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