/*** * * 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. * ****/ /* ===== mortar.cpp ======================================================== the "LaBuznik" mortar device */ #include "extdll.h" #include "util.h" #include "cbase.h" #include "saverestore.h" #include "weapons.h" #include "decals.h" #include "soundent.h" class CFuncMortarField : public CBaseToggle { public: void Spawn( void ); void Precache( void ); void KeyValue( KeyValueData *pkvd ); // Bmodels don't go across transitions virtual int ObjectCaps( void ) { return CBaseToggle :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; } virtual int Save( CSave &save ); virtual int Restore( CRestore &restore ); static TYPEDESCRIPTION m_SaveData[]; void EXPORT FieldUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); int m_iszXController; int m_iszYController; float m_flSpread; float m_flDelay; int m_iCount; int m_fControl; }; LINK_ENTITY_TO_CLASS( func_mortar_field, CFuncMortarField ); TYPEDESCRIPTION CFuncMortarField::m_SaveData[] = { DEFINE_FIELD( CFuncMortarField, m_iszXController, FIELD_STRING ), DEFINE_FIELD( CFuncMortarField, m_iszYController, FIELD_STRING ), DEFINE_FIELD( CFuncMortarField, m_flSpread, FIELD_FLOAT ), DEFINE_FIELD( CFuncMortarField, m_flDelay, FIELD_FLOAT ), DEFINE_FIELD( CFuncMortarField, m_iCount, FIELD_INTEGER ), DEFINE_FIELD( CFuncMortarField, m_fControl, FIELD_INTEGER ), }; IMPLEMENT_SAVERESTORE( CFuncMortarField, CBaseToggle ); void CFuncMortarField :: KeyValue( KeyValueData *pkvd ) { if (FStrEq(pkvd->szKeyName, "m_iszXController")) { m_iszXController = ALLOC_STRING(pkvd->szValue); pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "m_iszYController")) { m_iszYController = ALLOC_STRING(pkvd->szValue); pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "m_flSpread")) { m_flSpread = atof(pkvd->szValue); pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "m_fControl")) { m_fControl = atoi(pkvd->szValue); pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "m_iCount")) { m_iCount = atoi(pkvd->szValue); pkvd->fHandled = TRUE; } } // Drop bombs from above void CFuncMortarField :: Spawn( void ) { pev->solid = SOLID_NOT; SET_MODEL(ENT(pev), STRING(pev->model)); // set size and link into world pev->movetype = MOVETYPE_NONE; SetBits( pev->effects, EF_NODRAW ); SetUse( & CFuncMortarField::FieldUse ); Precache(); } void CFuncMortarField :: Precache( void ) { PRECACHE_SOUND ("weapons/mortar.wav"); PRECACHE_SOUND ("weapons/mortarhit.wav"); PRECACHE_MODEL( "sprites/lgtning.spr" ); } // If connected to a table, then use the table controllers, else hit where the trigger is. void CFuncMortarField :: FieldUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { Vector vecStart; vecStart.x = RANDOM_FLOAT( pev->mins.x, pev->maxs.x ); vecStart.y = RANDOM_FLOAT( pev->mins.y, pev->maxs.y ); vecStart.z = pev->maxs.z; switch( m_fControl ) { case 0: // random break; case 1: // Trigger Activator if (pActivator != NULL) { vecStart.x = pActivator->pev->origin.x; vecStart.y = pActivator->pev->origin.y; } break; case 2: // table { CBaseEntity *pController; if (!FStringNull(m_iszXController)) { pController = UTIL_FindEntityByTargetname( NULL, STRING(m_iszXController)); if (pController != NULL) { vecStart.x = pev->mins.x + pController->pev->ideal_yaw * (pev->size.x); } } if (!FStringNull(m_iszYController)) { pController = UTIL_FindEntityByTargetname( NULL, STRING(m_iszYController)); if (pController != NULL) { vecStart.y = pev->mins.y + pController->pev->ideal_yaw * (pev->size.y); } } } break; } int pitch = RANDOM_LONG(95,124); EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "weapons/mortar.wav", 1.0, ATTN_NONE, 0, pitch); float t = 2.5; for (int i = 0; i < m_iCount; i++) { Vector vecSpot = vecStart; vecSpot.x += RANDOM_FLOAT( -m_flSpread, m_flSpread ); vecSpot.y += RANDOM_FLOAT( -m_flSpread, m_flSpread ); TraceResult tr; UTIL_TraceLine( vecSpot, vecSpot + Vector( 0, 0, -1 ) * 4096, ignore_monsters, ENT(pev), &tr ); edict_t *pentOwner = NULL; if (pActivator) pentOwner = pActivator->edict(); CBaseEntity *pMortar = Create("monster_mortar", tr.vecEndPos, Vector( 0, 0, 0 ), pentOwner ); pMortar->pev->nextthink = gpGlobals->time + t; t += RANDOM_FLOAT( 0.2, 0.5 ); if (i == 0) CSoundEnt::InsertSound ( bits_SOUND_DANGER, tr.vecEndPos, 400, 0.3 ); } } class CMortar : public CGrenade { public: void Spawn( void ); void Precache( void ); void EXPORT MortarExplode( void ); int m_spriteTexture; }; LINK_ENTITY_TO_CLASS( monster_mortar, CMortar ); void CMortar::Spawn( ) { pev->movetype = MOVETYPE_NONE; pev->solid = SOLID_NOT; pev->dmg = 200; SetThink( &CMortar::MortarExplode ); pev->nextthink = 0; Precache( ); } void CMortar::Precache( ) { m_spriteTexture = PRECACHE_MODEL( "sprites/lgtning.spr" ); } void CMortar::MortarExplode( void ) { #if 1 // mortar beam MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); WRITE_BYTE( TE_BEAMPOINTS ); 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 + 1024); WRITE_SHORT(m_spriteTexture ); WRITE_BYTE( 0 ); // framerate WRITE_BYTE( 0 ); // framerate WRITE_BYTE( 1 ); // life WRITE_BYTE( 40 ); // width WRITE_BYTE( 0 ); // noise WRITE_BYTE( 255 ); // r, g, b WRITE_BYTE( 160 ); // r, g, b WRITE_BYTE( 100 ); // r, g, b WRITE_BYTE( 128 ); // brightness WRITE_BYTE( 0 ); // speed MESSAGE_END(); #endif #if 0 // blast circle MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); WRITE_BYTE( TE_BEAMTORUS); WRITE_COORD(pev->origin.x); WRITE_COORD(pev->origin.y); WRITE_COORD(pev->origin.z + 32); WRITE_COORD(pev->origin.x); WRITE_COORD(pev->origin.y); WRITE_COORD(pev->origin.z + 32 + pev->dmg * 2 / .2); // reach damage radius over .3 seconds WRITE_SHORT(m_spriteTexture ); WRITE_BYTE( 0 ); // startframe WRITE_BYTE( 0 ); // framerate WRITE_BYTE( 2 ); // life WRITE_BYTE( 12 ); // width WRITE_BYTE( 0 ); // noise WRITE_BYTE( 255 ); // r, g, b WRITE_BYTE( 160 ); // r, g, b WRITE_BYTE( 100 ); // r, g, b WRITE_BYTE( 255 ); // brightness WRITE_BYTE( 0 ); // speed MESSAGE_END(); #endif TraceResult tr; UTIL_TraceLine( pev->origin + Vector( 0, 0, 1024 ), pev->origin - Vector( 0, 0, 1024 ), dont_ignore_monsters, ENT(pev), &tr ); Explode( &tr, DMG_BLAST | DMG_MORTAR ); UTIL_ScreenShake( tr.vecEndPos, 25.0, 150.0, 1.0, 750 ); #if 0 int pitch = RANDOM_LONG(95,124); EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "weapons/mortarhit.wav", 1.0, 0.55, 0, pitch); // ForceSound( SNDRADIUS_MP5, bits_SOUND_COMBAT ); // ExplodeModel( pev->origin, 400, g_sModelIndexShrapnel, 30 ); RadiusDamage ( pev, VARS(pev->owner), pev->dmg, CLASS_NONE, DMG_BLAST ); /* if ( RANDOM_FLOAT ( 0 , 1 ) < 0.5 ) { UTIL_DecalTrace( pTrace, DECAL_SCORCH1 ); } else { UTIL_DecalTrace( pTrace, DECAL_SCORCH2 ); } */ SetThink( &CMortar::SUB_Remove ); pev->nextthink = gpGlobals->time + 0.1; #endif } #if 0 void CMortar::ShootTimed( EVARS *pevOwner, Vector vecStart, float time ) { CMortar *pMortar = GetClassPtr( (CMortar *)NULL ); pMortar->Spawn(); TraceResult tr; UTIL_TraceLine( vecStart, vecStart + Vector( 0, 0, -1 ) * 4096, ignore_monsters, ENT(pMortar->pev), &tr ); pMortar->pev->nextthink = gpGlobals->time + time; UTIL_SetOrigin( pMortar->pev, tr.vecEndPos ); } #endif