Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* 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.
*
* 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 "extdll.h"
#include "util.h"
#include "cbase.h"
#include "weapons.h"
#include "monsters.h"
#include "player.h"
#include "gamerules.h"
#ifndef CLIENT_DLL
LINK_ENTITY_TO_CLASS(info_displacer_xen_target, CPointEntity);
LINK_ENTITY_TO_CLASS(info_displacer_earth_target, CPointEntity);
#endif
#ifndef CLIENT_DLL
#define MAX_PORTAL_BEAMS 4
int iPortalSprite = 0;
int iRingSprite = 0;
//=========================================================
// Displacement field
//=========================================================
class CPortal : public CBaseEntity
{
public:
void Spawn(void);
static void Shoot(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity);
void Touch(CBaseEntity *pOther);
void EXPORT Animate(void);
virtual int Save(CSave &save);
virtual int Restore(CRestore &restore);
static TYPEDESCRIPTION m_SaveData[];
int m_maxFrame;
CBeam* m_pBeam[MAX_PORTAL_BEAMS];
void CreateBeams();
void ClearBeams();
void UpdateBeams();
};
LINK_ENTITY_TO_CLASS(portal, CPortal);
TYPEDESCRIPTION CPortal::m_SaveData[] =
{
DEFINE_FIELD(CPortal, m_maxFrame, FIELD_INTEGER),
DEFINE_ARRAY(CPortal, m_pBeam, FIELD_CLASSPTR, MAX_PORTAL_BEAMS),
};
IMPLEMENT_SAVERESTORE(CPortal, CBaseEntity);
void CPortal::Spawn(void)
{
pev->movetype = MOVETYPE_FLY;
pev->classname = MAKE_STRING("portal");
pev->solid = SOLID_BBOX;
pev->rendermode = kRenderTransAdd;
pev->renderamt = 255;
SET_MODEL(ENT(pev), "sprites/exit1.spr");
pev->frame = 0;
pev->scale = 0.6;
UTIL_SetSize(pev, Vector(0, 0, 0), Vector(0, 0, 0));
m_maxFrame = (float)MODEL_FRAMES(pev->modelindex) - 1;
// Create beams.
CreateBeams();
}
void CPortal::Animate(void)
{
pev->nextthink = gpGlobals->time + 0.1;
if (pev->frame++)
{
if (pev->frame > m_maxFrame)
{
pev->frame = 0;
}
}
// Update beams.
UpdateBeams();
}
void CPortal::Shoot(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity)
{
CPortal *pSpit = GetClassPtr((CPortal *)NULL);
pSpit->Spawn();
UTIL_SetOrigin(pSpit->pev, vecStart);
pSpit->pev->velocity = vecVelocity;
pSpit->pev->owner = ENT(pevOwner);
pSpit->SetThink(&CPortal::Animate);
pSpit->pev->nextthink = gpGlobals->time + 0.1;
}
void CPortal::Touch(CBaseEntity *pOther)
{
if (!pOther->pev->takedamage)
{
EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "weapons/displacer_impact.wav", 1, ATTN_NORM, 0, 100);
}
else
{
//pOther->TakeDamage(pev, pev, gSkillData.plrDmgDisplacer, DMG_GENERIC | DMG_ALWAYSGIB);
if (pOther->IsPlayer())
{
EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "weapons/displacer_teleport.wav", 1, ATTN_NORM, 0, 100);
pOther->Killed(VARS(pev->owner), GIB_ALWAYS);
}
else
{
pOther->TakeDamage(pev, pev, pOther->pev->max_health * 2, DMG_GENERIC | DMG_ALWAYSGIB);
EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "weapons/displacer_teleport_player.wav", 1, ATTN_NORM, 0, 100);
UTIL_Remove(pOther);
}
}
// portal circle
MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, pev->origin);
WRITE_BYTE(TE_BEAMCYLINDER);
WRITE_COORD(pev->origin.x);
WRITE_COORD(pev->origin.y);
WRITE_COORD(pev->origin.z);
WRITE_COORD(pev->origin.x);
WRITE_COORD(pev->origin.y);
WRITE_COORD(pev->origin.z + 2000); // reach damage radius over .2 seconds
WRITE_SHORT(iRingSprite);
WRITE_BYTE(0); // startframe
WRITE_BYTE(0); // framerate
WRITE_BYTE(4); // life
WRITE_BYTE(32); // width
WRITE_BYTE(0); // noise
WRITE_BYTE(255); // r, g, b
WRITE_BYTE(255); // r, g, b
WRITE_BYTE(255); // r, g, b
WRITE_BYTE(255); // brightness
WRITE_BYTE(0); // speed
MESSAGE_END();
// Clear beams.
ClearBeams();
SetThink(&CPortal::SUB_Remove);
pev->nextthink = gpGlobals->time;
}
void CPortal::CreateBeams()
{
for (int i = 0; i < MAX_PORTAL_BEAMS; i++)
{
m_pBeam[i] = CBeam::BeamCreate("sprites/lgtning.spr", RANDOM_LONG(2, 3) * 10);
m_pBeam[i]->PointEntInit( pev->origin, entindex() );
m_pBeam[i]->SetColor(96, 128, 16);
m_pBeam[i]->SetBrightness(RANDOM_LONG(24, 25) * 10);
m_pBeam[i]->SetNoise(80);
}
}
void CPortal::ClearBeams()
{
for (int i = 0; i < MAX_PORTAL_BEAMS; i++)
{
if (m_pBeam[i])
{
UTIL_Remove(m_pBeam[i]);
m_pBeam[i] = NULL;
}
}
}
void CPortal::UpdateBeams()
{
TraceResult tr, tr1;
int i, j;
float flDist = 1.0;
Vector vecSrc, vecTarget;
vecSrc = pev->origin;
for (i = 0; i < MAX_PORTAL_BEAMS; i++)
{
for (j = 0; j < 3; ++j)
{
vecTarget = gpGlobals->v_forward * RANDOM_FLOAT(-1, 1) + gpGlobals->v_right * RANDOM_FLOAT(-1, 1) + gpGlobals->v_up * RANDOM_FLOAT(-1, 1);
UTIL_TraceLine(vecSrc, vecSrc + (vecTarget * 512), dont_ignore_monsters, ENT(pev), &tr1);
if (flDist > tr1.flFraction)
{
tr = tr1;
flDist = tr.flFraction;
}
}
// Couldn't find anything close enough
if (flDist == 1.0)
continue;
// Update the beams.
m_pBeam[i]->SetStartPos(tr.vecEndPos);
m_pBeam[i]->SetEndEntity( entindex() );
m_pBeam[i]->RelinkBeam();
}
}
#endif // !defined ( CLIENT_DLL )
enum displacer_e {
DISPLACER_IDLE1 = 0,
DISPLACER_IDLE2,
DISPLACER_SPINUP,
DISPLACER_SPIN,
DISPLACER_FIRE,
DISPLACER_DRAW,
DISPLACER_HOLSTER,
};
LINK_ENTITY_TO_CLASS(weapon_displacer, CDisplacer);
//=========================================================
// Purpose:
//=========================================================
int CDisplacer::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "uranium";
p->iMaxAmmo1 = URANIUM_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = WEAPON_NOCLIP;
p->iFlags = 0;
p->iSlot = 5;
p->iPosition = 1;
p->iId = m_iId = WEAPON_DISPLACER;
p->iWeight = DISPLACER_WEIGHT;
return 1;
}
//=========================================================
// Purpose:
//=========================================================
int CDisplacer::AddToPlayer(CBasePlayer *pPlayer)
{
if (CBasePlayerWeapon::AddToPlayer(pPlayer))
{
MESSAGE_BEGIN(MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev);
WRITE_BYTE(m_iId);
MESSAGE_END();
return TRUE;
}
return FALSE;
}
//=========================================================
// Purpose:
//=========================================================
BOOL CDisplacer::PlayEmptySound(void)
{
if (m_iPlayEmptySound)
{
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "buttons/button11.wav", 1, ATTN_NORM);
m_iPlayEmptySound = 0;
return 0;
}
return 0;
}
//=========================================================
// Purpose:
//=========================================================
void CDisplacer::Spawn()
{
Precache();
m_iId = WEAPON_DISPLACER;
SET_MODEL(ENT(pev), "models/w_displacer.mdl");
m_iDefaultAmmo = EGON_DEFAULT_GIVE;
m_iFireState = FIRESTATE_NONE;
m_iFireMode = FIREMODE_NONE;
#ifndef CLIENT_DLL
edict_t* pEnt = NULL;
pEnt = FIND_ENTITY_BY_CLASSNAME(pEnt, "info_displacer_earth_target");
if (pEnt)
{
m_hTargetEarth = GetClassPtr((CBaseEntity *)VARS(pEnt));
}
else
{
ALERT(
at_console,
"ERROR: Couldn't find entity with classname %s\n",
"info_displacer_earth_target");
}
pEnt = NULL;
pEnt = FIND_ENTITY_BY_CLASSNAME(pEnt, "info_displacer_xen_target");
if (pEnt)
{
m_hTargetXen = GetClassPtr((CBaseEntity *)VARS(pEnt));
}
else
{
ALERT(
at_console,
"ERROR: Couldn't find entity with classname %s\n",
"info_displacer_xen_target");
}
#endif
FallInit();// get ready to fall down.
}
//=========================================================
// Purpose:
//=========================================================
void CDisplacer::Precache(void)
{
PRECACHE_MODEL("models/v_displacer.mdl");
PRECACHE_MODEL("models/w_displacer.mdl");
PRECACHE_MODEL("models/p_displacer.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
PRECACHE_SOUND("weapons/displacer_fire.wav");
PRECACHE_SOUND("weapons/displacer_impact.wav");
PRECACHE_SOUND("weapons/displacer_self.wav");
PRECACHE_SOUND("weapons/displacer_spin.wav");
PRECACHE_SOUND("weapons/displacer_spin2.wav");
PRECACHE_SOUND("weapons/displacer_start.wav");
PRECACHE_SOUND("weapons/displacer_teleport.wav");
PRECACHE_SOUND("weapons/displacer_teleport_player.wav");
PRECACHE_SOUND("buttons/button11.wav");
PRECACHE_MODEL("sprites/lgtning.spr");
#ifndef CLIENT_DLL
iPortalSprite = PRECACHE_MODEL("sprites/exit1.spr");
iRingSprite = PRECACHE_MODEL("sprites/disp_ring.spr");
#endif
UTIL_PrecacheOther("portal");
m_usDisplacer = PRECACHE_EVENT(1, "events/displacer.sc");
}
//=========================================================
// Purpose:
//=========================================================
BOOL CDisplacer::Deploy()
{
return DefaultDeploy("models/v_displacer.mdl", "models/p_displacer.mdl", DISPLACER_DRAW, "displacer", UseDecrement());
}
//=========================================================
// Purpose:
//=========================================================
void CDisplacer::Holster(int skiplocal /* = 0 */)
{
m_fInReload = FALSE;// cancel any reload in progress.
ClearSpin();
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0f;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0f;
SendWeaponAnim(DISPLACER_HOLSTER);
}
//=========================================================
// Purpose:
//=========================================================
void CDisplacer::SecondaryAttack(void)
{
// don't fire underwater
if (m_pPlayer->pev->waterlevel == 3)
{
PlayEmptySound();
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.3f;
return;
}
if (m_fFireOnEmpty || (!HasAmmo() || !CanFireDisplacer()))
{
PlayEmptySound();
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.3f;
return;
}
m_pPlayer->SetAnimation(PLAYER_ATTACK1);
m_iFireState = FIRESTATE_SPINUP;
m_iFireMode = FIREMODE_BACKWARD;
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15);
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.1f;
}
//=========================================================
// Purpose:
//=========================================================
void CDisplacer::PrimaryAttack()
{
// don't fire underwater
if (m_pPlayer->pev->waterlevel == 3)
{
PlayEmptySound();
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.3f;
return;
}
if ( m_fFireOnEmpty || (!HasAmmo() || !CanFireDisplacer()))
{
PlayEmptySound();
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.3f;
return;
}
m_iFireState = FIRESTATE_SPINUP;
m_iFireMode = FIREMODE_FORWARD;
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15);
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.1f;
}
//=========================================================
// Purpose:
//=========================================================
void CDisplacer::WeaponIdle(void)
{
ResetEmptySound();
m_pPlayer->GetAutoaimVector(AUTOAIM_2DEGREES);
if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
return;
if (m_iFireState != FIRESTATE_NONE)
{
switch (m_iFireState)
{
case FIRESTATE_SPINUP:
{
// Launch spinup sequence.
SpinUp( m_iFireMode );
}
break;
case FIRESTATE_SPIN:
{
// Launch spin sequence
//
// * Not used but left here for reference. *
Spin( );
}
break;
case FIRESTATE_FIRE:
{
// Fire using the selected mode.
Fire(m_iFireMode == FIREMODE_FORWARD ? TRUE : FALSE);
}
break;
}
// Do not play other idle sequences while performing spin sequence.
return;
}
int iAnim;
float flRand = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 0, 1);
if (flRand <= 0.5)
{
iAnim = DISPLACER_IDLE1;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3.0f;
}
else
{
iAnim = DISPLACER_IDLE2;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3.0f;
}
SendWeaponAnim(iAnim, UseDecrement());
}
//=========================================================
// Purpose:
//=========================================================
void CDisplacer::ItemPreFrame(void)
{
CBasePlayerWeapon::ItemPreFrame();
// Update the displacer beam if required.
if ( ShouldUpdateEffects() )
UpdateEffects();
}
//=========================================================
// Purpose:
//=========================================================
void CDisplacer::ItemPostFrame(void)
{
CBasePlayerWeapon::ItemPostFrame();
// Update the displacer beam if required.
if ( ShouldUpdateEffects() )
UpdateEffects();
}
//=========================================================
// Purpose:
//=========================================================
void CDisplacer::ClearSpin( void )
{
switch (m_iFireMode)
{
case FIREMODE_FORWARD:
STOP_SOUND(ENT(pev), CHAN_WEAPON, "weapons/displacer_spin.wav");
break;
case FIREMODE_BACKWARD:
STOP_SOUND(ENT(pev), CHAN_WEAPON, "weapons/displacer_spin2.wav");
break;
}
m_iFireState = FIRESTATE_NONE;
m_iFireMode = FIREMODE_NONE;
}
//=========================================================
// Purpose:
//=========================================================
void CDisplacer::SpinUp(int iFireMode)
{
int flags;
#if defined( CLIENT_WEAPONS )
flags = FEV_NOTHOST;
#else
flags = 0;
#endif
PLAYBACK_EVENT_FULL(
flags,
m_pPlayer->edict(),
m_usDisplacer,
0.0,
(float *)&g_vecZero,
(float *)&g_vecZero,
0.0,
0.0,
DISPLACER_SPINUP,
iFireMode,
0,
0);
m_iFireState = FIRESTATE_FIRE;
m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.7f;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.7f;
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0f;
}
//=========================================================
// Purpose:
//=========================================================
void CDisplacer::Spin(void)
{
int flags;
#if defined( CLIENT_WEAPONS )
flags = FEV_NOTHOST;
#else
flags = 0;
#endif
PLAYBACK_EVENT_FULL(
flags,
m_pPlayer->edict(),
m_usDisplacer,
0.0,
(float *)&g_vecZero,
(float *)&g_vecZero,
0.0,
0.0,
DISPLACER_SPIN,
0,
0,
0);
//SendWeaponAnim(DISPLACER_SPIN, UseDecrement());
m_iFireState = FIRESTATE_FIRE;
m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.7f;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.7f;
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0f;
}
//=========================================================
// Purpose:
//=========================================================
void CDisplacer::Fire(BOOL fIsPrimary)
{
if (fIsPrimary)
{
// Use the firemode 1, which launches a portal forward.
Displace( );
}
else
{
// Use firemode 2, which teleports the current owner.
Teleport( );
}
ClearSpin();
m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.7f;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.7f;
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.7f;
// Decrement weapon ammunition.
UseAmmo(EGON_DEFAULT_GIVE);
}
//=========================================================
// Purpose:
//=========================================================
void CDisplacer::Displace( void )
{
int flags;
#if defined( CLIENT_WEAPONS )
flags = FEV_NOTHOST;
#else
flags = 0;
#endif
PLAYBACK_EVENT_FULL(
flags,
m_pPlayer->edict(),
m_usDisplacer,
0.0,
(float *)&g_vecZero,
(float *)&g_vecZero,
0.0,
0.0,
DISPLACER_FIRE,
FIREMODE_FORWARD,
0,
0);
#ifndef CLIENT_DLL
Vector vecSrc;
UTIL_MakeVectors(m_pPlayer->pev->v_angle);
vecSrc = m_pPlayer->GetGunPosition();
vecSrc = vecSrc + gpGlobals->v_forward * 16;
vecSrc = vecSrc + gpGlobals->v_right * 8;
vecSrc = vecSrc + gpGlobals->v_up * -12;
CPortal::Shoot(pev, vecSrc, gpGlobals->v_forward * 400);
#endif
}
//=========================================================
// Purpose:
//=========================================================
void CDisplacer::Teleport( void )
{
ASSERT(m_hTargetEarth != NULL && m_hTargetXen);
CBaseEntity* pTarget = (!m_pPlayer->m_fInXen)
? m_hTargetXen
: m_hTargetEarth;
Vector tmp = pTarget->pev->origin;
// make origin adjustments (origin in center, not at feet)
tmp.z -= m_pPlayer->pev->mins.z;
tmp.z++;
m_pPlayer->pev->flags &= ~FL_ONGROUND;
UTIL_SetOrigin(m_pPlayer->pev, tmp);
m_pPlayer->pev->angles = pTarget->pev->angles;
m_pPlayer->pev->v_angle = pTarget->pev->angles;
m_pPlayer->pev->fixangle = TRUE;
m_pPlayer->pev->velocity = m_pPlayer->pev->basevelocity = g_vecZero;
m_pPlayer->m_fInXen = !m_pPlayer->m_fInXen;
if (m_pPlayer->m_fInXen)
{
m_pPlayer->pev->gravity = 0.5;
}
else
{
m_pPlayer->pev->gravity = 1.0;
}
int flags;
#if defined( CLIENT_WEAPONS )
flags = FEV_NOTHOST;
#else
flags = 0;
#endif
// Used to play teleport sound.
PLAYBACK_EVENT_FULL(
flags,
m_pPlayer->edict(),
m_usDisplacer,
0.0,
(float *)&g_vecZero,
(float *)&g_vecZero,
0.0,
0.0,
DISPLACER_FIRE,
FIREMODE_BACKWARD,
0,
0);
}
//=========================================================
// Purpose:
//=========================================================
void CDisplacer::UpdateEffects(void)
{
int flags;
#if defined( CLIENT_WEAPONS )
flags = FEV_NOTHOST;
#else
flags = 0;
#endif
// TODO: Fix effects later.
#if 0
// Used to display beam effects.
PLAYBACK_EVENT_FULL(
flags,
m_pPlayer->edict(),
m_usDisplacer,
0.0,
(float *)&g_vecZero,
(float *)&g_vecZero,
0.0,
0.0,
0,
0,
EFFECT_CORE,
0);
#endif
}
//=========================================================
// Purpose:
//=========================================================
BOOL CDisplacer::ShouldUpdateEffects(void) const
{
return (m_iFireState != FIRESTATE_NONE);
}
//=========================================================
// Purpose:
//=========================================================
BOOL CDisplacer::HasAmmo(void)
{
if (m_pPlayer->ammo_uranium <= 0)
return FALSE;
return TRUE;
}
//=========================================================
// Purpose:
//=========================================================
void CDisplacer::UseAmmo(int count)
{
if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] >= count)
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= count;
else
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] = 0;
}
//=========================================================
// Purpose:
//=========================================================
BOOL CDisplacer::CanFireDisplacer() const
{
return m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] > EGON_DEFAULT_GIVE;
}