//========= 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 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( 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(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(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( 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( 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 );