mirror of
https://github.com/FWGS/hlsdk-xash3d
synced 2024-11-22 09:57:21 +01:00
317 lines
8.0 KiB
C++
317 lines
8.0 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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/*
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===== mortar.cpp ========================================================
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the "LaBuznik" mortar device
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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 "saverestore.h"
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#include "weapons.h"
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#include "decals.h"
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#include "soundent.h"
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class CFuncMortarField : public CBaseToggle
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{
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public:
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void Spawn( void );
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void Precache( void );
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void KeyValue( KeyValueData *pkvd );
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// Bmodels don't go across transitions
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virtual int ObjectCaps( void ) { return CBaseToggle::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
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virtual int Save( CSave &save );
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virtual int Restore( CRestore &restore );
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static TYPEDESCRIPTION m_SaveData[];
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void EXPORT FieldUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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string_t m_iszXController;
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string_t m_iszYController;
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float m_flSpread;
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float m_flDelay;
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int m_iCount;
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int m_fControl;
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};
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LINK_ENTITY_TO_CLASS( func_mortar_field, CFuncMortarField )
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TYPEDESCRIPTION CFuncMortarField::m_SaveData[] =
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{
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DEFINE_FIELD( CFuncMortarField, m_iszXController, FIELD_STRING ),
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DEFINE_FIELD( CFuncMortarField, m_iszYController, FIELD_STRING ),
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DEFINE_FIELD( CFuncMortarField, m_flSpread, FIELD_FLOAT ),
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DEFINE_FIELD( CFuncMortarField, m_flDelay, FIELD_FLOAT ),
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DEFINE_FIELD( CFuncMortarField, m_iCount, FIELD_INTEGER ),
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DEFINE_FIELD( CFuncMortarField, m_fControl, FIELD_INTEGER ),
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};
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IMPLEMENT_SAVERESTORE( CFuncMortarField, CBaseToggle )
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void CFuncMortarField::KeyValue( KeyValueData *pkvd )
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{
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if( FStrEq( pkvd->szKeyName, "m_iszXController" ) )
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{
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m_iszXController = ALLOC_STRING( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else if( FStrEq( pkvd->szKeyName, "m_iszYController" ) )
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{
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m_iszYController = ALLOC_STRING( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else if( FStrEq( pkvd->szKeyName, "m_flSpread" ) )
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{
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m_flSpread = atof( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else if( FStrEq( pkvd->szKeyName, "m_fControl" ) )
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{
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m_fControl = atoi( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else if( FStrEq( pkvd->szKeyName, "m_iCount" ) )
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{
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m_iCount = atoi( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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}
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// Drop bombs from above
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void CFuncMortarField::Spawn( void )
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{
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pev->solid = SOLID_NOT;
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SET_MODEL( ENT( pev ), STRING( pev->model ) ); // set size and link into world
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pev->movetype = MOVETYPE_NONE;
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SetBits( pev->effects, EF_NODRAW );
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SetUse( &CFuncMortarField::FieldUse );
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Precache();
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}
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void CFuncMortarField::Precache( void )
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{
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PRECACHE_SOUND( "weapons/mortar.wav" );
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PRECACHE_SOUND( "weapons/mortarhit.wav" );
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PRECACHE_MODEL( "sprites/lgtning.spr" );
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}
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// If connected to a table, then use the table controllers, else hit where the trigger is.
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void CFuncMortarField::FieldUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
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{
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Vector vecStart;
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vecStart.x = RANDOM_FLOAT( pev->mins.x, pev->maxs.x );
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vecStart.y = RANDOM_FLOAT( pev->mins.y, pev->maxs.y );
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vecStart.z = pev->maxs.z;
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switch( m_fControl )
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{
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case 0:
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// random
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break;
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case 1:
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// Trigger Activator
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if( pActivator != NULL )
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{
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vecStart.x = pActivator->pev->origin.x;
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vecStart.y = pActivator->pev->origin.y;
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}
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break;
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case 2:
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// table
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{
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CBaseEntity *pController;
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if( !FStringNull( m_iszXController ) )
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{
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pController = UTIL_FindEntityByTargetname( NULL, STRING( m_iszXController ) );
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if( pController != NULL )
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{
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vecStart.x = pev->mins.x + pController->pev->ideal_yaw * ( pev->size.x );
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}
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}
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if( !FStringNull( m_iszYController ) )
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{
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pController = UTIL_FindEntityByTargetname( NULL, STRING( m_iszYController ) );
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if( pController != NULL )
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{
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vecStart.y = pev->mins.y + pController->pev->ideal_yaw * ( pev->size.y );
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}
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}
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}
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break;
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}
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int pitch = RANDOM_LONG( 95,124 );
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "weapons/mortar.wav", 1.0, ATTN_NONE, 0, pitch );
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float t = 2.5;
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for( int i = 0; i < m_iCount; i++ )
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{
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Vector vecSpot = vecStart;
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vecSpot.x += RANDOM_FLOAT( -m_flSpread, m_flSpread );
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vecSpot.y += RANDOM_FLOAT( -m_flSpread, m_flSpread );
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TraceResult tr;
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UTIL_TraceLine( vecSpot, vecSpot + Vector( 0, 0, -1 ) * 4096, ignore_monsters, ENT( pev ), &tr );
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edict_t *pentOwner = NULL;
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if( pActivator )
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pentOwner = pActivator->edict();
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CBaseEntity *pMortar = Create( "monster_mortar", tr.vecEndPos, Vector( 0, 0, 0 ), pentOwner );
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pMortar->pev->nextthink = gpGlobals->time + t;
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t += RANDOM_FLOAT( 0.2, 0.5 );
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if( i == 0 )
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CSoundEnt::InsertSound( bits_SOUND_DANGER, tr.vecEndPos, 400, 0.3 );
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}
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}
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class CMortar : public CGrenade
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{
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public:
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void Spawn( void );
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void Precache( void );
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void EXPORT MortarExplode( void );
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int m_spriteTexture;
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};
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LINK_ENTITY_TO_CLASS( monster_mortar, CMortar )
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void CMortar::Spawn()
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{
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pev->movetype = MOVETYPE_NONE;
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pev->solid = SOLID_NOT;
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pev->dmg = 200;
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SetThink( &CMortar::MortarExplode );
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pev->nextthink = 0;
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Precache();
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}
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void CMortar::Precache()
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{
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m_spriteTexture = PRECACHE_MODEL( "sprites/lgtning.spr" );
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}
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void CMortar::MortarExplode( void )
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{
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#if 1
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// mortar beam
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MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
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WRITE_BYTE( TE_BEAMPOINTS );
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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_COORD( pev->origin.x );
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WRITE_COORD( pev->origin.y );
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WRITE_COORD( pev->origin.z + 1024 );
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WRITE_SHORT( m_spriteTexture );
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WRITE_BYTE( 0 ); // framerate
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WRITE_BYTE( 0 ); // framerate
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WRITE_BYTE( 1 ); // life
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WRITE_BYTE( 40 ); // width
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WRITE_BYTE( 0 ); // noise
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WRITE_BYTE( 255 ); // r, g, b
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WRITE_BYTE( 160 ); // r, g, b
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WRITE_BYTE( 100 ); // r, g, b
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WRITE_BYTE( 128 ); // brightness
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WRITE_BYTE( 0 ); // speed
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MESSAGE_END();
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#endif
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#if 0
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// blast circle
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MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
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WRITE_BYTE( TE_BEAMTORUS );
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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 + 32 );
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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 + 32 + pev->dmg * 2 / .2 ); // reach damage radius over .3 seconds
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WRITE_SHORT( m_spriteTexture );
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WRITE_BYTE( 0 ); // startframe
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WRITE_BYTE( 0 ); // framerate
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WRITE_BYTE( 2 ); // life
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WRITE_BYTE( 12 ); // width
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WRITE_BYTE( 0 ); // noise
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WRITE_BYTE( 255 ); // r, g, b
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WRITE_BYTE( 160 ); // r, g, b
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WRITE_BYTE( 100 ); // r, g, b
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WRITE_BYTE( 255 ); // brightness
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WRITE_BYTE( 0 ); // speed
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MESSAGE_END();
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#endif
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TraceResult tr;
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UTIL_TraceLine( pev->origin + Vector( 0, 0, 1024 ), pev->origin - Vector( 0, 0, 1024 ), dont_ignore_monsters, ENT( pev ), &tr );
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Explode( &tr, DMG_BLAST | DMG_MORTAR );
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UTIL_ScreenShake( tr.vecEndPos, 25.0, 150.0, 1.0, 750 );
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#if 0
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int pitch = RANDOM_LONG( 95, 124 );
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "weapons/mortarhit.wav", 1.0, 0.55, 0, pitch );
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// ForceSound( SNDRADIUS_MP5, bits_SOUND_COMBAT );
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// ExplodeModel( pev->origin, 400, g_sModelIndexShrapnel, 30 );
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RadiusDamage( pev, VARS( pev->owner ), pev->dmg, CLASS_NONE, DMG_BLAST );
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/*
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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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*/
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SetThink( &SUB_Remove );
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pev->nextthink = gpGlobals->time + 0.1;
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#endif
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}
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#if 0
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void CMortar::ShootTimed( EVARS *pevOwner, Vector vecStart, float time )
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{
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CMortar *pMortar = GetClassPtr( (CMortar *)NULL );
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pMortar->Spawn();
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TraceResult tr;
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UTIL_TraceLine( vecStart, vecStart + Vector( 0, 0, -1 ) * 4096, ignore_monsters, ENT( pMortar->pev ), &tr );
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pMortar->pev->nextthink = gpGlobals->time + time;
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UTIL_SetOrigin( pMortar->pev, tr.vecEndPos );
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}
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#endif
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