You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
370 lines
10 KiB
370 lines
10 KiB
8 years ago
|
// ---------------------------------------------------------------
|
||
|
// Zap Rift Entity
|
||
|
//
|
||
|
// AUTHOR
|
||
|
// Tyler Lund <halflife@bubblemod.org>
|
||
|
//
|
||
|
// LICENSE
|
||
|
//
|
||
|
// Permission is granted to anyone to use this software for
|
||
|
// any purpose on any computer system, and to redistribute it
|
||
|
// in any way, subject to the following restrictions:
|
||
|
//
|
||
|
// 1. The author is not responsible for the consequences of
|
||
|
// use of this software, no matter how awful, even if they
|
||
|
// arise from defects in it.
|
||
|
// 2. The origin of this software must not be misrepresented,
|
||
|
// either by explicit claim or by omission.
|
||
|
// 3. Altered versions must be plainly marked as such, and
|
||
|
// must not be misrepresented (by explicit claim or
|
||
|
// omission) as being the original software.
|
||
|
// 3a. It would be nice if I got a copy of your improved
|
||
|
// version sent to halflife@bubblemod.org.
|
||
|
// 4. This notice must not be removed or altered.
|
||
|
//
|
||
|
// ---------------------------------------------------------------
|
||
|
|
||
|
#include "extdll.h"
|
||
|
#include "util.h"
|
||
|
#include "cbase.h"
|
||
|
#include "monsters.h"
|
||
|
#include "weapons.h"
|
||
|
#include "nodes.h"
|
||
|
#include "player.h"
|
||
|
#include "gamerules.h"
|
||
|
#include "effects.h"
|
||
|
#include "BMOD_zapgunrift.h"
|
||
|
#include "shake.h"
|
||
|
|
||
|
#define RIFTSPR "sprites/cnt1.spr"
|
||
|
#define RIFTSPR2 "sprites/cnt1.spr"
|
||
|
|
||
|
LINK_ENTITY_TO_CLASS( zaprift, CZapRift );
|
||
|
|
||
|
void CZapRift::Precache( void )
|
||
|
{
|
||
|
PRECACHE_SOUND("debris/zap4.wav");
|
||
|
PRECACHE_SOUND("weapons/electro4.wav");
|
||
|
PRECACHE_SOUND("hassault/hw_shoot1.wav");
|
||
|
PRECACHE_MODEL( RIFTSPR );
|
||
|
PRECACHE_MODEL( RIFTSPR2 );
|
||
|
}
|
||
|
|
||
|
void CZapRift::Spawn( void )
|
||
|
{
|
||
|
pev->classname = MAKE_STRING( "zapgun" );
|
||
|
|
||
|
pev->movetype = MOVETYPE_FLY;
|
||
|
pev->solid = SOLID_NOT;
|
||
|
|
||
|
pev->rendermode = kRenderGlow;
|
||
|
pev->renderamt = 240;
|
||
|
pev->renderfx = kRenderFxNoDissipation;
|
||
|
|
||
|
UTIL_MakeAimVectors( pev->angles );
|
||
|
//pev->origin = pev->origin + gpGlobals->v_forward * 8;
|
||
|
|
||
|
SET_MODEL(ENT(pev), RIFTSPR);
|
||
|
pev->frame = 0;
|
||
|
pev->scale = 2;
|
||
|
m_maxFrame = (float) MODEL_FRAMES( pev->modelindex ) - 1;
|
||
|
|
||
|
// Create Inner Animated Sprite
|
||
|
m_pSprite = CSprite::SpriteCreate( RIFTSPR2, pev->origin, TRUE );
|
||
|
m_pSprite->Animate( 1 );
|
||
|
m_pSprite->pev->scale = 1;
|
||
|
m_pSprite->SetTransparency( kRenderGlow, 255, 255, 255, 180, kRenderFxNoDissipation );
|
||
|
m_pSprite->pev->spawnflags |= SF_SPRITE_TEMPORARY;
|
||
|
|
||
|
SetThink ( Animate );
|
||
|
pev->nextthink = gpGlobals->time + 0.1;
|
||
|
m_fLifeSpan = gpGlobals->time + 3;
|
||
|
m_fNextElectrify = gpGlobals->time + 0.1;
|
||
|
|
||
|
EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "debris/zap4.wav", 1, ATTN_NORM, 0,100 );
|
||
|
}
|
||
|
|
||
|
void CZapRift::Animate( void )
|
||
|
{
|
||
|
pev->nextthink = gpGlobals->time + 0.1;
|
||
|
|
||
|
|
||
|
|
||
|
if ( pev->frame++ )
|
||
|
{
|
||
|
if ( pev->frame > m_maxFrame )
|
||
|
{
|
||
|
pev->frame = 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
m_pSprite->pev->scale = RANDOM_FLOAT(.5, 3);
|
||
|
|
||
|
if ( m_fLifeSpan < gpGlobals->time)
|
||
|
{
|
||
|
pev->effects |= EF_NODRAW;
|
||
|
m_pSprite->Expand( 10, 100 );
|
||
|
SetThink(SUB_Remove);
|
||
|
pev->nextthink = gpGlobals->time + 5;
|
||
|
}
|
||
|
|
||
|
if ( m_fNextElectrify < gpGlobals->time )
|
||
|
{
|
||
|
// Send out electric streamers and do area effect damage
|
||
|
|
||
|
for (int i = 0; i < 3; i++)
|
||
|
{
|
||
|
Vector vecTemp;
|
||
|
Vector vecEnd = Vector (0,0,0);
|
||
|
|
||
|
// Hopefully find a long beam
|
||
|
for (int j = 0; j < 5; j++)
|
||
|
{
|
||
|
vecTemp = FindBeam();
|
||
|
if ( vecTemp.Length() > vecEnd.Length() )
|
||
|
vecEnd = vecTemp;
|
||
|
}
|
||
|
|
||
|
// Draw the streamer
|
||
|
MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
|
||
|
WRITE_BYTE( TE_BEAMPOINTS );
|
||
|
WRITE_COORD(pev->origin.x);
|
||
|
WRITE_COORD(pev->origin.y);
|
||
|
WRITE_COORD(pev->origin.z);
|
||
|
WRITE_COORD( vecEnd.x );
|
||
|
WRITE_COORD( vecEnd.y );
|
||
|
WRITE_COORD( vecEnd.z );
|
||
|
WRITE_SHORT( g_sModelIndexLightning );
|
||
|
WRITE_BYTE( 0 ); // Starting frame
|
||
|
WRITE_BYTE( 0 ); // framerate * 0.1
|
||
|
WRITE_BYTE( 20 ); // life * 0.1
|
||
|
WRITE_BYTE( 80 ); // width
|
||
|
WRITE_BYTE( 50 ); // noise
|
||
|
WRITE_BYTE( 180 ); // color r,g,b
|
||
|
WRITE_BYTE( 255 ); // color r,g,b
|
||
|
WRITE_BYTE( 96 ); // color r,g,b
|
||
|
WRITE_BYTE( 255 ); // brightness
|
||
|
WRITE_BYTE( 0 ); // scroll speed
|
||
|
MESSAGE_END();
|
||
|
|
||
|
}
|
||
|
|
||
|
// Deal damage.
|
||
|
CBaseEntity *pEntity= NULL;
|
||
|
TraceResult tr;
|
||
|
while ((pEntity = UTIL_FindEntityInSphere( pEntity, pev->origin, 512 )) != NULL)
|
||
|
{
|
||
|
// Only look for players
|
||
|
if ( pEntity->pev->takedamage != DAMAGE_NO )
|
||
|
{
|
||
|
// blast's don't tavel out of water,
|
||
|
// so ignore players that lie on the other side.
|
||
|
if (pEntity->pev->waterlevel == 0)
|
||
|
continue;
|
||
|
|
||
|
// Trace to the target
|
||
|
UTIL_TraceLine( pev->origin, pEntity->BodyTarget( pev->origin ) , dont_ignore_monsters, ENT(pev), &tr);
|
||
|
if (tr.flFraction == 1.0 || tr.pHit == pEntity->edict())
|
||
|
{
|
||
|
ClearMultiDamage( );
|
||
|
pEntity->TraceAttack( VARS( pev->owner ), 30, Vector(0,0,1), &tr, DMG_SHOCK | DMG_ALWAYSGIB );
|
||
|
ApplyMultiDamage( pev, VARS( pev->owner ) );
|
||
|
UTIL_ScreenFade( pEntity, Vector(180,255,96), 2, 0.5, 128, FFADE_IN );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
m_fNextElectrify = gpGlobals->time + 1;
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
Vector CZapRift::FindBeam( void )
|
||
|
{
|
||
|
TraceResult tr;
|
||
|
|
||
|
// Direction is within the forward hemisphere.
|
||
|
UTIL_MakeAimVectors( pev->angles );
|
||
|
Vector vecDir = gpGlobals->v_right * RANDOM_FLOAT( -1, 1)
|
||
|
+ gpGlobals->v_up * RANDOM_FLOAT( -1, 1)
|
||
|
+ gpGlobals->v_forward * RANDOM_FLOAT( 0, 1);
|
||
|
vecDir = vecDir.Normalize();
|
||
|
|
||
|
// Maximum distance
|
||
|
float fDist = 1024;
|
||
|
|
||
|
// End point of the streamer
|
||
|
Vector vecEnd = pev->origin + vecDir * fDist;
|
||
|
|
||
|
// Trace to the end of the streamer to see if
|
||
|
// there is architecture in the way.
|
||
|
UTIL_TraceLine(pev->origin, vecEnd, ignore_monsters, ENT(pev), &tr);
|
||
|
fDist = (tr.vecEndPos - pev->origin).Length();
|
||
|
|
||
|
// Now we need to find the distance to the water transition.
|
||
|
// (if there is one)
|
||
|
if (UTIL_PointContents(tr.vecEndPos) != CONTENTS_WATER)
|
||
|
{
|
||
|
Vector vecMin = pev->origin;
|
||
|
Vector vecMax = pev->origin + vecDir * fDist;
|
||
|
Vector vecMid;
|
||
|
float diff = fDist;
|
||
|
|
||
|
while (diff > 1.0)
|
||
|
{
|
||
|
vecMid = vecMin + (vecMax - vecMin).Normalize() * diff / 2;
|
||
|
if (UTIL_PointContents(vecMid) == CONTENTS_WATER)
|
||
|
{
|
||
|
vecMin = vecMid;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
vecMax = vecMid;
|
||
|
}
|
||
|
diff = (vecMax - vecMin).Length();
|
||
|
}
|
||
|
|
||
|
fDist = (vecMid - pev->origin).Length();
|
||
|
}
|
||
|
|
||
|
// Return new endpoint.
|
||
|
return pev->origin + vecDir * fDist;
|
||
|
}
|
||
|
|
||
|
LINK_ENTITY_TO_CLASS( zapbounce, CZapBounce );
|
||
|
|
||
|
void CZapBounce::Precache( void )
|
||
|
{
|
||
|
PRECACHE_SOUND("debris/zap4.wav");
|
||
|
PRECACHE_SOUND("weapons/electro4.wav");
|
||
|
PRECACHE_SOUND("hassault/hw_shoot1.wav");
|
||
|
PRECACHE_MODEL( RIFTSPR );
|
||
|
PRECACHE_MODEL( RIFTSPR2 );
|
||
|
}
|
||
|
|
||
|
void CZapBounce::Spawn( void )
|
||
|
{
|
||
|
pev->classname = MAKE_STRING( "multizapper" );
|
||
|
|
||
|
pev->movetype = MOVETYPE_FLY;
|
||
|
pev->solid = SOLID_NOT;
|
||
|
|
||
|
//UTIL_MakeAimVectors( pev->angles );
|
||
|
m_vecStart = pev->origin;
|
||
|
m_vecDir = pev->angles;
|
||
|
m_fDamage = 90;
|
||
|
m_iBounce = 5;
|
||
|
m_bFirstZap = TRUE;
|
||
|
|
||
|
SetThink ( BounceThink );
|
||
|
pev->nextthink = gpGlobals->time + 0.2;
|
||
|
|
||
|
EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "debris/zap4.wav", 1, ATTN_NORM, 0,100 );
|
||
|
}
|
||
|
|
||
|
void CZapBounce::BounceThink( void )
|
||
|
{
|
||
|
TraceResult tr;
|
||
|
CBaseEntity *pEntity;
|
||
|
|
||
|
pev->nextthink = gpGlobals->time + 0.05;
|
||
|
|
||
|
// Zap Forward with some randomness.
|
||
|
if (!m_bFirstZap)
|
||
|
{
|
||
|
m_vecDir = m_vecDir * 5 + Vector(RANDOM_FLOAT( -1, 1),
|
||
|
RANDOM_FLOAT( -1, 1),
|
||
|
RANDOM_FLOAT( -1, 1)
|
||
|
);
|
||
|
}
|
||
|
m_vecDir = m_vecDir.Normalize();
|
||
|
|
||
|
// Maximum distance for this segment.
|
||
|
float fDist = 128;
|
||
|
|
||
|
// End point of the streamer
|
||
|
Vector vecEnd = m_vecStart + m_vecDir * fDist;
|
||
|
|
||
|
// Trace to the end of the streamer
|
||
|
UTIL_TraceLine(m_vecStart, vecEnd, dont_ignore_monsters, pentIgnore, &tr);
|
||
|
fDist = (tr.vecEndPos - m_vecStart).Length();
|
||
|
|
||
|
// draw lightning
|
||
|
for (int i = 0; i < 2; i++)
|
||
|
{
|
||
|
MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
|
||
|
WRITE_BYTE( TE_BEAMPOINTS );
|
||
|
WRITE_COORD(m_vecStart.x);
|
||
|
WRITE_COORD(m_vecStart.y);
|
||
|
WRITE_COORD(m_vecStart.z);
|
||
|
WRITE_COORD( tr.vecEndPos.x );
|
||
|
WRITE_COORD( tr.vecEndPos.y );
|
||
|
WRITE_COORD( tr.vecEndPos.z );
|
||
|
WRITE_SHORT( g_sModelIndexLightning );
|
||
|
WRITE_BYTE( 0 ); // Starting frame
|
||
|
WRITE_BYTE( 0 ); // framerate * 0.1
|
||
|
WRITE_BYTE( 10 ); // life * 0.1
|
||
|
WRITE_BYTE( m_iBounce * 10 ); // width
|
||
|
WRITE_BYTE( 10 * (6 - m_iBounce )); // noise
|
||
|
WRITE_BYTE( 96 ); // color r,g,b
|
||
|
WRITE_BYTE( 180 ); // color r,g,b
|
||
|
WRITE_BYTE( 255 ); // color r,g,b
|
||
|
WRITE_BYTE( m_iBounce * 50); // brightness
|
||
|
WRITE_BYTE( 0 ); // scroll speed
|
||
|
MESSAGE_END();
|
||
|
}
|
||
|
|
||
|
m_vecStart = tr.vecEndPos;
|
||
|
|
||
|
// Did we hit an entity? Then do damage.
|
||
|
pEntity = CBaseEntity::Instance(tr.pHit);
|
||
|
if (pEntity) {
|
||
|
if (pEntity->pev->takedamage)
|
||
|
{
|
||
|
ClearMultiDamage( );
|
||
|
pEntity->TraceAttack( VARS(pev->owner), m_fDamage, m_vecDir, &tr, DMG_SHOCK | DMG_ALWAYSGIB );
|
||
|
ApplyMultiDamage( VARS(pev->owner), VARS(pev->owner) );
|
||
|
UTIL_ScreenFade( pEntity, Vector(96,180,255), 2, 0.5, 128, FFADE_IN );
|
||
|
}
|
||
|
// Did we hit a wall? Then reflect.
|
||
|
else
|
||
|
{
|
||
|
float n;
|
||
|
n = -DotProduct(tr.vecPlaneNormal, m_vecDir);
|
||
|
|
||
|
Vector r;
|
||
|
r = 2.0 * tr.vecPlaneNormal * n + m_vecDir;
|
||
|
m_vecDir = r;
|
||
|
}
|
||
|
pentIgnore = ENT(pEntity->pev);
|
||
|
}
|
||
|
|
||
|
// We can hurt ourselves after the first beam.
|
||
|
m_bFirstZap = FALSE;
|
||
|
|
||
|
// bounce once
|
||
|
m_iBounce--;
|
||
|
if (m_iBounce < 1)
|
||
|
{
|
||
|
// UTIL_ClientPrintAll( HUD_PRINTTALK, "<SERVER> Zap bounce point destroyed.\n");
|
||
|
SetThink(SUB_Remove);
|
||
|
pev->nextthink = gpGlobals->time + .1;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// split beam?
|
||
|
if (RANDOM_LONG(0,100) < 80)
|
||
|
{
|
||
|
m_fDamage *= .75;
|
||
|
|
||
|
CZapBounce* pRift = (CZapBounce*)CBaseEntity::Create( "zapbounce",
|
||
|
m_vecStart,
|
||
|
m_vecDir,
|
||
|
ENT(pev->owner) );
|
||
|
pRift->m_fDamage = m_fDamage;
|
||
|
pRift->m_iBounce = m_iBounce;
|
||
|
pRift->m_bFirstZap = FALSE;
|
||
|
pRift->pev->nextthink = gpGlobals->time + RANDOM_LONG(.2,.3);
|
||
|
}
|
||
|
}
|
||
|
|