Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* 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.
*
****/
/*
===== mortar.cpp ========================================================
the "LaBuznik" mortar device
*/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "saverestore.h"
#include "weapons.h"
#include "decals.h"
#include "soundent.h"
class CFuncMortarField : public CBaseToggle
{
public:
void Spawn( void );
void Precache( void );
void KeyValue( KeyValueData *pkvd );
// Bmodels don't go across transitions
virtual int ObjectCaps( void ) { return CBaseToggle :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
void EXPORT FieldUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
int m_iszXController;
int m_iszYController;
float m_flSpread;
float m_flDelay;
int m_iCount;
int m_fControl;
};
LINK_ENTITY_TO_CLASS( func_mortar_field, CFuncMortarField );
TYPEDESCRIPTION CFuncMortarField::m_SaveData[] =
{
DEFINE_FIELD( CFuncMortarField, m_iszXController, FIELD_STRING ),
DEFINE_FIELD( CFuncMortarField, m_iszYController, FIELD_STRING ),
DEFINE_FIELD( CFuncMortarField, m_flSpread, FIELD_FLOAT ),
DEFINE_FIELD( CFuncMortarField, m_flDelay, FIELD_FLOAT ),
DEFINE_FIELD( CFuncMortarField, m_iCount, FIELD_INTEGER ),
DEFINE_FIELD( CFuncMortarField, m_fControl, FIELD_INTEGER ),
};
IMPLEMENT_SAVERESTORE( CFuncMortarField, CBaseToggle );
void CFuncMortarField :: KeyValue( KeyValueData *pkvd )
{
if (FStrEq(pkvd->szKeyName, "m_iszXController"))
{
m_iszXController = ALLOC_STRING(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "m_iszYController"))
{
m_iszYController = ALLOC_STRING(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "m_flSpread"))
{
m_flSpread = atof(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "m_fControl"))
{
m_fControl = atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "m_iCount"))
{
m_iCount = atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
}
// Drop bombs from above
void CFuncMortarField :: Spawn( void )
{
pev->solid = SOLID_NOT;
SET_MODEL(ENT(pev), STRING(pev->model)); // set size and link into world
pev->movetype = MOVETYPE_NONE;
SetBits( pev->effects, EF_NODRAW );
SetUse( FieldUse );
Precache();
}
void CFuncMortarField :: Precache( void )
{
PRECACHE_SOUND ("weapons/mortar.wav");
PRECACHE_SOUND ("weapons/mortarhit.wav");
PRECACHE_MODEL( "sprites/lgtning.spr" );
}
// If connected to a table, then use the table controllers, else hit where the trigger is.
void CFuncMortarField :: FieldUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
Vector vecStart;
vecStart.x = RANDOM_FLOAT( pev->mins.x, pev->maxs.x );
vecStart.y = RANDOM_FLOAT( pev->mins.y, pev->maxs.y );
vecStart.z = pev->maxs.z;
switch( m_fControl )
{
case 0: // random
break;
case 1: // Trigger Activator
if (pActivator != NULL)
{
vecStart.x = pActivator->pev->origin.x;
vecStart.y = pActivator->pev->origin.y;
}
break;
case 2: // table
{
CBaseEntity *pController;
if (!FStringNull(m_iszXController))
{
pController = UTIL_FindEntityByTargetname( NULL, STRING(m_iszXController));
if (pController != NULL)
{
vecStart.x = pev->mins.x + pController->pev->ideal_yaw * (pev->size.x);
}
}
if (!FStringNull(m_iszYController))
{
pController = UTIL_FindEntityByTargetname( NULL, STRING(m_iszYController));
if (pController != NULL)
{
vecStart.y = pev->mins.y + pController->pev->ideal_yaw * (pev->size.y);
}
}
}
break;
}
int pitch = RANDOM_LONG(95,124);
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "weapons/mortar.wav", 1.0, ATTN_NONE, 0, pitch);
float t = 2.5;
for (int i = 0; i < m_iCount; i++)
{
Vector vecSpot = vecStart;
vecSpot.x += RANDOM_FLOAT( -m_flSpread, m_flSpread );
vecSpot.y += RANDOM_FLOAT( -m_flSpread, m_flSpread );
TraceResult tr;
UTIL_TraceLine( vecSpot, vecSpot + Vector( 0, 0, -1 ) * 4096, ignore_monsters, ENT(pev), &tr );
edict_t *pentOwner = NULL;
if (pActivator) pentOwner = pActivator->edict();
CBaseEntity *pMortar = Create("monster_mortar", tr.vecEndPos, Vector( 0, 0, 0 ), pentOwner );
pMortar->pev->nextthink = gpGlobals->time + t;
t += RANDOM_FLOAT( 0.2, 0.5 );
if (i == 0)
CSoundEnt::InsertSound ( bits_SOUND_DANGER, tr.vecEndPos, 400, 0.3 );
}
}
class CMortar : public CGrenade
{
public:
void Spawn( void );
void Precache( void );
void EXPORT MortarExplode( void );
int m_spriteTexture;
};
LINK_ENTITY_TO_CLASS( monster_mortar, CMortar );
void CMortar::Spawn( )
{
pev->movetype = MOVETYPE_NONE;
pev->solid = SOLID_NOT;
pev->dmg = 200;
SetThink( MortarExplode );
pev->nextthink = 0;
Precache( );
}
void CMortar::Precache( )
{
m_spriteTexture = PRECACHE_MODEL( "sprites/lgtning.spr" );
}
void CMortar::MortarExplode( void )
{
#if 1
// mortar beam
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(pev->origin.x);
WRITE_COORD(pev->origin.y);
WRITE_COORD(pev->origin.z + 1024);
WRITE_SHORT(m_spriteTexture );
WRITE_BYTE( 0 ); // framerate
WRITE_BYTE( 0 ); // framerate
WRITE_BYTE( 1 ); // life
WRITE_BYTE( 40 ); // width
WRITE_BYTE( 0 ); // noise
WRITE_BYTE( 255 ); // r, g, b
WRITE_BYTE( 160 ); // r, g, b
WRITE_BYTE( 100 ); // r, g, b
WRITE_BYTE( 128 ); // brightness
WRITE_BYTE( 0 ); // speed
MESSAGE_END();
#endif
#if 0
// blast circle
MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
WRITE_BYTE( TE_BEAMTORUS);
WRITE_COORD(pev->origin.x);
WRITE_COORD(pev->origin.y);
WRITE_COORD(pev->origin.z + 32);
WRITE_COORD(pev->origin.x);
WRITE_COORD(pev->origin.y);
WRITE_COORD(pev->origin.z + 32 + pev->dmg * 2 / .2); // reach damage radius over .3 seconds
WRITE_SHORT(m_spriteTexture );
WRITE_BYTE( 0 ); // startframe
WRITE_BYTE( 0 ); // framerate
WRITE_BYTE( 2 ); // life
WRITE_BYTE( 12 ); // width
WRITE_BYTE( 0 ); // noise
WRITE_BYTE( 255 ); // r, g, b
WRITE_BYTE( 160 ); // r, g, b
WRITE_BYTE( 100 ); // r, g, b
WRITE_BYTE( 255 ); // brightness
WRITE_BYTE( 0 ); // speed
MESSAGE_END();
#endif
TraceResult tr;
UTIL_TraceLine( pev->origin + Vector( 0, 0, 1024 ), pev->origin - Vector( 0, 0, 1024 ), dont_ignore_monsters, ENT(pev), &tr );
Explode( &tr, DMG_BLAST | DMG_MORTAR );
UTIL_ScreenShake( tr.vecEndPos, 25.0, 150.0, 1.0, 750 );
#if 0
int pitch = RANDOM_LONG(95,124);
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "weapons/mortarhit.wav", 1.0, 0.55, 0, pitch);
// ForceSound( SNDRADIUS_MP5, bits_SOUND_COMBAT );
// ExplodeModel( pev->origin, 400, g_sModelIndexShrapnel, 30 );
RadiusDamage ( pev, VARS(pev->owner), pev->dmg, CLASS_NONE, DMG_BLAST );
/*
if ( RANDOM_FLOAT ( 0 , 1 ) < 0.5 )
{
UTIL_DecalTrace( pTrace, DECAL_SCORCH1 );
}
else
{
UTIL_DecalTrace( pTrace, DECAL_SCORCH2 );
}
*/
SetThink( SUB_Remove );
pev->nextthink = gpGlobals->time + 0.1;
#endif
}
#if 0
void CMortar::ShootTimed( EVARS *pevOwner, Vector vecStart, float time )
{
CMortar *pMortar = GetClassPtr( (CMortar *)NULL );
pMortar->Spawn();
TraceResult tr;
UTIL_TraceLine( vecStart, vecStart + Vector( 0, 0, -1 ) * 4096, ignore_monsters, ENT(pMortar->pev), &tr );
pMortar->pev->nextthink = gpGlobals->time + time;
UTIL_SetOrigin( pMortar->pev, tr.vecEndPos );
}
#endif