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452 lines
12 KiB
452 lines
12 KiB
/*** |
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* |
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* Copyright (c) 1996-2001, Valve LLC. All rights reserved. |
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* |
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* This product contains software technology licensed from Id |
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. |
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* All Rights Reserved. |
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* |
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* Use, distribution, and modification of this source code and/or resulting |
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* object code is restricted to non-commercial enhancements to products from |
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* Valve LLC. All other use, distribution, or modification is prohibited |
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* without written permission from Valve LLC. |
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* |
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****/ |
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#include "extdll.h" |
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#include "util.h" |
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#include "cbase.h" |
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#include "monsters.h" |
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#include "weapons.h" |
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#include "nodes.h" |
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#include "player.h" |
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#include "soundent.h" |
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#include "gamerules.h" |
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#include "decals.h" |
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#include "sporegrenade.h" |
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#include "gearbox_weapons.h" |
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LINK_ENTITY_TO_CLASS(monster_spore, CSporeGrenade); |
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TYPEDESCRIPTION CSporeGrenade::m_SaveData[] = |
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{ |
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DEFINE_FIELD(CSporeGrenade, m_pSporeGlow, FIELD_CLASSPTR), |
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DEFINE_FIELD(CSporeGrenade, m_flNextSpriteTrailSpawn, FIELD_TIME), |
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}; |
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IMPLEMENT_SAVERESTORE(CSporeGrenade, CGrenade); |
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void CSporeGrenade::Precache(void) |
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{ |
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PRECACHE_MODEL("sprites/glow01.spr"); |
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} |
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// UNDONE: temporary scorching for PreAlpha - find a less sleazy permenant solution. |
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void CSporeGrenade::Explode(TraceResult *pTrace, int bitsDamageType) |
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{ |
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//float flRndSound;// sound randomizer |
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pev->model = iStringNull;//invisible |
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pev->solid = SOLID_NOT;// intangible |
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pev->takedamage = DAMAGE_NO; |
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// Pull out of the wall a bit |
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if (pTrace->flFraction != 1.0) |
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{ |
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pev->origin = pTrace->vecEndPos + (pTrace->vecPlaneNormal * (pev->dmg - 24) * 0.6); |
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} |
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Vector vecSpraySpot = pTrace->vecEndPos; |
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float flSpraySpeed = RANDOM_LONG(10, 15); |
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// If the trace is pointing up, then place |
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// spawn position a few units higher. |
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if (pTrace->vecPlaneNormal.z > 0) |
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{ |
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vecSpraySpot = vecSpraySpot + (pTrace->vecPlaneNormal * 8); |
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flSpraySpeed *= 2; // Double the speed to make them fly higher |
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// in the air. |
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} |
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// Spawn small particles at the explosion origin. |
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SpawnExplosionParticles( |
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vecSpraySpot, // position |
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pTrace->vecPlaneNormal, // direction |
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g_sModelIndexTinySpit, // modelindex |
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RANDOM_LONG(8, 10), // count |
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flSpraySpeed, // speed |
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RANDOM_FLOAT(10, 20) * 10); // noise |
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// Play explode sound. |
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EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/splauncher_impact.wav", 1, ATTN_NORM); |
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CSoundEnt::InsertSound(bits_SOUND_COMBAT, pev->origin, NORMAL_EXPLOSION_VOLUME, 3.0); |
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entvars_t *pevOwner; |
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if (pev->owner) |
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pevOwner = VARS(pev->owner); |
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else |
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pevOwner = NULL; |
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pev->owner = NULL; // can't traceline attack owner if this is set |
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RadiusDamage(pev, pevOwner, pev->dmg, CLASS_NONE, bitsDamageType); |
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// Place a decal on the surface that was hit. |
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UTIL_DecalTrace(pTrace, DECAL_YBLOOD5 + RANDOM_LONG(0, 1)); |
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pev->effects |= EF_NODRAW; |
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SetThink(&CSporeGrenade::Smoke); |
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pev->velocity = g_vecZero; |
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pev->nextthink = gpGlobals->time + 0.3; |
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if (m_pSporeGlow) |
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{ |
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UTIL_Remove(m_pSporeGlow); |
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m_pSporeGlow = NULL; |
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} |
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} |
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void CSporeGrenade::Smoke(void) |
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{ |
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if (UTIL_PointContents(pev->origin) == CONTENTS_WATER) |
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{ |
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UTIL_Bubbles(pev->origin - Vector(64, 64, 64), pev->origin + Vector(64, 64, 64), 100); |
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} |
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UTIL_Remove(this); |
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} |
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void CSporeGrenade::Killed(entvars_t *pevAttacker, int iGib) |
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{ |
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Detonate(); |
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} |
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// Timed grenade, this think is called when time runs out. |
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void CSporeGrenade::DetonateUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) |
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{ |
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SetThink(&CSporeGrenade::Detonate); |
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pev->nextthink = gpGlobals->time; |
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} |
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void CSporeGrenade::PreDetonate(void) |
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{ |
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CSoundEnt::InsertSound(bits_SOUND_DANGER, pev->origin, 400, 0.3); |
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SetThink(&CSporeGrenade::Detonate); |
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pev->nextthink = gpGlobals->time + 1; |
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} |
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void CSporeGrenade::Detonate(void) |
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{ |
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TraceResult tr; |
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Vector vecSpot;// trace starts here! |
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vecSpot = pev->origin + Vector(0, 0, 8); |
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UTIL_TraceLine(vecSpot, vecSpot + Vector(0, 0, -40), ignore_monsters, ENT(pev), &tr); |
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Explode(&tr, DMG_BLAST); |
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} |
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void CSporeGrenade::BounceSound(void) |
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{ |
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switch (RANDOM_LONG(0, 2)) |
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{ |
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case 0: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/spore_hit1.wav", 0.25, ATTN_NORM); break; |
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case 1: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/spore_hit2.wav", 0.25, ATTN_NORM); break; |
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case 2: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/spore_hit3.wav", 0.25, ATTN_NORM); break; |
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} |
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} |
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void CSporeGrenade::TumbleThink(void) |
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{ |
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if (!IsInWorld()) |
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{ |
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UTIL_Remove(this); |
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return; |
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} |
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StudioFrameAdvance(); |
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pev->nextthink = gpGlobals->time + 0.1; |
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if (pev->dmgtime - 1 < gpGlobals->time) |
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{ |
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CSoundEnt::InsertSound(bits_SOUND_DANGER, pev->origin + pev->velocity * (pev->dmgtime - gpGlobals->time), 400, 0.1); |
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} |
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if (pev->dmgtime <= gpGlobals->time) |
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{ |
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SetThink(&CSporeGrenade::Detonate); |
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} |
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if (pev->waterlevel != 0) |
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{ |
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pev->velocity = pev->velocity * 0.5; |
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pev->framerate = 0.2; |
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} |
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// Spawn particles. |
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SpawnTrailParticles( |
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pev->origin, // position |
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-pev->velocity.Normalize(), // dir |
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g_sModelIndexTinySpit, // modelindex |
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RANDOM_LONG( 5, 10 ), // count |
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RANDOM_FLOAT(10, 15), // speed |
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RANDOM_FLOAT(2, 3) * 100); // noise ( client will divide by 100 ) |
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} |
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// |
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// Contact grenade, explode when it touches something |
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// |
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void CSporeGrenade::ExplodeTouch(CBaseEntity *pOther) |
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{ |
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TraceResult tr; |
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Vector vecSpot;// trace starts here! |
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pev->enemy = pOther->edict(); |
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vecSpot = pev->origin - pev->velocity.Normalize() * 32; |
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UTIL_TraceLine(vecSpot, vecSpot + pev->velocity.Normalize() * 64, ignore_monsters, ENT(pev), &tr); |
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Explode(&tr, DMG_BLAST); |
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} |
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void CSporeGrenade::DangerSoundThink(void) |
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{ |
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if (!IsInWorld()) |
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{ |
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UTIL_Remove(this); |
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return; |
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} |
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CSoundEnt::InsertSound(bits_SOUND_DANGER, pev->origin + pev->velocity * 0.5, pev->velocity.Length(), 0.2); |
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pev->nextthink = gpGlobals->time + 0.2; |
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if (pev->waterlevel != 0) |
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{ |
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pev->velocity = pev->velocity * 0.5; |
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} |
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// Spawn particles. |
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SpawnTrailParticles( |
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pev->origin, // position |
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-pev->velocity.Normalize(), // dir |
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g_sModelIndexTinySpit, // modelindex |
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RANDOM_LONG(5, 10), // count |
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RANDOM_FLOAT(10, 15), // speed |
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RANDOM_FLOAT(2, 3) * 100); // noise ( client will divide by 100 ) |
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} |
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void CSporeGrenade::BounceTouch(CBaseEntity *pOther) |
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{ |
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#if 0 |
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// don't hit the guy that launched this grenade |
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if (pOther->edict() == pev->owner) |
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return; |
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#endif |
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// only do damage if we're moving fairly fast |
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if (m_flNextAttack < gpGlobals->time && pev->velocity.Length() > 100) |
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{ |
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entvars_t *pevOwner = VARS(pev->owner); |
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if (pevOwner) |
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{ |
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TraceResult tr = UTIL_GetGlobalTrace(); |
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ClearMultiDamage(); |
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pOther->TraceAttack(pevOwner, 1, gpGlobals->v_forward, &tr, DMG_CLUB); |
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ApplyMultiDamage(pev, pevOwner); |
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} |
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m_flNextAttack = gpGlobals->time + 1.0; // debounce |
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} |
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Vector vecTestVelocity; |
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// pev->avelocity = Vector (300, 300, 300); |
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// this is my heuristic for modulating the grenade velocity because grenades dropped purely vertical |
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// or thrown very far tend to slow down too quickly for me to always catch just by testing velocity. |
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// trimming the Z velocity a bit seems to help quite a bit. |
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vecTestVelocity = pev->velocity; |
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vecTestVelocity.z *= 1.25; // 0.45 |
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if (!m_fRegisteredSound && vecTestVelocity.Length() <= 60) |
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{ |
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//ALERT( at_console, "Grenade Registered!: %f\n", vecTestVelocity.Length() ); |
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// grenade is moving really slow. It's probably very close to where it will ultimately stop moving. |
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// go ahead and emit the danger sound. |
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// register a radius louder than the explosion, so we make sure everyone gets out of the way |
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CSoundEnt::InsertSound(bits_SOUND_DANGER, pev->origin, pev->dmg / 0.4, 0.3); |
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m_fRegisteredSound = TRUE; |
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} |
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if (pev->flags & FL_ONGROUND) |
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{ |
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// add a bit of static friction |
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pev->velocity = pev->velocity * 0.01; |
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pev->sequence = RANDOM_LONG(1, 1); |
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} |
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else |
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{ |
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// play bounce sound |
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BounceSound(); |
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} |
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pev->framerate = pev->velocity.Length() / 200.0; |
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if (pev->framerate > 1.0) |
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pev->framerate = 1; |
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else if (pev->framerate < 0.5) |
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pev->framerate = 0; |
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} |
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void CSporeGrenade::SlideTouch(CBaseEntity *pOther) |
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{ |
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// don't hit the guy that launched this grenade |
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if (pOther->edict() == pev->owner) |
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return; |
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// pev->avelocity = Vector (300, 300, 300); |
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if (pev->flags & FL_ONGROUND) |
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{ |
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// add a bit of static friction |
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pev->velocity = pev->velocity * 0.95; |
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if (pev->velocity.x != 0 || pev->velocity.y != 0) |
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{ |
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// maintain sliding sound |
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} |
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} |
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else |
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{ |
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BounceSound(); |
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} |
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} |
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void CSporeGrenade::Spawn(void) |
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{ |
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pev->movetype = MOVETYPE_BOUNCE; |
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pev->solid = SOLID_BBOX; |
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SET_MODEL(ENT(pev), "models/spore.mdl"); |
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UTIL_SetSize(pev, Vector(0, 0, 0), Vector(0, 0, 0)); |
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pev->gravity = 0.5; // 0.5 |
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pev->friction = 0.2; // 0.8 |
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pev->dmg = gSkillData.plrDmgSpore; |
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m_fRegisteredSound = FALSE; |
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m_flNextSpriteTrailSpawn = gpGlobals->time; |
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m_pSporeGlow = CSprite::SpriteCreate("sprites/glow01.spr", pev->origin, FALSE); |
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if (m_pSporeGlow) |
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{ |
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m_pSporeGlow->SetTransparency(kRenderGlow, 217, 241, 152, 200, kRenderFxNoDissipation); |
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m_pSporeGlow->SetAttachment(edict(), 1); |
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m_pSporeGlow->SetScale(.5f); |
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} |
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} |
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CGrenade * CSporeGrenade::ShootTimed(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time) |
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{ |
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CSporeGrenade *pGrenade = GetClassPtr((CSporeGrenade *)NULL); |
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pGrenade->Spawn(); |
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UTIL_SetOrigin(pGrenade->pev, vecStart); |
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pGrenade->pev->velocity = vecVelocity; |
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pGrenade->pev->angles = UTIL_VecToAngles(pGrenade->pev->velocity); |
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pGrenade->pev->owner = ENT(pevOwner); |
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pGrenade->SetTouch(&CSporeGrenade::BounceTouch); // Bounce if touched |
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// Take one second off of the desired detonation time and set the think to PreDetonate. PreDetonate |
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// will insert a DANGER sound into the world sound list and delay detonation for one second so that |
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// the grenade explodes after the exact amount of time specified in the call to ShootTimed(). |
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pGrenade->pev->dmgtime = gpGlobals->time + time; |
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pGrenade->SetThink(&CSporeGrenade::TumbleThink); |
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pGrenade->pev->nextthink = gpGlobals->time + 0.1; |
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if (time < 0.1) |
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{ |
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pGrenade->pev->nextthink = gpGlobals->time; |
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pGrenade->pev->velocity = Vector(0, 0, 0); |
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} |
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pGrenade->pev->sequence = RANDOM_LONG(3, 6); |
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pGrenade->pev->framerate = 1.0; |
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// Tumble through the air |
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// pGrenade->pev->avelocity.x = -400; |
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pGrenade->pev->gravity = 0.5; |
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pGrenade->pev->friction = 0.2; // 0.8 |
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SET_MODEL(ENT(pGrenade->pev), "models/spore.mdl"); |
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pGrenade->pev->dmg = gSkillData.plrDmgSpore; |
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return pGrenade; |
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} |
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CGrenade *CSporeGrenade::ShootContact(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity) |
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{ |
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CSporeGrenade *pGrenade = GetClassPtr((CSporeGrenade *)NULL); |
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pGrenade->Spawn(); |
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pGrenade->pev->movetype = MOVETYPE_FLY; |
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UTIL_SetOrigin(pGrenade->pev, vecStart); |
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pGrenade->pev->velocity = vecVelocity; |
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pGrenade->pev->angles = UTIL_VecToAngles(pGrenade->pev->velocity); |
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pGrenade->pev->owner = ENT(pevOwner); |
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// make monsters afaid of it while in the air |
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pGrenade->SetThink(&CSporeGrenade::DangerSoundThink); |
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pGrenade->pev->nextthink = gpGlobals->time; |
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// Tumble in air |
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// Explode on contact |
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pGrenade->SetTouch(&CSporeGrenade::ExplodeTouch); |
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pGrenade->pev->dmg = gSkillData.plrDmgSpore; |
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return pGrenade; |
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} |
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void CSporeGrenade::SpawnTrailParticles(const Vector& origin, const Vector& direction, int modelindex, int count, float speed, float noise) |
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{ |
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MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, origin); |
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WRITE_BYTE(TE_SPRITE_SPRAY); |
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WRITE_COORD(origin.x); // pos |
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WRITE_COORD(origin.y); |
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WRITE_COORD(origin.z); |
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WRITE_COORD(direction.x); // dir |
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WRITE_COORD(direction.y); |
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WRITE_COORD(direction.z); |
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WRITE_SHORT(modelindex); // model |
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WRITE_BYTE(count); // count |
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WRITE_BYTE(speed); // speed |
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WRITE_BYTE(noise); // noise ( client will divide by 100 ) |
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MESSAGE_END(); |
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} |
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void CSporeGrenade::SpawnExplosionParticles(const Vector& origin, const Vector& direction, int modelindex, int count, float speed, float noise) |
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{ |
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MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, origin); |
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WRITE_BYTE(TE_SPRITE_SPRAY); |
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WRITE_COORD(origin.x); // pos |
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WRITE_COORD(origin.y); |
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WRITE_COORD(origin.z); |
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WRITE_COORD(direction.x); // dir |
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WRITE_COORD(direction.y); |
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WRITE_COORD(direction.z); |
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WRITE_SHORT(modelindex); // model |
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WRITE_BYTE(count); // count |
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WRITE_BYTE(speed); // speed |
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WRITE_BYTE(noise); // noise ( client will divide by 100 ) |
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MESSAGE_END(); |
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} |