sin-sdk/speargun.cpp

313 lines
7.2 KiB
C++

//-----------------------------------------------------------------------------
//
// $Logfile:: /Quake 2 Engine/Sin/code/game/speargun.cpp $
// $Revision:: 42 $
// $Author:: Markd $
// $Date:: 11/15/98 11:32p $
//
// 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.
//
// $Log:: /Quake 2 Engine/Sin/code/game/speargun.cpp $
//
// 42 11/15/98 11:32p Markd
// fixed spear gun stuff
//
// 41 11/13/98 3:30p Markd
// put in more precaching on weapons
//
// 40 11/12/98 11:31p Jimdose
// changed impact_bodyimpact to impact_goryimpact
//
// 39 10/24/98 12:42a Markd
// changed origins to worldorigins where appropriate
//
// 38 10/22/98 9:40p Markd
// Changed damage on spear
//
// 37 10/22/98 5:56p Markd
// Made a bunch of global sounds local to that entity
//
// 36 10/22/98 12:19a Jimdose
// Made the spears not go through walls if very close to a wall
//
// 35 10/21/98 10:40p Aldie
// Added spears ammotype
//
// 34 10/19/98 12:07a Jimdose
// made all code use fast checks for inheritance (no text lookups when
// possible)
// isSubclassOf no longer requires ::_classinfo()
//
// 33 10/07/98 12:14a Aldie
// Took out some more bubbles
//
// 32 10/06/98 10:51p Aldie
// Moved bubbletrail to client
//
// 31 10/05/98 10:32p Markd
// Set minimum attack range
//
// 30 10/03/98 7:34p Markd
// Increased damage of speargun
//
// 29 8/29/98 5:27p Markd
// added specialfx, replaced misc with specialfx where appropriate
//
// 28 8/18/98 11:08p Markd
// Added new Alias System
//
// 27 8/01/98 3:03p Aldie
// Client side muzzle flash (dynamic light)
//
// 26 7/25/98 7:10p Markd
// Put in EV_Removes for demo
//
// 25 7/23/98 6:17p Aldie
// Updated damage system and fixed some damage related bugs. Also put tracers
// back to the way they were, and added gib event to funcscriptmodels
//
// 24 7/22/98 9:57p Markd
// Defined weapon type
//
// 23 7/21/98 1:10p Aldie
// Added meansofdeath to obituaries
//
// 22 6/19/98 9:30p Jimdose
// Moved gun orientation code to Weapon
//
// 21 6/15/98 8:02p Markd
// made spears stick in guys
//
// 20 6/10/98 2:10p Aldie
// Updated damage function.
//
// 19 5/25/98 5:39p Markd
// Changed spawn sparks call
//
// 18 5/11/98 3:20p Markd
// Made impact sounds for spear
//
// 17 5/05/98 8:37p Aldie
// Fixed oldorigin.
//
// 16 5/03/98 8:12p Markd
// Changed sparks call to SpawnSparks call
//
// 15 4/20/98 1:57p Markd
// SINED decelration is now in def file
//
// 14 4/18/98 3:14p Markd
// Changed view weapon naming convention
//
// 13 4/18/98 2:34p Jimdose
// Made spear check for FL_BLOOD and FL_SPARKS
//
// 12 4/10/98 4:53p Jimdose
// Changed timing on bubble spawning
//
// 11 4/07/98 9:48p Jimdose
// spears work a little better.
//
// 10 4/07/98 6:43p Jimdose
// Rewrote weapon code.
// Added order to rank
//
// 9 4/04/98 6:07p Jimdose
// Created file
//
// DESCRIPTION:
// Fires a spear. Used by Seabonites.
//
#include "g_local.h"
#include "SpearGun.h"
#include "worldspawn.h"
#include "specialfx.h"
CLASS_DECLARATION( Projectile, Spear, NULL );
ResponseDef Spear::Responses[] =
{
{ &EV_Touch, ( Response )Spear::Hit },
{ NULL, NULL }
};
EXPORT_FROM_DLL void Spear::Hit
(
Event *ev
)
{
Entity *other;
Vector org;
int damg;
other = ev->GetEntity( 1 );
if ( other->isSubclassOf( Teleporter ) )
{
return;
}
if ( other->entnum == owner )
{
return;
}
setSolidType( SOLID_NOT );
if ( HitSky() || ( velocity == vec_zero ) )
{
PostEvent( EV_Remove, 0 );
return;
}
RandomAnimate( "idle", NULL );
org = worldorigin + velocity * 0.01f;
if ( other->takedamage )
{
if ( other->flags & FL_BLOOD )
{
SpawnBlood( org, level.impact_trace.plane.normal, 10 );
}
damg = 30 + ( int )G_Random( 50 );
other->Damage( this, G_GetEntity( owner ), damg,
level.impact_trace.endpos, velocity,
level.impact_trace.plane.normal, 10, 0, MOD_SPEARGUN, -1, -1, 1.0f );
//FIXME
// do this based on the surface flag
RandomGlobalSound( "impact_goryimpact", 1 );
if ( level.impact_trace.intersect.valid )
{
vec3_t mins, maxs;
setMoveType( MOVETYPE_NONE );
gi.CalculateBounds( edict->s.modelindex, edict->s.scale, mins, maxs );
origin = "0 0 0";
origin[0] = (Vector(maxs) - Vector(mins)).length() * 0.3f;
setOrigin( origin );
velocity = "0 0 0";
attach
(
other->entnum,
level.impact_trace.intersect.group,
level.impact_trace.intersect.tri_num,
vec_zero
);
CancelEventsOfType( EV_Remove );
PostEvent( EV_FadeOut, 45 );
return;
}
}
else
{
RandomSound( "spear_impact", 1 );
}
if ( other->flags & FL_SPARKS )
SpawnSparks( org, level.impact_trace.plane.normal, 4 );
if ( other->getSolidType() == SOLID_BSP )
{
// Stick it into the wall
velocity = "0 0 0";
//bind( other );
setMoveType( MOVETYPE_NONE );
PostEvent( EV_FadeOut, 10 );
}
else
{
PostEvent( EV_Remove, 0 );
}
}
EXPORT_FROM_DLL void Spear::Setup
(
Entity *owner,
Vector pos,
Vector dir
)
{
trace_t trace;
this->owner = owner->entnum;
edict->owner = owner->edict;
setMoveType( MOVETYPE_FLYMISSILE );
setSolidType( SOLID_BBOX );
edict->clipmask = MASK_SHOT;
// set missile speed
velocity = dir;
velocity.normalize();
velocity *= 500;
angles = dir.toAngles();
angles[ PITCH ] = - angles[ PITCH ];
setAngles( angles );
setModel( "spear.def" );
RandomAnimate( "fly", NULL );
setSize( "-2 -2 -2", "2 2 2" );
trace = G_Trace( pos - Vector( orientation[ 0 ] ) * 48, mins, maxs, pos, owner, MASK_SHOT, "Spear::Setup" );
setOrigin( trace.endpos );
worldorigin.copyTo(edict->s.old_origin);
PostEvent( EV_Remove, 5 );
}
CLASS_DECLARATION( Weapon, SpearGun, "weapon_speargun" );
ResponseDef SpearGun::Responses[] =
{
{ &EV_Weapon_Shoot, ( Response )SpearGun::Shoot },
{ NULL, NULL }
};
SpearGun::SpearGun()
{
#ifdef SIN_DEMO
PostEvent( EV_Remove, 0 );
return;
#endif
SetModels( "speargun.def", "view_spgun.def" );
modelIndex( "spear.def" );
modelIndex( "spear_ammo.def" );
SetAmmo( "Spears", 1, 10 );
SetRank( 99, 70 );
SetType( WEAPON_2HANDED_LO );
SetMinRange( 100 );
}
void SpearGun::Shoot
(
Event *ev
)
{
Vector pos;
Spear *spear;
Vector dir;
assert( owner );
if ( !owner )
{
return;
}
GetMuzzlePosition( &pos, &dir );
spear = new Spear;
spear->Setup( owner, pos, dir );
NextAttack( 0.8 );
}