sqwarmed/sdk_src/game/server/swarm/asw_tesla_trap.cpp

685 lines
17 KiB
C++

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "soundenvelope.h"
#include "entitylist.h"
#include "ai_basenpc.h"
#include "soundent.h"
#include "physics.h"
#include "physics_saverestore.h"
#include "asw_tesla_trap.h"
#include "movevars_shared.h"
#include "vphysics/constraints.h"
#include "ai_hint.h"
#include "particle_parse.h"
#include "world.h"
#include "asw_gamerules.h"
#include "asw_util_shared.h"
#include "asw_trace_filter_shot.h"
#include "asw_alien.h"
#include "asw_marine.h"
enum
{
TESLATRAP_STATE_DORMANT = 0,
TESLATRAP_STATE_DEPLOY, // Try to lock down and arm
TESLATRAP_STATE_CHARGING, // Held in the physgun
TESLATRAP_STATE_CHARGED, // Locked down and looking for targets
};
// for the Modification keyfield
enum
{
TESLATRAP_MODIFICATION_NORMAL = 0,
TESLATRAP_MODIFICATION_CAVERN,
};
// the citizen modified skins for the mine (inclusive):
#define TESLATRAP_CITIZEN_SKIN_MIN 1
#define TESLATRAP_CITIZEN_SKIN_MAX 2
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// Approximate radius of the bomb's model
#define ASW_TESLATRAP_RADIUS 24
IMPLEMENT_SERVERCLASS_ST( CASW_TeslaTrap, DT_ASW_TeslaTrap )
SendPropInt( SENDINFO( m_iTrapState )),
SendPropInt( SENDINFO( m_iAmmo )),
SendPropInt( SENDINFO( m_iMaxAmmo )),
SendPropFloat( SENDINFO( m_flRadius )),
SendPropFloat( SENDINFO( m_flDamage )),
SendPropFloat( SENDINFO( m_flNextFullChargeTime )),
SendPropBool( SENDINFO( m_bAssembled )),
END_SEND_TABLE()
BEGIN_DATADESC( CASW_TeslaTrap )
DEFINE_ENTITYFUNC( TeslaTouch ),
DEFINE_THINKFUNC( TeslaSearchThink ),
DEFINE_THINKFUNC( TeslaChargeThink ),
DEFINE_THINKFUNC( TeslaSettleThink ),
DEFINE_SOUNDPATCH( m_pWarnSound ),
//DEFINE_KEYFIELD( m_flExplosionDelay, FIELD_FLOAT, "ExplosionDelay" ),
//DEFINE_FIELD( m_bCharged, FIELD_BOOLEAN ),
DEFINE_FIELD( m_hNearestNPC, FIELD_EHANDLE ),
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_iTrapState, FIELD_INTEGER ),
DEFINE_FIELD( m_flRadius, FIELD_FLOAT ),
DEFINE_FIELD( m_flDamage, FIELD_FLOAT ),
DEFINE_FIELD( m_flNextFullChargeTime, FIELD_FLOAT ),
END_DATADESC()
CUtlVector<CASW_TeslaTrap*> g_aTeslaTraps;
CASW_TeslaTrap::CASW_TeslaTrap()
{
m_pWarnSound = NULL;
m_bPlacedByPlayer = true;
g_aTeslaTraps.AddToTail( this );
m_hMarineDeployer = NULL;
m_CreatorWeaponClass = (Class_T)CLASS_ASW_UNKNOWN;
}
CASW_TeslaTrap::~CASW_TeslaTrap()
{
g_aTeslaTraps.FindAndRemove( this );
}
//---------------------------------------------------------
//---------------------------------------------------------
void CASW_TeslaTrap::Precache()
{
PrecacheModel( "models/items/teslaCoil/teslacoil.mdl" );
PrecacheScriptSound( "ASW_Tesla_Trap.Zap" );
}
static const char *s_pTeslaAnimThink = "TeslaAnimThink";
//---------------------------------------------------------
//---------------------------------------------------------
void CASW_TeslaTrap::Spawn()
{
Precache();
SetModel("models/items/teslaCoil/teslacoil.mdl");
UTIL_SetSize( this, Vector( -24, -24, -1 ), Vector( 24, 24, 80 ) );
SetSolid( SOLID_BBOX );
AddSolidFlags( FSOLID_NOT_STANDABLE );
SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE );
m_takedamage = DAMAGE_YES;
SetFriction( 0.9f );
SetGravity( UTIL_ScaleForGravity( 1000 ) );
AddEffects( EF_NOSHADOW|EF_NORECEIVESHADOW );
AddFlag( FL_OBJECT );
AddEFlags( EFL_NO_DISSOLVE | EFL_NO_MEGAPHYSCANNON_RAGDOLL | EFL_NO_PHYSCANNON_INTERACTION );
SetCollisionGroup( ASW_COLLISION_GROUP_PASSABLE );
m_takedamage = DAMAGE_EVENTS_ONLY;
SetBloodColor( DONT_BLEED );
SetHealth( 100 );
ResetSequence( LookupSequence( "closed" ) );
//m_iModification = TESLATRAP_MODIFICATION_CAVERN;
if( !GetParent() )
{
// Create vphysics now if I'm not being carried.
CreateVPhysics();
}
if( m_bDisarmed )
{
SetTrapState( TESLATRAP_STATE_DORMANT );
}
else
{
SetTrapState( TESLATRAP_STATE_DEPLOY );
}
m_flRadius = 200.0f;
m_flDamage = 5.0f;
m_iAmmo = 30;
m_iMaxAmmo = 30;
m_flChargeInterval = 0.3f;
m_bAssembled = false;
m_bActive = false;
m_flNextFullChargeTime = gpGlobals->curtime + 1.0f;
SetContextThink( &CASW_TeslaTrap::RunAnimation, gpGlobals->curtime + 0.1f, s_pTeslaAnimThink );
}
void CASW_TeslaTrap::RunAnimation()
{
m_flPlaybackRate = 1.0f;
StudioFrameAdvance();
DispatchAnimEvents( this );
if ( m_bAssembled && !m_bActive )
{
ResetSequence( LookupSequence( "active" ) );
m_bActive = true;
}
SetContextThink( &CASW_TeslaTrap::RunAnimation, gpGlobals->curtime + 0.1f, s_pTeslaAnimThink );
}
void CASW_TeslaTrap::ReachedEndOfSequence()
{
if ( ( GetSequence() == LookupSequence( "deploy") ) )
{
m_bAssembled = true;
}
}
//---------------------------------------------------------
//---------------------------------------------------------
void CASW_TeslaTrap::OnRestore()
{
BaseClass::OnRestore();
//if( VPhysicsGetObject() )
//{
// VPhysicsGetObject()->SetCharged();
//}
}
//---------------------------------------------------------
//---------------------------------------------------------
void CASW_TeslaTrap::SetTrapState( int iState )
{
m_iTrapState = iState;
switch( iState )
{
case TESLATRAP_STATE_DEPLOY:
SetThink( &CASW_TeslaTrap::TeslaSettleThink );
SetTouch( &CASW_TeslaTrap::TeslaTouch );
SetNextThink( gpGlobals->curtime + 0.1f );
break;
case TESLATRAP_STATE_CHARGING:
m_flNextFullChargeTime = gpGlobals->curtime + m_flChargeInterval;
SetThink( &CASW_TeslaTrap::TeslaChargeThink );
SetTouch( NULL );
SetNextThink( gpGlobals->curtime + 0.05f );
break;
case TESLATRAP_STATE_CHARGED:
SetThink( &CASW_TeslaTrap::TeslaSearchThink );
SetTouch( NULL );
SetNextThink( gpGlobals->curtime + 0.05f );
break;
default:
DevMsg("**Unknown Trap State: %d\n", iState );
break;
}
}
/*
//---------------------------------------------------------
//---------------------------------------------------------
void CASW_TeslaTrap::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( 0.95, 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 CASW_TeslaTrap::SetCharged( bool bCharged )
{
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
CReliableBroadcastRecipientFilter filter;
if ( bCharged )
SetTrapState( TESLATRAP_STATE_CHARGED );
if( !m_pWarnSound )
{
m_pWarnSound = controller.SoundCreate( filter, entindex(), "Combine_TeslaTrap.ActiveLoop" );
controller.Play( m_pWarnSound, 1.0, PITCH_NORM );
}
if( bCharged )
{
// Turning on
if( m_bFoeNearest )
{
SetTrapState( TESLATRAP_STATE_CHARGED );
EmitSound( "Combine_TeslaTrap.TurnOn" );
controller.SoundChangeVolume( m_pWarnSound, 1.0, 0.1 );
}
}
else
{
// Turning off
if( m_bFoeNearest )
{
EmitSound( "Combine_TeslaTrap.TurnOff" );
}
SetNearestNPC( NULL );
controller.SoundChangeVolume( m_pWarnSound, 0.0, 0.1 );
}
m_bCharged = bCharged;
}
*/
//---------------------------------------------------------
// Returns distance to the nearest BaseCombatCharacter.
//---------------------------------------------------------
float CASW_TeslaTrap::FindNearestNPC()
{
float flNearest = (m_flRadius+100.0f * m_flRadius+100.0f) + 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 + 4.0f) < GetAbsOrigin().z )
continue;
// Disregard things that want to be disregarded
if( pNPC->Classify() == CLASS_NONE )
continue;
// Disregard bullseyes
if( pNPC->Classify() == CLASS_BULLSEYE )
continue;
// ignore marines
if( pNPC->Classify() == CLASS_ASW_MARINE || pNPC->Classify() == CLASS_ASW_COLONIST )
continue;
float flDist = (GetAbsOrigin() - pNPC->GetAbsOrigin()).LengthSqr();
if( flDist < flNearest )
{
// Now do a visibility test.
//UTIL_TraceLine( EyePosition(), pNPC->WorldSpaceCenter(), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_)
if( FVisible( pNPC, MASK_SOLID_BRUSHONLY ) )
{
CASW_Alien *pAlien = dynamic_cast<CASW_Alien*>( pNPC );
bool bAlreadyZapped = pAlien && pAlien->IsElectroStunned();
if ( bAlreadyZapped && m_hNearestNPC.Get() != NULL )
continue;
flNearest = flDist;
SetNearestNPC( pNPC );
}
}
}
}
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 CASW_TeslaTrap::IsFriend( CBaseEntity *pEntity )
{
if ( !pEntity )
return true;
int classify = pEntity->Classify();
bool bIsFriendly = false;
if( classify == CLASS_ASW_MARINE )
{
bIsFriendly = true;
}
if( !m_bPlacedByPlayer )
{
return !bIsFriendly;
}
else
{
return bIsFriendly;
}
}
//---------------------------------------------------------
//---------------------------------------------------------
void CASW_TeslaTrap::TeslaSearchThink()
{
if( !UTIL_FindClientInPVS(edict()) )
{
// Sleep!
SetNextThink( gpGlobals->curtime + 0.5 );
return;
}
/*
if( (CAI_BaseNPC::m_nDebugBits & bits_debugDisableAI) )
{
if( IsCharged() )
{
SetCharged(false);
}
SetNextThink( gpGlobals->curtime + 0.5 );
return;
}*/
float flNearestNPCDist = FindNearestNPC();
if( flNearestNPCDist <= m_flRadius && !IsFriend( m_hNearestNPC ) )
{
// Don't pop up in the air, just explode if the NPC gets closer than explode radius.
if ( ZapTarget( m_hNearestNPC ) )
{
m_iAmmo = m_iAmmo - 1;
if ( m_iAmmo.Get() <= 0 )
{
SetThink( &CASW_TeslaTrap::SUB_Remove );
}
}
}
SetNextThink( gpGlobals->curtime + 0.05 );
}
void CASW_TeslaTrap::LayFlat()
{
QAngle angFacing = GetAbsAngles();
//if (angFacing[PITCH] > 0 && angFacing[PITCH] < 180.0f)
angFacing[PITCH] = 0; //90
//else
// angFacing[PITCH] = 270;
SetAbsAngles(angFacing);
//Msg("Laying flat to %f, %f, %f\n", angFacing[PITCH], angFacing[YAW], angFacing[ROLL]);
}
void CASW_TeslaTrap::TeslaTouch( CBaseEntity *pOther )
{
Assert( pOther );
if ( !pOther->IsSolid() )
return;
// don't touch npcs
if ( pOther->IsNPC() )
return;
// Change our flight characteristics
SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE );
SetGravity( UTIL_ScaleForGravity( 640 ) );
// Slow down
Vector vecNewVelocity = GetAbsVelocity();
vecNewVelocity.x *= 0.8f;
vecNewVelocity.y *= 0.8f;
SetAbsVelocity( vecNewVelocity );
//Stopped?
if ( GetAbsVelocity().Length() < 128.0f )
{
LayFlat();
SetAbsVelocity( vec3_origin );
SetMoveType( MOVETYPE_NONE );
//RemoveSolidFlags( FSOLID_NOT_SOLID );
//AddSolidFlags( FSOLID_TRIGGER );
SetTouch( NULL );
ResetSequence( LookupSequence( "deploy" ) );
SetTrapState( TESLATRAP_STATE_CHARGING );
}
}
int CASW_TeslaTrap::DrawDebugTextOverlays()
{
int text_offset = BaseClass::DrawDebugTextOverlays();
if (m_debugOverlays & OVERLAY_TEXT_BIT)
{
NDebugOverlay::EntityText( entindex(),text_offset,CFmtStr( "State: %d", m_iTrapState.Get() ),0 );
text_offset++;
}
return text_offset;
}
void CASW_TeslaTrap::TeslaSettleThink( void )
{
//float deltaTime = ( m_flTimeBurnOut - gpGlobals->curtime );
//if ( m_flTimeBurnOut != -1.0f )
//{
//Burned out
//if ( m_flTimeBurnOut < gpGlobals->curtime )
//{
// UTIL_Remove( this );
// return;
//}
//}
if ( GetAbsVelocity().Length() < 128.0f && GetGroundEntity() )//!m_bSettled &&
{
TeslaTouch( GetGroundEntity() );
}
SetNextThink( gpGlobals->curtime + 0.1f );
}
void CASW_TeslaTrap::TeslaChargeThink( void )
{
if ( m_flNextFullChargeTime <= gpGlobals->curtime )
{
SetTrapState( TESLATRAP_STATE_CHARGED );
return;
}
SetNextThink( gpGlobals->curtime + 0.05f );
}
bool CASW_TeslaTrap::ZapTarget( CBaseEntity *pEntity )
{
if ( !pEntity )
return false;
if ( !m_bAssembled )
return false;
// trace from the device position to the victim
trace_t shockTR;
Vector vecShockSrc = WorldSpaceCenter();
Vector vecAIPos = pEntity->WorldSpaceCenter();
CASWTraceFilterShot traceFilter( this, NULL, COLLISION_GROUP_NONE );
AI_TraceLine( vecShockSrc, vecAIPos, MASK_SHOT, &traceFilter, &shockTR );
if ( shockTR.fraction != 1.0 && shockTR.m_pEnt )
{
Vector vecFXSrc;
QAngle vecFXAng;
GetAttachment( "effects", vecFXSrc, vecFXAng );
vecAIPos = shockTR.endpos;
ClearMultiDamage();
CTakeDamageInfo shockDmgInfo( this, this, m_flDamage, DMG_SHOCK );
Vector vecDir = vecAIPos - vecShockSrc;
VectorNormalize( vecDir );
shockDmgInfo.SetDamagePosition( shockTR.endpos );
shockDmgInfo.SetDamageForce( vecDir );
shockDmgInfo.ScaleDamageForce( 1.0 );
shockDmgInfo.SetWeapon( m_hCreatorWeapon );
shockTR.m_pEnt->DispatchTraceAttack( shockDmgInfo, vecDir, &shockTR );
ApplyMultiDamage();
//shockTR.m_pEnt->EmitSound( "Electricity.Zap" );
CASW_Alien *pAlien = dynamic_cast<CASW_Alien*>( shockTR.m_pEnt );
if ( pAlien )
{
// pAlien->ElectroShockBig( vecDir * 5, pAlien->GetAbsOrigin() - GetAbsOrigin() );
}
// spawn a shock effect
/*
CBaseEntity *pHelpHelpImBeingSupressed = (CBaseEntity*) te->GetSuppressHost();
te->SetSuppressHost( NULL );
DispatchParticleEffect( "tracer_electricity", vecFXSrc, vecAIPos, vec3_angle );
te->SetSuppressHost( pHelpHelpImBeingSupressed );
*/
CRecipientFilter filter;
filter.AddAllPlayers();
UserMessageBegin( filter, "ASWEnemyZappedByTesla" );
WRITE_FLOAT( vecShockSrc.x );
WRITE_FLOAT( vecShockSrc.y );
WRITE_FLOAT( vecShockSrc.z );
WRITE_SHORT( pEntity->entindex() );
MessageEnd();
//UTIL_ASW_ScreenShake( vecShockSrc, 10.0, 100.0, 2.0, 350, SHAKE_START );
SetTrapState( TESLATRAP_STATE_CHARGING );
if( IsPlayerPlaced() && m_hMarineDeployer.Get() )
m_hMarineDeployer->OnWeaponFired( this, 1 );
return true;
}
return false;
}
CASW_TeslaTrap* CASW_TeslaTrap::Tesla_Trap_Create( const Vector &position, const QAngle &angles, const Vector &velocity, const AngularImpulse &angVelocity, CBaseEntity *pOwner, CBaseEntity *pCreatorWeapon )
{
CASW_TeslaTrap *pEnt = (CASW_TeslaTrap*)CreateEntityByName( "asw_tesla_trap" );
pEnt->SetAbsAngles( angles );
pEnt->Spawn();
pEnt->SetOwnerEntity( pOwner );
UTIL_SetOrigin( pEnt, position );
pEnt->SetAbsVelocity( velocity );
pEnt->m_hCreatorWeapon.Set( pCreatorWeapon );
if( pCreatorWeapon )
pEnt->m_CreatorWeaponClass = pCreatorWeapon->Classify();
return pEnt;
}
LINK_ENTITY_TO_CLASS( asw_tesla_trap, CASW_TeslaTrap );