Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// TF Energy Ring
//
//=============================================================================
#include "cbase.h"
#include "tf_projectile_energy_ring.h"
#include "tf_weapon_raygun.h"
#ifdef CLIENT_DLL
#include "c_basetempentity.h"
#include "c_te_legacytempents.h"
#include "c_te_effect_dispatch.h"
#include "input.h"
#include "c_tf_player.h"
#include "cliententitylist.h"
#endif
#ifdef GAME_DLL
#include "tf_player.h"
#include "tf_player_shared.h"
#include "particle_parse.h"
#include "tf_pumpkin_bomb.h"
#include "halloween/merasmus/merasmus_trick_or_treat_prop.h"
#include "tf_robot_destruction_robot.h"
#endif
#define ENERGY_RING_DISPATCH_EFFECT "ClientProjectile_EnergyRing"
#define ENERGY_RING_DISPATCH_EFFECT_POMSON "ClientProjectile_EnergyRingPomson"
const char* g_pszEnergyRingModel ( "models/weapons/w_models/w_drg_ball.mdl" );
const char* g_pszPomsonImpactFleshSound ( "Weapon_Pomson.ProjectileImpactWorld" );
const char* g_pszPomsonImpactWorldSound ( "Weapon_Pomson.ProjectileImpactFlesh" );
const char* g_pszPomsonTrailParticle ( "drg_pomson_projectile" );
const char* g_pszPomsonTrailParticleCrit ( "drg_pomson_projectile_crit" );
const char* g_pszBisonImpactFleshSound ( "Weapon_Bison.ProjectileImpactWorld" );
const char* g_pszBisonImpactWorldSound ( "Weapon_Bison.ProjectileImpactFlesh" );
const char* g_pszBisonTrailParticle ( "drg_bison_projectile" );
const char* g_pszBisonTrailParticleCrit ( "drg_bison_projectile_crit" );
const char* g_pszEnergyProjectileImpactParticle ( "drg_pomson_impact" );
//=============================================================================
//
// TF Energy Ring Projectile functions
//
IMPLEMENT_NETWORKCLASS_ALIASED( TFProjectile_EnergyRing, DT_TFProjectile_EnergyRing )
BEGIN_NETWORK_TABLE( CTFProjectile_EnergyRing, DT_TFProjectile_EnergyRing )
END_NETWORK_TABLE()
//-----------------------------------------------------------------------------
LINK_ENTITY_TO_CLASS( tf_projectile_energy_ring, CTFProjectile_EnergyRing );
PRECACHE_WEAPON_REGISTER( tf_projectile_energy_ring );
short g_sModelIndexRing;
void PrecacheRing(void *pUser)
{
g_sModelIndexRing = modelinfo->GetModelIndex( g_pszEnergyRingModel );
}
PRECACHE_REGISTER_FN(PrecacheRing);
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFProjectile_EnergyRing::CTFProjectile_EnergyRing()
{
m_vecPrevPos = vec3_origin;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char *CTFProjectile_EnergyRing::GetProjectileModelName( void )
{
return g_pszEnergyRingModel;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CTFProjectile_EnergyRing::GetGravity( void )
{
return 0.f;
}
float CTFProjectile_EnergyRing::GetInitialVelocity( void )
{
return ShouldPenetrate() ? 840.f : 1200.f;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFProjectile_EnergyRing *CTFProjectile_EnergyRing::Create( CTFWeaponBaseGun *pLauncher, const Vector &vecOrigin, const QAngle& vecAngles, float fSpeed, float fGravity,
CBaseEntity *pOwner, CBaseEntity *pScorer, Vector vColor1, Vector vColor2, bool bCritical )
{
CTFProjectile_EnergyRing *pRing = NULL;
#ifdef GAME_DLL
Vector vecForward, vecRight, vecUp;
AngleVectors( vecAngles, &vecForward, &vecRight, &vecUp );
pRing = static_cast<CTFProjectile_EnergyRing*>( CBaseEntity::Create( "tf_projectile_energy_ring", vecOrigin, vecAngles, pOwner ) );
if ( !pRing )
return NULL;
// Initialize the owner.
pRing->SetOwnerEntity( pOwner );
pRing->SetLauncher( pLauncher );
pRing->SetScorer( pScorer );
// Spawn.
pRing->Spawn();
Vector vecVelocity = vecForward * pRing->GetInitialVelocity();
pRing->SetAbsVelocity( vecVelocity );
// Setup the initial angles.
QAngle angles;
VectorAngles( vecVelocity, angles );
pRing->SetAbsAngles( angles );
// Set team.
pRing->ChangeTeam( pOwner->GetTeamNumber() );
if ( pScorer )
{
pRing->SetTruceValidForEnt( pScorer->IsTruceValidForEnt() );
}
#endif
#ifdef CLIENT_DLL
// This is silly code to support demos when the client created its own effects
// for the Pomson and Righteous Bison
CTFRaygun* pRaygun = assert_cast< CTFRaygun* >( pLauncher );
if ( pRaygun && !pRaygun->UseNewProjectileCode() )
{
if ( pRaygun->GetWeaponID() == TF_WEAPON_DRG_POMSON )
{
pRing = static_cast<CTFProjectile_EnergyRing*>( CTFBaseProjectile::Create( "tf_projectile_energy_ring", vecOrigin, vecAngles, pOwner,
1200.f, g_sModelIndexRing,
ENERGY_RING_DISPATCH_EFFECT_POMSON, pScorer, bCritical, vColor1, vColor2 ) );
}
else
{
pRing = static_cast<CTFProjectile_EnergyRing*>( CTFBaseProjectile::Create( "tf_projectile_energy_ring", vecOrigin, vecAngles, pOwner,
1200.f, g_sModelIndexRing,
ENERGY_RING_DISPATCH_EFFECT, pScorer, bCritical, vColor1, vColor2 ) );
}
if ( pRing )
{
pRing->SetRenderMode( kRenderNone );
pRing->SetSolidFlags( FSOLID_TRIGGER | FSOLID_NOT_SOLID );
pRing->SetCollisionGroup( TFCOLLISION_GROUP_ROCKETS );
}
}
#endif
return pRing;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFProjectile_EnergyRing::Spawn()
{
BaseClass::Spawn();
SetSolid( SOLID_BBOX );
SetMoveType( MOVETYPE_FLY, MOVECOLLIDE_FLY_CUSTOM );
SetRenderMode( kRenderNone );
SetSolidFlags( FSOLID_TRIGGER | FSOLID_NOT_SOLID );
SetCollisionGroup( TFCOLLISION_GROUP_ROCKETS );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFProjectile_EnergyRing::Precache()
{
PrecacheParticleSystem( g_pszEnergyProjectileImpactParticle );
PrecacheParticleSystem( g_pszBisonTrailParticle );
PrecacheParticleSystem( g_pszBisonTrailParticleCrit );
PrecacheScriptSound( g_pszBisonImpactWorldSound );
PrecacheScriptSound( g_pszBisonImpactFleshSound );
PrecacheParticleSystem( g_pszPomsonTrailParticle );
PrecacheParticleSystem( g_pszPomsonTrailParticleCrit );
PrecacheScriptSound( g_pszPomsonImpactWorldSound );
PrecacheScriptSound( g_pszPomsonImpactFleshSound );
BaseClass::Precache();
}
#ifdef GAME_DLL
struct collidelist_t
{
const CPhysCollide *pCollide;
Vector origin;
QAngle angles;
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFProjectile_EnergyRing::ProjectileTouch( CBaseEntity *pOther )
{
// Verify a correct "other."
Assert( pOther );
if ( !pOther->IsSolid() || pOther->IsSolidFlagSet( FSOLID_VOLUME_CONTENTS ) || pOther->IsSolidFlagSet( FSOLID_NOT_SOLID )
|| pOther->GetCollisionGroup() == TFCOLLISION_GROUP_RESPAWNROOMS )
return;
CBaseEntity* pOwner = GetOwnerEntity();
// Don't shoot ourselves
if ( pOwner == pOther )
return;
// Handle hitting skybox (disappear).
const trace_t *pTrace = &CBaseEntity::GetTouchTrace();
if( pTrace->surface.flags & SURF_SKY )
{
UTIL_Remove( this );
return;
}
// pass through ladders
if( pTrace->surface.flags & CONTENTS_LADDER )
return;
// Used when checking against things like FUNC_BRUSHES
if ( !pOther->IsWorld() && pOther->GetSolid() == SOLID_VPHYSICS )
{
CPhysCollide *pTriggerCollide = modelinfo->GetVCollide( GetModelIndex() )->solids[0];
Assert( pTriggerCollide );
CUtlVector<collidelist_t> collideList;
IPhysicsObject *pList[VPHYSICS_MAX_OBJECT_LIST_COUNT];
int physicsCount = pOther->VPhysicsGetObjectList( pList, ARRAYSIZE(pList) );
vcollide_t *pVCollide = modelinfo->GetVCollide( pOther->GetModelIndex() );
if ( physicsCount )
{
for ( int i = 0; i < physicsCount; i++ )
{
const CPhysCollide *pCollide = pList[i]->GetCollide();
if ( pCollide )
{
collidelist_t element;
element.pCollide = pCollide;
pList[i]->GetPosition( &element.origin, &element.angles );
collideList.AddToTail( element );
}
}
}
else if ( pVCollide && pVCollide->solidCount )
{
collidelist_t element;
element.pCollide = pVCollide->solids[0];
element.origin = pOther->GetAbsOrigin();
element.angles = pOther->GetAbsAngles();
collideList.AddToTail( element );
}
else
{
return;
}
for ( int i = collideList.Count()-1; i >= 0; --i )
{
const collidelist_t &element = collideList[i];
trace_t tr;
physcollision->TraceCollide( pTrace->startpos, element.origin, element.pCollide, element.angles, pTriggerCollide, GetAbsOrigin(), GetAbsAngles(), &tr );
if ( !tr.DidHit() )
return;
}
}
// The stuff we collide with
bool bCombatEntity = pOther->IsPlayer() ||
pOther->IsBaseObject() ||
pOther->IsCombatCharacter() ||
pOther->IsCombatItem();
if ( !bCombatEntity )
{
// Couple more things that we collide with
// HACK: these are the same checks we do in CTFProjectile_Arrow::ArrowTouch()...need to figure out a better way to do this when we have time
CTFPumpkinBomb *pPumpkinBomb = dynamic_cast<CTFPumpkinBomb*>( pOther );
CTFMerasmusTrickOrTreatProp *pMerasmusProp = dynamic_cast<CTFMerasmusTrickOrTreatProp*>( pOther );
CTFRobotDestruction_Robot *pRobot = dynamic_cast<CTFRobotDestruction_Robot*>( pOther );
if ( pPumpkinBomb || pMerasmusProp || pRobot )
{
bCombatEntity = true;
}
}
if ( bCombatEntity && ( pOther != pOwner ) )
{
// Bison projectiles shouldn't collide with friendly things
if ( pOther->GetTeamNumber() == GetTeamNumber() && ShouldPenetrate() )
{
return;
}
FOR_EACH_VEC( m_vecHitEnemies, i )
{
// Check if we've already damaged this entity. If so, don't do it again
if ( m_vecHitEnemies[i] == pOther )
return;
}
const int nMaxPenetrates = 5;
const int nDamage = GetDamage() * pow( 0.75f, m_vecHitEnemies.Count() );
CTakeDamageInfo info( this, pOwner, GetLauncher(), nDamage, GetDamageType(), TF_DMG_CUSTOM_PLASMA );
info.SetReportedPosition( pOwner->GetAbsOrigin() );
info.SetDamagePosition( pTrace->endpos );
if ( info.GetDamageType() & DMG_CRITICAL )
{
info.SetCritType( CTakeDamageInfo::CRIT_FULL );
}
trace_t traceAttack;
UTIL_TraceLine( WorldSpaceCenter(), pOther->WorldSpaceCenter(), MASK_SOLID|CONTENTS_HITBOX, this, COLLISION_GROUP_NONE, &traceAttack );
pOther->DispatchTraceAttack( info, GetAbsVelocity(), &traceAttack );
ApplyMultiDamage();
m_vecHitEnemies.AddToTail( pOther );
// Get a position on whatever we hit
Vector vecDelta = pOther->GetAbsOrigin() - GetAbsOrigin();
Vector vecNormalVel = GetAbsVelocity().Normalized();
Vector vecNewPos = ( DotProduct( vecDelta, vecNormalVel ) * vecNormalVel ) + GetAbsOrigin();
PlayImpactEffects( vecNewPos, pOther->IsPlayer() );
int iPenetrate = 0;
CALL_ATTRIB_HOOK_INT_ON_OTHER( GetOwnerEntity(), iPenetrate, energy_weapon_penetration );
if ( iPenetrate && m_vecHitEnemies.Count() < nMaxPenetrates )
{
return;
}
UTIL_Remove( this );
return;
}
if ( pOther->IsWorld() )
{
SetAbsVelocity( vec3_origin );
AddSolidFlags( FSOLID_NOT_SOLID );
}
PlayImpactEffects( pTrace->endpos, false );
// Remove by default. Fixes this entity living forever on things like doors.
UTIL_Remove( this );
}
void CTFProjectile_EnergyRing::ResolveFlyCollisionCustom( trace_t &trace, Vector &vecVelocity )
{
PlayImpactEffects( trace.endpos, false );
// Remove by default. Fixes this entity living forever on things like doors.
UTIL_Remove( this );
}
void CTFProjectile_EnergyRing::PlayImpactEffects( const Vector& vecPos, bool bHitFlesh )
{
CTFWeaponBaseGun* pTFGun = dynamic_cast< CTFWeaponBaseGun* >( GetLauncher() );
if ( pTFGun )
{
DispatchParticleEffect( g_pszEnergyProjectileImpactParticle, vecPos, GetAbsAngles(), pTFGun->GetParticleColor( 1 ), pTFGun->GetParticleColor( 2 ), true, NULL, 0 );
const char* pszSoundString = NULL;
if ( ShouldPenetrate() )
{
pszSoundString = bHitFlesh ? g_pszBisonImpactFleshSound : g_pszBisonImpactWorldSound;
}
else
{
pszSoundString = bHitFlesh ? g_pszPomsonImpactFleshSound : g_pszPomsonImpactWorldSound;
}
EmitSound( pszSoundString );
}
}
#else
void CTFProjectile_EnergyRing::OnDataChanged( DataUpdateType_t updateType )
{
BaseClass::OnDataChanged( updateType );
if ( updateType == DATA_UPDATE_CREATED )
{
CNewParticleEffect* pEffect = ParticleProp()->Create( GetTrailParticleName(), PATTACH_ABSORIGIN_FOLLOW );
CTFWeaponBaseGun* pTFGun = dynamic_cast< CTFWeaponBaseGun* >( GetLauncher() );
if ( pEffect && pTFGun )
{
pEffect->SetControlPoint( CUSTOM_COLOR_CP1, pTFGun->GetParticleColor( 0 ) );
pEffect->SetControlPoint( CUSTOM_COLOR_CP2, pTFGun->GetParticleColor( 1 ) );
}
}
}
#endif
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CTFProjectile_EnergyRing::GetDamage()
{
return ShouldPenetrate() ? 45.f : 60.f;
}
bool CTFProjectile_EnergyRing::ShouldPenetrate() const
{
int iPenetrate = 0;
CALL_ATTRIB_HOOK_INT_ON_OTHER( GetOwnerEntity(), iPenetrate, energy_weapon_penetration );
return iPenetrate != 0;
}
const char* CTFProjectile_EnergyRing::GetTrailParticleName() const
{
if ( ShouldPenetrate() ) // Righteous Bison
{
return IsCritical() ? g_pszBisonTrailParticleCrit : g_pszBisonTrailParticle;
}
else // Pomson
{
return IsCritical() ? g_pszPomsonTrailParticleCrit : g_pszPomsonTrailParticle;
}
}
//-----------------------------------------------------------------------------
// The following is legacy code to support old demos
//-----------------------------------------------------------------------------
#ifdef CLIENT_DLL
void CreateClientSideEnergyRing( const char* pszStandardParticle, const char* pszCritParticle, const CEffectData &data, int nFlags )
{
C_BaseEntity *entity = ClientEntityList().GetBaseEntityFromHandle( data.m_hEntity );
if ( !entity )
{
return;
}
C_TFPlayer *pPlayer = dynamic_cast< C_TFPlayer * >( entity->GetOwnerEntity() );
if ( pPlayer )
{
C_LocalTempEntity *pRing = ClientsideProjectileCallback( data, 0.f );
if ( pRing )
{
bool bCritical = ( ( data.m_nDamageType & DMG_CRITICAL ) != 0 );
CNewParticleEffect* pEffect = pRing->AddParticleEffect( bCritical ? pszCritParticle : pszStandardParticle );
if ( pEffect )
{
pEffect->SetControlPoint( CUSTOM_COLOR_CP1, data.m_CustomColors.m_vecColor1 );
pEffect->SetControlPoint( CUSTOM_COLOR_CP2, data.m_CustomColors.m_vecColor2 );
}
pRing->AddEffects( EF_NOSHADOW );
pRing->flags = nFlags;
pRing->SetRenderMode( kRenderNone );
pRing->SetSolidFlags( FSOLID_TRIGGER | FSOLID_NOT_SOLID );
pRing->SetCollisionGroup( TFCOLLISION_GROUP_ROCKETS );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Bison effect callback
//-----------------------------------------------------------------------------
void ClientsideProjectileRingCallback( const CEffectData &data )
{
CreateClientSideEnergyRing( g_pszBisonTrailParticle, g_pszBisonTrailParticleCrit, data, FTENT_COLLIDEKILL | FTENT_COLLIDEPROPS | FTENT_ATTACHTOTARGET | FTENT_ALIGNTOMOTION | FTENT_CLIENTSIDEPARTICLES );
}
DECLARE_CLIENT_EFFECT( ENERGY_RING_DISPATCH_EFFECT, ClientsideProjectileRingCallback );
//-----------------------------------------------------------------------------
// Purpose: Pomson effect callback
//-----------------------------------------------------------------------------
void ClientsideProjectileRingPomsonCallback( const CEffectData &data )
{
CreateClientSideEnergyRing( g_pszPomsonTrailParticle, g_pszPomsonTrailParticleCrit, data, FTENT_COLLIDEALL | FTENT_USEFASTCOLLISIONS | FTENT_ATTACHTOTARGET | FTENT_ALIGNTOMOTION | FTENT_CLIENTSIDEPARTICLES );
}
DECLARE_CLIENT_EFFECT( ENERGY_RING_DISPATCH_EFFECT_POMSON, ClientsideProjectileRingPomsonCallback );
#endif