/*** * * Copyright (c) 1996-2001, Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * Use, distribution, and modification of this source code and/or resulting * object code is restricted to non-commercial enhancements to products from * Valve LLC. All other use, distribution, or modification is prohibited * without written permission from Valve LLC. * ****/ /* ===== generic grenade.cpp ======================================================== */ #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "weapons.h" #include "soundent.h" #include "decals.h" //===================grenade LINK_ENTITY_TO_CLASS(grenade, CGrenade); // Grenades flagged with this will be triggered when the owner calls detonateSatchelCharges #define SF_DETONATE 0x0001 // // Grenade Explode // void CGrenade::Explode(Vector vecSrc, Vector vecAim) { TraceResult tr; UTIL_TraceLine(pev->origin, pev->origin + Vector(0, 0, -32), ignore_monsters, ENT(pev), &tr); Explode(&tr, DMG_BLAST); } // UNDONE: temporary scorching for PreAlpha - find a less sleazy permenant solution. void CGrenade::Explode(TraceResult* pTrace, int bitsDamageType) { float flRndSound; // sound randomizer pev->model = iStringNull; //invisible pev->solid = SOLID_NOT; // intangible pev->takedamage = DAMAGE_NO; // Pull out of the wall a bit if (pTrace->flFraction != 1.0) { pev->origin = pTrace->vecEndPos + (pTrace->vecPlaneNormal * 0.6); } int iContents = UTIL_PointContents(pev->origin); MESSAGE_BEGIN(MSG_PAS, SVC_TEMPENTITY, pev->origin); WRITE_BYTE(TE_EXPLOSION); // This makes a dynamic light and the explosion sprites/sound WRITE_COORD(pev->origin.x); // Send to PAS because of the sound WRITE_COORD(pev->origin.y); WRITE_COORD(pev->origin.z); if (iContents != CONTENTS_WATER) { WRITE_SHORT(g_sModelIndexFireball); } else { WRITE_SHORT(g_sModelIndexWExplosion); } WRITE_BYTE((pev->dmg - 50) * .60); // scale * 10 WRITE_BYTE(15); // framerate WRITE_BYTE(TE_EXPLFLAG_NONE); MESSAGE_END(); CSoundEnt::InsertSound(bits_SOUND_COMBAT, pev->origin, NORMAL_EXPLOSION_VOLUME, 3.0); entvars_t* pevOwner; if (pev->owner) pevOwner = VARS(pev->owner); else pevOwner = NULL; pev->owner = NULL; // can't traceline attack owner if this is set // Counteract the + 1 in RadiusDamage. Vector origin = pev->origin; origin.z -= 1; RadiusDamage(origin, pev, pevOwner, pev->dmg, CLASS_NONE, bitsDamageType); if (RANDOM_FLOAT(0, 1) < 0.5) { UTIL_DecalTrace(pTrace, DECAL_SCORCH1); } else { UTIL_DecalTrace(pTrace, DECAL_SCORCH2); } flRndSound = RANDOM_FLOAT(0, 1); switch (RANDOM_LONG(0, 2)) { case 0: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/debris1.wav", 0.55, ATTN_NORM); break; case 1: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/debris2.wav", 0.55, ATTN_NORM); break; case 2: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/debris3.wav", 0.55, ATTN_NORM); break; } pev->effects |= EF_NODRAW; SetThink(&CGrenade::Smoke); pev->velocity = g_vecZero; pev->nextthink = gpGlobals->time + 0.3; if (iContents != CONTENTS_WATER) { int sparkCount = RANDOM_LONG(0, 3); for (int i = 0; i < sparkCount; i++) Create("spark_shower", pev->origin, pTrace->vecPlaneNormal, NULL); } } void CGrenade::Smoke() { if (UTIL_PointContents(pev->origin) == CONTENTS_WATER) { UTIL_Bubbles(pev->origin - Vector(64, 64, 64), pev->origin + Vector(64, 64, 64), 100); } else { MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, pev->origin); WRITE_BYTE(TE_SMOKE); WRITE_COORD(pev->origin.x); WRITE_COORD(pev->origin.y); WRITE_COORD(pev->origin.z); WRITE_SHORT(g_sModelIndexSmoke); WRITE_BYTE((pev->dmg - 50) * 0.80); // scale * 10 WRITE_BYTE(12); // framerate MESSAGE_END(); } UTIL_Remove(this); } void CGrenade::Killed(entvars_t* pevAttacker, int iGib) { Detonate(); } // Timed grenade, this think is called when time runs out. void CGrenade::DetonateUse(CBaseEntity* pActivator, CBaseEntity* pCaller, USE_TYPE useType, float value) { SetThink(&CGrenade::Detonate); pev->nextthink = gpGlobals->time; } void CGrenade::PreDetonate() { CSoundEnt::InsertSound(bits_SOUND_DANGER, pev->origin, 400, 0.3); SetThink(&CGrenade::Detonate); pev->nextthink = gpGlobals->time + 1; } void CGrenade::Detonate() { TraceResult tr; Vector vecSpot; // trace starts here! vecSpot = pev->origin + Vector(0, 0, 8); UTIL_TraceLine(vecSpot, vecSpot + Vector(0, 0, -40), ignore_monsters, ENT(pev), &tr); Explode(&tr, DMG_BLAST); } // // Contact grenade, explode when it touches something // void CGrenade::ExplodeTouch(CBaseEntity* pOther) { TraceResult tr; Vector vecSpot; // trace starts here! pev->enemy = pOther->edict(); vecSpot = pev->origin - pev->velocity.Normalize() * 32; UTIL_TraceLine(vecSpot, vecSpot + pev->velocity.Normalize() * 64, ignore_monsters, ENT(pev), &tr); Explode(&tr, DMG_BLAST); } void CGrenade::DangerSoundThink() { if (!IsInWorld()) { UTIL_Remove(this); return; } CSoundEnt::InsertSound(bits_SOUND_DANGER, pev->origin + pev->velocity * 0.5, pev->velocity.Length(), 0.2); pev->nextthink = gpGlobals->time + 0.2; if (pev->waterlevel != 0) { pev->velocity = pev->velocity * 0.5; } } void CGrenade::BounceTouch(CBaseEntity* pOther) { // don't hit the guy that launched this grenade if (pOther->edict() == pev->owner) return; // only do damage if we're moving fairly fast if (m_flNextAttack < gpGlobals->time && pev->velocity.Length() > 100) { entvars_t* pevOwner = VARS(pev->owner); if (pevOwner) { TraceResult tr = UTIL_GetGlobalTrace(); ClearMultiDamage(); pOther->TraceAttack(pevOwner, 1, gpGlobals->v_forward, &tr, DMG_CLUB); ApplyMultiDamage(pev, pevOwner); } m_flNextAttack = gpGlobals->time + 1.0; // debounce } Vector vecTestVelocity; // pev->avelocity = Vector (300, 300, 300); // this is my heuristic for modulating the grenade velocity because grenades dropped purely vertical // or thrown very far tend to slow down too quickly for me to always catch just by testing velocity. // trimming the Z velocity a bit seems to help quite a bit. vecTestVelocity = pev->velocity; vecTestVelocity.z *= 0.45; if (!m_fRegisteredSound && vecTestVelocity.Length() <= 60) { //ALERT( at_console, "Grenade Registered!: %f\n", vecTestVelocity.Length() ); // grenade is moving really slow. It's probably very close to where it will ultimately stop moving. // go ahead and emit the danger sound. // register a radius louder than the explosion, so we make sure everyone gets out of the way CSoundEnt::InsertSound(bits_SOUND_DANGER, pev->origin, pev->dmg / 0.4, 0.3); m_fRegisteredSound = true; } if ((pev->flags & FL_ONGROUND) != 0) { // add a bit of static friction pev->velocity = pev->velocity * 0.8; pev->sequence = RANDOM_LONG(1, 1); ResetSequenceInfo(); } else { // play bounce sound BounceSound(); } pev->framerate = pev->velocity.Length() / 200.0; if (pev->framerate > 1.0) pev->framerate = 1; else if (pev->framerate < 0.5) { pev->framerate = 0; pev->frame = 0; } } void CGrenade::SlideTouch(CBaseEntity* pOther) { // don't hit the guy that launched this grenade if (pOther->edict() == pev->owner) return; // pev->avelocity = Vector (300, 300, 300); if ((pev->flags & FL_ONGROUND) != 0) { // add a bit of static friction pev->velocity = pev->velocity * 0.95; if (pev->velocity.x != 0 || pev->velocity.y != 0) { // maintain sliding sound } } else { BounceSound(); } } void CGrenade::BounceSound() { switch (RANDOM_LONG(0, 2)) { case 0: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/grenade_hit1.wav", 0.25, ATTN_NORM); break; case 1: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/grenade_hit2.wav", 0.25, ATTN_NORM); break; case 2: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/grenade_hit3.wav", 0.25, ATTN_NORM); break; } } void CGrenade::TumbleThink() { if (!IsInWorld()) { UTIL_Remove(this); return; } StudioFrameAdvance(); pev->nextthink = gpGlobals->time + 0.1; if (pev->dmgtime - 1 < gpGlobals->time) { CSoundEnt::InsertSound(bits_SOUND_DANGER, pev->origin + pev->velocity * (pev->dmgtime - gpGlobals->time), 400, 0.1); } if (pev->dmgtime <= gpGlobals->time) { SetThink(&CGrenade::Detonate); } if (pev->waterlevel != 0) { pev->velocity = pev->velocity * 0.5; pev->framerate = 0.2; } } void CGrenade::Spawn() { pev->movetype = MOVETYPE_BOUNCE; pev->classname = MAKE_STRING("grenade"); pev->solid = SOLID_BBOX; SET_MODEL(ENT(pev), "models/grenade.mdl"); UTIL_SetSize(pev, Vector(0, 0, 0), Vector(0, 0, 0)); pev->dmg = 100; m_fRegisteredSound = false; } CGrenade* CGrenade::ShootContact(entvars_t* pevOwner, Vector vecStart, Vector vecVelocity) { CGrenade* pGrenade = GetClassPtr((CGrenade*)NULL); pGrenade->Spawn(); // contact grenades arc lower pGrenade->pev->gravity = 0.5; // lower gravity since grenade is aerodynamic and engine doesn't know it. UTIL_SetOrigin(pGrenade->pev, vecStart); pGrenade->pev->velocity = vecVelocity; pGrenade->pev->angles = UTIL_VecToAngles(pGrenade->pev->velocity); pGrenade->pev->owner = ENT(pevOwner); // make monsters afaid of it while in the air pGrenade->SetThink(&CGrenade::DangerSoundThink); pGrenade->pev->nextthink = gpGlobals->time; // Tumble in air pGrenade->pev->avelocity.x = RANDOM_FLOAT(-100, -500); // Explode on contact pGrenade->SetTouch(&CGrenade::ExplodeTouch); pGrenade->pev->dmg = gSkillData.plrDmgM203Grenade; return pGrenade; } CGrenade* CGrenade::ShootTimed(entvars_t* pevOwner, Vector vecStart, Vector vecVelocity, float time) { CGrenade* pGrenade = GetClassPtr((CGrenade*)NULL); pGrenade->Spawn(); UTIL_SetOrigin(pGrenade->pev, vecStart); pGrenade->pev->velocity = vecVelocity; pGrenade->pev->angles = UTIL_VecToAngles(pGrenade->pev->velocity); pGrenade->pev->owner = ENT(pevOwner); pGrenade->SetTouch(&CGrenade::BounceTouch); // Bounce if touched // Take one second off of the desired detonation time and set the think to PreDetonate. PreDetonate // will insert a DANGER sound into the world sound list and delay detonation for one second so that // the grenade explodes after the exact amount of time specified in the call to ShootTimed(). pGrenade->pev->dmgtime = gpGlobals->time + time; pGrenade->SetThink(&CGrenade::TumbleThink); pGrenade->pev->nextthink = gpGlobals->time + 0.1; if (time < 0.1) { pGrenade->pev->nextthink = gpGlobals->time; pGrenade->pev->velocity = Vector(0, 0, 0); } SET_MODEL(ENT(pGrenade->pev), "models/w_grenade.mdl"); pGrenade->pev->sequence = RANDOM_LONG(3, 6); pGrenade->pev->framerate = 1.0; pGrenade->ResetSequenceInfo(); // Tumble through the air // pGrenade->pev->avelocity.x = -400; pGrenade->pev->gravity = 0.5; pGrenade->pev->friction = 0.8; pGrenade->pev->dmg = 100; return pGrenade; } CGrenade* CGrenade::ShootSatchelCharge(entvars_t* pevOwner, Vector vecStart, Vector vecVelocity) { CGrenade* pGrenade = GetClassPtr((CGrenade*)NULL); pGrenade->pev->movetype = MOVETYPE_BOUNCE; pGrenade->pev->classname = MAKE_STRING("grenade"); pGrenade->pev->solid = SOLID_BBOX; SET_MODEL(ENT(pGrenade->pev), "models/grenade.mdl"); // Change this to satchel charge model UTIL_SetSize(pGrenade->pev, Vector(0, 0, 0), Vector(0, 0, 0)); pGrenade->pev->dmg = 200; UTIL_SetOrigin(pGrenade->pev, vecStart); pGrenade->pev->velocity = vecVelocity; pGrenade->pev->angles = g_vecZero; pGrenade->pev->owner = ENT(pevOwner); // Detonate in "time" seconds pGrenade->SetThink(&CGrenade::SUB_DoNothing); pGrenade->SetUse(&CGrenade::DetonateUse); pGrenade->SetTouch(&CGrenade::SlideTouch); pGrenade->pev->spawnflags = SF_DETONATE; pGrenade->pev->friction = 0.9; return pGrenade; } void CGrenade::UseSatchelCharges(entvars_t* pevOwner, SATCHELCODE code) { edict_t* pentFind; edict_t* pentOwner; if (!pevOwner) return; CBaseEntity* pOwner = CBaseEntity::Instance(pevOwner); pentOwner = pOwner->edict(); pentFind = FIND_ENTITY_BY_CLASSNAME(NULL, "grenade"); while (!FNullEnt(pentFind)) { CBaseEntity* pEnt = Instance(pentFind); if (pEnt) { if (FBitSet(pEnt->pev->spawnflags, SF_DETONATE) && pEnt->pev->owner == pentOwner) { if (code == SATCHEL_DETONATE) pEnt->Use(pOwner, pOwner, USE_ON, 0); else // SATCHEL_RELEASE pEnt->pev->owner = NULL; } } pentFind = FIND_ENTITY_BY_CLASSNAME(pentFind, "grenade"); } } //======================end grenade