Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* 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 "weapons.h"
#include "monsters.h"
#include "player.h"
#include "gamerules.h"
#include "shake.h"
#ifndef CLIENT_DLL
extern edict_t *EntSelectSpawnPoint( CBaseEntity *pPlayer );
LINK_ENTITY_TO_CLASS(info_displacer_xen_target, CPointEntity);
LINK_ENTITY_TO_CLASS(info_displacer_earth_target, CPointEntity);
int iPortalSprite = 0;
int iRingSprite = 0;
//=========================================================
// Displacement field
//=========================================================
class CDisplacerBall : public CBaseEntity
{
public:
void Spawn( void );
static void Shoot(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, Vector vecAngles);
static void SelfCreate(entvars_t *pevOwner, Vector vecStart);
void Touch(CBaseEntity *pOther);
void EXPORT ExplodeThink( void );
void EXPORT KillThink( void );
void Circle( void );
virtual int Save(CSave &save);
virtual int Restore(CRestore &restore);
static TYPEDESCRIPTION m_SaveData[];
CBeam* m_pBeam[8];
void EXPORT FlyThink( void );
void ClearBeams( void );
void ArmBeam( int iSide );
int m_iBeams;
CBaseEntity *pRemoveEnt;
};
LINK_ENTITY_TO_CLASS(displacer_ball, CDisplacerBall)
TYPEDESCRIPTION CDisplacerBall::m_SaveData[] =
{
DEFINE_FIELD(CDisplacerBall, m_iBeams, FIELD_INTEGER),
DEFINE_ARRAY(CDisplacerBall, m_pBeam, FIELD_CLASSPTR, 8),
};
IMPLEMENT_SAVERESTORE(CDisplacerBall, CBaseEntity);
void CDisplacerBall::Spawn(void)
{
pev->movetype = MOVETYPE_FLY;
pev->solid = SOLID_BBOX;
pev->rendermode = kRenderTransAdd;
pev->renderamt = 255;
SET_MODEL(ENT(pev), "sprites/exit1.spr");
pev->frame = 0;
pev->scale = 0.75;
SetTouch( &CDisplacerBall::Touch );
SetThink( &CDisplacerBall::FlyThink );
pev->nextthink = gpGlobals->time + 0.2;
UTIL_SetSize(pev, Vector(0, 0, 0), Vector(0, 0, 0));
m_iBeams = 0;
}
void CDisplacerBall::FlyThink()
{
ArmBeam( -1 );
ArmBeam( 1 );
pev->nextthink = gpGlobals->time + 0.05;
}
void CDisplacerBall::ArmBeam( int iSide )
{
//This method is identical to the Alien Slave's ArmBeam, except it treats m_pBeam as a circular buffer.
if( m_iBeams > 7 )
m_iBeams = 0;
TraceResult tr;
float flDist = 1.0;
UTIL_MakeAimVectors( pev->angles );
Vector vecSrc = gpGlobals->v_forward * 32.0 + iSide * gpGlobals->v_right * 16.0 + gpGlobals->v_up * 36.0 + pev->origin;
Vector vecAim = gpGlobals->v_up * RANDOM_FLOAT( -1.0, 1.0 );
Vector vecEnd = (iSide * gpGlobals->v_right * RANDOM_FLOAT( 0.0, 1.0 ) + vecAim) * 512.0 + vecSrc;
UTIL_TraceLine( &vecSrc.x, &vecEnd.x, dont_ignore_monsters, ENT( pev ), &tr );
if( flDist > tr.flFraction )
flDist = tr.flFraction;
// Couldn't find anything close enough
if( flDist == 1.0 )
return;
// The beam might already exist if we've created all beams before.
if( !m_pBeam[ m_iBeams ] )
m_pBeam[ m_iBeams ] = CBeam::BeamCreate( "sprites/lgtning.spr", 30 );
if( !m_pBeam[ m_iBeams ] )
return;
CBaseEntity* pHit = Instance( tr.pHit );
entvars_t *pevOwner;
if ( pev->owner )
pevOwner = VARS( pev->owner );
else
pevOwner = NULL;
if( pHit && pHit->pev->takedamage != DAMAGE_NO )
{
//Beam hit something, deal radius damage to it
m_pBeam[ m_iBeams ]->EntsInit( pHit->entindex(), entindex() );
m_pBeam[ m_iBeams ]->SetColor( 255, 255, 255 );
m_pBeam[ m_iBeams ]->SetBrightness( 255 );
m_pBeam[ m_iBeams ]->SetNoise( 10 );
RadiusDamage( tr.vecEndPos, pev, pevOwner, 25, 15, CLASS_NONE, DMG_ENERGYBEAM );
}
else
{
m_pBeam[ m_iBeams ]->PointEntInit( tr.vecEndPos, entindex() );
m_pBeam[ m_iBeams ]->SetColor( 96, 128, 16 );
m_pBeam[ m_iBeams ]->SetBrightness( 255 );
m_pBeam[ m_iBeams ]->SetNoise( 80 );
}
m_iBeams++;
}
void CDisplacerBall::Shoot(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, Vector vecAngles )
{
CDisplacerBall *pSpit = GetClassPtr((CDisplacerBall *)NULL);
pSpit->Spawn();
UTIL_SetOrigin(pSpit->pev, vecStart);
pSpit->pev->velocity = vecVelocity;
pSpit->pev->angles = vecAngles;
pSpit->pev->owner = ENT(pevOwner);
}
void CDisplacerBall::SelfCreate(entvars_t *pevOwner,Vector vecStart)
{
CDisplacerBall *pSelf = GetClassPtr((CDisplacerBall *)NULL);
pSelf->Spawn();
pSelf->ClearBeams();
UTIL_SetOrigin(pSelf->pev, vecStart);
pSelf->pev->owner = ENT(pevOwner);
pSelf->Circle();
pSelf->SetTouch( NULL );
pSelf->SetThink(&CDisplacerBall::KillThink);
pSelf->pev->nextthink = gpGlobals->time + ( g_pGameRules->IsMultiplayer() ? 0.2f : 0.5f );
}
void CDisplacerBall::Touch(CBaseEntity *pOther)
{
// Do not collide with the owner.
if (ENT(pOther->pev) == pev->owner || (ENT(pOther->pev) == VARS(pev->owner)->owner))
return;
TraceResult tr;
Vector vecSpot;
Vector vecSrc;
pev->enemy = pOther->edict();
CBaseEntity *pTarget = NULL;
if (!pOther->pev->takedamage)
{
EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "weapons/displacer_impact.wav", 1, ATTN_NORM, 0, 100);
UTIL_MuzzleLight( pOther->pev->origin, 160.0f, 255, 180, 96, 1.0f, 100.0f );
}
if( ( g_pGameRules->IsMultiplayer() && !g_pGameRules->IsCoOp() ) && pOther->IsPlayer() )
{
CBasePlayer *pPlayer = (CBasePlayer *)pOther;
pTarget = GetClassPtr( (CBaseEntity *)VARS( EntSelectSpawnPoint( pPlayer ) ) );
if( pTarget )
{
// UTIL_ScreenFade( pPlayer, Vector( 0, 200, 0 ), 0.5, 0.5, 255, FFADE_IN );
Vector tmp = pTarget->pev->origin;
UTIL_CleanSpawnPoint( tmp, 100 );
EMIT_SOUND( pPlayer->edict(), CHAN_BODY, "weapons/displacer_self.wav", 1, ATTN_NORM );
// make origin adjustments (origin in center, not at feet)
tmp.z -= pPlayer->pev->mins.z + 36;
tmp.z++;
pPlayer->pev->flags &= ~FL_ONGROUND;
UTIL_SetOrigin( pPlayer->pev, tmp );
pPlayer->pev->angles = pTarget->pev->angles;
pPlayer->pev->v_angle = pTarget->pev->angles;
pPlayer->pev->fixangle = TRUE;
pPlayer->pev->velocity = pOther->pev->basevelocity = g_vecZero;
}
}
pev->movetype = MOVETYPE_NONE;
Circle();
SetThink(&CDisplacerBall::KillThink);
pev->nextthink = gpGlobals->time + ( g_pGameRules->IsMultiplayer() ? 0.2f : 0.5f );
}
void CDisplacerBall::Circle( void )
{
// portal circle
MESSAGE_BEGIN(MSG_PAS, SVC_TEMPENTITY, pev->origin);
WRITE_BYTE(TE_BEAMCYLINDER);
WRITE_COORD(pev->origin.x);
WRITE_COORD(pev->origin.y);
WRITE_COORD(pev->origin.z);
WRITE_COORD(pev->origin.x);
WRITE_COORD(pev->origin.y);
WRITE_COORD(pev->origin.z + 800); // reach damage radius over .2 seconds
WRITE_SHORT(iRingSprite);
WRITE_BYTE(0); // startframe
WRITE_BYTE(0); // framerate
WRITE_BYTE(3); // life
WRITE_BYTE(16); // width
WRITE_BYTE(0); // noise
WRITE_BYTE(255); // r, g, b
WRITE_BYTE(255); // r, g, b
WRITE_BYTE(255); // r, g, b
WRITE_BYTE(255); // brightness
WRITE_BYTE(0); // speed
MESSAGE_END();
UTIL_MuzzleLight( pev->origin, 160.0f, 255, 180, 96, 1.0f, 100.0f );
}
void CDisplacerBall::KillThink( void )
{
if( pRemoveEnt )
UTIL_Remove( pRemoveEnt );
SetThink( &CDisplacerBall::ExplodeThink );
pev->nextthink = gpGlobals->time + 0.2f;
}
void CDisplacerBall::ExplodeThink( void )
{
ClearBeams();
pev->effects |= EF_NODRAW;
EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/displacer_teleport.wav", VOL_NORM, ATTN_NORM);
entvars_t *pevOwner;
if ( pev->owner )
pevOwner = VARS( pev->owner );
else
pevOwner = NULL;
pev->owner = NULL;
UTIL_Remove( this );
::RadiusDamage( pev->origin, pev, pevOwner, 300, 300, CLASS_NONE, DMG_ENERGYBEAM );
}
void CDisplacerBall::ClearBeams( void )
{
for( int i = 0;i < 8; i++ )
{
if( m_pBeam[i] )
{
UTIL_Remove( m_pBeam[i] );
m_pBeam[i] = NULL;
}
}
}
#endif // !defined ( CLIENT_DLL )
enum displacer_e {
DISPLACER_IDLE1 = 0,
DISPLACER_IDLE2,
DISPLACER_SPINUP,
DISPLACER_SPIN,
DISPLACER_FIRE,
DISPLACER_DRAW,
DISPLACER_HOLSTER,
};
#define DISPLACER_SECONDARY_USAGE 60
#define DISPLACER_PRIMARY_USAGE 20
LINK_ENTITY_TO_CLASS(weapon_displacer, CDisplacer);
//=========================================================
// Purpose:
//=========================================================
int CDisplacer::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "uranium";
p->iMaxAmmo1 = URANIUM_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = WEAPON_NOCLIP;
p->iFlags = 0;
p->iSlot = 5;
p->iPosition = 1;
p->iId = m_iId = WEAPON_DISPLACER;
p->iWeight = DISPLACER_WEIGHT;
return 1;
}
//=========================================================
// Purpose:
//=========================================================
int CDisplacer::AddToPlayer(CBasePlayer *pPlayer)
{
if (CBasePlayerWeapon::AddToPlayer(pPlayer))
{
MESSAGE_BEGIN(MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev);
WRITE_BYTE(m_iId);
MESSAGE_END();
return TRUE;
}
return FALSE;
}
//=========================================================
// Purpose:
//=========================================================
BOOL CDisplacer::PlayEmptySound(void)
{
if (m_iPlayEmptySound)
{
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "buttons/button11.wav", 1, ATTN_NORM);
m_iPlayEmptySound = 0;
return 0;
}
return 0;
}
//=========================================================
// Purpose:
//=========================================================
void CDisplacer::Spawn()
{
Precache();
m_iId = WEAPON_DISPLACER;
SET_MODEL(ENT(pev), "models/w_displacer.mdl");
m_iDefaultAmmo = DISPLACER_DEFAULT_GIVE;
FallInit();// get ready to fall down.
}
//=========================================================
// Purpose:
//=========================================================
void CDisplacer::Precache(void)
{
PRECACHE_MODEL("models/v_displacer.mdl");
PRECACHE_MODEL("models/w_displacer.mdl");
PRECACHE_MODEL("models/p_displacer.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
PRECACHE_SOUND("weapons/displacer_fire.wav");
PRECACHE_SOUND("weapons/displacer_impact.wav");
PRECACHE_SOUND("weapons/displacer_self.wav");
PRECACHE_SOUND("weapons/displacer_spin.wav");
PRECACHE_SOUND("weapons/displacer_spin2.wav");
PRECACHE_SOUND("weapons/displacer_start.wav");
PRECACHE_SOUND("weapons/displacer_teleport.wav");
PRECACHE_SOUND("weapons/displacer_teleport_player.wav");
PRECACHE_SOUND("buttons/button11.wav");
PRECACHE_MODEL("sprites/lgtning.spr");
#ifndef CLIENT_DLL
iPortalSprite = PRECACHE_MODEL("sprites/exit1.spr");
iRingSprite = PRECACHE_MODEL("sprites/disp_ring.spr");
#endif
UTIL_PrecacheOther("displacer_ball");
m_usDisplacer = PRECACHE_EVENT(1, "events/displacer.sc");
}
//=========================================================
// Purpose:
//=========================================================
BOOL CDisplacer::Deploy()
{
return DefaultDeploy("models/v_displacer.mdl", "models/p_displacer.mdl", DISPLACER_DRAW, "displacer", UseDecrement());
}
//=========================================================
// Purpose:
//=========================================================
void CDisplacer::Holster(int skiplocal /* = 0 */)
{
m_fInReload = FALSE;// cancel any reload in progress.
ClearBeams();
ClearSpin();
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0f;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0f;
SendWeaponAnim(DISPLACER_HOLSTER);
}
//=========================================================
// Purpose:
//=========================================================
void CDisplacer::SecondaryAttack(void)
{
if (m_fFireOnEmpty || !CanFireDisplacer(DISPLACER_SECONDARY_USAGE))
{
PlayEmptySound();
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.3f;
return;
}
m_pPlayer->SetAnimation(PLAYER_ATTACK1);
m_iFireMode = FIREMODE_BACKWARD;
SetThink (&CDisplacer::SpinUp);
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 4.0;
pev->nextthink = gpGlobals->time;
}
//=========================================================
// Purpose:
//=========================================================
void CDisplacer::PrimaryAttack()
{
if ( m_fFireOnEmpty || !CanFireDisplacer(DISPLACER_PRIMARY_USAGE))
{
PlayEmptySound();
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.3f;
return;
}
m_iFireMode = FIREMODE_FORWARD;
SetThink (&CDisplacer::SpinUp);
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 1.6;
pev->nextthink = gpGlobals->time;
}
//=========================================================
// Purpose:
//=========================================================
void CDisplacer::WeaponIdle(void)
{
ResetEmptySound();
m_pPlayer->GetAutoaimVector(AUTOAIM_2DEGREES);
if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
return;
int iAnim;
float flRand = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 0, 1);
if (flRand <= 0.5)
{
iAnim = DISPLACER_IDLE1;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3.0f;
}
else
{
iAnim = DISPLACER_IDLE2;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3.0f;
}
SendWeaponAnim(iAnim, UseDecrement());
}
//=========================================================
// Purpose:
//=========================================================
void CDisplacer::ClearSpin( void )
{
switch (m_iFireMode)
{
case FIREMODE_FORWARD:
STOP_SOUND(ENT(pev), CHAN_WEAPON, "weapons/displacer_spin.wav");
break;
case FIREMODE_BACKWARD:
STOP_SOUND(ENT(pev), CHAN_WEAPON, "weapons/displacer_spin2.wav");
break;
}
}
//=========================================================
// Purpose:
//=========================================================
void CDisplacer::SpinUp( void )
{
SendWeaponAnim( DISPLACER_SPINUP, UseDecrement());
LightningEffect();
if( m_iFireMode == FIREMODE_FORWARD )
{
EMIT_SOUND( edict(), CHAN_WEAPON, "weapons/displacer_spin.wav", 1, ATTN_NORM );
SetThink (&CDisplacer::Displace);
}
else
{
EMIT_SOUND( edict(), CHAN_WEAPON, "weapons/displacer_spin2.wav", 1, ATTN_NORM );
SetThink (&CDisplacer::Teleport);
}
pev->nextthink = gpGlobals->time + 0.9;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.3;
}
//=========================================================
// Purpose:
//=========================================================
void CDisplacer::Displace( void )
{
ClearBeams();
ClearSpin();
SendWeaponAnim( DISPLACER_FIRE, UseDecrement());
EMIT_SOUND( edict(), CHAN_WEAPON, "weapons/displacer_fire.wav", 1, ATTN_NORM );
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
m_pPlayer->pev->punchangle.x -= 2;
#ifndef CLIENT_DLL
Vector vecSrc;
UseAmmo(DISPLACER_PRIMARY_USAGE);
UTIL_MakeVectors(m_pPlayer->pev->v_angle);
vecSrc = m_pPlayer->GetGunPosition();
vecSrc = vecSrc + gpGlobals->v_forward * 22;
vecSrc = vecSrc + gpGlobals->v_right * 8;
vecSrc = vecSrc + gpGlobals->v_up * -12;
CDisplacerBall::Shoot( m_pPlayer->pev, vecSrc, gpGlobals->v_forward * 500, m_pPlayer->pev->v_angle );
SetThink( NULL );
#endif
}
//=========================================================
// Purpose:
//=========================================================
void CDisplacer::Teleport( void )
{
const char *pszName;
ClearBeams();
ClearSpin();
#ifndef CLIENT_DLL
CBaseEntity *pTarget = NULL;
Vector tmp( 0, 0, 0 );
if( g_pGameRules->IsMultiplayer() && !g_pGameRules->IsCoOp() )
{
pTarget = GetClassPtr( (CBaseEntity *)VARS( EntSelectSpawnPoint( m_pPlayer ) ) );
}
else
{
if( !m_pPlayer->m_fInXen )
pszName = "info_displacer_xen_target";
else
pszName = "info_displacer_earth_target"; // TODO: Implement trigger_xen_return
pTarget = UTIL_FindEntityByClassname( 0, pszName );
}
if( pTarget )
tmp = pTarget->pev->origin;
if( pTarget && /*HACK*/( tmp != Vector( 0, 0, 0 )/*HACK*/ ) )
{
// UTIL_ScreenFade( m_pPlayer, Vector( 0, 200, 0 ), 0.5, 0.5, 255, FFADE_IN );
m_flTimeWeaponIdle = UTIL_WeaponTimeBase();
UseAmmo(DISPLACER_SECONDARY_USAGE);
UTIL_CleanSpawnPoint( tmp, 50 );
EMIT_SOUND( edict(), CHAN_BODY, "weapons/displacer_self.wav", 1, ATTN_NORM );
CDisplacerBall::SelfCreate(m_pPlayer->pev, m_pPlayer->pev->origin);
// make origin adjustments (origin in center, not at feet)
tmp.z -= m_pPlayer->pev->mins.z + 36;
tmp.z++;
m_pPlayer->pev->flags &= ~FL_ONGROUND;
UTIL_SetOrigin(m_pPlayer->pev, tmp);
m_pPlayer->pev->angles = pTarget->pev->angles;
m_pPlayer->pev->v_angle = pTarget->pev->angles;
m_pPlayer->pev->fixangle = TRUE;
m_pPlayer->pev->velocity = m_pPlayer->pev->basevelocity = g_vecZero;
if( !g_pGameRules->IsMultiplayer())
{
m_pPlayer->m_fInXen = !m_pPlayer->m_fInXen;
/*if (m_pPlayer->m_fInXen)
m_pPlayer->pev->gravity = 0.5;
else
m_pPlayer->pev->gravity = 1.0;*/
}
}
else
{
EMIT_SOUND( edict(), CHAN_BODY, "buttons/button11.wav", 1, ATTN_NORM );
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 3.0;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.9;
}
SetThink( NULL );
#endif
}
void CDisplacer::LightningEffect( void )
{
#ifndef CLIENT_DLL
int m_iBeams = 0;
if( g_pGameRules->IsMultiplayer())
return;
for( int i = 2; i < 5; ++i )
{
if( !m_pBeam[m_iBeams] )
m_pBeam[m_iBeams] = CBeam::BeamCreate( "sprites/lgtning.spr", 16 );
m_pBeam[m_iBeams]->EntsInit( m_pPlayer->entindex(), m_pPlayer->entindex() );
m_pBeam[m_iBeams]->SetStartAttachment( i );
m_pBeam[m_iBeams]->SetEndAttachment( i == 4 ? i - 2 : i + 1 );
m_pBeam[m_iBeams]->SetColor( 96, 128, 16 );
m_pBeam[m_iBeams]->SetBrightness( 240 );
m_pBeam[m_iBeams]->SetNoise( 60 );
m_pBeam[m_iBeams]->SetScrollRate( 30 );
m_pBeam[m_iBeams]->pev->scale = 10;
m_iBeams++;
}
#endif
}
void CDisplacer::ClearBeams( void )
{
#ifndef CLIENT_DLL
if( g_pGameRules->IsMultiplayer())
return;
for( int i = 0; i < 3; i++ )
{
if( m_pBeam[i] )
{
UTIL_Remove( m_pBeam[i] );
m_pBeam[i] = NULL;
}
}
#endif
}
//=========================================================
// Purpose:
//=========================================================
void CDisplacer::UseAmmo(int count)
{
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= count;
}
//=========================================================
// Purpose:
//=========================================================
BOOL CDisplacer::CanFireDisplacer( int count ) const
{
return m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] >= count;
}