sin-2015/explosion.cpp
1999-04-22 00:00:00 +00:00

488 lines
12 KiB
C++

// Copyright (C) 1997 by Ritual Entertainment, Inc.
// All rights reserved.
//
// This source is may not be distributed and/or modified without
// expressly written permission by Ritual Entertainment, Inc.
//
// DESCRIPTION:
// Standard explosion object that is spawned by other entites and not map designers.
// Explosion is used by many of the weapons for the blast effect, but is also used
// by the Exploder and MultiExploder triggers. These triggers create one or more
// explosions each time they are activated.
//
#include "g_local.h"
#include "entity.h"
#include "trigger.h"
#include "explosion.h"
#include "specialfx.h"
#include "player.h"
#include "jitter.h" //### added for view jitter
#include "hoverbike.h" //###
#define RANDOM_TIME (1<<1)
#define RANDOM_SCALE (1<<2)
#define BIG_EXPLOSION (1<<3)
void FlashPlayers
(
Vector org,
float r,
float g,
float b,
float a,
float rad
)
{
Event *ev1;
trace_t trace;
Vector delta;
float length;
Player *player;
edict_t *edict;
int i;
for( i = 0; i < maxclients->value; i++ )
{
edict = g_edicts + 1 + i;
if ( !edict->inuse || !edict->client || !edict->entity || !edict->entity->isSubclassOf( Player ) ||
!edict->entity->WithinDistance( org, rad ) )
{
continue;
}
player = ( Player * )edict->entity;
trace = G_Trace( org, vec_zero, vec_zero, player->worldorigin + player->eyeposition, player, MASK_OPAQUE, "FlashPlayers" );
if ( trace.fraction != 1.0 )
{
continue;
}
delta = org - trace.endpos;
length = delta.length();
a = a * ( 1 - length / rad );
ev1 = new Event( EV_Player_SetFlashColor );
ev1->AddFloat( r );
ev1->AddFloat( g );
ev1->AddFloat( b );
ev1->AddFloat( a );
player->ProcessEvent( ev1 );
}
}
//###
void FlashGogglesPlayers (Vector org, float rad)
{
Event *ev1;
trace_t trace;
Vector delta;
float length;
Player *player;
edict_t *edict;
int i;
float a;
for( i = 0; i < maxclients->value; i++ )
{
edict = g_edicts + 1 + i;
if ( !edict->inuse || !edict->client || !edict->entity || !edict->entity->isSubclassOf( Player ) ||
!edict->entity->WithinDistance( org, rad ) )
{
continue;
}
player = ( Player * )edict->entity;
// only flash people wearing goggles
if(!player->nightvision)
{
continue;
}
trace = G_Trace( org, vec_zero, vec_zero, player->worldorigin + player->eyeposition, player, MASK_OPAQUE, "FlashPlayers" );
if ( trace.fraction != 1.0 )
{
continue;
}
delta = org - trace.endpos;
length = delta.length();
a = (1 - length / rad) + 0.1;
if(a > 1.0)
a = 1.0;
ev1 = new Event( EV_Player_SetFlashColor );
ev1->AddFloat( 1.0 );
ev1->AddFloat( 1.0 );
ev1->AddFloat( 1.0 );
ev1->AddFloat( a );
player->ProcessEvent( ev1 );
}
}
//###
void RadiusDamage
(
Entity *inflictorent,
Entity *attackerent,
int damage,
Entity *ignoreent,
int mod,
float falloff_rate //###
)
{
float points;
Entity *ent;
Vector org;
Vector v;
float rad;
//###
// rad = ( float )( damage + 60 );
if(falloff_rate == 0.5)
rad = (float)(damage + 60);
else if(falloff_rate == 0)
rad = 999999;
else
rad = (((float)damage)/falloff_rate)*0.8f;
// flash player's with goggles
FlashGogglesPlayers(inflictorent->worldorigin, rad + 256);
//###
ent = findradius( NULL, inflictorent->worldorigin.vec3(), rad );
while( ent )
{
//### don't do radius damage to a hoverbike's extra bounding boxes
// if ( ( ent != ignoreent ) && ( ent->takedamage ) )
if ( ( ent != ignoreent ) && ( ent->takedamage ) && (!ent->isSubclassOf(HoverbikeBox)))
//###
{
org = ent->centroid;
v = org - inflictorent->worldorigin;
//### use passed in falloff rate
// points = v.length() * 0.5f;
points = v.length()*falloff_rate;
//###
if ( points < 0 )
{
points = 0;
}
points = damage - points;
if ( ent == attackerent )
{
points *= 0.5;
}
if ( points > 0 )
{
if ( inflictorent->CanDamage( ent ) )
{
//### don't do much knockback for the nuke
// ent->Damage(inflictorent, attackerent, points,
// org, v, vec_zero, points,
// DAMAGE_RADIUS, mod,
// -1, -1, 1.0f );
if(mod == MOD_NUKEEXPLOSION)
{
ent->Damage(inflictorent, attackerent, points,
org, v, vec_zero, points*0.1,
DAMAGE_RADIUS, mod,
-1, -1, 1.0f );
}
else
{
ent->Damage(inflictorent, attackerent, points,
org, v, vec_zero, points,
// DAMAGE_RADIUS, MOD_ROCKETSPLASH,
DAMAGE_RADIUS, mod,
-1, -1, 1.0f );
}
//###
}
}
}
ent = findradius( ent, inflictorent->worldorigin.vec3(), rad );
}
}
void CreateExplosion
(
Vector pos,
float damage,
float scale,
qboolean bigexplosion,
Entity *inflictor,
Entity *attacker,
Entity *ignore,
//###
int mod,
float falloff_rate,
//###
float volume,
float attenuation,
float r,
float g,
float b,
float light_radius,
float life,
float decay
)
{
assert( inflictor );
if ( !inflictor )
{
return;
}
if ( !attacker )
{
attacker = world;
}
if ( volume > 4.0f )
volume = 4.0f;
//### add ability to disable the sound with a volume of 0 or less
if(volume > 0)
{
if ( damage < 120 )
{
inflictor->RandomPositionedSound( pos, "impact_smallexplosion", volume, CHAN_AUTO, attenuation );
}
else
{
inflictor->RandomPositionedSound( pos, "impact_bigexplosion", volume, CHAN_AUTO, attenuation );
}
}
//###
//###
// RadiusDamage( inflictor, attacker, damage, ignore, MOD_ROCKETSPLASH );
RadiusDamage( inflictor, attacker, damage, ignore, mod );
inflictor->ProcessEvent( EV_WeaponSound );
//### added ability to disable the visual effect with a scale of 0 or less
// also added view jitter
if(scale > 0)
{
RadiusJitter *jitter;
jitter = new RadiusJitter;
// if ( bigexplosion )
// SpawnScaledExplosion( pos, scale );
// else
// TempModel( NULL, pos, "0 0 0", "sprites/explode.spr", 0, scale, 1.0f, TEMPMODEL_ANIMATE_ONCE, 10 );
if ( bigexplosion )
{
SpawnScaledExplosion( pos, scale );
jitter->SetupLarge(pos);
}
else
{
TempModel( NULL, pos, "0 0 0", "sprites/explode.spr", 0, scale, 1.0f, TEMPMODEL_ANIMATE_ONCE, 10 );
jitter->SetupSmall(pos);
}
}
//###
}
//### added sin ed docs for scale control
/*****************************************************************************/
/*SINED func_exploder (0.4 0 0) (0 0 0) (8 8 8) x x x BIG_EXPLOSION
Spawns an explosion when triggered. Triggers any targets.
"dmg" specifies how much damage to cause. Default indicates 120.
"volume" volume at which to play explosions (default 1.0)
"attenuation" attenuation for explosions (default normal)
"key" The item needed to activate this. (default nothing)
"scale" specifies the scale of the explosions to make. Default is 1.
/*****************************************************************************/
ResponseDef Exploder::Responses[] =
{
{ &EV_Touch, NULL },
{ &EV_Trigger_Effect, ( Response )Exploder::MakeExplosion },
{ NULL, NULL }
};
CLASS_DECLARATION( Trigger, Exploder, "func_exploder" );
void Exploder::MakeExplosion
(
Event *ev
)
{
CreateExplosion
(
worldorigin,
edict->s.scale * damage,
edict->s.scale,
( spawnflags & BIG_EXPLOSION ),
this,
ev->GetEntity( 1 ),
this,
volume * edict->s.scale,
attenuation
);
}
Exploder::Exploder()
{
damage = G_GetIntArg( "dmg", 120 );
if ( damage < 0 )
{
damage = 0;
}
modelIndex( "sprites/explode.spr" );
attenuation = G_GetFloatArg( "attenuation", 1.0 );
volume = G_GetFloatArg( "volume", 1.0 );
respondto = TRIGGER_PLAYERS | TRIGGER_MONSTERS | TRIGGER_PROJECTILES;
}
//### added sin ed docs for scale control
/*****************************************************************************/
/*SINED func_multi_exploder (0.4 0 0) ? x RANDOM_TIME RANDOM_SCALE BIG_EXPLOSION
Spawns an explosion when triggered. Triggers any targets.
size of brush determines where explosions will occur.
"dmg" specifies how much damage to cause from each explosion. (Default 120)
"delay" delay before exploding (Default 0 seconds)
"duration" how long to explode for (Default 1 second)
"wait" time between each explosion (default 0.25 seconds)
"volume" volume to play explosion sound at (default 0.5)
"attenuation" attenuation for explosions (default normal)
"random" random factor (default 0.25)
"key" The item needed to activate this. (default nothing)
"scale" specifies the scale of the explosions to make. Default is 1.
RANDOM_TIME adjusts the wait between each explosion by the random factor
RANDOM_SCALE adjusts the size of each explosion by the random factor
/*****************************************************************************/
CLASS_DECLARATION( Trigger, MultiExploder, "func_multi_exploder" );
ResponseDef MultiExploder::Responses[] =
{
{ &EV_Touch, NULL },
{ &EV_Trigger_Effect, ( Response )MultiExploder::MakeExplosion },
{ NULL, NULL }
};
void MultiExploder::MakeExplosion
(
Event *ev
)
{
Vector pos;
float t;
float r;
float v;
Entity *other;
Event *event;
other = ev->GetEntity( 1 );
// make sure other is valid
if ( !other )
{
other = world;
}
// prevent the trigger from triggering again
trigger_time = -1;
if ( !explode_time )
{
explode_time = level.time + duration;
}
if ( spawnflags & RANDOM_TIME )
{
t = explodewait * ( 1 + G_CRandom( randomness ) );
}
else
{
t = explodewait;
}
event = new Event( EV_Trigger_Effect );
event->AddEntity( other );
PostEvent( event, t );
if ( level.time > explode_time )
{
PostEvent( EV_Remove, 0 );
return;
}
pos[ 0 ] = absmin[ 0 ] + G_Random( absmax[ 0 ] - absmin[ 0 ] );
pos[ 1 ] = absmin[ 1 ] + G_Random( absmax[ 1 ] - absmin[ 1 ] );
pos[ 2 ] = absmin[ 2 ] + G_Random( absmax[ 2 ] - absmin[ 2 ] );
if ( spawnflags & RANDOM_SCALE )
{
r = edict->s.scale + G_CRandom( randomness );
}
else
{
r = edict->s.scale;
}
if ( r < 1 )
{
v = volume * r;
}
else
{
v = volume;
}
CreateExplosion
(
pos,
damage * r,
r,
( spawnflags & BIG_EXPLOSION ),
this,
other,
this,
volume,
attenuation
);
}
MultiExploder::MultiExploder()
{
damage = G_GetIntArg( "dmg", 120 );
if ( damage < 0 )
{
damage = 0;
}
attenuation = G_GetFloatArg( "attenuation", 1.0 );
volume = G_GetFloatArg( "volume", 1.0 );
duration = G_GetFloatArg( "duration", 1.0 );
explodewait = G_GetFloatArg( "wait", 0.25 );
randomness = G_GetFloatArg( "random", 0.25 );
explode_time = 0;
// So that we don't get deleted after we're triggered
count = -1;
respondto = TRIGGER_PLAYERS | TRIGGER_MONSTERS | TRIGGER_PROJECTILES;
modelIndex( "sprites/explode.spr" );
}