NS/releases/3.05f/source/dlls/ggrenade.cpp
2005-07-14 17:41:41 +00:00

602 lines
17 KiB
C++

/***
*
* 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/AvHBalance.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_IVAR(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;
// 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 <void (CBaseEntity::*)(CBaseEntity *)>(&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