Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Projectile shot by mortar synth.
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "grenade_beam.h"
#include "beam_shared.h"
#include "ndebugoverlay.h"
#include "decals.h"
#include "engine/IEngineSound.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define GRENADEBEAM_DEFAULTWIDTH 2.0
// ==============================================================================
// > CGrenadeBeamChaser
// ==============================================================================
BEGIN_DATADESC( CGrenadeBeamChaser )
DEFINE_FIELD( m_pTarget, FIELD_CLASSPTR ),
// Function pointers
DEFINE_FUNCTION( ChaserThink ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( grenade_beam_chaser, CGrenadeBeamChaser );
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CGrenadeBeamChaser::Spawn( void )
{
SetSolid( SOLID_NONE );
SetMoveType( MOVETYPE_FLY );
SetThink(&CGrenadeBeamChaser::ChaserThink);
SetNextThink( gpGlobals->curtime );
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CGrenadeBeamChaser::ChaserThink( void )
{
Vector vTargetPos;
m_pTarget->GetChaserTargetPos(&vTargetPos);
Vector vTargetDir = (vTargetPos - GetLocalOrigin());
// -------------------------------------------------
// Check to see if we'll pass our target this frame
// If so get the next target
// -------------------------------------------------
float flTargetDist = vTargetDir.Length();
if ((gpGlobals->frametime * m_pTarget->m_flBeamSpeed) > flTargetDist)
{
m_pTarget->GetNextTargetPos(&vTargetPos);
vTargetDir = (vTargetPos - GetLocalOrigin());
flTargetDist = vTargetDir.Length();
}
if (flTargetDist != 0)
{
//--------------------------------------
// Set our velocity to chase the target
//--------------------------------------
VectorNormalize(vTargetDir);
SetAbsVelocity( vTargetDir * m_pTarget->m_flBeamSpeed );
}
SetNextThink( gpGlobals->curtime );
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
CGrenadeBeamChaser* CGrenadeBeamChaser::ChaserCreate( CGrenadeBeam *pTarget )
{
CGrenadeBeamChaser *pChaser = (CGrenadeBeamChaser *)CreateEntityByName( "grenade_beam_chaser" );
pChaser->SetLocalOrigin( pTarget->GetLocalOrigin() );
pChaser->m_pTarget = pTarget;
pChaser->Spawn();
return pChaser;
}
// ==============================================================================
// > CGrenadeBeam
// ==============================================================================
BEGIN_DATADESC( CGrenadeBeam )
DEFINE_FIELD( m_vLaunchPos, FIELD_POSITION_VECTOR ),
DEFINE_FIELD( m_flBeamWidth, FIELD_FLOAT ),
DEFINE_FIELD( m_flBeamSpeed, FIELD_FLOAT ),
DEFINE_FIELD( m_flBeamLag, FIELD_FLOAT ),
DEFINE_FIELD( m_flLaunchTime, FIELD_TIME ),
DEFINE_FIELD( m_flLastTouchTime, FIELD_TIME ),
DEFINE_FIELD( m_hBeamChaser, FIELD_EHANDLE ),
DEFINE_FIELD( m_nNumHits, FIELD_INTEGER ),
DEFINE_ARRAY( m_pHitLocation, FIELD_VECTOR, GRENADEBEAM_MAXHITS ),
DEFINE_ARRAY( m_pBeam, FIELD_CLASSPTR, GRENADEBEAM_MAXBEAMS ),
// Function pointers
DEFINE_ENTITYFUNC( GrenadeBeamTouch ),
DEFINE_THINKFUNC( KillBeam ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( grenade_beam, CGrenadeBeam );
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CGrenadeBeam::Spawn( void )
{
Precache( );
SetSolid( SOLID_BBOX );
SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE );
//UNDONE/HACK: this model is never used but one is needed
SetModel( "Models/weapons/flare.mdl" );
AddEffects( EF_NODRAW );
SetTouch( &CGrenadeBeam::GrenadeBeamTouch );
SetNextThink( gpGlobals->curtime );
m_takedamage = DAMAGE_NO;
m_iHealth = 1;
SetGravity( 0.0001 );
m_nNumHits = 0;
UTIL_SetSize( this, vec3_origin, vec3_origin );
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
CGrenadeBeam* CGrenadeBeam::Create( CBaseEntity* pOwner, const Vector &vStart)
{
CGrenadeBeam *pEnergy = (CGrenadeBeam *)CreateEntityByName( "grenade_beam" );
pEnergy->Spawn();
pEnergy->SetOwnerEntity( pOwner );
pEnergy->SetRenderColor( 255, 0, 0, 0 );
pEnergy->m_flBeamWidth = GRENADEBEAM_DEFAULTWIDTH;
UTIL_SetOrigin( pEnergy, vStart );
return pEnergy;
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CGrenadeBeam::Format(color32 clrColor, float flWidth)
{
m_clrRender = clrColor;
m_flBeamWidth = flWidth;
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CGrenadeBeam::Shoot(Vector vDirection, float flSpeed, float flLifetime, float flLag, float flDamage )
{
SetThink ( &CGrenadeBeam::KillBeam );
SetNextThink( gpGlobals->curtime + flLifetime );
m_hBeamChaser = CGrenadeBeamChaser::ChaserCreate(this);
m_flBeamSpeed = flSpeed;
SetAbsVelocity( vDirection * flSpeed );
m_flBeamLag = flLag;
m_flDamage = flDamage;
m_flLaunchTime = gpGlobals->curtime;
m_vLaunchPos = GetAbsOrigin();
m_flLastTouchTime = 0;
CreateBeams();
UpdateBeams();
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CGrenadeBeam::KillBeam(void)
{
SetThink(NULL);
SetTouch(NULL);
m_hBeamChaser->SetThink(NULL);
UTIL_Remove(m_hBeamChaser);
UTIL_Remove(this);
for (int i=0;i<GRENADEBEAM_MAXBEAMS;i++)
{
if (m_pBeam[i])
{
UTIL_Remove(m_pBeam[i]);
}
}
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CGrenadeBeam::GrenadeBeamTouch( CBaseEntity *pOther )
{
//---------------------------------------------------------
// Make sure I'm not caught in a corner, if so remove me
//---------------------------------------------------------
if (gpGlobals->curtime - m_flLastTouchTime < 0.01)
{
KillBeam();
return;
}
m_flLastTouchTime = gpGlobals->curtime;
// ---------------------------------------
// If I have room for another hit, add it
// ---------------------------------------
if (m_nNumHits < GRENADEBEAM_MAXHITS)
{
m_pHitLocation[m_nNumHits] = GetLocalOrigin();
m_nNumHits++;
}
// Otherwise copy over old hit, and force chaser into last hit position
else
{
m_hBeamChaser->SetLocalOrigin( m_pHitLocation[0] );
for (int i=0;i<m_nNumHits-1;i++)
{
m_pHitLocation[i] = m_pHitLocation[i+1];
}
m_pHitLocation[m_nNumHits-1]=GetLocalOrigin();
}
UpdateBeams();
// --------------------------------------
// Smoke or bubbles effect
// --------------------------------------
if (UTIL_PointContents ( GetAbsOrigin() ) & MASK_WATER)
{
UTIL_Bubbles(GetAbsOrigin()-Vector(3,3,3),GetAbsOrigin()+Vector(3,3,3),10);
}
else
{
UTIL_Smoke(GetAbsOrigin(), random->RandomInt(5, 10), 10);
}
// --------------------------------------------
// Play burn sounds
// --------------------------------------------
if (pOther->m_takedamage)
{
pOther->TakeDamage( CTakeDamageInfo( this, this, m_flDamage, DMG_BURN ) );
KillBeam();
return;
}
EmitSound( "GrenadeBeam.HitSound" );
trace_t tr;
Vector vDirection = GetAbsVelocity();
VectorNormalize(vDirection);
UTIL_TraceLine( GetAbsOrigin()-vDirection, GetAbsOrigin()+vDirection, MASK_SOLID, NULL, COLLISION_GROUP_NONE, &tr );
UTIL_DecalTrace( &tr, "RedGlowFade" );
UTIL_ImpactTrace( &tr, DMG_ENERGYBEAM );
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CGrenadeBeam::GetNextTargetPos(Vector *vPosition)
{
// Only advance if tail launch time has passed
if (gpGlobals->curtime - m_flLaunchTime > m_flBeamLag)
{
if (m_nNumHits > 0)
{
for (int i=0;i<m_nNumHits-1;i++)
{
m_pHitLocation[i] = m_pHitLocation[i+1];
}
m_nNumHits--;
UpdateBeams();
}
}
GetChaserTargetPos(vPosition);
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CGrenadeBeam::GetChaserTargetPos(Vector *vPosition)
{
// -----------------------------
// Launch chaser after a delay
// -----------------------------
if (gpGlobals->curtime - m_flLaunchTime < m_flBeamLag)
{
*vPosition = m_vLaunchPos;
}
else if (m_nNumHits > 0)
{
*vPosition = m_pHitLocation[0];
}
else
{
*vPosition = GetLocalOrigin();
}
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CGrenadeBeam::CreateBeams(void)
{
for ( int i=0; i < GRENADEBEAM_MAXBEAMS; ++i )
{
m_pBeam[i] = CBeam::BeamCreate( "sprites/laser.vmt", m_flBeamWidth );
m_pBeam[i]->SetColor( m_clrRender->r, m_clrRender->g, m_clrRender->b );
m_pBeam[i]->EntsInit( this, m_hBeamChaser );
m_pBeam[i]->SetBrightness( 255 );
m_pBeam[i]->SetNoise( 1 );
m_pBeam[i]->SetBeamFlag( FBEAM_SHADEIN );
m_pBeam[i]->SetBeamFlag( FBEAM_SHADEOUT );
}
}
/*
void CGrenadeBeam::DebugBeams(void)
{
if (m_nNumHits > 0)
{
NDebugOverlay::Line(GetLocalOrigin(), m_pHitLocation[m_nNumHits-1], 255,255,25, true, 0.1);
NDebugOverlay::Line(m_hBeamChaser->GetLocalOrigin(), m_pHitLocation[0], 255,255,25, true, 0.1);
for (int i=0;i<m_nNumHits-1;i++)
{
NDebugOverlay::Line(m_pHitLocation[i], m_pHitLocation[i+1], 255,255,25, true, 0.1);
}
}
else
{
NDebugOverlay::Line(GetLocalOrigin(), m_hBeamChaser->GetLocalOrigin(), 255,255,25, true, 0.1);
}
for (int i=0;i<m_nNumHits;i++)
{
NDebugOverlay::Cross3D(m_pHitLocation[i], Vector(-8,-8,-8),Vector(8,8,8),0,255,0,true,0.1);
}
}
*/
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CGrenadeBeam::UpdateBeams(void)
{
// ------------------------------------------------------------------
// If no hits, draw a single beam between the grenade and the chaser
// ------------------------------------------------------------------
if (m_nNumHits == 0)
{
m_pBeam[0]->EntsInit( this, m_hBeamChaser );
for (int i=1;i<GRENADEBEAM_MAXBEAMS;i++)
{
m_pBeam[i]->SetBrightness(0);
}
}
// ------------------------------------------------------------------
// Otherwise draw beams between hits
// ------------------------------------------------------------------
else
{
m_pBeam[0]->PointEntInit( m_pHitLocation[0], m_hBeamChaser );
for (int i=1;i<GRENADEBEAM_MAXBEAMS-1;i++)
{
if (i<m_nNumHits)
{
m_pBeam[i]->PointsInit(m_pHitLocation[i-1],m_pHitLocation[i]);
m_pBeam[i]->SetBrightness(255);
}
else
{
m_pBeam[i]->SetBrightness(0);
}
}
m_pBeam[GRENADEBEAM_MAXBEAMS-1]->PointEntInit( m_pHitLocation[m_nNumHits-1], this );
m_pBeam[GRENADEBEAM_MAXBEAMS-1]->SetBrightness(255);
}
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CGrenadeBeam::Precache( void )
{
PrecacheModel("sprites/laser.vmt");
//UNDONE/HACK: this model is never used but one is needed
PrecacheModel("Models/weapons/flare.mdl");
PrecacheScriptSound( "GrenadeBeam.HitSound" );
}
//------------------------------------------------------------------------------
// Purpose : Send even though we don't have a model
// Input :
// Output :
//------------------------------------------------------------------------------
int CGrenadeBeam::UpdateTransmitState(void)
{
return SetTransmitState( FL_EDICT_PVSCHECK );
}