hlsdk-xash3d/dlls/cthulhu/monster_PowderOfIbn.cpp

312 lines
8.1 KiB
C++
Executable File

/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
/*
===== powder of ibn.cpp ========================================================
*/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "weapons.h"
#include "nodes.h"
#include "soundent.h"
#include "decals.h"
#include "monster_PowderOfIbn.h"
//===================powder of ibn
LINK_ENTITY_TO_CLASS( powderofibn, CMonsterPowderOfIbn );
//
// Powder Explode
//
void CMonsterPowderOfIbn::Explode( Vector vecSrc, Vector vecAim )
{
TraceResult tr;
UTIL_TraceLine ( pev->origin, pev->origin + Vector ( 0, 0, -32 ), ignore_monsters, ENT(pev), & tr);
Explode( &tr, DMG_POWDER_IBN );
}
// UNDONE: temporary scorching for PreAlpha - find a less sleazy permenant solution.
void CMonsterPowderOfIbn::Explode( TraceResult *pTrace, int bitsDamageType )
{
float flRndSound;// sound randomizer
pev->model = iStringNull;//invisible
pev->solid = SOLID_NOT;// intangible
pev->takedamage = DAMAGE_NO;
// Pull out of the wall a bit
if ( pTrace->flFraction != 1.0 )
{
pev->origin = pTrace->vecEndPos + (pTrace->vecPlaneNormal * (pev->dmg - 24) * 0.6);
}
int iContents = UTIL_PointContents ( pev->origin );
MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, pev->origin );
WRITE_BYTE( TE_EXPLOSION ); // This makes a dynamic light and the explosion sprites/sound
WRITE_COORD( pev->origin.x ); // Send to PAS because of the sound
WRITE_COORD( pev->origin.y );
WRITE_COORD( pev->origin.z );
//WRITE_SHORT( g_sModelIndexFireball );
WRITE_SHORT( g_sModelIndexSmoke );
WRITE_BYTE( 5 ); // scale * 10
//WRITE_BYTE( (pev->dmg - 50) * .60 ); // scale * 10
WRITE_BYTE( 15 ); // framerate
WRITE_BYTE( TE_EXPLFLAG_NOSOUND );
MESSAGE_END();
CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, 64, 3.0 );
entvars_t *pevOwner;
if ( pev->owner )
pevOwner = VARS( pev->owner );
else
pevOwner = NULL;
pev->owner = NULL; // can't traceline attack owner if this is set
RadiusDamage ( pev, pevOwner, pev->dmg, CLASS_NONE, bitsDamageType );
flRndSound = RANDOM_FLOAT( 0 , 1 );
switch ( RANDOM_LONG( 0, 2 ) )
{
case 0: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/debris1.wav", 0.55, ATTN_NORM); break;
case 1: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/debris2.wav", 0.55, ATTN_NORM); break;
case 2: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/debris3.wav", 0.55, ATTN_NORM); break;
}
pev->effects |= EF_NODRAW;
SetThink( Smoke );
pev->velocity = g_vecZero;
SetNextThink( 0.3 );
}
void CMonsterPowderOfIbn::ExplodeTouch( CBaseEntity *pOther )
{
TraceResult tr;
Vector vecSpot;// trace starts here!
pev->enemy = pOther->edict();
vecSpot = pev->origin - pev->velocity.Normalize() * 32;
UTIL_TraceLine( vecSpot, vecSpot + pev->velocity.Normalize() * 64, ignore_monsters, ENT(pev), &tr );
Explode( &tr, DMG_POWDER_IBN );
}
void CMonsterPowderOfIbn::Smoke( void )
{
if (UTIL_PointContents ( pev->origin ) == CONTENTS_WATER)
{
UTIL_Bubbles( pev->origin - Vector( 64, 64, 64 ), pev->origin + Vector( 64, 64, 64 ), 100 );
}
else
{
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev->origin );
WRITE_BYTE( TE_SMOKE );
WRITE_COORD( pev->origin.x );
WRITE_COORD( pev->origin.y );
WRITE_COORD( pev->origin.z );
WRITE_SHORT( g_sModelIndexSmoke );
WRITE_BYTE( 8 ); // scale * 10
//WRITE_BYTE( (pev->dmg - 50) * 0.80 ); // scale * 10
WRITE_BYTE( 12 ); // framerate
MESSAGE_END();
}
UTIL_Remove( this );
}
void CMonsterPowderOfIbn::Killed( entvars_t *pevAttacker, int iGib )
{
Detonate( );
}
void CMonsterPowderOfIbn::PreDetonate( void )
{
CSoundEnt::InsertSound ( bits_SOUND_PLAYER, pev->origin, 400, 0.3 );
SetThink( Detonate );
SetNextThink( 1 );
}
void CMonsterPowderOfIbn::Detonate( void )
{
TraceResult tr;
Vector vecSpot;// trace starts here!
vecSpot = pev->origin + Vector ( 0 , 0 , 8 );
UTIL_TraceLine ( vecSpot, vecSpot + Vector ( 0, 0, -40 ), ignore_monsters, ENT(pev), & tr);
Explode( &tr, DMG_POWDER_IBN );
}
void CMonsterPowderOfIbn::BounceTouch( CBaseEntity *pOther )
{
// don't hit the guy that launched this powder
if ( pOther->edict() == pev->owner )
return;
Vector vecTestVelocity;
// pev->avelocity = Vector (300, 300, 300);
// this is my heuristic for modulating the powder velocity because powder dropped purely vertical
// or thrown very far tend to slow down too quickly for me to always catch just by testing velocity.
// trimming the Z velocity a bit seems to help quite a bit.
vecTestVelocity = pev->velocity;
vecTestVelocity.z *= 0.45;
if ( !m_fRegisteredSound && vecTestVelocity.Length() <= 60 )
{
//ALERT( at_console, "Powder of Ibn Registered!: %f\n", vecTestVelocity.Length() );
// powder is moving really slow. It's probably very close to where it will ultimately stop moving.
// go ahead and emit the player sound.
// register a radius louder than the explosion, so we make sure everyone gets out of the way
CSoundEnt::InsertSound ( bits_SOUND_PLAYER, pev->origin, pev->dmg / 0.4, 0.3 );
m_fRegisteredSound = TRUE;
}
if (pev->flags & FL_ONGROUND)
{
// add a bit of static friction
pev->velocity = pev->velocity * 0.8;
pev->sequence = RANDOM_LONG( 1, 1 );
}
else
{
// play bounce sound
BounceSound();
}
pev->framerate = pev->velocity.Length() / 200.0;
if (pev->framerate > 1.0)
pev->framerate = 1;
else if (pev->framerate < 0.5)
pev->framerate = 0;
}
void CMonsterPowderOfIbn :: BounceSound( void )
{
switch ( RANDOM_LONG( 0, 2 ) )
{
case 0: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/powder_hit1.wav", 0.25, ATTN_NORM); break;
case 1: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/powder_hit2.wav", 0.25, ATTN_NORM); break;
case 2: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/powder_hit3.wav", 0.25, ATTN_NORM); break;
}
}
void CMonsterPowderOfIbn :: TumbleThink( void )
{
if (!IsInWorld())
{
UTIL_Remove( this );
return;
}
StudioFrameAdvance( );
SetNextThink( 0.1 );
if (pev->dmgtime - 1 < gpGlobals->time)
{
CSoundEnt::InsertSound ( bits_SOUND_PLAYER, pev->origin + pev->velocity * (pev->dmgtime - gpGlobals->time), 400, 0.1 );
}
if (pev->dmgtime <= gpGlobals->time)
{
SetThink( Detonate );
}
if (pev->waterlevel != 0)
{
pev->velocity = pev->velocity * 0.5;
pev->framerate = 0.2;
}
}
void CMonsterPowderOfIbn:: Spawn( void )
{
pev->movetype = MOVETYPE_BOUNCE;
pev->classname = MAKE_STRING( "powder of ibn" );
pev->solid = SOLID_BBOX;
SET_MODEL(ENT(pev), "models/w_powderofibn.mdl");
UTIL_SetSize(pev, Vector( 0, 0, 0), Vector(0, 0, 0));
pev->dmg = 10;
m_fRegisteredSound = FALSE;
}
void CMonsterPowderOfIbn::DangerSoundThink( void )
{
if (!IsInWorld())
{
UTIL_Remove( this );
return;
}
CSoundEnt::InsertSound ( bits_SOUND_PLAYER, pev->origin + pev->velocity * 0.5, pev->velocity.Length( ), 0.2 );
SetNextThink( 0.2 );
if (pev->waterlevel != 0)
{
pev->velocity = pev->velocity * 0.5;
}
}
CMonsterPowderOfIbn * CMonsterPowderOfIbn::ShootContact( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity )
{
CMonsterPowderOfIbn *pPowder = GetClassPtr( (CMonsterPowderOfIbn *)NULL );
pPowder->Spawn();
// powders arc lower
pPowder->pev->gravity = 0.5;// lower gravity since powder is aerodynamic and engine doesn't know it.
UTIL_SetOrigin( pPowder, vecStart );
pPowder->pev->velocity = vecVelocity;
pPowder->pev->angles = UTIL_VecToAngles (pPowder->pev->velocity);
pPowder->pev->owner = ENT(pevOwner);
// make monsters afaid of it while in the air
pPowder->SetThink( DangerSoundThink );
pPowder->SetNextThink(0);
// Tumble in air
pPowder->pev->avelocity.x = RANDOM_FLOAT ( -100, -500 );
// Explode on contact
pPowder->SetTouch( ExplodeTouch );
// powder does a little damage, but makes Dunwich Horror visible
pPowder->pev->dmg = 10;
return pPowder;
}
//======================end powder of ibn