forked from a1batross/Paranoia2_original
418 lines
13 KiB
C++
418 lines
13 KiB
C++
/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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#include "hud.h"
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#include "cl_util.h"
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#include "const.h"
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#include "entity_state.h"
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#include "cl_entity.h"
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#include "entity_types.h"
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#include "usercmd.h"
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#include "pm_defs.h"
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#include "eventscripts.h"
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#include "ev_hldm.h"
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#include "r_efx.h"
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#include "event_api.h"
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#include "event_args.h"
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#include "in_defs.h"
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#include "gl_rpart.h"
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#include <string.h>
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#include "material.h"
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#include "r_studioint.h"
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#include "com_model.h"
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#include "studio.h"
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extern engine_studio_api_t IEngineStudio;
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static int tracerCount[ 32 ];
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void V_PunchAxis( int axis, float punch );
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void VectorAngles( const float *forward, float *angles );
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extern cvar_t *cl_lw;
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extern "C"
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{
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void EV_FireGeneric( struct event_args_s *args );
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void EV_TrainPitchAdjust( struct event_args_s *args );
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void EV_SmokePuff( struct event_args_s *args );
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}
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// play a strike sound based on the texture that was hit by the attack traceline. VecSrc/VecEnd are the
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// original traceline endpoints used by the attacker, iBulletType is the type of bullet that hit the texture.
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// returns volume of strike instrument (crowbar) to play
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void EV_HLDM_PlayTextureSound( pmtrace_t *ptr, const Vector &vecSrc, const Vector &vecEnd )
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{
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// hit the world, try to play sound based on texture material type
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char *rgsz[MAX_MAT_SOUNDS];
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float fattn = ATTN_NORM;
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int cnt = 0;
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physent_t *pe = gEngfuncs.pEventAPI->EV_GetPhysent( ptr->ent );
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matdef_t *pMat = NULL;
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if( pe )
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{
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if( pe->solid == SOLID_BSP || pe->movetype == MOVETYPE_PUSHSTEP )
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pMat = COM_MatDefFromSurface( gEngfuncs.pEventAPI->EV_TraceSurface( ptr->ent, (float *)&vecSrc, (float *)&vecEnd ), ptr->endpos );
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else if( pe->solid == SOLID_CUSTOM && ptr->surf )
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pMat = ptr->surf->effects;
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if( !pMat ) return;
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// fire effects
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for( cnt = 0; pMat->impact_parts[cnt] != NULL; cnt++ )
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g_pParticles.CreateEffect( pMat->impact_parts[cnt], ptr->endpos, ptr->plane.normal );
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// count sounds
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for( cnt = 0; pMat->impact_sounds[cnt] != NULL; cnt++ )
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rgsz[cnt] = (char *)pMat->impact_sounds[cnt];
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}
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if( !cnt ) return;
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gEngfuncs.pEventAPI->EV_PlaySound( 0, ptr->endpos, CHAN_STATIC, rgsz[RANDOM_LONG( 0, cnt - 1 )], 0.9, fattn, 0, 96 + RANDOM_LONG( 0, 0xf ));
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}
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void EV_HLDM_GunshotDecalTrace( pmtrace_t *pTrace, const Vector &vecSrc, const Vector &vecEnd )
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{
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if( pTrace->inwater ) return;
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int iRand = RANDOM_LONG( 0, 0x7FFF );
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if( iRand < ( 0x7fff / 2 )) // not every bullet makes a sound.
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{
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switch( iRand % 5)
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{
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case 0: gEngfuncs.pEventAPI->EV_PlaySound( -1, pTrace->endpos, 0, "weapons/ric1.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); break;
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case 1: gEngfuncs.pEventAPI->EV_PlaySound( -1, pTrace->endpos, 0, "weapons/ric2.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); break;
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case 2: gEngfuncs.pEventAPI->EV_PlaySound( -1, pTrace->endpos, 0, "weapons/ric3.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); break;
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case 3: gEngfuncs.pEventAPI->EV_PlaySound( -1, pTrace->endpos, 0, "weapons/ric4.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); break;
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case 4: gEngfuncs.pEventAPI->EV_PlaySound( -1, pTrace->endpos, 0, "weapons/ric5.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); break;
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}
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}
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physent_t *pe = gEngfuncs.pEventAPI->EV_GetPhysent( pTrace->ent );
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matdef_t *pMat = NULL;
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if( pe )
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{
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if( pe->solid == SOLID_BSP || pe->movetype == MOVETYPE_PUSHSTEP )
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{
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pMat = COM_MatDefFromSurface( gEngfuncs.pEventAPI->EV_TraceSurface( pTrace->ent, (float *)&vecSrc, (float *)&vecEnd ), pTrace->endpos );
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if ( pMat ) CreateDecal( pTrace, pMat->impact_decal, RANDOM_FLOAT( 0.0f, 360.0f ));
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}
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else if( pe->solid == SOLID_CUSTOM && pTrace->surf )
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{
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pMat = pTrace->surf->effects;
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if ( pMat ) UTIL_StudioDecal( pMat->impact_decal, pTrace, vecSrc );
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}
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}
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}
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/*
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================
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FireBullets
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Go to the trouble of combining multiple pellets into a single damage call.
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================
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*/
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void EV_HLDM_FireBullets( int idx, float *forward, float *right, float *up, int cShots, float *vecSrc, float *vecDirShooting, float flDistance, int iBulletType, int iTracerFreq, int *tracerCount, float flSpreadX, float flSpreadY )
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{
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int i;
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pmtrace_t tr;
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int iShot;
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for ( iShot = 1; iShot <= cShots; iShot++ )
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{
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Vector vecDir, vecEnd;
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float x, y, z;
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// We randomize for the Shotgun.
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if ( iBulletType == BULLET_BUCKSHOT )
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{
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do {
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x = RANDOM_FLOAT( -0.5f, 0.5f ) + RANDOM_FLOAT( -0.5f, 0.5f );
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y = RANDOM_FLOAT( -0.5f, 0.5f ) + RANDOM_FLOAT( -0.5f, 0.5f );
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z = x * x + y * y;
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} while( z > 1.0f );
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for ( i = 0 ; i < 3; i++ )
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{
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vecDir[i] = vecDirShooting[i] + x * flSpreadX * right[i] + y * flSpreadY * up[i];
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vecEnd[i] = vecSrc[i] + flDistance * vecDir[i];
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}
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}
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else
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{
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// but other guns already have their spread randomized in the synched spread.
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for ( i = 0 ; i < 3; i++ )
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{
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vecDir[i] = vecDirShooting[i] + flSpreadX * right[i] + flSpreadY * up[i];
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vecEnd[i] = vecSrc[i] + flDistance * vecDir[i];
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}
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}
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gEngfuncs.pEventAPI->EV_SetUpPlayerPrediction( false, true );
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// Store off the old count
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gEngfuncs.pEventAPI->EV_PushPMStates();
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// Now add in all of the players.
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gEngfuncs.pEventAPI->EV_SetSolidPlayers ( idx - 1 );
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gEngfuncs.pEventAPI->EV_SetTraceHull( 2 );
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gEngfuncs.pEventAPI->EV_PlayerTrace( vecSrc, vecEnd, 0, -1, &tr );
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// do damage, paint decals
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if ( tr.fraction != 1.0 && !tr.inwater ) // buz: dont smoke and particle if shoot in sky
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{
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EV_HLDM_PlayTextureSound( &tr, vecSrc, vecEnd );
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EV_HLDM_GunshotDecalTrace( &tr, vecSrc, vecEnd );
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}
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gEngfuncs.pEventAPI->EV_PopPMStates();
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}
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}
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//======================
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// WEAPON GENERIC START
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//======================
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void EV_FireGeneric( struct event_args_s *args )
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{
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int idx;
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Vector origin;
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Vector angles;
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Vector velocity;
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Vector ShellVelocity;
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Vector ShellOrigin;
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Vector vecSrc, vecAiming;
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Vector up, right, forward;
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float flSpread = 0.01;
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idx = args->entindex;
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VectorCopy( args->origin, origin );
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VectorCopy( args->angles, angles );
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VectorCopy( args->velocity, velocity );
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AngleVectors( angles, forward, right, up );
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int shell = args->bparam1; // brass shell
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EV_GetDefaultShellInfo( args, origin, velocity, ShellVelocity, ShellOrigin, forward, right, up, 20, -12, 4 );
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if( EV_IsLocal( idx ))
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{
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// add muzzle flash to current weapon model
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EV_MuzzleFlash();
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UTIL_WeaponAnimation(( args->iparam1 & 0xFFF ), 1.0f ); // FIXME: how to send framerate?
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V_PunchAxis( 0, RANDOM_FLOAT( ((float)args->iparam2 / 255.0f ) * -3.0f, 0.0f ));
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cl_entity_t *ent = GetViewEntity();
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if( ent ) ShellOrigin = ent->attachment[1];
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}
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int numShots = ((args->iparam1 >> 12) & 0xF);
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int soundType = TE_BOUNCE_SHELL;
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int bulletType = BULLET_NORMAL;
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float flDist = 8192.0f;
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// shotgun case
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if( numShots > 1 )
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{
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bulletType = BULLET_BUCKSHOT;
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soundType = TE_BOUNCE_SHOTSHELL;
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flDist = 2048.0f;
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}
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EV_EjectBrass( ShellOrigin, ShellVelocity , RANDOM_FLOAT( -angles[YAW], angles[YAW] ), shell, soundType );
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if( args->bparam2 )
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{
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const char *fireSound = gEngfuncs.pEventAPI->EV_SoundForIndex( args->bparam2 );
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gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, fireSound, 1, ATTN_NORM, 0, 94 + RANDOM_LONG( 0, 0xf ));
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}
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EV_GetGunPosition( args, vecSrc, origin );
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VectorCopy( forward, vecAiming );
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EV_HLDM_FireBullets( idx, forward, right, up, numShots, vecSrc, vecAiming, flDist, bulletType, 2, &tracerCount[idx-1], args->fparam1, args->fparam2 );
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}
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//======================
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// WEAPON GENERIC END
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//======================
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#define SND_CHANGE_PITCH (1<<7) // duplicated in protocol.h change sound pitch
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void EV_TrainPitchAdjust( event_args_t *args )
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{
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int idx;
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Vector origin;
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unsigned short us_params;
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int noise;
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float m_flVolume;
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int pitch;
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int stop;
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char sz[ 256 ];
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idx = args->entindex;
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VectorCopy( args->origin, origin );
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us_params = (unsigned short)args->iparam1;
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stop = args->bparam1;
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m_flVolume = (float)(us_params & 0x003f)/40.0;
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noise = (int)(((us_params) >> 12 ) & 0x0007);
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pitch = (int)( 10.0 * (float)( ( us_params >> 6 ) & 0x003f ) );
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switch ( noise )
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{
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case 1: strcpy( sz, "plats/ttrain1.wav"); break;
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case 2: strcpy( sz, "plats/ttrain2.wav"); break;
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case 3: strcpy( sz, "plats/ttrain3.wav"); break;
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case 4: strcpy( sz, "plats/ttrain4.wav"); break;
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case 5: strcpy( sz, "plats/ttrain6.wav"); break;
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case 6: strcpy( sz, "plats/ttrain7.wav"); break;
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default:
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// no sound
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strcpy( sz, "" );
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return;
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}
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if ( stop )
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{
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gEngfuncs.pEventAPI->EV_StopSound( idx, CHAN_STATIC, sz );
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}
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else
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{
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gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_STATIC, sz, m_flVolume, ATTN_NORM, SND_CHANGE_PITCH, pitch );
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}
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}
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int EV_TFC_IsAllyTeam( int iTeam1, int iTeam2 )
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{
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return 0;
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}
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// buz: smokepuff event - for invoke puffs from server, when monsters firing, etc..
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void EV_SmokePuff( struct event_args_s *args )
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{
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VectorNormalize(args->angles); // there is surface normal actually
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g_pParticles.BulletParticles( args->origin, args->angles );
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}
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void EV_GunSmoke( const Vector &pos )
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{
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g_pParticles.GunSmoke( pos, 2 );
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}
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void EV_ExplodeSmoke( const Vector &pos )
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{
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g_pParticles.SmokeParticles( pos, 10 );
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}
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void EV_HLDM_WaterSplash( float x, float y, float z, float ScaleSplash1, float ScaleSplash2 )
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{
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int iWaterSplash = gEngfuncs.pEventAPI->EV_FindModelIndex ("sprites/splash1.spr");
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TEMPENTITY *pTemp = gEngfuncs.pEfxAPI->R_TempSprite( Vector( x, y, z + 15 ),
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Vector( 0, 0, 0 ),
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/*ScaleSplash1*/0.2, iWaterSplash, kRenderTransAdd, kRenderFxNone, 1.0, 0.5, FTENT_SPRANIMATE | FTENT_FADEOUT | FTENT_COLLIDEKILL );
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if(pTemp)
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{
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pTemp->fadeSpeed = 90.0;
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pTemp->entity.curstate.framerate = 70.0;
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pTemp->entity.curstate.renderamt = 155;
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pTemp->entity.curstate.rendercolor.r = 255;
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pTemp->entity.curstate.rendercolor.g = 255;
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pTemp->entity.curstate.rendercolor.b = 255;
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}
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iWaterSplash = gEngfuncs.pEventAPI->EV_FindModelIndex ("sprites/splash2.spr");
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pTemp = gEngfuncs.pEfxAPI->R_TempSprite( Vector( x, y, z ),
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Vector( 0, 0, 0 ),
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/*ScaleSplash2*/0.08, iWaterSplash, kRenderTransAdd, kRenderFxNone, 1.0, 0.5, FTENT_SPRANIMATE | FTENT_FADEOUT | FTENT_COLLIDEKILL );
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if(pTemp)
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{
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pTemp->fadeSpeed = 60.0;
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pTemp->entity.curstate.framerate = 60.0;
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pTemp->entity.curstate.renderamt = 150;
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pTemp->entity.curstate.rendercolor.r = 255;
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pTemp->entity.curstate.rendercolor.g = 255;
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pTemp->entity.curstate.rendercolor.b = 255;
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pTemp->entity.angles = Vector( 90, 0, 0 );
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}
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}
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void EV_HLDM_NewExplode( float x, float y, float z, float ScaleExplode1 )
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{
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float rnd = gEngfuncs.pfnRandomFloat( -0.03, 0.03 );
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int iNewExplode = gEngfuncs.pEventAPI->EV_FindModelIndex ("sprites/dexplo.spr");
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TEMPENTITY *pTemp = gEngfuncs.pEfxAPI->R_TempSprite( Vector( x, y, z + 15 ), Vector( 0, 0, 0 ),
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ScaleExplode1, iNewExplode, kRenderTransAdd, kRenderFxNone, 1.0, 0.5, FTENT_SPRANIMATE | FTENT_FADEOUT );
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if( pTemp )
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{
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pTemp->fadeSpeed = 90.0;
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pTemp->entity.curstate.framerate = 37.0;
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pTemp->entity.curstate.renderamt = 155;
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pTemp->entity.curstate.rendercolor.r = 255;
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pTemp->entity.curstate.rendercolor.g = 255;
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pTemp->entity.curstate.rendercolor.b = 255;
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}
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iNewExplode = gEngfuncs.pEventAPI->EV_FindModelIndex ("sprites/fexplo.spr");
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pTemp = gEngfuncs.pEfxAPI->R_TempSprite( Vector( x, y, z + 15), Vector( 0, 0, 0 ),
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ScaleExplode1, iNewExplode, kRenderTransAdd, kRenderFxNone, 1.0, 0.5, FTENT_SPRANIMATE | FTENT_FADEOUT );
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if( pTemp )
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{
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pTemp->fadeSpeed = 100.0;
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pTemp->entity.curstate.framerate = 35.0;
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pTemp->entity.curstate.renderamt = 150;
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pTemp->entity.curstate.rendercolor.r = 255;
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pTemp->entity.curstate.rendercolor.g = 255;
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pTemp->entity.curstate.rendercolor.b = 255;
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pTemp->entity.angles = Vector( 90, 0, 0 );
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}
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iNewExplode = gEngfuncs.pEventAPI->EV_FindModelIndex ("sprites/smokeball.spr");
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pTemp = gEngfuncs.pEfxAPI->R_TempSprite( Vector( x, y, z + 16), Vector( 0, 0, 0 ),
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ScaleExplode1, iNewExplode, kRenderTransAdd, kRenderFxNone, 1.0, 0.5, FTENT_SPRANIMATE | FTENT_FADEOUT );
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if( pTemp )
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{
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pTemp->fadeSpeed = 50.0;
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pTemp->entity.curstate.framerate = 22.0;
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pTemp->entity.curstate.renderamt = 120;
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pTemp->entity.curstate.rendercolor.r = 255;
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pTemp->entity.curstate.rendercolor.g = 255;
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pTemp->entity.curstate.rendercolor.b = 255;
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pTemp->entity.angles = Vector( 90, 0, 0 );
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}
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EV_ExplodeSmoke( Vector( x, y, z + 4.0f ));
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} |