Пример #1
0
CBaseEntity *CBasePlayer::FindUseEntity()
{
	Vector forward, up;
	EyeVectors( &forward, NULL, &up );

	trace_t tr;
	// Search for objects in a sphere (tests for entities that are not solid, yet still useable)
	Vector searchCenter = EyePosition();

	// NOTE: Some debris objects are useable too, so hit those as well
	// A button, etc. can be made out of clip brushes, make sure it's +useable via a traceline, too.
	int useableContents = MASK_SOLID | CONTENTS_DEBRIS | CONTENTS_PLAYERCLIP;

#ifdef CSTRIKE_DLL
	useableContents = MASK_NPCSOLID_BRUSHONLY | MASK_OPAQUE_AND_NPCS;
#endif

#ifdef HL1_DLL
	useableContents = MASK_SOLID;
#endif
#ifndef CLIENT_DLL
	CBaseEntity *pFoundByTrace = NULL;
#endif

	// UNDONE: Might be faster to just fold this range into the sphere query
	CBaseEntity *pObject = NULL;

	float nearestDist = FLT_MAX;
	// try the hit entity if there is one, or the ground entity if there isn't.
	CBaseEntity *pNearest = NULL;

	const int NUM_TANGENTS = 8;
	// trace a box at successive angles down
	//							forward, 45 deg, 30 deg, 20 deg, 15 deg, 10 deg, -10, -15
	const float tangents[NUM_TANGENTS] = { 0, 1, 0.57735026919f, 0.3639702342f, 0.267949192431f, 0.1763269807f, -0.1763269807f, -0.267949192431f };
	for ( int i = 0; i < NUM_TANGENTS; i++ )
	{
		if ( i == 0 )
		{
			UTIL_TraceLine( searchCenter, searchCenter + forward * 1024, useableContents, this, COLLISION_GROUP_NONE, &tr );
		}
		else
		{
			Vector down = forward - tangents[i]*up;
			VectorNormalize(down);
			UTIL_TraceHull( searchCenter, searchCenter + down * 72, -Vector(16,16,16), Vector(16,16,16), useableContents, this, COLLISION_GROUP_NONE, &tr );
		}
		pObject = tr.m_pEnt;

#ifndef CLIENT_DLL
		pFoundByTrace = pObject;
#endif
		bool bUsable = IsUseableEntity(pObject, 0);
		while ( pObject && !bUsable && pObject->GetMoveParent() )
		{
			pObject = pObject->GetMoveParent();
			bUsable = IsUseableEntity(pObject, 0);
		}

		if ( bUsable )
		{
			Vector delta = tr.endpos - tr.startpos;
			float centerZ = CollisionProp()->WorldSpaceCenter().z;
			delta.z = IntervalDistance( tr.endpos.z, centerZ + CollisionProp()->OBBMins().z, centerZ + CollisionProp()->OBBMaxs().z );
			float dist = delta.Length();
			if ( dist < PLAYER_USE_RADIUS )
			{
#ifndef CLIENT_DLL

				if ( sv_debug_player_use.GetBool() )
				{
					NDebugOverlay::Line( searchCenter, tr.endpos, 0, 255, 0, true, 30 );
					NDebugOverlay::Cross3D( tr.endpos, 16, 0, 255, 0, true, 30 );
				}

				if ( pObject->MyNPCPointer() && pObject->MyNPCPointer()->IsPlayerAlly( this ) )
				{
					// If about to select an NPC, do a more thorough check to ensure
					// that we're selecting the right one from a group.
					pObject = DoubleCheckUseNPC( pObject, searchCenter, forward );
				}
#endif
				if ( sv_debug_player_use.GetBool() )
				{
					Msg( "Trace using: %s\n", pObject ? pObject->GetDebugName() : "no usable entity found" );
				}

				pNearest = pObject;
				
				// if this is directly under the cursor just return it now
				if ( i == 0 )
					return pObject;
			}
		}
	}

	// check ground entity first
	// if you've got a useable ground entity, then shrink the cone of this search to 45 degrees
	// otherwise, search out in a 90 degree cone (hemisphere)
	if ( GetGroundEntity() && IsUseableEntity(GetGroundEntity(), FCAP_USE_ONGROUND) )
	{
		pNearest = GetGroundEntity();
	}
	if ( pNearest )
	{
		// estimate nearest object by distance from the view vector
		Vector point;
		pNearest->CollisionProp()->CalcNearestPoint( searchCenter, &point );
		nearestDist = CalcDistanceToLine( point, searchCenter, forward );
		if ( sv_debug_player_use.GetBool() )
		{
			Msg("Trace found %s, dist %.2f\n", pNearest->GetClassname(), nearestDist );
		}
	}

	for ( CEntitySphereQuery sphere( searchCenter, PLAYER_USE_RADIUS ); ( pObject = sphere.GetCurrentEntity() ) != NULL; sphere.NextEntity() )
	{
		if ( !pObject )
			continue;

		if ( !IsUseableEntity( pObject, FCAP_USE_IN_RADIUS ) )
			continue;

		// see if it's more roughly in front of the player than previous guess
		Vector point;
		pObject->CollisionProp()->CalcNearestPoint( searchCenter, &point );

		Vector dir = point - searchCenter;
		VectorNormalize(dir);
		float dot = DotProduct( dir, forward );

		// Need to be looking at the object more or less
		if ( dot < 0.8 )
			continue;

		float dist = CalcDistanceToLine( point, searchCenter, forward );

		if ( sv_debug_player_use.GetBool() )
		{
			Msg("Radius found %s, dist %.2f\n", pObject->GetClassname(), dist );
		}

		if ( dist < nearestDist )
		{
			// Since this has purely been a radius search to this point, we now
			// make sure the object isn't behind glass or a grate.
			trace_t trCheckOccluded;
			UTIL_TraceLine( searchCenter, point, useableContents, this, COLLISION_GROUP_NONE, &trCheckOccluded );

			if ( trCheckOccluded.fraction == 1.0 || trCheckOccluded.m_pEnt == pObject )
			{
				pNearest = pObject;
				nearestDist = dist;
			}
		}
	}

#ifndef CLIENT_DLL
	if ( !pNearest )
	{
		// Haven't found anything near the player to use, nor any NPC's at distance.
		// Check to see if the player is trying to select an NPC through a rail, fence, or other 'see-though' volume.
		trace_t trAllies;
		UTIL_TraceLine( searchCenter, searchCenter + forward * PLAYER_USE_RADIUS, MASK_OPAQUE_AND_NPCS, this, COLLISION_GROUP_NONE, &trAllies );

		if ( trAllies.m_pEnt && IsUseableEntity( trAllies.m_pEnt, 0 ) && trAllies.m_pEnt->MyNPCPointer() && trAllies.m_pEnt->MyNPCPointer()->IsPlayerAlly( this ) )
		{
			// This is an NPC, take it!
			pNearest = trAllies.m_pEnt;
		}
	}

	if ( pNearest && pNearest->MyNPCPointer() && pNearest->MyNPCPointer()->IsPlayerAlly( this ) )
	{
		pNearest = DoubleCheckUseNPC( pNearest, searchCenter, forward );
	}

	if ( sv_debug_player_use.GetBool() )
	{
		if ( !pNearest )
		{
			NDebugOverlay::Line( searchCenter, tr.endpos, 255, 0, 0, true, 30 );
			NDebugOverlay::Cross3D( tr.endpos, 16, 255, 0, 0, true, 30 );
		}
		else if ( pNearest == pFoundByTrace )
		{
			NDebugOverlay::Line( searchCenter, tr.endpos, 0, 255, 0, true, 30 );
			NDebugOverlay::Cross3D( tr.endpos, 16, 0, 255, 0, true, 30 );
		}
		else
		{
			NDebugOverlay::Box( pNearest->WorldSpaceCenter(), Vector(-8, -8, -8), Vector(8, 8, 8), 0, 255, 0, true, 30 );
		}
	}
#endif

	if ( sv_debug_player_use.GetBool() )
	{
		Msg( "Radial using: %s\n", pNearest ? pNearest->GetDebugName() : "no usable entity found" );
	}

	return pNearest;
}
Пример #2
0
bool CSDKPlayer::PlayerUse()
{
#ifdef GAME_DLL
	// Was use pressed or released?
	if ( ((m_nButtons | m_afButtonPressed | m_afButtonReleased) & IN_USE) && !IsObserver() )
	{
		Vector forward, up;
		EyeVectors( &forward, NULL, &up );

		Vector vecSearchCenter = EyePosition();
		CBaseEntity *pObject = nullptr;
		CBaseEntity *pNearest = nullptr;
		float flNearest = FLT_MAX;

		// Look for grenades so we can prioritize picking them up first.
		for ( CEntitySphereQuery sphere( vecSearchCenter, PLAYER_USE_RADIUS ); ( pObject = sphere.GetCurrentEntity() ) != NULL; sphere.NextEntity() )
		{
			if ( !pObject )
				continue;

			if ( !IsUseableEntity( pObject, FCAP_USE_IN_RADIUS ) )
				continue;

			CWeaponSDKBase* pWeapon = dynamic_cast<CWeaponSDKBase*>(pObject);
			if (!pWeapon)
				continue;

			if (pWeapon->GetWeaponID() != SDK_WEAPON_GRENADE)
				continue;

			// If we're full up on grenades, pass over to whatever other weapons are lying around.
			if (!g_pGameRules->CanHavePlayerItem(this, pWeapon))
				continue;

			// see if it's more roughly in front of the player than previous guess
			Vector point;
			pObject->CollisionProp()->CalcNearestPoint( vecSearchCenter, &point );

			Vector dir = point - vecSearchCenter;
			VectorNormalize(dir);
			float dot = DotProduct( dir, forward );

			// Need to be looking at the object more or less
			if ( dot < 0.8 )
				continue;

			float dist = CalcDistanceToLine( point, vecSearchCenter, forward );

			ConVarRef sv_debug_player_use("sv_debug_player_use");
			if ( sv_debug_player_use.GetBool() )
			{
				Msg("Radius found %s, dist %.2f\n", pObject->GetClassname(), dist );
			}

			// Not worried about shit being behind a wall at this point.
			// Just greedily gobble up all nearby grenades since there's
			// no penalty to the player for doing so.

			if ( dist < flNearest )
			{
				pNearest = pObject;
				flNearest = dist;
			}
		}

		if (pNearest)
		{
			// This is a grenade. Use it to pick it up.
			variant_t emptyVariant;
			pNearest->AcceptInput( "Use", this, this, emptyVariant, USE_TOGGLE );
			return true;
		}
	}
#endif

	bool bUsed = BaseClass::PlayerUse();

	if (bUsed)
		return bUsed;

	if (!(m_afButtonPressed & IN_USE))
		return false;

	if (!IsAlive())
		return false;

	return false;
}