mirror of https://github.com/FWGS/hlsdk-xash3d
337 lines
8.8 KiB
C++
Executable File
337 lines
8.8 KiB
C++
Executable File
/***
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*
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* Copyright (c) 1999, 2000 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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/*
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===== dynamite.cpp ========================================================
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*/
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "monsters.h"
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#include "weapons.h"
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#include "nodes.h"
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#include "soundent.h"
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#include "decals.h"
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#include "monster_dynamite.h"
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//===================dynamite
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LINK_ENTITY_TO_CLASS( dynamite, CMonsterDynamite );
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//
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// Dynamite Explode
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//
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void CMonsterDynamite::Explode( Vector vecSrc, Vector vecAim )
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{
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TraceResult tr;
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UTIL_TraceLine ( pev->origin, pev->origin + Vector ( 0, 0, -32 ), ignore_monsters, ENT(pev), & tr);
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Explode( &tr, DMG_BLAST );
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}
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// UNDONE: temporary scorching for PreAlpha - find a less sleazy permenant solution.
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void CMonsterDynamite::Explode( TraceResult *pTrace, int bitsDamageType )
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{
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float flRndSound;// sound randomizer
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pev->model = iStringNull;//invisible
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pev->solid = SOLID_NOT;// intangible
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pev->takedamage = DAMAGE_NO;
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// Pull out of the wall a bit
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if ( pTrace->flFraction != 1.0 )
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{
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pev->origin = pTrace->vecEndPos + (pTrace->vecPlaneNormal * (pev->dmg - 24) * 0.6);
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}
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int iContents = UTIL_PointContents ( pev->origin );
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MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, pev->origin );
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WRITE_BYTE( TE_EXPLOSION ); // This makes a dynamic light and the explosion sprites/sound
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WRITE_COORD( pev->origin.x ); // Send to PAS because of the sound
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WRITE_COORD( pev->origin.y );
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WRITE_COORD( pev->origin.z );
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if (iContents != CONTENTS_WATER)
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{
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WRITE_SHORT( g_sModelIndexFireball );
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}
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else
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{
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WRITE_SHORT( g_sModelIndexWExplosion );
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}
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WRITE_BYTE( (pev->dmg - 50) * .60 ); // scale * 10
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WRITE_BYTE( 15 ); // framerate
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WRITE_BYTE( TE_EXPLFLAG_NONE );
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MESSAGE_END();
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CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, NORMAL_EXPLOSION_VOLUME, 3.0 );
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entvars_t *pevOwner;
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if ( pev->owner )
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pevOwner = VARS( pev->owner );
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else
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pevOwner = NULL;
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pev->owner = NULL; // can't traceline attack owner if this is set
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RadiusDamage ( pev, pevOwner, pev->dmg, CLASS_NONE, bitsDamageType );
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if ( RANDOM_FLOAT( 0 , 1 ) < 0.5 )
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{
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UTIL_DecalTrace( pTrace, DECAL_SCORCH1 );
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}
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else
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{
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UTIL_DecalTrace( pTrace, DECAL_SCORCH2 );
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}
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flRndSound = RANDOM_FLOAT( 0 , 1 );
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switch ( RANDOM_LONG( 0, 2 ) )
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{
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case 0: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/debris1.wav", 0.55, ATTN_NORM); break;
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case 1: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/debris2.wav", 0.55, ATTN_NORM); break;
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case 2: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/debris3.wav", 0.55, ATTN_NORM); break;
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}
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pev->effects |= EF_NODRAW;
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SetThink( Smoke );
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pev->velocity = g_vecZero;
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SetNextThink( 0.3 );
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if (iContents != CONTENTS_WATER)
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{
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int sparkCount = RANDOM_LONG(0,3);
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for ( int i = 0; i < sparkCount; i++ )
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Create( "spark_shower", pev->origin, pTrace->vecPlaneNormal, NULL );
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}
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}
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void CMonsterDynamite::Smoke( void )
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{
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if (UTIL_PointContents ( pev->origin ) == CONTENTS_WATER)
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{
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UTIL_Bubbles( pev->origin - Vector( 64, 64, 64 ), pev->origin + Vector( 64, 64, 64 ), 100 );
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}
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else
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{
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MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev->origin );
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WRITE_BYTE( TE_SMOKE );
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WRITE_COORD( pev->origin.x );
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WRITE_COORD( pev->origin.y );
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WRITE_COORD( pev->origin.z );
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WRITE_SHORT( g_sModelIndexSmoke );
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WRITE_BYTE( (pev->dmg - 50) * 0.80 ); // scale * 10
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WRITE_BYTE( 12 ); // framerate
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MESSAGE_END();
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}
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UTIL_Remove( this );
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}
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void CMonsterDynamite::Killed( entvars_t *pevAttacker, int iGib )
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{
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Detonate( );
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}
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// Timed dynamite, this think is called when time runs out.
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void CMonsterDynamite::DetonateUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
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{
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SetThink( Detonate );
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SetNextThink(0);
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}
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void CMonsterDynamite::PreDetonate( void )
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{
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CSoundEnt::InsertSound ( bits_SOUND_DANGER, pev->origin, 400, 0.3 );
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SetThink( Detonate );
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SetNextThink( 1 );
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}
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void CMonsterDynamite::Detonate( void )
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{
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TraceResult tr;
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Vector vecSpot;// trace starts here!
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vecSpot = pev->origin + Vector ( 0 , 0 , 8 );
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UTIL_TraceLine ( vecSpot, vecSpot + Vector ( 0, 0, -40 ), ignore_monsters, ENT(pev), & tr);
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Explode( &tr, DMG_BLAST );
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}
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void CMonsterDynamite::BounceTouch( CBaseEntity *pOther )
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{
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// don't hit the guy that launched this dynamite
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if ( pOther->edict() == pev->owner )
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return;
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// only do damage if we're moving fairly fast
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if (m_flNextAttack < gpGlobals->time && pev->velocity.Length() > 100)
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{
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entvars_t *pevOwner = VARS( pev->owner );
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if (pevOwner)
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{
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TraceResult tr = UTIL_GetGlobalTrace( );
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ClearMultiDamage( );
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pOther->TraceAttack(pevOwner, 1, gpGlobals->v_forward, &tr, DMG_CLUB );
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ApplyMultiDamage( pev, pevOwner);
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}
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m_flNextAttack = gpGlobals->time + 1.0; // debounce
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}
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Vector vecTestVelocity;
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// pev->avelocity = Vector (300, 300, 300);
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// this is my heuristic for modulating the dynamite velocity because dynamite dropped purely vertical
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// or thrown very far tend to slow down too quickly for me to always catch just by testing velocity.
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// trimming the Z velocity a bit seems to help quite a bit.
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vecTestVelocity = pev->velocity;
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vecTestVelocity.z *= 0.45;
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if ( !m_fRegisteredSound && vecTestVelocity.Length() <= 60 )
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{
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//ALERT( at_console, "Dynamite Registered!: %f\n", vecTestVelocity.Length() );
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// dynamite is moving really slow. It's probably very close to where it will ultimately stop moving.
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// go ahead and emit the danger sound.
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// register a radius louder than the explosion, so we make sure everyone gets out of the way
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CSoundEnt::InsertSound ( bits_SOUND_DANGER, pev->origin, pev->dmg / 0.4, 0.3 );
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m_fRegisteredSound = TRUE;
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}
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if (pev->flags & FL_ONGROUND)
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{
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// add a bit of static friction
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pev->velocity = pev->velocity * 0.8;
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pev->sequence = RANDOM_LONG( 1, 1 );
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}
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else
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{
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// play bounce sound
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BounceSound();
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}
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pev->framerate = pev->velocity.Length() / 200.0;
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if (pev->framerate > 1.0)
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pev->framerate = 1;
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else if (pev->framerate < 0.5)
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pev->framerate = 0;
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}
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void CMonsterDynamite :: BounceSound( void )
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{
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switch ( RANDOM_LONG( 0, 2 ) )
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{
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case 0: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/grenade_hit1.wav", 0.25, ATTN_NORM); break;
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case 1: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/grenade_hit2.wav", 0.25, ATTN_NORM); break;
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case 2: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/grenade_hit3.wav", 0.25, ATTN_NORM); break;
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}
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}
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void CMonsterDynamite :: TumbleThink( void )
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{
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if (!IsInWorld())
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{
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UTIL_Remove( this );
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return;
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}
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StudioFrameAdvance( );
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SetNextThink( 0.1 );
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if (pev->dmgtime - 1 < gpGlobals->time)
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{
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CSoundEnt::InsertSound ( bits_SOUND_DANGER, pev->origin + pev->velocity * (pev->dmgtime - gpGlobals->time), 400, 0.1 );
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}
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if (pev->dmgtime <= gpGlobals->time)
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{
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SetThink( Detonate );
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}
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if (pev->waterlevel != 0)
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{
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pev->velocity = pev->velocity * 0.5;
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pev->framerate = 0.2;
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}
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}
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void CMonsterDynamite:: Spawn( void )
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{
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pev->movetype = MOVETYPE_BOUNCE;
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pev->classname = MAKE_STRING( "dynamite" );
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pev->solid = SOLID_BBOX;
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SET_MODEL(ENT(pev), "models/w_dynamite.mdl");
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UTIL_SetSize(pev, Vector( 0, 0, 0), Vector(0, 0, 0));
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pev->dmg = 100;
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m_fRegisteredSound = FALSE;
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}
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CMonsterDynamite * CMonsterDynamite:: Shoot( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time )
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{
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CMonsterDynamite *pDynamite = GetClassPtr( (CMonsterDynamite *)NULL );
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pDynamite->Spawn();
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UTIL_SetOrigin( pDynamite, vecStart );
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pDynamite->pev->velocity = vecVelocity;
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pDynamite->pev->angles = UTIL_VecToAngles(pDynamite->pev->velocity);
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pDynamite->pev->owner = ENT(pevOwner);
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pDynamite->SetTouch( BounceTouch ); // Bounce if touched
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// Take one second off of the desired detonation time and set the think to PreDetonate. PreDetonate
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// will insert a DANGER sound into the world sound list and delay detonation for one second so that
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// the dynamite explodes after the exact amount of time specified in the call to ShootTimed().
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pDynamite->pev->dmgtime = gpGlobals->time + time;
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pDynamite->SetThink( TumbleThink );
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pDynamite->SetNextThink( 0.1 );
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if (time < 0.1)
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{
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pDynamite->SetNextThink(0);
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pDynamite->pev->velocity = Vector( 0, 0, 0 );
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}
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pDynamite->pev->sequence = RANDOM_LONG( 3, 6 );
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pDynamite->pev->framerate = 1.0;
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// Tumble through the air
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// pDynamite->pev->avelocity.x = -400;
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pDynamite->pev->gravity = 0.5;
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pDynamite->pev->friction = 0.8;
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SET_MODEL(ENT(pDynamite->pev), "models/w_dynamite.mdl");
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pDynamite->pev->dmg = 100;
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return pDynamite;
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}
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//======================end dynamite
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