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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "soundenvelope.h"
#include "Sprite.h"
#include "entitylist.h"
#include "ai_basenpc.h"
#include "soundent.h"
#include "explode.h"
#include "physics.h"
#include "physics_saverestore.h"
#include "combine_mine.h"
#include "movevars_shared.h"
#include "vphysics/constraints.h"
#include "ai_hint.h"
enum { MINE_STATE_DORMANT = 0, MINE_STATE_DEPLOY, // Try to lock down and arm
MINE_STATE_CAPTIVE, // Held in the physgun
MINE_STATE_ARMED, // Locked down and looking for targets
MINE_STATE_TRIGGERED, // No turning back. I'm going to explode when I touch something.
MINE_STATE_LAUNCHED, // Similar. Thrown from physgun.
};
// for the Modification keyfield
enum { MINE_MODIFICATION_NORMAL = 0, MINE_MODIFICATION_CAVERN, };
// the citizen modified skins for the mine (inclusive):
#define MINE_CITIZEN_SKIN_MIN 1
#define MINE_CITIZEN_SKIN_MAX 2
char *pszMineStateNames[] = { "Dormant", "Deploy", "Captive", "Armed", "Triggered", "Launched", };
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// After this many flips, seriously cut the frequency with which you try.
#define BOUNCEBOMB_MAX_FLIPS 5
// Approximate radius of the bomb's model
#define BOUNCEBOMB_RADIUS 24
BEGIN_DATADESC( CBounceBomb ) DEFINE_THINKFUNC( ExplodeThink ), DEFINE_ENTITYFUNC( ExplodeTouch ), DEFINE_THINKFUNC( SearchThink ), DEFINE_THINKFUNC( BounceThink ), DEFINE_THINKFUNC( SettleThink ), DEFINE_THINKFUNC( CaptiveThink ), DEFINE_THINKFUNC( CavernBounceThink ),
DEFINE_SOUNDPATCH( m_pWarnSound ),
DEFINE_KEYFIELD( m_flExplosionDelay, FIELD_FLOAT, "ExplosionDelay" ), DEFINE_KEYFIELD( m_bBounce, FIELD_BOOLEAN, "Bounce" ),
DEFINE_FIELD( m_bAwake, FIELD_BOOLEAN ), DEFINE_FIELD( m_hNearestNPC, FIELD_EHANDLE ), DEFINE_FIELD( m_hSprite, FIELD_EHANDLE ), DEFINE_FIELD( m_LastSpriteColor, FIELD_COLOR32 ),
DEFINE_FIELD( m_flHookPositions, FIELD_FLOAT ), DEFINE_FIELD( m_iHookN, FIELD_INTEGER ), DEFINE_FIELD( m_iHookE, FIELD_INTEGER ), DEFINE_FIELD( m_iHookS, FIELD_INTEGER ), DEFINE_FIELD( m_iAllHooks, FIELD_INTEGER ),
DEFINE_KEYFIELD( m_bLockSilently, FIELD_BOOLEAN, "LockSilently" ), DEFINE_FIELD( m_bFoeNearest, FIELD_BOOLEAN ), DEFINE_FIELD( m_flIgnoreWorldTime, FIELD_TIME ), DEFINE_KEYFIELD( m_bDisarmed, FIELD_BOOLEAN, "StartDisarmed" ), DEFINE_KEYFIELD( m_iModification, FIELD_INTEGER, "Modification" ),
DEFINE_FIELD( m_bPlacedByPlayer, FIELD_BOOLEAN ), DEFINE_FIELD( m_bHeldByPhysgun, FIELD_BOOLEAN ),
DEFINE_FIELD( m_iFlipAttempts, FIELD_INTEGER ),
DEFINE_FIELD( m_flTimeGrabbed, FIELD_TIME ), DEFINE_FIELD( m_iMineState, FIELD_INTEGER ),
// Physics Influence
DEFINE_FIELD( m_hPhysicsAttacker, FIELD_EHANDLE ), DEFINE_FIELD( m_flLastPhysicsInfluenceTime, FIELD_TIME ),
DEFINE_PHYSPTR( m_pConstraint ),
DEFINE_OUTPUT( m_OnPulledUp, "OnPulledUp" ), DEFINE_INPUTFUNC( FIELD_VOID, "Disarm", InputDisarm ),
END_DATADESC()
string_t CBounceBomb::gm_iszFloorTurretClassname; string_t CBounceBomb::gm_iszGroundTurretClassname;
//---------------------------------------------------------
//---------------------------------------------------------
void CBounceBomb::Precache() { PrecacheModel("models/props_combine/combine_mine01.mdl");
PrecacheScriptSound( "NPC_CombineMine.Hop" ); PrecacheScriptSound( "NPC_CombineMine.FlipOver" ); PrecacheScriptSound( "NPC_CombineMine.TurnOn" ); PrecacheScriptSound( "NPC_CombineMine.TurnOff" ); PrecacheScriptSound( "NPC_CombineMine.OpenHooks" ); PrecacheScriptSound( "NPC_CombineMine.CloseHooks" );
PrecacheScriptSound( "NPC_CombineMine.ActiveLoop" );
PrecacheModel( "sprites/glow01.vmt" );
gm_iszFloorTurretClassname = AllocPooledString( "npc_turret_floor" ); gm_iszGroundTurretClassname = AllocPooledString( "npc_turret_ground" ); }
//---------------------------------------------------------
//---------------------------------------------------------
void CBounceBomb::Spawn() { Precache();
Wake( false );
SetModel("models/props_combine/combine_mine01.mdl");
SetSolid( SOLID_VPHYSICS );
m_hSprite.Set( NULL ); m_takedamage = DAMAGE_EVENTS_ONLY;
// Find my feet!
m_iHookN = LookupPoseParameter( "blendnorth" ); m_iHookE = LookupPoseParameter( "blendeast" ); m_iHookS = LookupPoseParameter( "blendsouth" ); m_iAllHooks = LookupPoseParameter( "blendstates" ); m_flHookPositions = 0;
SetHealth( 100 );
m_bBounce = true;
SetSequence( SelectWeightedSequence( ACT_IDLE ) );
OpenHooks( true );
m_bHeldByPhysgun = false;
m_iFlipAttempts = 0;
if( !GetParent() ) { // Create vphysics now if I'm not being carried.
CreateVPhysics(); }
m_flTimeGrabbed = FLT_MAX;
if( m_bDisarmed ) { SetMineState( MINE_STATE_DORMANT ); } else { SetMineState( MINE_STATE_DEPLOY ); }
// default to a different skin for cavern turrets (unless explicitly overridden)
if ( m_iModification == MINE_MODIFICATION_CAVERN ) { // look for this value in the first datamap
// loop through the data description list, restoring each data desc block
datamap_t *dmap = GetDataDescMap();
bool bFoundSkin = false; // search through all the readable fields in the data description, looking for a match
for ( int i = 0; i < dmap->dataNumFields; ++i ) { if ( dmap->dataDesc[i].flags & (FTYPEDESC_OUTPUT | FTYPEDESC_KEY) ) { if ( !Q_stricmp(dmap->dataDesc[i].externalName, "Skin") ) { bFoundSkin = true; break; } } }
if (!bFoundSkin) { // select a random skin for the mine. Actually, we'll cycle through the available skins
// using a static variable to provide better distribution. The static isn't saved but
// really it's only cosmetic.
static unsigned int nextSkin = MINE_CITIZEN_SKIN_MIN; m_nSkin = nextSkin; // increment the skin for next time
nextSkin = (nextSkin >= MINE_CITIZEN_SKIN_MAX) ? MINE_CITIZEN_SKIN_MIN : nextSkin + 1; }
// pretend like the player set me down.
m_bPlacedByPlayer = true; } }
//---------------------------------------------------------
//---------------------------------------------------------
void CBounceBomb::OnRestore() { BaseClass::OnRestore(); if ( gpGlobals->eLoadType == MapLoad_Transition && !m_hSprite && m_LastSpriteColor.GetRawColor() != 0 ) { UpdateLight( true, m_LastSpriteColor.r(), m_LastSpriteColor.g(), m_LastSpriteColor.b(), m_LastSpriteColor.a() ); }
if( VPhysicsGetObject() ) { VPhysicsGetObject()->Wake(); } } //---------------------------------------------------------
//---------------------------------------------------------
int CBounceBomb::DrawDebugTextOverlays(void) { int text_offset = BaseClass::DrawDebugTextOverlays(); if (m_debugOverlays & OVERLAY_TEXT_BIT) { char tempstr[512]; Q_snprintf(tempstr,sizeof(tempstr), "%s", pszMineStateNames[m_iMineState] ); EntityText(text_offset,tempstr,0); text_offset++; } return text_offset; }
//---------------------------------------------------------
//---------------------------------------------------------
void CBounceBomb::SetMineState( int iState ) { m_iMineState = iState;
switch( iState ) { case MINE_STATE_DORMANT: { CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController(); controller.SoundChangeVolume( m_pWarnSound, 0.0, 0.1 ); UpdateLight( false, 0, 0, 0, 0 ); SetThink( NULL ); } break;
case MINE_STATE_CAPTIVE: { CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController(); controller.SoundChangeVolume( m_pWarnSound, 0.0, 0.2 );
// Unhook
unsigned int flags = VPhysicsGetObject()->GetCallbackFlags(); VPhysicsGetObject()->SetCallbackFlags( flags | CALLBACK_GLOBAL_TOUCH_STATIC ); OpenHooks(); physenv->DestroyConstraint( m_pConstraint ); m_pConstraint = NULL;
UpdateLight( true, 0, 0, 255, 190 ); SetThink( &CBounceBomb::CaptiveThink ); SetNextThink( gpGlobals->curtime + 0.1f ); SetTouch( NULL ); } break;
case MINE_STATE_DEPLOY: OpenHooks( true ); UpdateLight( true, 0, 0, 255, 190 ); SetThink( &CBounceBomb::SettleThink ); SetTouch( NULL ); SetNextThink( gpGlobals->curtime + 0.1f ); break;
case MINE_STATE_ARMED: UpdateLight( false, 0, 0, 0, 0 ); SetThink( &CBounceBomb::SearchThink ); SetNextThink( gpGlobals->curtime + 0.1f ); break;
case MINE_STATE_TRIGGERED: { OpenHooks();
if( m_pConstraint ) { physenv->DestroyConstraint( m_pConstraint ); m_pConstraint = NULL; }
// Scare NPC's
CSoundEnt::InsertSound( SOUND_DANGER, GetAbsOrigin(), 300, 1.0f, this );
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController(); controller.SoundChangeVolume( m_pWarnSound, 0.0, 0.2 );
SetTouch( &CBounceBomb::ExplodeTouch ); unsigned int flags = VPhysicsGetObject()->GetCallbackFlags(); VPhysicsGetObject()->SetCallbackFlags( flags | CALLBACK_GLOBAL_TOUCH_STATIC );
Vector vecNudge;
vecNudge.x = random->RandomFloat( -1, 1 ); vecNudge.y = random->RandomFloat( -1, 1 ); vecNudge.z = 1.5; vecNudge *= 350;
VPhysicsGetObject()->Wake(); VPhysicsGetObject()->ApplyForceCenter( vecNudge );
float x, y; x = 10 + random->RandomFloat( 0, 20 ); y = 10 + random->RandomFloat( 0, 20 );
VPhysicsGetObject()->ApplyTorqueCenter( AngularImpulse( x, y, 0 ) );
// Since we just nudged the mine, ignore collisions with the world until
// the mine is in the air. We only want to explode if the player tries to
// run over the mine before it jumps up.
m_flIgnoreWorldTime = gpGlobals->curtime + 1.0; UpdateLight( true, 255, 0, 0, 190 );
// use the correct bounce behavior
if (m_iModification == MINE_MODIFICATION_CAVERN) { SetThink ( &CBounceBomb::CavernBounceThink ); SetNextThink( gpGlobals->curtime + 0.15 ); } else { SetThink( &CBounceBomb::BounceThink ); SetNextThink( gpGlobals->curtime + 0.5 ); } } break;
case MINE_STATE_LAUNCHED: { UpdateLight( true, 255, 0, 0, 190 ); SetThink( NULL ); SetNextThink( gpGlobals->curtime + 0.5 );
SetTouch( &CBounceBomb::ExplodeTouch ); unsigned int flags = VPhysicsGetObject()->GetCallbackFlags(); VPhysicsGetObject()->SetCallbackFlags( flags | CALLBACK_GLOBAL_TOUCH_STATIC ); } break;
default: DevMsg("**Unknown Mine State: %d\n", iState ); break; } }
//---------------------------------------------------------
// Bouncbomb flips to try to right itself, try to get off
// of and object that it's not allowed to clamp to, or
// to get away from a hint node that inhibits placement
// of mines.
//---------------------------------------------------------
void CBounceBomb::Flip( const Vector &vecForce, const AngularImpulse &torque ) { if( m_iFlipAttempts > BOUNCEBOMB_MAX_FLIPS ) { // Not allowed to try anymore.
SetThink(NULL); return; }
EmitSound( "NPC_CombineMine.FlipOver" ); VPhysicsGetObject()->ApplyForceCenter( vecForce ); VPhysicsGetObject()->ApplyTorqueCenter( torque ); m_iFlipAttempts++; }
//---------------------------------------------------------
//---------------------------------------------------------
#define MINE_MIN_PROXIMITY_SQR 676 // 27 inches
bool CBounceBomb::IsValidLocation() { CBaseEntity *pAvoidObject = NULL; float flAvoidForce = 0.0f; CAI_Hint *pHint; CHintCriteria criteria; criteria.SetHintType( HINT_WORLD_INHIBIT_COMBINE_MINES ); criteria.SetFlag( bits_HINT_NODE_NEAREST ); criteria.AddIncludePosition( GetAbsOrigin(), 12.0f * 15.0f ); pHint = CAI_HintManager::FindHint( GetAbsOrigin(), criteria );
if( pHint ) { pAvoidObject = pHint; flAvoidForce = 120.0f; } else { // Look for other mines that are too close to me.
CBaseEntity *pEntity = gEntList.FirstEnt(); Vector vecMyPosition = GetAbsOrigin(); while( pEntity ) { if( pEntity->m_iClassname == m_iClassname && pEntity != this ) { // Don't lock down if I'm near a mine that's already locked down.
if( vecMyPosition.DistToSqr(pEntity->GetAbsOrigin()) < MINE_MIN_PROXIMITY_SQR ) { pAvoidObject = pEntity; flAvoidForce = 60.0f; break; } }
pEntity = gEntList.NextEnt( pEntity ); } }
if( pAvoidObject ) { // Build a force vector to push us away from the inhibitor.
// Start by pushing upwards.
Vector vecForce = Vector( 0, 0, VPhysicsGetObject()->GetMass() * 200.0f );
// Now add some force in the direction that takes us away from the inhibitor.
Vector vecDir = GetAbsOrigin() - pAvoidObject->GetAbsOrigin(); vecDir.z = 0.0f; VectorNormalize( vecDir ); vecForce += vecDir * VPhysicsGetObject()->GetMass() * flAvoidForce;
Flip( vecForce, AngularImpulse( 100, 0, 0 ) );
// Tell the code that asked that this position isn't valid.
return false; }
return true; }
//---------------------------------------------------------
// Release the spikes
//---------------------------------------------------------
void CBounceBomb::BounceThink() { SetNextThink( gpGlobals->curtime + 0.1 ); StudioFrameAdvance();
IPhysicsObject *pPhysicsObject = VPhysicsGetObject(); if ( pPhysicsObject != NULL ) { const float MINE_MAX_JUMP_HEIGHT = 200;
// Figure out how much headroom the mine has, and hop to within a few inches of that.
trace_t tr; UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + Vector( 0, 0, MINE_MAX_JUMP_HEIGHT ), MASK_SHOT, this, COLLISION_GROUP_INTERACTIVE, &tr );
float height;
if( tr.m_pEnt && tr.m_pEnt->VPhysicsGetObject() ) { // Physics object resting on me. Jump as hard as allowed to try to knock it away.
height = MINE_MAX_JUMP_HEIGHT; } else { height = tr.endpos.z - GetAbsOrigin().z; height -= BOUNCEBOMB_RADIUS; if ( height < 0.1 ) height = 0.1; }
float time = sqrt( height / (0.5 * GetCurrentGravity()) ); float velocity = GetCurrentGravity() * time;
// or you can just AddVelocity to the object instead of ApplyForce
float force = velocity * pPhysicsObject->GetMass();
Vector up;
GetVectors( NULL, NULL, &up ); pPhysicsObject->Wake(); pPhysicsObject->ApplyForceCenter( up * force );
pPhysicsObject->ApplyTorqueCenter( AngularImpulse( random->RandomFloat( 5, 25 ), random->RandomFloat( 5, 25 ), 0 ) );
if( m_hNearestNPC ) { Vector vecPredict = m_hNearestNPC->GetSmoothedVelocity();
pPhysicsObject->ApplyForceCenter( vecPredict * 10 ); }
EmitSound( "NPC_CombineMine.Hop" ); SetThink( NULL ); } }
//---------------------------------------------------------
// A different bounce behavior for the citizen-modified mine. Detonates at the top of its apex,
// and does not attempt to track enemies.
//---------------------------------------------------------
void CBounceBomb::CavernBounceThink() { SetNextThink( gpGlobals->curtime + 0.1 ); StudioFrameAdvance();
IPhysicsObject *pPhysicsObject = VPhysicsGetObject();
if ( pPhysicsObject != NULL ) { const float MINE_MAX_JUMP_HEIGHT = 78;
// Figure out how much headroom the mine has, and hop to within a few inches of that.
trace_t tr; UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + Vector( 0, 0, MINE_MAX_JUMP_HEIGHT ), MASK_SHOT, this, COLLISION_GROUP_INTERACTIVE, &tr );
float height;
if( tr.m_pEnt && tr.m_pEnt->VPhysicsGetObject() ) { // Physics object resting on me. Jump as hard as allowed to try to knock it away.
height = MINE_MAX_JUMP_HEIGHT; } else { height = tr.endpos.z - GetAbsOrigin().z; height -= BOUNCEBOMB_RADIUS; if ( height < 0.1 ) height = 0.1; }
float time = sqrt( height / (0.5 * GetCurrentGravity()) ); float velocity = GetCurrentGravity() * time;
// or you can just AddVelocity to the object instead of ApplyForce
float force = velocity * pPhysicsObject->GetMass();
Vector up;
GetVectors( NULL, NULL, &up ); pPhysicsObject->Wake(); pPhysicsObject->ApplyForceCenter( up * force ); if( m_hNearestNPC ) { Vector vecPredict = m_hNearestNPC->GetSmoothedVelocity();
pPhysicsObject->ApplyForceCenter( vecPredict * (pPhysicsObject->GetMass() * 0.65f) ); }
pPhysicsObject->ApplyTorqueCenter( AngularImpulse( random->RandomFloat( 15, 40 ), random->RandomFloat( 15, 40 ), random->RandomFloat( 30, 60 ) ) ); EmitSound( "NPC_CombineMine.Hop" );
SetThink( &CBounceBomb::ExplodeThink ); SetNextThink( gpGlobals->curtime + 0.33f ); } }
//---------------------------------------------------------
//---------------------------------------------------------
void CBounceBomb::CaptiveThink() { SetNextThink( gpGlobals->curtime + 0.05 ); StudioFrameAdvance();
float phase = fabs( sin( gpGlobals->curtime * 4.0f ) ); phase *= BOUNCEBOMB_HOOK_RANGE; SetPoseParameter( m_iAllHooks, phase ); return; }
//---------------------------------------------------------
//---------------------------------------------------------
void CBounceBomb::SettleThink() { SetNextThink( gpGlobals->curtime + 0.05 ); StudioFrameAdvance();
if( GetParent() ) { // A scanner or something is carrying me. Just keep checking back.
return; }
// Not being carried.
if( !VPhysicsGetObject() ) { // Probably was just dropped. Get physics going.
CreateVPhysics();
if( !VPhysicsGetObject() ) { Msg("**** Can't create vphysics for combine_mine!\n" ); UTIL_Remove( this ); return; }
VPhysicsGetObject()->Wake(); return; }
if( !m_bDisarmed ) { if( VPhysicsGetObject()->IsAsleep() && !(VPhysicsGetObject()->GetGameFlags() & FVPHYSICS_PLAYER_HELD) ) { // If i'm not resting on the world, jump randomly.
trace_t tr; UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() - Vector( 0, 0, 1024 ), MASK_SHOT|CONTENTS_GRATE, this, COLLISION_GROUP_NONE, &tr );
bool bHop = false; if( tr.m_pEnt ) { IPhysicsObject *pPhysics = tr.m_pEnt->VPhysicsGetObject();
if( pPhysics && pPhysics->GetMass() <= 1000 ) { // Light physics objects can be moved out from under the mine.
bHop = true; } else if( tr.m_pEnt->m_takedamage != DAMAGE_NO ) { // Things that can be harmed can likely be broken.
bHop = true; }
if( bHop ) { Vector vecForce; vecForce.x = random->RandomFloat( -1000, 1000 ); vecForce.y = random->RandomFloat( -1000, 1000 ); vecForce.z = 2500;
AngularImpulse torque( 160, 0, 160 );
Flip( vecForce, torque ); return; }
// Check for upside-down
Vector vecUp; GetVectors( NULL, NULL, &vecUp ); if( vecUp.z <= 0.8 ) { // Landed upside down. Right self
Vector vecForce( 0, 0, 2500 ); Flip( vecForce, AngularImpulse( 60, 0, 0 ) ); return; } }
// Check to make sure I'm not in a forbidden location
if( !IsValidLocation() ) { return; }
// Lock to what I'm resting on
constraint_ballsocketparams_t ballsocket; ballsocket.Defaults(); ballsocket.constraint.Defaults(); ballsocket.constraint.forceLimit = lbs2kg(1000); ballsocket.constraint.torqueLimit = lbs2kg(1000); ballsocket.InitWithCurrentObjectState( g_PhysWorldObject, VPhysicsGetObject(), GetAbsOrigin() ); m_pConstraint = physenv->CreateBallsocketConstraint( g_PhysWorldObject, VPhysicsGetObject(), NULL, ballsocket ); CloseHooks();
SetMineState( MINE_STATE_ARMED ); } } }
//---------------------------------------------------------
//---------------------------------------------------------
int CBounceBomb::OnTakeDamage( const CTakeDamageInfo &info ) { if( m_pConstraint || !VPhysicsGetObject()) { return false; }
VPhysicsTakeDamage( info ); return true; }
//---------------------------------------------------------
//---------------------------------------------------------
void CBounceBomb::UpdateLight( bool bTurnOn, unsigned int r, unsigned int g, unsigned int b, unsigned int a ) { if( bTurnOn ) { Assert( a > 0 );
// Throw the old sprite away
if( m_hSprite ) { UTIL_Remove( m_hSprite ); m_hSprite.Set( NULL ); }
if( !m_hSprite.Get() ) { Vector up; GetVectors( NULL, NULL, &up );
// Light isn't on.
m_hSprite = CSprite::SpriteCreate( "sprites/glow01.vmt", GetAbsOrigin() + up * 10.0f, false ); CSprite *pSprite = (CSprite *)m_hSprite.Get();
if( m_hSprite ) { pSprite->SetParent( this ); pSprite->SetTransparency( kRenderTransAdd, r, g, b, a, kRenderFxNone ); pSprite->SetScale( 0.35, 0.0 ); } } else { // Update color
CSprite *pSprite = (CSprite *)m_hSprite.Get(); pSprite->SetTransparency( kRenderTransAdd, r, g, b, a, kRenderFxNone ); } }
if( !bTurnOn ) { if( m_hSprite ) { UTIL_Remove( m_hSprite ); m_hSprite.Set( NULL ); } } if ( !m_hSprite ) { m_LastSpriteColor.SetRawColor( 0 ); } else { m_LastSpriteColor.SetColor( r, g, b, a ); } }
//---------------------------------------------------------
//---------------------------------------------------------
void CBounceBomb::Wake( bool bAwake ) { CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
CReliableBroadcastRecipientFilter filter; if( !m_pWarnSound ) { m_pWarnSound = controller.SoundCreate( filter, entindex(), "NPC_CombineMine.ActiveLoop" ); controller.Play( m_pWarnSound, 1.0, PITCH_NORM ); }
if( bAwake ) { // Turning on
if( m_bFoeNearest ) { EmitSound( "NPC_CombineMine.TurnOn" ); controller.SoundChangeVolume( m_pWarnSound, 1.0, 0.1 ); }
unsigned char r, g, b; r = g = b = 0;
if( m_bFoeNearest ) { r = 255; } else { g = 255; }
UpdateLight( true, r, g, b, 190 ); } else { // Turning off
if( m_bFoeNearest ) { EmitSound( "NPC_CombineMine.TurnOff" ); }
SetNearestNPC( NULL ); controller.SoundChangeVolume( m_pWarnSound, 0.0, 0.1 ); UpdateLight( false, 0, 0, 0, 0 ); }
m_bAwake = bAwake; }
//---------------------------------------------------------
// Returns distance to the nearest BaseCombatCharacter.
//---------------------------------------------------------
float CBounceBomb::FindNearestNPC() { float flNearest = (BOUNCEBOMB_WARN_RADIUS * BOUNCEBOMB_WARN_RADIUS) + 1.0;
// Assume this search won't find anyone.
SetNearestNPC( NULL );
CAI_BaseNPC **ppAIs = g_AI_Manager.AccessAIs(); int nAIs = g_AI_Manager.NumAIs();
for ( int i = 0; i < nAIs; i++ ) { CAI_BaseNPC *pNPC = ppAIs[ i ];
if( pNPC->IsAlive() ) { // ignore hidden objects
if ( pNPC->IsEffectActive( EF_NODRAW ) ) continue;
// Don't bother with NPC's that are below me.
if( pNPC->EyePosition().z < GetAbsOrigin().z ) continue;
// Disregard things that want to be disregarded
if( pNPC->Classify() == CLASS_NONE ) continue;
// Disregard bullseyes
if( pNPC->Classify() == CLASS_BULLSEYE ) continue;
// Disregard turrets
if( pNPC->m_iClassname == gm_iszFloorTurretClassname || pNPC->m_iClassname == gm_iszGroundTurretClassname ) continue;
float flDist = (GetAbsOrigin() - pNPC->GetAbsOrigin()).LengthSqr();
if( flDist < flNearest ) { // Now do a visibility test.
if( FVisible( pNPC, MASK_SOLID_BRUSHONLY ) ) { flNearest = flDist; SetNearestNPC( pNPC ); } } } }
// finally, check the player.
CBasePlayer *pPlayer = UTIL_GetLocalPlayer();
if( pPlayer && !(pPlayer->GetFlags() & FL_NOTARGET) ) { float flDist = (pPlayer->GetAbsOrigin() - GetAbsOrigin() ).LengthSqr();
if( flDist < flNearest && FVisible( pPlayer, MASK_SOLID_BRUSHONLY ) ) { flNearest = flDist; SetNearestNPC( pPlayer ); } }
if( m_hNearestNPC.Get() ) { // If sprite is active, update its color to reflect who is nearest.
if( IsFriend( m_hNearestNPC ) ) { if( m_bFoeNearest ) { // Changing state to where a friend is nearest.
if( IsFriend( m_hNearestNPC ) ) { // Friend
UpdateLight( true, 0, 255, 0, 190 ); m_bFoeNearest = false; } } } else // it's a foe
{ if( !m_bFoeNearest ) { // Changing state to where a foe is nearest.
UpdateLight( true, 255, 0, 0, 190 ); m_bFoeNearest = true; } } }
return sqrt( flNearest ); }
//---------------------------------------------------------
//---------------------------------------------------------
bool CBounceBomb::IsFriend( CBaseEntity *pEntity ) { int classify = pEntity->Classify(); bool bIsCombine = false;
// Unconditional enemies to combine and Player.
if( classify == CLASS_ZOMBIE || classify == CLASS_HEADCRAB || classify == CLASS_ANTLION ) { return false; }
if( classify == CLASS_METROPOLICE || classify == CLASS_COMBINE || classify == CLASS_MILITARY || classify == CLASS_COMBINE_HUNTER || classify == CLASS_SCANNER ) { bIsCombine = true; }
if( m_bPlacedByPlayer ) { return !bIsCombine; } else { return bIsCombine; } }
//---------------------------------------------------------
//---------------------------------------------------------
void CBounceBomb::SearchThink() { if( !UTIL_FindClientInPVS(edict()) ) { // Sleep!
SetNextThink( gpGlobals->curtime + 0.5 ); return; }
if( (CAI_BaseNPC::m_nDebugBits & bits_debugDisableAI) ) { if( IsAwake() ) { Wake(false); }
SetNextThink( gpGlobals->curtime + 0.5 ); return; }
SetNextThink( gpGlobals->curtime + 0.1 ); StudioFrameAdvance();
if( m_pConstraint && gpGlobals->curtime - m_flTimeGrabbed >= 1.0f ) { m_OnPulledUp.FireOutput( this, this ); SetMineState( MINE_STATE_CAPTIVE ); return; }
float flNearestNPCDist = FindNearestNPC();
if( flNearestNPCDist <= BOUNCEBOMB_WARN_RADIUS ) { if( !IsAwake() ) { Wake( true ); } } else { if( IsAwake() ) { Wake( false ); }
return; }
if( flNearestNPCDist <= BOUNCEBOMB_DETONATE_RADIUS && !IsFriend( m_hNearestNPC ) ) { if( m_bBounce ) { SetMineState( MINE_STATE_TRIGGERED ); } else { // Don't pop up in the air, just explode if the NPC gets closer than explode radius.
SetThink( &CBounceBomb::ExplodeThink ); SetNextThink( gpGlobals->curtime + m_flExplosionDelay ); } } }
//---------------------------------------------------------
//---------------------------------------------------------
void CBounceBomb::ExplodeTouch( CBaseEntity *pOther ) { // Don't touch anything if held by physgun.
if( m_bHeldByPhysgun ) return;
// Don't touch triggers.
if( pOther->IsSolidFlagSet(FSOLID_TRIGGER) ) return;
// Don't touch gibs and other debris
if( pOther->GetCollisionGroup() == COLLISION_GROUP_DEBRIS ) { if( hl2_episodic.GetBool() ) { Vector vecVelocity;
VPhysicsGetObject()->GetVelocity( &vecVelocity, NULL );
if( vecVelocity == vec3_origin ) { ExplodeThink(); } }
return; }
// Don't detonate against the world if not allowed. Actually, don't
// detonate against anything that's probably not an NPC (such as physics props)
if( m_flIgnoreWorldTime > gpGlobals->curtime && !pOther->MyCombatCharacterPointer() ) { return; }
ExplodeThink(); }
//---------------------------------------------------------
//---------------------------------------------------------
void CBounceBomb::ExplodeThink() { SetSolid( SOLID_NONE );
// Don't catch self in own explosion!
m_takedamage = DAMAGE_NO;
if( m_hSprite ) { UpdateLight( false, 0, 0, 0, 0 ); }
if( m_pWarnSound ) { CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController(); controller.SoundDestroy( m_pWarnSound ); }
CBaseEntity *pThrower = HasPhysicsAttacker( 0.5 );
if (m_iModification == MINE_MODIFICATION_CAVERN) { ExplosionCreate( GetAbsOrigin(), GetAbsAngles(), (pThrower) ? pThrower : this, BOUNCEBOMB_EXPLODE_DAMAGE, BOUNCEBOMB_EXPLODE_RADIUS, true, NULL, CLASS_PLAYER_ALLY ); } else { ExplosionCreate( GetAbsOrigin(), GetAbsAngles(), (pThrower) ? pThrower : this, BOUNCEBOMB_EXPLODE_DAMAGE, BOUNCEBOMB_EXPLODE_RADIUS, true); } UTIL_Remove( this ); }
//---------------------------------------------------------
//---------------------------------------------------------
void CBounceBomb::OpenHooks( bool bSilent ) { if( !bSilent ) { EmitSound( "NPC_CombineMine.OpenHooks" ); }
if( VPhysicsGetObject() ) { // It's possible to not have a valid physics object here, since this function doubles as an initialization function.
PhysClearGameFlags( VPhysicsGetObject(), FVPHYSICS_CONSTRAINT_STATIC );
VPhysicsGetObject()->EnableMotion( true ); }
SetPoseParameter( m_iAllHooks, BOUNCEBOMB_HOOK_RANGE );
#ifdef _XBOX
RemoveEffects( EF_NOSHADOW ); #endif
}
//---------------------------------------------------------
//---------------------------------------------------------
void CBounceBomb::CloseHooks() { if( !m_bLockSilently ) { EmitSound( "NPC_CombineMine.CloseHooks" ); }
if( VPhysicsGetObject() ) { // It's possible to not have a valid physics object here, since this function doubles as an initialization function.
PhysSetGameFlags( VPhysicsGetObject(), FVPHYSICS_CONSTRAINT_STATIC ); }
// Only lock silently the first time we call this.
m_bLockSilently = false;
SetPoseParameter( m_iAllHooks, 0 );
VPhysicsGetObject()->EnableMotion( false );
// Once I lock down, forget how many tries it took.
m_iFlipAttempts = 0;
#ifdef _XBOX
AddEffects( EF_NOSHADOW ); #endif
}
//---------------------------------------------------------
//---------------------------------------------------------
void CBounceBomb::InputDisarm( inputdata_t &inputdata ) { // Only affect a mine that's armed and not placed by player.
if( !m_bPlacedByPlayer && m_iMineState == MINE_STATE_ARMED ) { if( m_pConstraint ) { physenv->DestroyConstraint( m_pConstraint ); m_pConstraint = NULL; }
m_bDisarmed = true; OpenHooks(false);
SetMineState(MINE_STATE_DORMANT); } }
//---------------------------------------------------------
//---------------------------------------------------------
void CBounceBomb::OnPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t Reason ) { m_hPhysicsAttacker = pPhysGunUser; m_flLastPhysicsInfluenceTime = gpGlobals->curtime;
m_flTimeGrabbed = FLT_MAX;
m_bHeldByPhysgun = false;
if( m_iMineState == MINE_STATE_ARMED ) { // Put the mine back to searching.
Wake( false ); return; }
if( Reason == DROPPED_BY_CANNON ) { // Set to lock down to ground again.
m_bPlacedByPlayer = true; OpenHooks( true ); SetMineState( MINE_STATE_DEPLOY ); } else if ( Reason == LAUNCHED_BY_CANNON ) { SetMineState( MINE_STATE_LAUNCHED ); } }
//---------------------------------------------------------
//---------------------------------------------------------
CBasePlayer *CBounceBomb::HasPhysicsAttacker( float dt ) { if (gpGlobals->curtime - dt <= m_flLastPhysicsInfluenceTime) { return m_hPhysicsAttacker; } return NULL; }
//---------------------------------------------------------
//---------------------------------------------------------
void CBounceBomb::OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason ) { m_hPhysicsAttacker = pPhysGunUser; m_flLastPhysicsInfluenceTime = gpGlobals->curtime;
m_iFlipAttempts = 0;
if( reason != PUNTED_BY_CANNON ) { if( m_iMineState == MINE_STATE_ARMED ) { // Yanking on a mine that is locked down, trying to rip it loose.
UpdateLight( true, 255, 255, 0, 190 ); m_flTimeGrabbed = gpGlobals->curtime; m_bHeldByPhysgun = true;
VPhysicsGetObject()->EnableMotion( true );
// Try to scatter NPCs without panicking them. Make a move away sound up around their
// ear level.
CSoundEnt::InsertSound( SOUND_MOVE_AWAY, GetAbsOrigin() + Vector( 0, 0, 60), 32.0f, 0.2f ); return; } else { // Picked up a mine that was not locked down.
m_bHeldByPhysgun = true;
if( m_iMineState == MINE_STATE_TRIGGERED ) { // This mine's already set to blow. Player can't place it.
return; } else { m_bDisarmed = false; SetMineState( MINE_STATE_DEPLOY ); } } } else { m_bHeldByPhysgun = false; }
if( reason == PUNTED_BY_CANNON ) { if( m_iMineState == MINE_STATE_TRIGGERED || m_iMineState == MINE_STATE_ARMED ) { // Already set to blow
return; }
m_bDisarmed = false; m_bPlacedByPlayer = true; SetTouch( NULL ); SetThink( &CBounceBomb::SettleThink ); SetNextThink( gpGlobals->curtime + 0.1);
// Since being punted causes the mine to flip, sometimes it 'catches an edge'
// and ends up touching the ground from whence it came, exploding instantly.
// This little stunt prevents that by ignoring world collisions for a very short time.
m_flIgnoreWorldTime = gpGlobals->curtime + 0.1; } }
LINK_ENTITY_TO_CLASS( bounce_bomb, CBounceBomb ); LINK_ENTITY_TO_CLASS( combine_bouncemine, CBounceBomb ); LINK_ENTITY_TO_CLASS( combine_mine, CBounceBomb );
/*
*/
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