/*** * * 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(); }