hlsdk-xash3d/dlls/gearbox/shock.cpp

256 lines
6.5 KiB
C++

/***
*
* Copyright (c) 1996-2001, 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.
*
* This source code contains proprietary and confidential information of
* Valve LLC and its suppliers. Access to this code is restricted to
* persons who have executed a written SDK license with Valve. Any access,
* use or distribution of this code by or to any unlicensed person is illegal.
*
****/
//=========================================================
// shock - projectile shot from shockrifles.
//=========================================================
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "schedule.h"
#include "nodes.h"
#include "effects.h"
#include "decals.h"
#include "soundent.h"
#include "game.h"
#include "weapons.h"
#define SHOCK_BEAM_LENGTH 64
#define SHOCK_BEAM_LENGTH_HALF SHOCK_BEAM_LENGTH * 0.5f
#define SHOCK_BEAM_WIDTH 50
//=========================================================
// Shockrifle projectile
//=========================================================
class CShock : public CBaseEntity
{
public:
void Spawn(void);
static void Shoot(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity);
void Touch(CBaseEntity *pOther);
void EXPORT ShockThink(void);
virtual int Save(CSave &save);
virtual int Restore(CRestore &restore);
static TYPEDESCRIPTION m_SaveData[];
void CreateBeam(const Vector& start, const Vector& end, int width);
void ClearBeam();
void UpdateBeam(const Vector& start, const Vector& end);
void ComputeBeamPositions(Vector* pos1, Vector* pos2);
CBeam *m_pBeam;
Vector m_vecBeamStart, m_vecBeamEnd;
};
LINK_ENTITY_TO_CLASS(shock, CShock);
TYPEDESCRIPTION CShock::m_SaveData[] =
{
DEFINE_ARRAY(CShock, m_pBeam, FIELD_CLASSPTR, 1),
DEFINE_FIELD(CShock, m_vecBeamStart, FIELD_POSITION_VECTOR),
DEFINE_FIELD(CShock, m_vecBeamEnd, FIELD_POSITION_VECTOR),
};
IMPLEMENT_SAVERESTORE(CShock, CBaseEntity);
void CShock::Spawn(void)
{
pev->movetype = MOVETYPE_FLY;
pev->classname = MAKE_STRING("shock");
pev->solid = SOLID_BBOX;
pev->rendermode = kRenderTransAdd;
pev->renderamt = 170;
pev->renderfx = kRenderFxNoDissipation;
SET_MODEL(ENT(pev), "sprites/flare3.spr");
pev->frame = 0;
pev->scale = 0.4;
UTIL_SetSize(pev, Vector(-4, -4, -4), Vector(4, 4, 4));
// Make beam NULL to avoid assertions.
m_pBeam = 0;
ComputeBeamPositions(&m_vecBeamStart, &m_vecBeamEnd);
// Create the beam.
//CreateBeam(m_vecBeamStart, m_vecBeamEnd, SHOCK_BEAM_WIDTH);
SetThink(&CShock::ShockThink);
pev->nextthink = gpGlobals->time + 0.1f;
}
void CShock::ShockThink(void)
{
pev->nextthink = gpGlobals->time + 0.01f;
ComputeBeamPositions(&m_vecBeamStart, &m_vecBeamEnd);
// Update the beam.
UpdateBeam(m_vecBeamStart, m_vecBeamEnd);
}
void CShock::Shoot(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity)
{
CShock *pShock = GetClassPtr((CShock *)NULL);
pShock->Spawn();
UTIL_SetOrigin(pShock->pev, vecStart);
pShock->pev->velocity = vecVelocity;
pShock->pev->owner = ENT(pevOwner);
pShock->SetThink(&CShock::ShockThink);
pShock->pev->nextthink = gpGlobals->time;
}
void CShock::Touch(CBaseEntity *pOther)
{
// Do not collide with the owner.
if (ENT(pOther->pev) == pev->owner)
return;
TraceResult tr = UTIL_GetGlobalTrace( );
int iPitch, iVolume;
// Lower the volume if touched entity is not a player.
iVolume = (!pOther->IsPlayer())
? RANDOM_FLOAT(0.4f, 0.5f)
: RANDOM_FLOAT(0.8f, 1);
iPitch = RANDOM_FLOAT(80, 110);
// splat sound
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "weapons/shock_impact.wav", iVolume, ATTN_NORM, 0, iPitch);
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev->origin );
WRITE_BYTE(TE_DLIGHT);
WRITE_COORD(pev->origin.x); // X
WRITE_COORD(pev->origin.y); // Y
WRITE_COORD(pev->origin.z); // Z
WRITE_BYTE( 8 ); // radius * 0.1
WRITE_BYTE( 0 ); // r
WRITE_BYTE( 255 ); // g
WRITE_BYTE( 255 ); // b
WRITE_BYTE( 10 ); // time * 10
WRITE_BYTE( 10 ); // decay * 0.1
MESSAGE_END( );
ClearBeam();
if (!pOther->pev->takedamage)
{
// make a splat on the wall
UTIL_DecalTrace(&tr, DECAL_SMALLSCORCH1 + RANDOM_LONG(0, 2));
int iContents = UTIL_PointContents(pev->origin);
// Create sparks
if (iContents != CONTENTS_WATER)
{
UTIL_Sparks(tr.vecEndPos);
}
UTIL_Remove(this);
}
else
{
ClearMultiDamage();
entvars_t *pevOwner = VARS(pev->owner);
float damage = gSkillData.monDmgShockroach;
if (pevOwner && (pevOwner->flags | FL_CLIENT))
damage = gSkillData.plrDmgShockroach;
pOther->TraceAttack(pev, damage, pev->velocity.Normalize(), &tr, DMG_ENERGYBEAM );
ApplyMultiDamage(pev, pev);
if (pOther->IsPlayer() && (UTIL_PointContents(pev->origin) != CONTENTS_WATER))
{
const Vector position = tr.vecEndPos;
MESSAGE_BEGIN( MSG_ONE, SVC_TEMPENTITY, NULL, pOther->pev );
WRITE_BYTE( TE_SPARKS );
WRITE_COORD( position.x );
WRITE_COORD( position.y );
WRITE_COORD( position.z );
MESSAGE_END();
}
}
UTIL_Remove(this);
}
//=========================================================
// Purpose:
//=========================================================
void CShock::CreateBeam(const Vector& start, const Vector& end, int width)
{
if (m_pBeam)
{
ClearBeam();
}
m_pBeam = CBeam::BeamCreate("sprites/lgtning.spr", width);
if (!m_pBeam)
return;
m_pBeam->PointsInit(start, end);
m_pBeam->SetColor(140, 255, 220);
m_pBeam->SetBrightness(RANDOM_LONG(24, 25) * 10);
m_pBeam->SetFrame(0);
m_pBeam->SetScrollRate(10);
m_pBeam->SetNoise(40);
m_pBeam->SetFlags(SF_BEAM_SHADEIN | SF_BEAM_SHADEOUT);
}
//=========================================================
// Purpose:
//=========================================================
void CShock::ClearBeam()
{
if (m_pBeam)
{
UTIL_Remove(m_pBeam);
m_pBeam = NULL;
}
}
void CShock::UpdateBeam(const Vector& start, const Vector& end)
{
if (!m_pBeam)
{
// Create the beam if not already created.
CreateBeam(start, end, SHOCK_BEAM_WIDTH);
}
else
{
m_pBeam->SetStartPos(start);
m_pBeam->SetEndPos(end);
m_pBeam->RelinkBeam();
}
}
void CShock::ComputeBeamPositions(Vector* pos1, Vector* pos2)
{
const Vector vel = pev->velocity.Normalize();
UTIL_MakeVectors( pev->angles );
/* Little aside so beam and sprite won't blend into white ball when looking right into shock beam direction.
* This should replicate the Opposing Force behavior
*/
const Vector origin = pev->origin - gpGlobals->v_right * 6;
*pos1 = origin + (vel * SHOCK_BEAM_LENGTH_HALF);
*pos2 = origin + (vel * -SHOCK_BEAM_LENGTH_HALF/2);
}