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444 lines
13 KiB
444 lines
13 KiB
// --------------------------------------------------------------- |
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// BubbleMod |
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// |
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// AUTHOR |
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// Tyler Lund <halflife@bubblemod.org> |
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// |
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// LICENSE |
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// |
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// Permission is granted to anyone to use this software for |
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// any purpose on any computer system, and to redistribute it |
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// in any way, subject to the following restrictions: |
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// |
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// 1. The author is not responsible for the consequences of |
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// use of this software, no matter how awful, even if they |
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// arise from defects in it. |
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// 2. The origin of this software must not be misrepresented, |
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// either by explicit claim or by omission. |
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// 3. Altered versions must be plainly marked as such, and |
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// must not be misrepresented (by explicit claim or |
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// omission) as being the original software. |
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// 3a. It would be nice if I got a copy of your improved |
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// version sent to halflife@bubblemod.org. |
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// 4. This notice must not be removed or altered. |
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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 "weapons.h" |
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#include "player.h" |
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#include "skill.h" |
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#include "items.h" |
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#include "gamerules.h" |
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#include "BMOD_rune.h" |
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#include "BMOD_messaging.h" |
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#include "BMOD_player.h" |
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#define RUNE_MODEL "models/w_oxygen.mdl" |
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extern DLL_GLOBAL BOOL g_runes_learn; |
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extern cvar_t bm_runemask; |
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void CRune::Spawn( void ) |
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{ |
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Precache(); |
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// SET_MODEL(ENT(pev), RUNE_MODEL); |
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pev->movetype = MOVETYPE_BOUNCE; |
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pev->solid = SOLID_TRIGGER; |
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pev->classname = MAKE_STRING("rune"); |
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pev->renderfx |= kRenderFxGlowShell; |
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pev->rendercolor = m_vRuneColor; |
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pev->renderamt = 50; |
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m_randomize = FALSE; |
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UTIL_SetOrigin( pev, pev->origin ); |
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UTIL_SetSize(pev, Vector(-16, -16, 0), Vector(16, 16, 16)); |
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SetTouch(RuneTouch); |
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pev->effects |= EF_NODRAW; |
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SetThink ( Materialize ); |
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pev->nextthink = gpGlobals->time + RANDOM_FLOAT(.5, 2); |
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if (DROP_TO_FLOOR(ENT(pev)) == 0) |
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{ |
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ALERT(at_error, "Item %s fell out of level at %f,%f,%f", STRING( pev->classname ), pev->origin.x, pev->origin.y, pev->origin.z); |
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UTIL_Remove( this ); |
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return; |
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} |
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} |
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void CRune::RuneTouch( CBaseEntity *pOther ) |
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{ |
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// if it's not a player, just bounce |
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if ( !pOther->IsPlayer() ) |
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{ |
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if (!pev->velocity) |
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return; |
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TraceResult tr; |
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UTIL_TraceLine( pev->origin, pev->origin - Vector(0,0,10), ignore_monsters, edict(), &tr ); |
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if ( tr.flFraction < 1.0 ) |
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{ |
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// add a bit of static friction |
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pev->velocity = pev->velocity * 0.5; |
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} |
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return; |
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} |
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CBasePlayer *pPlayer = (CBasePlayer *)pOther; |
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if (!pPlayer->BMOD_IsASpawn() && MyTouch( pPlayer )) |
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{ |
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pPlayer->pev->rendermode = kRenderNormal; |
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pPlayer->pev->renderfx = kRenderFxGlowShell; |
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pPlayer->pev->rendercolor = m_vRuneColor; |
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pPlayer->pev->renderamt = 10; // glow shell distance from entity |
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SetTouch( NULL ); |
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Respawn(); |
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} |
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} |
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CBaseEntity* CRune::Respawn( void ) |
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{ |
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pev->effects |= EF_NODRAW; |
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if (m_randomize) |
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SetThink ( MaterializeRandom ); |
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else |
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SetThink ( Materialize ); |
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return this; |
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} |
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void CRune::MaterializeRandom ( void ) |
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{ |
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// Make sure at least one rune type is allowed |
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if (!((int)bm_runemask.value & 63)) |
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{ |
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UTIL_Remove( this ); |
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return; |
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} |
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CBaseEntity *NewRune = NULL; |
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int rand = 1; |
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for (int i = 0; i < RANDOM_LONG(3,10); i++) |
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{ |
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do { |
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rand *= 2; |
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if (rand > 63) |
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rand = 1; |
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} while (!(rand & (int)bm_runemask.value)); |
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} |
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if (rand == RUNE_CROWBAR) |
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NewRune = CBaseEntity::Create("item_CrowbarRune", pev->origin, Vector (0,0,0), NULL ); |
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else if (rand == RUNE_GRENADE) |
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NewRune = CBaseEntity::Create("item_GrenadeRune", pev->origin, Vector (0,0,0), NULL ); |
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else if (rand == RUNE_357) |
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NewRune = CBaseEntity::Create("item_357Rune", pev->origin, Vector (0,0,0), NULL ); |
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else if (rand == RUNE_HEALTH) |
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NewRune = CBaseEntity::Create("item_HealthRune", pev->origin, Vector (0,0,0), NULL ); |
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else if (rand == RUNE_BATTERY) |
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NewRune = CBaseEntity::Create("item_BatteryRune", pev->origin, Vector (0,0,0), NULL ); |
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else if (rand == RUNE_SHOTGUN) |
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NewRune = CBaseEntity::Create("item_ShotgunRune", pev->origin, Vector (0,0,0), NULL ); |
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((CRune *)NewRune)->m_randomize = TRUE; |
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UTIL_Remove( this ); |
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} |
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void CRune::Materialize( void ) |
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{ |
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// Pool of random spawn points. |
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static Vector spawnPoints[200]; |
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// Populate the random spawn point pool. |
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if (!g_runes_learn) { |
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g_runes_learn = TRUE; |
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CBaseEntity *pSpot = NULL; |
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for ( int i = 0; i < 200; i++ ) { |
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do |
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pSpot = UTIL_FindEntityInSphere( pSpot, Vector(0,0,0), 4096 ); |
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while (pSpot==NULL || |
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!( |
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!strcmp(STRING(pSpot->pev->classname), "info_player_deathmatch") | |
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!strncmp(STRING(pSpot->pev->classname), "weapon_", 7) | |
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!strncmp(STRING(pSpot->pev->classname), "ammo_", 5) |
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)); |
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spawnPoints[i] = pSpot->pev->origin; |
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} |
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} |
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if ( pev->effects & EF_NODRAW ) |
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{ |
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pev->angles.x = 0; |
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pev->angles.z = 0; |
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pev->origin = spawnPoints[RANDOM_LONG(0, 199)]; |
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pev->velocity.x = RANDOM_FLOAT( .5, 2 ); |
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if (RANDOM_LONG(0,1)) |
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pev->velocity.x = pev->velocity.x * -1; |
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pev->velocity.y = RANDOM_FLOAT( .5, 2 ); |
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if (RANDOM_LONG(0,1)) |
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pev->velocity.y = pev->velocity.y * -1; |
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pev->velocity.z = RANDOM_FLOAT( .5, 2 ); |
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pev->avelocity.y = RANDOM_FLOAT( 0, 100 ); |
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pev->velocity = pev->velocity.Normalize() * 300; |
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// changing from invisible state to visible. |
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EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "items/suitchargeok1.wav", 1, ATTN_NORM, 0, 150 ); |
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pev->effects &= ~EF_NODRAW; |
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pev->effects |= EF_MUZZLEFLASH; |
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SetTouch( RuneTouch ); |
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} |
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// EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "buttons/blip2.wav", 1, ATTN_NORM, 0, 150 ); |
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pev->nextthink = gpGlobals->time + 2; |
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} |
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void CRune::Precache( void ) |
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{ |
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PRECACHE_MODEL (RUNE_MODEL); |
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PRECACHE_SOUND ("buttons/blip2.wav"); |
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} |
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LINK_ENTITY_TO_CLASS( item_rune, CRune ); |
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//////////////////////////////////////////////// |
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// Crowbar rune |
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//////////////////////////////////////////////// |
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#define CROWBARRUNE_MODEL "models/w_crowbar.mdl" |
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class CCrowbarRune : public CRune |
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{ |
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void Spawn ( void ) |
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{ |
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m_vRuneColor = Vector(255,20,20); |
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SET_MODEL(ENT(pev), CROWBARRUNE_MODEL); |
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CRune::Spawn(); |
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} |
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void Precache( void ) |
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{ |
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PRECACHE_MODEL (CROWBARRUNE_MODEL); |
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} |
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BOOL MyTouch (CBasePlayer *pPlayer ) |
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{ |
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// One rune at a time folks. |
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if (!pPlayer->m_RuneFlags) |
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{ |
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float time = max(1, CVAR_GET_FLOAT("bm_rune_cbar_t")); |
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float respawn = max(1, CVAR_GET_FLOAT("bm_rune_cbar_r")); |
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//RuneMsg( pPlayer, MSG_RUNE_CROWBAR, m_vRuneColor, time - .5); |
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PrintMessage( pPlayer, BMOD_CHAN_RUNE, m_vRuneColor, Vector (.1, time - .5, .1), "SUPER CROWBAR\nIncreased crowbar damage / infinite throws."); |
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EMIT_SOUND( pPlayer->edict(), CHAN_ITEM, "items/gunpickup2.wav", 1, ATTN_NORM ); |
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pPlayer->m_RuneFlags = RUNE_CROWBAR; |
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pPlayer->m_RuneTime = gpGlobals->time + time; |
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pev->nextthink = gpGlobals->time + respawn; |
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return TRUE; |
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} |
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else |
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return FALSE; |
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} |
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}; |
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LINK_ENTITY_TO_CLASS( item_CrowbarRune, CCrowbarRune ); |
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//////////////////////////////////////////////// |
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// Grenade rune |
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//////////////////////////////////////////////// |
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#define GRENADERUNE_MODEL "models/w_grenade.mdl" |
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class CGrenadeRune : public CRune |
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{ |
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void Spawn ( void ) |
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{ |
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m_vRuneColor = Vector(255,128,0); |
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SET_MODEL(ENT(pev), GRENADERUNE_MODEL); |
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CRune::Spawn(); |
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} |
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void Precache( void ) |
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{ |
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PRECACHE_MODEL (GRENADERUNE_MODEL); |
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} |
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BOOL MyTouch (CBasePlayer *pPlayer ) |
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{ |
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// One rune at a time folks. |
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if (!pPlayer->m_RuneFlags) |
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{ |
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float time = max(1, CVAR_GET_FLOAT("bm_rune_gren_t")); |
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float respawn = max(1, CVAR_GET_FLOAT("bm_rune_gren_r")); |
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PrintMessage( pPlayer, BMOD_CHAN_RUNE, m_vRuneColor, Vector (.1, time - .5, .1), "MEGA GRENADE\nIncreased hand grenade damage."); |
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EMIT_SOUND( pPlayer->edict(), CHAN_ITEM, "items/gunpickup2.wav", 1, ATTN_NORM ); |
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pPlayer->m_RuneFlags = RUNE_GRENADE; |
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pPlayer->m_RuneTime = gpGlobals->time + time; |
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pev->nextthink = gpGlobals->time + respawn; |
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return TRUE; |
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} |
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else |
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return FALSE; |
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} |
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}; |
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LINK_ENTITY_TO_CLASS( item_GrenadeRune, CGrenadeRune ); |
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//////////////////////////////////////////////// |
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// Health rune |
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//////////////////////////////////////////////// |
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#define HEALTHRUNE_MODEL "models/w_medkit.mdl" |
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class CHealthRune : public CRune |
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{ |
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void Spawn ( void ) |
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{ |
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m_vRuneColor = Vector(20,255,20); |
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SET_MODEL(ENT(pev), HEALTHRUNE_MODEL); |
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CRune::Spawn(); |
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} |
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void Precache( void ) |
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{ |
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PRECACHE_MODEL (HEALTHRUNE_MODEL); |
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} |
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BOOL MyTouch (CBasePlayer *pPlayer ) |
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{ |
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// One rune at a time folks. |
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if (!pPlayer->m_RuneFlags) |
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{ |
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float time = max(1, CVAR_GET_FLOAT("bm_rune_health_t")); |
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float respawn = max(1, CVAR_GET_FLOAT("bm_rune_health_r")); |
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PrintMessage( pPlayer, BMOD_CHAN_RUNE, m_vRuneColor, Vector (.1, time - .5, .1), "DOUBLE HEALTH PICKUPS\nMed packs / machines give 2X health. Fast Heal on Bubble Gun."); |
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EMIT_SOUND( pPlayer->edict(), CHAN_ITEM, "items/gunpickup2.wav", 1, ATTN_NORM ); |
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pPlayer->m_RuneFlags = RUNE_HEALTH; |
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pPlayer->m_RuneTime = gpGlobals->time + time; |
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pev->nextthink = gpGlobals->time + respawn; |
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return TRUE; |
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} |
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else |
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return FALSE; |
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} |
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}; |
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LINK_ENTITY_TO_CLASS( item_HealthRune, CHealthRune ); |
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//////////////////////////////////////////////// |
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// Battery rune |
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//////////////////////////////////////////////// |
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#define BATTERYRUNE_MODEL "models/w_battery.mdl" |
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class CBatteryRune : public CRune |
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{ |
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void Spawn ( void ) |
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{ |
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m_vRuneColor = Vector(0,255,255); |
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SET_MODEL(ENT(pev), BATTERYRUNE_MODEL); |
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CRune::Spawn(); |
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} |
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void Precache( void ) |
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{ |
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PRECACHE_MODEL (BATTERYRUNE_MODEL); |
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} |
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BOOL MyTouch (CBasePlayer *pPlayer ) |
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{ |
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// One rune at a time folks. |
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if (!pPlayer->m_RuneFlags) |
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{ |
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float time = max(1, CVAR_GET_FLOAT("bm_rune_armor_t")); |
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float respawn = max(1, CVAR_GET_FLOAT("bm_rune_armor_r")); |
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PrintMessage( pPlayer, BMOD_CHAN_RUNE, m_vRuneColor, Vector (.1, time - .5, .1), "DOUBLE ARMOR PICKUPS\nArmor batteries / machines give 2X armor. Bubble Gun gives armor."); |
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EMIT_SOUND( pPlayer->edict(), CHAN_ITEM, "items/gunpickup2.wav", 1, ATTN_NORM ); |
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pPlayer->m_RuneFlags = RUNE_BATTERY; |
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pPlayer->m_RuneTime = gpGlobals->time + time; |
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pev->nextthink = gpGlobals->time + respawn; |
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return TRUE; |
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} |
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else |
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return FALSE; |
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} |
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}; |
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LINK_ENTITY_TO_CLASS( item_BatteryRune, CBatteryRune ); |
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//////////////////////////////////////////////// |
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// 357 rune |
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//////////////////////////////////////////////// |
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#define _357RUNE_MODEL "models/w_357.mdl" |
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class C357Rune : public CRune |
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{ |
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void Spawn ( void ) |
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{ |
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m_vRuneColor = Vector(250,20,250); |
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SET_MODEL(ENT(pev), _357RUNE_MODEL); |
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CRune::Spawn(); |
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} |
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void Precache( void ) |
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{ |
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PRECACHE_MODEL (_357RUNE_MODEL); |
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} |
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BOOL MyTouch (CBasePlayer *pPlayer ) |
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{ |
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// One rune at a time folks. |
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if (!pPlayer->m_RuneFlags) |
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{ |
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float time = max(1, CVAR_GET_FLOAT("bm_rune_357_t")); |
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float respawn = max(1, CVAR_GET_FLOAT("bm_rune_357_r")); |
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PrintMessage( pPlayer, BMOD_CHAN_RUNE, m_vRuneColor, Vector (.1, time - .5, .1), "SUPER MAGNUM\nIncreased magnum damage."); |
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EMIT_SOUND( pPlayer->edict(), CHAN_ITEM, "items/gunpickup2.wav", 1, ATTN_NORM ); |
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pPlayer->m_RuneFlags = RUNE_357; |
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pPlayer->m_RuneTime = gpGlobals->time + time; |
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pev->nextthink = gpGlobals->time + respawn; |
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return TRUE; |
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} |
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else |
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return FALSE; |
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} |
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}; |
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LINK_ENTITY_TO_CLASS( item_357Rune, C357Rune ); |
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//////////////////////////////////////////////// |
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// Shotgun rune |
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//////////////////////////////////////////////// |
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#define SHOTGUNRUNE_MODEL "models/w_shotgun.mdl" |
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class CShotgunRune : public CRune |
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{ |
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void Spawn ( void ) |
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{ |
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m_vRuneColor = Vector(20,20,255); |
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SET_MODEL(ENT(pev), SHOTGUNRUNE_MODEL); |
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CRune::Spawn(); |
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} |
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void Precache( void ) |
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{ |
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PRECACHE_MODEL (SHOTGUNRUNE_MODEL); |
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} |
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BOOL MyTouch (CBasePlayer *pPlayer ) |
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{ |
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// One rune at a time folks. |
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if (!pPlayer->m_RuneFlags) |
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{ |
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float time = max(1, CVAR_GET_FLOAT("bm_rune_shotty_t")); |
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float respawn = max(1, CVAR_GET_FLOAT("bm_rune_shotty_r")); |
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PrintMessage( pPlayer, BMOD_CHAN_RUNE, m_vRuneColor, Vector (.1, time - .5, .1), "SUPER SHOTGUN\nIncreased shotgun speed / fast reload."); |
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EMIT_SOUND( pPlayer->edict(), CHAN_ITEM, "items/gunpickup2.wav", 1, ATTN_NORM ); |
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pPlayer->m_RuneFlags = RUNE_SHOTGUN; |
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pPlayer->m_RuneTime = gpGlobals->time + time; |
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pev->nextthink = gpGlobals->time + respawn; |
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return TRUE; |
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} |
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else |
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return FALSE; |
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} |
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}; |
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LINK_ENTITY_TO_CLASS( item_ShotgunRune, CShotgunRune );
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