Simulated Bullets

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Revision as of 14:07, 23 November 2005 by Maven (talk | contribs) (→‎bullet_manager.h: Disallowed unsafe copying. Other minor good-practice changes. These changes untested.)
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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.


Note.pngNote:This code is a work in progress. Feel free to make helpful changes.

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

game_shared

bullet_manager.h

#include "ammodef.h"
#define BULLET_SPEED 240//inches per hundredths of a second
const int BUTTER_MODE = -1;	// special value indicating that bullets pass through objects without slowing
const int ONE_HIT_MODE = -2;	// special value indicating that bullets don't pass through objects at all

#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();
	CSimulatedBullet( CBaseEntity *pAttacker, CBaseEntity *pAdditionalIgnoreEnt,
						int ammoType, int nFlags, Vector &vecDirShooting,
						Vector &vecOrigin, int damageType
#ifndef CLIENT_DLL
						, CBaseEntity *pCaller, int iDamage, float flLagCompensation
#endif
						);
	~CSimulatedBullet();
	inline float BulletSpeedRatio(void) const
	{
		return m_flBulletSpeed/m_flInitialBulletSpeed;
	}
	inline bool IsInWorld(void) const
	{
		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;
	}
#ifdef CLIENT_DLL
	void SimulateBullet(int index);
#else
	void EntityImpact(CBaseEntity *pHit);
	inline float LagCompensation(void) const
	{
		return m_flLagCompensation;
	}
	void SimulateBullet(int index,float flTime=1.0f);
#endif
	inline int AmmoIndex(void) const
	{
		return m_iAmmoType;
	}
private:
	bool m_bWasInWater;

	CTraceFilterSkipTwoEntities *m_pTwoEnts;
	CTraceFilterSimpleList *m_pIgnoreList;//already hit
#ifndef CLIENT_DLL
	CUtlVector<CBaseEntity *> m_pCompensationConsiderations;//Couldn't resist
#endif

	EHANDLE m_hCaller;

	FireBulletsFlags_t m_nFlags;

	float m_flBulletSpeed;
	float m_flEntryDensity;
	float m_flInitialBulletSpeed;
#ifndef CLIENT_DLL
	float m_flLagCompensation;
#endif

	int m_iAmmoType;
#ifndef CLIENT_DLL
	int m_iDamage;
#endif
	int m_nDamageType;

	Vector m_vecDirShooting;
	Vector m_vecOrigin;

	// Prevent copies
	private:
	CSimulatedBullet( const CSimulatedBullet& other );
	CSimulatedBullet& operator=( const CSimulatedBullet& other );
};
class CBulletManager : public CBaseEntity
{
	DECLARE_CLASS( CBulletManager, CBaseEntity );
public:
#ifdef CLIENT_DLL
	void ClientThink(void);
#else
	void Spawn(void);
	void Think(void);
#endif
	void AddBullet(CSimulatedBullet *pBullet);
	void RemoveBullet(int index);
private:
	CUtlVector<CSimulatedBullet*> m_pBullets;
};

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 = (C_BulletManager *)CreateEntityByName("bullet_manager");
extern void FX_PlayerTracer( Vector& start, Vector& end);
#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 );
#ifndef CLIENT_DLL
void CBulletManager::Spawn(void)
{
	Think();
}
#endif
CSimulatedBullet::CSimulatedBullet()
{
	m_vecOrigin.Init();
	m_vecDirShooting.Init();
	m_flInitialBulletSpeed = m_flBulletSpeed = BULLET_SPEED;
#ifndef CLIENT_DLL
	m_flLagCompensation =
#endif
	m_flEntryDensity = 0.0f;
	m_nFlags = (FireBulletsFlags_t)0;
#ifndef CLIENT_DLL
	m_iDamage = m_nDamageType =
#endif
	m_iAmmoType = 0;
}
CSimulatedBullet::CSimulatedBullet( CBaseEntity *pAttacker, CBaseEntity *pAdditionalIgnoreEnt,
									int ammoType, int nFlags, Vector &vecDirShooting,
									Vector &vecOrigin, int damageType
#ifndef CLIENT_DLL
									, CBaseEntity *pCaller, int iDamage, float flLagCompensation
#endif
									)
{
	m_nFlags = (FireBulletsFlags_t)nFlags;
	m_iAmmoType = ammoType;
	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;
#ifndef CLIENT_DLL
	m_flLagCompensation = 100*flLagCompensation;
	m_iDamage = iDamage;
	m_hCaller = pCaller;
#endif
	m_nDamageType = damageType;
	m_pIgnoreList = new CTraceFilterSimpleList(COLLISION_GROUP_NONE);
	m_pIgnoreList->AddEntityToIgnore(pAttacker);
	if(pAdditionalIgnoreEnt!=NULL)
		m_pIgnoreList->AddEntityToIgnore(pAdditionalIgnoreEnt);
	m_pTwoEnts = new CTraceFilterSkipTwoEntities(pAttacker,pAdditionalIgnoreEnt,COLLISION_GROUP_NONE);
}
CSimulatedBullet::~CSimulatedBullet()
{
	delete m_pIgnoreList;
	delete m_pTwoEnts;
}
#define REMOVE_BULLET_AND_END(x) BulletManager()->RemoveBullet(x);return
#ifdef CLIENT_DLL
void CSimulatedBullet::SimulateBullet(int index)
#else
void CSimulatedBullet::SimulateBullet(int index, float flTime/*=1.00f (1/100 sec)*/)
#endif
{
	Vector vecEntryPosition;
	Vector vecExitPosition;
	float flPenetrationDistance = 0.0f;
	trace_t trace, trace_back;
	Vector vecOldOrigin(m_vecOrigin);
	Vector vecTraceStart(m_vecOrigin);
	
	
#ifdef CLIENT_DLL
	Vector vecNewRay = m_vecDirShooting * m_flBulletSpeed;
#else
	Vector vecNewRay = m_vecDirShooting * m_flBulletSpeed * flTime;
#endif

	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);
	}
#ifdef CLIENT_DLL
	FX_PlayerTracer( vecOldOrigin, m_vecOrigin );
#endif
	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 CLIENT_DLL
	if(g_cl_debug_bullets.GetBool())
	{
		debugoverlay->AddLineOverlay( vecOldOrigin, m_vecOrigin, 255, 0, 0, true, 10.0f );
	}
#else
	if(g_debug_bullets.GetBool())
	{
		NDebugOverlay::Line( vecOldOrigin, m_vecOrigin, 255, 255, 255, true, 10.0f );
	}
#endif
	m_bWasInWater = bInWater;
	float flBulletStopSpeed = sv_bullet_stop_speed.GetFloat();
	int iBulletStopSpeedCase = (int)flBulletStopSpeed;
	do
	{
		UTIL_TraceLine( vecTraceStart, m_vecOrigin, MASK_SHOT, m_pIgnoreList, &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 + vecTraceStart;
				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;
#ifndef CLIENT_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;
				if(trace.DidHitNonWorldEntity())
				{
					if(m_pIgnoreList->ShouldHitEntity(trace.m_pEnt,MASK_SHOT))
					{
						m_pIgnoreList->AddEntityToIgnore(trace.m_pEnt);
#ifndef CLIENT_DLL
						EntityImpact(trace.m_pEnt);
#endif
					}
				}
				if(iBulletStopSpeedCase==ONE_HIT_MODE)
				{
					REMOVE_BULLET_AND_END(index);
				}
			}
		}
		vecTraceStart = trace.endpos + m_vecDirShooting;
	}while(trace.endpos!=m_vecOrigin&&m_flBulletSpeed>flBulletStopSpeed);


	if(m_flBulletSpeed<=flBulletStopSpeed)
	{
		REMOVE_BULLET_AND_END(index);
	}
}
#ifndef CLIENT_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 );		
	}
}
void CBulletManager::Think(void)
#else
void CBulletManager::ClientThink(void)
#endif
{
	for(int x=0;x<m_pBullets.Count();x++)
	{
		m_pBullets[x]->SimulateBullet(x);
	}
#ifdef CLIENT_DLL
	SetNextClientThink( 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);
	
#ifdef CLIENT_DLL
	DevMsg( "Client Bullet Created (%i)\n", index);
#else
	DevMsg( "Bullet Created (%i) LagCompensation %f\n", index, pBullet->LagCompensation() );
	if(m_pBullets[index]->LagCompensation()!=0.0f)
		m_pBullets[index]->SimulateBullet(index, pBullet->LagCompensation());
#endif
}
void CBulletManager::RemoveBullet(int index)
{
#ifdef CLIENT_DLL
	DevMsg("Client ");
#endif
	DevMsg( "Bullet Removed (%i)\n", index );
	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

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 );

baseentity_shared.cpp