Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Implements the tripmine grenade.
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "util.h"
#include "shake.h"
#include "grenade_tripwire.h"
#include "grenade_homer.h"
#include "rope.h"
#include "rope_shared.h"
#include "engine/IEngineSound.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
ConVar sk_dmg_tripwire ( "sk_dmg_tripwire","0");
ConVar sk_tripwire_radius ( "sk_tripwire_radius","0");
#define GRENADETRIPWIRE_MISSILEMDL "models/Weapons/ar2_grenade.mdl"
#define TGRENADE_LAUNCH_VEL 1200
#define TGRENADE_SPIN_MAG 50
#define TGRENADE_SPIN_SPEED 100
#define TGRENADE_MISSILE_OFFSET 50
#define TGRENADE_MAX_ROPE_LEN 1500
LINK_ENTITY_TO_CLASS( npc_tripwire, CTripwireGrenade );
BEGIN_DATADESC( CTripwireGrenade )
DEFINE_FIELD( m_flPowerUp, FIELD_TIME ),
DEFINE_FIELD( m_nMissileCount, FIELD_INTEGER ),
DEFINE_FIELD( m_vecDir, FIELD_VECTOR ),
DEFINE_FIELD( m_vTargetPos, FIELD_POSITION_VECTOR ),
DEFINE_FIELD( m_vTargetOffset, FIELD_VECTOR ),
DEFINE_FIELD( m_pRope, FIELD_CLASSPTR ),
DEFINE_FIELD( m_pHook, FIELD_CLASSPTR ),
// Function Pointers
DEFINE_FUNCTION( WarningThink ),
DEFINE_FUNCTION( PowerupThink ),
DEFINE_FUNCTION( RopeBreakThink ),
DEFINE_FUNCTION( FireThink ),
END_DATADESC()
CTripwireGrenade::CTripwireGrenade()
{
m_vecDir.Init();
}
void CTripwireGrenade::Spawn( void )
{
Precache( );
SetMoveType( MOVETYPE_FLY );
SetSolid( SOLID_BBOX );
AddSolidFlags( FSOLID_NOT_SOLID );
SetModel( "models/Weapons/w_slam.mdl" );
m_nMissileCount = 0;
UTIL_SetSize(this, Vector( -4, -4, -2), Vector(4, 4, 2));
m_flPowerUp = gpGlobals->curtime + 1.2;//<<CHECK>>get rid of this
SetThink( WarningThink );
SetNextThink( gpGlobals->curtime + 1.0f );
m_takedamage = DAMAGE_YES;
m_iHealth = 1;
m_pRope = NULL;
m_pHook = NULL;
// Tripwire grenade sits at 90 on wall so rotate back to get m_vecDir
QAngle angles = GetLocalAngles();
angles.x -= 90;
AngleVectors( angles, &m_vecDir );
}
void CTripwireGrenade::Precache( void )
{
PrecacheModel("models/Weapons/w_slam.mdl");
PrecacheModel(GRENADETRIPWIRE_MISSILEMDL);
}
void CTripwireGrenade::WarningThink( void )
{
// play activate sound
EmitSound( "TripwireGrenade.Activate" );
// set to power up
SetThink( PowerupThink );
SetNextThink( gpGlobals->curtime + 1.0f );
}
void CTripwireGrenade::PowerupThink( void )
{
if (gpGlobals->curtime > m_flPowerUp)
{
MakeRope( );
RemoveSolidFlags( FSOLID_NOT_SOLID );
m_bIsLive = true;
}
SetNextThink( gpGlobals->curtime + 0.1f );
}
void CTripwireGrenade::BreakRope( void )
{
if (m_pRope)
{
m_pRope->m_RopeFlags |= ROPE_COLLIDE;
m_pRope->DetachPoint(0);
Vector vVelocity;
m_pHook->GetVelocity( &vVelocity, NULL );
if (vVelocity.Length() > 1)
{
m_pRope->DetachPoint(1);
}
}
}
void CTripwireGrenade::MakeRope( void )
{
SetThink( RopeBreakThink );
// Delay first think slightly so rope has time
// to appear if person right in front of it
SetNextThink( gpGlobals->curtime + 1.0f );
// Create hook for end of tripwire
m_pHook = (CTripwireHook*)CBaseEntity::Create( "tripwire_hook", GetLocalOrigin(), GetLocalAngles() );
if (m_pHook)
{
Vector vShootVel = 800*(m_vecDir + Vector(0,0,0.3)+RandomVector(-0.01,0.01));
m_pHook->SetVelocity( vShootVel, vec3_origin);
m_pHook->SetOwnerEntity( this );
m_pHook->m_hGrenade = this;
m_pRope = CRopeKeyframe::Create(this,m_pHook,0,0);
if (m_pRope)
{
m_pRope->m_Width = 1;
m_pRope->m_RopeLength = 3;
m_pRope->m_Slack = 100;
CPASAttenuationFilter filter( this,"TripwireGrenade.ShootRope" );
EmitSound( filter, entindex(),"TripwireGrenade.ShootRope" );
}
}
}
void CTripwireGrenade::Attach( void )
{
StopSound( "TripwireGrenade.ShootRope" );
}
void CTripwireGrenade::RopeBreakThink( void )
{
// See if I can go solid yet (has dropper moved out of way?)
if (IsSolidFlagSet(FSOLID_NOT_SOLID))
{
trace_t tr;
Vector vUpBit = GetAbsOrigin();
vUpBit.z += 5.0;
UTIL_TraceEntity( this, GetAbsOrigin(), vUpBit, MASK_SHOT, &tr );
if ( !tr.startsolid && (tr.fraction == 1.0) )
{
RemoveSolidFlags( FSOLID_NOT_SOLID );
}
}
// Check if rope had gotten beyond it's max length
float flRopeLength = (GetAbsOrigin()-m_pHook->GetAbsOrigin()).Length();
if (flRopeLength > TGRENADE_MAX_ROPE_LEN)
{
// Shoot missiles at hook
m_iHealth = 0;
BreakRope();
m_vTargetPos = m_pHook->GetAbsOrigin();
CrossProduct ( m_vecDir, Vector(0,0,1), m_vTargetOffset );
m_vTargetOffset *=TGRENADE_MISSILE_OFFSET;
SetThink(FireThink);
FireThink();
}
// Check to see if can see hook
// NOT MASK_SHOT because we want only simple hit boxes
trace_t tr;
UTIL_TraceLine( GetAbsOrigin(), m_pHook->GetAbsOrigin(), MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
// If can't see hook
CBaseEntity *pEntity = tr.m_pEnt;
if (tr.fraction != 1.0 && pEntity != m_pHook)
{
// Shoot missiles at place where rope was intersected
m_iHealth = 0;
BreakRope();
m_vTargetPos = tr.endpos;
CrossProduct ( m_vecDir, Vector(0,0,1), m_vTargetOffset );
m_vTargetOffset *=TGRENADE_MISSILE_OFFSET;
SetThink(FireThink);
FireThink();
return;
}
SetNextThink( gpGlobals->curtime + 0.1f );
}
//------------------------------------------------------------------------------
// Purpose : Die if I take any damage
// Input :
// Output :
//------------------------------------------------------------------------------
int CTripwireGrenade::OnTakeDamage_Alive( const CTakeDamageInfo &info )
{
// Killed upon any damage
Event_Killed( info );
return 0;
}
//-----------------------------------------------------------------------------
// Purpose: If someone damaged, me shoot of my missiles and die
// Input :
// Output :
//-----------------------------------------------------------------------------
void CTripwireGrenade::Event_Killed( const CTakeDamageInfo &info )
{
if (m_iHealth > 0)
{
// Fire missiles and blow up
for (int i=0;i<6;i++)
{
Vector vTargetPos = GetAbsOrigin() + RandomVector(-600,600);
FireMissile(vTargetPos);
}
BreakRope();
UTIL_Remove(this);
}
}
//------------------------------------------------------------------------------
// Purpose : Fire a missile at the target position
// Input :
// Output :
//------------------------------------------------------------------------------
void CTripwireGrenade::FireMissile(const Vector &vTargetPos)
{
Vector vTargetDir = (vTargetPos - GetAbsOrigin());
VectorNormalize(vTargetDir);
float flGravity = 0.0001; // No gravity on the missiles
bool bSmokeTrail = true;
float flHomingSpeed = 0;
Vector vLaunchVelocity = TGRENADE_LAUNCH_VEL*vTargetDir;
float flSpinMagnitude = TGRENADE_SPIN_MAG;
float flSpinSpeed = TGRENADE_SPIN_SPEED;
//<<CHECK>> hold in string_t
CGrenadeHomer *pGrenade = CGrenadeHomer::CreateGrenadeHomer( MAKE_STRING(GRENADETRIPWIRE_MISSILEMDL), MAKE_STRING("TripwireGrenade.FlySound"), GetAbsOrigin(), vec3_angle, edict() );
pGrenade->Spawn( );
pGrenade->SetSpin(flSpinMagnitude,flSpinSpeed);
pGrenade->SetHoming(0,0,0,0,0);
pGrenade->SetDamage(sk_dmg_tripwire.GetFloat());
pGrenade->SetDamageRadius(sk_tripwire_radius.GetFloat());
pGrenade->Launch(this,NULL,vLaunchVelocity,flHomingSpeed,flGravity,bSmokeTrail);
// Calculate travel time
float flTargetDist = (GetAbsOrigin() - vTargetPos).Length();
pGrenade->m_flDetonateTime = gpGlobals->curtime + flTargetDist/TGRENADE_LAUNCH_VEL;
}
//------------------------------------------------------------------------------
// Purpose : Shoot off a series of missiles over time, then go intert
// Input :
// Output :
//------------------------------------------------------------------------------
void CTripwireGrenade::FireThink()
{
SetNextThink( gpGlobals->curtime + 0.16f );
Vector vTargetPos = m_vTargetPos + (m_vTargetOffset * m_nMissileCount);
FireMissile(vTargetPos);
vTargetPos = m_vTargetPos - (m_vTargetOffset * m_nMissileCount);
FireMissile(vTargetPos);
m_nMissileCount++;
if (m_nMissileCount > 4)
{
m_iHealth = -1;
SetThink( NULL );
}
}
// ####################################################################
// CTripwireHook
//
// This is what the tripwire shoots out at the end of the rope
// ####################################################################
LINK_ENTITY_TO_CLASS( tripwire_hook, CTripwireHook );
//---------------------------------------------------------
// Save/Restore
//---------------------------------------------------------
BEGIN_DATADESC( CTripwireHook )
DEFINE_FIELD( m_hGrenade, FIELD_EHANDLE ),
DEFINE_FIELD( m_bAttached, FIELD_BOOLEAN ),
END_DATADESC()
void CTripwireHook::Spawn( void )
{
Precache( );
SetModel( "models/Weapons/w_grenade.mdl" );//<<CHECK>>
UTIL_SetSize(this, Vector( -1, -1, -1), Vector(1,1, 1));
m_takedamage = DAMAGE_NO;
m_bAttached = false;
CreateVPhysics();
}
bool CTripwireHook::CreateVPhysics()
{
// Create the object in the physics system
IPhysicsObject *pPhysicsObject = VPhysicsInitNormal( SOLID_BBOX, 0, false );
// Make sure I get touch called for static geometry
if ( pPhysicsObject )
{
int flags = pPhysicsObject->GetCallbackFlags();
flags |= CALLBACK_GLOBAL_TOUCH_STATIC;
pPhysicsObject->SetCallbackFlags(flags);
}
return true;
}
void CTripwireHook::Precache( void )
{
PrecacheModel("models/Weapons/w_grenade.mdl"); //<<CHECK>>
}
void CTripwireHook::EndTouch( CBaseEntity *pOther )
{
//<<CHECK>>do instead by clearing touch function
if (!m_bAttached)
{
m_bAttached = true;
SetVelocity(vec3_origin, vec3_origin);
SetMoveType( MOVETYPE_NONE );
EmitSound( "TripwireGrenade.Hook" );
// Let the tripwire grenade know that I've attached
CTripwireGrenade* pGrenade = dynamic_cast<CTripwireGrenade*>((CBaseEntity*)m_hGrenade);
if (pGrenade)
{
pGrenade->Attach();
}
}
}
void CTripwireHook::SetVelocity( const Vector &velocity, const AngularImpulse &angVelocity )
{
IPhysicsObject *pPhysicsObject = VPhysicsGetObject();
if ( pPhysicsObject )
{
pPhysicsObject->AddVelocity( &velocity, &angVelocity );
}
}