source-engine/game/server/hl2/grenade_spit.cpp
FluorescentCIAAfricanAmerican 3bf9df6b27 1
2020-04-22 12:56:21 -04:00

285 lines
7.7 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "grenade_spit.h"
#include "soundent.h"
#include "decals.h"
#include "smoke_trail.h"
#include "hl2_shareddefs.h"
#include "vstdlib/random.h"
#include "engine/IEngineSound.h"
#include "particle_parse.h"
#include "particle_system.h"
#include "soundenvelope.h"
#include "ai_utils.h"
#include "te_effect_dispatch.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
ConVar sk_antlion_worker_spit_grenade_dmg ( "sk_antlion_worker_spit_grenade_dmg", "20", FCVAR_NONE, "Total damage done by an individual antlion worker loogie.");
ConVar sk_antlion_worker_spit_grenade_radius ( "sk_antlion_worker_spit_grenade_radius","40", FCVAR_NONE, "Radius of effect for an antlion worker spit grenade.");
ConVar sk_antlion_worker_spit_grenade_poison_ratio ( "sk_antlion_worker_spit_grenade_poison_ratio","0.3", FCVAR_NONE, "Percentage of an antlion worker's spit damage done as poison (which regenerates)");
LINK_ENTITY_TO_CLASS( grenade_spit, CGrenadeSpit );
BEGIN_DATADESC( CGrenadeSpit )
DEFINE_FIELD( m_bPlaySound, FIELD_BOOLEAN ),
// Function pointers
DEFINE_ENTITYFUNC( GrenadeSpitTouch ),
END_DATADESC()
CGrenadeSpit::CGrenadeSpit( void ) : m_bPlaySound( true ), m_pHissSound( NULL )
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CGrenadeSpit::Spawn( void )
{
Precache( );
SetSolid( SOLID_BBOX );
SetMoveType( MOVETYPE_FLYGRAVITY );
SetSolidFlags( FSOLID_NOT_STANDABLE );
SetModel( "models/spitball_large.mdl" );
UTIL_SetSize( this, vec3_origin, vec3_origin );
SetUse( &CBaseGrenade::DetonateUse );
SetTouch( &CGrenadeSpit::GrenadeSpitTouch );
SetNextThink( gpGlobals->curtime + 0.1f );
m_flDamage = sk_antlion_worker_spit_grenade_dmg.GetFloat();
m_DmgRadius = sk_antlion_worker_spit_grenade_radius.GetFloat();
m_takedamage = DAMAGE_NO;
m_iHealth = 1;
SetGravity( UTIL_ScaleForGravity( SPIT_GRAVITY ) );
SetFriction( 0.8f );
SetCollisionGroup( HL2COLLISION_GROUP_SPIT );
AddEFlags( EFL_FORCE_CHECK_TRANSMIT );
// We're self-illuminating, so we don't take or give shadows
AddEffects( EF_NOSHADOW|EF_NORECEIVESHADOW );
// Create the dust effect in place
m_hSpitEffect = (CParticleSystem *) CreateEntityByName( "info_particle_system" );
if ( m_hSpitEffect != NULL )
{
// Setup our basic parameters
m_hSpitEffect->KeyValue( "start_active", "1" );
m_hSpitEffect->KeyValue( "effect_name", "antlion_spit_trail" );
m_hSpitEffect->SetParent( this );
m_hSpitEffect->SetLocalOrigin( vec3_origin );
DispatchSpawn( m_hSpitEffect );
if ( gpGlobals->curtime > 0.5f )
m_hSpitEffect->Activate();
}
}
void CGrenadeSpit::SetSpitSize( int nSize )
{
switch (nSize)
{
case SPIT_LARGE:
{
m_bPlaySound = true;
SetModel( "models/spitball_large.mdl" );
break;
}
case SPIT_MEDIUM:
{
m_bPlaySound = true;
m_flDamage *= 0.5f;
SetModel( "models/spitball_medium.mdl" );
break;
}
case SPIT_SMALL:
{
m_bPlaySound = false;
m_flDamage *= 0.25f;
SetModel( "models/spitball_small.mdl" );
break;
}
}
}
void CGrenadeSpit::Event_Killed( const CTakeDamageInfo &info )
{
Detonate( );
}
//-----------------------------------------------------------------------------
// Purpose: Handle spitting
//-----------------------------------------------------------------------------
void CGrenadeSpit::GrenadeSpitTouch( CBaseEntity *pOther )
{
if ( pOther->IsSolidFlagSet(FSOLID_VOLUME_CONTENTS | FSOLID_TRIGGER) )
{
// Some NPCs are triggers that can take damage (like antlion grubs). We should hit them.
if ( ( pOther->m_takedamage == DAMAGE_NO ) || ( pOther->m_takedamage == DAMAGE_EVENTS_ONLY ) )
return;
}
// Don't hit other spit
if ( pOther->GetCollisionGroup() == HL2COLLISION_GROUP_SPIT )
return;
// We want to collide with water
const trace_t *pTrace = &CBaseEntity::GetTouchTrace();
// copy out some important things about this trace, because the first TakeDamage
// call below may cause another trace that overwrites the one global pTrace points
// at.
bool bHitWater = ( ( pTrace->contents & CONTENTS_WATER ) != 0 );
CBaseEntity *const pTraceEnt = pTrace->m_pEnt;
const Vector tracePlaneNormal = pTrace->plane.normal;
if ( bHitWater )
{
// Splash!
CEffectData data;
data.m_fFlags = 0;
data.m_vOrigin = pTrace->endpos;
data.m_vNormal = Vector( 0, 0, 1 );
data.m_flScale = 8.0f;
DispatchEffect( "watersplash", data );
}
else
{
// Make a splat decal
trace_t *pNewTrace = const_cast<trace_t*>( pTrace );
UTIL_DecalTrace( pNewTrace, "BeerSplash" );
}
// Part normal damage, part poison damage
float poisonratio = sk_antlion_worker_spit_grenade_poison_ratio.GetFloat();
// Take direct damage if hit
// NOTE: assume that pTrace is invalidated from this line forward!
if ( pTraceEnt )
{
pTraceEnt->TakeDamage( CTakeDamageInfo( this, GetThrower(), m_flDamage * (1.0f-poisonratio), DMG_ACID ) );
pTraceEnt->TakeDamage( CTakeDamageInfo( this, GetThrower(), m_flDamage * poisonratio, DMG_POISON ) );
}
CSoundEnt::InsertSound( SOUND_DANGER, GetAbsOrigin(), m_DmgRadius * 2.0f, 0.5f, GetThrower() );
QAngle vecAngles;
VectorAngles( tracePlaneNormal, vecAngles );
if ( pOther->IsPlayer() || bHitWater )
{
// Do a lighter-weight effect if we just hit a player
DispatchParticleEffect( "antlion_spit_player", GetAbsOrigin(), vecAngles );
}
else
{
DispatchParticleEffect( "antlion_spit", GetAbsOrigin(), vecAngles );
}
Detonate();
}
void CGrenadeSpit::Detonate(void)
{
m_takedamage = DAMAGE_NO;
EmitSound( "GrenadeSpit.Hit" );
// Stop our hissing sound
if ( m_pHissSound != NULL )
{
CSoundEnvelopeController::GetController().SoundDestroy( m_pHissSound );
m_pHissSound = NULL;
}
if ( m_hSpitEffect )
{
UTIL_Remove( m_hSpitEffect );
}
UTIL_Remove( this );
}
void CGrenadeSpit::InitHissSound( void )
{
if ( m_bPlaySound == false )
return;
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
if ( m_pHissSound == NULL )
{
CPASAttenuationFilter filter( this );
m_pHissSound = controller.SoundCreate( filter, entindex(), "NPC_Antlion.PoisonBall" );
controller.Play( m_pHissSound, 1.0f, 100 );
}
}
void CGrenadeSpit::Think( void )
{
InitHissSound();
if ( m_pHissSound == NULL )
return;
// Add a doppler effect to the balls as they travel
CBaseEntity *pPlayer = AI_GetSinglePlayer();
if ( pPlayer != NULL )
{
Vector dir;
VectorSubtract( pPlayer->GetAbsOrigin(), GetAbsOrigin(), dir );
VectorNormalize(dir);
float velReceiver = DotProduct( pPlayer->GetAbsVelocity(), dir );
float velTransmitter = -DotProduct( GetAbsVelocity(), dir );
// speed of sound == 13049in/s
int iPitch = 100 * ((1 - velReceiver / 13049) / (1 + velTransmitter / 13049));
// clamp pitch shifts
if ( iPitch > 250 )
{
iPitch = 250;
}
if ( iPitch < 50 )
{
iPitch = 50;
}
// Set the pitch we've calculated
CSoundEnvelopeController::GetController().SoundChangePitch( m_pHissSound, iPitch, 0.1f );
}
// Set us up to think again shortly
SetNextThink( gpGlobals->curtime + 0.05f );
}
void CGrenadeSpit::Precache( void )
{
// m_nSquidSpitSprite = PrecacheModel("sprites/greenglow1.vmt");// client side spittle.
PrecacheModel( "models/spitball_large.mdl" );
PrecacheModel("models/spitball_medium.mdl");
PrecacheModel("models/spitball_small.mdl");
PrecacheScriptSound( "GrenadeSpit.Hit" );
PrecacheParticleSystem( "antlion_spit_player" );
PrecacheParticleSystem( "antlion_spit" );
}