mirror of
https://github.com/shawns-valve/halflife.git
synced 2024-11-28 06:52:27 +00:00
580 lines
No EOL
12 KiB
C++
580 lines
No EOL
12 KiB
C++
#include "extdll.h"
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#include "entity_state.h"
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#include "pm_defs.h"
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#include "pm_movevars.h"
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#include "hud_iface.h"
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#include "com_model.h"
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#include "event_api.h"
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#include "com_weapons.h"
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#include "event_flags.h"
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#include "Ricochet_BSPFile.h"
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extern "C" playermove_t *pmove;
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extern int g_runfuncs;
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// Don't support more than MAX_PADS pads ( map still can load, but we'll just have some pads that don't predict. )
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#define MAX_PADS 256
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// We only care about two kinds of entities for now: Jump pads and their targets
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// FIXME: After loading, store a pointer from pad to target instead of looking up all the time.
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typedef enum
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{
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// Entity is a jump pad
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RIC_PAD = 0,
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// Entity is a target
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RIC_TARGET
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} ric_padtype_t;
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typedef struct
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{
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// Type of entity
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ric_padtype_t type;
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// Classname
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char classname[ 32 ];
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// Model name
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char modelname[ 32 ];
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// What this entity targets
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char target[ 32 ];
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// If entity is a target, the name tag it uses
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char targetname[ 32 ];
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// Orientation of the pad
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float angles[3];
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// Target origin
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float origin[3];
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// Bounding box of the pad
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float absmin[3];
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float absmax[3];
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// Model associated with the pad
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struct model_s *model;
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float height;
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} ric_pad_t;
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// Pad/Target entity database
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static ric_pad_t s_pads[ MAX_PADS ];
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static int s_num_pads = 0;
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// We'll use this for playing the jump sounds locally.
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static unsigned short s_usJump;
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/*
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==============================
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Ricochet_SetKeyValue
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Fill in key/values fro the pad
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==============================
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*/
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void Ricochet_SetKeyValue( ric_pad_t *pad, const char *key, const char *value )
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{
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float x, y, z;
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if ( !stricmp( key, "classname" ) )
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{
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strcpy( pad->classname, value );
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}
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else if ( !stricmp( key, "target" ) )
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{
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strcpy( pad->target, value );
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}
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else if ( !stricmp( key, "targetname" ) )
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{
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strcpy( pad->targetname, value );
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}
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else if ( !stricmp( key, "model" ) )
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{
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strcpy( pad->modelname, value );
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}
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else if ( !stricmp( key, "height" ) )
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{
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pad->height = atof( value );
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}
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else if ( !stricmp( key, "angles" ) )
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{
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if ( sscanf( value, "%f %f %f", &x, &y, &z ) == 3 )
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{
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pad->angles[ 0 ] = x ;
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pad->angles[ 1 ] = y;
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pad->angles[ 2 ] = z;
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}
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}
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else if ( !stricmp( key, "origin" ) )
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{
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if ( sscanf( value, "%f %f %f", &x, &y, &z ) == 3 )
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{
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pad->origin[ 0 ] = x;
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pad->origin[ 1 ] = y;
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pad->origin[ 2 ] = z;
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}
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}
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}
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/*
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==============================
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Ricochet_ParsePad
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Evaluate Key/Value pairs for the entity
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==============================
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*/
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char *Ricochet_ParsePad( char *buffer, ric_pad_t *pad, int *error )
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{
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char key[256];
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char token[ 1024 ];
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int n;
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memset( pad, 0, sizeof( *pad ) );
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while (1)
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{
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// Parse key
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buffer = gEngfuncs.COM_ParseFile ( buffer, token );
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if ( token[0] == '}' )
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break;
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// Ran out of input buffer?
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if ( !buffer )
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{
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*error = 1;
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break;
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}
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// Store off the key
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strcpy ( key, token );
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// Fix heynames with trailing spaces
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n = strlen( key );
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while (n && key[n-1] == ' ')
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{
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key[n-1] = 0;
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n--;
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}
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// Parse value
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buffer = gEngfuncs.COM_ParseFile ( buffer, token );
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// Ran out of buffer?
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if (!buffer)
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{
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*error = 1;
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break;
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}
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// Hit the end instead of a value?
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if ( token[0] == '}' )
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{
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*error = 1;
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break;
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}
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// Assign k/v pair
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Ricochet_SetKeyValue( pad, key, token );
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}
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// Return what's left in the stream
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return buffer;
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}
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/*
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==============================
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Ricochet_ProcessEnts
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Parse through entity lump looking for pads or targets
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==============================
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*/
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void Ricochet_ProcessEnts( char *buffer )
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{
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int i;
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char token[ 1024 ];
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ric_pad_t *pad = NULL;
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int error = 0;
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// parse entities from entity lump of .bsp file
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while (1)
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{
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// parse the opening brace
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buffer = gEngfuncs.COM_ParseFile ( buffer, token );
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if (!buffer)
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break;
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// Didn't find opening brace?
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if ( token[0] != '{' )
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{
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gEngfuncs.Con_Printf ("Ricochet_ProcessEnts: found %s when expecting {\n", token );
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return;
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}
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// Assume we're filling in this pad
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pad = &s_pads[ s_num_pads ];
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// Fill in data
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buffer = Ricochet_ParsePad( buffer, pad, &error );
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// Check for errors and abort if any
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if ( error )
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{
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gEngfuncs.Con_Printf ("Ricochet_ProcessEnts: error parsing entities\n" );
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return;
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}
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// Check classname
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if ( stricmp( pad->classname, "trigger_jump" ) && stricmp( pad->classname, "info_target" ) )
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continue;
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// Set type based on classname
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if ( !stricmp( pad->classname, "trigger_jump" ) )
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{
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pad->type = RIC_PAD;
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}
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else
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{
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pad->type = RIC_TARGET;
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}
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// Load up the model
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pad->model = gEngfuncs.CL_LoadModel( pad->modelname, NULL );
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if ( pad->model )
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{
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// Fill in abs bbox
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for ( i = 0; i < 3; i++ )
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{
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pad->absmin[ i ] = pad->model->mins[ i ] - 1.0;
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pad->absmax[ i ] = pad->model->maxs[ i ] + 1.0;
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}
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}
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// If we got to here, we're using the entity
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s_num_pads++;
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// No more room...
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if ( s_num_pads >= MAX_PADS )
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break;
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}
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}
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/*
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==============================
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Ricochet_LoadEntityLump
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Open the .bsp and read in the entity lump
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==============================
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*/
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char *Ricochet_LoadEntityLump( const char *filename )
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{
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int i;
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dheader_t header;
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int size = 0;
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lump_t *curLump;
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char *fileBuffer = NULL, *buffer, *entlump;
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fileBuffer = (char *)gEngfuncs.COM_LoadFile((char *)filename, 5, &size);
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if (size < sizeof(dheader_t))
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return NULL;
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// Read in the .bsp header
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memcpy(&header, fileBuffer, sizeof(dheader_t));
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// Check the version
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i = header.version;
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if ( i != 29 && i != 30)
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{
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gEngfuncs.COM_FreeFile(fileBuffer);
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gEngfuncs.Con_Printf("Ricochet_LoadEntityLump: Map [%s] has incorrect BSP version (%i should be %i).\n", filename, i, BSPVERSION);
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return NULL;
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}
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// Get entity lump
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curLump = &header.lumps[ LUMP_ENTITIES ];
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// and entity lump size
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size = curLump->filelen;
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// Jump to it
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entlump = fileBuffer + curLump->fileofs;
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// Allocate sufficient memmory
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buffer = (char *)malloc( size + 1 );
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if ( !buffer )
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{
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gEngfuncs.COM_FreeFile(fileBuffer);
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gEngfuncs.Con_Printf("Ricochet_LoadEntityLump: Couldn't allocate %i bytes\n", size + 1 );
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return NULL;
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}
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// Read in the entity lump
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memcpy( buffer, entlump, size );
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// Terminate the string
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buffer[ size ] = '\0';
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if (fileBuffer)
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{
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gEngfuncs.COM_FreeFile(fileBuffer);
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}
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return buffer;
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}
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/*
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==============================
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Ricochet_LoadJumpPads
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Load in the .bsp file and process the entities
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==============================
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*/
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void Ricochet_LoadJumpPads( const char *map )
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{
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char *buffer = NULL;
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char filename[ 256 ];
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sprintf( filename, "%s/%s", gEngfuncs.pfnGetGameDirectory(), map );
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// TODO: Fix Slashes?
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// Reset count
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s_num_pads = 0;
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// Load entity lump
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buffer = Ricochet_LoadEntityLump( filename );
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if ( !buffer )
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return;
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// Process buffer and extract pads/targets
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Ricochet_ProcessEnts( buffer );
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// Discard buffer
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free( buffer );
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}
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/*
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==============================
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Ricochet_FindTarget
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Search entity list for target matching "name"
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==============================
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*/
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ric_pad_t *Ricochet_FindTarget( const char *name, int numpads, ric_pad_t *pads )
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{
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int i;
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ric_pad_t *target;
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// Find the target
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for ( i = 0; i < numpads; i++ )
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{
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target = &pads[ i ];
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if ( !target )
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continue;
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if ( stricmp( target->targetname, name ) )
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continue;
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return target;
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}
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return NULL;
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}
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/*
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==============================
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Ricochet_PadTouched
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Register impact ( impart velocity on player and if final function call, play appropriate jump sound )
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==============================
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*/
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void Ricochet_PadTouched( int numpads, ric_pad_t *pads, ric_pad_t *pad, struct local_state_s *player )
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{
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int i;
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ric_pad_t *target;
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float origin[ 3 ];
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pmtrace_t tr;
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float flGravity = pmove->movevars->gravity;
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float vecMidPoint[3];
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float end[ 3 ];
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// Ricochet jump pads use default jump height
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float flHeight = 150;
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float zero[ 3 ] = { 0.0, 0.0, 0.0 };
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// Find the target
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target = Ricochet_FindTarget( pad->target, numpads, pads );
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// Target now points to target pad
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for ( i = 0; i < 3; i++ )
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{
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origin[ i ] = player->playerstate.origin[ i ];
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// Get a rough idea of how high to launch
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vecMidPoint[ i ] = origin[ i ] + ( target->origin[ i ] - origin[ i ]) * 0.5;
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end[ i ] = vecMidPoint[ i ];
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}
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if ( pad->height != 0.0 )
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{
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flHeight = pad->height;
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}
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// Move up by height
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end[ 2 ] += flHeight;
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// See if we can reach the apex from the midpoint
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gEngfuncs.pEventAPI->EV_PlayerTrace( vecMidPoint, end, PM_STUDIO_BOX, -1, &tr );
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// Use the end point of the trace as the midpoint of the actual toss
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for ( i = 0; i < 3; i++ )
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{
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vecMidPoint[i] = tr.endpos[i];
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}
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// Subtract some units so we don't hit the ceiling)
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vecMidPoint[2] -= 15;
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// How high should we travel to reach the apex
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float distance1 = fabs(vecMidPoint[2] - origin[2]);
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float distance2 = fabs(vecMidPoint[2] - target->origin[2]);
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// How long will it take to travel this distance
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float time1 = sqrt( distance1 / (0.5 * flGravity) );
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float time2 = sqrt( distance2 / (0.5 * flGravity) );
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if (time1 < 0.1)
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return;
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// Determine how hard to launch to get there in time.
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float vecTargetVel[3];
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for ( i = 0; i < 3; i++ )
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{
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vecTargetVel[ i ] = (target->origin[ i ] - origin[ i ]) / (time1 + time2);
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}
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// Adjust upward velocity needed
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vecTargetVel[ 2 ] = flGravity * time1;
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// Fill in needed velocity
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for ( i = 0; i < 3; i++ )
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{
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player->client.velocity[i] = vecTargetVel[i];
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}
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// Play sound if appropriate
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if ( s_usJump && g_runfuncs )
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{
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gEngfuncs.pfnPlaybackEvent( FEV_NOTHOST, NULL, s_usJump, 0.0, zero, zero, 0.0, 0.0, 0, 0, 0, 0 );
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}
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}
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/*
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==============================
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Ricochet_TouchPads
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See if player's resting position impacts any jump pads
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==============================
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*/
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void Ricochet_TouchPads ( struct local_state_s *player, ric_pad_t *pads, int numpads )
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{
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int i, j;
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ric_pad_t *pad;
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float absmin[3], absmax[3];
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physent_t pe;
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hull_t *hull;
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int num;
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float test[3];
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float pmins[ 3 ] = { 16, 16, 36 };
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// Determine player's bbox
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for ( j = 0; j < 3; j++ )
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{
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absmin[ j ] = player->playerstate.origin[ j ] - pmins[ j ];
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absmax[ j ] = player->playerstate.origin[ j ] + pmins[ j ];
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}
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// Cycle through pads looking for a match
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for ( i = 0; i < numpads; i++ )
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{
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pad = &pads[ i ];
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if ( !pad )
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continue;
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// Target entities don't make us jump
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if ( pad->type != RIC_PAD )
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continue;
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// Trivial reject?
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if ( absmin[0] > pad->absmax[0]
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|| absmin[1] > pad->absmax[1]
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|| absmin[2] > pad->absmax[2]
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|| absmax[0] < pad->absmin[0]
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|| absmax[1] < pad->absmin[1]
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|| absmax[2] < pad->absmin[2] )
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continue;
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// Set up physent for the test case
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pe.model = pad->model;
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pe.origin = pad->origin;
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// Use standing player hull
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pmove->usehull = 0;
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// Make sure it's a brush model, of course
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if ( !pe.model || (modtype_t)pmove->PM_GetModelType( pe.model ) != mod_brush )
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continue;
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// Get the hull
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hull = (hull_t *)pmove->PM_HullForBsp( &pe, test );
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num = hull->firstclipnode;
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// Offset the origin by the offset appropriate for this hull.
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for ( j = 0; j < 3; j++ )
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{
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test[ j ] = player->playerstate.origin[ j ] - test[ j ];
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}
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// Test the player's hull for intersection with this model
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if ( pmove->PM_HullPointContents ( hull, num, test ) != CONTENTS_SOLID )
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{
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continue;
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}
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// TOUCHED!!!
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Ricochet_PadTouched( numpads, pads, pad, player );
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// Only touch one pad at a time
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break;
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}
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}
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/*
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==============================
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Ricochet_CheckJumpPads
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Load data if needed, otherwise just run checks on player's final position to see if jump pad needs
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to impart velocity on the player.
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==============================
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*/
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void Ricochet_CheckJumpPads( struct local_state_s *from, struct local_state_s *to )
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{
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static char current_level[ 128 ];
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// See if we've changed to a new map
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if ( stricmp( current_level, gEngfuncs.pfnGetLevelName() ) )
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{
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strcpy( current_level, gEngfuncs.pfnGetLevelName() );
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Ricochet_LoadJumpPads( current_level );
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// Grab sound event
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s_usJump = gEngfuncs.pfnPrecacheEvent( 1, "events/jump.sc" );
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}
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// Not while spectating
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if ( to->client.iuser1 )
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return;
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// Run test
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Ricochet_TouchPads( to, s_pads, s_num_pads );
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} |