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