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336 lines
11 KiB
C++
336 lines
11 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "obstacle_pushaway.h"
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#include "props_shared.h"
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#if defined( CSTRIKE_DLL )
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#define SV_PUSH_CONVAR_FLAGS (FCVAR_REPLICATED)
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#else
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#define SV_PUSH_CONVAR_FLAGS (FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY)
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#endif // CSTRIKE_DLL
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//-----------------------------------------------------------------------------------------------------
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ConVar sv_pushaway_force( "sv_pushaway_force", "30000", SV_PUSH_CONVAR_FLAGS, "How hard physics objects are pushed away from the players on the server." );
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ConVar sv_pushaway_min_player_speed( "sv_pushaway_min_player_speed", "75", SV_PUSH_CONVAR_FLAGS, "If a player is moving slower than this, don't push away physics objects (enables ducking behind things)." );
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ConVar sv_pushaway_max_force( "sv_pushaway_max_force", "1000", SV_PUSH_CONVAR_FLAGS, "Maximum amount of force applied to physics objects by players." );
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ConVar sv_pushaway_clientside( "sv_pushaway_clientside", "0", SV_PUSH_CONVAR_FLAGS, "Clientside physics push away (0=off, 1=only localplayer, 1=all players)" );
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ConVar sv_pushaway_player_force( "sv_pushaway_player_force", "200000", SV_PUSH_CONVAR_FLAGS | FCVAR_CHEAT, "How hard the player is pushed away from physics objects (falls off with inverse square of distance)." );
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ConVar sv_pushaway_max_player_force( "sv_pushaway_max_player_force", "10000", SV_PUSH_CONVAR_FLAGS | FCVAR_CHEAT, "Maximum of how hard the player is pushed away from physics objects." );
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#ifdef CLIENT_DLL
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ConVar sv_turbophysics( "sv_turbophysics", "0", FCVAR_REPLICATED, "Turns on turbo physics" );
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#else
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extern ConVar sv_turbophysics;
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#endif
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//-----------------------------------------------------------------------------------------------------
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bool IsPushAwayEntity( CBaseEntity *pEnt )
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{
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if ( pEnt == NULL )
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return false;
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if ( pEnt->GetCollisionGroup() != COLLISION_GROUP_PUSHAWAY )
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{
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// Try backing away from doors that are currently rotating, to prevent blocking them
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#ifndef CLIENT_DLL
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if ( FClassnameIs( pEnt, "func_door_rotating" ) )
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{
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CBaseDoor *door = dynamic_cast<CBaseDoor *>(pEnt);
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if ( !door )
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{
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return false;
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}
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if ( door->m_toggle_state != TS_GOING_UP && door->m_toggle_state != TS_GOING_DOWN )
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{
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return false;
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}
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}
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else if ( FClassnameIs( pEnt, "prop_door_rotating" ) )
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{
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CBasePropDoor *door = dynamic_cast<CBasePropDoor *>(pEnt);
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if ( !door )
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{
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return false;
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}
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if ( !door->IsDoorOpening() && !door->IsDoorClosing() )
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{
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return false;
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}
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}
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else
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#endif // !CLIENT_DLL
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{
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return false;
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}
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}
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return true;
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}
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//-----------------------------------------------------------------------------------------------------
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bool IsPushableEntity( CBaseEntity *pEnt )
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{
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if ( pEnt == NULL )
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return false;
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if ( sv_turbophysics.GetBool() )
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{
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if ( pEnt->GetCollisionGroup() == COLLISION_GROUP_NONE )
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{
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#ifdef CLIENT_DLL
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if ( FClassnameIs( pEnt, "class CPhysicsPropMultiplayer" ) )
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#else
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if ( FClassnameIs( pEnt, "prop_physics_multiplayer" ) )
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#endif // CLIENT_DLL
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{
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return true;
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}
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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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#ifndef CLIENT_DLL
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bool IsBreakableEntity( CBaseEntity *pEnt )
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{
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if ( pEnt == NULL )
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return false;
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// If we won't be able to break it, don't try
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if ( pEnt->m_takedamage != DAMAGE_YES )
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return false;
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if ( pEnt->GetCollisionGroup() != COLLISION_GROUP_PUSHAWAY && pEnt->GetCollisionGroup() != COLLISION_GROUP_BREAKABLE_GLASS && pEnt->GetCollisionGroup() != COLLISION_GROUP_NONE )
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return false;
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if ( pEnt->m_iHealth > 200 )
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return false;
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IMultiplayerPhysics *pPhysicsInterface = dynamic_cast< IMultiplayerPhysics * >( pEnt );
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if ( pPhysicsInterface )
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{
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if ( pPhysicsInterface->GetMultiplayerPhysicsMode() != PHYSICS_MULTIPLAYER_SOLID )
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return false;
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}
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else
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{
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if ((FClassnameIs( pEnt, "func_breakable" ) || FClassnameIs( pEnt, "func_breakable_surf" )))
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{
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if (FClassnameIs( pEnt, "func_breakable_surf" ))
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{
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// don't try to break it if it has already been broken
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CBreakableSurface *surf = static_cast< CBreakableSurface * >( pEnt );
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if ( surf->m_bIsBroken )
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return false;
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}
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}
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else if ( pEnt->PhysicsSolidMaskForEntity() & CONTENTS_PLAYERCLIP )
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{
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// hostages and players use CONTENTS_PLAYERCLIP, so we can use it to ignore them
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return false;
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}
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}
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IBreakableWithPropData *pBreakableInterface = dynamic_cast< IBreakableWithPropData * >( pEnt );
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if ( pBreakableInterface )
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{
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// Bullets don't damage it - ignore
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if ( pBreakableInterface->GetDmgModBullet() <= 0.0f )
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{
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return false;
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}
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}
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CBreakableProp *pProp = dynamic_cast< CBreakableProp * >( pEnt );
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if ( pProp )
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{
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// It takes a large amount of damage to even scratch it - ignore
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if ( pProp->m_iMinHealthDmg >= 50 )
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{
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return false;
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}
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}
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return true;
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}
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#endif // !CLIENT_DLL
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//-----------------------------------------------------------------------------------------------------
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int GetPushawayEnts( CBaseCombatCharacter *pPushingEntity, CBaseEntity **ents, int nMaxEnts, float flPlayerExpand, int PartitionMask, CPushAwayEnumerator *enumerator )
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{
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Vector vExpand( flPlayerExpand, flPlayerExpand, flPlayerExpand );
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Ray_t ray;
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ray.Init( pPushingEntity->GetAbsOrigin(), pPushingEntity->GetAbsOrigin(), pPushingEntity->GetCollideable()->OBBMins() - vExpand, pPushingEntity->GetCollideable()->OBBMaxs() + vExpand );
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CPushAwayEnumerator *physPropEnum = NULL;
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if ( !enumerator )
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{
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physPropEnum = new CPushAwayEnumerator( ents, nMaxEnts );
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enumerator = physPropEnum;
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}
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partition->EnumerateElementsAlongRay( PartitionMask, ray, false, enumerator );
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int numHit = enumerator->m_nAlreadyHit;
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if ( physPropEnum )
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delete physPropEnum;
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return numHit;
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}
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void AvoidPushawayProps( CBaseCombatCharacter *pPlayer, CUserCmd *pCmd )
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{
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// Figure out what direction we're moving and the extents of the box we're going to sweep
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// against physics objects.
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Vector currentdir;
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Vector rightdir;
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AngleVectors( pCmd->viewangles, ¤tdir, &rightdir, NULL );
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CBaseEntity *props[512];
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#ifdef CLIENT_DLL
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int nEnts = GetPushawayEnts( pPlayer, props, ARRAYSIZE( props ), 0.0f, PARTITION_CLIENT_SOLID_EDICTS, NULL );
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#else
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int nEnts = GetPushawayEnts( pPlayer, props, ARRAYSIZE( props ), 0.0f, PARTITION_ENGINE_SOLID_EDICTS, NULL );
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#endif
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const Vector & ourCenter = pPlayer->WorldSpaceCenter();
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Vector nearestPropPoint;
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Vector nearestPlayerPoint;
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for ( int i=0; i < nEnts; i++ )
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{
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// Don't respond to this entity on the client unless it has PHYSICS_MULTIPLAYER_FULL set.
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IMultiplayerPhysics *pInterface = dynamic_cast<IMultiplayerPhysics*>( props[i] );
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if ( pInterface && pInterface->GetMultiplayerPhysicsMode() != PHYSICS_MULTIPLAYER_SOLID )
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continue;
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const float minMass = 10.0f; // minimum mass that can push a player back
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const float maxMass = 30.0f; // cap at a decently large value
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float mass = maxMass;
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if ( pInterface )
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{
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mass = pInterface->GetMass();
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}
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mass = clamp( mass, minMass, maxMass );
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mass = MAX( mass, 0 );
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mass /= maxMass; // bring into a 0..1 range
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// Push away from the collision point. The closer our center is to the collision point,
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// the harder we push away.
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props[i]->CollisionProp()->CalcNearestPoint( ourCenter, &nearestPropPoint );
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pPlayer->CollisionProp()->CalcNearestPoint( nearestPropPoint, &nearestPlayerPoint );
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Vector vPushAway = (nearestPlayerPoint - nearestPropPoint);
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float flDist = VectorNormalize( vPushAway );
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const float MaxPushawayDistance = 5.0f;
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if ( flDist > MaxPushawayDistance && !pPlayer->CollisionProp()->IsPointInBounds( nearestPropPoint ) )
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{
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continue;
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}
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// If we're not pushing, try from our center to the nearest edge of the prop
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if ( vPushAway.IsZero() )
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{
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vPushAway = (ourCenter - nearestPropPoint);
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flDist = VectorNormalize( vPushAway );
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}
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// If we're still not pushing, try from our center to the center of the prop
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if ( vPushAway.IsZero() )
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{
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vPushAway = (ourCenter - props[i]->WorldSpaceCenter());
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flDist = VectorNormalize( vPushAway );
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}
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flDist = MAX( flDist, 1 );
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float flForce = sv_pushaway_player_force.GetFloat() / flDist * mass;
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flForce = MIN( flForce, sv_pushaway_max_player_force.GetFloat() );
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#ifndef CLIENT_DLL
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pPlayer->PushawayTouch( props[i] );
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// We can get right up next to rotating doors before they start to move, so scale back our force so we don't go flying
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if ( FClassnameIs( props[i], "func_door_rotating" ) || FClassnameIs( props[i], "prop_door_rotating" ) )
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#endif
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{
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flForce *= 0.25f;
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}
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vPushAway *= flForce;
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pCmd->forwardmove += vPushAway.Dot( currentdir );
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pCmd->sidemove += vPushAway.Dot( rightdir );
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}
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}
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//-----------------------------------------------------------------------------------------------------
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void PerformObstaclePushaway( CBaseCombatCharacter *pPushingEntity )
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{
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if ( pPushingEntity->m_lifeState != LIFE_ALIVE )
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return;
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// Give a push to any barrels that we're touching.
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// The client handles adjusting our usercmd to push us away.
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CBaseEntity *props[256];
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#ifdef CLIENT_DLL
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// if sv_pushaway_clientside is disabled, clientside phys objects don't bounce away
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if ( sv_pushaway_clientside.GetInt() == 0 )
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return;
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// if sv_pushaway_clientside is 1, only local player can push them
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CBasePlayer *pPlayer = pPushingEntity->IsPlayer() ? (dynamic_cast< CBasePlayer * >(pPushingEntity)) : NULL;
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if ( (sv_pushaway_clientside.GetInt() == 1) && (!pPlayer || !pPlayer->IsLocalPlayer()) )
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return;
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int nEnts = GetPushawayEnts( pPushingEntity, props, ARRAYSIZE( props ), 3.0f, PARTITION_CLIENT_RESPONSIVE_EDICTS, NULL );
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#else
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int nEnts = GetPushawayEnts( pPushingEntity, props, ARRAYSIZE( props ), 3.0f, PARTITION_ENGINE_SOLID_EDICTS, NULL );
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#endif
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for ( int i=0; i < nEnts; i++ )
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{
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// If this entity uas PHYSICS_MULTIPLAYER_FULL set (ie: it's not just debris), and we're moving too slow, don't push it away.
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// Instead, let the client bounce off it. This allows players to get close to and duck behind things without knocking them over.
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IMultiplayerPhysics *pInterface = dynamic_cast<IMultiplayerPhysics*>( props[i] );
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if ( pInterface && pInterface->GetMultiplayerPhysicsMode() == PHYSICS_MULTIPLAYER_SOLID )
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{
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if ( pPushingEntity->GetAbsVelocity().Length2D() < sv_pushaway_min_player_speed.GetFloat() )
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continue;
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}
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IPhysicsObject *pObj = props[i]->VPhysicsGetObject();
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if ( pObj )
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{
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Vector vPushAway = (props[i]->WorldSpaceCenter() - pPushingEntity->WorldSpaceCenter());
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vPushAway.z = 0;
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float flDist = VectorNormalize( vPushAway );
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flDist = MAX( flDist, 1 );
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float flForce = sv_pushaway_force.GetFloat() / flDist;
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flForce = MIN( flForce, sv_pushaway_max_force.GetFloat() );
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pObj->ApplyForceOffset( vPushAway * flForce, pPushingEntity->WorldSpaceCenter() );
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}
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}
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}
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