// --------------------------------------------------------------- // Zap Rift Entity // // AUTHOR // Tyler Lund // // LICENSE // // Permission is granted to anyone to use this software for // any purpose on any computer system, and to redistribute it // in any way, subject to the following restrictions: // // 1. The author is not responsible for the consequences of // use of this software, no matter how awful, even if they // arise from defects in it. // 2. The origin of this software must not be misrepresented, // either by explicit claim or by omission. // 3. Altered versions must be plainly marked as such, and // must not be misrepresented (by explicit claim or // omission) as being the original software. // 3a. It would be nice if I got a copy of your improved // version sent to halflife@bubblemod.org. // 4. This notice must not be removed or altered. // // --------------------------------------------------------------- #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 "effects.h" #include "BMOD_zapgunrift.h" #include "shake.h" #define RIFTSPR "sprites/cnt1.spr" #define RIFTSPR2 "sprites/cnt1.spr" LINK_ENTITY_TO_CLASS( zaprift, CZapRift ); void CZapRift::Precache( void ) { PRECACHE_SOUND("debris/zap4.wav"); PRECACHE_SOUND("weapons/electro4.wav"); PRECACHE_SOUND("hassault/hw_shoot1.wav"); PRECACHE_MODEL( RIFTSPR ); PRECACHE_MODEL( RIFTSPR2 ); } void CZapRift::Spawn( void ) { pev->classname = MAKE_STRING( "zapgun" ); pev->movetype = MOVETYPE_FLY; pev->solid = SOLID_NOT; pev->rendermode = kRenderGlow; pev->renderamt = 240; pev->renderfx = kRenderFxNoDissipation; UTIL_MakeAimVectors( pev->angles ); //pev->origin = pev->origin + gpGlobals->v_forward * 8; SET_MODEL(ENT(pev), RIFTSPR); pev->frame = 0; pev->scale = 2; m_maxFrame = (float) MODEL_FRAMES( pev->modelindex ) - 1; // Create Inner Animated Sprite m_pSprite = CSprite::SpriteCreate( RIFTSPR2, pev->origin, TRUE ); m_pSprite->Animate( 1 ); m_pSprite->pev->scale = 1; m_pSprite->SetTransparency( kRenderGlow, 255, 255, 255, 180, kRenderFxNoDissipation ); m_pSprite->pev->spawnflags |= SF_SPRITE_TEMPORARY; SetThink ( Animate ); pev->nextthink = gpGlobals->time + 0.1; m_fLifeSpan = gpGlobals->time + 3; m_fNextElectrify = gpGlobals->time + 0.1; EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "debris/zap4.wav", 1, ATTN_NORM, 0,100 ); } void CZapRift::Animate( void ) { pev->nextthink = gpGlobals->time + 0.1; if ( pev->frame++ ) { if ( pev->frame > m_maxFrame ) { pev->frame = 0; } } m_pSprite->pev->scale = RANDOM_FLOAT(.5, 3); if ( m_fLifeSpan < gpGlobals->time) { pev->effects |= EF_NODRAW; m_pSprite->Expand( 10, 100 ); SetThink(SUB_Remove); pev->nextthink = gpGlobals->time + 5; } if ( m_fNextElectrify < gpGlobals->time ) { // Send out electric streamers and do area effect damage for (int i = 0; i < 3; i++) { Vector vecTemp; Vector vecEnd = Vector (0,0,0); // Hopefully find a long beam for (int j = 0; j < 5; j++) { vecTemp = FindBeam(); if ( vecTemp.Length() > vecEnd.Length() ) vecEnd = vecTemp; } // Draw the streamer 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( vecEnd.x ); WRITE_COORD( vecEnd.y ); WRITE_COORD( vecEnd.z ); WRITE_SHORT( g_sModelIndexLightning ); WRITE_BYTE( 0 ); // Starting frame WRITE_BYTE( 0 ); // framerate * 0.1 WRITE_BYTE( 20 ); // life * 0.1 WRITE_BYTE( 80 ); // width WRITE_BYTE( 50 ); // noise WRITE_BYTE( 180 ); // color r,g,b WRITE_BYTE( 255 ); // color r,g,b WRITE_BYTE( 96 ); // color r,g,b WRITE_BYTE( 255 ); // brightness WRITE_BYTE( 0 ); // scroll speed MESSAGE_END(); } // Deal damage. CBaseEntity *pEntity= NULL; TraceResult tr; while ((pEntity = UTIL_FindEntityInSphere( pEntity, pev->origin, 512 )) != NULL) { // Only look for players if ( pEntity->pev->takedamage != DAMAGE_NO ) { // blast's don't tavel out of water, // so ignore players that lie on the other side. if (pEntity->pev->waterlevel == 0) continue; // Trace to the target UTIL_TraceLine( pev->origin, pEntity->BodyTarget( pev->origin ) , dont_ignore_monsters, ENT(pev), &tr); if (tr.flFraction == 1.0 || tr.pHit == pEntity->edict()) { ClearMultiDamage( ); pEntity->TraceAttack( VARS( pev->owner ), 30, Vector(0,0,1), &tr, DMG_SHOCK | DMG_ALWAYSGIB ); ApplyMultiDamage( pev, VARS( pev->owner ) ); UTIL_ScreenFade( pEntity, Vector(180,255,96), 2, 0.5, 128, FFADE_IN ); } } } m_fNextElectrify = gpGlobals->time + 1; } } Vector CZapRift::FindBeam( void ) { TraceResult tr; // Direction is within the forward hemisphere. UTIL_MakeAimVectors( pev->angles ); Vector vecDir = gpGlobals->v_right * RANDOM_FLOAT( -1, 1) + gpGlobals->v_up * RANDOM_FLOAT( -1, 1) + gpGlobals->v_forward * RANDOM_FLOAT( 0, 1); vecDir = vecDir.Normalize(); // Maximum distance float fDist = 1024; // End point of the streamer Vector vecEnd = pev->origin + vecDir * fDist; // Trace to the end of the streamer to see if // there is architecture in the way. UTIL_TraceLine(pev->origin, vecEnd, ignore_monsters, ENT(pev), &tr); fDist = (tr.vecEndPos - pev->origin).Length(); // Now we need to find the distance to the water transition. // (if there is one) if (UTIL_PointContents(tr.vecEndPos) != CONTENTS_WATER) { Vector vecMin = pev->origin; Vector vecMax = pev->origin + vecDir * fDist; Vector vecMid; float diff = fDist; while (diff > 1.0) { vecMid = vecMin + (vecMax - vecMin).Normalize() * diff / 2; if (UTIL_PointContents(vecMid) == CONTENTS_WATER) { vecMin = vecMid; } else { vecMax = vecMid; } diff = (vecMax - vecMin).Length(); } fDist = (vecMid - pev->origin).Length(); } // Return new endpoint. return pev->origin + vecDir * fDist; } LINK_ENTITY_TO_CLASS( zapbounce, CZapBounce ); void CZapBounce::Precache( void ) { PRECACHE_SOUND("debris/zap4.wav"); PRECACHE_SOUND("weapons/electro4.wav"); PRECACHE_SOUND("hassault/hw_shoot1.wav"); PRECACHE_MODEL( RIFTSPR ); PRECACHE_MODEL( RIFTSPR2 ); } void CZapBounce::Spawn( void ) { pev->classname = MAKE_STRING( "multizapper" ); pev->movetype = MOVETYPE_FLY; pev->solid = SOLID_NOT; //UTIL_MakeAimVectors( pev->angles ); m_vecStart = pev->origin; m_vecDir = pev->angles; m_fDamage = 90; m_iBounce = 5; m_bFirstZap = TRUE; SetThink ( BounceThink ); pev->nextthink = gpGlobals->time + 0.2; EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "debris/zap4.wav", 1, ATTN_NORM, 0,100 ); } void CZapBounce::BounceThink( void ) { TraceResult tr; CBaseEntity *pEntity; pev->nextthink = gpGlobals->time + 0.05; // Zap Forward with some randomness. if (!m_bFirstZap) { m_vecDir = m_vecDir * 5 + Vector(RANDOM_FLOAT( -1, 1), RANDOM_FLOAT( -1, 1), RANDOM_FLOAT( -1, 1) ); } m_vecDir = m_vecDir.Normalize(); // Maximum distance for this segment. float fDist = 128; // End point of the streamer Vector vecEnd = m_vecStart + m_vecDir * fDist; // Trace to the end of the streamer UTIL_TraceLine(m_vecStart, vecEnd, dont_ignore_monsters, pentIgnore, &tr); fDist = (tr.vecEndPos - m_vecStart).Length(); // draw lightning for (int i = 0; i < 2; i++) { MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); WRITE_BYTE( TE_BEAMPOINTS ); WRITE_COORD(m_vecStart.x); WRITE_COORD(m_vecStart.y); WRITE_COORD(m_vecStart.z); WRITE_COORD( tr.vecEndPos.x ); WRITE_COORD( tr.vecEndPos.y ); WRITE_COORD( tr.vecEndPos.z ); WRITE_SHORT( g_sModelIndexLightning ); WRITE_BYTE( 0 ); // Starting frame WRITE_BYTE( 0 ); // framerate * 0.1 WRITE_BYTE( 10 ); // life * 0.1 WRITE_BYTE( m_iBounce * 10 ); // width WRITE_BYTE( 10 * (6 - m_iBounce )); // noise WRITE_BYTE( 96 ); // color r,g,b WRITE_BYTE( 180 ); // color r,g,b WRITE_BYTE( 255 ); // color r,g,b WRITE_BYTE( m_iBounce * 50); // brightness WRITE_BYTE( 0 ); // scroll speed MESSAGE_END(); } m_vecStart = tr.vecEndPos; // Did we hit an entity? Then do damage. pEntity = CBaseEntity::Instance(tr.pHit); if (pEntity) { if (pEntity->pev->takedamage) { ClearMultiDamage( ); pEntity->TraceAttack( VARS(pev->owner), m_fDamage, m_vecDir, &tr, DMG_SHOCK | DMG_ALWAYSGIB ); ApplyMultiDamage( VARS(pev->owner), VARS(pev->owner) ); UTIL_ScreenFade( pEntity, Vector(96,180,255), 2, 0.5, 128, FFADE_IN ); } // Did we hit a wall? Then reflect. else { float n; n = -DotProduct(tr.vecPlaneNormal, m_vecDir); Vector r; r = 2.0 * tr.vecPlaneNormal * n + m_vecDir; m_vecDir = r; } pentIgnore = ENT(pEntity->pev); } // We can hurt ourselves after the first beam. m_bFirstZap = FALSE; // bounce once m_iBounce--; if (m_iBounce < 1) { // UTIL_ClientPrintAll( HUD_PRINTTALK, " Zap bounce point destroyed.\n"); SetThink(SUB_Remove); pev->nextthink = gpGlobals->time + .1; return; } // split beam? if (RANDOM_LONG(0,100) < 80) { m_fDamage *= .75; CZapBounce* pRift = (CZapBounce*)CBaseEntity::Create( "zapbounce", m_vecStart, m_vecDir, ENT(pev->owner) ); pRift->m_fDamage = m_fDamage; pRift->m_iBounce = m_iBounce; pRift->m_bFirstZap = FALSE; pRift->pev->nextthink = gpGlobals->time + RANDOM_LONG(.2,.3); } }