sqwarmed/sdk_src/game/server/item_world.cpp

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2024-08-29 19:18:30 -04:00
//===== Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose: Handling for the base world item. Most of this was moved from items.cpp.
//
// $NoKeywords: $
//===========================================================================//
#include "cbase.h"
#include "player.h"
#include "items.h"
#include "gamerules.h"
#include "engine/IEngineSound.h"
#include "iservervehicle.h"
#include "physics_saverestore.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define ITEM_PICKUP_BOX_BLOAT 24
class CWorldItem : public CBaseAnimating
{
DECLARE_DATADESC();
public:
DECLARE_CLASS( CWorldItem, CBaseAnimating );
bool KeyValue( const char *szKeyName, const char *szValue );
void Spawn( void );
int m_iType;
};
LINK_ENTITY_TO_CLASS(world_items, CWorldItem);
BEGIN_DATADESC( CWorldItem )
DEFINE_FIELD( m_iType, FIELD_INTEGER ),
END_DATADESC()
bool CWorldItem::KeyValue( const char *szKeyName, const char *szValue )
{
if (FStrEq(szKeyName, "type"))
{
m_iType = atoi(szValue);
}
else
return BaseClass::KeyValue( szKeyName, szValue );
return true;
}
void CWorldItem::Spawn( void )
{
CBaseEntity *pEntity = NULL;
switch (m_iType)
{
case 44: // ITEM_BATTERY:
pEntity = CBaseEntity::Create( "item_battery", GetLocalOrigin(), GetLocalAngles() );
break;
case 45: // ITEM_SUIT:
pEntity = CBaseEntity::Create( "item_suit", GetLocalOrigin(), GetLocalAngles() );
break;
}
if (!pEntity)
{
Warning("unable to create world_item %d\n", m_iType );
}
else
{
pEntity->m_target = m_target;
pEntity->SetName( GetEntityName() );
pEntity->ClearSpawnFlags();
pEntity->AddSpawnFlags( m_spawnflags );
}
UTIL_RemoveImmediate( this );
}
BEGIN_DATADESC( CItem )
DEFINE_FIELD( m_bActivateWhenAtRest, FIELD_BOOLEAN ),
DEFINE_FIELD( m_vOriginalSpawnOrigin, FIELD_POSITION_VECTOR ),
DEFINE_FIELD( m_vOriginalSpawnAngles, FIELD_VECTOR ),
DEFINE_PHYSPTR( m_pConstraint ),
// Function Pointers
DEFINE_ENTITYFUNC( ItemTouch ),
DEFINE_THINKFUNC( Materialize ),
DEFINE_THINKFUNC( ComeToRest ),
// Outputs
DEFINE_OUTPUT( m_OnPlayerTouch, "OnPlayerTouch" ),
DEFINE_OUTPUT( m_OnCacheInteraction, "OnCacheInteraction" ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
CItem::CItem()
{
m_bActivateWhenAtRest = false;
}
CItem::~CItem()
{
if ( m_pConstraint )
{
physenv->DestroyConstraint( m_pConstraint );
m_pConstraint = NULL;
}
}
bool CItem::CreateItemVPhysicsObject( void )
{
// Create the object in the physics system
int nSolidFlags = GetSolidFlags() | FSOLID_NOT_STANDABLE;
if ( !m_bActivateWhenAtRest )
{
nSolidFlags |= FSOLID_TRIGGER;
}
if ( VPhysicsInitNormal( SOLID_VPHYSICS, nSolidFlags, false ) == NULL )
{
SetSolid( SOLID_BBOX );
AddSolidFlags( nSolidFlags );
// If it's not physical, drop it to the floor
if (UTIL_DropToFloor(this, MASK_SOLID) == 0)
{
Warning( "Item %s fell out of level at %f,%f,%f\n", GetClassname(), GetAbsOrigin().x, GetAbsOrigin().y, GetAbsOrigin().z);
UTIL_Remove( this );
return false;
}
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CItem::Spawn( void )
{
SetNetworkQuantizeOriginAngAngles( true );
if ( g_pGameRules->IsAllowedToSpawn( this ) == false )
{
UTIL_Remove( this );
return;
}
SetMoveType( MOVETYPE_FLYGRAVITY );
SetSolid( SOLID_BBOX );
SetBlocksLOS( false );
AddEFlags( EFL_NO_ROTORWASH_PUSH );
if( IsX360() )
{
AddEffects( EF_ITEM_BLINK );
}
// This will make them not collide with the player, but will collide
// against other items + weapons
SetCollisionGroup( COLLISION_GROUP_WEAPON );
if( HasBloatedCollision() )
{
CollisionProp()->UseTriggerBounds( true, ITEM_PICKUP_BOX_BLOAT );
}
SetTouch(&CItem::ItemTouch);
if ( CreateItemVPhysicsObject() == false )
return;
m_takedamage = DAMAGE_EVENTS_ONLY;
#if !defined( CLIENT_DLL )
// Constrained start?
if ( HasSpawnFlags( SF_ITEM_START_CONSTRAINED ) )
{
//Constrain the weapon in place
IPhysicsObject *pReferenceObject, *pAttachedObject;
pReferenceObject = g_PhysWorldObject;
pAttachedObject = VPhysicsGetObject();
if ( pReferenceObject && pAttachedObject )
{
constraint_fixedparams_t fixed;
fixed.Defaults();
fixed.InitWithCurrentObjectState( pReferenceObject, pAttachedObject );
fixed.constraint.forceLimit = lbs2kg( 10000 );
fixed.constraint.torqueLimit = lbs2kg( 10000 );
m_pConstraint = physenv->CreateFixedConstraint( pReferenceObject, pAttachedObject, NULL, fixed );
m_pConstraint->SetGameData( (void *) this );
}
}
#endif //CLIENT_DLL
Vector origin = GetAbsOrigin();
QAngle angles = GetAbsAngles();
NetworkQuantize( origin, angles );
SetAbsOrigin( origin );
SetAbsAngles( angles );
}
void CItem::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
CBasePlayer *pPlayer = ToBasePlayer( pActivator );
if ( pPlayer )
{
pPlayer->PickupObject( this );
}
}
extern int gEvilImpulse101;
//-----------------------------------------------------------------------------
// Activate when at rest, but don't allow pickup until then
//-----------------------------------------------------------------------------
void CItem::ActivateWhenAtRest()
{
RemoveSolidFlags( FSOLID_TRIGGER );
m_bActivateWhenAtRest = true;
SetThink( &CItem::ComeToRest );
SetNextThink( gpGlobals->curtime + 0.5f );
}
//-----------------------------------------------------------------------------
// Become touchable when we are at rest
//-----------------------------------------------------------------------------
void CItem::OnEntityEvent( EntityEvent_t event, void *pEventData )
{
BaseClass::OnEntityEvent( event, pEventData );
switch( event )
{
case ENTITY_EVENT_WATER_TOUCH:
{
// Delay rest for a sec, to avoid changing collision
// properties inside a collision callback.
SetThink( &CItem::ComeToRest );
SetNextThink( gpGlobals->curtime + 0.1f );
}
break;
}
}
//-----------------------------------------------------------------------------
// Become touchable when we are at rest
//-----------------------------------------------------------------------------
void CItem::ComeToRest( void )
{
if ( m_bActivateWhenAtRest )
{
m_bActivateWhenAtRest = false;
AddSolidFlags( FSOLID_TRIGGER );
SetThink( NULL );
}
}
//-----------------------------------------------------------------------------
// Purpose: Used to tell whether an item may be picked up by the player. This
// accounts for solid obstructions being in the way.
// Input : *pItem - item in question
// *pPlayer - player attempting the pickup
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool UTIL_ItemCanBeTouchedByPlayer( CBaseEntity *pItem, CBasePlayer *pPlayer )
{
if ( pItem == NULL || pPlayer == NULL )
return false;
// For now, always allow a vehicle riding player to pick up things they're driving over
if ( pPlayer->IsInAVehicle() )
return true;
// Get our test positions
Vector vecStartPos;
IPhysicsObject *pPhysObj = pItem->VPhysicsGetObject();
if ( pPhysObj != NULL )
{
// Use the physics hull's center
QAngle vecAngles;
pPhysObj->GetPosition( &vecStartPos, &vecAngles );
}
else
{
// Use the generic bbox center
vecStartPos = pItem->CollisionProp()->WorldSpaceCenter();
}
Vector vecEndPos = pPlayer->EyePosition();
// FIXME: This is the simple first try solution towards the problem. We need to take edges and shape more into account
// for this to be fully robust.
// Trace between to see if we're occluded
trace_t tr;
CTraceFilterSkipTwoEntities filter( pPlayer, pItem, COLLISION_GROUP_PLAYER_MOVEMENT );
UTIL_TraceLine( vecStartPos, vecEndPos, MASK_SOLID, &filter, &tr );
// Occluded
// FIXME: For now, we exclude starting in solid because there are cases where this doesn't matter
if ( tr.fraction < 1.0f )
return false;
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Whether or not the item can be touched and picked up by the player, taking
// into account obstructions and other hinderances
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CItem::ItemCanBeTouchedByPlayer( CBasePlayer *pPlayer )
{
return UTIL_ItemCanBeTouchedByPlayer( this, pPlayer );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : pOther -
//-----------------------------------------------------------------------------
void CItem::ItemTouch( CBaseEntity *pOther )
{
// Vehicles can touch items + pick them up
if ( pOther->GetServerVehicle() )
{
pOther = pOther->GetServerVehicle()->GetPassenger();
if ( !pOther )
return;
}
// if it's not a player, ignore
if ( !pOther->IsPlayer() )
return;
CBasePlayer *pPlayer = (CBasePlayer *)pOther;
// Must be a valid pickup scenario (no blocking). Though this is a more expensive
// check than some that follow, this has to be first Obecause it's the only one
// that inhibits firing the output OnCacheInteraction.
if ( ItemCanBeTouchedByPlayer( pPlayer ) == false )
return;
m_OnCacheInteraction.FireOutput(pOther, this);
// Can I even pick stuff up?
if ( !pPlayer->IsAllowedToPickupWeapons() )
return;
// ok, a player is touching this item, but can he have it?
if ( !g_pGameRules->CanHaveItem( pPlayer, this ) )
{
// no? Ignore the touch.
return;
}
if ( MyTouch( pPlayer ) )
{
m_OnPlayerTouch.FireOutput(pOther, this);
SetTouch( NULL );
SetThink( NULL );
// player grabbed the item.
g_pGameRules->PlayerGotItem( pPlayer, this );
if ( g_pGameRules->ItemShouldRespawn( this ) == GR_ITEM_RESPAWN_YES )
{
Respawn();
}
else
{
UTIL_Remove( this );
}
}
else if (gEvilImpulse101)
{
UTIL_Remove( this );
}
}
CBaseEntity* CItem::Respawn( void )
{
SetTouch( NULL );
AddEffects( EF_NODRAW );
VPhysicsDestroyObject();
SetMoveType( MOVETYPE_NONE );
SetSolid( SOLID_BBOX );
AddSolidFlags( FSOLID_TRIGGER );
UTIL_SetOrigin( this, g_pGameRules->VecItemRespawnSpot( this ) );// blip to whereever you should respawn.
SetAbsAngles( g_pGameRules->VecItemRespawnAngles( this ) );// set the angles.
UTIL_DropToFloor( this, MASK_SOLID );
RemoveAllDecals(); //remove any decals
SetThink ( &CItem::Materialize );
SetNextThink( gpGlobals->curtime + g_pGameRules->FlItemRespawnTime( this ) );
return this;
}
void CItem::Materialize( void )
{
CreateItemVPhysicsObject();
if ( IsEffectActive( EF_NODRAW ) )
{
// changing from invisible state to visible.
EmitSound( "Item.Materialize" );
RemoveEffects( EF_NODRAW );
DoMuzzleFlash();
}
SetTouch( &CItem::ItemTouch );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CItem::Precache()
{
BaseClass::Precache();
PrecacheScriptSound( "Item.Materialize" );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pPhysGunUser -
// PICKED_UP_BY_CANNON -
//-----------------------------------------------------------------------------
void CItem::OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason )
{
m_OnCacheInteraction.FireOutput(pPhysGunUser, this);
if ( reason == PICKED_UP_BY_CANNON )
{
// Expand the pickup box
CollisionProp()->UseTriggerBounds( true, ITEM_PICKUP_BOX_BLOAT * 2 );
if( m_pConstraint != NULL )
{
physenv->DestroyConstraint( m_pConstraint );
m_pConstraint = NULL;
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pPhysGunUser -
// reason -
//-----------------------------------------------------------------------------
void CItem::OnPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t reason )
{
// Restore the pickup box to the original
CollisionProp()->UseTriggerBounds( true, ITEM_PICKUP_BOX_BLOAT );
}