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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/server/portal/prop_energy_ball.cpp | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'game/server/portal/prop_energy_ball.cpp')
| -rw-r--r-- | game/server/portal/prop_energy_ball.cpp | 620 |
1 files changed, 620 insertions, 0 deletions
diff --git a/game/server/portal/prop_energy_ball.cpp b/game/server/portal/prop_energy_ball.cpp new file mode 100644 index 0000000..3e6742b --- /dev/null +++ b/game/server/portal/prop_energy_ball.cpp @@ -0,0 +1,620 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Defines a combine ball and a combine ball launcher which have certain properties +// overwritten to make use of them in portal game play. +// +//=====================================================================================// + +#include "cbase.h" // for pch +#include "prop_combine_ball.h" // for base class +#include "te_effect_dispatch.h" // for the explosion/impact effects +#include "prop_portal.h" // Special case code for passing through portals. We need the class definition. +#include "soundenvelope.h" +#include "physicsshadowclone.h" + +// resource file names +#define IMPACT_DECAL_NAME "decals/smscorch1model" + +// context think +#define UPDATE_THINK_CONTEXT "UpdateThinkContext" + +class CPropEnergyBall : public CPropCombineBall +{ +public: + DECLARE_CLASS( CPropEnergyBall, CPropCombineBall ); + DECLARE_DATADESC(); + DECLARE_SERVERCLASS(); + + virtual void Precache(); + virtual void CreateSounds( void ); + virtual void StopLoopingSounds( void ); + virtual void Spawn(); + virtual void Activate( void ); + + // Overload for unlimited bounces and predictable movement + virtual void VPhysicsCollision( int index, gamevcollisionevent_t *pEvent ); + // Overload for less sound, no shake. + virtual void ExplodeThink( void ); + // Update in a time till death update + virtual void Think ( void ); + virtual void EndTouch( CBaseEntity *pOther ); + virtual void StartTouch( CBaseEntity *pOther ); + virtual void NotifySystemEvent( CBaseEntity *pNotify, notify_system_event_t eventType, const notify_system_event_params_t ¶ms ); + + CHandle<CProp_Portal> m_hTouchedPortal; // Pointer to the portal we are touched most recently + bool m_bTouchingPortal1; // Are we touching portal 1 + bool m_bTouchingPortal2; // Are we touching portal 2 + + // Remember the last known direction of travel, incase our velocity is cleared. + Vector m_vLastKnownDirection; + + // After portal teleports, we force the life to be at least this number. + float m_fMinLifeAfterPortal; + + CNetworkVar( bool, m_bIsInfiniteLife ); + CNetworkVar( float, m_fTimeTillDeath ); + + CSoundPatch *m_pAmbientSound; + +}; + +LINK_ENTITY_TO_CLASS( prop_energy_ball, CPropEnergyBall ); + + +BEGIN_DATADESC( CPropEnergyBall ) + + DEFINE_FIELD( m_hTouchedPortal, FIELD_EHANDLE ), + DEFINE_FIELD( m_bTouchingPortal1, FIELD_BOOLEAN ), + DEFINE_FIELD( m_bTouchingPortal2, FIELD_BOOLEAN ), + DEFINE_FIELD( m_vLastKnownDirection, FIELD_VECTOR ), + DEFINE_FIELD( m_fMinLifeAfterPortal, FIELD_FLOAT ), + DEFINE_FIELD( m_bIsInfiniteLife, FIELD_BOOLEAN ), + DEFINE_FIELD( m_fTimeTillDeath, FIELD_FLOAT ), + + DEFINE_SOUNDPATCH( m_pAmbientSound ), + + DEFINE_THINKFUNC( Think ), + +END_DATADESC() + +IMPLEMENT_SERVERCLASS_ST( CPropEnergyBall, DT_PropEnergyBall ) + + SendPropBool( SENDINFO( m_bIsInfiniteLife ) ), + SendPropFloat ( SENDINFO( m_fTimeTillDeath ) ), + +END_SEND_TABLE() + + + +//----------------------------------------------------------------------------- +// Purpose: Precache +// Input : - +//----------------------------------------------------------------------------- +void CPropEnergyBall::Precache() +{ + BaseClass::Precache(); + + PrecacheScriptSound( "EnergyBall.Explosion" ); + PrecacheScriptSound( "EnergyBall.Launch" ); + PrecacheScriptSound( "EnergyBall.Impact" ); + PrecacheScriptSound( "EnergyBall.AmbientLoop" ); + UTIL_PrecacheDecal( IMPACT_DECAL_NAME, false ); + +} + + +void CPropEnergyBall::CreateSounds() +{ + if (!m_pAmbientSound) + { + CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController(); + + CPASAttenuationFilter filter( this ); + + m_pAmbientSound = controller.SoundCreate( filter, entindex(), "EnergyBall.AmbientLoop" ); + controller.Play( m_pAmbientSound, 1.0, 100 ); + } +} + + +void CPropEnergyBall::StopLoopingSounds() +{ + CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController(); + + controller.SoundDestroy( m_pAmbientSound ); + m_pAmbientSound = NULL; + + BaseClass::StopLoopingSounds(); +} + + +//----------------------------------------------------------------------------- +// Purpose: +// Input : - +//----------------------------------------------------------------------------- +void CPropEnergyBall::Spawn() +{ + Precache(); + + BaseClass::Spawn(); + + m_bTouchingPortal1 = false; + m_bTouchingPortal2 = false; + m_bIsInfiniteLife = false; + m_fTimeTillDeath = -1; + m_fMinLifeAfterPortal = 5; + // Init last known direction to our initial direction + GetVelocity( &m_vLastKnownDirection, NULL ); +} + +void CPropEnergyBall::Activate( void ) +{ + BaseClass::Activate(); + + CreateSounds(); +} + +//----------------------------------------------------------------------------- +// Purpose: Keep a constant velocity despite collisions, make impact sounds and effects +//----------------------------------------------------------------------------- +void CPropEnergyBall::VPhysicsCollision( int index, gamevcollisionevent_t *pEvent ) +{ + // Skip combine ball's collision, but do everything below it. + + BaseClass::BaseClass::VPhysicsCollision( index, pEvent ); + + Vector preVelocity = pEvent->preVelocity[index]; +// float flSpeed = VectorNormalize( preVelocity ); + + // It's ok to change direction, but maintain speed = m_flSpeed. + Vector vecFinalVelocity = pEvent->postVelocity[index]; + VectorNormalize( vecFinalVelocity ); + + if ( m_bTouchingPortal2 || m_bTouchingPortal1 ) + { + AssertMsg ( m_hTouchedPortal.Get(), "Touching a portal, but recorded an invalid handle." ); + } + + // Used for deciding if we play our impact effects/sounds + bool bIsEnteringPortalAndLockingAxisForward = false; + + // Fixed bounce axis when in a portal environment + if ( (m_bTouchingPortal2 || m_bTouchingPortal1) && m_hTouchedPortal.Get() ) + { + // Force our velocity to be either towards or away from the portal, no bouncing at odd angles allowed + CProp_Portal* pPortal = m_hTouchedPortal.Get(); + + // Only lock to the portal's forward axis if we're in it's world bounds + // We use a tolerance of four, because the render bounds thickness for a portal is 4, and this function + // intersects with a plane. + bool bHitPortal = UTIL_IsBoxIntersectingPortal( GetAbsOrigin(), WorldAlignSize(), pPortal, 4.0f ); + + // We definitely hit a portal + if ( bHitPortal && pPortal && pPortal->IsActivedAndLinked() ) + { + Vector vecTouchedPortalFace; + pPortal->GetVectors( &vecTouchedPortalFace, NULL, NULL ); + vecTouchedPortalFace.NormalizeInPlace(); + float fDot = vecTouchedPortalFace.Dot( vecFinalVelocity ); + + // closer to 'towards' the portal, force it to go that direction + if ( fDot < 0 ) + { + vecFinalVelocity = -vecTouchedPortalFace; + + // Since we're going 'through', don't do surfaceprop based collision effects + // because the it will look like we didn't hit anything. + pEvent->surfaceProps[0] = pEvent->surfaceProps[1] = physprops->GetSurfaceIndex( "default" ); + bIsEnteringPortalAndLockingAxisForward = true; + } + else // Closer to 'away from' the portal. Force the energy ball to go that direction + { + vecFinalVelocity = vecTouchedPortalFace; + } + } + } + + + // Plant a decal on any solid brushes we hit + if ( !bIsEnteringPortalAndLockingAxisForward ) + { + trace_t tr; + UTIL_TraceLine ( GetAbsOrigin(), GetAbsOrigin() + 60*preVelocity, MASK_SHOT, + this, COLLISION_GROUP_NONE, &tr); + + // Only place decals and draw effects if we hit something valid + if ( tr.m_pEnt ) + { + + // Cball impact effect (using same trace as the decal placement above) + CEffectData data; + data.m_flRadius = 16; + data.m_vNormal = tr.plane.normal; + data.m_vOrigin = tr.endpos + tr.plane.normal * 1.0f; + + + DispatchEffect( "cball_bounce", data ); + + if ( tr.m_pEnt ) + { + UTIL_DecalTrace( &tr, "EnergyBall.Impact" ); + } + } + + EmitSound( "EnergyBall.Impact" ); + } + + // Record our direction so our fixed direction hacks know we have changed direction immediately + m_vLastKnownDirection = vecFinalVelocity; + + // Scale new velocity to our fixed speed + vecFinalVelocity *= GetSpeed(); + + // Try to update the velocity now, however I'm told this rarely works. + // We will spam updates in our think function to help get us in the direction we want to go. + PhysCallbackSetVelocity( pEvent->pObjects[index], vecFinalVelocity ); +} + +void CPropEnergyBall::NotifySystemEvent(CBaseEntity *pNotify, notify_system_event_t eventType, const notify_system_event_params_t ¶ms ) +{ + // On teleport, we record a pointer to the portal we are arriving at + if ( eventType == NOTIFY_EVENT_TELEPORT ) + { + CProp_Portal *pEnteredPortal = dynamic_cast<CProp_Portal*>( pNotify ); + if( pEnteredPortal ) + { + m_vLastKnownDirection = pEnteredPortal->m_matrixThisToLinked.ApplyRotation( m_vLastKnownDirection ); + m_vLastKnownDirection.NormalizeInPlace(); + + IPhysicsObject *pPhysObject = VPhysicsGetObject(); + if( pPhysObject ) + { + Vector vNewVelocity = m_vLastKnownDirection * GetSpeed(); + pPhysObject->SetVelocityInstantaneous( &vNewVelocity, NULL ); + } + + // Record the new portal for the purposes of locking our movement + m_hTouchedPortal = pEnteredPortal->m_hLinkedPortal; + } + else + { + m_hTouchedPortal = NULL; + } + + // If an energy ball passes a portal (teleports), add a make sure its life is >= sk_energy_ball_min_life_after_portal + float fCurTimeTillDeath = GetNextThink( "ExplodeTimerContext" ); + // If we are set to die, then refresh that time if it is below a set threshold + if ( fCurTimeTillDeath > 0 ) + { + float fTimeLeft = fCurTimeTillDeath - gpGlobals->curtime; + float fMinLife = m_fMinLifeAfterPortal; + float fTimeToDie = (fTimeLeft > fMinLife) ? (fTimeLeft) : (fMinLife); + SetContextThink( &CPropCombineBall::ExplodeThink, gpGlobals->curtime + fTimeToDie, "ExplodeTimerContext" ); + } + } + + //BaseClass::NotifySystemEvent( pNotify, eventType, params ); +} + +//----------------------------------------------------------------------------- +// Purpose: Send down the time till death to the client code to help indicate when the ball will detonate +// Input : - +//----------------------------------------------------------------------------- +void CPropEnergyBall::Think() +{ + // Finite life energy balls send the time till death down to the client for display purposes + if ( !m_bIsInfiniteLife ) + { + m_fTimeTillDeath = GetNextThink( "ExplodeTimerContext" ) - gpGlobals->curtime; + SetNextThink ( gpGlobals->curtime + 0.5f ); + } + + // Force our movement to be at desired speed + IPhysicsObject* pMyObject = VPhysicsGetObject(); + if ( pMyObject ) + { + // get our current speed + Vector vCurVelocity, vNewVelocity; + pMyObject->GetVelocity( &vCurVelocity, NULL ); + float fCurSpeed = vCurVelocity.Length(); + + if ( fCurSpeed < GetSpeed() ) + { + m_vLastKnownDirection.NormalizeInPlace(); + vNewVelocity = m_vLastKnownDirection * GetSpeed(); + pMyObject->SetVelocityInstantaneous( &vNewVelocity, NULL ); + } + } + + SetNextThink( gpGlobals->curtime + 0.1 ); +} + + + +//----------------------------------------------------------------------------- +// Purpose: Make a sound/effect for the removal of the energy ball, and switch to the cleanup think +// Input : - +//----------------------------------------------------------------------------- +void CPropEnergyBall::ExplodeThink( ) +{ + // Tell the respawner to make a new one + if ( GetSpawner() ) + { + GetSpawner()->RespawnBallPostExplosion(); + } + + //Destruction effect + CBroadcastRecipientFilter filter2; + CEffectData data; + data.m_vOrigin = GetAbsOrigin(); + DispatchEffect( "ManhackSparks", data ); + EmitSound( "EnergyBall.Explosion" ); + + // Turn us off and wait because we need our trails to finish up properly + SetAbsVelocity( vec3_origin ); + SetMoveType( MOVETYPE_NONE ); + AddSolidFlags( FSOLID_NOT_SOLID ); + + SetEmitState( false ); + + SetContextThink( &CPropCombineBall::SUB_Remove, gpGlobals->curtime + 0.5f, "RemoveContext" ); + StopLoopingSounds(); +} + +void CPropEnergyBall::StartTouch( CBaseEntity *pOther ) +{ + Assert( pOther ); + + if( CPhysicsShadowClone::IsShadowClone( pOther ) ) + { + CBaseEntity *pCloned = ((CPhysicsShadowClone *)pOther)->GetClonedEntity(); + if( pCloned ) + pOther = pCloned; + } + + // Kill the player on hit. + if ( pOther->IsPlayer() ) + { + CTakeDamageInfo info( this, GetOwnerEntity(), GetAbsVelocity(), GetAbsOrigin(), 1500.0f, DMG_DISSOLVE ); + pOther->OnTakeDamage( info ); + + // Destruct when we hit the player + SetContextThink( &CPropCombineBall::ExplodeThink, gpGlobals->curtime, "ExplodeTimerContext" ); + } + + CProp_Portal* pPortal = dynamic_cast<CProp_Portal*>(pOther); + // If toucher is a prop portal + if ( pPortal ) + { + // Record the touched portal for locking collision movements. + // The forward direction we want to follow is the forward vector of the portal we've touched most recently + m_hTouchedPortal = pPortal; + + // record that we touched this portal + if ( pPortal->m_bIsPortal2 == false ) + { + m_bTouchingPortal1 = true; + } + else //if ( pPortal->m_bIsPortal2 == true ) + { + m_bTouchingPortal2 = true; + } + } + + BaseClass::StartTouch( pOther ); +} + +void CPropEnergyBall::EndTouch( CBaseEntity *pOther ) +{ + CProp_Portal* pPortal = dynamic_cast<CProp_Portal*>(pOther); + + if ( pPortal ) + { + // We are no longer touching this portal + if ( pPortal->m_bIsPortal2 == false ) + { + m_bTouchingPortal1 = false; + } + else //if ( pPortal->m_bIsPortal2 == true ) + { + m_bTouchingPortal2 = false; + } + } + + BaseClass::EndTouch( pOther ); + +} + +class CEnergyBallLauncher : public CPointCombineBallLauncher +{ +public: + DECLARE_CLASS( CEnergyBallLauncher, CPointCombineBallLauncher ); + DECLARE_DATADESC(); + + virtual void SpawnBall(); + virtual void Precache(); + virtual void Spawn(); + +private: + float m_fBallLifetime; + float m_fMinBallLifeAfterPortal; + + COutputEvent m_OnPostSpawnBall; + + +}; + +LINK_ENTITY_TO_CLASS( point_energy_ball_launcher, CEnergyBallLauncher ); + +BEGIN_DATADESC( CEnergyBallLauncher ) + + DEFINE_KEYFIELD( m_fBallLifetime, FIELD_FLOAT, "BallLifetime" ), + DEFINE_KEYFIELD( m_fMinBallLifeAfterPortal, FIELD_FLOAT, "MinLifeAfterPortal" ), + + DEFINE_OUTPUT ( m_OnPostSpawnBall, "OnPostSpawnBall" ), + +END_DATADESC() + +void CEnergyBallLauncher::Precache() +{ + BaseClass::Precache(); + + UTIL_PrecacheDecal( IMPACT_DECAL_NAME, false ); +} + +void CEnergyBallLauncher::Spawn() +{ + Precache(); + + BaseClass::Spawn(); +} + + +void CEnergyBallLauncher::SpawnBall() +{ + CPropEnergyBall *pBall = static_cast<CPropEnergyBall*>( CreateEntityByName( "prop_energy_ball" ) ); + + if ( pBall == NULL ) + return; + + pBall->SetRadius( m_flBallRadius ); + Vector vecAbsOrigin = GetAbsOrigin(); + Vector zaxis; + + pBall->SetAbsOrigin( vecAbsOrigin ); + pBall->SetSpawner( this ); + + pBall->SetSpeed( m_flMaxSpeed ); + float flSpeed = m_flMaxSpeed; + + Vector vDirection; + QAngle qAngle = GetAbsAngles(); + AngleVectors( qAngle, &vDirection, NULL, NULL ); + + vDirection *= flSpeed; + pBall->SetAbsVelocity( vDirection ); + + DispatchSpawn(pBall); + pBall->Activate(); + pBall->SetState( CPropCombineBall::STATE_LAUNCHED ); + pBall->SetCollisionGroup( COLLISION_GROUP_PROJECTILE ); + pBall->m_fMinLifeAfterPortal = m_fMinBallLifeAfterPortal; + + // Additional setup of the physics object for energy ball uses + IPhysicsObject *pBallObj = pBall->VPhysicsGetObject(); + + if ( pBallObj ) + { + // Make sure we dont use air drag + pBallObj->EnableDrag( false ); + + // Remove damping + float speed, rot; + speed = rot = 0.0f; + pBallObj->SetDamping( &speed, &rot ); + + // HUGE rotational inertia, don't allow the ball to have any spin + Vector vInertia( 1e30, 1e30, 1e30 ); + pBallObj->SetInertia( vInertia ); + + // Low mass to let it bounce off of obstructions for certain puzzles. + pBallObj->SetMass( 1.0f ); + } + + // Only expire if the lifetme field is positive + if ( m_fBallLifetime >=0 ) + { + pBall->StartLifetime( m_fBallLifetime ); + pBall->m_bIsInfiniteLife = false; + } + else + { + pBall->m_bIsInfiniteLife = true; + } + + // Think function, used to update time till death and avoid sleeping + pBall->SetNextThink ( gpGlobals->curtime + 0.1f ); + + EmitSound( "EnergyBall.Launch" ); + + m_OnPostSpawnBall.FireOutput( this, this ); +} + + + + + + + + + + +static void fire_energy_ball_f( void ) +{ + if( sv_cheats->GetBool() == false ) //heavy handed version since setting the concommand with FCVAR_CHEATS isn't working like I thought + return; + + CBasePlayer *pPlayer = (CBasePlayer *)UTIL_GetCommandClient(); + + Vector ptEyes, vForward; + ptEyes = pPlayer->EyePosition(); + pPlayer->EyeVectors( &vForward ); + + + + + { + CPropEnergyBall *pBall = static_cast<CPropEnergyBall*>( CreateEntityByName( "prop_energy_ball" ) ); + + if ( pBall == NULL ) + return; + + pBall->SetRadius( 12.0f ); + + pBall->SetAbsOrigin( ptEyes + (vForward * 50.0f) ); + pBall->SetSpawner( NULL ); + + pBall->SetSpeed( 400.0f ); + + + pBall->SetAbsVelocity( vForward * 400.0f ); + + DispatchSpawn(pBall); + pBall->Activate(); + pBall->SetState( CPropCombineBall::STATE_LAUNCHED ); + pBall->SetCollisionGroup( COLLISION_GROUP_PROJECTILE ); + pBall->m_fMinLifeAfterPortal = 5.0f; + + // Additional setup of the physics object for energy ball uses + IPhysicsObject *pBallObj = pBall->VPhysicsGetObject(); + + if ( pBallObj ) + { + // Make sure we dont use air drag + pBallObj->EnableDrag( false ); + + // Remove damping + float speed, rot; + speed = rot = 0.0f; + pBallObj->SetDamping( &speed, &rot ); + + // HUGE rotational inertia, don't allow the ball to have any spin + Vector vInertia( 1e30, 1e30, 1e30 ); + pBallObj->SetInertia( vInertia ); + + // Low mass to let it bounce off of obstructions for certain puzzles. + pBallObj->SetMass( 1.0f ); + } + + pBall->StartLifetime( 10.0f ); + pBall->m_bIsInfiniteLife = false; + + // Think function, used to update time till death and avoid sleeping + pBall->SetNextThink ( gpGlobals->curtime + 0.1f ); + + } + + +} + +ConCommand fire_energy_ball( "fire_energy_ball", fire_energy_ball_f, "Fires a test energy ball out of your face", FCVAR_CHEAT );
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