mirror of
https://github.com/alliedmodders/hl2sdk.git
synced 2025-09-19 20:16:10 +08:00
First version of the SOurce SDK 2013
This commit is contained in:
222
game/server/CRagdollMagnet.cpp
Normal file
222
game/server/CRagdollMagnet.cpp
Normal file
@ -0,0 +1,222 @@
|
||||
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================//
|
||||
#include "cbase.h"
|
||||
#include "game.h"
|
||||
#include "CRagdollMagnet.h"
|
||||
#include "cplane.h"
|
||||
|
||||
ConVar ai_debug_ragdoll_magnets( "ai_debug_ragdoll_magnets", "0");
|
||||
|
||||
// memdbgon must be the last include file in a .cpp file!!!
|
||||
#include "tier0/memdbgon.h"
|
||||
|
||||
LINK_ENTITY_TO_CLASS( phys_ragdollmagnet, CRagdollMagnet );
|
||||
BEGIN_DATADESC( CRagdollMagnet )
|
||||
DEFINE_KEYFIELD( m_radius, FIELD_FLOAT, "radius" ),
|
||||
DEFINE_KEYFIELD( m_force, FIELD_FLOAT, "force" ),
|
||||
DEFINE_KEYFIELD( m_axis, FIELD_VECTOR, "axis" ),
|
||||
DEFINE_KEYFIELD( m_bDisabled, FIELD_BOOLEAN, "StartDisabled" ),
|
||||
|
||||
DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ),
|
||||
DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),
|
||||
|
||||
END_DATADESC()
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose:
|
||||
// Input : &inputdata -
|
||||
//-----------------------------------------------------------------------------
|
||||
void CRagdollMagnet::InputEnable( inputdata_t &inputdata )
|
||||
{
|
||||
Enable( true );
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose:
|
||||
// Input : &inputdata -
|
||||
//-----------------------------------------------------------------------------
|
||||
void CRagdollMagnet::InputDisable( inputdata_t &inputdata )
|
||||
{
|
||||
Enable( false );
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Find the ragdoll magnet entity that should pull this entity's ragdoll
|
||||
// Input : *pNPC - the npc that's dying
|
||||
// Output : CRagdollMagnet - the magnet that's best to use.
|
||||
//
|
||||
// NOTES:
|
||||
//
|
||||
// The nearest ragdoll magnet pulls me in IF:
|
||||
// - Present
|
||||
// - I'm within the magnet's RADIUS
|
||||
// - LATER: There is clear line of sight from my center to the magnet
|
||||
// - LATER: I'm not flagged to ignore ragdoll magnets
|
||||
// - LATER: The magnet is not turned OFF
|
||||
//-----------------------------------------------------------------------------
|
||||
CRagdollMagnet *CRagdollMagnet::FindBestMagnet( CBaseEntity *pNPC )
|
||||
{
|
||||
CRagdollMagnet *pMagnet = NULL;
|
||||
CRagdollMagnet *pBestMagnet;
|
||||
|
||||
float flClosestDist;
|
||||
|
||||
// Assume we won't find one.
|
||||
pBestMagnet = NULL;
|
||||
flClosestDist = FLT_MAX;
|
||||
|
||||
do
|
||||
{
|
||||
pMagnet = (CRagdollMagnet *)gEntList.FindEntityByClassname( pMagnet, "phys_ragdollmagnet" );
|
||||
|
||||
if( pMagnet && pMagnet->IsEnabled() )
|
||||
{
|
||||
if( pMagnet->m_target != NULL_STRING )
|
||||
{
|
||||
// if this magnet has a target, only affect that target!
|
||||
if( pNPC->GetEntityName() == pMagnet->m_target )
|
||||
{
|
||||
return pMagnet;
|
||||
}
|
||||
else
|
||||
{
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
float flDist;
|
||||
flDist = pMagnet->DistToPoint( pNPC->WorldSpaceCenter() );
|
||||
|
||||
if( flDist < flClosestDist && flDist <= pMagnet->GetRadius() )
|
||||
{
|
||||
// This is the closest magnet that can pull this npc.
|
||||
flClosestDist = flDist;
|
||||
pBestMagnet = pMagnet;
|
||||
}
|
||||
}
|
||||
|
||||
} while( pMagnet );
|
||||
|
||||
return pBestMagnet;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Get the force that we should add to this NPC's ragdoll.
|
||||
// Input : *pNPC -
|
||||
// Output : Vector
|
||||
//
|
||||
// NOTE: This function assumes pNPC is within this magnet's radius.
|
||||
//-----------------------------------------------------------------------------
|
||||
Vector CRagdollMagnet::GetForceVector( CBaseEntity *pNPC )
|
||||
{
|
||||
Vector vecForceToApply;
|
||||
|
||||
if( IsBarMagnet() )
|
||||
{
|
||||
CPlane axis;
|
||||
Vector vecForceDir;
|
||||
Vector vecClosest;
|
||||
|
||||
CalcClosestPointOnLineSegment( pNPC->WorldSpaceCenter(), GetAbsOrigin(), m_axis, vecClosest, NULL );
|
||||
|
||||
vecForceDir = (vecClosest - pNPC->WorldSpaceCenter() );
|
||||
VectorNormalize( vecForceDir );
|
||||
|
||||
vecForceToApply = vecForceDir * m_force;
|
||||
}
|
||||
else
|
||||
{
|
||||
Vector vecForce;
|
||||
|
||||
vecForce = GetAbsOrigin() - pNPC->WorldSpaceCenter();
|
||||
VectorNormalize( vecForce );
|
||||
|
||||
vecForceToApply = vecForce * m_force;
|
||||
}
|
||||
|
||||
if( ai_debug_ragdoll_magnets.GetBool() )
|
||||
{
|
||||
IPhysicsObject *pPhysObject;
|
||||
|
||||
pPhysObject = pNPC->VPhysicsGetObject();
|
||||
|
||||
if( pPhysObject )
|
||||
{
|
||||
Msg("Ragdoll magnet adding %f inches/sec to %s\n", m_force/pPhysObject->GetMass(), pNPC->GetClassname() );
|
||||
}
|
||||
}
|
||||
|
||||
return vecForceToApply;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: How far away is this point? This is different for point and bar magnets
|
||||
// Input : &vecPoint - the point
|
||||
// Output : float - the dist
|
||||
//-----------------------------------------------------------------------------
|
||||
float CRagdollMagnet::DistToPoint( const Vector &vecPoint )
|
||||
{
|
||||
if( IsBarMagnet() )
|
||||
{
|
||||
// I'm a bar magnet, so the point's distance is really the plane constant.
|
||||
// A bar magnet is a cylinder who's length is AbsOrigin() to m_axis, and whose
|
||||
// diameter is m_radius.
|
||||
|
||||
// first we build two planes. The TOP and BOTTOM planes.
|
||||
// the idea is that vecPoint must be on the right side of both
|
||||
// planes to be affected by this particular magnet.
|
||||
// TOP and BOTTOM planes can be visualized as the 'caps' of the cylinder
|
||||
// that describes the bar magnet, and they point towards each other.
|
||||
// We're making sure vecPoint is between the caps.
|
||||
Vector vecAxis;
|
||||
|
||||
vecAxis = GetAxisVector();
|
||||
VectorNormalize( vecAxis );
|
||||
|
||||
CPlane top, bottom;
|
||||
|
||||
bottom.InitializePlane( -vecAxis, m_axis );
|
||||
top.InitializePlane( vecAxis, GetAbsOrigin() );
|
||||
|
||||
if( top.PointInFront( vecPoint ) && bottom.PointInFront( vecPoint ) )
|
||||
{
|
||||
// This point is between the two caps, so calculate the distance
|
||||
// of vecPoint from the axis of the bar magnet
|
||||
CPlane axis;
|
||||
Vector vecUp;
|
||||
Vector vecRight;
|
||||
|
||||
// Horizontal and Vertical distances.
|
||||
float hDist, vDist;
|
||||
|
||||
// Need to get a vector that's right-hand to m_axis
|
||||
VectorVectors( vecAxis, vecRight, vecUp );
|
||||
|
||||
//CrossProduct( vecAxis, vecUp, vecRight );
|
||||
//VectorNormalize( vecRight );
|
||||
//VectorNormalize( vecUp );
|
||||
|
||||
// Set up the plane to measure horizontal dist.
|
||||
axis.InitializePlane( vecRight, GetAbsOrigin() );
|
||||
hDist = fabs( axis.PointDist( vecPoint ) );
|
||||
|
||||
axis.InitializePlane( vecUp, GetAbsOrigin() );
|
||||
vDist = fabs( axis.PointDist( vecPoint ) );
|
||||
|
||||
return MAX( hDist, vDist );
|
||||
}
|
||||
else
|
||||
{
|
||||
return FLT_MAX;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// I'm a point magnet. Just return dist
|
||||
return ( GetAbsOrigin() - vecPoint ).Length();
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user