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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "dod_basegrenade.h"
#include "dod_player.h"
#include "dod_gamerules.h"
#include "func_break.h"
#include "physics_saverestore.h"
#include "grenadetrail.h"
#include "fx_dod_shared.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
float GetCurrentGravity( void );
ConVar dod_grenadegravity( "dod_grenadegravity", "-420", FCVAR_CHEAT, "gravity applied to grenades", true, -2000, true, -300 ); extern ConVar dod_bonusround;
IMotionEvent::simresult_e CGrenadeController::Simulate( IPhysicsMotionController *pController, IPhysicsObject *pObject, float deltaTime, Vector &linear, AngularImpulse &angular ) { linear.x = linear.y = 0; linear.z = dod_grenadegravity.GetFloat();
angular.x = angular.y = angular.z = 0;
return SIM_GLOBAL_ACCELERATION; }
BEGIN_SIMPLE_DATADESC( CGrenadeController ) END_DATADESC()
BEGIN_DATADESC( CDODBaseGrenade )
DEFINE_THINKFUNC( DetonateThink ), DEFINE_EMBEDDED( m_GrenadeController ), DEFINE_PHYSPTR( m_pMotionController ), // probably not necessary
END_DATADESC()
IMPLEMENT_SERVERCLASS_ST( CDODBaseGrenade, DT_DODBaseGrenade ) SendPropVector( SENDINFO( m_vInitialVelocity ), 20, // nbits
0, // flags
-3000, // low value
3000 // high value
) END_SEND_TABLE()
CDODBaseGrenade::CDODBaseGrenade() { }
CDODBaseGrenade::~CDODBaseGrenade( void ) { if ( m_pMotionController != NULL ) { physenv->DestroyMotionController( m_pMotionController ); m_pMotionController = NULL; } }
void CDODBaseGrenade::Spawn( void ) { m_bUseVPhysics = true;
BaseClass::Spawn(); SetSolid( SOLID_BBOX ); // So it will collide with physics props!
UTIL_SetSize( this, Vector(-4,-4,-4), Vector(4,4,4) );
if( m_bUseVPhysics ) { SetCollisionGroup( COLLISION_GROUP_WEAPON ); IPhysicsObject *pPhysicsObject = VPhysicsInitNormal( SOLID_BBOX, 0, false );
if ( pPhysicsObject ) { m_pMotionController = physenv->CreateMotionController( &m_GrenadeController ); m_pMotionController->AttachObject( pPhysicsObject, true );
pPhysicsObject->EnableGravity( false ); } m_takedamage = DAMAGE_EVENTS_ONLY; } else { SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_CUSTOM ); m_takedamage = DAMAGE_NO; }
AddSolidFlags( FSOLID_NOT_STANDABLE );
m_iHealth = 1; SetFriction( GetGrenadeFriction() ); SetElasticity( GetGrenadeElasticity() );
// Remember our owner's team
ChangeTeam( GetThrower()->GetTeamNumber() );
m_flDamage = 150; m_DmgRadius = m_flDamage * 2.5f;
// Don't collide with players on the owner's team for the first bit of our life
m_flCollideWithTeammatesTime = gpGlobals->curtime + 0.25; m_bCollideWithTeammates = false;
SetThink( &CDODBaseGrenade::DetonateThink ); SetNextThink( gpGlobals->curtime + 0.1 ); }
void CDODBaseGrenade::Precache( void ) { BaseClass::Precache();
PrecacheParticleSystem( "grenadetrail" ); PrecacheParticleSystem( "riflegrenadetrail" ); PrecacheParticleSystem( "explosioncore_midair" ); PrecacheParticleSystem( "explosioncore_floor" ); }
void CDODBaseGrenade::DetonateThink( void ) { if (!IsInWorld()) { Remove( ); return; }
if ( gpGlobals->curtime > m_flCollideWithTeammatesTime && m_bCollideWithTeammates == false ) { m_bCollideWithTeammates = true; }
Vector foo; AngularImpulse a; VPhysicsGetObject()->GetVelocity( &foo, &a );
if( gpGlobals->curtime > m_flDetonateTime ) { Detonate(); return; }
if (GetWaterLevel() != 0) { SetAbsVelocity( GetAbsVelocity() * 0.5 ); }
SetNextThink( gpGlobals->curtime + 0.2 ); }
//Sets the time at which the grenade will explode
void CDODBaseGrenade::SetDetonateTimerLength( float timer ) { m_flDetonateTime = gpGlobals->curtime + timer; }
void CDODBaseGrenade::ResolveFlyCollisionCustom( trace_t &trace, Vector &vecVelocity ) { //Assume all surfaces have the same elasticity
float flSurfaceElasticity = 1.0;
//Don't bounce off of players with perfect elasticity
if( trace.m_pEnt && trace.m_pEnt->IsPlayer() ) { flSurfaceElasticity = 0.3; } float flTotalElasticity = GetElasticity() * flSurfaceElasticity; flTotalElasticity = clamp( flTotalElasticity, 0.0f, 0.9f );
// NOTE: A backoff of 2.0f is a reflection
Vector vecAbsVelocity; PhysicsClipVelocity( GetAbsVelocity(), trace.plane.normal, vecAbsVelocity, 2.0f ); vecAbsVelocity *= flTotalElasticity;
// Get the total velocity (player + conveyors, etc.)
VectorAdd( vecAbsVelocity, GetBaseVelocity(), vecVelocity ); float flSpeedSqr = DotProduct( vecVelocity, vecVelocity );
// Stop if on ground.
if ( trace.plane.normal.z > 0.7f ) // Floor
{ // Verify that we have an entity.
CBaseEntity *pEntity = trace.m_pEnt; Assert( pEntity );
// Are we on the ground?
if ( vecVelocity.z < ( GetCurrentGravity() * gpGlobals->frametime ) ) { if ( pEntity->IsStandable() ) { SetGroundEntity( pEntity ); }
vecAbsVelocity.z = 0.0f; } SetAbsVelocity( vecAbsVelocity );
if ( flSpeedSqr < ( 30 * 30 ) ) { if ( pEntity->IsStandable() ) { SetGroundEntity( pEntity ); }
// Reset velocities.
SetAbsVelocity( vec3_origin ); SetLocalAngularVelocity( vec3_angle ); } else { Vector vecDelta = GetBaseVelocity() - vecAbsVelocity; Vector vecBaseDir = GetBaseVelocity(); VectorNormalize( vecBaseDir ); float flScale = vecDelta.Dot( vecBaseDir );
VectorScale( vecAbsVelocity, ( 1.0f - trace.fraction ) * gpGlobals->frametime, vecVelocity ); VectorMA( vecVelocity, ( 1.0f - trace.fraction ) * gpGlobals->frametime, GetBaseVelocity() * flScale, vecVelocity ); PhysicsPushEntity( vecVelocity, &trace ); } } else { // If we get *too* slow, we'll stick without ever coming to rest because
// we'll get pushed down by gravity faster than we can escape from the wall.
if ( flSpeedSqr < ( 30 * 30 ) ) { // Reset velocities.
SetAbsVelocity( vec3_origin ); SetLocalAngularVelocity( vec3_angle ); } else { SetAbsVelocity( vecAbsVelocity ); } } BounceSound(); }
char *CDODBaseGrenade::GetExplodingClassname( void ) { Assert( !"Baseclass must implement this" ); return NULL; }
void CDODBaseGrenade::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { if ( !CanBePickedUp() ) return;
if ( !pActivator->IsPlayer() ) return;
CDODPlayer *pPlayer = ToDODPlayer( pActivator );
//Don't pick up grenades while deployed
CBaseCombatWeapon *pWpn = pPlayer->GetActiveWeapon(); if ( pWpn && !pWpn->CanHolster() ) { return; }
DODRoundState state = DODGameRules()->State_Get();
if ( dod_bonusround.GetBool() ) { int team = pPlayer->GetTeamNumber();
// if its after the round and bonus round is on, we can only pick it up if we are winners
if ( team == TEAM_ALLIES && state == STATE_AXIS_WIN ) return;
if ( team == TEAM_AXIS && state == STATE_ALLIES_WIN ) return; } else { // if its after the round, and bonus round is off, don't allow anyone to pick it up
if ( state != STATE_RND_RUNNING ) return; }
OnPickedUp();
char *szClsName = GetExplodingClassname();
Assert( szClsName );
CBaseCombatWeapon *pWeapon = dynamic_cast<CBaseCombatWeapon *>( pPlayer->GiveNamedItem( szClsName ) ); Assert( pWeapon && "Wpn pointer has to be valid for us to pick up this grenade" );
if( pWeapon ) { variant_t flDetTime; flDetTime.SetFloat( m_flDetonateTime ); pWeapon->AcceptInput( "DetonateTime", this, this, flDetTime, 0 );
#ifdef DBGFLAG_ASSERT
bool bSuccess = #endif
pPlayer->Weapon_Switch( pWeapon );
Assert( bSuccess ); //Remove the one we picked up
SetThink( NULL ); UTIL_Remove( this ); } }
int CDODBaseGrenade::OnTakeDamage( const CTakeDamageInfo &info ) { if( info.GetDamageType() & DMG_BULLET ) { // Don't allow players to shoot grenades
return 0; } else if( info.GetDamageType() & DMG_BLAST ) { // Don't allow explosion force to move grenades
return 0; }
VPhysicsTakeDamage( info );
return BaseClass::OnTakeDamage( info ); }
void CDODBaseGrenade::Detonate() { // Don't explode after the round has ended
if ( dod_bonusround.GetBool() == false && DODGameRules()->State_Get() != STATE_RND_RUNNING ) { SetDamage( 0 ); }
// stun players in a radius
const float flStunDamage = 100;
CTakeDamageInfo info( this, GetThrower(), GetBlastForce(), GetAbsOrigin(), flStunDamage, DMG_STUN ); DODGameRules()->RadiusStun( info, GetAbsOrigin(), m_DmgRadius );
BaseClass::Detonate(); }
bool CDODBaseGrenade::CreateVPhysics() { // Create the object in the physics system
VPhysicsInitNormal( SOLID_BBOX, 0, false ); return true; }
void CDODBaseGrenade::Explode( trace_t *pTrace, int bitsDamageType ) { SetModelName( NULL_STRING );//invisible
AddSolidFlags( FSOLID_NOT_SOLID );
m_takedamage = DAMAGE_NO;
// Pull out of the wall a bit
if ( pTrace->fraction != 1.0 ) { SetAbsOrigin( pTrace->endpos + (pTrace->plane.normal * 0.6) ); }
// Explosion effect on client
Vector vecOrigin = GetAbsOrigin(); CPVSFilter filter( vecOrigin ); TE_DODExplosion( filter, 0.0f, vecOrigin, pTrace->plane.normal );
// Use the thrower's position as the reported position
Vector vecReported = GetThrower() ? GetThrower()->GetAbsOrigin() : vec3_origin;
CTakeDamageInfo info( this, GetThrower(), GetBlastForce(), GetAbsOrigin(), m_flDamage, bitsDamageType, 0, &vecReported );
RadiusDamage( info, vecOrigin, GetDamageRadius(), CLASS_NONE, NULL );
// Don't decal players with scorch.
if ( pTrace->m_pEnt && !pTrace->m_pEnt->IsPlayer() ) { UTIL_DecalTrace( pTrace, "Scorch" ); }
SetThink( &CBaseGrenade::SUB_Remove ); SetTouch( NULL );
AddEffects( EF_NODRAW ); SetAbsVelocity( vec3_origin ); SetNextThink( gpGlobals->curtime ); }
// 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; };
const float GRENADE_COEFFICIENT_OF_RESTITUTION = 0.2f;
void CDODBaseGrenade::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;
UTIL_TraceLine( start, start + vel * gpGlobals->frametime, CONTENTS_HITBOX|CONTENTS_MONSTER|CONTENTS_SOLID, &filter, &tr );
bool bHitTeammate = false;
if ( m_bCollideWithTeammates == false && tr.m_pEnt && tr.m_pEnt->IsPlayer() && tr.m_pEnt->GetTeamNumber() == GetTeamNumber() ) { bHitTeammate = true; }
if ( tr.startsolid ) { if ( m_bInSolid == false && bHitTeammate == false ) { // UNDONE: Do a better contact solution that uses relative velocity?
vel *= -GRENADE_COEFFICIENT_OF_RESTITUTION; // bounce backwards
pPhysics->SetVelocity( &vel, NULL ); } m_bInSolid = true; return; } m_bInSolid = false; if ( tr.DidHit() && bHitTeammate == false ) { Vector dir = vel; VectorNormalize(dir);
float flPercent = vel.Length() / 2000; float flDmg = 5 * flPercent;
// send a tiny amount of damage so the character will react to getting bonked
CTakeDamageInfo info( this, GetThrower(), pPhysics->GetMass() * vel, GetAbsOrigin(), flDmg, DMG_CRUSH ); tr.m_pEnt->DispatchTraceAttack( info, dir, &tr ); ApplyMultiDamage();
if ( vel.Length() > 1000 ) { CTakeDamageInfo stunInfo( this, GetThrower(), vec3_origin, GetAbsOrigin(), flDmg, DMG_STUN ); tr.m_pEnt->TakeDamage( stunInfo ); }
// reflect velocity around normal
vel = -2.0f * tr.plane.normal * DotProduct(vel,tr.plane.normal) + vel;
// absorb 80% in impact
vel *= GetElasticity(); angVel *= -0.5f; pPhysics->SetVelocity( &vel, &angVel ); } }
float CDODBaseGrenade::GetElasticity( void ) { return GRENADE_COEFFICIENT_OF_RESTITUTION; }
const float DOD_GRENADE_WINDOW_BREAK_DAMPING_AMOUNT = 0.5f;
// If we hit a window, let it break and continue on our way
// with a damped speed
void CDODBaseGrenade::VPhysicsCollision( int index, gamevcollisionevent_t *pEvent ) { CBreakable *pBreakable = dynamic_cast<CBreakable*>( pEvent->pEntities[!index] ); if ( pBreakable && pBreakable->GetMaterialType() == matGlass && VPhysicsGetObject() ) { // don't stop, go through this entity after breaking it
Vector dampedVelocity = DOD_GRENADE_WINDOW_BREAK_DAMPING_AMOUNT * pEvent->preVelocity[index]; VPhysicsGetObject()->SetVelocity( &dampedVelocity, &pEvent->preAngularVelocity[index] ); } else BaseClass::VPhysicsCollision( index, pEvent ); }
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