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611 lines
16 KiB
611 lines
16 KiB
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "tf_gamerules.h"
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#include "teleport_vortex.h"
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//-----------------------------------------------------------------------------
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#ifdef CLIENT_DLL
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#include "c_tf_fx.h"
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inline float SCurve( float t )
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{
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t = clamp( t, 0.0f, 1.0f );
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return t * t * (3 - 2*t);
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}
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#else
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#include "tf_fx.h"
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#include "tf_team.h"
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#include "tf_weapon_sniperrifle.h"
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#endif
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//-----------------------------------------------------------------------------
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ConVar vortex_float_osc_speed( "vortex_float_osc_speed", "2.0", FCVAR_HIDDEN | FCVAR_CHEAT | FCVAR_REPLICATED );
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ConVar vortex_float_amp( "vortex_float_amp", "5.0", FCVAR_HIDDEN | FCVAR_CHEAT | FCVAR_REPLICATED );
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ConVar vortex_fade_fraction_denom( "vortex_fade_fraction_denom", "10.0", FCVAR_HIDDEN | FCVAR_CHEAT | FCVAR_REPLICATED );
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ConVar vortex_book_offset( "vortex_book_offset", "5.0", FCVAR_HIDDEN | FCVAR_CHEAT | FCVAR_REPLICATED );
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//-----------------------------------------------------------------------------
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IMPLEMENT_NETWORKCLASS_ALIASED( TeleportVortex, DT_TeleportVortex )
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BEGIN_NETWORK_TABLE( CTeleportVortex, DT_TeleportVortex )
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#if defined( CLIENT_DLL )
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RecvPropInt( RECVINFO( m_iState ) ),
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#else
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SendPropInt( SENDINFO( m_iState ), 4, SPROP_UNSIGNED | SPROP_CHANGES_OFTEN ),
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#endif
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END_NETWORK_TABLE()
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LINK_ENTITY_TO_CLASS( teleport_vortex, CTeleportVortex );
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BEGIN_DATADESC( CTeleportVortex )
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END_DATADESC()
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//-----------------------------------------------------------------------------
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#define VORTEX_PARTICLE_EFFECT_EYEBALL_MOVED "eyeboss_tp_vortex"
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#define VORTEX_PARTICLE_EFFECT_EYEBALL_DIED "eyeboss_aura_angry"
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#define VORTEX_BOOK_MODEL "models/props_halloween/bombonomicon.mdl"
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#define VORTEX_SOUND_EYEBALL_MOVED "Halloween.TeleportVortex.EyeballMovedVortex"
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#define VORTEX_SOUND_EYEBALL_DIED "Halloween.TeleportVortex.EyeballDiedVortex"
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#define VORTEX_SOUND_BOOK_SPAWN "Halloween.TeleportVortex.BookSpawn"
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#define VORTEX_SOUND_BOOK_EXIT "Halloween.TeleportVortex.BookExit"
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#define VORTEX_OPEN_OPEN_ANIM "flip_stimulated"
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//-----------------------------------------------------------------------------
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CTeleportVortex::CTeleportVortex()
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#ifdef GAME_DLL
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: m_iAutoSetupVortex( -1 )
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#endif
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{
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}
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CTeleportVortex::~CTeleportVortex()
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{
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#ifdef CLIENT_DLL
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DestroyParticleEffect();
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#endif
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}
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#ifdef CLIENT_DLL
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void CTeleportVortex::DestroyParticleEffect()
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{
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if ( m_pVortexEffect )
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{
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ParticleProp()->StopEmission( m_pVortexEffect );
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m_pVortexEffect = NULL;
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}
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}
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#else
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bool CTeleportVortex::KeyValue( const char *szKeyname, const char *szValue )
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{
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if ( !V_strnicmp( szKeyname, "type", 4 ) )
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{
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m_iAutoSetupVortex = atoi( szValue );
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}
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else
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{
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return BaseClass::KeyValue( szKeyname, szValue );
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}
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return true;
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}
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#endif
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void CTeleportVortex::Spawn( void )
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{
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Precache();
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BaseClass::Spawn();
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AddEffects( EF_NODRAW );
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SetMoveType( MOVETYPE_NONE );
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SetSolid( SOLID_BBOX );
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CollisionProp()->SetCollisionBounds( Vector( -50, -50, -50 ), Vector( 50, 50, 50 ) );
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SetModelName( NULL_STRING );
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SetSolidFlags( FSOLID_TRIGGER );
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SetCollisionGroup( COLLISION_GROUP_WEAPON );
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SetRenderMode( kRenderTransAlpha );
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SetRenderColorA( 255 );
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UseClientSideAnimation();
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m_lifeTimer.Start( 5.0f );
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#ifdef CLIENT_DLL
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m_flScale = 1.0f;
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m_iOldState = VORTEXSTATE_INACTIVE;
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m_pVortexEffect = NULL;
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ClientThinkList()->SetNextClientThink( GetClientHandle(), CLIENT_THINK_ALWAYS );
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AddToLeafSystem( RENDER_GROUP_TWOPASS );
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#else
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// Default to purgatory
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m_pszWhere = "spawn_purgatory";
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SetThink( &CTeleportVortex::VortexThink );
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SetNextThink( gpGlobals->curtime );
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m_nSoundCounter = 0;
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m_bSplitTeam = false;
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if ( m_iAutoSetupVortex >= 0 )
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{
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SetupVortex( m_iAutoSetupVortex != 0 );
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}
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#endif
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}
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//-----------------------------------------------------------------------------
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void CTeleportVortex::Precache( void )
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{
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BaseClass::Precache();
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PrecacheModel( VORTEX_BOOK_MODEL );
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// We deliberately allow late precaches here.
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bool bAllowPrecache = CBaseAnimating::IsPrecacheAllowed();
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CBaseAnimating::SetAllowPrecache( true );
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#if GAME_DLL
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PrecacheScriptSound( VORTEX_SOUND_EYEBALL_MOVED );
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PrecacheScriptSound( VORTEX_SOUND_EYEBALL_DIED );
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PrecacheScriptSound( VORTEX_SOUND_BOOK_SPAWN );
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PrecacheScriptSound( VORTEX_SOUND_BOOK_EXIT );
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#endif
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PrecacheParticleSystem( VORTEX_PARTICLE_EFFECT_EYEBALL_MOVED );
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PrecacheParticleSystem( VORTEX_PARTICLE_EFFECT_EYEBALL_DIED );
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CBaseAnimating::SetAllowPrecache( bAllowPrecache );
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}
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//-----------------------------------------------------------------------------
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#ifdef GAME_DLL
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void CTeleportVortex::Touch( CBaseEntity *pOther )
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{
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BaseClass::Touch( pOther );
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if ( pOther && pOther->IsPlayer() )
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{
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if ( m_bSplitTeam )
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{
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const char* pszTeam = pOther->GetTeamNumber() == TF_TEAM_RED ? "_red" : "_blue";
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SendPlayerToTheUnderworld( ToTFPlayer( pOther ), CFmtStr( "%s%s", m_pszWhere.Get(), pszTeam ) );
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}
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else
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{
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SendPlayerToTheUnderworld( ToTFPlayer( pOther ), m_pszWhere );
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}
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}
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}
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//-----------------------------------------------------------------------------
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int CTeleportVortex::UpdateTransmitState( void )
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{
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return SetTransmitState( FL_EDICT_PVSCHECK );
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}
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//-----------------------------------------------------------------------------
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void CTeleportVortex::StartTouch( CBaseEntity *pOther )
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{
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CBaseAnimating::StartTouch( pOther );
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}
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//-----------------------------------------------------------------------------
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void CTeleportVortex::SetupVortex( bool bIsDeathVortex, bool bSplitTeam /*= false*/ )
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{
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m_bSplitTeam = bSplitTeam;
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if ( bIsDeathVortex )
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{
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m_iState = VORTEXSTATE_ACTIVE_EYEBALL_DIED;
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m_pszWhere = "spawn_loot";
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RemoveEffects( EF_NODRAW );
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SetModel( VORTEX_BOOK_MODEL );
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}
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else
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{
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m_iState = VORTEXSTATE_ACTIVE_EYEBALL_MOVED;
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m_pszWhere = "spawn_purgatory";
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AddEffects( EF_NODRAW );
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}
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}
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void CTeleportVortex::VortexThink()
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{
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if ( m_lifeTimer.IsElapsed() )
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{
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UTIL_Remove( this );
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}
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else
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{
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StudioFrameAdvance();
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if ( m_iState == VORTEXSTATE_ACTIVE_EYEBALL_DIED )
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{
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if ( m_nSoundCounter == 0 && ShouldDoBookRampIn() )
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{
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EmitSound( VORTEX_SOUND_BOOK_SPAWN );
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++m_nSoundCounter;
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}
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else if ( m_nSoundCounter == 1 && ShouldDoBookRampOut() )
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{
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EmitSound( VORTEX_SOUND_BOOK_EXIT );
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++m_nSoundCounter;
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}
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}
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SetNextThink( gpGlobals->curtime );
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}
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// suck nearby players into the vortex
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CUtlVector< CTFPlayer * > playerVector;
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CollectPlayers( &playerVector, TF_TEAM_RED, COLLECT_ONLY_LIVING_PLAYERS );
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CollectPlayers( &playerVector, TF_TEAM_BLUE, COLLECT_ONLY_LIVING_PLAYERS, APPEND_PLAYERS );
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const float suctionRange = 500.0f;
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for( int i=0; i<playerVector.Count(); ++i )
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{
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CTFPlayer *player = playerVector[i];
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if ( player->GetFlags() & FL_ONGROUND )
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{
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// not airborne
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continue;
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}
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Vector toVortex = WorldSpaceCenter() - player->WorldSpaceCenter();
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float range = toVortex.NormalizeInPlace();
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if ( range > suctionRange )
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{
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// too far
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continue;
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}
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if ( player->IsLookingTowards( WorldSpaceCenter() ) )
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{
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if ( player->IsLineOfSightClear( WorldSpaceCenter(), CBaseCombatCharacter::IGNORE_ACTORS, player ) )
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{
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player->ApplyAbsVelocityImpulse( 30.0f * toVortex );
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}
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}
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}
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}
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//-----------------------------------------------------------------------------------------------------
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void SendPlayerToTheUnderworld( CTFPlayer *teleportingPlayer, const char *where )
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{
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if ( !teleportingPlayer )
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{
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return;
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}
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CUtlVector< CBaseEntity * > spawnVector;
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CBaseEntity *spawnPoint = NULL;
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while( ( spawnPoint = gEntList.FindEntityByClassname( spawnPoint, "info_target" ) ) != NULL )
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{
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if ( FStrEq( STRING( spawnPoint->GetEntityName() ), where ) )
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{
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spawnVector.AddToTail( spawnPoint );
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}
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}
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if ( spawnVector.Count() == 0 )
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{
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Warning( "SendPlayerToTheUnderworld: No info_target entities named '%s' found!\n", where );
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return;
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}
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// collect enemies that could block our spawning
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CUtlVector< CTFPlayer * > enemyVector;
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CollectPlayers( &enemyVector, GetEnemyTeam( teleportingPlayer->GetTeamNumber() ), COLLECT_ONLY_LIVING_PLAYERS );
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const float nearRange = 25.0f;
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// collect spots without players overlapping them
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CUtlVector< CBaseEntity * > openSpawnVector;
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for( int i=0; i<spawnVector.Count(); ++i )
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{
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int p;
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for( p=0; p<enemyVector.Count(); ++p )
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{
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if ( ( spawnVector[i]->GetAbsOrigin() - enemyVector[p]->GetAbsOrigin() ).IsLengthLessThan( nearRange ) )
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{
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// a player is occupying this spawn
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break;
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}
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}
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if ( p == enemyVector.Count() )
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{
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// no players are near this spawn point
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openSpawnVector.AddToTail( spawnVector[i] );
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}
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}
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CBaseEntity *teleportDestination = NULL;
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if ( openSpawnVector.Count() == 0 )
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{
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// there are no free spawns - pick one and telefrag enemies standing there
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int which = RandomInt( 0, spawnVector.Count()-1 );
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teleportDestination = spawnVector[ which ];
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for( int p=0; p<enemyVector.Count(); ++p )
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{
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if ( ( teleportDestination->GetAbsOrigin() - enemyVector[p]->GetAbsOrigin() ).IsLengthLessThan( nearRange ) )
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{
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// telefrag!
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enemyVector[p]->TakeDamage( CTakeDamageInfo( teleportingPlayer, teleportingPlayer, 1000, DMG_CRUSH, TF_DMG_CUSTOM_TELEFRAG ) );
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}
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}
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}
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else
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{
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// pick an open destination at random
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int which = RandomInt( 0, openSpawnVector.Count()-1 );
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teleportDestination = openSpawnVector[ which ];
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}
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if ( teleportDestination )
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{
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if ( teleportingPlayer->GetTeam() )
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{
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UTIL_LogPrintf( "HALLOWEEN: \"%s<%i><%s><%s>\" purgatory_teleport \"%s\"\n",
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teleportingPlayer->GetPlayerName(),
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teleportingPlayer->GetUserID(),
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teleportingPlayer->GetNetworkIDString(),
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teleportingPlayer->GetTeam()->GetName(),
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where );
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}
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teleportingPlayer->Teleport( &teleportDestination->GetAbsOrigin(), &teleportDestination->GetAbsAngles(), &vec3_origin );
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// When fighting Merasmus, give players full health on teleport
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if ( TFGameRules() && TFGameRules()->IsHalloweenScenario( CTFGameRules::HALLOWEEN_SCENARIO_LAKESIDE ) )
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{
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if ( teleportingPlayer->IsAlive() )
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{
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teleportingPlayer->TakeHealth( teleportingPlayer->GetMaxHealth(), DMG_GENERIC );
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teleportingPlayer->m_Shared.HealthKitPickupEffects();
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teleportingPlayer->m_Shared.RemoveCond( TF_COND_HALLOWEEN_BOMB_HEAD );
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}
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}
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if ( FStrEq( where, "spawn_loot" ) )
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{
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CReliableBroadcastRecipientFilter filter;
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UTIL_SayText2Filter( filter, teleportingPlayer, false, "#TF_Halloween_Loot_Island", teleportingPlayer->GetPlayerName() );
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}
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teleportingPlayer->m_Shared.InstantlySniperUnzoom();
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color32 fadeColor = { 255, 255, 255, 100 };
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UTIL_ScreenFade( teleportingPlayer, fadeColor, 0.25, 0.4, FFADE_IN );
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}
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}
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#else
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//-----------------------------------------------------------------------------
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void CTeleportVortex::ClientThink()
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{
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// Fade in and out for first and last fraction of time
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const float flDuration = m_lifeTimer.GetCountdownDuration();
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const float flRampTime = flDuration / vortex_fade_fraction_denom.GetInt();
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const float flElapsed = m_lifeTimer.GetElapsedTime();
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float t = 1.0f;
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if ( ShouldDoBookRampIn() )
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{
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t = SCurve( flElapsed / flRampTime );
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}
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else if ( ShouldDoBookRampOut() )
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{
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t = SCurve( 1.0f - ( flElapsed - flDuration + flRampTime ) / flRampTime );
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}
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// SetRenderColorA( t * 255 );
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m_flScale = t;
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}
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||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
|
||
|
void CTeleportVortex::BuildTransformations( CStudioHdr *pStudioHdr, Vector *pos, Quaternion q[], const matrix3x4_t& cameraTransform, int boneMask, CBoneBitList &boneComputed )
|
||
|
{
|
||
|
// Translate root bone towards the player and oscillate a bit - if in the scale in/out period, translate up directly from the underworld, or down towards it.
|
||
|
const Vector vecBob( vortex_book_offset.GetFloat(), 0.0f, vortex_float_amp.GetFloat() * sinf( vortex_float_osc_speed.GetFloat() * gpGlobals->curtime ) );
|
||
|
pos[0] = vecBob + Vector( 0.0f, 0.0f, Lerp( m_flScale, -500.0f, 0.0f ) );
|
||
|
|
||
|
matrix3x4_t mRootBoneRotation;
|
||
|
|
||
|
// If the local player exists and is alive, render the book so that it's facing him
|
||
|
C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer();
|
||
|
if ( pLocalPlayer && pLocalPlayer->IsAlive() )
|
||
|
{
|
||
|
const Vector vecBook = GetAbsOrigin();
|
||
|
const Vector vecPlayerPos = pLocalPlayer->GetAbsOrigin();
|
||
|
Vector vecForward = vecPlayerPos - vecBook;
|
||
|
if ( VectorNormalize( vecForward ) > 0.1f )
|
||
|
{
|
||
|
// Calculate a matrix based on the forward direction
|
||
|
VectorMatrix( vecForward, mRootBoneRotation );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Use whatever rotation is in the root bone already
|
||
|
QuaternionMatrix( q[0], mRootBoneRotation );
|
||
|
}
|
||
|
|
||
|
// Convert the matrix to a quaternion and slam the root bone rotation
|
||
|
MatrixQuaternion( mRootBoneRotation, q[0] );
|
||
|
|
||
|
// Let the base class actually build the global transforms
|
||
|
BaseClass::BuildTransformations( pStudioHdr, pos, q, cameraTransform, boneMask, boneComputed );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
|
||
|
void CTeleportVortex::PlayBookAnimation( const char *pAnimName )
|
||
|
{
|
||
|
int iAnimSequence = LookupSequence( pAnimName );
|
||
|
if ( iAnimSequence )
|
||
|
{
|
||
|
SetSequence( iAnimSequence );
|
||
|
SetPlaybackRate( 1.0f );
|
||
|
SetCycle( 0 );
|
||
|
ResetSequenceInfo();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
|
||
|
void CTeleportVortex::OnDataChanged(DataUpdateType_t updateType)
|
||
|
{
|
||
|
BaseClass::OnDataChanged( updateType );
|
||
|
|
||
|
if ( m_iState != m_iOldState )
|
||
|
{
|
||
|
if ( m_iState != VORTEXSTATE_INACTIVE )
|
||
|
{
|
||
|
// Stop any existing particle effect if necessary
|
||
|
AssertMsg( !m_pVortexEffect, "Particle effect should not be active!" );
|
||
|
|
||
|
// Create the particle effect and play a sound
|
||
|
const char *pszEffectName;
|
||
|
const char *pszSound;
|
||
|
if ( m_iState == VORTEXSTATE_ACTIVE_EYEBALL_MOVED )
|
||
|
{
|
||
|
pszEffectName = VORTEX_PARTICLE_EFFECT_EYEBALL_MOVED;
|
||
|
pszSound = VORTEX_SOUND_EYEBALL_MOVED;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
pszEffectName = VORTEX_PARTICLE_EFFECT_EYEBALL_DIED;
|
||
|
pszSound = VORTEX_SOUND_EYEBALL_DIED;
|
||
|
|
||
|
PlayBookAnimation( VORTEX_OPEN_OPEN_ANIM );
|
||
|
}
|
||
|
m_pVortexEffect = ParticleProp()->Create( pszEffectName, PATTACH_ABSORIGIN );
|
||
|
EmitSound( pszSound );
|
||
|
}
|
||
|
|
||
|
m_iOldState = m_iState;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#endif
|
||
|
|
||
|
float CTeleportVortex::GetRampTime()
|
||
|
{
|
||
|
const float flDuration = m_lifeTimer.GetCountdownDuration();
|
||
|
return flDuration / vortex_fade_fraction_denom.GetInt();
|
||
|
}
|
||
|
|
||
|
bool CTeleportVortex::ShouldDoBookRampIn()
|
||
|
{
|
||
|
return m_lifeTimer.GetElapsedTime() <= GetRampTime();
|
||
|
}
|
||
|
|
||
|
bool CTeleportVortex::ShouldDoBookRampOut()
|
||
|
{
|
||
|
const float flDuration = m_lifeTimer.GetCountdownDuration();
|
||
|
return m_lifeTimer.GetElapsedTime() >= flDuration - GetRampTime();
|
||
|
}
|
||
|
|
||
|
#ifdef CLIENT_DLL
|
||
|
#define CHightower_TeleportVortex C_Hightower_TeleportVortex
|
||
|
#endif
|
||
|
class CHightower_TeleportVortex : public CTeleportVortex
|
||
|
{
|
||
|
DECLARE_DATADESC();
|
||
|
DECLARE_NETWORKCLASS();
|
||
|
DECLARE_CLASS( CHightower_TeleportVortex, CTeleportVortex );
|
||
|
|
||
|
public:
|
||
|
virtual void Spawn()
|
||
|
{
|
||
|
BaseClass::Spawn();
|
||
|
#ifdef GAME_DLL
|
||
|
m_nWinningTeam = TF_TEAM_COUNT; // Invalid
|
||
|
SetupVortex( false, false );
|
||
|
m_lifeTimer.Start( m_flDuration );
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
virtual void Touch( CBaseEntity *pOther )
|
||
|
{
|
||
|
#ifdef GAME_DLL
|
||
|
const char *pszTarget = CFmtStr( "%s_%s", m_pszDestinationBaseName, ( pOther->GetTeamNumber() == m_nWinningTeam ) ? "winner" : "loser" );
|
||
|
SendPlayerToTheUnderworld( ToTFPlayer( pOther ), pszTarget );
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
#ifdef GAME_DLL
|
||
|
void SetAdvantageTeam( inputdata_t &inputdata )
|
||
|
{
|
||
|
m_nWinningTeam = FStrEq( inputdata.value.String(), "red" ) ? TF_TEAM_RED : TF_TEAM_BLUE;
|
||
|
}
|
||
|
#endif
|
||
|
private:
|
||
|
|
||
|
#ifdef GAME_DLL
|
||
|
int m_nWinningTeam;
|
||
|
const char* m_pszDestinationBaseName;
|
||
|
float m_flDuration;
|
||
|
#endif
|
||
|
};
|
||
|
|
||
|
IMPLEMENT_NETWORKCLASS_ALIASED( Hightower_TeleportVortex, DT_Hightower_TeleportVortex )
|
||
|
|
||
|
BEGIN_NETWORK_TABLE( CHightower_TeleportVortex, DT_Hightower_TeleportVortex )
|
||
|
#if defined( CLIENT_DLL )
|
||
|
RecvPropInt( RECVINFO( m_iState ) ),
|
||
|
#else
|
||
|
SendPropInt( SENDINFO( m_iState ), 4, SPROP_UNSIGNED | SPROP_CHANGES_OFTEN ),
|
||
|
#endif
|
||
|
END_NETWORK_TABLE()
|
||
|
|
||
|
LINK_ENTITY_TO_CLASS( hightower_teleport_vortex, CHightower_TeleportVortex );
|
||
|
|
||
|
BEGIN_DATADESC( CHightower_TeleportVortex )
|
||
|
#ifdef GAME_DLL
|
||
|
DEFINE_INPUTFUNC( FIELD_STRING, "SetAdvantageTeam", SetAdvantageTeam ),
|
||
|
DEFINE_KEYFIELD( m_flDuration, FIELD_FLOAT, "lifetime" ),
|
||
|
DEFINE_KEYFIELD( m_pszDestinationBaseName, FIELD_STRING, "target_base_name" ),
|
||
|
#endif
|
||
|
END_DATADESC()
|