Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Gravity well device
//
//=====================================================================================//
#include "cbase.h"
#include "grenade_hopwire.h"
#include "rope.h"
#include "rope_shared.h"
#include "beam_shared.h"
#include "physics.h"
#include "physics_saverestore.h"
#include "explode.h"
#include "physics_prop_ragdoll.h"
#include "movevars_shared.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
ConVar hopwire_vortex( "hopwire_vortex", "0" );
ConVar hopwire_trap( "hopwire_trap", "1" );
ConVar hopwire_strider_kill_dist_h( "hopwire_strider_kill_dist_h", "300" );
ConVar hopwire_strider_kill_dist_v( "hopwire_strider_kill_dist_v", "256" );
ConVar hopwire_strider_hits( "hopwire_strider_hits", "1" );
ConVar hopwire_hopheight( "hopwire_hopheight", "400" );
ConVar g_debug_hopwire( "g_debug_hopwire", "0" );
#define DENSE_BALL_MODEL "models/props_junk/metal_paintcan001b.mdl"
#define MAX_HOP_HEIGHT (hopwire_hopheight.GetFloat()) // Maximum amount the grenade will "hop" upwards when detonated
class CGravityVortexController : public CBaseEntity
{
DECLARE_CLASS( CGravityVortexController, CBaseEntity );
DECLARE_DATADESC();
public:
CGravityVortexController( void ) : m_flEndTime( 0.0f ), m_flRadius( 256 ), m_flStrength( 256 ), m_flMass( 0.0f ) {}
float GetConsumedMass( void ) const;
static CGravityVortexController *Create( const Vector &origin, float radius, float strength, float duration );
private:
void ConsumeEntity( CBaseEntity *pEnt );
void PullPlayersInRange( void );
bool KillNPCInRange( CBaseEntity *pVictim, IPhysicsObject **pPhysObj );
void CreateDenseBall( void );
void PullThink( void );
void StartPull( const Vector &origin, float radius, float strength, float duration );
float m_flMass; // Mass consumed by the vortex
float m_flEndTime; // Time when the vortex will stop functioning
float m_flRadius; // Area of effect for the vortex
float m_flStrength; // Pulling strength of the vortex
};
//-----------------------------------------------------------------------------
// Purpose: Returns the amount of mass consumed by the vortex
//-----------------------------------------------------------------------------
float CGravityVortexController::GetConsumedMass( void ) const
{
return m_flMass;
}
//-----------------------------------------------------------------------------
// Purpose: Adds the entity's mass to the aggregate mass consumed
//-----------------------------------------------------------------------------
void CGravityVortexController::ConsumeEntity( CBaseEntity *pEnt )
{
// Get our base physics object
IPhysicsObject *pPhysObject = pEnt->VPhysicsGetObject();
if ( pPhysObject == NULL )
return;
// Ragdolls need to report the sum of all their parts
CRagdollProp *pRagdoll = dynamic_cast< CRagdollProp* >( pEnt );
if ( pRagdoll != NULL )
{
// Find the aggregate mass of the whole ragdoll
ragdoll_t *pRagdollPhys = pRagdoll->GetRagdoll();
for ( int j = 0; j < pRagdollPhys->listCount; ++j )
{
m_flMass += pRagdollPhys->list[j].pObject->GetMass();
}
}
else
{
// Otherwise we just take the normal mass
m_flMass += pPhysObject->GetMass();
}
// Destroy the entity
UTIL_Remove( pEnt );
}
//-----------------------------------------------------------------------------
// Purpose: Causes players within the radius to be sucked in
//-----------------------------------------------------------------------------
void CGravityVortexController::PullPlayersInRange( void )
{
CBasePlayer *pPlayer = UTIL_GetLocalPlayer();
Vector vecForce = GetAbsOrigin() - pPlayer->WorldSpaceCenter();
float dist = VectorNormalize( vecForce );
// FIXME: Need a more deterministic method here
if ( dist < 128.0f )
{
// Kill the player (with falling death sound and effects)
CTakeDamageInfo deathInfo( this, this, GetAbsOrigin(), GetAbsOrigin(), 200, DMG_FALL );
pPlayer->TakeDamage( deathInfo );
if ( pPlayer->IsAlive() == false )
{
color32 black = { 0, 0, 0, 255 };
UTIL_ScreenFade( pPlayer, black, 0.1f, 0.0f, (FFADE_OUT|FFADE_STAYOUT) );
return;
}
}
// Must be within the radius
if ( dist > m_flRadius )
return;
float mass = pPlayer->VPhysicsGetObject()->GetMass();
float playerForce = m_flStrength * 0.05f;
// Find the pull force
// NOTE: We might want to make this non-linear to give more of a "grace distance"
vecForce *= ( 1.0f - ( dist / m_flRadius ) ) * playerForce * mass;
vecForce[2] *= 0.025f;
pPlayer->SetBaseVelocity( vecForce );
pPlayer->AddFlag( FL_BASEVELOCITY );
// Make sure the player moves
if ( vecForce.z > 0 && ( pPlayer->GetFlags() & FL_ONGROUND) )
{
pPlayer->SetGroundEntity( NULL );
}
}
//-----------------------------------------------------------------------------
// Purpose: Attempts to kill an NPC if it's within range and other criteria
// Input : *pVictim - NPC to assess
// **pPhysObj - pointer to the ragdoll created if the NPC is killed
// Output : bool - whether or not the NPC was killed and the returned pointer is valid
//-----------------------------------------------------------------------------
bool CGravityVortexController::KillNPCInRange( CBaseEntity *pVictim, IPhysicsObject **pPhysObj )
{
CBaseCombatCharacter *pBCC = pVictim->MyCombatCharacterPointer();
// See if we can ragdoll
if ( pBCC != NULL && pBCC->CanBecomeRagdoll() )
{
// Don't bother with striders
if ( FClassnameIs( pBCC, "npc_strider" ) )
return false;
// TODO: Make this an interaction between the NPC and the vortex
// Become ragdoll
CTakeDamageInfo info( this, this, 1.0f, DMG_GENERIC );
CBaseEntity *pRagdoll = CreateServerRagdoll( pBCC, 0, info, COLLISION_GROUP_INTERACTIVE_DEBRIS, true );
pRagdoll->SetCollisionBounds( pVictim->CollisionProp()->OBBMins(), pVictim->CollisionProp()->OBBMaxs() );
// Necessary to cause it to do the appropriate death cleanup
CTakeDamageInfo ragdollInfo( this, this, 10000.0, DMG_GENERIC | DMG_REMOVENORAGDOLL );
pVictim->TakeDamage( ragdollInfo );
// Return the pointer to the ragdoll
*pPhysObj = pRagdoll->VPhysicsGetObject();
return true;
}
// Wasn't able to ragdoll this target
*pPhysObj = NULL;
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Creates a dense ball with a mass equal to the aggregate mass consumed by the vortex
//-----------------------------------------------------------------------------
void CGravityVortexController::CreateDenseBall( void )
{
CBaseEntity *pBall = CreateEntityByName( "prop_physics" );
pBall->SetModel( DENSE_BALL_MODEL );
pBall->SetAbsOrigin( GetAbsOrigin() );
pBall->Spawn();
IPhysicsObject *pObj = pBall->VPhysicsGetObject();
if ( pObj != NULL )
{
pObj->SetMass( GetConsumedMass() );
}
}
//-----------------------------------------------------------------------------
// Purpose: Pulls physical objects towards the vortex center, killing them if they come too near
//-----------------------------------------------------------------------------
void CGravityVortexController::PullThink( void )
{
// Pull any players close enough to us
PullPlayersInRange();
Vector mins, maxs;
mins = GetAbsOrigin() - Vector( m_flRadius, m_flRadius, m_flRadius );
maxs = GetAbsOrigin() + Vector( m_flRadius, m_flRadius, m_flRadius );
// Draw debug information
if ( g_debug_hopwire.GetBool() )
{
NDebugOverlay::Box( GetAbsOrigin(), mins - GetAbsOrigin(), maxs - GetAbsOrigin(), 0, 255, 0, 16, 4.0f );
}
CBaseEntity *pEnts[128];
int numEnts = UTIL_EntitiesInBox( pEnts, 128, mins, maxs, 0 );
for ( int i = 0; i < numEnts; i++ )
{
IPhysicsObject *pPhysObject = NULL;
// Attempt to kill and ragdoll any victims in range
if ( KillNPCInRange( pEnts[i], &pPhysObject ) == false )
{
// If we didn't have a valid victim, see if we can just get the vphysics object
pPhysObject = pEnts[i]->VPhysicsGetObject();
if ( pPhysObject == NULL )
continue;
}
float mass;
CRagdollProp *pRagdoll = dynamic_cast< CRagdollProp* >( pEnts[i] );
if ( pRagdoll != NULL )
{
ragdoll_t *pRagdollPhys = pRagdoll->GetRagdoll();
mass = 0.0f;
// Find the aggregate mass of the whole ragdoll
for ( int j = 0; j < pRagdollPhys->listCount; ++j )
{
mass += pRagdollPhys->list[j].pObject->GetMass();
}
}
else
{
mass = pPhysObject->GetMass();
}
Vector vecForce = GetAbsOrigin() - pEnts[i]->WorldSpaceCenter();
Vector vecForce2D = vecForce;
vecForce2D[2] = 0.0f;
float dist2D = VectorNormalize( vecForce2D );
float dist = VectorNormalize( vecForce );
// FIXME: Need a more deterministic method here
if ( dist < 48.0f )
{
ConsumeEntity( pEnts[i] );
continue;
}
// Must be within the radius
if ( dist > m_flRadius )
continue;
// Find the pull force
vecForce *= ( 1.0f - ( dist2D / m_flRadius ) ) * m_flStrength * mass;
if ( pEnts[i]->VPhysicsGetObject() )
{
// Pull the object in
pEnts[i]->VPhysicsTakeDamage( CTakeDamageInfo( this, this, vecForce, GetAbsOrigin(), m_flStrength, DMG_BLAST ) );
}
}
// Keep going if need-be
if ( m_flEndTime > gpGlobals->curtime )
{
SetThink( &CGravityVortexController::PullThink );
SetNextThink( gpGlobals->curtime + 0.1f );
}
else
{
//Msg( "Consumed %.2f kilograms\n", m_flMass );
//CreateDenseBall();
}
}
//-----------------------------------------------------------------------------
// Purpose: Starts the vortex working
//-----------------------------------------------------------------------------
void CGravityVortexController::StartPull( const Vector &origin, float radius, float strength, float duration )
{
SetAbsOrigin( origin );
m_flEndTime = gpGlobals->curtime + duration;
m_flRadius = radius;
m_flStrength= strength;
SetThink( &CGravityVortexController::PullThink );
SetNextThink( gpGlobals->curtime + 0.1f );
}
//-----------------------------------------------------------------------------
// Purpose: Creation utility
//-----------------------------------------------------------------------------
CGravityVortexController *CGravityVortexController::Create( const Vector &origin, float radius, float strength, float duration )
{
// Create an instance of the vortex
CGravityVortexController *pVortex = (CGravityVortexController *) CreateEntityByName( "vortex_controller" );
if ( pVortex == NULL )
return NULL;
// Start the vortex working
pVortex->StartPull( origin, radius, strength, duration );
return pVortex;
}
BEGIN_DATADESC( CGravityVortexController )
DEFINE_FIELD( m_flMass, FIELD_FLOAT ),
DEFINE_FIELD( m_flEndTime, FIELD_TIME ),
DEFINE_FIELD( m_flRadius, FIELD_FLOAT ),
DEFINE_FIELD( m_flStrength, FIELD_FLOAT ),
DEFINE_THINKFUNC( PullThink ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( vortex_controller, CGravityVortexController );
#define GRENADE_MODEL_CLOSED "models/roller.mdl"
#define GRENADE_MODEL_OPEN "models/roller_spikes.mdl"
BEGIN_DATADESC( CGrenadeHopwire )
DEFINE_FIELD( m_hVortexController, FIELD_EHANDLE ),
DEFINE_THINKFUNC( EndThink ),
DEFINE_THINKFUNC( CombatThink ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( npc_grenade_hopwire, CGrenadeHopwire );
IMPLEMENT_SERVERCLASS_ST( CGrenadeHopwire, DT_GrenadeHopwire )
END_SEND_TABLE()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CGrenadeHopwire::Spawn( void )
{
Precache();
SetModel( GRENADE_MODEL_CLOSED );
SetCollisionGroup( COLLISION_GROUP_PROJECTILE );
CreateVPhysics();
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CGrenadeHopwire::CreateVPhysics()
{
// Create the object in the physics system
VPhysicsInitNormal( SOLID_BBOX, 0, false );
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CGrenadeHopwire::Precache( void )
{
// FIXME: Replace
//PrecacheSound("NPC_Strider.Shoot");
//PrecacheSound("d3_citadel.weapon_zapper_beam_loop2");
PrecacheModel( GRENADE_MODEL_OPEN );
PrecacheModel( GRENADE_MODEL_CLOSED );
PrecacheModel( DENSE_BALL_MODEL );
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : timer -
//-----------------------------------------------------------------------------
void CGrenadeHopwire::SetTimer( float timer )
{
SetThink( &CBaseGrenade::PreDetonate );
SetNextThink( gpGlobals->curtime + timer );
}
#define MAX_STRIDER_KILL_DISTANCE_HORZ (hopwire_strider_kill_dist_h.GetFloat()) // Distance a Strider will be killed if within
#define MAX_STRIDER_KILL_DISTANCE_VERT (hopwire_strider_kill_dist_v.GetFloat()) // Distance a Strider will be killed if within
#define MAX_STRIDER_STUN_DISTANCE_HORZ (MAX_STRIDER_KILL_DISTANCE_HORZ*2) // Distance a Strider will be stunned if within
#define MAX_STRIDER_STUN_DISTANCE_VERT (MAX_STRIDER_KILL_DISTANCE_VERT*2) // Distance a Strider will be stunned if within
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CGrenadeHopwire::KillStriders( void )
{
CBaseEntity *pEnts[128];
Vector mins, maxs;
ClearBounds( mins, maxs );
AddPointToBounds( -Vector( MAX_STRIDER_STUN_DISTANCE_HORZ, MAX_STRIDER_STUN_DISTANCE_HORZ, MAX_STRIDER_STUN_DISTANCE_HORZ ), mins, maxs );
AddPointToBounds( Vector( MAX_STRIDER_STUN_DISTANCE_HORZ, MAX_STRIDER_STUN_DISTANCE_HORZ, MAX_STRIDER_STUN_DISTANCE_HORZ ), mins, maxs );
AddPointToBounds( -Vector( MAX_STRIDER_STUN_DISTANCE_VERT, MAX_STRIDER_STUN_DISTANCE_VERT, MAX_STRIDER_STUN_DISTANCE_VERT ), mins, maxs );
AddPointToBounds( Vector( MAX_STRIDER_STUN_DISTANCE_VERT, MAX_STRIDER_STUN_DISTANCE_VERT, MAX_STRIDER_STUN_DISTANCE_VERT ), mins, maxs );
// FIXME: It's probably much faster to simply iterate over the striders in the map, rather than any entity in the radius - jdw
// Find any striders in range of us
int numTargets = UTIL_EntitiesInBox( pEnts, ARRAYSIZE( pEnts ), GetAbsOrigin()+mins, GetAbsOrigin()+maxs, FL_NPC );
float targetDistHorz, targetDistVert;
for ( int i = 0; i < numTargets; i++ )
{
// Only affect striders
if ( FClassnameIs( pEnts[i], "npc_strider" ) == false )
continue;
// We categorize our spatial relation to the strider in horizontal and vertical terms, so that we can specify both parameters separately
targetDistHorz = UTIL_DistApprox2D( pEnts[i]->GetAbsOrigin(), GetAbsOrigin() );
targetDistVert = fabs( pEnts[i]->GetAbsOrigin()[2] - GetAbsOrigin()[2] );
if ( targetDistHorz < MAX_STRIDER_KILL_DISTANCE_HORZ && targetDistHorz < MAX_STRIDER_KILL_DISTANCE_VERT )
{
// Kill the strider
float fracDamage = ( pEnts[i]->GetMaxHealth() / hopwire_strider_hits.GetFloat() ) + 1.0f;
CTakeDamageInfo killInfo( this, this, fracDamage, DMG_GENERIC );
Vector killDir = pEnts[i]->GetAbsOrigin() - GetAbsOrigin();
VectorNormalize( killDir );
killInfo.SetDamageForce( killDir * -1000.0f );
killInfo.SetDamagePosition( GetAbsOrigin() );
pEnts[i]->TakeDamage( killInfo );
}
else if ( targetDistHorz < MAX_STRIDER_STUN_DISTANCE_HORZ && targetDistHorz < MAX_STRIDER_STUN_DISTANCE_VERT )
{
// Stun the strider
CTakeDamageInfo killInfo( this, this, 200.0f, DMG_GENERIC );
pEnts[i]->TakeDamage( killInfo );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CGrenadeHopwire::EndThink( void )
{
if ( hopwire_vortex.GetBool() )
{
EntityMessageBegin( this, true );
WRITE_BYTE( 1 );
MessageEnd();
}
SetThink( &CBaseEntity::SUB_Remove );
SetNextThink( gpGlobals->curtime + 1.0f );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CGrenadeHopwire::CombatThink( void )
{
// Stop the grenade from moving
AddEFlags( EF_NODRAW );
AddFlag( FSOLID_NOT_SOLID );
VPhysicsDestroyObject();
SetAbsVelocity( vec3_origin );
SetMoveType( MOVETYPE_NONE );
// Do special behaviors if there are any striders in the area
KillStriders();
// FIXME: Replace
//EmitSound("NPC_Strider.Shoot");
//EmitSound("d3_citadel.weapon_zapper_beam_loop2");
// Quick screen flash
CBasePlayer *pPlayer = ToBasePlayer( GetThrower() );
color32 white = { 255,255,255,255 };
UTIL_ScreenFade( pPlayer, white, 0.2f, 0.0f, FFADE_IN );
// Create the vortex controller to pull entities towards us
if ( hopwire_vortex.GetBool() )
{
m_hVortexController = CGravityVortexController::Create( GetAbsOrigin(), 512, 150, 3.0f );
// Start our client-side effect
EntityMessageBegin( this, true );
WRITE_BYTE( 0 );
MessageEnd();
// Begin to stop in two seconds
SetThink( &CGrenadeHopwire::EndThink );
SetNextThink( gpGlobals->curtime + 2.0f );
}
else
{
// Remove us immediately
SetThink( &CBaseEntity::SUB_Remove );
SetNextThink( gpGlobals->curtime + 0.1f );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CGrenadeHopwire::SetVelocity( const Vector &velocity, const AngularImpulse &angVelocity )
{
IPhysicsObject *pPhysicsObject = VPhysicsGetObject();
if ( pPhysicsObject != NULL )
{
pPhysicsObject->AddVelocity( &velocity, &angVelocity );
}
}
//-----------------------------------------------------------------------------
// Purpose: Hop off the ground to start deployment
//-----------------------------------------------------------------------------
void CGrenadeHopwire::Detonate( void )
{
SetModel( GRENADE_MODEL_OPEN );
AngularImpulse hopAngle = RandomAngularImpulse( -300, 300 );
//Find out how tall the ceiling is and always try to hop halfway
trace_t tr;
UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + Vector( 0, 0, MAX_HOP_HEIGHT*2 ), MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
// Jump half the height to the found ceiling
float hopHeight = MIN( MAX_HOP_HEIGHT, (MAX_HOP_HEIGHT*tr.fraction) );
//Add upwards velocity for the "hop"
Vector hopVel( 0.0f, 0.0f, hopHeight );
SetVelocity( hopVel, hopAngle );
// Get the time until the apex of the hop
float apexTime = sqrt( hopHeight / GetCurrentGravity() );
// Explode at the apex
SetThink( &CGrenadeHopwire::CombatThink );
SetNextThink( gpGlobals->curtime + apexTime);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CBaseGrenade *HopWire_Create( const Vector &position, const QAngle &angles, const Vector &velocity, const AngularImpulse &angVelocity, CBaseEntity *pOwner, float timer )
{
CGrenadeHopwire *pGrenade = (CGrenadeHopwire *) CBaseEntity::Create( "npc_grenade_hopwire", position, angles, pOwner );
// Only set ourselves to detonate on a timer if we're not a trap hopwire
if ( hopwire_trap.GetBool() == false )
{
pGrenade->SetTimer( timer );
}
pGrenade->SetVelocity( velocity, angVelocity );
pGrenade->SetThrower( ToBaseCombatCharacter( pOwner ) );
return pGrenade;
}