/*** * * 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() override; void Precache() override; bool KeyValue(KeyValueData* pkvd) override; // Bmodels don't go across transitions int ObjectCaps() override { return CBaseToggle::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; } bool Save(CSave& save) override; bool Restore(CRestore& restore) override; 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); bool CFuncMortarField::KeyValue(KeyValueData* pkvd) { if (FStrEq(pkvd->szKeyName, "m_iszXController")) { m_iszXController = ALLOC_STRING(pkvd->szValue); return true; } else if (FStrEq(pkvd->szKeyName, "m_iszYController")) { m_iszYController = ALLOC_STRING(pkvd->szValue); return true; } else if (FStrEq(pkvd->szKeyName, "m_flSpread")) { m_flSpread = atof(pkvd->szValue); return true; } else if (FStrEq(pkvd->szKeyName, "m_fControl")) { m_fControl = atoi(pkvd->szValue); return true; } else if (FStrEq(pkvd->szKeyName, "m_iCount")) { m_iCount = atoi(pkvd->szValue); return true; } return false; } // Drop bombs from above void CFuncMortarField::Spawn() { 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() { 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() override; void Precache() override; void EXPORT MortarExplode(); 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() { #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