/*** * * Copyright (c) 1996-2002, 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" //===================grenade LINK_ENTITY_TO_CLASS( grenade, CGrenade ); LINK_ENTITY_TO_CLASS( grenade_vog25, CGrenade ); // // 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, DMG_BLAST ); } extern int gmsgCustomDLight; // buz extern int gmsgNewExplode; // lev // UNDONE: temporary scorching for PreAlpha - find a less sleazy permenant solution. void CGrenade::Explode( TraceResult *pTrace, int bitsDamageType ) { float flRndSound;// sound randomizer float ScaleExplode1 = 1.5f; pev->model = iStringNull;//invisible pev->solid = SOLID_NOT;// intangible pev->takedamage = DAMAGE_NO; // Pull out of the wall a bit if ( pTrace->flFraction != 1.0 ) { pev->origin = pTrace->vecEndPos + (pTrace->vecPlaneNormal * (pev->dmg - 24) * 0.6); } 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 -= 18 ); if (iContents != CONTENTS_WATER) { WRITE_SHORT( g_sModelIndexNull ); // заглушка... } else { WRITE_SHORT( g_sModelIndexWExplosion ); } WRITE_BYTE( (pev->dmg - 40) * .10 ); // scale * 10 WRITE_BYTE( 15 ); // framerate WRITE_BYTE( TE_EXPLFLAG_NONE ); MESSAGE_END(); FireBulletsWater( pev->origin + Vector( 0, 0, 50 ), pev->origin, 0.3, 0.4 ); if (iContents != CONTENTS_WATER) { MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev->origin ); WRITE_BYTE( TE_SPARKS ); WRITE_COORD( pev->origin.x ); WRITE_COORD( pev->origin.y ); WRITE_COORD( pev->origin.z -= 5 ); MESSAGE_END(); } if (iContents != CONTENTS_WATER) { MESSAGE_BEGIN( MSG_ALL, gmsgNewExplode ); WRITE_COORD( pev->origin.x ); WRITE_COORD( pev->origin.y ); WRITE_COORD( pev->origin.z ); WRITE_COORD( ScaleExplode1 ); MESSAGE_END(); } // ALERT(at_console, "%f\n", pev->dmg); // buz: make dlight in custom renderer too MESSAGE_BEGIN( MSG_PAS, gmsgCustomDLight, pev->origin ); WRITE_COORD( pev->origin.x ); WRITE_COORD( pev->origin.y ); WRITE_COORD( pev->origin.z += 10 ); WRITE_BYTE( 20 ); // radius / 10 WRITE_BYTE( 5 ); // life * 10 WRITE_BYTE( 35 ); // decay / 10 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 RadiusDamage ( pev, pevOwner, pev->dmg, CLASS_NONE, bitsDamageType ); UTIL_ScreenShake( pev->origin, 16.0f, 180.0f, 0.5f, pev->dmg * 6 ); CBaseEntity *pEntity = CBaseEntity::Instance( pTrace->pHit ); if( pEntity && GET_MODEL_PTR( pEntity->edict() )) UTIL_StudioDecalTrace( pTrace, "scorch" ); else UTIL_TraceCustomDecal( pTrace, "scorch", RANDOM_FLOAT( 0.0f, 360.0f )); 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; SetNextThink( 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 { 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( (pev->dmg - 50) * 0.30 ); // 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 ); SetNextThink( 0 ); } void CGrenade::PreDetonate( void ) { CSoundEnt::InsertSound ( bits_SOUND_DANGER, pev->origin, 400, 0.3 ); SetThink(&CGrenade:: Detonate ); SetNextThink( 1 ); } void CGrenade::Detonate( void ) { TraceResult tr; Vector vecSpot;// trace starts here! vecSpot = pev->origin + Vector ( 0 , 0 , 8 ); UTIL_TraceLine ( vecSpot, vecSpot + Vector ( 0, 0, -40 ), ignore_monsters, ENT(pev), & tr); Explode( &tr, DMG_BLAST ); } // // 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, DMG_BLAST ); } void CGrenade::DangerSoundThink( void ) { if (!IsInWorld()) { UTIL_Remove( this ); return; } if( FClassnameIs( pev, "grenade_vog25" )) pev->angles = UTIL_VecToAngles( pev->velocity ); CSoundEnt::InsertSound ( bits_SOUND_DANGER, pev->origin + pev->velocity * 0.5, pev->velocity.Length( ), 0.2 ); SetNextThink( 0.2 ); if (pev->waterlevel != 0 && pev->watertype > CONTENTS_FLYFIELD) { 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; // 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, DMG_CLUB ); ApplyMultiDamage( pev, pevOwner); } m_flNextAttack = gpGlobals->time + 1.0; // debounce } Vector vecTestVelocity; // pev->avelocity = Vector (300, 300, 300); // 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, pev->dmg / 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 = 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; } 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 ) { switch ( RANDOM_LONG( 0, 2 ) ) { case 0: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/grenade_hit1.wav", 0.25, ATTN_NORM); break; case 1: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/grenade_hit2.wav", 0.25, ATTN_NORM); break; case 2: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/grenade_hit3.wav", 0.25, ATTN_NORM); break; } } void CGrenade :: TumbleThink( void ) { if (!IsInWorld()) { UTIL_Remove( this ); return; } StudioFrameAdvance( ); SetNextThink( 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->watertype > CONTENTS_FLYFIELD) { 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)); pev->dmg = 100; m_fRegisteredSound = FALSE; } CGrenade *CGrenade :: ShootGeneric( CBaseEntity *pOwner, Vector vecStart, Vector vecVelocity, string_t classname ) { CGrenade *pGrenade = GetClassPtr( (CGrenade *)NULL ); pGrenade->Spawn(); pGrenade->pev->classname = classname; // allow save\restore UTIL_SetOrigin( pGrenade, vecStart ); pGrenade->pev->velocity = vecVelocity; pGrenade->pev->angles = UTIL_VecToAngles( pGrenade->pev->velocity ); pGrenade->pev->owner = pOwner->edict(); // make monsters afaid of it while in the air pGrenade->SetThink( &CGrenade:: DangerSoundThink ); pGrenade->SetNextThink( 0 ); // Explode on contact pGrenade->SetTouch( &CGrenade:: ExplodeTouch ); return pGrenade; } 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, 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->SetNextThink( 0 ); // 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:: ShootTimed( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time, float damage ) { CGrenade *pGrenade = GetClassPtr( (CGrenade *)NULL ); pGrenade->Spawn(); UTIL_SetOrigin( pGrenade, 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 // 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->SetNextThink( 0.1 ); if( time < 0.1f ) { pGrenade->SetNextThink( 0 ); pGrenade->pev->velocity = g_vecZero; } pGrenade->pev->sequence = 0; pGrenade->pev->framerate = 1.0; // Tumble through the air // pGrenade->pev->avelocity.x = -400; pGrenade->pev->gravity = 0.5; pGrenade->pev->friction = 0.8; // buz pGrenade->pev->angles.y -= 90; pGrenade->pev->avelocity.z = -400; SET_MODEL(ENT(pGrenade->pev), "models/w_grenade.mdl"); pGrenade->pev->dmg = damage; return pGrenade; }