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456 lines
13 KiB
C++
456 lines
13 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "basegrenade_shared.h"
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#include "grenade_frag.h"
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#include "Sprite.h"
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#include "SpriteTrail.h"
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#include "soundent.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#define FRAG_GRENADE_BLIP_FREQUENCY 1.0f
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#define FRAG_GRENADE_BLIP_FAST_FREQUENCY 0.3f
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#define FRAG_GRENADE_GRACE_TIME_AFTER_PICKUP 1.5f
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#define FRAG_GRENADE_WARN_TIME 1.5f
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const float GRENADE_COEFFICIENT_OF_RESTITUTION = 0.2f;
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ConVar sk_plr_dmg_fraggrenade ( "sk_plr_dmg_fraggrenade","0");
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ConVar sk_npc_dmg_fraggrenade ( "sk_npc_dmg_fraggrenade","0");
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ConVar sk_fraggrenade_radius ( "sk_fraggrenade_radius", "0");
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#define GRENADE_MODEL "models/Weapons/w_grenade.mdl"
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class CGrenadeFrag : public CBaseGrenade
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{
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DECLARE_CLASS( CGrenadeFrag, CBaseGrenade );
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#if !defined( CLIENT_DLL )
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DECLARE_DATADESC();
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#endif
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~CGrenadeFrag( void );
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public:
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void Spawn( void );
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void OnRestore( void );
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void Precache( void );
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bool CreateVPhysics( void );
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void CreateEffects( void );
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void SetTimer( float detonateDelay, float warnDelay );
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void SetVelocity( const Vector &velocity, const AngularImpulse &angVelocity );
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int OnTakeDamage( const CTakeDamageInfo &inputInfo );
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void BlipSound() { EmitSound( "Grenade.Blip" ); }
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void DelayThink();
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void VPhysicsUpdate( IPhysicsObject *pPhysics );
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void OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason );
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void SetCombineSpawned( bool combineSpawned ) { m_combineSpawned = combineSpawned; }
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bool IsCombineSpawned( void ) const { return m_combineSpawned; }
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void SetPunted( bool punt ) { m_punted = punt; }
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bool WasPunted( void ) const { return m_punted; }
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// this function only used in episodic.
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#if defined(HL2_EPISODIC) && 0 // FIXME: HandleInteraction() is no longer called now that base grenade derives from CBaseAnimating
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bool HandleInteraction(int interactionType, void *data, CBaseCombatCharacter* sourceEnt);
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#endif
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void InputSetTimer( inputdata_t &inputdata );
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protected:
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CHandle<CSprite> m_pMainGlow;
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CHandle<CSpriteTrail> m_pGlowTrail;
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float m_flNextBlipTime;
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bool m_inSolid;
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bool m_combineSpawned;
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bool m_punted;
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};
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LINK_ENTITY_TO_CLASS( npc_grenade_frag, CGrenadeFrag );
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BEGIN_DATADESC( CGrenadeFrag )
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// Fields
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DEFINE_FIELD( m_pMainGlow, FIELD_EHANDLE ),
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DEFINE_FIELD( m_pGlowTrail, FIELD_EHANDLE ),
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DEFINE_FIELD( m_flNextBlipTime, FIELD_TIME ),
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DEFINE_FIELD( m_inSolid, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_combineSpawned, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_punted, FIELD_BOOLEAN ),
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// Function Pointers
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DEFINE_THINKFUNC( DelayThink ),
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// Inputs
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetTimer", InputSetTimer ),
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CGrenadeFrag::~CGrenadeFrag( void )
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{
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}
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void CGrenadeFrag::Spawn( void )
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{
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Precache( );
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SetModel( GRENADE_MODEL );
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if( GetOwnerEntity() && GetOwnerEntity()->IsPlayer() )
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{
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m_flDamage = sk_plr_dmg_fraggrenade.GetFloat();
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m_DmgRadius = sk_fraggrenade_radius.GetFloat();
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}
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else
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{
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m_flDamage = sk_npc_dmg_fraggrenade.GetFloat();
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m_DmgRadius = sk_fraggrenade_radius.GetFloat();
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}
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m_takedamage = DAMAGE_YES;
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m_iHealth = 1;
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SetSize( -Vector(4,4,4), Vector(4,4,4) );
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SetCollisionGroup( COLLISION_GROUP_WEAPON );
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CreateVPhysics();
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BlipSound();
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m_flNextBlipTime = gpGlobals->curtime + FRAG_GRENADE_BLIP_FREQUENCY;
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AddSolidFlags( FSOLID_NOT_STANDABLE );
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m_combineSpawned = false;
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m_punted = false;
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BaseClass::Spawn();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CGrenadeFrag::OnRestore( void )
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{
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// If we were primed and ready to detonate, put FX on us.
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if (m_flDetonateTime > 0)
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CreateEffects();
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BaseClass::OnRestore();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CGrenadeFrag::CreateEffects( void )
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{
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// Start up the eye glow
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if( !m_pMainGlow )
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m_pMainGlow = CSprite::SpriteCreate( "sprites/redglow1.vmt", GetLocalOrigin(), false );
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int nAttachment = LookupAttachment( "fuse" );
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if ( m_pMainGlow != NULL )
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{
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m_pMainGlow->FollowEntity( this );
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m_pMainGlow->SetAttachment( this, nAttachment );
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m_pMainGlow->SetTransparency( kRenderGlow, 255, 255, 255, 200, kRenderFxNoDissipation );
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m_pMainGlow->SetScale( 0.2f );
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m_pMainGlow->SetGlowProxySize( 4.0f );
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}
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// Start up the eye trail
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if( !m_pGlowTrail )
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m_pGlowTrail = CSpriteTrail::SpriteTrailCreate( "sprites/bluelaser1.vmt", GetLocalOrigin(), false );
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if ( m_pGlowTrail != NULL )
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{
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m_pGlowTrail->FollowEntity( this );
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m_pGlowTrail->SetAttachment( this, nAttachment );
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m_pGlowTrail->SetTransparency( kRenderTransAdd, 255, 0, 0, 255, kRenderFxNone );
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m_pGlowTrail->SetStartWidth( 8.0f );
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m_pGlowTrail->SetEndWidth( 1.0f );
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m_pGlowTrail->SetLifeTime( 0.5f );
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}
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}
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bool CGrenadeFrag::CreateVPhysics()
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{
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// Create the object in the physics system
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VPhysicsInitNormal( SOLID_BBOX, 0, false );
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return true;
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}
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// this will hit only things that are in newCollisionGroup, but NOT in collisionGroupAlreadyChecked
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class CTraceFilterCollisionGroupDelta : public CTraceFilterEntitiesOnly
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{
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public:
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// It does have a base, but we'll never network anything below here..
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DECLARE_CLASS_NOBASE( CTraceFilterCollisionGroupDelta );
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CTraceFilterCollisionGroupDelta( const IHandleEntity *passentity, int collisionGroupAlreadyChecked, int newCollisionGroup )
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: m_pPassEnt(passentity), m_collisionGroupAlreadyChecked( collisionGroupAlreadyChecked ), m_newCollisionGroup( newCollisionGroup )
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{
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}
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virtual bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask )
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{
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if ( !PassServerEntityFilter( pHandleEntity, m_pPassEnt ) )
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return false;
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CBaseEntity *pEntity = EntityFromEntityHandle( pHandleEntity );
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if ( pEntity )
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{
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if ( g_pGameRules->ShouldCollide( m_collisionGroupAlreadyChecked, pEntity->GetCollisionGroup() ) )
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return false;
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if ( g_pGameRules->ShouldCollide( m_newCollisionGroup, pEntity->GetCollisionGroup() ) )
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return true;
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}
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return false;
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}
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protected:
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const IHandleEntity *m_pPassEnt;
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int m_collisionGroupAlreadyChecked;
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int m_newCollisionGroup;
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};
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void CGrenadeFrag::VPhysicsUpdate( IPhysicsObject *pPhysics )
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{
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BaseClass::VPhysicsUpdate( pPhysics );
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Vector vel;
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AngularImpulse angVel;
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pPhysics->GetVelocity( &vel, &angVel );
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Vector start = GetAbsOrigin();
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// find all entities that my collision group wouldn't hit, but COLLISION_GROUP_NONE would and bounce off of them as a ray cast
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CTraceFilterCollisionGroupDelta filter( this, GetCollisionGroup(), COLLISION_GROUP_NONE );
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trace_t tr;
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// UNDONE: Hull won't work with hitboxes - hits outer hull. But the whole point of this test is to hit hitboxes.
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#if 0
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UTIL_TraceHull( start, start + vel * gpGlobals->frametime, CollisionProp()->OBBMins(), CollisionProp()->OBBMaxs(), CONTENTS_HITBOX|CONTENTS_MONSTER|CONTENTS_SOLID, &filter, &tr );
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#else
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UTIL_TraceLine( start, start + vel * gpGlobals->frametime, CONTENTS_HITBOX|CONTENTS_MONSTER|CONTENTS_SOLID, &filter, &tr );
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#endif
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if ( tr.startsolid )
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{
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if ( !m_inSolid )
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{
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// UNDONE: Do a better contact solution that uses relative velocity?
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vel *= -GRENADE_COEFFICIENT_OF_RESTITUTION; // bounce backwards
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pPhysics->SetVelocity( &vel, NULL );
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}
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m_inSolid = true;
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return;
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}
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m_inSolid = false;
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if ( tr.DidHit() )
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{
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Vector dir = vel;
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VectorNormalize(dir);
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// send a tiny amount of damage so the character will react to getting bonked
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CTakeDamageInfo info( this, GetThrower(), pPhysics->GetMass() * vel, GetAbsOrigin(), 0.1f, DMG_CRUSH );
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tr.m_pEnt->TakeDamage( info );
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// reflect velocity around normal
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vel = -2.0f * tr.plane.normal * DotProduct(vel,tr.plane.normal) + vel;
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// absorb 80% in impact
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vel *= GRENADE_COEFFICIENT_OF_RESTITUTION;
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angVel *= -0.5f;
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pPhysics->SetVelocity( &vel, &angVel );
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}
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}
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void CGrenadeFrag::Precache( void )
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{
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PrecacheModel( GRENADE_MODEL );
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PrecacheScriptSound( "Grenade.Blip" );
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PrecacheModel( "sprites/redglow1.vmt" );
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PrecacheModel( "sprites/bluelaser1.vmt" );
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BaseClass::Precache();
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}
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void CGrenadeFrag::SetTimer( float detonateDelay, float warnDelay )
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{
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m_flDetonateTime = gpGlobals->curtime + detonateDelay;
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m_flWarnAITime = gpGlobals->curtime + warnDelay;
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SetThink( &CGrenadeFrag::DelayThink );
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SetNextThink( gpGlobals->curtime );
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CreateEffects();
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}
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void CGrenadeFrag::OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason )
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{
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SetThrower( pPhysGunUser );
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#ifdef HL2MP
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SetTimer( FRAG_GRENADE_GRACE_TIME_AFTER_PICKUP, FRAG_GRENADE_GRACE_TIME_AFTER_PICKUP / 2);
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BlipSound();
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m_flNextBlipTime = gpGlobals->curtime + FRAG_GRENADE_BLIP_FAST_FREQUENCY;
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m_bHasWarnedAI = true;
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#else
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if( IsX360() )
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{
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// Give 'em a couple of seconds to aim and throw.
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SetTimer( 2.0f, 1.0f);
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BlipSound();
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m_flNextBlipTime = gpGlobals->curtime + FRAG_GRENADE_BLIP_FAST_FREQUENCY;
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}
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#endif
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#ifdef HL2_EPISODIC
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SetPunted( true );
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#endif
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BaseClass::OnPhysGunPickup( pPhysGunUser, reason );
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}
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void CGrenadeFrag::DelayThink()
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{
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if( gpGlobals->curtime > m_flDetonateTime )
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{
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Detonate();
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return;
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}
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if( !m_bHasWarnedAI && gpGlobals->curtime >= m_flWarnAITime )
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{
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#if !defined( CLIENT_DLL )
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CSoundEnt::InsertSound ( SOUND_DANGER, GetAbsOrigin(), 400, 1.5, this );
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#endif
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m_bHasWarnedAI = true;
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}
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if( gpGlobals->curtime > m_flNextBlipTime )
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{
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BlipSound();
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if( m_bHasWarnedAI )
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{
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m_flNextBlipTime = gpGlobals->curtime + FRAG_GRENADE_BLIP_FAST_FREQUENCY;
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}
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else
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{
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m_flNextBlipTime = gpGlobals->curtime + FRAG_GRENADE_BLIP_FREQUENCY;
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}
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}
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SetNextThink( gpGlobals->curtime + 0.1 );
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}
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void CGrenadeFrag::SetVelocity( const Vector &velocity, const AngularImpulse &angVelocity )
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{
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IPhysicsObject *pPhysicsObject = VPhysicsGetObject();
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if ( pPhysicsObject )
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{
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pPhysicsObject->AddVelocity( &velocity, &angVelocity );
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}
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}
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int CGrenadeFrag::OnTakeDamage( const CTakeDamageInfo &inputInfo )
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{
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// Manually apply vphysics because BaseCombatCharacter takedamage doesn't call back to CBaseEntity OnTakeDamage
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VPhysicsTakeDamage( inputInfo );
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// Grenades only suffer blast damage and burn damage.
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if( !(inputInfo.GetDamageType() & (DMG_BLAST|DMG_BURN) ) )
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return 0;
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return BaseClass::OnTakeDamage( inputInfo );
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}
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#if defined(HL2_EPISODIC) && 0 // FIXME: HandleInteraction() is no longer called now that base grenade derives from CBaseAnimating
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extern int g_interactionBarnacleVictimGrab; ///< usually declared in ai_interactions.h but no reason to haul all of that in here.
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extern int g_interactionBarnacleVictimBite;
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extern int g_interactionBarnacleVictimReleased;
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bool CGrenadeFrag::HandleInteraction(int interactionType, void *data, CBaseCombatCharacter* sourceEnt)
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{
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// allow fragnades to be grabbed by barnacles.
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if ( interactionType == g_interactionBarnacleVictimGrab )
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{
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// give the grenade another five seconds seconds so the player can have the satisfaction of blowing up the barnacle with it
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float timer = m_flDetonateTime - gpGlobals->curtime + 5.0f;
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SetTimer( timer, timer - FRAG_GRENADE_WARN_TIME );
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return true;
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}
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else if ( interactionType == g_interactionBarnacleVictimBite )
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{
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// detonate the grenade immediately
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SetTimer( 0, 0 );
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return true;
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}
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else if ( interactionType == g_interactionBarnacleVictimReleased )
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{
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// take the five seconds back off the timer.
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float timer = MAX(m_flDetonateTime - gpGlobals->curtime - 5.0f,0.0f);
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SetTimer( timer, timer - FRAG_GRENADE_WARN_TIME );
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return true;
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}
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else
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{
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return BaseClass::HandleInteraction( interactionType, data, sourceEnt );
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}
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}
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#endif
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void CGrenadeFrag::InputSetTimer( inputdata_t &inputdata )
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{
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SetTimer( inputdata.value.Float(), inputdata.value.Float() - FRAG_GRENADE_WARN_TIME );
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}
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CBaseGrenade *Fraggrenade_Create( const Vector &position, const QAngle &angles, const Vector &velocity, const AngularImpulse &angVelocity, CBaseEntity *pOwner, float timer, bool combineSpawned )
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{
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// Don't set the owner here, or the player can't interact with grenades he's thrown
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CGrenadeFrag *pGrenade = (CGrenadeFrag *)CBaseEntity::Create( "npc_grenade_frag", position, angles, pOwner );
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pGrenade->SetTimer( timer, timer - FRAG_GRENADE_WARN_TIME );
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pGrenade->SetVelocity( velocity, angVelocity );
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pGrenade->SetThrower( ToBaseCombatCharacter( pOwner ) );
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pGrenade->m_takedamage = DAMAGE_EVENTS_ONLY;
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pGrenade->SetCombineSpawned( combineSpawned );
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return pGrenade;
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}
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bool Fraggrenade_WasPunted( const CBaseEntity *pEntity )
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{
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const CGrenadeFrag *pFrag = dynamic_cast<const CGrenadeFrag *>( pEntity );
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if ( pFrag )
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{
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return pFrag->WasPunted();
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}
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return false;
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}
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bool Fraggrenade_WasCreatedByCombine( const CBaseEntity *pEntity )
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{
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const CGrenadeFrag *pFrag = dynamic_cast<const CGrenadeFrag *>( pEntity );
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if ( pFrag )
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{
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return pFrag->IsCombineSpawned();
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}
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return false;
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}
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