371 lines
11 KiB
C++
371 lines
11 KiB
C++
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#include "cbase.h"
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#include "asw_mortar_round.h"
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#include "asw_gamerules.h"
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#include "world.h"
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#include "asw_util_shared.h"
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#include "iasw_spawnable_npc.h"
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#include "asw_marine.h"
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#include "asw_marine_resource.h"
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#include "particle_parse.h"
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#include "Sprite.h"
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#include "SpriteTrail.h"
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#include "te_effect_dispatch.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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#define ASW_MORTAR_ROUND_MODEL "models/swarm/mortarbugprojectile/mortarbugprojectile.mdl"
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#define ASW_MORTAR_WARN_DELAY 2.0f
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extern ConVar asw_vindicator_grenade_friction;
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extern ConVar asw_vindicator_grenade_elasticity;
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static ConVar asw_mortar_round_min_detonation_time( "asw_mortar_round_min_detonation_time", "0.9f", FCVAR_CHEAT, "Min. time before cluster grenade can detonate" );
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static ConVar asw_mortar_round_fuse( "asw_mortar_round_fuse", "4.0f", FCVAR_CHEAT, "Fuse length of cluster grenade" );
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static ConVar asw_mortar_round_radius_check_interval( "asw_mortar_round_radius_check_interval", "0.5f", FCVAR_CHEAT, "How often the cluster grenade checks for nearby drones to explode against" );
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static ConVar asw_mortar_round_radius_check_scale( "asw_mortar_round_radius_check_scale", "0.6f", FCVAR_CHEAT, "What fraction of the grenade's damage radius is used for the early detonation check" );
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static ConVar asw_mortar_round_child_fuse_min( "asw_mortar_round_child_fuse_min", "0.5", FCVAR_CHEAT, "Cluster grenade child cluster's minimum fuse length" );
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static ConVar asw_mortar_round_child_fuse_max( "asw_mortar_round_child_fuse_max", "1.0", FCVAR_CHEAT, "Cluster grenade child cluster's maximum fuse length" );
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ConVar asw_mortar_round_gravity( "asw_mortar_round_gravity", "0.8f", FCVAR_CHEAT, "Gravity of mortar bug's mortar" );
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LINK_ENTITY_TO_CLASS( asw_mortar_round, CASW_Mortar_Round );
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PRECACHE_REGISTER( asw_mortar_round );
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BEGIN_DATADESC( CASW_Mortar_Round )
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DEFINE_THINKFUNC( CheckNearbyTargets ),
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DEFINE_THINKFUNC( Detonate ),
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DEFINE_FIELD( m_fDetonateTime, FIELD_TIME ),
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DEFINE_FIELD( m_fEarliestAOEDetonationTime, FIELD_TIME ),
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DEFINE_FIELD( m_nGrenadeExplosionType, FIELD_INTEGER ),
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END_DATADESC()
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extern int g_sModelIndexFireball; // (in combatweapon.cpp) holds the index for the smoke cloud
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void CASW_Mortar_Round::Spawn( void )
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{
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//d:\dev\main\game\infested\models\swarm\mortarbugprojectile\mortarbugprojectile.mdl
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Precache();
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SetModel( ASW_MORTAR_ROUND_MODEL );
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SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_CUSTOM );
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m_flDamage = 80.0f;
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m_DmgRadius = 220.0f;
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m_takedamage = DAMAGE_NO;
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m_iHealth = 1;
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m_bModelOpening = false;
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SetSize( -Vector(4,4,4), Vector(4,4,4) );
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SetSolid( SOLID_BBOX );
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SetGravity( asw_mortar_round_gravity.GetFloat() );
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SetFriction( asw_vindicator_grenade_friction.GetFloat() );
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SetElasticity( asw_vindicator_grenade_elasticity.GetFloat() );
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SetCollisionGroup( ASW_COLLISION_GROUP_PASSABLE );
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SetTouch( &CASW_Mortar_Round::Touch );
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//CreateEffects();
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m_hFirer = NULL;
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// Tumble in air
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QAngle vecAngVelocity( random->RandomFloat ( -100, -500 ), 0, 0 );
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SetLocalAngularVelocity( vecAngVelocity );
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m_fEarliestAOEDetonationTime = GetEarliestAOEDetonationTime();
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m_fEarliestTouchDetonationTime = GetEarliestTouchDetonationTime();
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m_iClusters = 0;
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m_bMaster = true;
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ResetSequence( LookupSequence( "MortarBugProjectile_Closed" ) );
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//EmitSound( "ASWGrenade.Alarm" );
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SetFuseLength( asw_mortar_round_fuse.GetFloat() );
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EmitSound( "ASW_Ranger_Projectile.Spawned" );
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if ( m_fDetonateTime <= gpGlobals->curtime + asw_mortar_round_radius_check_interval.GetFloat() )
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{
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SetThink( &CASW_Mortar_Round::Detonate );
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SetNextThink( m_fDetonateTime );
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}
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else
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{
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SetThink( &CASW_Mortar_Round::CheckNearbyTargets );
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SetNextThink( gpGlobals->curtime + asw_mortar_round_radius_check_interval.GetFloat() );
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}
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}
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void CASW_Mortar_Round::Precache( )
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{
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BaseClass::Precache();
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PrecacheModel( ASW_MORTAR_ROUND_MODEL );
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PrecacheScriptSound( "ASW_Ranger_Projectile.Spawned" );
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PrecacheScriptSound( "ASW_Freeze_Grenade.Explode" );
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PrecacheParticleSystem( "mortar_grenade_main_trail" );
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PrecacheParticleSystem( "mortar_explosion" );
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PrecacheParticleSystem( "mortar_grenade_open" );
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PrecacheParticleSystem( "mortar_launch" );
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}
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void CASW_Mortar_Round::SetFuseLength( float fSeconds )
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{
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m_fDetonateTime = gpGlobals->curtime + fSeconds;
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}
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void CASW_Mortar_Round::Touch( CBaseEntity *pOther )
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{
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if ( !pOther || pOther == GetOwnerEntity() )
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{
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return;
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}
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if ( !pOther->IsSolid() || pOther->IsSolidFlagSet( FSOLID_VOLUME_CONTENTS ) )
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{
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return;
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}
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if ( pOther == GetWorldEntity() )
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{
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// lay flat
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QAngle angMortar = GetAbsAngles();
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SetAbsAngles( QAngle( 0, angMortar.x, 0 ) );
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SetAbsVelocity( vec3_origin );
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}
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if ( m_bExplodeOnWorldContact )
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{
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Detonate();
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}
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// make sure we don't die on things we shouldn't
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if ( !ASWGameRules() || !ASWGameRules()->ShouldCollide( GetCollisionGroup(), pOther->GetCollisionGroup() ) )
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{
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return;
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}
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if ( pOther->m_takedamage == DAMAGE_NO )
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{
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if (GetAbsVelocity().Length2D() > 60)
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{
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EmitSound("Grenade.ImpactHard");
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}
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}
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// can't detonate yet?
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if ( gpGlobals->curtime < m_fEarliestTouchDetonationTime )
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{
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return;
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}
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// we don't want the mortar grenade to explode on impact of marine's because
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// it's more fun to have them avoid the area it landed in than to take blind damage
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/*
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if ( pOther->m_takedamage != DAMAGE_NO )
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{
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if ( pOther->IsNPC() && pOther->Classify() != CLASS_PLAYER_ALLY_VITAL )
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{
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Detonate();
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}
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}*/
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}
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void CASW_Mortar_Round::CheckNearbyTargets( )
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{
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// see if an alien is nearby
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if ( gpGlobals->curtime >= m_fEarliestAOEDetonationTime )
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{
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if ( !m_bModelOpening && gpGlobals->curtime >= (m_fDetonateTime - ASW_MORTAR_WARN_DELAY) )
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{
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// we are one second from detonating, commit to detonating and start the opening sequence
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// regardless of anyone nearby
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m_bModelOpening = true;
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ResetSequence( LookupSequence( "MortarBugProjectile_Opening" ) );
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CEffectData data;
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data.m_vOrigin = GetAbsOrigin();
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CPASFilter filter( data.m_vOrigin );
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filter.SetIgnorePredictionCull(true);
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DispatchParticleEffect( "mortar_grenade_open", PATTACH_ABSORIGIN_FOLLOW, this, -1, false, -1, &filter );
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}
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// if we exceeded the detonation time, just detonate
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if ( gpGlobals->curtime >= m_fDetonateTime )
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{
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Detonate();
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return;
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}
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// if the model is opening, do the animation advance
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if ( m_bModelOpening )
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{
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StudioFrameAdvance();
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SetNextThink( gpGlobals->curtime );
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return;
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}
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float flRadius = asw_mortar_round_radius_check_scale.GetFloat() * m_DmgRadius;
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Vector vecSrc = GetAbsOrigin();
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CBaseEntity *pEntity = NULL;
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for ( CEntitySphereQuery sphere( vecSrc, flRadius ); ( pEntity = sphere.GetCurrentEntity() ) != NULL; sphere.NextEntity() )
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{
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if ( !pEntity || !pEntity->IsPlayer() )
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continue;
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// give them a 2 second warning before detonation
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m_fDetonateTime = MIN( m_fDetonateTime, m_fDetonateTime + ASW_MORTAR_WARN_DELAY );
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}
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}
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if ( m_fDetonateTime <= gpGlobals->curtime + asw_mortar_round_radius_check_interval.GetFloat() )
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{
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SetThink( &CASW_Mortar_Round::Detonate );
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SetNextThink( m_fDetonateTime );
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}
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else
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{
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SetThink( &CASW_Mortar_Round::CheckNearbyTargets );
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SetNextThink( gpGlobals->curtime + asw_mortar_round_radius_check_interval.GetFloat() );
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}
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}
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CASW_Mortar_Round* CASW_Mortar_Round::Mortar_Round_Create( float flDamage, float fRadius, int iClusters, const Vector &position, const QAngle &angles, const Vector &velocity,
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const AngularImpulse &angVelocity, CBaseEntity *pOwner, ASW_Mortar_t nExplosionType )
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{
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CASW_Mortar_Round *pGrenade = ( CASW_Mortar_Round * )CreateEntityByName( "asw_mortar_round" );
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pGrenade->SetAbsAngles( angles );
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UTIL_SetOrigin( pGrenade, position );
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pGrenade->SetExplosionType( nExplosionType );
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pGrenade->Spawn();
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pGrenade->m_flDamage = flDamage;
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pGrenade->m_DmgRadius = fRadius;
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pGrenade->m_hFirer = pOwner;
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pGrenade->SetOwnerEntity( pOwner );
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pGrenade->SetAbsVelocity( velocity );
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pGrenade->SetClusters( iClusters, true );
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pGrenade->CreateEffects();
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// hack attack! for some reason, grenades refuse to be affect by damage forces until they're actually dead
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// so we kill it immediately.
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// pGrenade->TakeDamage(CTakeDamageInfo(pGrenade, pGrenade, Vector(0, 0, 1), position, 10, DMG_SLASH));
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return pGrenade;
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}
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void CASW_Mortar_Round::DoExplosion( )
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{
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// scorch the ground
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trace_t tr;
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UTIL_TraceLine ( GetAbsOrigin(), GetAbsOrigin() + Vector( 0, 0, -80 ), MASK_SHOT, this, COLLISION_GROUP_NONE, &tr);
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if ( m_bMaster )
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{
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if ( ( tr.m_pEnt != GetWorldEntity() ) || ( tr.hitbox != 0 ) )
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{
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// non-world needs smaller decals
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if( tr.m_pEnt && !tr.m_pEnt->IsNPC() )
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{
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UTIL_DecalTrace( &tr, "SmallScorch" );
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}
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}
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else
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{
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UTIL_DecalTrace( &tr, "Scorch" );
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}
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UTIL_ASW_ScreenShake( GetAbsOrigin(), 7.0f, 45.0f, 0.5f, 150, SHAKE_START );
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}
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// explosion effects
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DispatchParticleEffect( "mortar_explosion", GetAbsOrigin(), Vector( m_DmgRadius, 0.0f, 0.0f ), QAngle( 0.0f, 0.0f, 0.0f ) );
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EmitSound( "ASWGrenade.Explode" );
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// damage to nearby things
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ASWGameRules()->RadiusDamage( CTakeDamageInfo( this, m_hFirer.Get(), m_flDamage, DMG_BLAST ), GetAbsOrigin(), m_DmgRadius, CLASS_NONE, NULL );
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}
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void CASW_Mortar_Round::Detonate( )
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{
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m_takedamage = DAMAGE_NO;
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switch( m_nGrenadeExplosionType )
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{
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case ASW_MORTAR_FREEZE:
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{
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Assert( 0 );
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break;
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}
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default:
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{
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DoExplosion();
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break;
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}
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}
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while ( m_iClusters > 0 )
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{
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float fYaw = random->RandomFloat( 0.0f, 360.0f );
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QAngle ang( 0.0f, fYaw, 0.0f );
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Vector newVel;
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AngleVectors( ang, &newVel );
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newVel *= random->RandomFloat( 150.0f, 200.0f );
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newVel.z = random->RandomFloat( 200.0f, 400.0f );
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CASW_Mortar_Round *pGrenade = CASW_Mortar_Round::Mortar_Round_Create( m_flDamage, m_DmgRadius, 0,
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GetAbsOrigin(), ang, newVel, AngularImpulse( 0.0f, 0.0f, 0.0f ), m_hFirer.Get() );
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if (pGrenade)
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{
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pGrenade->m_fEarliestAOEDetonationTime = 0; // children can go whenever they want
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pGrenade->m_fEarliestTouchDetonationTime = 0;
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pGrenade->m_takedamage = DAMAGE_NO;
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pGrenade->SetFuseLength( random->RandomFloat( asw_mortar_round_child_fuse_min.GetFloat(), asw_mortar_round_child_fuse_max.GetFloat() ) );
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pGrenade->SetClusters( 0, false );
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pGrenade->m_bKicked = m_bKicked;
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}
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m_iClusters--;
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}
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UTIL_Remove( this );
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}
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float CASW_Mortar_Round::GetEarliestAOEDetonationTime( )
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{
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return gpGlobals->curtime + asw_mortar_round_min_detonation_time.GetFloat();
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}
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void CASW_Mortar_Round::SetClusters( int iClusters, bool bMaster )
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{
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BaseClass::SetClusters( iClusters, bMaster );
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if ( !bMaster )
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{
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SetThink( &CASW_Mortar_Round::Detonate );
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SetNextThink( m_fDetonateTime );
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}
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}
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void CASW_Mortar_Round::CreateEffects()
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{
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switch ( m_nGrenadeExplosionType )
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{
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case ASW_MORTAR_FREEZE:
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{
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Assert( 0 );
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break;
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}
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default:
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{
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CEffectData data;
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data.m_vOrigin = GetAbsOrigin();
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CPASFilter filter( data.m_vOrigin );
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filter.SetIgnorePredictionCull(true);
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DispatchParticleEffect( "mortar_grenade_main_trail", PATTACH_ABSORIGIN_FOLLOW, this, -1, false, -1, &filter );
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break;
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}
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}
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}
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