Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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.

467 lines
12 KiB

/***
*
* 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 "monsters.h"
#include "weapons.h"
#include "nodes.h"
#include "player.h"
#include "soundent.h"
#include "gamerules.h"
#include "decals.h"
#include "sporegrenade.h"
#include "gearbox_weapons.h"
LINK_ENTITY_TO_CLASS(monster_spore, CSporeGrenade);
TYPEDESCRIPTION CSporeGrenade::m_SaveData[] =
{
DEFINE_FIELD(CSporeGrenade, m_pSporeGlow, FIELD_CLASSPTR),
DEFINE_FIELD(CSporeGrenade, m_flNextSpriteTrailSpawn, FIELD_TIME),
};
IMPLEMENT_SAVERESTORE(CSporeGrenade, CGrenade);
int gSporeExplode, gSporeExplodeC;
void CSporeGrenade::Precache(void)
{
PRECACHE_MODEL("sprites/glow02.spr");
gSporeExplode = PRECACHE_MODEL ("sprites/spore_exp_01.spr");
gSporeExplodeC = PRECACHE_MODEL ("sprites/spore_exp_c_01.spr");
}
// UNDONE: temporary scorching for PreAlpha - find a less sleazy permenant solution.
void CSporeGrenade::Explode(TraceResult *pTrace, int bitsDamageType)
{
//float flRndSound;// sound randomizer
pev->model = iStringNull;//invisible
pev->solid = SOLID_NOT;// intangible
pev->takedamage = DAMAGE_NO;
// Pull out of the wall a bit
if (pTrace->flFraction != 1.0)
{
pev->origin = pTrace->vecEndPos + (pTrace->vecPlaneNormal * (pev->dmg - 24) * 0.6);
}
Vector vecSpraySpot = pTrace->vecEndPos;
float flSpraySpeed = RANDOM_LONG(10, 15);
// If the trace is pointing up, then place
// spawn position a few units higher.
if (pTrace->vecPlaneNormal.z > 0)
{
vecSpraySpot = vecSpraySpot + (pTrace->vecPlaneNormal * 8);
flSpraySpeed *= 2; // Double the speed to make them fly higher
// in the air.
}
// Spawn small particles at the explosion origin.
SpawnExplosionParticles(
vecSpraySpot, // position
pTrace->vecPlaneNormal, // direction
g_sModelIndexTinySpit, // modelindex
RANDOM_LONG(40, 50), // count
flSpraySpeed, // speed
RANDOM_FLOAT(600, 640)); // noise
MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, pev->origin );
WRITE_BYTE( TE_SPRITE );
WRITE_COORD( pev->origin.x );
WRITE_COORD( pev->origin.y );
WRITE_COORD( pev->origin.z );
WRITE_SHORT( RANDOM_LONG( 0, 1 ) ? gSporeExplode : gSporeExplodeC );
WRITE_BYTE( 25 ); // scale * 10
WRITE_BYTE( 155 ); // framerate
MESSAGE_END();
// Play explode sound.
EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/splauncher_impact.wav", 1, ATTN_NORM);
CSoundEnt::InsertSound(bits_SOUND_COMBAT, pev->origin, NORMAL_EXPLOSION_VOLUME, 3.0);
entvars_t *pevOwner;
if (pev->owner)
pevOwner = VARS(pev->owner);
else
pevOwner = NULL;
pev->owner = NULL; // can't traceline attack owner if this is set
RadiusDamage(pev, pevOwner, pev->dmg, CLASS_NONE, bitsDamageType);
// Place a decal on the surface that was hit.
UTIL_DecalTrace(pTrace, DECAL_YBLOOD5 + RANDOM_LONG(0, 1));
pev->effects |= EF_NODRAW;
SetThink(&CSporeGrenade::Smoke);
pev->velocity = g_vecZero;
pev->nextthink = gpGlobals->time + 0.3;
if (m_pSporeGlow)
{
UTIL_Remove(m_pSporeGlow);
m_pSporeGlow = NULL;
}
}
void CSporeGrenade::Smoke(void)
{
if (UTIL_PointContents(pev->origin) == CONTENTS_WATER)
{
UTIL_Bubbles(pev->origin - Vector(64, 64, 64), pev->origin + Vector(64, 64, 64), 100);
}
UTIL_Remove(this);
}
void CSporeGrenade::Killed(entvars_t *pevAttacker, int iGib)
{
Detonate();
}
// Timed grenade, this think is called when time runs out.
void CSporeGrenade::DetonateUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value)
{
SetThink(&CSporeGrenade::Detonate);
pev->nextthink = gpGlobals->time;
}
void CSporeGrenade::PreDetonate(void)
{
CSoundEnt::InsertSound(bits_SOUND_DANGER, pev->origin, 400, 0.3);
SetThink(&CSporeGrenade::Detonate);
pev->nextthink = gpGlobals->time + 1;
}
void CSporeGrenade::Detonate(void)
{
TraceResult tr;
Vector vecSpot;// trace starts here!
vecSpot = pev->origin + Vector(0, 0, 8);
UTIL_TraceLine(vecSpot, vecSpot + Vector(0, 0, -40), ignore_monsters, ENT(pev), &tr);
Explode(&tr, DMG_BLAST);
}
void CSporeGrenade::BounceSound(void)
{
switch (RANDOM_LONG(0, 2))
{
case 0: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/spore_hit1.wav", 0.25, ATTN_NORM); break;
case 1: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/spore_hit2.wav", 0.25, ATTN_NORM); break;
case 2: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/spore_hit3.wav", 0.25, ATTN_NORM); break;
}
}
void CSporeGrenade::TumbleThink(void)
{
if (!IsInWorld())
{
UTIL_Remove(this);
return;
}
StudioFrameAdvance();
pev->nextthink = gpGlobals->time + 0.1;
if (pev->dmgtime - 1 < gpGlobals->time)
{
CSoundEnt::InsertSound(bits_SOUND_DANGER, pev->origin + pev->velocity * (pev->dmgtime - gpGlobals->time), 400, 0.1);
}
if (pev->dmgtime <= gpGlobals->time)
{
SetThink(&CSporeGrenade::Detonate);
}
if (pev->waterlevel != 0)
{
pev->velocity = pev->velocity * 0.5;
pev->framerate = 0.2;
}
// Spawn particles.
SpawnTrailParticles(
pev->origin, // position
-pev->velocity.Normalize(), // dir
g_sModelIndexTinySpit, // modelindex
RANDOM_LONG( 5, 10 ), // count
RANDOM_FLOAT(10, 15), // speed
RANDOM_FLOAT(2, 3) * 100); // noise ( client will divide by 100 )
}
//
// Contact grenade, explode when it touches something
//
void CSporeGrenade::ExplodeTouch(CBaseEntity *pOther)
{
TraceResult tr;
Vector vecSpot;// trace starts here!
pev->enemy = pOther->edict();
vecSpot = pev->origin - pev->velocity.Normalize() * 32;
UTIL_TraceLine(vecSpot, vecSpot + pev->velocity.Normalize() * 64, ignore_monsters, ENT(pev), &tr);
Explode(&tr, DMG_BLAST);
}
void CSporeGrenade::DangerSoundThink(void)
{
if (!IsInWorld())
{
UTIL_Remove(this);
return;
}
CSoundEnt::InsertSound(bits_SOUND_DANGER, pev->origin + pev->velocity * 0.5, pev->velocity.Length(), 0.2);
pev->nextthink = gpGlobals->time + 0.2;
if (pev->waterlevel != 0)
{
pev->velocity = pev->velocity * 0.5;
}
// Spawn particles.
SpawnTrailParticles(
pev->origin, // position
-pev->velocity.Normalize(), // dir
g_sModelIndexTinySpit, // modelindex
RANDOM_LONG(5, 10), // count
RANDOM_FLOAT(10, 15), // speed
RANDOM_FLOAT(2, 3) * 100); // noise ( client will divide by 100 )
}
void CSporeGrenade::BounceTouch(CBaseEntity *pOther)
{
#if 0
// don't hit the guy that launched this grenade
if (pOther->edict() == pev->owner)
return;
#endif
// only do damage if we're moving fairly fast
if (m_flNextAttack < gpGlobals->time && pev->velocity.Length() > 100)
{
entvars_t *pevOwner = VARS(pev->owner);
if (pevOwner)
{
TraceResult tr = UTIL_GetGlobalTrace();
ClearMultiDamage();
pOther->TraceAttack(pevOwner, 1, gpGlobals->v_forward, &tr, DMG_CLUB);
ApplyMultiDamage(pev, pevOwner);
}
m_flNextAttack = gpGlobals->time + 1.0; // debounce
}
Vector vecTestVelocity;
// pev->avelocity = Vector (300, 300, 300);
// this is my heuristic for modulating the grenade velocity because grenades dropped purely vertical
// or thrown very far tend to slow down too quickly for me to always catch just by testing velocity.
// trimming the Z velocity a bit seems to help quite a bit.
vecTestVelocity = pev->velocity;
vecTestVelocity.z *= 1.25; // 0.45
if (!m_fRegisteredSound && vecTestVelocity.Length() <= 60)
{
//ALERT( at_console, "Grenade Registered!: %f\n", vecTestVelocity.Length() );
// grenade is moving really slow. It's probably very close to where it will ultimately stop moving.
// go ahead and emit the danger sound.
// register a radius louder than the explosion, so we make sure everyone gets out of the way
CSoundEnt::InsertSound(bits_SOUND_DANGER, pev->origin, pev->dmg / 0.4, 0.3);
m_fRegisteredSound = TRUE;
}
if (pev->flags & FL_ONGROUND)
{
// add a bit of static friction
pev->velocity = pev->velocity * 0.01;
pev->sequence = RANDOM_LONG(1, 1);
}
else
{
// play bounce sound
BounceSound();
}
pev->framerate = pev->velocity.Length() / 200.0;
if (pev->framerate > 1.0)
pev->framerate = 1;
else if (pev->framerate < 0.5)
pev->framerate = 0;
}
void CSporeGrenade::SlideTouch(CBaseEntity *pOther)
{
// don't hit the guy that launched this grenade
if (pOther->edict() == pev->owner)
return;
// pev->avelocity = Vector (300, 300, 300);
if (pev->flags & FL_ONGROUND)
{
// add a bit of static friction
pev->velocity = pev->velocity * 0.95;
if (pev->velocity.x != 0 || pev->velocity.y != 0)
{
// maintain sliding sound
}
}
else
{
BounceSound();
}
}
void CSporeGrenade::Spawn(void)
{
pev->movetype = MOVETYPE_BOUNCE;
pev->solid = SOLID_BBOX;
SET_MODEL(ENT(pev), "models/spore.mdl");
UTIL_SetSize(pev, Vector(0, 0, 0), Vector(0, 0, 0));
pev->gravity = 0.5; // 0.5
pev->friction = 0.2; // 0.8
pev->dmg = gSkillData.plrDmgSpore;
m_fRegisteredSound = FALSE;
m_flNextSpriteTrailSpawn = gpGlobals->time;
m_pSporeGlow = CSprite::SpriteCreate("sprites/glow02.spr", pev->origin, FALSE);
if (m_pSporeGlow)
{
m_pSporeGlow->SetTransparency(kRenderGlow, 150, 158, 19, 155, kRenderFxNoDissipation);
m_pSporeGlow->SetAttachment(edict(), 0);
m_pSporeGlow->SetScale(.75f);
}
}
CGrenade * CSporeGrenade::ShootTimed(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time)
{
CSporeGrenade *pGrenade = GetClassPtr((CSporeGrenade *)NULL);
pGrenade->Spawn();
UTIL_SetOrigin(pGrenade->pev, vecStart);
pGrenade->pev->velocity = vecVelocity;
pGrenade->pev->angles = UTIL_VecToAngles(pGrenade->pev->velocity);
pGrenade->pev->owner = ENT(pevOwner);
pGrenade->SetTouch(&CSporeGrenade::BounceTouch); // Bounce if touched
// Take one second off of the desired detonation time and set the think to PreDetonate. PreDetonate
// will insert a DANGER sound into the world sound list and delay detonation for one second so that
// the grenade explodes after the exact amount of time specified in the call to ShootTimed().
pGrenade->pev->dmgtime = gpGlobals->time + time;
pGrenade->SetThink(&CSporeGrenade::TumbleThink);
pGrenade->pev->nextthink = gpGlobals->time + 0.1;
if (time < 0.1)
{
pGrenade->pev->nextthink = gpGlobals->time;
pGrenade->pev->velocity = Vector(0, 0, 0);
}
pGrenade->pev->sequence = RANDOM_LONG(3, 6);
pGrenade->pev->framerate = 1.0;
// Tumble through the air
// pGrenade->pev->avelocity.x = -400;
pGrenade->pev->gravity = 0.5;
pGrenade->pev->friction = 0.2; // 0.8
SET_MODEL(ENT(pGrenade->pev), "models/spore.mdl");
pGrenade->pev->dmg = gSkillData.plrDmgSpore;
return pGrenade;
}
CGrenade *CSporeGrenade::ShootContact(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity)
{
CSporeGrenade *pGrenade = GetClassPtr((CSporeGrenade *)NULL);
pGrenade->Spawn();
pGrenade->pev->movetype = MOVETYPE_FLY;
UTIL_SetOrigin(pGrenade->pev, vecStart);
pGrenade->pev->velocity = vecVelocity;
pGrenade->pev->angles = UTIL_VecToAngles(pGrenade->pev->velocity);
pGrenade->pev->owner = ENT(pevOwner);
// make monsters afaid of it while in the air
pGrenade->SetThink(&CSporeGrenade::DangerSoundThink);
pGrenade->pev->nextthink = gpGlobals->time;
// Tumble in air
// Explode on contact
pGrenade->SetTouch(&CSporeGrenade::ExplodeTouch);
pGrenade->pev->dmg = gSkillData.plrDmgSpore;
return pGrenade;
}
void CSporeGrenade::SpawnTrailParticles(const Vector& origin, const Vector& direction, int modelindex, int count, float speed, float noise)
{
MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, origin);
WRITE_BYTE(TE_SPRITE_SPRAY);
WRITE_COORD(origin.x); // pos
WRITE_COORD(origin.y);
WRITE_COORD(origin.z);
WRITE_COORD(direction.x); // dir
WRITE_COORD(direction.y);
WRITE_COORD(direction.z);
WRITE_SHORT(modelindex); // model
WRITE_BYTE(count); // count
WRITE_BYTE(speed); // speed
WRITE_BYTE(noise); // noise ( client will divide by 100 )
MESSAGE_END();
}
void CSporeGrenade::SpawnExplosionParticles(const Vector& origin, const Vector& direction, int modelindex, int count, float speed, float noise)
{
MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, origin);
WRITE_BYTE(TE_SPRITE_SPRAY);
WRITE_COORD(origin.x); // pos
WRITE_COORD(origin.y);
WRITE_COORD(origin.z);
WRITE_COORD(direction.x); // dir
WRITE_COORD(direction.y);
WRITE_COORD(direction.z);
WRITE_SHORT(modelindex); // model
WRITE_BYTE(count); // count
WRITE_BYTE(speed); // speed
WRITE_BYTE(noise); // noise ( client will divide by 100 )
MESSAGE_END();
}