//========= 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; }