|
|
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: TF Nail Grenade.
//
//=============================================================================//
#include "cbase.h"
#include "tf_weaponbase.h"
#include "tf_gamerules.h"
#include "npcevent.h"
#include "engine/IEngineSound.h"
#include "tf_weapon_grenade_nail.h"
// Server specific.
#ifdef GAME_DLL
#include "tf_player.h"
#include "items.h"
#include "tf_weaponbase_grenadeproj.h"
#include "soundent.h"
#include "KeyValues.h"
#include "tf_projectile_nail.h"
#include "physics_saverestore.h"
#include "phys_controller.h"
#endif
#define GRENADE_NAIL_TIMER 3.0f //Seconds
//=============================================================================
//
// TF Nail Grenade tables.
//
IMPLEMENT_NETWORKCLASS_ALIASED( TFGrenadeNail, DT_TFGrenadeNail )
BEGIN_NETWORK_TABLE( CTFGrenadeNail, DT_TFGrenadeNail ) END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CTFGrenadeNail ) END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( tf_weapon_grenade_nail, CTFGrenadeNail ); PRECACHE_WEAPON_REGISTER( tf_weapon_grenade_nail );
//=============================================================================
//
// TF Nail Grenade functions.
//
// Server specific.
#ifdef GAME_DLL
BEGIN_DATADESC( CTFGrenadeNail ) END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFWeaponBaseGrenadeProj *CTFGrenadeNail::EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel, AngularImpulse angImpulse, CBasePlayer *pPlayer, float flTime, int iflags ) { return CTFGrenadeNailProjectile::Create( vecSrc, vecAngles, vecVel, angImpulse, pPlayer, GetTFWpnData(), flTime ); }
#endif
//=============================================================================
//
// TF Nail Grenade Projectile functions (Server specific).
//
#ifdef GAME_DLL
BEGIN_DATADESC( CTFGrenadeNailProjectile ) DEFINE_THINKFUNC( EmitNails ), DEFINE_EMBEDDED( m_GrenadeController ), DEFINE_PHYSPTR( m_pMotionController ), END_DATADESC()
#define GRENADE_MODEL "models/weapons/w_models/w_grenade_nail.mdl"
LINK_ENTITY_TO_CLASS( tf_weapon_grenade_nail_projectile, CTFGrenadeNailProjectile ); PRECACHE_WEAPON_REGISTER( tf_weapon_grenade_nail_projectile );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFGrenadeNailProjectile* CTFGrenadeNailProjectile::Create( const Vector &position, const QAngle &angles, const Vector &velocity, const AngularImpulse &angVelocity, CBaseCombatCharacter *pOwner, const CTFWeaponInfo &weaponInfo, float timer, int iFlags ) { // Nail grenades are always thrown like discs
QAngle vecCustomAngles = angles; vecCustomAngles.x = clamp( vecCustomAngles.x, -10,10 ); vecCustomAngles.z = clamp( vecCustomAngles.x, -10,10 ); Vector vecCustomAngVelocity = vec3_origin; vecCustomAngVelocity.z = RandomFloat( -600, 600 ); CTFGrenadeNailProjectile *pGrenade = static_cast<CTFGrenadeNailProjectile*>( CTFWeaponBaseGrenadeProj::Create( "tf_weapon_grenade_nail_projectile", position, vecCustomAngles, velocity, vecCustomAngVelocity, pOwner, weaponInfo, timer, iFlags ) ); return pGrenade; }
CTFGrenadeNailProjectile::~CTFGrenadeNailProjectile() { if ( m_pMotionController != NULL ) { physenv->DestroyMotionController( m_pMotionController ); m_pMotionController = NULL; } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadeNailProjectile::Spawn() { SetModel( GRENADE_MODEL );
m_pMotionController = NULL;
UseClientSideAnimation(); BaseClass::Spawn(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadeNailProjectile::Precache() { PrecacheModel( GRENADE_MODEL );
PrecacheScriptSound( "Weapon_Grenade_Nail.Launch" );
BaseClass::Precache(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadeNailProjectile::BounceSound( void ) { EmitSound( "Weapon_Grenade_Nail.Bounce" ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadeNailProjectile::Detonate() { if ( ShouldNotDetonate() ) { RemoveGrenade(); return; }
StartEmittingNails(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CTFGrenadeNailProjectile::OnTakeDamage( const CTakeDamageInfo &info ) { if ( m_pMotionController != NULL ) { // motioncontroller is animating us, dont take hits that will disorient us
return 0; }
return BaseClass::OnTakeDamage( info ); }
void CTFGrenadeNailProjectile::StartEmittingNails( void ) { // 0.4 seconds later, emit nails
IPhysicsObject *pPhysicsObject = VPhysicsGetObject();
if ( pPhysicsObject ) { m_pMotionController = physenv->CreateMotionController( &m_GrenadeController ); m_pMotionController->AttachObject( pPhysicsObject, true );
pPhysicsObject->EnableGravity( false );
pPhysicsObject->Wake(); }
QAngle ang(0,0,0); Vector pos = GetAbsOrigin(); pos.z += 32; m_GrenadeController.SetDesiredPosAndOrientation( pos, ang );
m_flNailAngle = 0; m_iNumNailBurstsLeft = 40;
int animDesired = SelectWeightedSequence( ACT_RANGE_ATTACK1 ); ResetSequence( animDesired ); SetPlaybackRate( 1.0 );
Vector soundPosition = GetAbsOrigin() + Vector( 0, 0, 5 ); CPASAttenuationFilter filter( soundPosition ); EmitSound( filter, entindex(), "Weapon_Grenade_Nail.Launch" );
#ifdef GAME_DLL
SetThink( &CTFGrenadeNailProjectile::EmitNails ); SetNextThink( gpGlobals->curtime + 0.4 ); #endif
}
void CTFGrenadeNailProjectile::EmitNails( void ) { m_iNumNailBurstsLeft--;
if ( m_iNumNailBurstsLeft < 0 ) { BaseClass::Detonate(); return; }
Vector forward, up; float flAngleToAdd = random->RandomFloat( 30, 40 );
// else release some nails
for ( int i=0; i < 4 ;i++ ) { m_flNailAngle = UTIL_AngleMod( m_flNailAngle + flAngleToAdd );
QAngle angNail( random->RandomFloat( -3, 3 ), m_flNailAngle, 0 );
// Emit a nail
CTFProjectile_Nail *pNail = CTFProjectile_Nail::Create( GetAbsOrigin(), angNail, this, GetThrower() ); if ( pNail ) { pNail->SetDamage( 18 ); } }
SetNextThink( gpGlobals->curtime + 0.1 ); }
IMotionEvent::simresult_e CNailGrenadeController::Simulate( IPhysicsMotionController *pController, IPhysicsObject *pObject, float deltaTime, Vector &linear, AngularImpulse &angular ) { // Try to get to m_vecDesiredPosition
// Try to orient ourselves to m_angDesiredOrientation
Vector currentPos; QAngle currentAng;
pObject->GetPosition( ¤tPos, ¤tAng );
Vector vecVel; AngularImpulse angVel; pObject->GetVelocity( &vecVel, &angVel );
linear.Init(); angular.Init();
if ( m_bReachedPos ) { // Lock at this height
if ( vecVel.Length() > 1.0 ) { AngularImpulse nil( 0,0,0 ); pObject->SetVelocityInstantaneous( &vec3_origin, &nil );
// For now teleport to the proper orientation
currentAng.x = 0; currentAng.y = 0; currentAng.z = 0; pObject->SetPosition( currentPos, currentAng, true ); } } else { // not at the right height yet, keep moving up
linear.z = 50 * ( m_vecDesiredPosition.z - currentPos.z );
if ( currentPos.z > m_vecDesiredPosition.z ) { // lock into position
m_bReachedPos = true; }
// Start rotating in the right direction
// we'll lock angles once we reach proper height to stop the oscillating
matrix3x4_t matrix; // get the object's local to world transform
pObject->GetPositionMatrix( &matrix );
Vector m_worldGoalAxis(0,0,1);
// Get the alignment axis in object space
Vector currentLocalTargetAxis; VectorIRotate( m_worldGoalAxis, matrix, currentLocalTargetAxis );
float invDeltaTime = (1/deltaTime); float m_angularLimit = 10;
angular = ComputeRotSpeedToAlignAxes( m_worldGoalAxis, currentLocalTargetAxis, angVel, 1.0, invDeltaTime * invDeltaTime, m_angularLimit * invDeltaTime ); }
return SIM_GLOBAL_ACCELERATION; }
void CNailGrenadeController::SetDesiredPosAndOrientation( Vector pos, QAngle orientation ) { m_vecDesiredPosition = pos; m_angDesiredOrientation = orientation;
m_bReachedPos = false; m_bReachedOrientation = false; }
BEGIN_SIMPLE_DATADESC( CNailGrenadeController ) END_DATADESC()
#endif
|