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//========= 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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