//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "soundenvelope.h" #include "Sprite.h" #include "entitylist.h" #include "ai_basenpc.h" #include "soundent.h" #include "explode.h" #include "physics.h" #include "physics_saverestore.h" #include "combine_mine.h" #include "movevars_shared.h" #include "vphysics/constraints.h" #include "ai_hint.h" enum { MINE_STATE_DORMANT = 0, MINE_STATE_DEPLOY, // Try to lock down and arm MINE_STATE_CAPTIVE, // Held in the physgun MINE_STATE_ARMED, // Locked down and looking for targets MINE_STATE_TRIGGERED, // No turning back. I'm going to explode when I touch something. MINE_STATE_LAUNCHED, // Similar. Thrown from physgun. }; char *pszMineStateNames[] = { "Dormant", "Deploy", "Captive", "Armed", "Triggered", "Launched", }; // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" // After this many flips, seriously cut the frequency with which you try. #define BOUNCEBOMB_MAX_FLIPS 5 // Approximate radius of the bomb's model #define BOUNCEBOMB_RADIUS 24 BEGIN_DATADESC( CBounceBomb ) DEFINE_THINKFUNC( ExplodeThink ), DEFINE_ENTITYFUNC( ExplodeTouch ), DEFINE_THINKFUNC( SearchThink ), DEFINE_THINKFUNC( BounceThink ), DEFINE_THINKFUNC( SettleThink ), DEFINE_THINKFUNC( CaptiveThink ), DEFINE_SOUNDPATCH( m_pWarnSound ), DEFINE_KEYFIELD( m_flExplosionDelay, FIELD_FLOAT, "ExplosionDelay" ), DEFINE_KEYFIELD( m_bBounce, FIELD_BOOLEAN, "Bounce" ), DEFINE_FIELD( m_bAwake, FIELD_BOOLEAN ), DEFINE_FIELD( m_hNearestNPC, FIELD_EHANDLE ), DEFINE_FIELD( m_hSprite, FIELD_EHANDLE ), DEFINE_FIELD( m_LastSpriteColor, FIELD_COLOR32 ), DEFINE_FIELD( m_flHookPositions, FIELD_FLOAT ), DEFINE_FIELD( m_iHookN, FIELD_INTEGER ), DEFINE_FIELD( m_iHookE, FIELD_INTEGER ), DEFINE_FIELD( m_iHookS, FIELD_INTEGER ), DEFINE_FIELD( m_iAllHooks, FIELD_INTEGER ), 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_FIELD( m_bPlacedByPlayer, FIELD_BOOLEAN ), DEFINE_FIELD( m_bHeldByPhysgun, FIELD_BOOLEAN ), DEFINE_FIELD( m_iFlipAttempts, FIELD_INTEGER ), DEFINE_FIELD( m_flTimeGrabbed, FIELD_TIME ), DEFINE_FIELD( m_iMineState, FIELD_INTEGER ), // Physics Influence DEFINE_FIELD( m_hPhysicsAttacker, FIELD_EHANDLE ), DEFINE_FIELD( m_flLastPhysicsInfluenceTime, FIELD_TIME ), DEFINE_PHYSPTR( m_pConstraint ), DEFINE_OUTPUT( m_OnPulledUp, "OnPulledUp" ), DEFINE_INPUTFUNC( FIELD_VOID, "Disarm", InputDisarm ), END_DATADESC() string_t CBounceBomb::gm_iszFloorTurretClassname; string_t CBounceBomb::gm_iszGroundTurretClassname; //--------------------------------------------------------- //--------------------------------------------------------- void CBounceBomb::Precache() { PrecacheModel("models/props_combine/combine_mine01.mdl"); PrecacheScriptSound( "NPC_CombineMine.Hop" ); PrecacheScriptSound( "NPC_CombineMine.FlipOver" ); PrecacheScriptSound( "NPC_CombineMine.TurnOn" ); PrecacheScriptSound( "NPC_CombineMine.TurnOff" ); PrecacheScriptSound( "NPC_CombineMine.OpenHooks" ); PrecacheScriptSound( "NPC_CombineMine.CloseHooks" ); PrecacheScriptSound( "NPC_CombineMine.ActiveLoop" ); PrecacheModel( "sprites/glow01.vmt" ); gm_iszFloorTurretClassname = AllocPooledString( "npc_turret_floor" ); gm_iszGroundTurretClassname = AllocPooledString( "npc_turret_ground" ); } //--------------------------------------------------------- //--------------------------------------------------------- void CBounceBomb::Spawn() { Precache(); Wake( false ); SetModel("models/props_combine/combine_mine01.mdl"); SetSolid( SOLID_VPHYSICS ); m_hSprite.Set( NULL ); m_takedamage = DAMAGE_EVENTS_ONLY; // Find my feet! m_iHookN = LookupPoseParameter( "blendnorth" ); m_iHookE = LookupPoseParameter( "blendeast" ); m_iHookS = LookupPoseParameter( "blendsouth" ); m_iAllHooks = LookupPoseParameter( "blendstates" ); m_flHookPositions = 0; SetHealth( 100 ); m_bBounce = true; SetSequence( SelectWeightedSequence( ACT_IDLE ) ); OpenHooks( true ); m_bHeldByPhysgun = false; m_iFlipAttempts = 0; if( !GetParent() ) { // Create vphysics now if I'm not being carried. CreateVPhysics(); } m_flTimeGrabbed = FLT_MAX; if( m_bDisarmed ) { SetMineState( MINE_STATE_DORMANT ); } else { SetMineState( MINE_STATE_DEPLOY ); } } //--------------------------------------------------------- //--------------------------------------------------------- void CBounceBomb::OnRestore() { BaseClass::OnRestore(); if ( gpGlobals->eLoadType == MapLoad_Transition && !m_hSprite && m_LastSpriteColor.GetRawColor() != 0 ) { UpdateLight( true, m_LastSpriteColor.r(), m_LastSpriteColor.g(), m_LastSpriteColor.b(), m_LastSpriteColor.a() ); } if( VPhysicsGetObject() ) { VPhysicsGetObject()->Wake(); } } //--------------------------------------------------------- //--------------------------------------------------------- int CBounceBomb::DrawDebugTextOverlays(void) { int text_offset = BaseClass::DrawDebugTextOverlays(); if (m_debugOverlays & OVERLAY_TEXT_BIT) { char tempstr[512]; Q_snprintf(tempstr,sizeof(tempstr), pszMineStateNames[m_iMineState] ); EntityText(text_offset,tempstr,0); text_offset++; } return text_offset; } //--------------------------------------------------------- //--------------------------------------------------------- void CBounceBomb::SetMineState( int iState ) { m_iMineState = iState; switch( iState ) { case MINE_STATE_DORMANT: { CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController(); controller.SoundChangeVolume( m_pWarnSound, 0.0, 0.1 ); UpdateLight( false, 0, 0, 0, 0 ); SetThink( NULL ); } break; case MINE_STATE_CAPTIVE: { CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController(); controller.SoundChangeVolume( m_pWarnSound, 0.0, 0.2 ); // Unhook unsigned int flags = VPhysicsGetObject()->GetCallbackFlags(); VPhysicsGetObject()->SetCallbackFlags( flags | CALLBACK_GLOBAL_TOUCH_STATIC ); OpenHooks(); physenv->DestroyConstraint( m_pConstraint ); m_pConstraint = NULL; UpdateLight( true, 0, 0, 255, 190 ); SetThink( &CBounceBomb::CaptiveThink ); SetNextThink( gpGlobals->curtime + 0.1f ); SetTouch( NULL ); } break; case MINE_STATE_DEPLOY: OpenHooks( true ); UpdateLight( true, 0, 0, 255, 190 ); SetThink( &CBounceBomb::SettleThink ); SetTouch( NULL ); SetNextThink( gpGlobals->curtime + 0.1f ); break; case MINE_STATE_ARMED: UpdateLight( false, 0, 0, 0, 0 ); SetThink( &CBounceBomb::SearchThink ); SetNextThink( gpGlobals->curtime + 0.1f ); break; case MINE_STATE_TRIGGERED: { OpenHooks(); if( m_pConstraint ) { physenv->DestroyConstraint( m_pConstraint ); m_pConstraint = NULL; } // Scare NPC's CSoundEnt::InsertSound( SOUND_DANGER, GetAbsOrigin(), 300, 1.0f, this ); CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController(); controller.SoundChangeVolume( m_pWarnSound, 0.0, 0.2 ); SetTouch( &CBounceBomb::ExplodeTouch ); unsigned int flags = VPhysicsGetObject()->GetCallbackFlags(); VPhysicsGetObject()->SetCallbackFlags( flags | CALLBACK_GLOBAL_TOUCH_STATIC ); Vector vecNudge; vecNudge.x = random->RandomFloat( -1, 1 ); vecNudge.y = random->RandomFloat( -1, 1 ); vecNudge.z = 1.5; vecNudge *= 350; VPhysicsGetObject()->Wake(); VPhysicsGetObject()->ApplyForceCenter( vecNudge ); float x, y; x = 10 + random->RandomFloat( 0, 20 ); y = 10 + random->RandomFloat( 0, 20 ); VPhysicsGetObject()->ApplyTorqueCenter( AngularImpulse( x, y, 0 ) ); // Since we just nudged the mine, ignore collisions with the world until // the mine is in the air. We only want to explode if the player tries to // run over the mine before it jumps up. m_flIgnoreWorldTime = gpGlobals->curtime + 1.0; UpdateLight( true, 255, 0, 0, 190 ); SetThink( &CBounceBomb::BounceThink ); SetNextThink( gpGlobals->curtime + 0.5 ); } break; case MINE_STATE_LAUNCHED: { UpdateLight( true, 255, 0, 0, 190 ); SetThink( NULL ); SetNextThink( gpGlobals->curtime + 0.5 ); SetTouch( &CBounceBomb::ExplodeTouch ); unsigned int flags = VPhysicsGetObject()->GetCallbackFlags(); VPhysicsGetObject()->SetCallbackFlags( flags | CALLBACK_GLOBAL_TOUCH_STATIC ); } break; default: DevMsg("**Unknown Mine State: %d\n", iState ); break; } } //--------------------------------------------------------- // Bouncbomb flips to try to right itself, try to get off // of and object that it's not allowed to clamp to, or // to get away from a hint node that inhibits placement // of mines. //--------------------------------------------------------- void CBounceBomb::Flip( const Vector &vecForce, const AngularImpulse &torque ) { if( m_iFlipAttempts > BOUNCEBOMB_MAX_FLIPS ) { // Not allowed to try anymore. SetThink(NULL); return; } EmitSound( "NPC_CombineMine.FlipOver" ); VPhysicsGetObject()->ApplyForceCenter( vecForce ); VPhysicsGetObject()->ApplyTorqueCenter( torque ); m_iFlipAttempts++; } //--------------------------------------------------------- //--------------------------------------------------------- #define MINE_MIN_PROXIMITY_SQR 676 // 27 inches bool CBounceBomb::IsValidLocation() { CBaseEntity *pAvoidObject = NULL; float flAvoidForce = 0.0f; CAI_Hint *pHint; CHintCriteria criteria; criteria.SetHintType( HINT_WORLD_INHIBIT_COMBINE_MINES ); criteria.SetFlag( bits_HINT_NODE_NEAREST ); criteria.AddIncludePosition( GetAbsOrigin(), 12.0f * 15.0f ); pHint = CAI_HintManager::FindHint( GetAbsOrigin(), criteria ); if( pHint ) { pAvoidObject = pHint; flAvoidForce = 120.0f; } else { // Look for other mines that are too close to me. CBaseEntity *pEntity = gEntList.FirstEnt(); Vector vecMyPosition = GetAbsOrigin(); while( pEntity ) { if( pEntity->m_iClassname == m_iClassname && pEntity != this ) { // Don't lock down if I'm near a mine that's already locked down. if( vecMyPosition.DistToSqr(pEntity->GetAbsOrigin()) < MINE_MIN_PROXIMITY_SQR ) { pAvoidObject = pEntity; flAvoidForce = 60.0f; break; } } pEntity = gEntList.NextEnt( pEntity ); } } if( pAvoidObject ) { // Build a force vector to push us away from the inhibitor. // Start by pushing upwards. Vector vecForce = Vector( 0, 0, VPhysicsGetObject()->GetMass() * 200.0f ); // Now add some force in the direction that takes us away from the inhibitor. Vector vecDir = GetAbsOrigin() - pAvoidObject->GetAbsOrigin(); vecDir.z = 0.0f; VectorNormalize( vecDir ); vecForce += vecDir * VPhysicsGetObject()->GetMass() * flAvoidForce; Flip( vecForce, AngularImpulse( 100, 0, 0 ) ); // Tell the code that asked that this position isn't valid. return false; } return true; } //--------------------------------------------------------- // Release the spikes //--------------------------------------------------------- void CBounceBomb::BounceThink() { SetNextThink( gpGlobals->curtime + 0.1 ); StudioFrameAdvance(); IPhysicsObject *pPhysicsObject = VPhysicsGetObject(); if ( pPhysicsObject != NULL ) { const float MINE_MAX_JUMP_HEIGHT = 200; // Figure out how much headroom the mine has, and hop to within a few inches of that. trace_t tr; UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + Vector( 0, 0, MINE_MAX_JUMP_HEIGHT ), MASK_SHOT, this, COLLISION_GROUP_INTERACTIVE, &tr ); float height; if( tr.m_pEnt && tr.m_pEnt->VPhysicsGetObject() ) { // Physics object resting on me. Jump as hard as allowed to try to knock it away. height = MINE_MAX_JUMP_HEIGHT; } else { height = tr.endpos.z - GetAbsOrigin().z; height -= BOUNCEBOMB_RADIUS; if ( height < 0.1 ) height = 0.1; } float time = sqrt( height / (0.5 * sv_gravity.GetFloat()) ); float velocity = sv_gravity.GetFloat() * time; // or you can just AddVelocity to the object instead of ApplyForce float force = velocity * pPhysicsObject->GetMass(); Vector up; GetVectors( NULL, NULL, &up ); pPhysicsObject->Wake(); pPhysicsObject->ApplyForceCenter( up * force ); pPhysicsObject->ApplyTorqueCenter( AngularImpulse( random->RandomFloat( 5, 25 ), random->RandomFloat( 5, 25 ), 0 ) ); if( m_hNearestNPC ) { Vector vecPredict = m_hNearestNPC->GetSmoothedVelocity(); pPhysicsObject->ApplyForceCenter( vecPredict * 10 ); } EmitSound( "NPC_CombineMine.Hop" ); SetThink( NULL ); } } //--------------------------------------------------------- //--------------------------------------------------------- void CBounceBomb::CaptiveThink() { SetNextThink( gpGlobals->curtime + 0.05 ); StudioFrameAdvance(); float phase = fabs( sin( gpGlobals->curtime * 4.0f ) ); phase *= BOUNCEBOMB_HOOK_RANGE; SetPoseParameter( m_iAllHooks, phase ); return; } //--------------------------------------------------------- //--------------------------------------------------------- void CBounceBomb::SettleThink() { SetNextThink( gpGlobals->curtime + 0.05 ); StudioFrameAdvance(); if( GetParent() ) { // A scanner or something is carrying me. Just keep checking back. return; } // Not being carried. if( !VPhysicsGetObject() ) { // Probably was just dropped. Get physics going. CreateVPhysics(); if( !VPhysicsGetObject() ) { Msg("**** Can't create vphysics for combine_mine!\n" ); UTIL_Remove( this ); return; } VPhysicsGetObject()->Wake(); return; } if( !m_bDisarmed ) { if( VPhysicsGetObject()->IsAsleep() && !(VPhysicsGetObject()->GetGameFlags() & FVPHYSICS_PLAYER_HELD) ) { // If i'm not resting on the world, jump randomly. trace_t tr; UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() - Vector( 0, 0, 1024 ), MASK_SHOT, this, COLLISION_GROUP_NONE, &tr ); bool bHop = false; if( tr.m_pEnt ) { IPhysicsObject *pPhysics = tr.m_pEnt->VPhysicsGetObject(); if( pPhysics && pPhysics->GetMass() <= 1000 ) { // Light physics objects can be moved out from under the mine. bHop = true; } else if( tr.m_pEnt->m_takedamage != DAMAGE_NO ) { // Things that can be harmed can likely be broken. bHop = true; } if( bHop ) { Vector vecForce; vecForce.x = random->RandomFloat( -1000, 1000 ); vecForce.y = random->RandomFloat( -1000, 1000 ); vecForce.z = 2500; AngularImpulse torque( 160, 0, 160 ); Flip( vecForce, torque ); return; } // Check for upside-down Vector vecUp; GetVectors( NULL, NULL, &vecUp ); if( vecUp.z <= 0.8 ) { // Landed upside down. Right self Vector vecForce( 0, 0, 2500 ); Flip( vecForce, AngularImpulse( 60, 0, 0 ) ); return; } } // Check to make sure I'm not in a forbidden location if( !IsValidLocation() ) { return; } // Lock to what I'm resting on constraint_ballsocketparams_t ballsocket; ballsocket.Defaults(); ballsocket.constraint.Defaults(); ballsocket.constraint.forceLimit = lbs2kg(1000); ballsocket.constraint.torqueLimit = lbs2kg(1000); ballsocket.InitWithCurrentObjectState( g_PhysWorldObject, VPhysicsGetObject(), GetAbsOrigin() ); m_pConstraint = physenv->CreateBallsocketConstraint( g_PhysWorldObject, VPhysicsGetObject(), NULL, ballsocket ); CloseHooks(); SetMineState( MINE_STATE_ARMED ); } } } //--------------------------------------------------------- //--------------------------------------------------------- int CBounceBomb::OnTakeDamage( const CTakeDamageInfo &info ) { if( m_pConstraint || !VPhysicsGetObject()) { return false; } VPhysicsTakeDamage( info ); return true; } //--------------------------------------------------------- //--------------------------------------------------------- void CBounceBomb::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( 0.35, 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 CBounceBomb::Wake( bool bAwake ) { CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController(); CReliableBroadcastRecipientFilter filter; if( !m_pWarnSound ) { m_pWarnSound = controller.SoundCreate( filter, entindex(), "NPC_CombineMine.ActiveLoop" ); controller.Play( m_pWarnSound, 1.0, PITCH_NORM ); } if( bAwake ) { // Turning on if( m_bFoeNearest ) { EmitSound( "NPC_CombineMine.TurnOn" ); controller.SoundChangeVolume( m_pWarnSound, 1.0, 0.1 ); } unsigned char r, g, b; r = g = b = 0; if( m_bFoeNearest ) { r = 255; } else { g = 255; } UpdateLight( true, r, g, b, 190 ); } else { // Turning off if( m_bFoeNearest ) { EmitSound( "NPC_CombineMine.TurnOff" ); } SetNearestNPC( NULL ); controller.SoundChangeVolume( m_pWarnSound, 0.0, 0.1 ); UpdateLight( false, 0, 0, 0, 0 ); } m_bAwake = bAwake; } //--------------------------------------------------------- // Returns distance to the nearest BaseCombatCharacter. //--------------------------------------------------------- float CBounceBomb::FindNearestNPC() { float flNearest = (BOUNCEBOMB_WARN_RADIUS * BOUNCEBOMB_WARN_RADIUS) + 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 < GetAbsOrigin().z ) continue; // Disregard things that want to be disregarded if( pNPC->Classify() == CLASS_NONE ) continue; // Disregard bullseyes if( pNPC->Classify() == CLASS_BULLSEYE ) continue; // Disregard turrets if( pNPC->m_iClassname == gm_iszFloorTurretClassname || pNPC->m_iClassname == gm_iszGroundTurretClassname ) continue; float flDist = (GetAbsOrigin() - pNPC->GetAbsOrigin()).LengthSqr(); if( flDist < flNearest ) { // Now do a visibility test. if( FVisible( pNPC, MASK_SOLID_BRUSHONLY ) ) { flNearest = flDist; SetNearestNPC( pNPC ); } } } } // finally, check the player. CBasePlayer *pPlayer = UTIL_GetLocalPlayer(); if( pPlayer && !(pPlayer->GetFlags() & FL_NOTARGET) ) { float flDist = (pPlayer->GetAbsOrigin() - GetAbsOrigin() ).LengthSqr(); if( flDist < flNearest && FVisible( pPlayer, MASK_SOLID_BRUSHONLY ) ) { flNearest = flDist; SetNearestNPC( pPlayer ); } } 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 CBounceBomb::IsFriend( CBaseEntity *pEntity ) { int classify = pEntity->Classify(); bool bIsCombine = false; // Unconditional enemies to combine and Player. if( classify == CLASS_ZOMBIE || classify == CLASS_HEADCRAB ) { return false; } if( classify == CLASS_METROPOLICE || classify == CLASS_COMBINE || classify == CLASS_MILITARY || classify == CLASS_SCANNER ) { bIsCombine = true; } if( m_bPlacedByPlayer ) { return !bIsCombine; } else { return bIsCombine; } } //--------------------------------------------------------- //--------------------------------------------------------- void CBounceBomb::SearchThink() { if( !UTIL_FindClientInPVS(edict()) ) { // Sleep! SetNextThink( gpGlobals->curtime + 0.5 ); return; } if( (CAI_BaseNPC::m_nDebugBits & bits_debugDisableAI) ) { if( IsAwake() ) { Wake(false); } SetNextThink( gpGlobals->curtime + 0.5 ); return; } SetNextThink( gpGlobals->curtime + 0.1 ); StudioFrameAdvance(); if( m_pConstraint && gpGlobals->curtime - m_flTimeGrabbed >= 1.0f ) { m_OnPulledUp.FireOutput( this, this ); SetMineState( MINE_STATE_CAPTIVE ); return; } float flNearestNPCDist = FindNearestNPC(); if( flNearestNPCDist <= BOUNCEBOMB_WARN_RADIUS ) { if( !IsAwake() ) { Wake( true ); } } else { if( IsAwake() ) { Wake( false ); } return; } if( flNearestNPCDist <= BOUNCEBOMB_DETONATE_RADIUS && !IsFriend( m_hNearestNPC ) ) { if( m_bBounce ) { SetMineState( MINE_STATE_TRIGGERED ); } else { // Don't pop up in the air, just explode if the NPC gets closer than explode radius. SetThink( &CBounceBomb::ExplodeThink ); SetNextThink( gpGlobals->curtime + m_flExplosionDelay ); } } } //--------------------------------------------------------- //--------------------------------------------------------- void CBounceBomb::ExplodeTouch( CBaseEntity *pOther ) { // Don't touch anything if held by physgun. if( m_bHeldByPhysgun ) return; // Don't touch triggers. if( pOther->IsSolidFlagSet(FSOLID_TRIGGER) ) return; // Don't touch gibs and other debris if( pOther->GetCollisionGroup() == COLLISION_GROUP_DEBRIS ) { if( hl2_episodic.GetBool() ) { Vector vecVelocity; VPhysicsGetObject()->GetVelocity( &vecVelocity, NULL ); if( vecVelocity == vec3_origin ) { ExplodeThink(); } } return; } // Don't detonate against the world if not allowed. Actually, don't // detonate against anything that's probably not an NPC (such as physics props) if( m_flIgnoreWorldTime > gpGlobals->curtime && !pOther->MyCombatCharacterPointer() ) { return; } ExplodeThink(); } //--------------------------------------------------------- //--------------------------------------------------------- void CBounceBomb::ExplodeThink() { SetSolid( SOLID_NONE ); // Don't catch self in own explosion! m_takedamage = DAMAGE_NO; if( m_hSprite ) { UpdateLight( false, 0, 0, 0, 0 ); } if( m_pWarnSound ) { CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController(); controller.SoundDestroy( m_pWarnSound ); } CBaseEntity *pThrower = HasPhysicsAttacker( 0.5 ); ExplosionCreate( GetAbsOrigin(), GetAbsAngles(), (pThrower) ? pThrower : this, BOUNCEBOMB_EXPLODE_DAMAGE, BOUNCEBOMB_EXPLODE_RADIUS, true ); UTIL_Remove( this ); } //--------------------------------------------------------- //--------------------------------------------------------- void CBounceBomb::OpenHooks( bool bSilent ) { if( !bSilent ) { EmitSound( "NPC_CombineMine.OpenHooks" ); } if( VPhysicsGetObject() ) { // It's possible to not have a valid physics object here, since this function doubles as an initialization function. PhysClearGameFlags( VPhysicsGetObject(), FVPHYSICS_CONSTRAINT_STATIC ); VPhysicsGetObject()->EnableMotion( true ); } SetPoseParameter( m_iAllHooks, BOUNCEBOMB_HOOK_RANGE ); #ifdef _XBOX RemoveEffects( EF_NOSHADOW ); #endif } //--------------------------------------------------------- //--------------------------------------------------------- void CBounceBomb::CloseHooks() { if( !m_bLockSilently ) { EmitSound( "NPC_CombineMine.CloseHooks" ); } if( VPhysicsGetObject() ) { // It's possible to not have a valid physics object here, since this function doubles as an initialization function. PhysSetGameFlags( VPhysicsGetObject(), FVPHYSICS_CONSTRAINT_STATIC ); } // Only lock silently the first time we call this. m_bLockSilently = false; SetPoseParameter( m_iAllHooks, 0 ); VPhysicsGetObject()->EnableMotion( false ); // Once I lock down, forget how many tries it took. m_iFlipAttempts = 0; #ifdef _XBOX AddEffects( EF_NOSHADOW ); #endif } //--------------------------------------------------------- //--------------------------------------------------------- void CBounceBomb::InputDisarm( inputdata_t &inputdata ) { // Only affect a mine that's armed and not placed by player. if( !m_bPlacedByPlayer && m_iMineState == MINE_STATE_ARMED ) { if( m_pConstraint ) { physenv->DestroyConstraint( m_pConstraint ); m_pConstraint = NULL; } m_bDisarmed = true; OpenHooks(false); SetMineState(MINE_STATE_DORMANT); } } //--------------------------------------------------------- //--------------------------------------------------------- void CBounceBomb::OnPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t Reason ) { m_hPhysicsAttacker = pPhysGunUser; m_flLastPhysicsInfluenceTime = gpGlobals->curtime; m_flTimeGrabbed = FLT_MAX; m_bHeldByPhysgun = false; if( m_iMineState == MINE_STATE_ARMED ) { // Put the mine back to searching. Wake( false ); return; } if( Reason == DROPPED_BY_CANNON ) { // Set to lock down to ground again. m_bPlacedByPlayer = true; OpenHooks( true ); SetMineState( MINE_STATE_DEPLOY ); } else if ( Reason == LAUNCHED_BY_CANNON ) { SetMineState( MINE_STATE_LAUNCHED ); } } //--------------------------------------------------------- //--------------------------------------------------------- CBasePlayer *CBounceBomb::HasPhysicsAttacker( float dt ) { if (gpGlobals->curtime - dt <= m_flLastPhysicsInfluenceTime) { return m_hPhysicsAttacker; } return NULL; } //--------------------------------------------------------- //--------------------------------------------------------- void CBounceBomb::OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason ) { m_hPhysicsAttacker = pPhysGunUser; m_flLastPhysicsInfluenceTime = gpGlobals->curtime; m_iFlipAttempts = 0; if( reason != PUNTED_BY_CANNON ) { if( m_iMineState == MINE_STATE_ARMED ) { // Yanking on a mine that is locked down, trying to rip it loose. UpdateLight( true, 255, 255, 0, 190 ); m_flTimeGrabbed = gpGlobals->curtime; m_bHeldByPhysgun = true; VPhysicsGetObject()->EnableMotion( true ); // Try to scatter NPCs without panicking them. Make a move away sound up around their // ear level. CSoundEnt::InsertSound( SOUND_MOVE_AWAY, GetAbsOrigin() + Vector( 0, 0, 60), 32.0f, 0.2f ); return; } else { // Picked up a mine that was not locked down. m_bHeldByPhysgun = true; if( m_iMineState == MINE_STATE_TRIGGERED ) { // This mine's already set to blow. Player can't place it. return; } else { m_bDisarmed = false; SetMineState( MINE_STATE_DEPLOY ); } } } else { m_bHeldByPhysgun = false; } if( reason == PUNTED_BY_CANNON ) { if( m_iMineState == MINE_STATE_TRIGGERED || m_iMineState == MINE_STATE_ARMED ) { // Already set to blow return; } m_bDisarmed = false; m_bPlacedByPlayer = true; SetTouch( NULL ); SetThink( &CBounceBomb::SettleThink ); SetNextThink( gpGlobals->curtime + 0.1); // Since being punted causes the mine to flip, sometimes it 'catches an edge' // and ends up touching the ground from whence it came, exploding instantly. // This little stunt prevents that by ignoring world collisions for a very short time. m_flIgnoreWorldTime = gpGlobals->curtime + 0.1; } } LINK_ENTITY_TO_CLASS( bounce_bomb, CBounceBomb ); LINK_ENTITY_TO_CLASS( combine_bouncemine, CBounceBomb ); LINK_ENTITY_TO_CLASS( combine_mine, CBounceBomb ); /* */
# | Change | User | Description | Committed | |
---|---|---|---|---|---|
#1 | 5821 | Knut Wikstrom |
Added Valve Source code. This is NOT to be commited to other than new code from Valve. |