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