hexen2-siege-hc/barrel.hc

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1998-06-24 00:00:00 +00:00
/*
* $Header: /HexenWorld/Siege/barrel.hc 11 5/31/98 2:58p Mgummelt $
*/
/*
==============================================================================
BARRELS
==============================================================================
*/
$cd \art\models\objects\barrel\final
$base base 128 128
$skin skin
$frame resting
//Checks to see if the bounding boxes of the 2 ents overlap at any point.
//Not intended for BSP models- bounding box models only
float overlapped (entity ent1, entity ent2)
{
vector mins1,maxs1,mins2,maxs2;
float overlapped_axes;
mins1=ent1.absmin;
maxs1=ent1.absmax;
mins2=ent2.absmin;
maxs2=ent2.absmax;
if(mins1_x>maxs2_x||maxs1_x<mins2_x)
return FALSE;
else
{
// dprint("X axes overlap\n");
overlapped_axes+=1;
}
if(mins1_y>maxs2_y||maxs1_y<mins2_y)
return FALSE;
else
{
// dprint("Y axes overlap\n");
overlapped_axes+=1;
}
if(mins1_z>maxs2_z||maxs1_z<mins2_z)
return FALSE;
else
{
// dprint("Z axes overlap\n");
overlapped_axes+=1;
}
if(overlapped_axes==3)
{
// dprint("All 3 axes overlap!\n");
return TRUE;
}
return FALSE;
}
void obj_barrel_fake_chunk_death(void)
{
vector space;
float spacecube,model_cnt,scalemod;
string deathsound;
space = self.absmax - self.absmin;
spacecube = space_x * space_y * space_z;
model_cnt = spacecube / 8192; // (16 * 16 * 16)
deathsound="fx/woodbrk.wav";
sound (self, CHAN_VOICE, deathsound, 1, ATTN_NORM);
if (spacecube < 5000)
{
scalemod = .20;
model_cnt = model_cnt * 3; // Because so few pieces come out of a small object
}
else if (spacecube < 50000)
{
scalemod = .45;
model_cnt = model_cnt * 3; // Because so few pieces come out of a small object
}
else if (spacecube < 500000)
{
scalemod = .50;
}
else if (spacecube < 1000000)
{
scalemod = .75;
}
else
{
scalemod = 1;
}
if(model_cnt>CHUNK_MAX)
model_cnt=CHUNK_MAX;
while (model_cnt>0)
{
if (chunk_cnt < CHUNK_MAX*2)
{
CreateModelChunks(space,scalemod);
chunk_cnt+=1;
}
model_cnt-=1;
}
make_chunk_reset();
self.solid = SOLID_NOT;
// self.effects = EF_NODRAW;
if(self.trigger_field)
remove(self.trigger_field);
}
void barrel_go ();
void rep_barrel_wait ()
{
entity item;
//float dist,s1,s2;
// dprint("Barrel checking to respawn\n");
item = findradius(self.origin, 256);
while (item)
{
// dprint("Barrel found ents\n");
if (item.solid&&item.solid!=SOLID_TRIGGER&&item.solid!=SOLID_BSP&&item!=self)
{
// dprint("Barrel found solid\n");
// dist = vhlen(item.origin-self.origin);
// s1 = item.maxs_x*1.5;
// s2 = 24;//barrel size, at most- 22.6 if 16 by 16
// if(s1+s2>=dist)
if(overlapped(self,item))
{
// dprint("Barrel waiting- too close to ");
// dprint(item.classname);
// dprint("\n");
self.think = rep_barrel_wait;
thinktime self : 2;
return;
}
}
item = item.chain;
}
barrel_go();
}
void spawn_rep_barrel (void)
{
obj_barrel_fake_chunk_death();
setorigin(self,self.wallspot);
self.effects=self.flags=self.flags2=self.frame=self.fire_damage=0;
self.enemy=world;
self.classname=self.netname;
self.flags2(+)FL_SUMMONED;
self.angles=self.velocity=self.avelocity='0 0 0';
self.health=self.max_health;
self.think=rep_barrel_wait;
thinktime self : 0.5;
setmodel(self,"models/null.spr");
// dprintv("Barrel respawning with %s angles\n",self.angles);
/*
entity replacement;
replacement=spawn();
replacement.spawnflags=self.spawnflags;
setmodel(replacement,"models/null.spr");
setorigin(replacement,self.wallspot);
replacement.frags=self.frags;
replacement.classname=self.netname;
replacement.flags2(+)FL_SUMMONED;
replacement.targetname=self.targetname;
replacement.think=rep_barrel_wait;
replacement.nextthink = time + 1;
*/
}
//BIG FIRE========================================================
void burn_out ()
{
if(self.scale>0.1)
{
self.scale-=0.1;
setsize(self.trigger_field,'-24 -24 0'*self.scale,'24 24 48'*self.scale);
thinktime self : 0.01;
self.dmg=self.trigger_field.dmg=self.scale*3;
}
else
{
remove(self.trigger_field);
stopSound(self,0);
remove(self);
}
}
void spawn_big_fire(vector org)
{
entity bigfire,oself;
bigfire=spawn();
oself=self;
self = bigfire;
self.dmg=2;
self.classname="big greek fire";
self.drawflags(+)SCALE_ORIGIN_BOTTOM|DRF_TRANSLUCENT|MLS_FIREFLICKER;
self.scale = 1;
setmodel(self,"models/newfire.mdl");
setorigin(self,org);
spawn_burnfield(org);
setsize(self.trigger_field,'-48 -48 0','48 48 64');
sound (self,CHAN_UPDATE+PHS_OVERRIDE_R, "misc/flamloop.wav", 0.5, ATTN_LOOP);
self.think = burn_out;
thinktime self : 30;//burn for 30 seconds
self=oself;
}
//GREEK FIRE========================================================
void obj_barrel_gfire_explode (void)
{
T_RadiusDamage (self, self, random(150,200), self);
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_PURIFY2_EXPLODE);
WriteCoord (MSG_MULTICAST, self.origin_x - self.movedir_x * 8);
WriteCoord (MSG_MULTICAST, self.origin_y - self.movedir_y * 8);
WriteCoord (MSG_MULTICAST, self.origin_z - self.movedir_z * 8);
multicast(self.origin,MULTICAST_PHS_R);
spawn_big_fire(self.origin);
if(self.spawnflags&BARREL_RESPAWN)
{
spawn_rep_barrel();
// obj_barrel_fake_chunk_death();
return;
}
remove(self);
}
//void MakeExplosion(string explodemodel);
void()barrel_check_float;
/*void obj_barrel_gravity()
{
local vector slope;
if(self.ltime <= time)
{
slope = getslope(self);
if(slope != self.dest)
{
self.speed = trace_plane_normal_z * 20;
self.ideal_yaw =
self.dest = trace_plane_normal;
}
self.ltime = time + 0.4;
}
thinktime self : 0.05;
}
*/
void float(void)
{
float x_mod, y_mod, z_mod;
vector org;
org=self.origin;
if(pointcontents(org)==CONTENT_WATER||pointcontents(org)==CONTENT_SLIME||pointcontents(org)==CONTENT_LAVA)
{
if(self.velocity_x)
self.velocity_x/=1.1;
if(self.velocity_y)
self.velocity_y/=1.1;
org_z+= self.maxs_z*0.77;//float only 23% above waterlevel
if(pointcontents(org)==CONTENT_WATER||pointcontents(org)==CONTENT_SLIME||pointcontents(org)==CONTENT_LAVA)
{
// self.flags(+)FL_SWIM;
self.flags(-)FL_ONGROUND;
if(self.velocity_z<77)
self.velocity_z=80;
else
self.velocity_z+=random(0,0.01);
}
else
{
self.velocity_z-=random(0,0.01);
}
if(random()<0.3)
{
y_mod=random(-0.15,0.15);
if(random()<0.5)
self.angles_y+=y_mod;
else
self.angles_y+=y_mod;
}
if(random()<0.3)
{
x_mod=random(-0.15,0.15);
if(fabs(self.angles_x+x_mod)>10)
self.angles_x-=x_mod;
else
self.angles_x+=x_mod;
}
if(random()<0.3)
{
z_mod=random(-0.15,0.15);
if(fabs(self.angles_z+z_mod)>10)
self.angles_z-=z_mod;
else
self.angles_z+=z_mod;
}
thinktime self : 0.1;
}
else
{
self.angles_z=self.angles_z=0;
self.classname="barrel";
self.think=barrel_check_float;
thinktime self : 0.5;
}
}
void barrel_check_float (void)
{
vector org;
org=self.origin;
if(pointcontents(org)==CONTENT_WATER||pointcontents(org)==CONTENT_SLIME||pointcontents(org)==CONTENT_LAVA&&(!self.spawnflags&BARREL_SINK))
{
self.classname=="barrel_floating";
self.think=float;
thinktime self : 0;
}
else
{
self.classname="barrel";
self.think=barrel_check_float;
thinktime self : 0.5;
}
}
/*
* obj_barrel_explode() -- Blows the barrel up.
*/
void obj_barrel_explode_go()
{
entity attacker;
if(self.enemy.flags2&FL_ALIVE)//give credit to person who blew it up
attacker=self.enemy;
else
attacker=self;
T_RadiusDamage(self, attacker, 200,self);//00, self);
// sound(self, CHAN_VOICE, "weapons/explode.wav", 1, ATTN_NORM);
particleexplosion(self.origin + '0 0 83',384,60,40);
starteffect(CE_LG_EXPLOSION , (self.absmin+self.absmax)*0.5);
if(self.spawnflags&BARREL_RESPAWN)
{
spawn_rep_barrel();
// obj_barrel_fake_chunk_death();
return;
}
chunk_death();
}
void obj_barrel_explode ()
{
//delay so too many don't cause crash
self.th_die=SUB_Null;
self.takedamage = DAMAGE_NO;
self.think=obj_barrel_explode_go;
if(dmMode==DM_SIEGE)
thinktime self : 0;
else
thinktime self : random()+0.05;
}
void obj_barrel_use_explode ()
{//no delay
self.th_die=SUB_Null;
self.takedamage = DAMAGE_NO;
self.think=obj_barrel_explode_go;
thinktime self : 0;
}
void()monster_rat;
void rat_spawn(float offset)
{
newmis=spawn();
newmis.angles_y=self.angles_y+offset*60;
newmis.flags2(+)FL_SUMMONED;
if(self.target)
newmis.target=self.target;
makevectors(newmis.angles);
setorigin(newmis,self.origin+v_forward*16);
newmis.think=monster_rat;
thinktime newmis : 0;
}
void barrel_die ()
{
self.solid=SOLID_NOT;
if(self.model!="models/gfire.mdl")
{
if(random()<0.3||self.target!=""||self.classname=="monster_ratnest")
{
float r;
r=rint(random(3,6));
while(r>0)
{
rat_spawn(r);
r-=1;
}
}
}
else
{
//particleexplosion(self.origin + '0 0 24',264,60,40);
sound(self,CHAN_AUTO,"raven/outwater.wav",1,ATTN_NORM);
}
if(self.spawnflags&BARREL_RESPAWN)
{
spawn_rep_barrel();
// obj_barrel_fake_chunk_death();
return;
}
if(self.classname!="monster_ratnest")
chunk_death();
else
remove(self);
}
/*
* obj_barrel_slide() -- Slides a barrel in the direction given in self.movedir.
*/
/*
void obj_barrel_slide()
{
local entity victim;
local float direction;
//old if function, direction was null
// if(walkmove(direction, self.count) == FALSE)
if(!walkmove(self.cnt, self.count, FALSE))
{
//Is this supposed to push something else it hits?
victim = findradius(self.origin, self.count + 38);
while(victim)
{
if(victim.movetype != MOVETYPE_NONE && victim != self)
{
direction = vectoyaw(victim.origin - self.origin);
if(self.cnt <= 60 && direction >= 300)
direction -= 360;
if(direction > self.cnt - 60 &&
direction < self.cnt + 60)
victim.velocity += (victim.origin - self.origin) * self.count;
}
victim = victim.chain;
}
}
// if(!self.spawnflags & BARREL_DOWNHILL)
// self.count -= 0.7;
// if(self.count < 0.5)
// self.think = obj_barrel_gravity;
//What is this supposed to do?
// obj_barrel_gravity();
// reduce self.count to simulate friction, right?
self.count = self.count - 1;
if(self.count<=0)
{
self.think=SUB_Null;
self.nextthink = -1;
}
else
thinktime self : 0.05;
}
*/
void obj_barrel_roll (void)
{
self.v_angle_y=self.angles_y;
self.v_angle_x=self.v_angle_z=0;
makevectors(self.v_angle);
self.velocity-=self.movedir*self.speed;
self.movedir=normalize(v_forward);
self.speed/=1.01;
self.anglespeed=self.speed/7.7;
if(self.speed<1&&self.speed>-1)
{
self.velocity = '0 0 0';
self.think = SUB_Null;
self.nextthink = -1;
}
else
{
vector dircheck;
// float hitcheck;
//Rolling sound
if(self.flags&FL_ONGROUND)
{
self.flags(-)FL_ONGROUND;
self.last_onground=time;
self.level=TRUE;
}
else if(self.level)
{
self.level=FALSE;
self.last_onground = time - 1;
self.speed/=2;//slow down if go off cliff, looks weird otherwise
}
self.velocity+=self.movedir*self.speed;
self.angles_x-=self.anglespeed;
self.think=obj_barrel_roll;
thinktime self : 0.05;
dircheck=normalize(self.velocity);
makevectors(self.angles);
traceline(self.origin,self.origin+dircheck*39,FALSE,self);
if(trace_fraction==1)
{
traceline(self.origin+v_right*16,self.origin+v_right*16+dircheck*39,FALSE,self);
if(trace_fraction==1)
traceline(self.origin-v_right*16,self.origin-v_right*16+dircheck*39,FALSE,self);
}
if(trace_fraction<1)
{
sound(self,CHAN_AUTO,"fx/thngland.wav",1,ATTN_NORM); // landing thud
self.speed*=-0.25;
self.last_onground=time - 1;
obj_fly_hurt(trace_ent);
self.velocity=dircheck*self.speed;
}
}
}
/*
* obj_barrel_shoot() -- Called when a barrel is shot.
*/
void obj_barrel_shoot()
{
sound(self,CHAN_AUTO,"fx/thngland.wav",1,ATTN_NORM); // landing thud
// if(self.aflag)
// return;
/*
self.movedir = normalize(self.origin - self.enemy.origin);
self.velocity=self.velocity + self.movedir*self.count;
self.avelocity_y=random(100,300);
self.velocity_z=self.velocity_z + 50;
if(self.velocity_z>150)
self.velocity_z=150;
self.flags(-)FL_ONGROUND;
*/
}
/*
* obj_barrel_use() -- Called when a barrel is triggered.
*/
void barrel_drop ()
{
self.movetype=MOVETYPE_FLYMISSILE;
// setorigin(self,self.origin - '0 0 20');
self.flags(-)FL_PUSH|FL_ONGROUND;
self.velocity='0 0 -200';
self.touch=self.th_die;
}
void obj_barrel_use()
{
// if(other.movetype == MOVETYPE_STEP)
// obj_pull();
// else
obj_barrel_explode();
}
void obj_barrel_gfire_light ()
{
self.use=SUB_Null;
self.th_die = obj_barrel_gfire_explode;
sound (self, CHAN_AUTO, "weapons/expsmall.wav", 1, ATTN_NORM);
starteffect(CE_FLOOR_EXPLOSION , self.origin+'0 0 110');
self.frame=1;
sound(self,CHAN_UPDATE+PHS_OVERRIDE_R,"misc/flamloop.wav",0.5,ATTN_LOOP);
self.effects(+)EF_UPDATESOUND|EF_BRIGHTLIGHT;
}
void spawn_barrel(float barrel_type)
{
if(dmMode==DM_SIEGE)
self.spawnflags(+)BARREL_RESPAWN;
self.frags=barrel_type;
if(!self.flags2&FL_SUMMONED)
{
precache_model("models/barrel.mdl");
if(barrel_type==BARREL_NORMAL)
precache_model("models/rat.mdl");
}
CreateEntityNew(self,ENT_BARREL,"models/barrel.mdl",chunk_death);
if(self.spawnflags&ON_SIDE)
{
self.aflag=1;
self.frame=1;
self.v_angle=self.angles;
setsize(self, '-18 -13 -13','18 13 13');
self.hull=HULL_CROUCH;
}
else
{
setsize(self, '-13 -13 0','13 13 36');
self.hull=HULL_PLAYER;
}
if (self.scale)
self.mass *=self.scale;
self.netname=self.classname;
self.classname = "barrel";
self.flags(+)FL_PUSH;
self.touch = obj_push;
self.th_pain = obj_barrel_shoot;
if (barrel_type==BARREL_NORMAL)
{
self.th_die = barrel_die;
self.skin=0;
}
else if (barrel_type==BARREL_INDESTRUCTIBLE)
{
self.health = 999999;
self.th_die = SUB_Null;
self.skin=1;
}
else if (barrel_type==BARREL_EXPLODING)
{
self.th_die = obj_barrel_explode;
self.skin=2;
}
else if (barrel_type==BARREL_GFIRE)
{
self.th_die = barrel_die;
setmodel(self,"models/gfire.mdl");
setsize(self,'-16 -16 0','16 16 56');
self.hull=HULL_PLAYER;
self.use=obj_barrel_gfire_light;
}
if(!self.spawnflags&BARREL_SINK)
{
self.think=barrel_check_float;
thinktime self : 0;
}
if(pointcontents(self.origin)!=CONTENT_EMPTY&&(!self.spawnflags&BARREL_SINK))
{
self.classname="barrel_floating";
self.think=float;
thinktime self : 0;
}
else if(!self.flags2&FL_SUMMONED&&!self.spawnflags&BARREL_NO_DROP)
droptofloor();
if(self.spawnflags&DROP_USE)
{
self.movetype=MOVETYPE_NONE;
self.use=barrel_drop;
if(barrel_type==BARREL_EXPLODING)
self.th_die=obj_barrel_use_explode;
}
else if(self.targetname)
if(barrel_type==BARREL_EXPLODING)
self.use=obj_barrel_use_explode;
else
self.use=self.th_die;
if(self.spawnflags&BARREL_RESPAWN)
self.wallspot=self.origin;
spawn_push_trigger(3);
}
/*QUAKED obj_barrel (0.3 0.1 0.6) (-13 -13 0) (13 13 36) DOWNHILL NO_DROP ON_SIDE SINK DROP_USE RESPAWN
A barrel, just a plain old barrel
-------------------------FIELDS-------------------------
.health - How hard it is to smash
Default: 25
DOWNHILL - This barrel will slide downhill with gravity.
NO_DROP - Will not drop to floor before spawning
ON_SIDE - Will make the barrel appear to be on it's side, the top will point right (90 degrees)
Note- barrels on their side must be placed at least 13 units above the floor.
SINK - Sinks in water
DROP_USE - Barrel has no gravity until used, then will drop
RESPAWN - Barrel will RESPAWN at it's initial origin when it is destroyed
--------------------------------------------------------
*/
void obj_barrel(void)
{
if(self.spawnflags&DROP_USE)
self.spawnflags(+)BARREL_NO_DROP;
precache_sound("misc/squeak.wav");
if(self.health)
self.max_health=self.health;
spawn_barrel(BARREL_NORMAL);
if(!self.max_health)
self.max_health=self.health;
self.mass = 75;
}
/*QUAKED obj_barrel_indestructible (0.3 0.1 0.6) (-13 -13 0) (13 13 36) DOWNHILL NO_DROP ON_SIDE SINK DROP_USE RESPAWN
A barrel you just can't break
-------------------------FIELDS-------------------------
DOWNHILL - This barrel will slide downhill with gravity.
NO_DROP - Will not drop to floor before spawning
ON_SIDE - Will make the barrel appear to be on it's side, the top will point right (90 degrees)
Note- barrels on their side must be placed at least 13 units above the floor.
SINK - Sinks in water
DROP_USE - Barrel has no gravity until used, then will drop
RESPAWN - Barrel will RESPAWN at it's initial origin when it is destroyed
--------------------------------------------------------
*/
void obj_barrel_indestructible(void)
{
if(self.spawnflags&DROP_USE)
self.spawnflags(+)BARREL_NO_DROP;
if(self.health)
self.max_health=self.health;
spawn_barrel(BARREL_INDESTRUCTIBLE);
if(!self.max_health)
self.max_health=self.health;
self.mass = 95;
}
/*QUAKED obj_barrel_exploding (0.3 0.1 0.6) (-13 -13 0) (13 13 36) DOWNHILL NO_DROP ON_SIDE SINK DROP_USE RESPAWN
An exploding barrel with red XXX on the side
WARNING!: Putting too many exploding barrels next to each other will cause a crash, there is no way around this, so if it happens, it's to be considered a Designer error!
Putting them in lines and chains seems to be ok, as long as you don't stack them or group them too closely, more than 4 in a tight group is probably pushing it.
-------------------------FIELDS-------------------------
.health - How hard it is to blow up
Default: 25
.targetname - set a targetname on a barrel and it will not delay when it explodes (default is arandom delay to prevent too many explosions at once)
DOWNHILL - This barrel will slide downhill with gravity.
NO_DROP - Will not drop to floor before spawning
ON_SIDE - Will make the barrel appear to be on it's side, the top will point right (90 degrees)
Note- barrels on their side must be placed at least 13 units above the floor.
SINK - Sinks in water
DROP_USE - Barrel has no gravity until used, then will drop
RESPAWN - Barrel will RESPAWN at it's initial origin when it is destroyed
--------------------------------------------------------
*/
void obj_barrel_exploding(void)
{
if(self.spawnflags&DROP_USE)
self.spawnflags(+)BARREL_NO_DROP;
if(self.health)
self.max_health=self.health;
spawn_barrel(BARREL_EXPLODING);
if(!self.max_health)
self.max_health=self.health;
self.mass = 85;
}
/*QUAKED obj_barrel_gfire (0.3 0.1 0.6) (-13 -13 0) (13 13 36) DOWNHILL NO_DROP ON_SIDE SINK DROP_USE RESPAWN
Greek fire barrel
Use a torch to light them
-------------------------FIELDS-------------------------
.health - How hard it is to blow up
Default: 25
.targetname - set a targetname on a barrel and it will not delay when it explodes (default is arandom delay to prevent too many explosions at once)
DOWNHILL - This barrel will slide downhill with gravity.
NO_DROP - Will not drop to floor before spawning
ON_SIDE - Will make the barrel appear to be on it's side, the top will point right (90 degrees)
Note- barrels on their side must be placed at least 13 units above the floor.
SINK - Sinks in water
DROP_USE - Barrel has no gravity until used, then will drop
RESPAWN - Barrel will RESPAWN at it's initial origin when it is destroyed
--------------------------------------------------------
*/
void obj_barrel_gfire(void)
{
precache_model("models/newfire.mdl");
precache_model("models/gfire.mdl");
precache_sound("misc/flamloop.wav");
precache_sound("misc/gflaunch.wav");
if(self.spawnflags&DROP_USE)
self.spawnflags(+)BARREL_NO_DROP;
if(self.health)
self.max_health=self.health;
spawn_barrel(BARREL_GFIRE);
self.mass = 100;
if(!self.max_health)
self.max_health=self.health;
}
void barrel_go(void)
{
// dprint("Barrel_go: ready to respawn\n");
if(self.classname=="obj_barrel_normal")
{
// dprint("Respawning normal barrel\n");
if(self.spawnflags&DROP_USE)
self.spawnflags(+)BARREL_NO_DROP;
spawn_barrel(BARREL_NORMAL);
self.mass = 75;
}
else if(self.classname=="obj_barrel_indestructible")
{
// dprint("Respawning invincible barrel\n");
if(self.spawnflags&DROP_USE)
self.spawnflags(+)BARREL_NO_DROP;
spawn_barrel(BARREL_INDESTRUCTIBLE);
self.mass = 95;
}
else if(self.classname=="obj_barrel_exploding")
{
// dprint("Respawning explode barrel\n");
if(self.spawnflags&DROP_USE)
self.spawnflags(+)BARREL_NO_DROP;
spawn_barrel(BARREL_EXPLODING);
self.mass = 100;//85
}
else if(self.classname=="obj_barrel_gfire")
{
// dprint("Respawning gfire barrel\n");
if(self.spawnflags&DROP_USE)
self.spawnflags(+)BARREL_NO_DROP;
spawn_barrel(BARREL_GFIRE);
self.mass = 100;//85
}
else
{
// dprint("NO BARREL TYPE!!!\n");
if(self.spawnflags&DROP_USE)
self.spawnflags(+)BARREL_NO_DROP;
spawn_barrel(BARREL_EXPLODING);
self.mass = 100;//85
}
}