Simulated Bullets: Difference between revisions
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Note:This code is a work in progress. Feel free to make helpful changes. To test the code, you can bind a key to
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==Body== | ==Body== | ||
This code is WIP by ts2do | This code is WIP by ts2do | ||
===bullet_manager.h=== | ===cl_dll=== | ||
====c_bullet_manager.cpp==== | |||
<pre>#include "cbase.h" | |||
CON_COMMAND_F(createbullet,NULL,FCVAR_CHEAT) | |||
{ | |||
engine->ServerCmd(VarArgs("createbullet_s %f\n",gpGlobals->curtime)); | |||
}</pre> | |||
===dlls=== | |||
====bullet_manager.h==== | |||
<pre>#define MAX_BULLETS 256 | <pre>#define MAX_BULLETS 256 | ||
#define BULLET_SPEED 240//inches per hundredths of a second | #define BULLET_SPEED 240//inches per hundredths of a second | ||
Line 76: | Line 84: | ||
};</pre> | };</pre> | ||
===bullet_manager.cpp=== | ====bullet_manager.cpp==== | ||
<pre>#include "cbase.h" | <pre>#include "cbase.h" | ||
#include "util_shared.h" | #include "util_shared.h" | ||
#include "bullet_manager.h" | #include "bullet_manager.h" |
Revision as of 01:09, 21 November 2005
Preface
Basically, with simulated bullets, the aspects of physics are going to tried to be captured by simulating them in batch simulation code. So far the code is all server-side and is later expected to be client-side simulated with similar code.

createbullet
ingame and that will fire a bullet from your view with a parabola drawn along its path.Body
This code is WIP by ts2do
cl_dll
c_bullet_manager.cpp
#include "cbase.h" CON_COMMAND_F(createbullet,NULL,FCVAR_CHEAT) { engine->ServerCmd(VarArgs("createbullet_s %f\n",gpGlobals->curtime)); }
dlls
bullet_manager.h
#define MAX_BULLETS 256 #define BULLET_SPEED 240//inches per hundredths of a second class CBulletManager; extern CBulletManager *g_pBulletManager; inline CBulletManager *BulletManager() { return g_pBulletManager; } extern ConVar g_debug_bullets; struct SimulatedBullet_t { SimulatedBullet_t() { m_Bullet = FireBulletsInfo_t(); m_vOrigin = vec3_origin; m_flInitialBulletSpeed = m_flBulletSpeed = BULLET_SPEED; m_flBulletTime = 0; m_flLagCompensation = 0.0f; } SimulatedBullet_t( FireBulletsInfo_t &bullet, float lagCompensation ) { m_Bullet = bullet; m_vOrigin = bullet.m_vecSrc; m_flInitialBulletSpeed = m_flBulletSpeed = BULLET_SPEED; m_flBulletTime = 0; m_flLagCompensation = lagCompensation; m_pIgnoreList = new CTraceFilterSimpleList(COLLISION_GROUP_NONE); m_pIgnoreList->AddEntityToIgnore(m_Bullet.m_pAttacker); m_pIgnoreList->AddEntityToIgnore(m_Bullet.m_pAdditionalIgnoreEnt); m_pTraceBack = new CTraceFilterSkipTwoEntities(m_Bullet.m_pAttacker,m_Bullet.m_pAdditionalIgnoreEnt,COLLISION_GROUP_NONE); } void DeletePointers(void) { //leave the compensation considerations because they're entities delete m_pIgnoreList; delete m_pTraceBack; } FireBulletsInfo_t m_Bullet; Vector m_vOrigin; float m_flBulletSpeed; float m_flInitialBulletSpeed; float m_flBulletTime; float m_flLagCompensation; CUtlVector<CBaseEntity *> m_pCompensationConsiderations;//Couldn't resist CTraceFilterSimpleList *m_pIgnoreList;//already hit CTraceFilterSkipTwoEntities *m_pTraceBack; float m_flLastDensity; }; class CBulletManager : public CBaseEntity { DECLARE_CLASS( CBulletManager, CBaseEntity ); public: SimulatedBullet_t m_rgBullets[MAX_BULLETS]; int m_iLastBullet; CBulletManager(); void Spawn(void); void Think(void); void SimulateBullet(int index, float time=1.0f); void AddBullet(FireBulletsInfo_t &bullet, float lagCompensation); void RemoveBullet(int index); inline bool IsInWorld(int index); inline float GetSpeedMod(int index); };
bullet_manager.cpp
#include "cbase.h" #include "util_shared.h" #include "bullet_manager.h" ConVar g_debug_bullets( "g_debug_bullets", "0", FCVAR_CHEAT ); CBulletManager *g_pBulletManager; LINK_ENTITY_TO_CLASS( bullet_manager, CBulletManager ); CBulletManager::CBulletManager() { Q_memset( m_rgBullets, 0, MAX_BULLETS ); m_iLastBullet = -1; } CON_COMMAND_F(createbullet_s,NULL,FCVAR_CHEAT) { Assert(BulletManager()); if(!BulletManager()) return; CBasePlayer *pPlayer = UTIL_GetCommandClient(); if(!pPlayer) return; Vector dir; pPlayer->EyeVectors(&dir); FireBulletsInfo_t info(1,pPlayer->EyePosition(),dir,vec3_origin,0,0); info.m_pAttacker = pPlayer; float lag = gpGlobals->curtime - atof(engine->Cmd_Argv(1)); if(lag<0.0f||lag==gpGlobals->curtime) lag=0.0f; BulletManager()->AddBullet(info,lag); } void CBulletManager::Spawn(void) { Think(); } void CBulletManager::SimulateBullet(int index, float time/*=1.0f 100ths of sec*/) { #define CUR m_rgBullets[index] CUR.m_flBulletTime += time; trace_t trace, trace_back; Vector m_vOldOrigin, m_vTraceStart; m_vOldOrigin = m_vTraceStart = CUR.m_vOrigin; DevMsg("BulletSpeed %f LastDensity %f\n",CUR.m_flBulletSpeed, CUR.m_flLastDensity); CUR.m_vOrigin += CUR.m_Bullet.m_vecDirShooting * CUR.m_flBulletSpeed * time;//in/100th of a sec * 100th of a sec int sentinal=0;//debugging purposes do { UTIL_TraceLine( m_vTraceStart + CUR.m_Bullet.m_vecDirShooting, CUR.m_vOrigin, MASK_SHOT, CUR.m_pIgnoreList, &trace ); DevMsg("%f\n",trace.endpos); if(trace.DidHitNonWorldEntity()) { CUR.m_pIgnoreList->AddEntityToIgnore(trace.m_pEnt); //Do entity impact stuff here } //Do surface impact stuff here UTIL_TraceLine( m_vTraceStart, m_vOldOrigin, MASK_SHOT, CUR.m_pTraceBack, &trace_back ); //Do penetration surface impact stuff here m_vTraceStart = trace.endpos; sentinal++; }while(trace.endpos!=CUR.m_vOrigin&&sentinal<20); if(sentinal==20) DevMsg("INFINITE LOOP SPOTTED!\n"); if(CUR.m_flLastDensity!=0.0f) { if(trace.allsolid) { CUR.m_flBulletSpeed -= GetSpeedMod(index); } else if(trace.surface.name[0]!='*'&&!(trace.surface.flags & SURF_SKY)) {//make sure we didnt hit an invalid (nodraw) or sky material if(trace.startsolid) { CUR.m_flBulletSpeed -= trace.fractionleftsolid * GetSpeedMod(index); CUR.m_flLastDensity = 0.0f; } if( trace.fraction != 1.0f) { CUR.m_flLastDensity = physprops->GetSurfaceData(trace.surface.surfaceProps)->physics.density; } } } #ifndef _DEBUG if(g_debug_bullets.GetBool()) #endif { NDebugOverlay::Line(m_vOldOrigin,CUR.m_vOrigin, 255, 255, 255, true, 10.0f ); NDebugOverlay::Cross3D(CUR.m_vOrigin, 16, 255, 0, 0, true, 10.0f); } if(CUR.m_flBulletSpeed<=0.0f||!IsInWorld(index)) RemoveBullet(index); #undef CUR } void CBulletManager::Think(void) { for(int x=0;x<=m_iLastBullet;x++) { SimulateBullet(x); } SetNextThink( gpGlobals->curtime + 0.01f ); } void CBulletManager::AddBullet(FireBulletsInfo_t &bullet,float lagCompensation) { if(m_iLastBullet==MAX_BULLETS-1)//256 simultaneous bullets in the air is mayhem {//let's do something reckless on bullet mayhem Assert(m_iLastBullet!=MAX_BULLETS-1); Warning("Bullet queue filled (Removing bullet #0)\n"); RemoveBullet(0); } else m_iLastBullet++; DevMsg("Bullet Created (%i) LagCompensation %f\n",m_iLastBullet,lagCompensation); m_rgBullets[m_iLastBullet] = SimulatedBullet_t(bullet,lagCompensation); if(lagCompensation!=0.0f) SimulateBullet(m_iLastBullet, lagCompensation*100); } void CBulletManager::RemoveBullet(int index) { if(m_iLastBullet!=index) { m_rgBullets[index].DeletePointers(); m_rgBullets[index] = m_rgBullets[m_iLastBullet]; DevMsg("Bullet #%i Destroyed; Replacing with #%i\n",index, m_iLastBullet); } else { m_rgBullets[index].DeletePointers(); DevMsg("Bullet #%i Destroyed\n",index); } m_rgBullets[m_iLastBullet] = SimulatedBullet_t(); m_iLastBullet--; } inline bool CBulletManager::IsInWorld(int index) { if (m_rgBullets[index].m_vOrigin.x >= MAX_COORD_INTEGER) return false; if (m_rgBullets[index].m_vOrigin.y >= MAX_COORD_INTEGER) return false; if (m_rgBullets[index].m_vOrigin.z >= MAX_COORD_INTEGER) return false; if (m_rgBullets[index].m_vOrigin.x <= MIN_COORD_INTEGER) return false; if (m_rgBullets[index].m_vOrigin.y <= MIN_COORD_INTEGER) return false; if (m_rgBullets[index].m_vOrigin.z <= MIN_COORD_INTEGER) return false; return true; } inline float CBulletManager::GetSpeedMod(int index) { return fabs(100.0f-m_rgBullets[index].m_flLastDensity) / 100.0f; }
Implementation
bullet_manager entity
gamerules.cpp
Add | #include "bullet_manager.h" |
After | #include "filesystem.h" |
Add | g_pBulletManager = (CBulletManager*)CBaseEntity::Create( "bullet_manager", vec3_origin, vec3_angle ); |
After | g_pPlayerResource = (CPlayerResource*)CBaseEntity::Create( "player_manager", vec3_origin, vec3_angle ); |