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1152 lines
29 KiB
C++
1152 lines
29 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Special handling for hl2 usable ladders
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//
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//=============================================================================//
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#include "cbase.h"
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#include "hl_gamemovement.h"
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#include "in_buttons.h"
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#include "utlrbtree.h"
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#include "hl2_shareddefs.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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static ConVar sv_autoladderdismount( "sv_autoladderdismount", "1", FCVAR_REPLICATED, "Automatically dismount from ladders when you reach the end (don't have to +USE)." );
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static ConVar sv_ladderautomountdot( "sv_ladderautomountdot", "0.4", FCVAR_REPLICATED, "When auto-mounting a ladder by looking up its axis, this is the tolerance for looking now directly along the ladder axis." );
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static ConVar sv_ladder_useonly( "sv_ladder_useonly", "0", FCVAR_REPLICATED, "If set, ladders can only be mounted by pressing +USE" );
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#define USE_DISMOUNT_SPEED 100
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CHL2GameMovement::CHL2GameMovement()
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : type -
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// Output : int
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//-----------------------------------------------------------------------------
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int CHL2GameMovement::GetCheckInterval( IntervalType_t type )
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{
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// HL2 ladders need to check every frame!!!
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if ( type == LADDER )
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return 1;
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return BaseClass::GetCheckInterval( type );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CHL2GameMovement::IsForceMoveActive()
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{
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LadderMove_t *lm = GetLadderMove();
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return lm->m_bForceLadderMove;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Debounce the USE button
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//-----------------------------------------------------------------------------
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void CHL2GameMovement::SwallowUseKey()
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{
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mv->m_nOldButtons |= IN_USE;
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player->m_afButtonPressed &= ~IN_USE;
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GetHL2Player()->m_bPlayUseDenySound = false;
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}
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#if !defined( CLIENT_DLL )
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// This is a simple helper class to reserver a player sized hull at a spot, owned by the current player so that nothing
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// can move into this spot and cause us to get stuck when we get there
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class CReservePlayerSpot : public CBaseEntity
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{
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DECLARE_CLASS( CReservePlayerSpot, CBaseEntity )
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public:
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static CReservePlayerSpot *ReserveSpot( CBasePlayer *owner, const Vector& org, const Vector& mins, const Vector& maxs, bool& validspot );
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virtual void Spawn();
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};
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CReservePlayerSpot *CReservePlayerSpot::ReserveSpot(
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CBasePlayer *owner, const Vector& org, const Vector& mins, const Vector& maxs, bool& validspot )
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{
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CReservePlayerSpot *spot = ( CReservePlayerSpot * )CreateEntityByName( "reserved_spot" );
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Assert( spot );
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spot->SetAbsOrigin( org );
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UTIL_SetSize( spot, mins, maxs );
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spot->SetOwnerEntity( owner );
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spot->Spawn();
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// See if spot is valid
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trace_t tr;
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UTIL_TraceHull(
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org,
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org,
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mins,
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maxs,
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MASK_PLAYERSOLID,
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owner,
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COLLISION_GROUP_PLAYER_MOVEMENT,
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&tr );
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validspot = !tr.startsolid;
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if ( !validspot )
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{
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Vector org2 = org + Vector( 0, 0, 1 );
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// See if spot is valid
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trace_t tr;
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UTIL_TraceHull(
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org2,
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org2,
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mins,
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maxs,
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MASK_PLAYERSOLID,
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owner,
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COLLISION_GROUP_PLAYER_MOVEMENT,
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&tr );
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validspot = !tr.startsolid;
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}
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return spot;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CReservePlayerSpot::Spawn()
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{
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BaseClass::Spawn();
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SetSolid( SOLID_BBOX );
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SetMoveType( MOVETYPE_NONE );
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// Make entity invisible
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AddEffects( EF_NODRAW );
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}
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LINK_ENTITY_TO_CLASS( reserved_spot, CReservePlayerSpot );
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#endif
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : mounting -
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// transit_speed -
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// goalpos -
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// *ladder -
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//-----------------------------------------------------------------------------
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void CHL2GameMovement::StartForcedMove( bool mounting, float transit_speed, const Vector& goalpos, CFuncLadder *ladder )
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{
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LadderMove_t* lm = GetLadderMove();
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Assert( lm );
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// Already active, just ignore
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if ( lm->m_bForceLadderMove )
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{
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return;
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}
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#if !defined( CLIENT_DLL )
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if ( ladder )
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{
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ladder->PlayerGotOn( GetHL2Player() );
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// If the Ladder only wants to be there for automount checking, abort now
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if ( ladder->DontGetOnLadder() )
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return;
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}
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// Reserve goal slot here
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bool valid = false;
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lm->m_hReservedSpot = CReservePlayerSpot::ReserveSpot(
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player,
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goalpos,
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GetPlayerMins( ( player->GetFlags() & FL_DUCKING ) ? true : false ),
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GetPlayerMaxs( ( player->GetFlags() & FL_DUCKING ) ? true : false ),
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valid );
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if ( !valid )
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{
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// FIXME: Play a deny sound?
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if ( lm->m_hReservedSpot )
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{
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UTIL_Remove( lm->m_hReservedSpot );
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lm->m_hReservedSpot = NULL;
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}
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return;
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}
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#endif
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// Use current player origin as start and new origin as dest
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lm->m_vecGoalPosition = goalpos;
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lm->m_vecStartPosition = mv->GetAbsOrigin();
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// Figure out how long it will take to make the gap based on transit_speed
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Vector delta = lm->m_vecGoalPosition - lm->m_vecStartPosition;
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float distance = delta.Length();
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Assert( transit_speed > 0.001f );
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// Compute time required to move that distance
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float transit_time = distance / transit_speed;
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if ( transit_time < 0.001f )
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{
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transit_time = 0.001f;
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}
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lm->m_bForceLadderMove = true;
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lm->m_bForceMount = mounting;
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lm->m_flStartTime = gpGlobals->curtime;
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lm->m_flArrivalTime = lm->m_flStartTime + transit_time;
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lm->m_hForceLadder = ladder;
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// Don't get stuck during this traversal since we'll just be slamming the player origin
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player->SetMoveType( MOVETYPE_NONE );
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player->SetMoveCollide( MOVECOLLIDE_DEFAULT );
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player->SetSolid( SOLID_NONE );
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SetLadder( ladder );
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// Debounce the use key
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SwallowUseKey();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns false when finished
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//-----------------------------------------------------------------------------
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bool CHL2GameMovement::ContinueForcedMove()
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{
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LadderMove_t* lm = GetLadderMove();
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Assert( lm );
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Assert( lm->m_bForceLadderMove );
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// Suppress regular motion
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mv->m_flForwardMove = 0.0f;
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mv->m_flSideMove = 0.0f;
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mv->m_flUpMove = 0.0f;
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// How far along are we
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float frac = ( gpGlobals->curtime - lm->m_flStartTime ) / ( lm->m_flArrivalTime - lm->m_flStartTime );
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if ( frac > 1.0f )
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{
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lm->m_bForceLadderMove = false;
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#if !defined( CLIENT_DLL )
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// Remove "reservation entity"
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if ( lm->m_hReservedSpot )
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{
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UTIL_Remove( lm->m_hReservedSpot );
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lm->m_hReservedSpot = NULL;
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}
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#endif
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}
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frac = clamp( frac, 0.0f, 1.0f );
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// Move origin part of the way
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Vector delta = lm->m_vecGoalPosition - lm->m_vecStartPosition;
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// Compute interpolated position
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Vector org;
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VectorMA( lm->m_vecStartPosition, frac, delta, org );
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mv->SetAbsOrigin( org );
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// If finished moving, reset player to correct movetype (or put them on the ladder)
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if ( !lm->m_bForceLadderMove )
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{
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player->SetSolid( SOLID_BBOX );
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player->SetMoveType( MOVETYPE_WALK );
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if ( lm->m_bForceMount && lm->m_hForceLadder != NULL )
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{
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player->SetMoveType( MOVETYPE_LADDER );
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SetLadder( lm->m_hForceLadder );
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}
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// Zero out any velocity
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mv->m_vecVelocity.Init();
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}
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// Stil active
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return lm->m_bForceLadderMove;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns true if the player is on a ladder
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// Input : &trace - ignored
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//-----------------------------------------------------------------------------
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bool CHL2GameMovement::OnLadder( trace_t &trace )
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{
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return ( GetLadder() != NULL ) ? true : false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : ladders -
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// maxdist -
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// **ppLadder -
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// ladderOrigin -
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//-----------------------------------------------------------------------------
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void CHL2GameMovement::Findladder( float maxdist, CFuncLadder **ppLadder, Vector& ladderOrigin, const CFuncLadder *skipLadder )
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{
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CFuncLadder *bestLadder = NULL;
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float bestDist = MAX_COORD_INTEGER;
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Vector bestOrigin;
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bestOrigin.Init();
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float maxdistSqr = maxdist * maxdist;
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int c = CFuncLadder::GetLadderCount();
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for ( int i = 0 ; i < c; i++ )
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{
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CFuncLadder *ladder = CFuncLadder::GetLadder( i );
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if ( !ladder->IsEnabled() )
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continue;
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if ( skipLadder && ladder == skipLadder )
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continue;
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Vector topPosition;
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Vector bottomPosition;
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ladder->GetTopPosition( topPosition );
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ladder->GetBottomPosition( bottomPosition );
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Vector closest;
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CalcClosestPointOnLineSegment( mv->GetAbsOrigin(), bottomPosition, topPosition, closest, NULL );
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float distSqr = ( closest - mv->GetAbsOrigin() ).LengthSqr();
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// Too far away
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if ( distSqr > maxdistSqr )
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{
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continue;
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}
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// Need to trace to see if it's clear
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trace_t tr;
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UTIL_TraceLine( mv->GetAbsOrigin(), closest,
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MASK_PLAYERSOLID,
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player,
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COLLISION_GROUP_NONE,
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&tr );
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if ( tr.fraction != 1.0f &&
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tr.m_pEnt &&
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tr.m_pEnt != ladder )
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{
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// Try a trace stepped up from the ground a bit, in case there's something at ground level blocking us.
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float sizez = GetPlayerMaxs().z - GetPlayerMins().z;
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UTIL_TraceLine( mv->GetAbsOrigin() + Vector( 0, 0, sizez * 0.5f ), closest,
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MASK_PLAYERSOLID,
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player,
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COLLISION_GROUP_NONE,
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&tr );
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if ( tr.fraction != 1.0f &&
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tr.m_pEnt &&
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tr.m_pEnt != ladder &&
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!tr.m_pEnt->IsSolidFlagSet( FSOLID_TRIGGER ) )
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{
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continue;
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}
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}
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// See if this is the best one so far
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if ( distSqr < bestDist )
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{
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bestDist = distSqr;
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bestLadder = ladder;
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bestOrigin = closest;
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}
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}
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// Return best ladder spot
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*ppLadder = bestLadder;
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ladderOrigin = bestOrigin;
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}
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static bool NearbyDismountLessFunc( const NearbyDismount_t& lhs, const NearbyDismount_t& rhs )
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{
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return lhs.distSqr < rhs.distSqr;
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}
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void CHL2GameMovement::GetSortedDismountNodeList( const Vector &org, float radius, CFuncLadder *ladder, CUtlRBTree< NearbyDismount_t, int >& list )
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{
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float radiusSqr = radius * radius;
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int i;
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int c = ladder->GetDismountCount();
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for ( i = 0; i < c; i++ )
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{
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CInfoLadderDismount *spot = ladder->GetDismount( i );
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if ( !spot )
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continue;
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float distSqr = ( spot->GetAbsOrigin() - org ).LengthSqr();
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if ( distSqr > radiusSqr )
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continue;
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NearbyDismount_t nd;
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nd.dismount = spot;
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nd.distSqr = distSqr;
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list.Insert( nd );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// *ladder -
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CHL2GameMovement::ExitLadderViaDismountNode( CFuncLadder *ladder, bool strict, bool useAlternate )
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{
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// Find the best ladder exit node
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float bestDot = -99999.0f;
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float bestDistance = 99999.0f;
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Vector bestDest;
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bool found = false;
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// For 'alternate' dismount
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bool foundAlternate = false;
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Vector alternateDest;
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float alternateDist = 99999.0f;
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CUtlRBTree< NearbyDismount_t, int > nearbyDismounts( 0, 0, NearbyDismountLessFunc );
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GetSortedDismountNodeList( mv->GetAbsOrigin(), 100.0f, ladder, nearbyDismounts );
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int i;
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for ( i = nearbyDismounts.FirstInorder(); i != nearbyDismounts.InvalidIndex() ; i = nearbyDismounts.NextInorder( i ) )
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{
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CInfoLadderDismount *spot = nearbyDismounts[ i ].dismount;
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if ( !spot )
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{
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Assert( !"What happened to the spot!!!" );
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continue;
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}
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// See if it's valid to put the player there...
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Vector org = spot->GetAbsOrigin() + Vector( 0, 0, 1 );
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trace_t tr;
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UTIL_TraceHull(
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org,
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org,
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GetPlayerMins( ( player->GetFlags() & FL_DUCKING ) ? true : false ),
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GetPlayerMaxs( ( player->GetFlags() & FL_DUCKING ) ? true : false ),
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MASK_PLAYERSOLID,
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player,
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COLLISION_GROUP_PLAYER_MOVEMENT,
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&tr );
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// Nope...
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if ( tr.startsolid )
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{
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continue;
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}
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// Find the best dot product
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Vector vecToSpot = org - ( mv->GetAbsOrigin() + player->GetViewOffset() );
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vecToSpot.z = 0.0f;
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float d = VectorNormalize( vecToSpot );
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float dot = vecToSpot.Dot( m_vecForward );
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// We're not facing at it...ignore
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if ( dot < 0.5f )
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{
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if( useAlternate && d < alternateDist )
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{
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alternateDest = org;
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alternateDist = d;
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foundAlternate = true;
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}
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continue;
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}
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if ( dot > bestDot )
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{
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bestDest = org;
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bestDistance = d;
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bestDot = dot;
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found = true;
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}
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}
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if ( found )
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{
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// Require a more specific
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if ( strict &&
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( ( bestDot < 0.7f ) || ( bestDistance > 40.0f ) ) )
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{
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return false;
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}
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StartForcedMove( false, player->MaxSpeed(), bestDest, NULL );
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return true;
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}
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if( useAlternate )
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{
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// Desperate. Don't refuse to let a person off of a ladder if it can be helped. Use the
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// alternate dismount if there is one.
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if( foundAlternate && alternateDist <= 60.0f )
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{
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StartForcedMove( false, player->MaxSpeed(), alternateDest, NULL );
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return true;
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}
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}
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : bOnLadder -
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//-----------------------------------------------------------------------------
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void CHL2GameMovement::FullLadderMove()
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{
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#if !defined( CLIENT_DLL )
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CFuncLadder *ladder = GetLadder();
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Assert( ladder );
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if ( !ladder )
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{
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return;
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}
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CheckWater();
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// Was jump button pressed? If so, don't do anything here
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if ( mv->m_nButtons & IN_JUMP )
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{
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CheckJumpButton();
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return;
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}
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else
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{
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mv->m_nOldButtons &= ~IN_JUMP;
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}
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player->SetGroundEntity( NULL );
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// Remember old positions in case we cancel this movement
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Vector oldVelocity = mv->m_vecVelocity;
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Vector oldOrigin = mv->GetAbsOrigin();
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Vector topPosition;
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Vector bottomPosition;
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ladder->GetTopPosition( topPosition );
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ladder->GetBottomPosition( bottomPosition );
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// Compute parametric distance along ladder vector...
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float oldt;
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CalcDistanceSqrToLine( mv->GetAbsOrigin(), topPosition, bottomPosition, &oldt );
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// Perform the move accounting for any base velocity.
|
|
VectorAdd (mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity);
|
|
TryPlayerMove();
|
|
VectorSubtract (mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity);
|
|
|
|
// Pressed buttons are "changed(xor)" and'ed with the mask of currently held buttons
|
|
int buttonsChanged = ( mv->m_nOldButtons ^ mv->m_nButtons ); // These buttons have changed this frame
|
|
int buttonsPressed = buttonsChanged & mv->m_nButtons;
|
|
bool pressed_use = ( buttonsPressed & IN_USE ) ? true : false;
|
|
bool pressing_forward_or_side = mv->m_flForwardMove != 0.0f || mv->m_flSideMove != 0.0f;
|
|
|
|
Vector ladderVec = topPosition - bottomPosition;
|
|
float LadderLength = VectorNormalize( ladderVec );
|
|
// This test is not perfect by any means, but should help a bit
|
|
bool moving_along_ladder = false;
|
|
if ( pressing_forward_or_side )
|
|
{
|
|
float fwdDot = m_vecForward.Dot( ladderVec );
|
|
if ( fabs( fwdDot ) > 0.9f )
|
|
{
|
|
moving_along_ladder = true;
|
|
}
|
|
}
|
|
|
|
// Compute parametric distance along ladder vector...
|
|
float newt;
|
|
CalcDistanceSqrToLine( mv->GetAbsOrigin(), topPosition, bottomPosition, &newt );
|
|
|
|
// Fudge of 2 units
|
|
float tolerance = 1.0f / LadderLength;
|
|
|
|
bool wouldleaveladder = false;
|
|
// Moving pPast top or bottom?
|
|
if ( newt < -tolerance )
|
|
{
|
|
wouldleaveladder = newt < oldt;
|
|
}
|
|
else if ( newt > ( 1.0f + tolerance ) )
|
|
{
|
|
wouldleaveladder = newt > oldt;
|
|
}
|
|
|
|
// See if we are near the top or bottom but not moving
|
|
float dist1sqr, dist2sqr;
|
|
|
|
dist1sqr = ( topPosition - mv->GetAbsOrigin() ).LengthSqr();
|
|
dist2sqr = ( bottomPosition - mv->GetAbsOrigin() ).LengthSqr();
|
|
|
|
float dist = MIN( dist1sqr, dist2sqr );
|
|
bool neardismountnode = ( dist < 16.0f * 16.0f ) ? true : false;
|
|
float ladderUnitsPerTick = ( MAX_CLIMB_SPEED * gpGlobals->interval_per_tick );
|
|
bool neardismountnode2 = ( dist < ladderUnitsPerTick * ladderUnitsPerTick ) ? true : false;
|
|
|
|
// Really close to node, cvar is set, and pressing a key, then simulate a +USE
|
|
bool auto_dismount_use = ( neardismountnode2 &&
|
|
sv_autoladderdismount.GetBool() &&
|
|
pressing_forward_or_side &&
|
|
!moving_along_ladder );
|
|
|
|
bool fully_underwater = ( player->GetWaterLevel() == WL_Eyes ) ? true : false;
|
|
|
|
// If the user manually pressed use or we're simulating it, then use_dismount will occur
|
|
bool use_dismount = pressed_use || auto_dismount_use;
|
|
|
|
if ( fully_underwater && !use_dismount )
|
|
{
|
|
// If fully underwater, we require looking directly at a dismount node
|
|
/// to "float off" a ladder mid way...
|
|
if ( ExitLadderViaDismountNode( ladder, true ) )
|
|
{
|
|
// See if they +used a dismount point mid-span..
|
|
return;
|
|
}
|
|
}
|
|
|
|
// If the movement would leave the ladder and they're not automated or pressing use, disallow the movement
|
|
if ( !use_dismount )
|
|
{
|
|
if ( wouldleaveladder )
|
|
{
|
|
// Don't let them leave the ladder if they were on it
|
|
mv->m_vecVelocity = oldVelocity;
|
|
mv->SetAbsOrigin( oldOrigin );
|
|
}
|
|
return;
|
|
}
|
|
|
|
// If the move would not leave the ladder and we're near close to the end, then just accept the move
|
|
if ( !wouldleaveladder && !neardismountnode )
|
|
{
|
|
// Otherwise, if the move would leave the ladder, disallow it.
|
|
if ( pressed_use )
|
|
{
|
|
if ( ExitLadderViaDismountNode( ladder, false, IsX360() ) )
|
|
{
|
|
// See if they +used a dismount point mid-span..
|
|
return;
|
|
}
|
|
|
|
player->SetMoveType( MOVETYPE_WALK );
|
|
player->SetMoveCollide( MOVECOLLIDE_DEFAULT );
|
|
SetLadder( NULL );
|
|
GetHL2Player()->m_bPlayUseDenySound = false;
|
|
|
|
// Dismount with a bit of velocity in facing direction
|
|
VectorScale( m_vecForward, USE_DISMOUNT_SPEED, mv->m_vecVelocity );
|
|
mv->m_vecVelocity.z = 50;
|
|
}
|
|
return;
|
|
}
|
|
|
|
// Debounce the use key
|
|
if ( pressed_use )
|
|
{
|
|
SwallowUseKey();
|
|
}
|
|
|
|
// Try auto exit, if possible
|
|
if ( ExitLadderViaDismountNode( ladder, false, pressed_use ) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ( wouldleaveladder )
|
|
{
|
|
// Otherwise, if the move would leave the ladder, disallow it.
|
|
if ( pressed_use )
|
|
{
|
|
player->SetMoveType( MOVETYPE_WALK );
|
|
player->SetMoveCollide( MOVECOLLIDE_DEFAULT );
|
|
SetLadder( NULL );
|
|
|
|
// Dismount with a bit of velocity in facing direction
|
|
VectorScale( m_vecForward, USE_DISMOUNT_SPEED, mv->m_vecVelocity );
|
|
mv->m_vecVelocity.z = 50;
|
|
}
|
|
else
|
|
{
|
|
mv->m_vecVelocity = oldVelocity;
|
|
mv->SetAbsOrigin( oldOrigin );
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
bool CHL2GameMovement::CheckLadderAutoMountEndPoint( CFuncLadder *ladder, const Vector& bestOrigin )
|
|
{
|
|
// See if we're really near an endpoint
|
|
if ( !ladder )
|
|
return false;
|
|
|
|
Vector top, bottom;
|
|
ladder->GetTopPosition( top );
|
|
ladder->GetBottomPosition( bottom );
|
|
|
|
float d1, d2;
|
|
|
|
d1 = ( top - mv->GetAbsOrigin() ).LengthSqr();
|
|
d2 = ( bottom - mv->GetAbsOrigin() ).LengthSqr();
|
|
|
|
if ( d1 > 16 * 16 && d2 > 16 * 16 )
|
|
return false;
|
|
|
|
Vector ladderAxis;
|
|
|
|
if ( d1 < 16 * 16 )
|
|
{
|
|
// Close to top
|
|
ladderAxis = bottom - top;
|
|
}
|
|
else
|
|
{
|
|
ladderAxis = top - bottom;
|
|
}
|
|
|
|
VectorNormalize( ladderAxis );
|
|
|
|
if ( ladderAxis.Dot( m_vecForward ) > sv_ladderautomountdot.GetFloat() )
|
|
{
|
|
StartForcedMove( true, player->MaxSpeed(), bestOrigin, ladder );
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool CHL2GameMovement::CheckLadderAutoMountCone( CFuncLadder *ladder, const Vector& bestOrigin, float maxAngleDelta, float maxDistToLadder )
|
|
{
|
|
// Never 'back' onto ladders or stafe onto ladders
|
|
if ( ladder != NULL &&
|
|
( mv->m_flForwardMove > 0.0f ) )
|
|
{
|
|
Vector top, bottom;
|
|
ladder->GetTopPosition( top );
|
|
ladder->GetBottomPosition( bottom );
|
|
|
|
Vector ladderAxis = top - bottom;
|
|
VectorNormalize( ladderAxis );
|
|
|
|
Vector probe = mv->GetAbsOrigin();
|
|
|
|
Vector closest;
|
|
CalcClosestPointOnLineSegment( probe, bottom, top, closest, NULL );
|
|
|
|
Vector vecToLadder = closest - probe;
|
|
|
|
float dist = VectorNormalize( vecToLadder );
|
|
|
|
Vector flatLadder = vecToLadder;
|
|
flatLadder.z = 0.0f;
|
|
Vector flatForward = m_vecForward;
|
|
flatForward.z = 0.0f;
|
|
|
|
VectorNormalize( flatLadder );
|
|
VectorNormalize( flatForward );
|
|
|
|
float facingDot = flatForward.Dot( flatLadder );
|
|
float angle = acos( facingDot ) * 180 / M_PI;
|
|
|
|
bool closetoladder = ( dist != 0.0f && dist < maxDistToLadder ) ? true : false;
|
|
bool reallyclosetoladder = ( dist != 0.0f && dist < 4.0f ) ? true : false;
|
|
|
|
bool facingladderaxis = ( angle < maxAngleDelta ) ? true : false;
|
|
bool facingalongaxis = ( (float)fabs( ladderAxis.Dot( m_vecForward ) ) > sv_ladderautomountdot.GetFloat() ) ? true : false;
|
|
#if 0
|
|
Msg( "close %i length %.3f maxdist %.3f facing %.3f dot %.3f ang %.3f\n",
|
|
closetoladder ? 1 : 0,
|
|
dist,
|
|
maxDistToLadder,
|
|
(float)fabs( ladderAxis.Dot( m_vecForward ) ),
|
|
facingDot,
|
|
angle);
|
|
#endif
|
|
|
|
// Tracker 21776: Don't mount ladders this way if strafing
|
|
bool strafing = ( fabs( mv->m_flSideMove ) < 1.0f ) ? false : true;
|
|
|
|
if ( ( ( facingDot > 0.0f && !strafing ) || facingalongaxis ) &&
|
|
( facingladderaxis || reallyclosetoladder ) &&
|
|
closetoladder )
|
|
{
|
|
StartForcedMove( true, player->MaxSpeed(), bestOrigin, ladder );
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Must be facing toward ladder
|
|
// Input : *ladder -
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool CHL2GameMovement::LookingAtLadder( CFuncLadder *ladder )
|
|
{
|
|
if ( !ladder )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Get ladder end points
|
|
Vector top, bottom;
|
|
ladder->GetTopPosition( top );
|
|
ladder->GetBottomPosition( bottom );
|
|
|
|
// Find closest point on ladder to player (could be an endpoint)
|
|
Vector closest;
|
|
CalcClosestPointOnLineSegment( mv->GetAbsOrigin(), bottom, top, closest, NULL );
|
|
|
|
// Flatten our view direction to 2D
|
|
Vector flatForward = m_vecForward;
|
|
flatForward.z = 0.0f;
|
|
|
|
// Because the ladder itself is not a solid, the player's origin may actually be
|
|
// permitted to pass it, and that will screw up our dot product.
|
|
// So back up the player's origin a bit to do the facing calculation.
|
|
Vector vecAdjustedOrigin = mv->GetAbsOrigin() - 8.0f * flatForward;
|
|
|
|
// Figure out vector from player to closest point on ladder
|
|
Vector vecToLadder = closest - vecAdjustedOrigin;
|
|
|
|
// Flatten it to 2D
|
|
Vector flatLadder = vecToLadder;
|
|
flatLadder.z = 0.0f;
|
|
|
|
// Normalize the vectors (unnecessary)
|
|
VectorNormalize( flatLadder );
|
|
VectorNormalize( flatForward );
|
|
|
|
// Compute dot product to see if forward is in same direction as vec to ladder
|
|
float facingDot = flatForward.Dot( flatLadder );
|
|
|
|
float requiredDot = ( sv_ladder_useonly.GetBool() ) ? -0.99 : 0.0;
|
|
|
|
// Facing same direction if dot > = requiredDot...
|
|
bool facingladder = ( facingDot >= requiredDot );
|
|
|
|
return facingladder;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : &trace -
|
|
//-----------------------------------------------------------------------------
|
|
bool CHL2GameMovement::CheckLadderAutoMount( CFuncLadder *ladder, const Vector& bestOrigin )
|
|
{
|
|
#if !defined( CLIENT_DLL )
|
|
|
|
if ( ladder != NULL )
|
|
{
|
|
StartForcedMove( true, player->MaxSpeed(), bestOrigin, ladder );
|
|
return true;
|
|
}
|
|
|
|
#endif
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
bool CHL2GameMovement::LadderMove( void )
|
|
{
|
|
|
|
if ( player->GetMoveType() == MOVETYPE_NOCLIP )
|
|
{
|
|
SetLadder( NULL );
|
|
return false;
|
|
}
|
|
|
|
// If being forced to mount/dismount continue to act like we are on the ladder
|
|
if ( IsForceMoveActive() && ContinueForcedMove() )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
CFuncLadder *bestLadder = NULL;
|
|
Vector bestOrigin( 0, 0, 0 );
|
|
|
|
CFuncLadder *ladder = GetLadder();
|
|
|
|
// Something 1) deactivated the ladder... or 2) something external applied
|
|
// a force to us. In either case make the player fall, etc.
|
|
if ( ladder &&
|
|
( !ladder->IsEnabled() ||
|
|
( player->GetBaseVelocity().LengthSqr() > 1.0f ) ) )
|
|
{
|
|
GetHL2Player()->ExitLadder();
|
|
ladder = NULL;
|
|
}
|
|
|
|
if ( !ladder )
|
|
{
|
|
Findladder( 64.0f, &bestLadder, bestOrigin, NULL );
|
|
}
|
|
|
|
#if !defined (CLIENT_DLL)
|
|
if( !ladder && bestLadder && sv_ladder_useonly.GetBool() )
|
|
{
|
|
GetHL2Player()->DisplayLadderHudHint();
|
|
}
|
|
#endif
|
|
|
|
int buttonsChanged = ( mv->m_nOldButtons ^ mv->m_nButtons ); // These buttons have changed this frame
|
|
int buttonsPressed = buttonsChanged & mv->m_nButtons;
|
|
bool pressed_use = ( buttonsPressed & IN_USE ) ? true : false;
|
|
|
|
// If I'm already moving on a ladder, use the previous ladder direction
|
|
if ( !ladder && !pressed_use )
|
|
{
|
|
// If flying through air, allow mounting ladders if we are facing < 15 degress from the ladder and we are close
|
|
if ( !ladder && !sv_ladder_useonly.GetBool() )
|
|
{
|
|
// Tracker 6625: Don't need to be leaping to auto mount using this method...
|
|
// But if we are on the ground, then we must not be backing into the ladder (Tracker 12961)
|
|
bool onground = player->GetGroundEntity() ? true : false;
|
|
if ( !onground || ( mv->m_flForwardMove > 0.0f ) )
|
|
{
|
|
if ( CheckLadderAutoMountCone( bestLadder, bestOrigin, 15.0f, 32.0f ) )
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
// Pressing forward while looking at ladder and standing (or floating) near a mounting point
|
|
if ( mv->m_flForwardMove > 0.0f )
|
|
{
|
|
if ( CheckLadderAutoMountEndPoint( bestLadder, bestOrigin ) )
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
if ( !ladder &&
|
|
LookingAtLadder( bestLadder ) &&
|
|
CheckLadderAutoMount( bestLadder, bestOrigin ) )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
// Reassign the ladder
|
|
ladder = GetLadder();
|
|
if ( !ladder )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Don't play the deny sound
|
|
if ( pressed_use )
|
|
{
|
|
GetHL2Player()->m_bPlayUseDenySound = false;
|
|
}
|
|
|
|
// Make sure we are on the ladder
|
|
player->SetMoveType( MOVETYPE_LADDER );
|
|
player->SetMoveCollide( MOVECOLLIDE_DEFAULT );
|
|
|
|
player->SetGravity( 0.0f );
|
|
|
|
float forwardSpeed = 0.0f;
|
|
float rightSpeed = 0.0f;
|
|
|
|
float speed = player->MaxSpeed();
|
|
|
|
|
|
if ( mv->m_nButtons & IN_BACK )
|
|
{
|
|
forwardSpeed -= speed;
|
|
}
|
|
|
|
if ( mv->m_nButtons & IN_FORWARD )
|
|
{
|
|
forwardSpeed += speed;
|
|
}
|
|
|
|
if ( mv->m_nButtons & IN_MOVELEFT )
|
|
{
|
|
rightSpeed -= speed;
|
|
}
|
|
|
|
if ( mv->m_nButtons & IN_MOVERIGHT )
|
|
{
|
|
rightSpeed += speed;
|
|
}
|
|
|
|
if ( mv->m_nButtons & IN_JUMP )
|
|
{
|
|
player->SetMoveType( MOVETYPE_WALK );
|
|
// Remove from ladder
|
|
SetLadder( NULL );
|
|
|
|
// Jump in view direction
|
|
Vector jumpDir = m_vecForward;
|
|
|
|
// unless pressing backward or something like that
|
|
if ( mv->m_flForwardMove < 0.0f )
|
|
{
|
|
jumpDir = -jumpDir;
|
|
}
|
|
|
|
VectorNormalize( jumpDir );
|
|
|
|
VectorScale( jumpDir, MAX_CLIMB_SPEED, mv->m_vecVelocity );
|
|
// Tracker 13558: Don't add any extra z velocity if facing downward at all
|
|
if ( m_vecForward.z >= 0.0f )
|
|
{
|
|
mv->m_vecVelocity.z = mv->m_vecVelocity.z + 50;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
if ( forwardSpeed != 0 || rightSpeed != 0 )
|
|
{
|
|
// See if the player is looking toward the top or the bottom
|
|
Vector velocity;
|
|
|
|
VectorScale( m_vecForward, forwardSpeed, velocity );
|
|
VectorMA( velocity, rightSpeed, m_vecRight, velocity );
|
|
|
|
VectorNormalize( velocity );
|
|
|
|
Vector ladderUp;
|
|
ladder->ComputeLadderDir( ladderUp );
|
|
VectorNormalize( ladderUp );
|
|
|
|
Vector topPosition;
|
|
Vector bottomPosition;
|
|
|
|
ladder->GetTopPosition( topPosition );
|
|
ladder->GetBottomPosition( bottomPosition );
|
|
|
|
// Check to see if we've mounted the ladder in a bogus spot and, if so, just fall off the ladder...
|
|
float dummyt = 0.0f;
|
|
float distFromLadderSqr = CalcDistanceSqrToLine( mv->GetAbsOrigin(), topPosition, bottomPosition, &dummyt );
|
|
if ( distFromLadderSqr > 36.0f )
|
|
{
|
|
// Uh oh, we fell off zee ladder...
|
|
player->SetMoveType( MOVETYPE_WALK );
|
|
// Remove from ladder
|
|
SetLadder( NULL );
|
|
return false;
|
|
}
|
|
|
|
bool ishorizontal = fabs( topPosition.z - bottomPosition.z ) < 64.0f ? true : false;
|
|
|
|
float changeover = ishorizontal ? 0.0f : 0.3f;
|
|
|
|
float factor = 1.0f;
|
|
if ( velocity.z >= 0 )
|
|
{
|
|
float dotTop = ladderUp.Dot( velocity );
|
|
if ( dotTop < -changeover )
|
|
{
|
|
// Aimed at bottom
|
|
factor = -1.0f;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
float dotBottom = -ladderUp.Dot( velocity );
|
|
if ( dotBottom > changeover )
|
|
{
|
|
factor = -1.0f;
|
|
}
|
|
}
|
|
|
|
#ifdef _XBOX
|
|
if( sv_ladders_useonly.GetBool() )
|
|
{
|
|
// Stick up climbs up, stick down climbs down. No matter which way you're looking.
|
|
if ( mv->m_nButtons & IN_FORWARD )
|
|
{
|
|
factor = 1.0f;
|
|
}
|
|
else if( mv->m_nButtons & IN_BACK )
|
|
{
|
|
factor = -1.0f;
|
|
}
|
|
}
|
|
#endif//_XBOX
|
|
|
|
mv->m_vecVelocity = MAX_CLIMB_SPEED * factor * ladderUp;
|
|
}
|
|
else
|
|
{
|
|
mv->m_vecVelocity.Init();
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void CHL2GameMovement::SetGroundEntity( trace_t *pm )
|
|
{
|
|
CBaseEntity *newGround = pm ? pm->m_pEnt : NULL;
|
|
|
|
//Adrian: Special case for combine balls.
|
|
if ( newGround && newGround->GetCollisionGroup() == HL2COLLISION_GROUP_COMBINE_BALL_NPC )
|
|
{
|
|
return;
|
|
}
|
|
|
|
BaseClass::SetGroundEntity( pm );
|
|
}
|
|
|
|
bool CHL2GameMovement::CanAccelerate()
|
|
{
|
|
#ifdef HL2MP
|
|
if ( player->IsObserver() )
|
|
{
|
|
return true;
|
|
}
|
|
#endif
|
|
|
|
BaseClass::CanAccelerate();
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
#ifndef PORTAL // Portal inherits from this but needs to declare it's own global interface
|
|
// Expose our interface.
|
|
static CHL2GameMovement g_GameMovement;
|
|
IGameMovement *g_pGameMovement = ( IGameMovement * )&g_GameMovement;
|
|
|
|
EXPOSE_SINGLE_INTERFACE_GLOBALVAR(CGameMovement, IGameMovement,INTERFACENAME_GAMEMOVEMENT, g_GameMovement );
|
|
#endif |