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228 lines
5.6 KiB
228 lines
5.6 KiB
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/*** |
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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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* This source code contains proprietary and confidential information of |
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* Valve LLC and its suppliers. Access to this code is restricted to |
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* persons who have executed a written SDK license with Valve. Any access, |
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* use or distribution of this code by or to any unlicensed person is illegal. |
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* |
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****/ |
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//========================================================= |
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// shock - projectile shot from shockrifles. |
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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 "schedule.h" |
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#include "nodes.h" |
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#include "effects.h" |
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#include "decals.h" |
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#include "soundent.h" |
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#include "game.h" |
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#include "weapons.h" |
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#define SHOCK_BEAM_LENGTH 48 |
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#define SHOCK_BEAM_LENGTH_HALF SHOCK_BEAM_LENGTH * 0.5f |
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#define SHOCK_BEAM_WIDTH 50 |
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//========================================================= |
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// Shockrifle projectile |
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//========================================================= |
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class CShock : public CBaseEntity |
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{ |
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public: |
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void Spawn(void); |
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static void Shoot(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity); |
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void Touch(CBaseEntity *pOther); |
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void EXPORT ShockThink(void); |
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virtual int Save(CSave &save); |
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virtual int Restore(CRestore &restore); |
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static TYPEDESCRIPTION m_SaveData[]; |
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void CreateBeam(const Vector& start, const Vector& end, int width); |
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void ClearBeam(); |
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void UpdateBeam(const Vector& start, const Vector& end); |
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void ComputeBeamPositions(const Vector& vel, Vector* pos1, Vector* pos2); |
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CBeam *m_pBeam; |
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Vector m_vecBeamStart, m_vecBeamEnd; |
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}; |
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LINK_ENTITY_TO_CLASS(shock, CShock); |
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TYPEDESCRIPTION CShock::m_SaveData[] = |
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{ |
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DEFINE_ARRAY(CShock, m_pBeam, FIELD_CLASSPTR, 1), |
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DEFINE_FIELD(CShock, m_vecBeamStart, FIELD_POSITION_VECTOR), |
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DEFINE_FIELD(CShock, m_vecBeamEnd, FIELD_POSITION_VECTOR), |
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}; |
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IMPLEMENT_SAVERESTORE(CShock, CBaseEntity); |
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void CShock::Spawn(void) |
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{ |
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pev->movetype = MOVETYPE_FLY; |
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pev->classname = MAKE_STRING("shock"); |
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pev->solid = SOLID_BBOX; |
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pev->rendermode = kRenderTransAlpha; |
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pev->renderamt = 0; |
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SET_MODEL(ENT(pev), "sprites/bigspit.spr"); |
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pev->frame = 0; |
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pev->scale = 0.5; |
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UTIL_SetSize(pev, Vector(0, 0, 0), Vector(0, 0, 0)); |
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// Make beam NULL to avoid assertions. |
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m_pBeam = 0; |
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Vector vDir = pev->velocity.Normalize(); |
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ComputeBeamPositions(vDir, &m_vecBeamStart, &m_vecBeamEnd); |
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// Create the beam. |
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//CreateBeam(m_vecBeamStart, m_vecBeamEnd, SHOCK_BEAM_WIDTH); |
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SetThink(&CShock::ShockThink); |
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pev->nextthink = gpGlobals->time + 0.1f; |
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} |
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void CShock::ShockThink(void) |
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{ |
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pev->nextthink = gpGlobals->time + 0.01f; |
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Vector vDir = pev->velocity.Normalize(); |
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ComputeBeamPositions(vDir, &m_vecBeamStart, &m_vecBeamEnd); |
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// Update the beam. |
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UpdateBeam(m_vecBeamStart, m_vecBeamEnd); |
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} |
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void CShock::Shoot(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity) |
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{ |
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CShock *pShock = GetClassPtr((CShock *)NULL); |
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pShock->Spawn(); |
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UTIL_SetOrigin(pShock->pev, vecStart); |
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pShock->pev->velocity = vecVelocity; |
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pShock->pev->owner = ENT(pevOwner); |
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pShock->SetThink(&CShock::ShockThink); |
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pShock->pev->nextthink = gpGlobals->time; |
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} |
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void CShock::Touch(CBaseEntity *pOther) |
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{ |
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// Do not collide with the owner. |
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if (ENT(pOther->pev) == pev->owner) |
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return; |
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TraceResult tr; |
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int iPitch, iVolume; |
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// Lower the volume if touched entity is not a player. |
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iVolume = (!pOther->IsPlayer()) |
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? RANDOM_FLOAT(0.4f, 0.5f) |
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: RANDOM_FLOAT(0.8f, 1); |
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iPitch = RANDOM_FLOAT(80, 110); |
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// splat sound |
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EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "weapons/shock_impact.wav", iVolume, ATTN_NORM, 0, iPitch); |
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if (!pOther->pev->takedamage) |
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{ |
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// make a splat on the wall |
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UTIL_TraceLine(pev->origin, pev->origin + pev->velocity * 10, dont_ignore_monsters, ENT(pev), &tr); |
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UTIL_DecalTrace(&tr, DECAL_BIGSHOT1 + RANDOM_LONG(0, 2)); |
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int iContents = UTIL_PointContents(pev->origin); |
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// Create sparks |
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if (iContents != CONTENTS_WATER) |
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{ |
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UTIL_Sparks(tr.vecEndPos); |
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} |
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} |
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else |
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{ |
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pOther->TakeDamage(pev, pev, gSkillData.monDmgShockroach, DMG_ENERGYBEAM | DMG_ALWAYSGIB); |
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} |
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// Clear the beam. |
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ClearBeam(); |
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SetThink(&CShock::SUB_Remove); |
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pev->nextthink = gpGlobals->time; |
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} |
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//========================================================= |
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// Purpose: |
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//========================================================= |
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void CShock::CreateBeam(const Vector& start, const Vector& end, int width) |
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{ |
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if (m_pBeam) |
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{ |
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ClearBeam(); |
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} |
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m_pBeam = CBeam::BeamCreate("sprites/lgtning.spr", width); |
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if (!m_pBeam) |
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return; |
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m_pBeam->PointsInit(start, end); |
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m_pBeam->SetColor(180, 255, 250); |
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m_pBeam->SetBrightness(RANDOM_LONG(24, 25) * 10); |
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m_pBeam->SetFrame(0); |
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m_pBeam->SetScrollRate(10); |
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m_pBeam->SetNoise(20); |
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m_pBeam->SetFlags(SF_BEAM_SHADEIN | SF_BEAM_SHADEOUT); |
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} |
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//========================================================= |
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// Purpose: |
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//========================================================= |
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void CShock::ClearBeam() |
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{ |
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if (m_pBeam) |
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{ |
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UTIL_Remove(m_pBeam); |
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m_pBeam = NULL; |
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} |
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} |
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void CShock::UpdateBeam(const Vector& start, const Vector& end) |
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{ |
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if (!m_pBeam) |
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{ |
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// Create the beam if not already created. |
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CreateBeam(start, end, SHOCK_BEAM_WIDTH); |
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} |
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else |
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{ |
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m_pBeam->SetStartPos(start); |
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m_pBeam->SetEndPos(end); |
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m_pBeam->RelinkBeam(); |
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} |
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} |
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void CShock::ComputeBeamPositions(const Vector& vel, Vector* pos1, Vector* pos2) |
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{ |
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Vector vNormVelocity = pev->velocity.Normalize(); |
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*pos1 = pev->origin + (vNormVelocity * SHOCK_BEAM_LENGTH_HALF); |
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*pos2 = pev->origin + (vNormVelocity * -SHOCK_BEAM_LENGTH_HALF); |
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} |