)
{
for( int r=0; r<m_errorHistoryCount; ++r )
{
m_averageError += m_errorHistory[r];
}
m_averageError /= (float)m_errorHistoryCount;
}
}
// keep fish motion smooth by correcting towards actual server position
// NOTE: This only tracks XY motion
const float maxError = 20.0f;
float errorT = errorLen / maxError;
if (errorT > 1.0f)
{
errorT = 1.0f;
}
// we want a nonlinear spring force for tracking
errorT *= errorT;
// as fish move faster, their error increases - use a stiffer spring when fast, and a weak one when slow
const float trackRate = 0.0f + errorT * 115.0f;
m_vel.x += trackRate * error.x * deltaT;
m_vel.y += trackRate * error.y * deltaT;
const float trackDrag = 2.0f + errorT * 6.0f;
m_vel.x -= trackDrag * m_vel.x * deltaT;
m_vel.y -= trackDrag * m_vel.y * deltaT;
// euler integration
m_pos += m_vel * deltaT;
SetNetworkOrigin( m_pos );
SetAbsOrigin( m_pos );
SetNetworkAngles( m_angles );
SetAbsAngles( m_angles );
}
//-----------------------------------------------------------------------------
void C_Fish::OnDataChanged( DataUpdateType_t type )
{
//if (!m_gotUpdate)
if (type == DATA_UPDATE_CREATED)
{
// initial update
m_gotUpdate = true;
m_pos = m_actualPos;
m_vel = Vector( 0, 0, 0 );
return;
}
}