Simulated Bullets: Difference between revisions
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Note:This code is a work in progress. Feel free to make helpful changes.
m (→Preface) |
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Line 367: | Line 367: | ||
for(int x=0;x<=m_pBullets.Count();x++) | for(int x=0;x<=m_pBullets.Count();x++) | ||
{ | { | ||
m_pBullets[x]->SimulateBullet(x); | if(m_pBullets.IsValidIndex(x)) | ||
m_pBullets[x]->SimulateBullet(x); | |||
} | } | ||
#ifdef CLIENT_DLL | #ifdef CLIENT_DLL | ||
Line 390: | Line 391: | ||
void CBulletManager::RemoveBullet(int index) | void CBulletManager::RemoveBullet(int index) | ||
{ | { | ||
DevMsg( "Bullet Removed (%i)\n",index, pBullet->LagCompensation() ); | |||
m_pBullets.Remove(index); | m_pBullets.Remove(index); | ||
}</pre> | }</pre> |
Revision as of 20:00, 22 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.

Alteration
The code creates two ConVars which allow the host to change the penetration allowed and the maximum speed at which a bullet is removed.
Body
This code is WIP by ts2do
bullet_manager.h
#include "ammodef.h" #define BULLET_SPEED 240//inches per hundredths of a second #define BUTTER_MODE -1 #define ONE_HIT_MODE -2 #ifdef CLIENT_DLL class C_BulletManager; extern C_BulletManager *g_pBulletManager; #define CBulletManager C_BulletManager #else //!CLIENT_DLL class CBulletManager; extern CBulletManager *g_pBulletManager; #endif //CLIENT_DLL inline CBulletManager *BulletManager() { return g_pBulletManager; } extern ConVar g_debug_bullets; class CSimulatedBullet { public: CSimulatedBullet() { m_vecOrigin.Init(); m_vecDirShooting.Init(); m_flInitialBulletSpeed = m_flBulletSpeed = BULLET_SPEED; m_flEntryDensity = m_flLagCompensation = 0.0f; m_nFlags = (FireBulletsFlags_t)0; m_iDamage = m_iAmmoType = m_nDamageType = 0; } CSimulatedBullet( CBaseEntity *pCaller, CBaseEntity *pAttacker, CBaseEntity *pAdditionalIgnoreEnt, int ammoType, int damageType, int nFlags, Vector &vecDirShooting, Vector &vecOrigin, int iDamage, float flLagCompensation ) { m_nFlags = (FireBulletsFlags_t)nFlags; m_iAmmoType = ammoType; m_nDamageType = damageType; m_vecOrigin = vecOrigin; m_vecDirShooting = vecDirShooting; m_flInitialBulletSpeed = m_flBulletSpeed = GetAmmoDef()->GetAmmoOfIndex(ammoType)->flFeetPerSecond * 0.12; //m_flInitialBulletSpeed = m_flBulletSpeed = BULLET_SPEED; m_flEntryDensity = 0.0f; m_flLagCompensation = 100*flLagCompensation; m_iDamage = iDamage; m_hCaller = pCaller; #ifndef CLIENT_DLL m_pIgnoreList = new CTraceFilterSimpleList(COLLISION_GROUP_NONE); m_pIgnoreList->AddEntityToIgnore(pAttacker); if(pAdditionalIgnoreEnt!=NULL) m_pIgnoreList->AddEntityToIgnore(pAdditionalIgnoreEnt); #endif m_pTwoEnts = new CTraceFilterSkipTwoEntities(pAttacker,pAdditionalIgnoreEnt,COLLISION_GROUP_NONE); } ~CSimulatedBullet() { #ifndef CLIENT_DLL //leave the compensation considerations because they're entities delete m_pIgnoreList; #endif delete m_pTwoEnts; } inline float BulletSpeedRatio(void) { return m_flBulletSpeed/m_flInitialBulletSpeed; } #ifdef GAME_DLL void EntityImpact(CBaseEntity *pHit); #endif inline bool IsInWorld(void) { if (m_vecOrigin.x >= MAX_COORD_INTEGER) return false; if (m_vecOrigin.y >= MAX_COORD_INTEGER) return false; if (m_vecOrigin.z >= MAX_COORD_INTEGER) return false; if (m_vecOrigin.x <= MIN_COORD_INTEGER) return false; if (m_vecOrigin.y <= MIN_COORD_INTEGER) return false; if (m_vecOrigin.z <= MIN_COORD_INTEGER) return false; return true; } void SimulateBullet(int index,float flTime=1.0f); inline float LagCompensation(void) { return m_flLagCompensation; } inline int AmmoIndex(void) { return m_iAmmoType; } private: bool m_bWasInWater; CTraceFilterSkipTwoEntities *m_pTwoEnts; #ifndef CLIENT_DLL CTraceFilterSimpleList *m_pIgnoreList;//already hit CUtlVector<CBaseEntity *> m_pCompensationConsiderations;//Couldn't resist #endif EHANDLE m_hCaller; FireBulletsFlags_t m_nFlags; float m_flBulletSpeed; float m_flEntryDensity; float m_flInitialBulletSpeed; float m_flLagCompensation; int m_iAmmoType; int m_iDamage; int m_nDamageType; Vector m_vecDirShooting; Vector m_vecOrigin; }; class CBulletManager : public CBaseEntity { DECLARE_CLASS( CBulletManager, CBaseEntity ); public: CUtlVector<CSimulatedBullet*> m_pBullets; CBulletManager(); #ifdef CLIENT_DLL void ClientThink(void); #else void Spawn(void); void Think(void); #endif void AddBullet(CSimulatedBullet *pBullet); void RemoveBullet(int index); };
bullet_manager.cpp
#include "cbase.h" #include "util_shared.h" #include "bullet_manager.h" #include "shot_manipulator.h" #pragma warning(disable:4800) #ifdef CLIENT_DLL//------------------------------------------------- #include "c_te_effect_dispatch.h" #include "engine/ivdebugoverlay.h" ConVar g_cl_debug_bullets( "g_cl_debug_bullets", "0", FCVAR_CHEAT ); C_BulletManager *g_pBulletManager = new C_BulletManager(); #else//------------------------------------------------------------- #include "soundent.h" #include "player_pickup.h" ConVar g_debug_bullets( "g_debug_bullets", "0", FCVAR_CHEAT ); CBulletManager *g_pBulletManager; #endif//------------------------------------------------------------ // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" static void BulletSpeedModifierCallback(ConVar *var, const char *pOldString) { if(var->GetFloat()==0.0f) var->Revert(); } ConVar sv_bullet_speed_modifier( "sv_bullet_speed_modifier", "700.000000", (FCVAR_ARCHIVE | FCVAR_REPLICATED), "Density/(This Value) * (Distance Penetrated) = (Change in Speed)", BulletSpeedModifierCallback ); static void BulletStopSpeedCallback(ConVar *var, const char *pOldString) { float val = var->GetFloat(); if(val==0.0f||(val<0.0f&&(val!=BUTTER_MODE||val!=ONE_HIT_MODE))) var->Revert(); } ConVar sv_bullet_stop_speed( "sv_bullet_stop_speed", "40.000000", (FCVAR_ARCHIVE | FCVAR_REPLICATED), "Speed at which to remove the bullet from the bullet queue\n-1 is butter mode\n-2 is 1 hit mode", BulletStopSpeedCallback ); LINK_ENTITY_TO_CLASS( bullet_manager, CBulletManager ); CBulletManager::CBulletManager() { m_pBullets.SetSize(0); m_pBullets.SetGrowSize(16); #ifdef CLIENT_DLL ClientThink(); #endif } #ifdef GAME_DLL void CBulletManager::Spawn(void) { Think(); } #endif #define REMOVE_BULLET_AND_END(x) BulletManager()->RemoveBullet(x);return void CSimulatedBullet::SimulateBullet(int index, float flTime/*=1.0f 100ths of sec*/) { Vector vecEntryPosition; Vector vecExitPosition; float flPenetrationDistance = 0.0f; trace_t trace, trace_back; Vector m_vOldOrigin(m_vecOrigin); Vector m_vTraceStart(m_vecOrigin); Vector vecNewRay = m_vecDirShooting * m_flBulletSpeed * flTime; DevMsg("Bullet %i Speed %f\n",index,m_flBulletSpeed); m_vecOrigin += vecNewRay;//in/100th of a sec * 100th of a sec bool bInWater = UTIL_PointContents(m_vecOrigin)&MASK_SPLITAREAPORTAL; if(!IsInWorld()) { REMOVE_BULLET_AND_END(index); } if(m_bWasInWater!=bInWater) { #ifdef CLIENT_DLL //TODO: water impact effect //CBaseEntity::HandleShotImpactingWater #endif //CLIENT_DLL } if(bInWater) { #ifdef CLIENT_DLL //TODO: 1 bubble clientside #endif //CLIENT_DLL } #ifdef GAME_DLL if(g_debug_bullets.GetBool()) { NDebugOverlay::Line( m_vOldOrigin, m_vecOrigin, 255, 255, 255, true, 10.0f ); } #else //!GAME_DLL if(g_cl_debug_bullets.GetBool()) { debugoverlay->AddLineOverlay( m_vOldOrigin, m_vecOrigin, 255, 0, 0, true, 10.0f ); } #endif m_bWasInWater = bInWater; float flBulletStopSpeed = sv_bullet_stop_speed.GetFloat(); int iBulletStopSpeedCase = (int)flBulletStopSpeed; do { UTIL_TraceLine( m_vTraceStart, m_vecOrigin, MASK_SHOT, m_pTwoEnts, &trace ); if(!(trace.surface.flags&SURF_SKY)) { if(trace.allsolid)//in solid { trace.endpos = m_vecOrigin; trace.fraction = 1.0f; switch(iBulletStopSpeedCase) { case BUTTER_MODE: { //Do nothing to bullet speed break; } case ONE_HIT_MODE: { REMOVE_BULLET_AND_END(index); } default: { m_flBulletSpeed -= m_flBulletSpeed * m_flEntryDensity / sv_bullet_speed_modifier.GetFloat(); break; } } break; } else if(trace.startsolid)//exit solid { #ifdef CLIENT_DLL //TODO: penetration surface impact stuff #endif //CLIENT_DLL vecExitPosition = trace.fractionleftsolid * vecNewRay + m_vTraceStart; flPenetrationDistance = vecEntryPosition.DistTo(vecExitPosition); switch(iBulletStopSpeedCase) { case BUTTER_MODE: { //Do nothing to bullet speed break; } case ONE_HIT_MODE: { REMOVE_BULLET_AND_END(index); } default: { m_flBulletSpeed -= flPenetrationDistance * m_flEntryDensity / sv_bullet_speed_modifier.GetFloat(); break; } } } else if(trace.fraction!=1.0f)//hit solid { vecEntryPosition = trace.endpos; #ifdef GAME_DLL int soundEntChannel = ( m_nFlags&FIRE_BULLETS_TEMPORARY_DANGER_SOUND ) ? SOUNDENT_CHANNEL_BULLET_IMPACT : SOUNDENT_CHANNEL_UNSPECIFIED; CSoundEnt::InsertSound( SOUND_BULLET_IMPACT, vecEntryPosition, 200, 0.5, m_hCaller, soundEntChannel ); #endif if(FStrEq(trace.surface.name,"tools/toolsblockbullets")) { REMOVE_BULLET_AND_END(index); } #ifdef CLIENT_DLL CEffectData data; data.m_vStart = trace.startpos; data.m_vOrigin = trace.endpos; data.m_nDamageType = m_nDamageType; //Clientside ragdolls' locations cannot be determined by the server DispatchEffect( "RagdollImpact", data ); //TODO: surface impact stuff #endif //CLIENT_DLL m_flEntryDensity = physprops->GetSurfaceData(trace.surface.surfaceProps)->physics.density; #ifdef GAME_DLL if(trace.DidHitNonWorldEntity()) { if(m_pIgnoreList->ShouldHitEntity(trace.m_pEnt,MASK_SHOT)) { m_pIgnoreList->AddEntityToIgnore(trace.m_pEnt); EntityImpact(trace.m_pEnt); } } #endif if(iBulletStopSpeedCase==ONE_HIT_MODE) { REMOVE_BULLET_AND_END(index); } } } m_vTraceStart = trace.endpos + m_vecDirShooting; }while(trace.endpos!=m_vecOrigin&&m_flBulletSpeed>flBulletStopSpeed); if(m_flBulletSpeed<=flBulletStopSpeed) { REMOVE_BULLET_AND_END(index); } } #ifdef GAME_DLL void CSimulatedBullet::EntityImpact(CBaseEntity *pHit) { //TODO: entity impact stuff if ( GetAmmoDef()->Flags(m_iAmmoType) & AMMO_FORCE_DROP_IF_CARRIED ) { // Make sure if the player is holding this, he drops it Pickup_ForcePlayerToDropThisObject( pHit ); } } #endif #ifdef CLIENT_DLL void CBulletManager::ClientThink(void) #else void CBulletManager::Think(void) #endif { for(int x=0;x<=m_pBullets.Count();x++) { if(m_pBullets.IsValidIndex(x)) m_pBullets[x]->SimulateBullet(x); } #ifdef CLIENT_DLL ClientThinkList()->SetNextClientThink( GetClientHandle(), gpGlobals->curtime + 0.01f ); #else SetNextThink( gpGlobals->curtime + 0.01f ); #endif } void CBulletManager::AddBullet(CSimulatedBullet *pBullet) { if (pBullet->AmmoIndex() == -1) { DevMsg("ERROR: Undefined ammo type!\n"); return; } int index = m_pBullets.AddToTail(pBullet); DevMsg( "Bullet Created (%i) LagCompensation %f\n",index, pBullet->LagCompensation() ); if(m_pBullets[index]->LagCompensation()!=0.0f) m_pBullets[index]->SimulateBullet(index, pBullet->LagCompensation()); } void CBulletManager::RemoveBullet(int index) { DevMsg( "Bullet Removed (%i)\n",index, pBullet->LagCompensation() ); m_pBullets.Remove(index); }
hl2mp_gamerules.cpp
Change GetAmmoDef
to the following:
CAmmoDef *GetAmmoDef() { static CAmmoDef def; static bool bInitted = false; if ( !bInitted ) { bInitted = true; // Name Damage Tracer PlrDmg NPCDmg MaxCarry ft/sec Physics Force Impulse Flags def.AddAmmoType("AR2", DMG_BULLET, TRACER_LINE_AND_WHIZ, 0, 0, 60, 1225, BULLET_IMPULSE(200, 1225), 0 ); def.AddAmmoType("AR2AltFire", DMG_DISSOLVE, TRACER_NONE, 0, 0, 3, 0, 0, 0 ); def.AddAmmoType("Pistol", DMG_BULLET, TRACER_LINE_AND_WHIZ, 0, 0, 150, 1225, BULLET_IMPULSE(200, 1225), 0 ); def.AddAmmoType("SMG1", DMG_BULLET, TRACER_LINE_AND_WHIZ, 0, 0, 225, 1225, BULLET_IMPULSE(200, 1225), 0 ); def.AddAmmoType("357", DMG_BULLET, TRACER_LINE_AND_WHIZ, 0, 0, 12, 5000, BULLET_IMPULSE(800, 5000), 0 ); def.AddAmmoType("XBowBolt", DMG_BULLET, TRACER_LINE, 0, 0, 10, 8000, BULLET_IMPULSE(800, 8000), 0 ); def.AddAmmoType("Buckshot", DMG_BULLET | DMG_BUCKSHOT, TRACER_LINE, 0, 0, 30, 1200, BULLET_IMPULSE(400, 1200), 0 ); def.AddAmmoType("RPG_Round", DMG_BURN, TRACER_NONE, 0, 0, 3, 0, 0, 0 ); def.AddAmmoType("SMG1_Grenade", DMG_BURN, TRACER_NONE, 0, 0, 3, 0, 0, 0 ); def.AddAmmoType("Grenade", DMG_BURN, TRACER_NONE, 0, 0, 5, 0, 0, 0 ); def.AddAmmoType("slam", DMG_BURN, TRACER_NONE, 0, 0, 5, 0, 0, 0 ); } return &def; }
As you can see, the bullet speed is derived from the second argument of the bullet impulses.
ammodef.h
Change the Ammo_t
structure to the following:
struct Ammo_t { char *pName; int nDamageType; int eTracerType; float physicsForceImpulse; float flFeetPerSecond; int nMinSplashSize; int nMaxSplashSize; int nFlags; // Values for player/NPC damage and carrying capability // If the integers are set, they override the CVars int pPlrDmg; // CVar for player damage amount int pNPCDmg; // CVar for NPC damage amount int pMaxCarry; // CVar for maximum number can carry const ConVar* pPlrDmgCVar; // CVar for player damage amount const ConVar* pNPCDmgCVar; // CVar for NPC damage amount const ConVar* pMaxCarryCVar; // CVar for maximum number can carry };
Change the first two AddAmmoType
function prototypes to the following:
void AddAmmoType(char const* name, int damageType, int tracerType, int plr_dmg, int npc_dmg, int carry, float ftpersec, float physicsForceImpulse, int nFlags, int minSplashSize = 4, int maxSplashSize = 8 ); void AddAmmoType(char const* name, int damageType, int tracerType, char const* plr_cvar, char const* npc_var, char const* carry_cvar, float ftpersec, float physicsForceImpulse, int nFlags, int minSplashSize = 4, int maxSplashSize = 8 );
ammodef.cpp
Add | float ftpersec, |
Before both | float physicsForceImpulse, |
Add | m_AmmoType[m_nAmmoIndex].flFeetPerSecond = ftpersec; |
After both | m_AmmoType[m_nAmmoIndex].physicsForceImpulse = physicsForceImpulse; |
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 ); |