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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Bugbait weapon to summon and direct antlions
//
//=============================================================================//
#include "cbase.h"
#include "grenade_bugbait.h"
#include "decals.h"
#include "smoke_trail.h"
#include "soundent.h"
#include "engine/IEngineSound.h"
#include "npc_bullseye.h"
#include "entitylist.h"
#include "antlion_maker.h"
#include "eventqueue.h"
#ifdef PORTAL
#include "portal_util_shared.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// Setup the sensor list template
CEntityClassList<CBugBaitSensor> g_BugBaitSensorList; template <> CBugBaitSensor *CEntityClassList<CBugBaitSensor>::m_pClassList = NULL;
CBugBaitSensor* GetBugBaitSensorList() { return g_BugBaitSensorList.m_pClassList; }
CBugBaitSensor::CBugBaitSensor( void ) { g_BugBaitSensorList.Insert( this ); }
CBugBaitSensor::~CBugBaitSensor( void ) { g_BugBaitSensorList.Remove( this ); }
BEGIN_DATADESC( CBugBaitSensor )
// This is re-set up in the constructor
//DEFINE_FIELD( m_pNext, FIELD_CLASSPTR ),
DEFINE_KEYFIELD( m_bEnabled, FIELD_BOOLEAN, "Enabled" ), DEFINE_KEYFIELD( m_flRadius, FIELD_FLOAT, "radius" ),
DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ), DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ), DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ),
// Function Pointers
DEFINE_OUTPUT( m_OnBaited, "OnBaited" ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( point_bugbait, CBugBaitSensor );
//=============================================================================
// Bugbait grenade
//=============================================================================
#define GRENADE_MODEL "models/weapons/w_bugbait.mdl"
BEGIN_DATADESC( CGrenadeBugBait )
DEFINE_FIELD( m_flGracePeriodEndsAt, FIELD_TIME ), DEFINE_FIELD( m_pSporeTrail, FIELD_CLASSPTR ),
// Function Pointers
DEFINE_ENTITYFUNC( BugBaitTouch ), DEFINE_THINKFUNC( ThinkBecomeSolid ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( npc_grenade_bugbait, CGrenadeBugBait );
//Radius of the bugbait's effect on other creatures
ConVar bugbait_radius( "bugbait_radius", "512" ); ConVar bugbait_hear_radius( "bugbait_hear_radius", "2500" ); ConVar bugbait_distract_time( "bugbait_distract_time", "5" ); ConVar bugbait_grenade_radius( "bugbait_grenade_radius", "150" );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CGrenadeBugBait::Spawn( void ) { Precache();
SetModel( GRENADE_MODEL ); SetCollisionGroup( COLLISION_GROUP_PROJECTILE ); SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_DEFAULT ); SetSolid( SOLID_BBOX );
UTIL_SetSize( this, Vector( -2, -2, -2), Vector( 2, 2, 2 ) );
SetTouch( &CGrenadeBugBait::BugBaitTouch );
m_takedamage = DAMAGE_NO;
m_pSporeTrail = NULL;
/*
m_pSporeTrail = SporeTrail::CreateSporeTrail(); m_pSporeTrail->m_bEmit = true; m_pSporeTrail->m_flSpawnRate = 100.0f; m_pSporeTrail->m_flParticleLifetime = 1.0f; m_pSporeTrail->m_flStartSize = 1.0f; m_pSporeTrail->m_flEndSize = 1.0f; m_pSporeTrail->m_flSpawnRadius = 8.0f;
m_pSporeTrail->m_vecEndColor = Vector( 0, 0, 0 ); */ }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CGrenadeBugBait::Precache( void ) { PrecacheModel( GRENADE_MODEL );
PrecacheScriptSound( "GrenadeBugBait.Splat" );
BaseClass::Precache(); }
#define NUM_SPLASHES 6
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CGrenadeBugBait::BugBaitTouch( CBaseEntity *pOther ) { // Don't hit triggers or water
Assert( pOther ); if ( pOther->IsSolidFlagSet(FSOLID_TRIGGER|FSOLID_VOLUME_CONTENTS) ) return;
if ( m_pSporeTrail != NULL ) { m_pSporeTrail->m_bEmit = false; }
//Do effect for the hit
SporeExplosion *pSporeExplosion = SporeExplosion::CreateSporeExplosion();
if ( pSporeExplosion ) { Vector dir = -GetAbsVelocity(); VectorNormalize( dir );
QAngle angles; VectorAngles( dir, angles );
pSporeExplosion->SetLocalAngles( angles ); pSporeExplosion->SetLocalOrigin( GetAbsOrigin() ); pSporeExplosion->m_flSpawnRate = 8.0f; pSporeExplosion->m_flParticleLifetime = 2.0f; pSporeExplosion->SetRenderColor( 0.0f, 0.5f, 0.25f, 0.15f );
pSporeExplosion->m_flStartSize = 32.0f; pSporeExplosion->m_flEndSize = 64.0f; pSporeExplosion->m_flSpawnRadius = 32.0f;
pSporeExplosion->SetLifetime( bugbait_distract_time.GetFloat() ); }
trace_t tr; Vector traceDir = GetAbsVelocity();
VectorNormalize( traceDir );
UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + traceDir * 64, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
if ( tr.fraction < 1.0f ) { UTIL_DecalTrace( &tr, "BeerSplash" ); //TODO: Use real decal
}
//Make a splat sound
CPASAttenuationFilter filter( this ); EmitSound( filter, entindex(), "GrenadeBugBait.Splat" );
//Make sure we want to call antlions
if ( ActivateBugbaitTargets( GetThrower(), GetAbsOrigin(), false ) == false ) { //Alert any antlions around
CSoundEnt::InsertSound( SOUND_BUGBAIT, GetAbsOrigin(), bugbait_hear_radius.GetInt(), bugbait_distract_time.GetFloat(), GetThrower() ); }
// Tell all spawners to now fight to this position
g_AntlionMakerManager.BroadcastFightGoal( GetAbsOrigin() );
//Go away
UTIL_Remove( this ); }
//-----------------------------------------------------------------------------
// Purpose: Activate any nearby bugbait targets
// Returns true if the bugbait target wants to suppress the call.
//-----------------------------------------------------------------------------
bool CGrenadeBugBait::ActivateBugbaitTargets( CBaseEntity *pOwner, Vector vecOrigin, bool bSqueezed ) { //Attempt to activate any spawners in a radius around the bugbait
CBaseEntity* pList[100]; Vector delta( bugbait_grenade_radius.GetFloat(), bugbait_grenade_radius.GetFloat(), bugbait_grenade_radius.GetFloat() ); bool suppressCall = false;
int count = UTIL_EntitiesInBox( pList, 100, vecOrigin - delta, vecOrigin + delta, 0 ); // If the bugbait's been thrown, look for nearby targets to affect
if ( !bSqueezed ) { for ( int i = 0; i < count; i++ ) { // If close enough, make combine soldiers freak out when hit
if ( UTIL_DistApprox( pList[i]->WorldSpaceCenter(), vecOrigin ) < bugbait_grenade_radius.GetFloat() ) { // Must be a soldier
if ( FClassnameIs( pList[i], "npc_combine_s") ) { CAI_BaseNPC *pCombine = pList[i]->MyNPCPointer();
if ( pCombine != NULL ) { trace_t tr; UTIL_TraceLine( vecOrigin, pCombine->EyePosition(), MASK_ALL, pOwner, COLLISION_GROUP_NONE, &tr);
if ( tr.fraction == 1.0 || tr.m_pEnt == pCombine ) { // Randomize the start time a little so multiple combine hit by
// the same bugbait don't all dance in synch.
g_EventQueue.AddEvent( pCombine, "HitByBugbait", RandomFloat(0, 0.5), pOwner, pOwner ); } } } } } } // Iterate over all sensors to see if they detected this impact
for ( CBugBaitSensor *pSensor = GetBugBaitSensorList(); pSensor != NULL; pSensor = pSensor->m_pNext ) { if ( pSensor == NULL ) continue;
if ( pSensor->IsDisabled() ) continue;
if ( bSqueezed && pSensor->DetectsSqueeze() == false ) continue;
if ( !bSqueezed && pSensor->DetectsThrown() == false ) continue;
//Make sure we're within range of the sensor
if ( pSensor->GetRadius() > ( pSensor->GetAbsOrigin() - vecOrigin ).Length() ) { //Tell the sensor it's been hit
if ( pSensor->Baited( pOwner ) ) { //If we're suppressing the call to antlions, then don't make a bugbait sound
if ( pSensor->SuppressCall() ) { suppressCall = true; } } } }
return suppressCall; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CGrenadeBugBait::ThinkBecomeSolid( void ) { SetThink( NULL ); RemoveSolidFlags( FSOLID_NOT_SOLID ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : duration -
//-----------------------------------------------------------------------------
void CGrenadeBugBait::SetGracePeriod( float duration ) { SetThink( &CGrenadeBugBait::ThinkBecomeSolid ); SetNextThink( gpGlobals->curtime + duration );
// Become unsolid
AddSolidFlags( FSOLID_NOT_SOLID ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : &position -
// &angles -
// &velocity -
// &angVelocity -
// *owner -
// Output : CBaseGrenade
//-----------------------------------------------------------------------------
CGrenadeBugBait *BugBaitGrenade_Create( const Vector &position, const QAngle &angles, const Vector &velocity, const QAngle &angVelocity, CBaseEntity *owner ) { CGrenadeBugBait *pGrenade = (CGrenadeBugBait *) CBaseEntity::Create( "npc_grenade_bugbait", position, angles, owner ); if ( pGrenade != NULL ) { pGrenade->SetLocalAngularVelocity( angVelocity ); pGrenade->SetAbsVelocity( velocity ); pGrenade->SetThrower( ToBaseCombatCharacter( owner ) ); }
return pGrenade; }
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