Paranoia2/cl_dll/ev_hldm.cpp

418 lines
13 KiB
C++

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