hl2_src-leak-2017/src/game/server/gib.cpp

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: A gib is a chunk of a body, or a piece of wood/metal/rocks/etc.
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//===========================================================================//
#include "cbase.h"
#include "gib.h"
#include "soundent.h"
#include "func_break.h" // For materials
#include "player.h"
#include "vstdlib/random.h"
#include "ai_utils.h"
#include "EntityFlame.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern Vector g_vecAttackDir; // In globals.cpp
BEGIN_DATADESC( CGib )
// gibs are not saved/restored
// DEFINE_FIELD( m_bloodColor, FIELD_INTEGER ),
// DEFINE_FIELD( m_hSprite, FIELD_EHANDLE ),
// DEFINE_FIELD( m_cBloodDecals, FIELD_INTEGER ),
// DEFINE_FIELD( m_material, FIELD_INTEGER ),
// DEFINE_FIELD( m_lifeTime, FIELD_TIME ),
// DEFINE_FIELD( m_pSprite, CSprite ),
// DEFINE_FIELD( m_hFlame, FIELD_EHANDLE ),
// DEFINE_FIELD( m_hPhysicsAttacker, FIELD_EHANDLE ),
// DEFINE_FIELD( m_flLastPhysicsInfluenceTime, FIELD_TIME ),
// DEFINE_FIELD( m_bForceRemove, FIELD_BOOLEAN ),
// Function pointers
DEFINE_ENTITYFUNC( BounceGibTouch ),
DEFINE_ENTITYFUNC( StickyGibTouch ),
DEFINE_THINKFUNC( WaitTillLand ),
DEFINE_THINKFUNC( DieThink ),
END_DATADESC()
// HACKHACK -- The gib velocity equations don't work
void CGib::LimitVelocity( void )
{
Vector vecNewVelocity = GetAbsVelocity();
float length = VectorNormalize( vecNewVelocity );
// ceiling at 1500. The gib velocity equation is not bounded properly. Rather than tune it
// in 3 separate places again, I'll just limit it here.
if ( length > 1500.0 )
{
vecNewVelocity *= 1500; // This should really be sv_maxvelocity * 0.75 or something
SetAbsVelocity( vecNewVelocity );
}
}
void CGib::SpawnStickyGibs( CBaseEntity *pVictim, Vector vecOrigin, int cGibs )
{
int i;
if ( g_Language.GetInt() == LANGUAGE_GERMAN )
{
// no sticky gibs in germany right now!
return;
}
for ( i = 0 ; i < cGibs ; i++ )
{
CGib *pGib = (CGib *)CreateEntityByName( "gib" );
pGib->Spawn( "models/stickygib.mdl" );
pGib->m_nBody = random->RandomInt(0,2);
if ( pVictim )
{
pGib->SetLocalOrigin(
Vector( vecOrigin.x + random->RandomFloat( -3, 3 ),
vecOrigin.y + random->RandomFloat( -3, 3 ),
vecOrigin.z + random->RandomFloat( -3, 3 ) ) );
// make the gib fly away from the attack vector
Vector vecNewVelocity = g_vecAttackDir * -1;
// mix in some noise
vecNewVelocity.x += random->RandomFloat ( -0.15, 0.15 );
vecNewVelocity.y += random->RandomFloat ( -0.15, 0.15 );
vecNewVelocity.z += random->RandomFloat ( -0.15, 0.15 );
vecNewVelocity *= 900;
QAngle vecAngVelocity( random->RandomFloat ( 250, 400 ), random->RandomFloat ( 250, 400 ), 0 );
pGib->SetLocalAngularVelocity( vecAngVelocity );
// copy owner's blood color
pGib->SetBloodColor( pVictim->BloodColor() );
pGib->AdjustVelocityBasedOnHealth( pVictim->m_iHealth, vecNewVelocity );
pGib->SetAbsVelocity( vecNewVelocity );
pGib->SetMoveType( MOVETYPE_FLYGRAVITY );
pGib->RemoveSolidFlags( FSOLID_NOT_SOLID );
pGib->SetCollisionBounds( vec3_origin, vec3_origin );
pGib->SetTouch ( &CGib::StickyGibTouch );
pGib->SetThink (NULL);
}
pGib->LimitVelocity();
}
}
void CGib::SpawnHeadGib( CBaseEntity *pVictim )
{
CGib *pGib = CREATE_ENTITY( CGib, "gib" );
if ( g_Language.GetInt() == LANGUAGE_GERMAN )
{
pGib->Spawn( "models/germangibs.mdl" );// throw one head
pGib->m_nBody = 0;
}
else
{
pGib->Spawn( "models/gibs/hgibs.mdl" );// throw one head
pGib->m_nBody = 0;
}
if ( pVictim )
{
Vector vecNewVelocity = pGib->GetAbsVelocity();
pGib->SetLocalOrigin( pVictim->EyePosition() );
edict_t *pentPlayer = UTIL_FindClientInPVS( pGib->edict() );
if ( random->RandomInt ( 0, 100 ) <= 5 && pentPlayer )
{
// 5% chance head will be thrown at player's face.
CBasePlayer *player = (CBasePlayer *)CBaseEntity::Instance( pentPlayer );
if ( player )
{
vecNewVelocity = ( player->EyePosition() ) - pGib->GetAbsOrigin();
VectorNormalize(vecNewVelocity);
vecNewVelocity *= 300;
vecNewVelocity.z += 100;
}
}
else
{
vecNewVelocity = Vector (random->RandomFloat(-100,100), random->RandomFloat(-100,100), random->RandomFloat(200,300));
}
QAngle vecNewAngularVelocity = pGib->GetLocalAngularVelocity();
vecNewAngularVelocity.x = random->RandomFloat ( 100, 200 );
vecNewAngularVelocity.y = random->RandomFloat ( 100, 300 );
pGib->SetLocalAngularVelocity( vecNewAngularVelocity );
// copy owner's blood color
pGib->SetBloodColor( pVictim->BloodColor() );
pGib->AdjustVelocityBasedOnHealth( pVictim->m_iHealth, vecNewVelocity );
pGib->SetAbsVelocity( vecNewVelocity );
}
pGib->LimitVelocity();
}
//-----------------------------------------------------------------------------
// Blood color (see BLOOD_COLOR_* macros in baseentity.h)
//-----------------------------------------------------------------------------
void CGib::SetBloodColor( int nBloodColor )
{
m_bloodColor = nBloodColor;
}
//------------------------------------------------------------------------------
// A little piece of duplicated code
//------------------------------------------------------------------------------
void CGib::AdjustVelocityBasedOnHealth( int nHealth, Vector &vecVelocity )
{
if ( nHealth > -50)
{
vecVelocity *= 0.7;
}
else if ( nHealth > -200)
{
vecVelocity *= 2;
}
else
{
vecVelocity *= 4;
}
}
//------------------------------------------------------------------------------
// Purpose : Initialize a gibs position and velocity
// Input :
// Output :
//------------------------------------------------------------------------------
void CGib::InitGib( CBaseEntity *pVictim, float fMinVelocity, float fMaxVelocity )
{
// ------------------------------------------------------------------------
// If have a pVictim spawn the gib somewhere in the pVictim's bounding volume
// ------------------------------------------------------------------------
if ( pVictim )
{
// Find a random position within the bounding box (add 1 to Z to get it out of the ground)
Vector vecOrigin;
pVictim->CollisionProp()->RandomPointInBounds( vec3_origin, Vector( 1, 1, 1 ), &vecOrigin );
vecOrigin.z += 1.0f;
SetAbsOrigin( vecOrigin );
// make the gib fly away from the attack vector
Vector vecNewVelocity = g_vecAttackDir * -1;
// mix in some noise
vecNewVelocity.x += random->RandomFloat ( -0.25, 0.25 );
vecNewVelocity.y += random->RandomFloat ( -0.25, 0.25 );
vecNewVelocity.z += random->RandomFloat ( -0.25, 0.25 );
vecNewVelocity *= random->RandomFloat ( fMaxVelocity, fMinVelocity );
QAngle vecNewAngularVelocity = GetLocalAngularVelocity();
vecNewAngularVelocity.x = random->RandomFloat ( 100, 200 );
vecNewAngularVelocity.y = random->RandomFloat ( 100, 300 );
SetLocalAngularVelocity( vecNewAngularVelocity );
// copy owner's blood color
SetBloodColor( pVictim->BloodColor() );
AdjustVelocityBasedOnHealth( pVictim->m_iHealth, vecNewVelocity );
// Attempt to be physical if we can
if ( VPhysicsInitNormal( SOLID_BBOX, 0, false ) )
{
IPhysicsObject *pObj = VPhysicsGetObject();
if ( pObj != NULL )
{
AngularImpulse angImpulse = RandomAngularImpulse( -500, 500 );
pObj->AddVelocity( &vecNewVelocity, &angImpulse );
}
}
else
{
SetSolid( SOLID_BBOX );
SetCollisionBounds( vec3_origin, vec3_origin );
SetAbsVelocity( vecNewVelocity );
}
SetCollisionGroup( COLLISION_GROUP_DEBRIS );
}
LimitVelocity();
}
//------------------------------------------------------------------------------
// Purpose : Given an .mdl file with gibs and the number of gibs in the file
// spawns them in pVictim's bounding box
// Input :
// Output :
//------------------------------------------------------------------------------
void CGib::SpawnSpecificGibs( CBaseEntity* pVictim,
int nNumGibs,
float vMinVelocity,
float vMaxVelocity,
const char* cModelName,
float flLifetime)
{
for (int i=0;i<nNumGibs;i++)
{
CGib *pGib = CREATE_ENTITY( CGib, "gib" );
pGib->Spawn( cModelName );
pGib->m_nBody = i;
pGib->InitGib( pVictim, vMinVelocity, vMaxVelocity );
pGib->m_lifeTime = flLifetime;
if ( pVictim != NULL )
{
pGib->SetOwnerEntity( pVictim );
}
}
}
//------------------------------------------------------------------------------
// Purpose : Spawn random gibs of the given gib type
// Input :
// Output :
//------------------------------------------------------------------------------
void CGib::SpawnRandomGibs( CBaseEntity *pVictim, int cGibs, GibType_e eGibType )
{
int cSplat;
for ( cSplat = 0 ; cSplat < cGibs ; cSplat++ )
{
CGib *pGib = CREATE_ENTITY( CGib, "gib" );
if ( g_Language.GetInt() == LANGUAGE_GERMAN )
{
pGib->Spawn( "models/germangibs.mdl" );
pGib->m_nBody = random->RandomInt(0,GERMAN_GIB_COUNT-1);
}
else
{
switch (eGibType)
{
case GIB_HUMAN:
// human pieces
pGib->Spawn( "models/gibs/hgibs.mdl" );
pGib->m_nBody = random->RandomInt(1,HUMAN_GIB_COUNT-1);// start at one to avoid throwing random amounts of skulls (0th gib)
break;
case GIB_ALIEN:
// alien pieces
pGib->Spawn( "models/gibs/agibs.mdl" );
pGib->m_nBody = random->RandomInt(0,ALIEN_GIB_COUNT-1);
break;
}
}
pGib->InitGib( pVictim, 300, 400);
}
}
//=========================================================
// WaitTillLand - in order to emit their meaty scent from
// the proper location, gibs should wait until they stop
// bouncing to emit their scent. That's what this function
// does.
//=========================================================
void CGib::WaitTillLand ( void )
{
if (!IsInWorld())
{
UTIL_Remove( this );
return;
}
if ( GetAbsVelocity() == vec3_origin )
{
SetRenderColorA( 255 );
m_nRenderMode = kRenderTransTexture;
if ( GetMoveType() != MOVETYPE_VPHYSICS )
{
AddSolidFlags( FSOLID_NOT_SOLID );
}
SetLocalAngularVelocity( vec3_angle );
SetNextThink( gpGlobals->curtime + m_lifeTime );
SetThink ( &CGib::SUB_FadeOut );
if ( GetSprite() )
{
CSprite *pSprite = dynamic_cast<CSprite*>( GetSprite() );
if ( pSprite )
{
//Adrian - Why am I doing this? Check InitPointGib for the answer!
if ( m_lifeTime == 0 )
m_lifeTime = random->RandomFloat( 1, 3 );
pSprite->FadeAndDie( m_lifeTime );
}
}
if ( GetFlame() )
{
CEntityFlame *pFlame = dynamic_cast< CEntityFlame*>( GetFlame() );
if ( pFlame )
{
pFlame->SetLifetime( 1.0f );
}
}
// If you bleed, you stink!
if ( m_bloodColor != DONT_BLEED )
{
// ok, start stinkin!
// FIXME: It's too easy to fill up the sound queue with all these meat sounds
// CSoundEnt::InsertSound ( SOUND_MEAT, GetAbsOrigin(), 384, 25 );
}
}
else
{
// wait and check again in another half second.
SetNextThink( gpGlobals->curtime + 0.5f );
}
}
bool CGib::SUB_AllowedToFade( void )
{
if( VPhysicsGetObject() )
{
if( VPhysicsGetObject()->GetGameFlags() & FVPHYSICS_PLAYER_HELD || GetEFlags() & EFL_IS_BEING_LIFTED_BY_BARNACLE )
return false;
}
CBasePlayer *pPlayer = ( AI_IsSinglePlayer() ) ? UTIL_GetLocalPlayer() : NULL;
if ( pPlayer && pPlayer->FInViewCone( this ) && m_bForceRemove == false )
{
return false;
}
return true;
}
void CGib::DieThink ( void )
{
if ( GetSprite() )
{
CSprite *pSprite = dynamic_cast<CSprite*>( GetSprite() );
if ( pSprite )
{
pSprite->FadeAndDie( 0.0 );
}
}
if ( GetFlame() )
{
CEntityFlame *pFlame = dynamic_cast< CEntityFlame*>( GetFlame() );
if ( pFlame )
{
pFlame->SetLifetime( 1.0f );
}
}
if ( g_pGameRules->IsMultiplayer() )
{
UTIL_Remove( this );
}
else
{
SetThink ( &CGib::SUB_FadeOut );
SetNextThink( gpGlobals->curtime );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CGib::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
CBasePlayer *pPlayer = ToBasePlayer( pActivator );
if ( pPlayer )
{
pPlayer->PickupObject( this );
}
}
//-----------------------------------------------------------------------------
// Physics Attacker
//-----------------------------------------------------------------------------
void CGib::SetPhysicsAttacker( CBasePlayer *pEntity, float flTime )
{
m_hPhysicsAttacker = pEntity;
m_flLastPhysicsInfluenceTime = flTime;
}
//-----------------------------------------------------------------------------
// Purpose: Keep track of physgun influence
//-----------------------------------------------------------------------------
void CGib::OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason )
{
SetPhysicsAttacker( pPhysGunUser, gpGlobals->curtime );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CGib::OnPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t Reason )
{
SetPhysicsAttacker( pPhysGunUser, gpGlobals->curtime );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
CBasePlayer *CGib::HasPhysicsAttacker( float dt )
{
if (gpGlobals->curtime - dt <= m_flLastPhysicsInfluenceTime)
{
return m_hPhysicsAttacker;
}
return NULL;
}
//
// Gib bounces on the ground or wall, sponges some blood down, too!
//
void CGib::BounceGibTouch ( CBaseEntity *pOther )
{
Vector vecSpot;
trace_t tr;
IPhysicsObject *pPhysics = VPhysicsGetObject();
if ( pPhysics )
return;
//if ( random->RandomInt(0,1) )
// return;// don't bleed everytime
if (GetFlags() & FL_ONGROUND)
{
SetAbsVelocity( GetAbsVelocity() * 0.9 );
QAngle angles = GetLocalAngles();
angles.x = 0;
angles.z = 0;
SetLocalAngles( angles );
QAngle angVel = GetLocalAngularVelocity();
angVel.x = 0;
angVel.z = 0;
SetLocalAngularVelocity( vec3_angle );
}
else
{
if ( g_Language.GetInt() != LANGUAGE_GERMAN && m_cBloodDecals > 0 && m_bloodColor != DONT_BLEED )
{
vecSpot = GetAbsOrigin() + Vector ( 0 , 0 , 8 );//move up a bit, and trace down.
UTIL_TraceLine ( vecSpot, vecSpot + Vector ( 0, 0, -24 ), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr);
UTIL_BloodDecalTrace( &tr, m_bloodColor );
m_cBloodDecals--;
}
if ( m_material != matNone && random->RandomInt(0,2) == 0 )
{
float volume;
float zvel = fabs(GetAbsVelocity().z);
volume = 0.8f * MIN(1.0, ((float)zvel) / 450.0f);
CBreakable::MaterialSoundRandom( entindex(), (Materials)m_material, volume );
}
}
}
//
// Sticky gib puts blood on the wall and stays put.
//
void CGib::StickyGibTouch ( CBaseEntity *pOther )
{
Vector vecSpot;
trace_t tr;
SetThink ( &CGib::SUB_Remove );
SetNextThink( gpGlobals->curtime + 10 );
if ( !FClassnameIs( pOther, "worldspawn" ) )
{
SetNextThink( gpGlobals->curtime );
return;
}
UTIL_TraceLine ( GetAbsOrigin(), GetAbsOrigin() + GetAbsVelocity() * 32, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr);
UTIL_BloodDecalTrace( &tr, m_bloodColor );
Vector vecForward = tr.plane.normal * -1;
QAngle angles;
VectorAngles( vecForward, angles );
SetLocalAngles( angles );
SetAbsVelocity( vec3_origin );
SetLocalAngularVelocity( vec3_angle );
SetMoveType( MOVETYPE_NONE );
}
//
// Throw a chunk
//
void CGib::Spawn( const char *szGibModel )
{
SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE );
SetFriction(0.55); // deading the bounce a bit
// sometimes an entity inherits the edict from a former piece of glass,
// and will spawn using the same render FX or m_nRenderMode! bad!
SetRenderColorA( 255 );
m_nRenderMode = kRenderNormal;
m_nRenderFX = kRenderFxNone;
// hopefully this will fix the VELOCITY TOO LOW crap
m_takedamage = DAMAGE_EVENTS_ONLY;
SetSolid( SOLID_BBOX );
AddSolidFlags( FSOLID_NOT_STANDABLE );
SetCollisionGroup( COLLISION_GROUP_DEBRIS );
SetModel( szGibModel );
#ifdef HL1_DLL
SetElasticity( 1.0 );
UTIL_SetSize( this, vec3_origin, vec3_origin );
#endif//HL1_DLL
SetNextThink( gpGlobals->curtime + 4 );
m_lifeTime = 25;
SetTouch ( &CGib::BounceGibTouch );
m_bForceRemove = false;
m_material = matNone;
m_cBloodDecals = 5;// how many blood decals this gib can place (1 per bounce until none remain).
}
//-----------------------------------------------------------------------------
// Spawn a gib with a finite lifetime, after which it will fade out.
//-----------------------------------------------------------------------------
void CGib::Spawn( const char *szGibModel, float flLifetime )
{
Spawn( szGibModel );
m_lifeTime = flLifetime;
SetThink ( &CGib::SUB_FadeOut );
SetNextThink( gpGlobals->curtime + m_lifeTime );
}
LINK_ENTITY_TO_CLASS( gib, CGib );
CBaseEntity *CreateRagGib( const char *szModel, const Vector &vecOrigin, const QAngle &vecAngles, const Vector &vecForce, float flFadeTime, bool bShouldIgnite )
{
CRagGib *pGib;
pGib = (CRagGib*)CreateEntityByName( "raggib" );
pGib->SetLocalAngles( vecAngles );
if ( !pGib )
{
Msg( "**Can't create ragdoll gib!\n" );
return NULL;
}
if ( bShouldIgnite )
{
CBaseAnimating *pAnimating = pGib->GetBaseAnimating();
if (pAnimating != NULL )
{
pAnimating->Ignite( random->RandomFloat( 8.0, 12.0 ), false );
}
}
pGib->Spawn( szModel, vecOrigin, vecForce, flFadeTime );
return pGib;
}
void CRagGib::Spawn( const char *szModel, const Vector &vecOrigin, const Vector &vecForce, float flFadeTime = 0.0 )
{
SetSolid( SOLID_BBOX );
AddSolidFlags( FSOLID_NOT_SOLID );
SetModel( szModel );
UTIL_SetSize(this, vec3_origin, vec3_origin);
UTIL_SetOrigin( this, vecOrigin );
if ( !BecomeRagdollOnClient( vecForce ) )
{
AddSolidFlags( FSOLID_NOT_STANDABLE );
RemoveSolidFlags( FSOLID_NOT_SOLID );
if( flFadeTime > 0.0 )
{
SUB_StartFadeOut( flFadeTime );
}
}
}
LINK_ENTITY_TO_CLASS( raggib, CRagGib );