/*** * * Copyright (c) 1999, Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * Use, distribution, and modification of this source code and/or resulting * object code is restricted to non-commercial enhancements to products from * Valve LLC. All other use, distribution, or modification is prohibited * without written permission from Valve LLC. * ****/ /* ===== generic grenade.cpp ======================================================== */ #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "weapons.h" #include "nodes.h" #include "soundent.h" #include "decals.h" #include "mod/AvHPlayerUpgrade.h" #include "mod/AvHServerVariables.h" #include "mod/AvHMarineWeaponConstants.h" #include "mod/AvHGamerules.h" #include "util/MathUtil.h" #include "common/vec_op.h" //===================grenade LINK_ENTITY_TO_CLASS( grenade, CGrenade ); // Grenades flagged with this will be triggered when the owner calls detonateSatchelCharges #define SF_DETONATE 0x0001 // // Grenade Explode // void CGrenade::Explode( Vector vecSrc, Vector vecAim ) { TraceResult tr; UTIL_TraceLine ( pev->origin, pev->origin + Vector ( 0, 0, -32 ), ignore_monsters, ENT(pev), & tr); Explode( &tr, NS_DMG_BLAST); } // UNDONE: temporary scorching for PreAlpha - find a less sleazy permenant solution. void CGrenade::Explode( TraceResult *pTrace, int bitsDamageType ) { float flRndSound;// sound randomizer pev->model = iStringNull;//invisible pev->solid = SOLID_NOT;// intangible float theDamageModifier; int theUpgradeLevel = AvHPlayerUpgrade::GetWeaponUpgrade(this->pev->iuser3, this->pev->iuser4, &theDamageModifier); int theDamage = this->pev->dmg*theDamageModifier; pev->takedamage = DAMAGE_NO; // TODO: Look at upgrade and mark up damage // Pull out of the wall a bit if ( pTrace->flFraction != 1.0 ) { Vector theCollisionPoint = pTrace->vecEndPos; Vector theDesiredPoint = theCollisionPoint + (pTrace->vecPlaneNormal * (theDamage - 24) * 0.6); UTIL_TraceLine(theCollisionPoint,theDesiredPoint,ignore_monsters,ENT(pev),pTrace); if(pTrace->flFraction != 1.0) //hit a ceiling of some sort { //go halfway between floor and ceiling theDesiredPoint = theCollisionPoint + (pTrace->vecEndPos - theCollisionPoint) * 0.5; } pev->origin = theDesiredPoint; } int iContents = UTIL_PointContents ( pev->origin ); MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, pev->origin ); WRITE_BYTE( TE_EXPLOSION ); // This makes a dynamic light and the explosion sprites/sound WRITE_COORD( pev->origin.x ); // Send to PAS because of the sound WRITE_COORD( pev->origin.y ); WRITE_COORD( pev->origin.z ); if (iContents != CONTENTS_WATER) { WRITE_SHORT( g_sModelIndexFireball ); } else { WRITE_SHORT( g_sModelIndexWExplosion ); } WRITE_BYTE( (theDamage - 50) * .60 ); // scale * 10 WRITE_BYTE( 15 ); // framerate WRITE_BYTE( TE_EXPLFLAG_NONE ); MESSAGE_END(); CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, NORMAL_EXPLOSION_VOLUME, 3.0 ); entvars_t *pevOwner; if ( pev->owner ) pevOwner = VARS( pev->owner ); else pevOwner = NULL; // pev->owner = NULL; // can't traceline attack owner if this is set // Current radius = 2.5*140 = 350 float theRadius = BALANCE_VAR(kGrenadeRadius); ::RadiusDamage(this->pev->origin, this->pev, pevOwner, theDamage, theRadius, CLASS_NONE, bitsDamageType); // Play view shake here float theShakeAmplitude = 80; float theShakeFrequency = 100; float theShakeDuration = 1.0f; float theShakeRadius = 700; UTIL_ScreenShake(this->pev->origin, theShakeAmplitude, theShakeFrequency, theShakeDuration, theShakeRadius); if ( RANDOM_FLOAT( 0 , 1 ) < 0.5 ) { UTIL_DecalTrace( pTrace, DECAL_SCORCH1 ); } else { UTIL_DecalTrace( pTrace, DECAL_SCORCH2 ); } flRndSound = RANDOM_FLOAT( 0 , 1 ); switch ( RANDOM_LONG( 0, 2 ) ) { case 0: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/debris1.wav", 0.55, ATTN_NORM); break; case 1: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/debris2.wav", 0.55, ATTN_NORM); break; case 2: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/debris3.wav", 0.55, ATTN_NORM); break; } pev->effects |= EF_NODRAW; SetThink( &CGrenade::Smoke ); pev->velocity = g_vecZero; pev->nextthink = gpGlobals->time + 0.3; if (iContents != CONTENTS_WATER) { int sparkCount = RANDOM_LONG(0,3); for ( int i = 0; i < sparkCount; i++ ) Create( "spark_shower", pev->origin, pTrace->vecPlaneNormal, NULL ); } } void CGrenade::Smoke( void ) { if (UTIL_PointContents ( pev->origin ) == CONTENTS_WATER) { UTIL_Bubbles( pev->origin - Vector( 64, 64, 64 ), pev->origin + Vector( 64, 64, 64 ), 100 ); } else { float theDamageModifier; int theUpgradeLevel = AvHPlayerUpgrade::GetWeaponUpgrade(this->pev->iuser3, this->pev->iuser4, &theDamageModifier); int theDamage = this->pev->dmg*theDamageModifier; MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev->origin ); WRITE_BYTE( TE_SMOKE ); WRITE_COORD( pev->origin.x ); WRITE_COORD( pev->origin.y ); WRITE_COORD( pev->origin.z ); WRITE_SHORT( g_sModelIndexSmoke ); WRITE_BYTE( (theDamage - 50) * 0.80 ); // scale * 10 WRITE_BYTE( 12 ); // framerate MESSAGE_END(); } UTIL_Remove( this ); } void CGrenade::Killed( entvars_t *pevAttacker, int iGib ) { Detonate( ); } // Timed grenade, this think is called when time runs out. void CGrenade::DetonateUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { SetThink( &CGrenade::Detonate ); pev->nextthink = gpGlobals->time; } void CGrenade::PreDetonate( void ) { CSoundEnt::InsertSound ( bits_SOUND_DANGER, pev->origin, 400, 0.3 ); SetThink( &CGrenade::Detonate ); pev->nextthink = gpGlobals->time + 1; } void CGrenade::Detonate( void ) { TraceResult tr; Vector vecSpot;// trace starts here! if(CVAR_GET_FLOAT(kvBulletCam)) { SET_VIEW(this->pev->owner, this->pev->owner); } vecSpot = pev->origin + Vector ( 0 , 0 , 8 ); UTIL_TraceLine ( vecSpot, vecSpot + Vector ( 0, 0, -40 ), ignore_monsters, ENT(pev), & tr); Explode( &tr, NS_DMG_BLAST); } // // Contact grenade, explode when it touches something // void CGrenade::ExplosiveBounceTouch( CBaseEntity *pOther ) { if(pOther) { bool theCanHurtEntity = GetGameRules()->CanEntityDoDamageTo(this, pOther); if(theCanHurtEntity) { // If we hit an enemy, explode ExplodeTouch(pOther); } // Otherwise, bounce else { BounceTouch(pOther); } } } // // Contact grenade, explode when it touches something // void CGrenade::ExplodeTouch( CBaseEntity *pOther ) { TraceResult tr; Vector vecSpot;// trace starts here! pev->enemy = pOther->edict(); vecSpot = pev->origin - pev->velocity.Normalize() * 32; UTIL_TraceLine( vecSpot, vecSpot + pev->velocity.Normalize() * 64, ignore_monsters, ENT(pev), &tr ); Explode( &tr, NS_DMG_BLAST); } void CGrenade::DangerSoundThink( void ) { if (!IsInWorld()) { UTIL_Remove( this ); return; } CSoundEnt::InsertSound ( bits_SOUND_DANGER, pev->origin + pev->velocity * 0.5, pev->velocity.Length( ), 0.2 ); pev->nextthink = gpGlobals->time + 0.2; if (pev->waterlevel != 0) { pev->velocity = pev->velocity * 0.5; } } void CGrenade::BounceTouch( CBaseEntity *pOther ) { // don't hit the guy that launched this grenade if ( pOther->edict() == pev->owner ) return; // don't hit blinking dudes bool inOtherIsBlinking = (pOther->pev->iuser3 == AVH_USER3_ALIEN_PLAYER4) && (pOther->pev->iuser4 & MASK_ALIEN_MOVEMENT); if (inOtherIsBlinking) return; // Grenades to tend to get "stuck" on sloped surfaces due to the HL physics // system, so move it away from whatever we're colliding with. // Get the surface normal. Vector theVelocityDirection; VectorCopy(pev->velocity, theVelocityDirection); VectorNormalize(theVelocityDirection); Vector theTraceStart; Vector theTraceEnd; VectorMA(pev->origin, -10, theVelocityDirection, theTraceStart); VectorMA(pev->origin, 10, theVelocityDirection, theTraceEnd); TraceResult tr; UTIL_TraceLine(theTraceStart, theTraceEnd, dont_ignore_monsters, dont_ignore_glass, ENT(pev), &tr); if (tr.flFraction < 1) // Should always be the case. { VectorMA(pev->origin, 2, tr.vecPlaneNormal, pev->origin); UTIL_SetOrigin(pev, pev->origin); } // only do damage if we're moving fairly fast if (m_flNextAttack < gpGlobals->time && pev->velocity.Length() > 100) { entvars_t *pevOwner = VARS( pev->owner ); if (pevOwner) { TraceResult tr = UTIL_GetGlobalTrace( ); ClearMultiDamage( ); pOther->TraceAttack(pevOwner, 1, gpGlobals->v_forward, &tr, NS_DMG_BLAST); ApplyMultiDamage( pev, pevOwner); } m_flNextAttack = gpGlobals->time + 1.0; // debounce } Vector vecTestVelocity; // pev->avelocity = Vector (300, 300, 300); float theDamageModifier; int theUpgradeLevel = AvHPlayerUpgrade::GetWeaponUpgrade(this->pev->iuser3, this->pev->iuser4, &theDamageModifier); int theDamage = this->pev->dmg*theDamageModifier; // this is my heuristic for modulating the grenade velocity because grenades dropped purely vertical // or thrown very far tend to slow down too quickly for me to always catch just by testing velocity. // trimming the Z velocity a bit seems to help quite a bit. vecTestVelocity = pev->velocity; vecTestVelocity.z *= 0.45; if ( !m_fRegisteredSound && vecTestVelocity.Length() <= 60 ) { //ALERT( at_console, "Grenade Registered!: %f\n", vecTestVelocity.Length() ); // grenade is moving really slow. It's probably very close to where it will ultimately stop moving. // go ahead and emit the danger sound. // register a radius louder than the explosion, so we make sure everyone gets out of the way CSoundEnt::InsertSound ( bits_SOUND_DANGER, pev->origin, theDamage / 0.4, 0.3 ); m_fRegisteredSound = TRUE; } if (pev->flags & FL_ONGROUND) { // add a bit of static friction pev->velocity = pev->velocity * 0.8; pev->sequence = 0;//RANDOM_LONG( 1, 1 ); } else { // play bounce sound BounceSound(); } pev->framerate = pev->velocity.Length() / 200.0; if (pev->framerate > 1.0) pev->framerate = 1; else if (pev->framerate < 0.5) pev->framerate = 0; pev->velocity = pev->velocity * 0.8; } void CGrenade::SlideTouch( CBaseEntity *pOther ) { // don't hit the guy that launched this grenade if ( pOther->edict() == pev->owner ) return; // pev->avelocity = Vector (300, 300, 300); if (pev->flags & FL_ONGROUND) { // add a bit of static friction pev->velocity = pev->velocity * 0.95; if (pev->velocity.x != 0 || pev->velocity.y != 0) { // maintain sliding sound } } else { BounceSound(); } } void CGrenade :: BounceSound( void ) { // Play different sounds for contact or timed grenade if(this->m_pfnTouch == static_cast (&CGrenade::ExplosiveBounceTouch)) { switch ( RANDOM_LONG( 0, 2 ) ) { case 0: EMIT_SOUND(ENT(pev), CHAN_VOICE, kGrenadeBounceSound1, 0.25, ATTN_NORM); break; case 1: EMIT_SOUND(ENT(pev), CHAN_VOICE, kGrenadeBounceSound2, 0.25, ATTN_NORM); break; case 2: EMIT_SOUND(ENT(pev), CHAN_VOICE, kGrenadeBounceSound3, 0.25, ATTN_NORM); break; } } else { EMIT_SOUND(ENT(pev), CHAN_VOICE, kGRHitSound, 0.5, ATTN_NORM); } } void CGrenade :: TumbleThink( void ) { if (!IsInWorld()) { UTIL_Remove( this ); return; } StudioFrameAdvance( ); pev->nextthink = gpGlobals->time + 0.1; if (pev->dmgtime - 1 < gpGlobals->time) { CSoundEnt::InsertSound ( bits_SOUND_DANGER, pev->origin + pev->velocity * (pev->dmgtime - gpGlobals->time), 400, 0.1 ); } if (pev->dmgtime <= gpGlobals->time) { SetThink( &CGrenade::Detonate ); } if (pev->waterlevel != 0) { pev->velocity = pev->velocity * 0.5; pev->framerate = 0.2; } } void CGrenade:: Spawn( void ) { pev->movetype = MOVETYPE_BOUNCE; pev->classname = MAKE_STRING( "grenade" ); pev->solid = SOLID_BBOX; SET_MODEL(ENT(pev), "models/grenade.mdl"); UTIL_SetSize(pev, Vector( 0, 0, 0), Vector(0, 0, 0)); m_fRegisteredSound = FALSE; } CGrenade *CGrenade::ShootContact( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity ) { CGrenade *pGrenade = GetClassPtr( (CGrenade *)NULL ); pGrenade->Spawn(); // contact grenades arc lower pGrenade->pev->gravity = 0.5;// lower gravity since grenade is aerodynamic and engine doesn't know it. UTIL_SetOrigin( pGrenade->pev, vecStart ); pGrenade->pev->velocity = vecVelocity; pGrenade->pev->angles = UTIL_VecToAngles (pGrenade->pev->velocity); pGrenade->pev->owner = ENT(pevOwner); // make monsters afaid of it while in the air pGrenade->SetThink( &CGrenade::DangerSoundThink ); pGrenade->pev->nextthink = gpGlobals->time; // Tumble in air pGrenade->pev->avelocity.x = RANDOM_FLOAT ( -100, -500 ); // Explode on contact pGrenade->SetTouch( &CGrenade::ExplodeTouch ); pGrenade->pev->dmg = gSkillData.plrDmgM203Grenade; return pGrenade; } CGrenade* CGrenade::ShootExplosiveTimed( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time ) { CGrenade *pGrenade = CGrenade::ShootTimed(pevOwner, vecStart, vecVelocity, time); pGrenade->SetTouch(&CGrenade::ExplosiveBounceTouch); return pGrenade; } CGrenade * CGrenade:: ShootTimed( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time ) { CGrenade *pGrenade = GetClassPtr( (CGrenade *)NULL ); pGrenade->Spawn(); UTIL_SetOrigin( pGrenade->pev, vecStart ); pGrenade->pev->velocity = vecVelocity; pGrenade->pev->angles = UTIL_VecToAngles(pGrenade->pev->velocity); pGrenade->pev->owner = ENT(pevOwner); pGrenade->SetTouch( &CGrenade::BounceTouch ); // Bounce if touched if(CVAR_GET_FLOAT(kvBulletCam)) { SET_VIEW(ENT(pevOwner), ENT(pGrenade->pev)); } // Take one second off of the desired detonation time and set the think to PreDetonate. PreDetonate // will insert a DANGER sound into the world sound list and delay detonation for one second so that // the grenade explodes after the exact amount of time specified in the call to ShootTimed(). pGrenade->pev->dmgtime = gpGlobals->time + time; pGrenade->SetThink( &CGrenade::TumbleThink ); pGrenade->pev->nextthink = gpGlobals->time + 0.1; if (time < 0.1) { pGrenade->pev->nextthink = gpGlobals->time; pGrenade->pev->velocity = Vector( 0, 0, 0 ); } pGrenade->pev->sequence = 0;//RANDOM_LONG( 3, 6 ); pGrenade->pev->framerate = 1.0; // Tumble through the air pGrenade->pev->avelocity.x = RANDOM_LONG(-800, -300); // Also explode on contact //pGrenade->SetTouch( ExplodeTouch ); pGrenade->pev->gravity = 0.5; pGrenade->pev->friction = 0.8; SET_MODEL(ENT(pGrenade->pev), "models/w_grenade.mdl"); return pGrenade; } CGrenade * CGrenade :: ShootSatchelCharge( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity ) { CGrenade *pGrenade = GetClassPtr( (CGrenade *)NULL ); pGrenade->pev->movetype = MOVETYPE_BOUNCE; pGrenade->pev->classname = MAKE_STRING( "grenade" ); pGrenade->pev->solid = SOLID_BBOX; SET_MODEL(ENT(pGrenade->pev), "models/grenade.mdl"); // Change this to satchel charge model UTIL_SetSize(pGrenade->pev, Vector( 0, 0, 0), Vector(0, 0, 0)); pGrenade->pev->dmg = 200; UTIL_SetOrigin( pGrenade->pev, vecStart ); pGrenade->pev->velocity = vecVelocity; pGrenade->pev->angles = g_vecZero; pGrenade->pev->owner = ENT(pevOwner); // Detonate in "time" seconds pGrenade->SetThink( &CGrenade::SUB_DoNothing ); pGrenade->SetUse( &CGrenade::DetonateUse ); pGrenade->SetTouch( &CGrenade::SlideTouch ); pGrenade->pev->spawnflags = SF_DETONATE; pGrenade->pev->friction = 0.9; return pGrenade; } void CGrenade :: UseSatchelCharges( entvars_t *pevOwner, SATCHELCODE code ) { edict_t *pentFind; edict_t *pentOwner; if ( !pevOwner ) return; CBaseEntity *pOwner = CBaseEntity::Instance( pevOwner ); pentOwner = pOwner->edict(); pentFind = FIND_ENTITY_BY_CLASSNAME( NULL, "grenade" ); while ( !FNullEnt( pentFind ) ) { CBaseEntity *pEnt = Instance( pentFind ); if ( pEnt ) { if ( FBitSet( pEnt->pev->spawnflags, SF_DETONATE ) && pEnt->pev->owner == pentOwner ) { if ( code == SATCHEL_DETONATE ) pEnt->Use( pOwner, pOwner, USE_ON, 0 ); else // SATCHEL_RELEASE pEnt->pev->owner = NULL; } } pentFind = FIND_ENTITY_BY_CLASSNAME( pentFind, "grenade" ); } } //======================end grenade