/*** * * 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. * ****/ #if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD ) #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 "sprite.h" #include "com_model.h" #include "customweapons.h" #ifndef CLIENT_DLL #define BOLT_AIR_VELOCITY 2700 #define BOLT_WATER_VELOCITY 2000 class CGateOfBabylonSpawner; #define MAX_SPAWNERS 7 class CGateOfBabylon : public CBasePlayerWeapon { public: void Spawn( void ); void Precache( void ); int iItemSlot( ) { return 0; } int GetItemInfo(ItemInfo *p); int ObjectCaps(); #ifndef CLIENT_DLL int Save( CSave &save ); int Restore( CRestore &restore ); static TYPEDESCRIPTION m_SaveData[]; #endif void PrimaryAttack( void ); void SecondaryAttack( void ); int AddToPlayer( CBasePlayer *pPlayer ); BOOL Deploy( ); void Holster( int skiplocal = 0 ); void Reload( void ); void WeaponIdle( void ); virtual BOOL UseDecrement( void ) { //#if defined( CLIENT_WEAPONS ) // return ; //#else return false; //#endif } CGateOfBabylonSpawner *m_pSpawners[MAX_SPAWNERS]; bool IntersectOtherSpawner( CGateOfBabylonSpawner *spawner ); private: void AddSpawners( void ); int m_iSpawnerCount; }; class CGateOfBabylonBolt : public CBaseEntity { public: static CGateOfBabylonBolt *BoltCreate( void ); private: void Spawn( void ); void Precache( void ); void EXPORT BubbleThink( void ); void EXPORT BoltTouch( CBaseEntity *pOther ); void EXPORT RemoveThink(); void Trail( void ); float TouchGravGun( CBaseEntity *attacker, int stage ); int m_iTrail; }; class CGateOfBabylonSpawner : public CBaseEntity { public: static CGateOfBabylonSpawner *CreateSpawner( CGateOfBabylon *pGates, int iNumber ); private: void Spawn( void ); void Precache( void ); int Save( CSave &save ); int Restore( CRestore &restore ); static TYPEDESCRIPTION m_SaveData[]; void UpdatePosition( void ); void Animate( void ); void EXPORT FollowPlayerThink( void ); bool FireBolts( void ); EHBasePlayerItem m_pGates; Vector m_vecOffset; float m_flNextNPThrow; float m_flLastTimeAnim; int m_iNumber; int m_iMaxFrames; friend class CGateOfBabylon; }; LINK_ENTITY_TO_CLASS( gateofbabylon_spawner, CGateOfBabylonSpawner ); LINK_ENTITY_TO_CLASS( weapon_gateofbabylon, CGateOfBabylon ); LINK_ENTITY_TO_CLASS( gateofbabylon_bolt, CGateOfBabylonBolt ); enum gauss_e { CROWBAR_IDLE = 0, CROWBAR_DRAW, CROWBAR_HOLSTER, CROWBAR_ATTACK1HIT, CROWBAR_ATTACK1MISS, CROWBAR_ATTACK2MISS, CROWBAR_ATTACK2HIT, CROWBAR_ATTACK3MISS, CROWBAR_ATTACK3HIT }; static float UTIL_MyWeaponTimeBase( void ) { return gpGlobals->time; } CGateOfBabylonBolt *CGateOfBabylonBolt::BoltCreate( void ) { // Create a new entity with CGateOfBabylonBolt private data CGateOfBabylonBolt *pBolt = GetClassPtr( (CGateOfBabylonBolt *)NULL ); pBolt->pev->classname = MAKE_STRING( "gateofbabylon_bolt" ); // g-cont. enable save\restore pBolt->Spawn(); return pBolt; } void CGateOfBabylonBolt::Spawn() { Precache(); pev->movetype = MOVETYPE_FLY; pev->solid = SOLID_BBOX; pev->gravity = 0.5; pev->renderamt = 255; pev->rendermode = kRenderTransColor; SET_MODEL( ENT( pev ), "models/w_crowbar.mdl" ); UTIL_SetOrigin( pev, pev->origin ); UTIL_SetSize( pev, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) ); SetTouch( &CGateOfBabylonBolt::BoltTouch ); SetThink( &CGateOfBabylonBolt::BubbleThink ); pev->nextthink = gpGlobals->time + 0.1; } void CGateOfBabylonBolt::Precache() { PRECACHE_MODEL( "models/w_crowbar.mdl" ); PRECACHE_SOUND( "weapons/xbow_hitbod1.wav" ); PRECACHE_SOUND( "weapons/xbow_hitbod2.wav" ); PRECACHE_SOUND( "weapons/xbow_fly1.wav" ); PRECACHE_SOUND( "weapons/xbow_hit1.wav" ); PRECACHE_SOUND( "fvox/beep.wav" ); m_iTrail = PRECACHE_MODEL( "sprites/lgtning.spr" ); } void CGateOfBabylonBolt::RemoveThink( void ) { pev->nextthink = gpGlobals->time + 0.1; pev->renderamt -= 2; if( pev->renderamt <= 0 ) { SUB_Remove(); } } void CGateOfBabylonBolt::BoltTouch( CBaseEntity *pOther ) { const char *szSoundName; TraceResult tr = UTIL_GetGlobalTrace(); if( pOther->pev->owner == pev->owner && FClassnameIs( pOther->pev, "gateofbabylon_bolt" ) ) { return; // ignore same entities from same player } SetTouch( NULL ); SetThink( NULL ); if( pOther->pev->takedamage ) { entvars_t *pevOwner; int bitsDamageType = DMG_ALWAYSGIB; float flDamage; pevOwner = VARS( pev->owner ); // UNDONE: this needs to call TraceAttack instead ClearMultiDamage(); if( pOther->IsPlayer() ) { flDamage = gSkillData.plrDmgCrossbowClient / 3.5f; } else { flDamage = gSkillData.plrDmgCrossbowMonster / 3.5f; bitsDamageType |= DMG_BULLET | DMG_ALWAYSGIB; } pOther->TraceAttack( pevOwner, flDamage, pev->velocity.Normalize(), &tr, bitsDamageType); ApplyMultiDamage( pev, pevOwner ); pev->velocity = g_vecZero; // play body "thwack" sound switch( RANDOM_LONG( 0, 1 ) ) { case 0: szSoundName = "weapons/xbow_hitbod1.wav"; break; case 1: szSoundName = "weapons/xbow_hitbod2.wav"; break; } EMIT_SOUND( ENT( pev ), CHAN_BODY, szSoundName, 1, ATTN_NORM ); if( !g_pGameRules->IsMultiplayer() ) { Killed( pev, GIB_NEVER ); } } else { switch( RANDOM_LONG( 0, 1 ) ) { case 0: szSoundName = "weapons/xbow_hit1.wav"; break; case 1: szSoundName = "weapons/xbow_hit2.wav"; break; } EMIT_SOUND_DYN( ENT( pev ), CHAN_BODY, szSoundName, RANDOM_FLOAT( 0.95, 1.0 ), ATTN_NORM, 0, 98 + RANDOM_LONG( 0, 7 ) ); float saveRoll = pev->angles.z; SetThink( &CGateOfBabylonBolt::RemoveThink ); pev->nextthink = gpGlobals->time;// this will get changed below if the bolt is allowed to stick in what it hit. if( FClassnameIs( pOther->pev, "worldspawn" ) ) { // if what we hit is static architecture, can stay around for a while. Vector vecDir = pev->velocity.Normalize(); DecalGunshot( &tr, BULLET_PLAYER_CROWBAR ); UTIL_SetOrigin( pev, pev->origin - vecDir * RANDOM_FLOAT( 10, 15 ) ); pev->angles = UTIL_VecToAngles( -vecDir ); pev->angles.z = saveRoll; pev->solid = SOLID_NOT; pev->movetype = MOVETYPE_FLY; pev->velocity = g_vecZero; pev->avelocity.z = 0; pev->nextthink = gpGlobals->time + 10.0; } else if( pOther->pev->movetype == MOVETYPE_PUSH || pOther->pev->movetype == MOVETYPE_PUSHSTEP ) { Vector vecDir = pev->velocity.Normalize(); UTIL_SetOrigin( pev, pev->origin - vecDir * RANDOM_FLOAT( 10, 15 ) ); pev->angles = UTIL_VecToAngles( -vecDir ); pev->angles.z = saveRoll; pev->solid = SOLID_NOT; pev->velocity = g_vecZero; pev->avelocity.z = 0; pev->nextthink = gpGlobals->time + 10.0; // g-cont. Setup movewith feature if( gPhysicsInterfaceInitialized ) { pev->movetype = MOVETYPE_COMPOUND; // set movewith type pev->aiment = ENT( pOther->pev ); // set parent } } if( UTIL_PointContents( pev->origin ) != CONTENTS_WATER ) { UTIL_Sparks( pev->origin ); } } } void CGateOfBabylonBolt::Trail( void ) { // trail MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); { WRITE_BYTE( TE_BEAMFOLLOW ); WRITE_SHORT( entindex() ); // entity WRITE_SHORT( m_iTrail ); // model WRITE_BYTE( 10 ); // life WRITE_BYTE( 5 ); // width switch( RANDOM_LONG( 0, 1 ) ) { case 0: WRITE_BYTE( 255 ); // r, g, b WRITE_BYTE( 128 ); // r, g, b WRITE_BYTE( 14 ); // r, g, b break; case 1: WRITE_BYTE( 192 ); // r, g, b WRITE_BYTE( 128 ); // r, g, b WRITE_BYTE( 14 ); // r, g, b break; } WRITE_BYTE( 255 ); // brightness } MESSAGE_END(); } void CGateOfBabylonBolt::BubbleThink( void ) { pev->nextthink = gpGlobals->time + 0.1; Trail(); if( pev->waterlevel != 0 ) { UTIL_BubbleTrail( pev->origin - pev->velocity * 0.1, pev->origin, 1 ); } } float CGateOfBabylonBolt::TouchGravGun(CBaseEntity *attacker, int stage) { if( stage >= 2 ) { pev->movetype = MOVETYPE_FLY; pev->solid = SOLID_BBOX; pev->nextthink = gpGlobals->time + 60.0; SetTouch( &CGateOfBabylonBolt::BoltTouch ); UTIL_MakeVectors( attacker->pev->v_angle + attacker->pev->punchangle); pev->angles = UTIL_VecToAngles(-gpGlobals->v_forward); UTIL_SetOrigin( pev, pev->origin ); SetThink( &CGateOfBabylonBolt::BubbleThink ); } return 2000; } #endif void CGateOfBabylonSpawner::Spawn( void ) { Precache(); SET_MODEL( ENT(pev), "sprites/tele1.spr" ); m_iMaxFrames = MODEL_FRAMES( pev->modelindex ) - 1; pev->movetype = MOVETYPE_NOCLIP; pev->solid = SOLID_NOT; pev->scale = RANDOM_FLOAT( 0.25, 0.4 ); pev->rendermode = kRenderTransAdd; pev->renderamt = 255; pev->framerate = 10.0f; m_flNextNPThrow = 0; m_flLastTimeAnim = 0; UTIL_SetSize( pev, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) ); SetTouch( NULL ); pev->nextthink = gpGlobals->time + 0.001; } void CGateOfBabylonSpawner::Precache( void ) { PRECACHE_MODEL( "sprites/tele1.spr" ); } void CGateOfBabylonSpawner::UpdatePosition( void ) { UTIL_MakeVectors( m_pGates->m_pPlayer->pev->angles ); pev->origin = m_pGates->m_pPlayer->pev->origin + gpGlobals->v_right * m_vecOffset.x + gpGlobals->v_up * m_vecOffset.y; UTIL_SetOrigin( pev, pev->origin ); Vector angles = m_pGates->m_pPlayer->pev->angles; angles.x = 0; pev->angles = angles; } void CGateOfBabylonSpawner::Animate( void ) { pev->frame += pev->framerate * (gpGlobals->time - m_flLastTimeAnim); if( pev->frame > m_iMaxFrames ) { if( m_iMaxFrames > 0 ) pev->frame = fmod( pev->frame, m_iMaxFrames ); } m_flLastTimeAnim = gpGlobals->time; } void CGateOfBabylonSpawner::FollowPlayerThink( void ) { pev->nextthink = gpGlobals->time + 0.01; // update at 100 fps if( !m_pGates ) return; // wait for gates if( !m_pGates->m_pPlayer || !m_pGates->m_pPlayer->m_pActiveItem || m_pGates->m_pPlayer->pev->deadflag > DEAD_NO ) { SetThink( &CBaseEntity::SUB_Remove ); return; } // don't draw if player changed weapon if( m_pGates->m_pPlayer->m_pActiveItem->m_iId != WEAPON_GATEOFBABYLON ) { if( !(pev->effects & EF_NODRAW) ) pev->effects |= EF_NODRAW; } else { // restore drawing if( pev->effects & EF_NODRAW ) pev->effects &= ~EF_NODRAW; UpdatePosition(); Animate(); } } CGateOfBabylonSpawner *CGateOfBabylonSpawner::CreateSpawner( CGateOfBabylon *pGates, int iNumber ) { // Create a new entity with CGateOfBabylonBolt private data CGateOfBabylonSpawner *pBolt = GetClassPtr( (CGateOfBabylonSpawner *)NULL ); pBolt->pev->classname = MAKE_STRING( "gateofbabylon_spawner" ); // g-cont. enable save\r/estore pBolt->m_pGates = pGates; pBolt->m_iNumber = iNumber; int i = 0; do { pBolt->m_vecOffset.x = RANDOM_FLOAT( 10, 50 ) * (iNumber & 1 ? 1: -1) ; pBolt->m_vecOffset.y = RANDOM_FLOAT( 10, 60 ); } while( pGates->IntersectOtherSpawner( pBolt ) && i++ < 10 ); // don't go into infinite loop pBolt->SetThink( &CGateOfBabylonSpawner::FollowPlayerThink ); pBolt->Spawn(); return pBolt; } bool CGateOfBabylonSpawner::FireBolts( void ) { TraceResult tr; CBasePlayer *pPlayer = m_pGates->m_pPlayer; if( m_flNextNPThrow > gpGlobals->time ) { return false; } m_flNextNPThrow = gpGlobals->time + RANDOM_FLOAT( 0.5, 1.0 ); Vector anglesAim = pPlayer->pev->v_angle; UTIL_MakeVectors( anglesAim ); Vector vecSrc = pev->origin + gpGlobals->v_up * 2; Vector vecDir; UTIL_TraceLine( vecSrc, pPlayer->GetGunPosition() + gpGlobals->v_forward * 8192, dont_ignore_monsters, ignore_glass, pPlayer->edict(), &tr ); if( tr.fStartSolid ) return false; if( tr.flFraction != 1.0f ) { vecDir = (pPlayer->GetGunPosition() + gpGlobals->v_forward * ( tr.vecEndPos - vecSrc ).Length()) - vecSrc; vecDir = vecDir.Normalize(); } else { return false; } vecDir = vecDir + gpGlobals->v_right * RANDOM_FLOAT( 0, 0.02 ) - gpGlobals->v_up * RANDOM_FLOAT( 0, 0.02 ); #ifndef CLIENT_DLL CGateOfBabylonBolt *pBolt = CGateOfBabylonBolt::BoltCreate(); pBolt->pev->origin = vecSrc; pBolt->pev->angles = UTIL_VecToAngles( -gpGlobals->v_forward ); pBolt->pev->angles.z = RANDOM_FLOAT(0, 360); pBolt->pev->owner = pPlayer->edict(); if( pPlayer->pev->waterlevel == 3 ) { pBolt->pev->velocity = vecDir * BOLT_WATER_VELOCITY; pBolt->pev->speed = BOLT_WATER_VELOCITY; } else { pBolt->pev->velocity = vecDir * BOLT_AIR_VELOCITY; pBolt->pev->speed = BOLT_AIR_VELOCITY; } pBolt->pev->avelocity.z = 10; #endif return true; } TYPEDESCRIPTION CGateOfBabylonSpawner::m_SaveData[] = { DEFINE_FIELD( CGateOfBabylonSpawner, m_iNumber, FIELD_INTEGER ), DEFINE_FIELD( CGateOfBabylonSpawner, m_iMaxFrames, FIELD_INTEGER ), DEFINE_FIELD( CGateOfBabylonSpawner, m_vecOffset, FIELD_VECTOR ), DEFINE_FIELD( CGateOfBabylonSpawner, m_flNextNPThrow, FIELD_TIME ), DEFINE_FIELD( CGateOfBabylonSpawner, m_flLastTimeAnim, FIELD_TIME ), DEFINE_FIELD( CGateOfBabylonSpawner, m_pGates, FIELD_CLASSPTR ) }; IMPLEMENT_SAVERESTORE( CGateOfBabylonSpawner, CBaseEntity ); TYPEDESCRIPTION CGateOfBabylon::m_SaveData[] = { DEFINE_FIELD( CBasePlayerWeapon, m_flNextPrimaryAttack, FIELD_TIME ), DEFINE_FIELD( CBasePlayerWeapon, m_flNextSecondaryAttack, FIELD_TIME ), DEFINE_FIELD( CBasePlayerWeapon, m_flTimeWeaponIdle, FIELD_TIME ), DEFINE_FIELD( CGateOfBabylon, m_iSpawnerCount, FIELD_INTEGER ), DEFINE_ARRAY( CGateOfBabylon, m_pSpawners, FIELD_CLASSPTR, MAX_SPAWNERS ) }; IMPLEMENT_SAVERESTORE( CGateOfBabylon, CBasePlayerWeapon ); int CGateOfBabylon::ObjectCaps() { return FCAP_ACROSS_TRANSITION; } void CGateOfBabylon::Spawn() { Precache(); m_iId = WEAPON_GATEOFBABYLON; //m_iSpawnerCount = 0; SET_MODEL( ENT( pev ), "models/w_crowbar.mdl" ); FallInit();// get ready to fall down. } int CGateOfBabylon::AddToPlayer( CBasePlayer *pPlayer ) { if( CBasePlayerWeapon::AddToPlayer( pPlayer ) ) { MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev ); WRITE_BYTE( m_iId ); MESSAGE_END(); m_iSpawnerCount = 0; //AddSpawners(); return TRUE; } return FALSE; } void CGateOfBabylon::Precache( void ) { PRECACHE_MODEL( "models/w_crowbar.mdl" ); PRECACHE_MODEL( "models/v_crowbar.mdl" ); PRECACHE_MODEL( "models/p_crowbar.mdl" ); PRECACHE_SOUND( "weapons/xbow_fire1.wav" ); PRECACHE_SOUND( "weapons/xbow_reload1.wav" ); UTIL_PrecacheOther( "gateofbabylon_bolt" ); UTIL_PrecacheOther( "gateofbabylon_spawner" ); } int CGateOfBabylon::GetItemInfo( ItemInfo *p ) { p->pszName = STRING( pev->classname ); p->pszAmmo1 = NULL; p->iMaxAmmo1 = WEAPON_NOCLIP; p->pszAmmo2 = NULL; p->iMaxAmmo2 = WEAPON_NOCLIP; p->iMaxClip = WEAPON_NOCLIP; p->iSlot = 0; p->iPosition = 3; p->iId = WEAPON_GATEOFBABYLON; p->iWeight = 9999; // superimba, switch everytime p->iFlags = 0; return 1; } BOOL CGateOfBabylon::Deploy() { return DefaultDeploy( "models/v_crowbar.mdl", "models/p_crowbar.mdl", CROWBAR_DRAW, "crowbar" ); } void CGateOfBabylon::Holster( int skiplocal /* = 0 */ ) { m_pPlayer->m_flNextAttack = UTIL_MyWeaponTimeBase() + 0.01; SendWeaponAnim( CROWBAR_HOLSTER ); } void CGateOfBabylon::PrimaryAttack( void ) { BOOL fire = FALSE; int j = 0; m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME; if( !m_iSpawnerCount ) { PlayEmptySound(); return; } do { int i = RANDOM_LONG( 0, m_iSpawnerCount - 1 ); if( m_pSpawners[i] ) { fire = m_pSpawners[i]->FireBolts(); } } while( !fire && j++ < m_iSpawnerCount); // give up after some retries if( fire ) { SendWeaponAnim( RANDOM_LONG( CROWBAR_ATTACK1HIT, CROWBAR_ATTACK3HIT ) ); m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); } else { PlayEmptySound(); } m_flNextPrimaryAttack = UTIL_MyWeaponTimeBase() + 0.1; m_flNextSecondaryAttack = UTIL_MyWeaponTimeBase() + 1; } void CGateOfBabylon::SecondaryAttack() { if( m_iSpawnerCount == MAX_SPAWNERS ) { // remove them all! for( m_iSpawnerCount = MAX_SPAWNERS - 1; m_iSpawnerCount >= 0; m_iSpawnerCount-- ) { UTIL_Remove( m_pSpawners[m_iSpawnerCount] ); m_pSpawners[m_iSpawnerCount] = NULL; } m_iSpawnerCount = 0; } else { UTIL_Remove( m_pSpawners[m_iSpawnerCount]); m_pSpawners[m_iSpawnerCount] = CGateOfBabylonSpawner::CreateSpawner( this, m_iSpawnerCount ); m_iSpawnerCount++; } pev->nextthink = UTIL_MyWeaponTimeBase() + 1; m_flNextSecondaryAttack = UTIL_MyWeaponTimeBase() + 1; } void CGateOfBabylon::AddSpawners( void ) { #if 0 CBaseEntity *pEnt = NULL; CGateOfBabylonSpawner *pSpawner; int iSpawnerCount = 0; while( ( pEnt = UTIL_FindEntityInSphere( pEnt, m_pPlayer->pev->origin, 100 ) ) ) { if( !FClassnameIs( pEnt->pev, "gateofbabylon_spawner" ) ) continue; pSpawner = static_cast( pEnt ); UTIL_Remove( m_pSpawners[iSpawnerCount] ); m_pSpawners[iSpawnerCount] = pSpawner; pSpawner->m_iNumber = iSpawnerCount; pSpawner->m_pGates = this; pSpawner->SetThink( &CGateOfBabylonSpawner::FollowPlayerThink ); iSpawnerCount++; } m_iSpawnerCount = iSpawnerCount; #endif } void CGateOfBabylon::Reload( void ) { } void CGateOfBabylon::WeaponIdle( void ) { ResetEmptySound(); if( m_flTimeWeaponIdle >= UTIL_MyWeaponTimeBase() ) return; m_flTimeWeaponIdle = UTIL_MyWeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); SendWeaponAnim( CROWBAR_IDLE ); } bool CGateOfBabylon::IntersectOtherSpawner( CGateOfBabylonSpawner *spawner ) { for( int i = 0; i < m_iSpawnerCount; i++ ) { CGateOfBabylonSpawner *o = m_pSpawners[i]; if( spawner == o || !o ) continue; if( abs( spawner->m_vecOffset.x - o->m_vecOffset.x ) < 16 * pev->scale ) return true; if( abs( spawner->m_vecOffset.y - o->m_vecOffset.y ) < 16 * pev->scale ) return true; } return false; } #endif