/*** * * 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" #include "shake.h" #ifndef CLIENT_DLL extern edict_t *EntSelectSpawnPoint( CBaseEntity *pPlayer ); LINK_ENTITY_TO_CLASS( info_displacer_xen_target, CPointEntity ) LINK_ENTITY_TO_CLASS( info_displacer_earthdeastination, CPointEntity ) int iPortalSprite = 0; int iRingSprite = 0; //========================================================= // Displacement field //========================================================= class CDisplacerBall : public CBaseEntity { public: void Spawn( void ); static void Shoot(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, Vector vecAngles); static void SelfCreate(entvars_t *pevOwner, Vector vecStart); void Touch(CBaseEntity *pOther); void EXPORT ExplodeThink( void ); void EXPORT KillThink( void ); void Circle( void ); virtual int Save(CSave &save); virtual int Restore(CRestore &restore); static TYPEDESCRIPTION m_SaveData[]; CBeam* m_pBeam[8]; void EXPORT FlyThink( void ); void ClearBeams( void ); void ArmBeam( int iSide ); int m_iBeams; CBaseEntity *pRemoveEnt; }; LINK_ENTITY_TO_CLASS( displacer_teleporter, CDisplacerBall ) TYPEDESCRIPTION CDisplacerBall::m_SaveData[] = { DEFINE_FIELD(CDisplacerBall, m_iBeams, FIELD_INTEGER), DEFINE_ARRAY(CDisplacerBall, m_pBeam, FIELD_CLASSPTR, 8), }; IMPLEMENT_SAVERESTORE(CDisplacerBall, CBaseEntity); void CDisplacerBall::Spawn(void) { pev->movetype = MOVETYPE_FLY; pev->solid = SOLID_BBOX; pev->rendermode = kRenderTransAdd; pev->renderamt = 255; SET_MODEL(ENT(pev), "sprites/exit1.spr"); pev->frame = 0; pev->scale = 0.75; SetTouch( &CDisplacerBall::Touch ); SetThink( &CDisplacerBall::FlyThink ); pev->nextthink = gpGlobals->time + 0.2; UTIL_SetSize(pev, Vector(0, 0, 0), Vector(0, 0, 0)); m_iBeams = 0; } void CDisplacerBall::FlyThink() { ArmBeam( -1 ); ArmBeam( 1 ); pev->nextthink = gpGlobals->time + 0.05; } void CDisplacerBall::ArmBeam( int iSide ) { //This method is identical to the Alien Slave's ArmBeam, except it treats m_pBeam as a circular buffer. if( m_iBeams > 7 ) m_iBeams = 0; TraceResult tr; float flDist = 1.0; UTIL_MakeAimVectors( pev->angles ); Vector vecSrc = gpGlobals->v_forward * 32.0 + iSide * gpGlobals->v_right * 16.0 + gpGlobals->v_up * 36.0 + pev->origin; Vector vecAim = gpGlobals->v_up * RANDOM_FLOAT( -1.0, 1.0 ); Vector vecEnd = (iSide * gpGlobals->v_right * RANDOM_FLOAT( 0.0, 1.0 ) + vecAim) * 512.0 + vecSrc; UTIL_TraceLine( &vecSrc.x, &vecEnd.x, dont_ignore_monsters, ENT( pev ), &tr ); if( flDist > tr.flFraction ) flDist = tr.flFraction; // Couldn't find anything close enough if( flDist == 1.0 ) return; // The beam might already exist if we've created all beams before. if( !m_pBeam[ m_iBeams ] ) m_pBeam[ m_iBeams ] = CBeam::BeamCreate( "sprites/lgtning.spr", 30 ); if( !m_pBeam[ m_iBeams ] ) return; CBaseEntity* pHit = Instance( tr.pHit ); entvars_t *pevOwner; if ( pev->owner ) pevOwner = VARS( pev->owner ); else pevOwner = NULL; if( pHit && pHit->pev->takedamage != DAMAGE_NO ) { //Beam hit something, deal radius damage to it m_pBeam[ m_iBeams ]->EntsInit( pHit->entindex(), entindex() ); m_pBeam[ m_iBeams ]->SetColor( 255, 255, 255 ); m_pBeam[ m_iBeams ]->SetBrightness( 255 ); m_pBeam[ m_iBeams ]->SetNoise( 10 ); RadiusDamage( tr.vecEndPos, pev, pevOwner, 25, 15, CLASS_NONE, DMG_ENERGYBEAM ); } else { m_pBeam[ m_iBeams ]->PointEntInit( tr.vecEndPos, entindex() ); m_pBeam[ m_iBeams ]->SetColor( 96, 128, 16 ); m_pBeam[ m_iBeams ]->SetBrightness( 255 ); m_pBeam[ m_iBeams ]->SetNoise( 80 ); } m_iBeams++; } void CDisplacerBall::Shoot(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, Vector vecAngles ) { CDisplacerBall *pSpit = GetClassPtr((CDisplacerBall *)NULL); pSpit->Spawn(); UTIL_SetOrigin(pSpit->pev, vecStart); pSpit->pev->velocity = vecVelocity; pSpit->pev->angles = vecAngles; pSpit->pev->owner = ENT(pevOwner); } void CDisplacerBall::SelfCreate(entvars_t *pevOwner,Vector vecStart) { CDisplacerBall *pSelf = GetClassPtr((CDisplacerBall *)NULL); pSelf->Spawn(); pSelf->ClearBeams(); UTIL_SetOrigin(pSelf->pev, vecStart); pSelf->pev->owner = ENT(pevOwner); pSelf->Circle(); pSelf->SetTouch( NULL ); pSelf->SetThink(&CDisplacerBall::KillThink); pSelf->pev->nextthink = gpGlobals->time + ( g_pGameRules->IsMultiplayer() ? 0.2f : 0.5f ); } void CDisplacerBall::Touch(CBaseEntity *pOther) { // Do not collide with the owner. if (ENT(pOther->pev) == pev->owner || (ENT(pOther->pev) == VARS(pev->owner)->owner)) return; TraceResult tr; Vector vecSpot; Vector vecSrc; pev->enemy = pOther->edict(); CBaseEntity *pTarget = NULL; if (!pOther->pev->takedamage) { EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "weapons/displacer_impact.wav", 1, ATTN_NORM, 0, 100); UTIL_MuzzleLight( pOther->pev->origin, 160.0f, 255, 180, 96, 1.0f, 100.0f ); } if( ( g_pGameRules->IsMultiplayer() && !g_pGameRules->IsCoOp() ) && pOther->IsPlayer() ) { CBasePlayer *pPlayer = (CBasePlayer *)pOther; pTarget = GetClassPtr( (CBaseEntity *)VARS( EntSelectSpawnPoint( pPlayer ) ) ); if( pTarget ) { // UTIL_ScreenFade( pPlayer, Vector( 0, 200, 0 ), 0.5, 0.5, 255, FFADE_IN ); Vector tmp = pTarget->pev->origin; UTIL_CleanSpawnPoint( tmp, 100 ); EMIT_SOUND( pPlayer->edict(), CHAN_BODY, "weapons/displacer_self.wav", 1, ATTN_NORM ); // make origin adjustments (origin in center, not at feet) tmp.z -= pPlayer->pev->mins.z + 36; tmp.z++; pPlayer->pev->flags &= ~FL_ONGROUND; UTIL_SetOrigin( pPlayer->pev, tmp ); pPlayer->pev->angles = pTarget->pev->angles; pPlayer->pev->v_angle = pTarget->pev->angles; pPlayer->pev->fixangle = TRUE; pPlayer->pev->velocity = pOther->pev->basevelocity = g_vecZero; } } pev->movetype = MOVETYPE_NONE; Circle(); SetThink(&CDisplacerBall::KillThink); pev->nextthink = gpGlobals->time + ( g_pGameRules->IsMultiplayer() ? 0.2f : 0.5f ); } void CDisplacerBall::Circle( void ) { // portal circle MESSAGE_BEGIN(MSG_PAS, 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 + 800); // reach damage radius over .2 seconds WRITE_SHORT(iRingSprite); WRITE_BYTE(0); // startframe WRITE_BYTE(0); // framerate WRITE_BYTE(3); // life WRITE_BYTE(16); // 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(); UTIL_MuzzleLight( pev->origin, 160.0f, 255, 180, 96, 1.0f, 100.0f ); } void CDisplacerBall::KillThink( void ) { if( pRemoveEnt ) UTIL_Remove( pRemoveEnt ); SetThink( &CDisplacerBall::ExplodeThink ); pev->nextthink = gpGlobals->time + 0.2f; } void CDisplacerBall::ExplodeThink( void ) { ClearBeams(); pev->effects |= EF_NODRAW; EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/displacer_teleport.wav", VOL_NORM, ATTN_NORM); entvars_t *pevOwner; if ( pev->owner ) pevOwner = VARS( pev->owner ); else pevOwner = NULL; pev->owner = NULL; UTIL_Remove( this ); ::RadiusDamage( pev->origin, pev, pevOwner, 300, 300, CLASS_NONE, DMG_ENERGYBEAM ); } void CDisplacerBall::ClearBeams( void ) { for( int i = 0;i < 8; i++ ) { if( m_pBeam[i] ) { UTIL_Remove( m_pBeam[i] ); m_pBeam[i] = NULL; } } } #endif // !defined ( CLIENT_DLL ) enum displacer_e { DISPLACER_IDLE1 = 0, DISPLACER_IDLE2, DISPLACER_SPINUP, DISPLACER_SPIN, DISPLACER_FIRE, DISPLACER_DRAW, DISPLACER_HOLSTER }; #define DISPLACER_SECONDARY_USAGE 60 #define DISPLACER_PRIMARY_USAGE 20 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 = 4; p->iSlot = 4; 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 = DISPLACER_DEFAULT_GIVE; 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("displacer_teleporter"); } //========================================================= // 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. ClearBeams(); ClearSpin(); m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0f; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0f; SendWeaponAnim(DISPLACER_HOLSTER); } //========================================================= // Purpose: //========================================================= void CDisplacer::SecondaryAttack(void) { if (m_fFireOnEmpty || !CanFireDisplacer(DISPLACER_SECONDARY_USAGE)) { PlayEmptySound(); m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.3f; return; } m_pPlayer->SetAnimation(PLAYER_ATTACK1); m_iFireMode = FIREMODE_BACKWARD; SetThink (&CDisplacer::SpinUp); m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 4.0; pev->nextthink = gpGlobals->time; } //========================================================= // Purpose: //========================================================= void CDisplacer::PrimaryAttack() { if ( m_fFireOnEmpty || !CanFireDisplacer(DISPLACER_PRIMARY_USAGE)) { PlayEmptySound(); m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.3f; return; } m_iFireMode = FIREMODE_FORWARD; SetThink (&CDisplacer::SpinUp); m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 1.6; pev->nextthink = gpGlobals->time; } //========================================================= // Purpose: //========================================================= void CDisplacer::WeaponIdle(void) { ResetEmptySound(); m_pPlayer->GetAutoaimVector(AUTOAIM_2DEGREES); if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase()) 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::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; } } //========================================================= // Purpose: //========================================================= void CDisplacer::SpinUp( void ) { SendWeaponAnim( DISPLACER_SPINUP, UseDecrement()); LightningEffect(); if( m_iFireMode == FIREMODE_FORWARD ) { EMIT_SOUND( edict(), CHAN_WEAPON, "weapons/displacer_spin.wav", 1, ATTN_NORM ); SetThink (&CDisplacer::Displace); } else { EMIT_SOUND( edict(), CHAN_WEAPON, "weapons/displacer_spin2.wav", 1, ATTN_NORM ); SetThink (&CDisplacer::Teleport); } pev->nextthink = gpGlobals->time + 0.9; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.3; } //========================================================= // Purpose: //========================================================= void CDisplacer::Displace( void ) { ClearBeams(); ClearSpin(); SendWeaponAnim( DISPLACER_FIRE, UseDecrement()); EMIT_SOUND( edict(), CHAN_WEAPON, "weapons/displacer_fire.wav", 1, ATTN_NORM ); // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); m_pPlayer->pev->punchangle.x -= 2; #ifndef CLIENT_DLL Vector vecSrc; UseAmmo(DISPLACER_PRIMARY_USAGE); UTIL_MakeVectors(m_pPlayer->pev->v_angle); vecSrc = m_pPlayer->GetGunPosition(); vecSrc = vecSrc + gpGlobals->v_forward * 22; vecSrc = vecSrc + gpGlobals->v_right * 8; vecSrc = vecSrc + gpGlobals->v_up * -12; CDisplacerBall::Shoot( m_pPlayer->pev, vecSrc, gpGlobals->v_forward * 500, m_pPlayer->pev->v_angle ); SetThink( NULL ); #endif } //========================================================= // Purpose: //========================================================= void CDisplacer::Teleport( void ) { ClearBeams(); ClearSpin(); #ifndef CLIENT_DLL CBaseEntity *pTarget = NULL; Vector tmp( 0, 0, 0 ); if( g_pGameRules->IsMultiplayer() && !g_pGameRules->IsCoOp() ) { pTarget = GetClassPtr( (CBaseEntity *)VARS( EntSelectSpawnPoint( m_pPlayer ) ) ); } else { pTarget = UTIL_FindEntityByClassname( 0, "info_displacer_xen_target" ); } if( pTarget ) tmp = pTarget->pev->origin; if( pTarget && /*HACK*/( tmp != Vector( 0, 0, 0 )/*HACK*/ ) ) { // UTIL_ScreenFade( m_pPlayer, Vector( 0, 200, 0 ), 0.5, 0.5, 255, FFADE_IN ); m_flTimeWeaponIdle = UTIL_WeaponTimeBase(); UseAmmo(DISPLACER_SECONDARY_USAGE); UTIL_CleanSpawnPoint( tmp, 50 ); EMIT_SOUND( edict(), CHAN_BODY, "weapons/displacer_self.wav", 1, ATTN_NORM ); CDisplacerBall::SelfCreate(m_pPlayer->pev, m_pPlayer->pev->origin); // make origin adjustments (origin in center, not at feet) tmp.z -= m_pPlayer->pev->mins.z + 36; 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; } else { EMIT_SOUND( edict(), CHAN_BODY, "buttons/button11.wav", 1, ATTN_NORM ); m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 3.0; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.9; } SetThink( NULL ); #endif } void CDisplacer::LightningEffect( void ) { #ifndef CLIENT_DLL int m_iBeams = 0; if( g_pGameRules->IsMultiplayer()) return; for( int i = 2; i < 5; ++i ) { if( !m_pBeam[m_iBeams] ) m_pBeam[m_iBeams] = CBeam::BeamCreate( "sprites/lgtning.spr", 16 ); m_pBeam[m_iBeams]->EntsInit( m_pPlayer->entindex(), m_pPlayer->entindex() ); m_pBeam[m_iBeams]->SetStartAttachment( i ); m_pBeam[m_iBeams]->SetEndAttachment( i == 4 ? i - 2 : i + 1 ); m_pBeam[m_iBeams]->SetColor( 96, 128, 16 ); m_pBeam[m_iBeams]->SetBrightness( 240 ); m_pBeam[m_iBeams]->SetNoise( 60 ); m_pBeam[m_iBeams]->SetScrollRate( 30 ); m_pBeam[m_iBeams]->pev->scale = 10; m_iBeams++; } #endif } void CDisplacer::ClearBeams( void ) { #ifndef CLIENT_DLL if( g_pGameRules->IsMultiplayer()) return; for( int i = 0; i < 3; i++ ) { if( m_pBeam[i] ) { UTIL_Remove( m_pBeam[i] ); m_pBeam[i] = NULL; } } #endif } //========================================================= // Purpose: //========================================================= void CDisplacer::UseAmmo(int count) { m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= count; } //========================================================= // Purpose: //========================================================= BOOL CDisplacer::CanFireDisplacer( int count ) const { return m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] >= count; }