642 lines
15 KiB
C++
642 lines
15 KiB
C++
//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Quake 2 Engine/Sin/code/game/pulserifle.cpp $
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// $Revision:: 68 $
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// $Author:: Jimdose $
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// $Date:: 11/16/98 3:11a $
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//
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// Copyright (C) 1998 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source is may not be distributed and/or modified without
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// expressly written permission by Ritual Entertainment, Inc.
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//
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// $Log:: /Quake 2 Engine/Sin/code/game/pulserifle.cpp $
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//
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// 68 11/16/98 3:11a Jimdose
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// pulse now takes gravity of owner
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//
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// 67 11/16/98 2:11a Jimdose
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// removed unused variable in Shoot
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//
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// 66 11/15/98 12:22a Markd
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// Fixed pre-caching issues
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//
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// 65 11/13/98 3:30p Markd
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// put in more precaching on weapons
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//
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// 64 10/26/98 2:50p Aldie
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// Fixed a bug with checking of NULL owners
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//
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// 63 10/24/98 12:42a Markd
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// changed origins to worldorigins where appropriate
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//
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// 62 10/22/98 7:57p Markd
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// put in proper pre-caching in all the classes
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//
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// 61 10/20/98 8:26p Markd
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// Added Attacker to DamageSurface stuff
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//
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// 60 10/19/98 12:07a Jimdose
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// made all code use fast checks for inheritance (no text lookups when
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// possible)
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// isSubclassOf no longer requires ::_classinfo()
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//
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// 59 10/16/98 10:22p Aldie
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// Updated single player damage settings
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//
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// 58 10/16/98 9:50p Aldie
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// Added SecondaryAmmo command
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//
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// 57 10/15/98 2:32p Aldie
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// Updated model name for pulsebomb
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//
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// 56 10/10/98 9:18p Aldie
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// Tweak damage
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//
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// 55 10/10/98 5:58p Aldie
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// More quantumdestab fixes
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//
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// 54 10/09/98 11:56p Markd
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// Added GenericPulseRifle
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//
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// 53 10/06/98 2:49p Aldie
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// Tweak NextAttack
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//
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// 52 10/05/98 10:39p Aldie
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// Fixed rank and updated damage.
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//
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// 51 10/04/98 10:28p Aldie
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// Added multiple weapon changes. Damage, flashes, quantum stuff
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//
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// 50 10/03/98 1:09p Aldie
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// Tweak the effects again
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//
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// 49 10/02/98 7:19p Aldie
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// Orient the shockwave
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//
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// 48 10/02/98 5:47p Aldie
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// New effects - yet again
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//
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// 47 10/01/98 4:01p Markd
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// Added Archive and Unarchive functions
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//
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// 46 9/29/98 11:45p Aldie
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// New effect for mode1
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//
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// 45 9/21/98 5:31p Markd
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// took out owner out of projectile subclasses, working on archive and
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// unarchive
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//
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// 44 9/18/98 8:14p Markd
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// rewrote surface system so that surfaces are now damaged by surface name
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// instead of by surfinfo
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//
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// 43 9/16/98 8:58p Aldie
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// Added ability to do a hold down weapon charge
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//
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// 42 9/09/98 3:56p Aldie
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// New lightning effect
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//
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// 41 9/01/98 3:05p Markd
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// Rewrote explosion code
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//
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// 40 8/31/98 7:45p Aldie
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// Updated surface data structure and removed surfinfo field
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//
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// 39 8/29/98 9:45p Jimdose
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// Added call info to G_Trace
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//
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// 38 8/29/98 5:27p Markd
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// added specialfx, replaced misc with specialfx where appropriate
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//
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// 37 8/18/98 8:12p Aldie
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// Added dual mode weapons to base class
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//
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// 36 8/01/98 3:03p Aldie
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// Client side muzzle flash (dynamic light)
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//
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// 35 7/25/98 7:10p Markd
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// Put in EV_Removes for demo
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//
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// 34 7/23/98 6:17p Aldie
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// Updated damage system and fixed some damage related bugs. Also put tracers
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// back to the way they were, and added gib event to funcscriptmodels
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//
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// 33 7/22/98 9:57p Markd
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// Defined weapon type
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//
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// 32 7/22/98 5:14p Aldie
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// Fixed NextAttack time
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//
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// 31 7/21/98 1:10p Aldie
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// Added meansofdeath to obituaries
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//
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// 30 7/01/98 4:39p Aldie
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// Put Beaus' model explosion back in
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//
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// 29 6/30/98 6:48p Aldie
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// Removed a printf
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//
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// 28 6/30/98 12:40p Aldie
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// Fixed some bugs with vid_restart issue
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//
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// 27 6/29/98 8:19p Aldie
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// Updated shockwave
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//
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// 26 6/25/98 7:32p Aldie
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// Adding damage wall
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//
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// 25 6/19/98 9:30p Jimdose
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// Moved gun orientation code to Weapon
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//
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// 24 6/17/98 6:30p Aldie
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// Updated ammo requirements
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//
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// 23 6/17/98 5:42p Aldie
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// Updated lots and made the beam do some damage.
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//
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// 22 6/15/98 9:09p Aldie
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// Updated the special fx for beams trailing from the pulse.
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//
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// 21 6/15/98 12:25p Aldie
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// Updated pulse beam parms
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//
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// 20 6/15/98 10:38a Aldie
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// New version of pulse stuff
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//
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// 19 6/10/98 2:10p Aldie
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// Updated damage function.
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//
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// 18 5/14/98 9:14p Markd
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// Changed models
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//
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// 17 5/13/98 6:21p Markd
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// Made pulse rifle burn wall as well as retrigger more often
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//
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// 16 5/03/98 4:36p Jimdose
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// Changed Vector class
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//
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// 15 4/20/98 1:56p Markd
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// SINED decelration is now in def file
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//
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// 14 4/18/98 3:12p Markd
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// Changed view weapon naming convention
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//
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// 13 4/08/98 12:06a Jimdose
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// Added temporary beam effect
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//
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// 12 4/07/98 6:41p Jimdose
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// Rewrote weapon code.
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// Added order to rank
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//
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// 11 4/02/98 4:20p Jimdose
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// Tweaked for DM
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//
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// 10 3/30/98 9:55p Jimdose
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// Changed location of .def files
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//
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// 9 3/30/98 2:34p Jimdose
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// Moved firing to BulletWeapon to make more general
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// Added Ammo
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// Added world models
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//
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// 8 3/28/98 8:55p Jimdose
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// Created file
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//
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// DESCRIPTION:
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// Pulse rifle
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//
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#include "g_local.h"
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#include "bullet.h"
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#include "pulserifle.h"
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#include "specialfx.h"
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#include "misc.h"
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#include "explosion.h"
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#include "surface.h"
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#define PULSE_MODE 0
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// Projectile portion of the pulse rifle
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template class EXPORT_FROM_DLL SafePtr<Beam>;
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typedef SafePtr<Beam> BeamPtr;
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class EXPORT_FROM_DLL Pulse : public Projectile
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{
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public:
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CLASS_PROTOTYPE( Pulse );
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Pulse();
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virtual void Setup( Entity *owner, Vector pos, Vector dir );
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virtual void Explode( Event *ev );
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};
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CLASS_DECLARATION( Projectile, Pulse, NULL );
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Event EV_Pulse_UpdateBeams("update_beams");
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Event EV_Pulse_Remove("remove_beams");
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ResponseDef Pulse::Responses[] =
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{
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{ &EV_Touch, ( Response )Pulse::Explode },
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{ NULL, NULL }
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};
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Pulse::Pulse()
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{
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}
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void Pulse::Explode
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(
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Event *ev
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)
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{
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Entity *other;
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Entity *owner;
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int damg;
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Vector v;
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Vector norm;
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Vector shockangles;
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Entity *pulseexpl;
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other = ev->GetEntity( 1 );
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assert( other );
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if ( other->isSubclassOf( Teleporter ) )
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{
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return;
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}
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if ( other->entnum == this->owner )
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{
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return;
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}
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owner = G_GetEntity( this->owner );
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if ( !owner )
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owner = world;
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stopsound( CHAN_VOICE );
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setSolidType( SOLID_NOT );
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// Hit the shy, so remove everything
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if ( HitSky() )
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{
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PostEvent( EV_Remove, 0 );
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return;
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}
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damg = 50 + ( int )G_Random( 25 );
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// Single player packs a bigger punch
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if ( !deathmatch->value && owner->isClient() )
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damg *= 1.5;
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if ( other->takedamage )
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other->Damage( this, owner, damg, worldorigin, velocity, level.impact_trace.plane.normal, 32, 0, MOD_PULSE, -1, -1, 1.0f );
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// Damage the surface
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surfaceManager.DamageSurface ( &level.impact_trace, damg, owner );
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damg = 100;
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// Single player packs a bigger punch
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if ( !deathmatch->value && owner->isClient() )
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damg *= 1.5;
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// Do an explosion but don't hurt other, since he already took damage.
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RadiusDamage( this, owner, damg, other, MOD_PULSE );
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v = velocity;
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v.normalize();
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v = worldorigin - v * 36;
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norm = level.impact_trace.plane.normal;
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norm.x = -norm.x;
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norm.y = -norm.y;
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shockangles = norm.toAngles();
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shockangles.z = G_Random( 360 );
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// Start up the shockwave effect
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pulseexpl = new Entity;
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pulseexpl->setModel( "pulseshock.def" );
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pulseexpl->setOrigin( v );
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pulseexpl->worldorigin.copyTo(pulseexpl->edict->s.old_origin);
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pulseexpl->setAngles( shockangles );
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pulseexpl->setMoveType( MOVETYPE_NONE );
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pulseexpl->setSolidType( SOLID_NOT );
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pulseexpl->RandomAnimate( "pulseexplode", NULL );
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pulseexpl->PostEvent( EV_Remove, 0.1f );
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FlashPlayers(v, 0.1, 0.1, 1, 0.5, 500 );
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PostEvent( EV_Remove, 0 );
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}
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void Pulse::Setup
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(
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Entity *owner,
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Vector pos,
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Vector dir
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)
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{
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Event *ev1, *ev2;
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Vector forward, right, up;
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Vector end, delta;
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this->owner = owner->entnum;
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edict->owner = owner->edict;
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// Align the projectile
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angles = dir.toAngles();
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angles[ PITCH ] = -angles[ PITCH ];
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setAngles( angles );
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edict->s.angles[ROLL] = rand() % 360;
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// Flies like a rocket
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setMoveType( MOVETYPE_TOSS );
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setSolidType( SOLID_BBOX );
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edict->clipmask = MASK_PROJECTILE;
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setModel( "sprites/pulsebomb.spr" );
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edict->s.effects |= EF_AUTO_ANIMATE;
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// Set the flying velocity
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velocity = dir * 1000;
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gravity = 0.7;
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SetGravityAxis( owner->gravaxis );
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takedamage = DAMAGE_NO;
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// Set the light and effects
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edict->s.renderfx |= RF_DLIGHT;
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edict->s.effects |= EF_PULSE;
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edict->s.radius = 100;
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edict->s.color_r = 0.1f;
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edict->s.color_g = 0.1f;
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edict->s.color_b = 0.9f;
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// setup ambient thrust sound
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ev1 = new Event( EV_RandomEntitySound );
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ev1->AddString( "thrust" );
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ProcessEvent( ev1 );
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// Set size and origin
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setSize( "-1 -1 -1", "1 1 1" );
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setOrigin( pos );
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worldorigin.copyTo(edict->s.old_origin);
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// Remove the projectile in the future
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ev2 = new Event( EV_Pulse_Remove );
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PostEvent( ev2, 30 );
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}
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CLASS_DECLARATION( BulletWeapon, PulseRifle, "weapon_pulserifle" );
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ResponseDef PulseRifle::Responses[] =
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{
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{ &EV_Weapon_Shoot, ( Response )PulseRifle::Shoot },
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{ NULL, NULL }
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};
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PulseRifle::PulseRifle()
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{
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#ifdef SIN_DEMO
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PostEvent( EV_Remove, 0 );
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return;
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#endif
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SetModels( "pulse2.def", "view_pulse2.def" );
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SetAmmo( "BulletPulse", 10, 50 );
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SetSecondaryAmmo( "BulletPulse", 5, 50 );
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SetRank( 80, 80 );
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SetType( WEAPON_2HANDED_LO );
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dualmode = true;
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modelIndex( "pulse_ammo.def" );
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modelIndex( "beam.def" );
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modelIndex( "pulseshock.def" );
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modelIndex( "sprites/pulsebomb.spr" );
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modelIndex( "sprites/pulse_muzzle.spr" );
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}
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// This is the trace that the laser portion of this weapon does.
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void PulseRifle::TraceAttack
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(
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Vector start,
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Vector end,
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int damage,
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trace_t *trace,
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int numricochets,
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int kick,
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int dflags
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)
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{
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Vector org;
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Vector dir;
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int surfflags;
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int surftype;
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Entity *ent;
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if ( HitSky( trace ) )
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{
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return;
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}
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dir = end - start;
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dir.normalize();
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org = end - dir * 4;
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if ( !trace->surface )
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{
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surfflags = 0;
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surftype = 0;
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}
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else
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{
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surfflags = trace->surface->flags;
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surftype = SURFACETYPE_FROM_FLAGS( surfflags );
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surfaceManager.DamageSurface( trace, damage, owner );
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}
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ent = trace->ent->entity;
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if ( ent && ent->takedamage )
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{
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if ( trace->intersect.valid )
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{
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// We hit a valid group so send in location based damage
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ent->Damage( this,
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owner,
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damage,
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trace->endpos,
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dir,
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trace->plane.normal,
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kick,
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dflags,
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MOD_PULSELASER,
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trace->intersect.parentgroup,
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-1,
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trace->intersect.damage_multiplier );
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}
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else
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{
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// We didn't hit any groups, so send in generic damage
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ent->Damage( this,
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owner,
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damage,
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trace->endpos,
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dir,
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trace->plane.normal,
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kick,
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dflags,
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MOD_PULSELASER,
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-1,
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-1,
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1 );
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}
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}
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}
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void PulseRifle::PulseExplosion
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(
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trace_t *trace
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)
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{
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Vector org, v;
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float damg;
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Entity *ent;
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float kick = 250;
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Vector shockangles;
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Vector norm;
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Vector tempvec;
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float points;
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Vector endpos;
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float radius;
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damg = 50 + ( int )G_Random( 20 );
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RadiusDamage( this, owner, damg, NULL, MOD_PULSE );
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VectorCopy( trace->dir, tempvec.vec3() );
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endpos = trace->endpos - ( tempvec * 8 );
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norm = trace->plane.normal;
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norm.x = -norm.x;
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norm.y = -norm.y;
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shockangles = norm.toAngles();
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shockangles.z = G_Random( 360 );
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RandomPositionedSound( endpos, "impact_smallexplosion", 1.0, CHAN_AUTO, ATTN_NORM );
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radius = damg + 50;
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ent = findradius( NULL, endpos, radius );
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while( ent )
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{
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if ( ( ent->takedamage ) &&
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( ent->movetype != MOVETYPE_NONE ) &&
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( ent->movetype != MOVETYPE_BOUNCE ) &&
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( ent->movetype != MOVETYPE_PUSH ) &&
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( ent->movetype != MOVETYPE_STOP ) )
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{
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org = ent->centroid;
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v = org - endpos;
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points = v.length();
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v.normalize();
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ent->velocity += (v * kick);
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points *= (float)0.5;
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if ( points < 0 )
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{
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points = 0;
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}
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points = damg - points;
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if ( points > 0 )
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{
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if ( this->CanDamage( ent ) )
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{
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ent->Damage(this, owner, points,
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org, v, vec_zero, points,
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DAMAGE_RADIUS, MOD_PULSE,
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-1, -1, 1.0f );
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}
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}
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}
|
|
ent = findradius( ent, endpos, radius );
|
|
}
|
|
}
|
|
|
|
void PulseRifle::Shoot
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
|
|
Vector pos;
|
|
Vector end;
|
|
Vector dir;
|
|
Vector delta;
|
|
trace_t trace;
|
|
float dist;
|
|
float length;
|
|
float damg;
|
|
|
|
assert( owner );
|
|
if ( !owner )
|
|
{
|
|
return;
|
|
}
|
|
|
|
GetMuzzlePosition( &pos, &dir );
|
|
|
|
if ( weaponmode == PRIMARY )
|
|
{
|
|
Pulse *pulse;
|
|
|
|
pulse = new Pulse;
|
|
pulse->Setup( owner, pos, dir );
|
|
NextAttack( 0.5 );
|
|
}
|
|
else
|
|
{
|
|
// Fire the beam
|
|
length = ev->GetInteger( 1 );
|
|
end = pos + dir * length;
|
|
trace = G_Trace( pos, vec_zero, vec_zero, end, owner, MASK_SHOT, "PulseRifle::Shoot" );
|
|
delta = trace.endpos - pos;
|
|
dist = delta.length();
|
|
|
|
// Set the pitch of this weapon so the client can use it to fire bullets in the right directions
|
|
dir = Vector( owner->orientation[ 0 ] );
|
|
angles = dir.toAngles();
|
|
setAngles( angles );
|
|
|
|
damg = 15;
|
|
TraceAttack( pos, trace.endpos, damg, &trace, 0, 0, 0 );
|
|
NextAttack( 0 );
|
|
}
|
|
}
|
|
|
|
CLASS_DECLARATION( PulseRifle, GenericPulseRifle, "weapon_genericpulserifle" );
|
|
|
|
ResponseDef GenericPulseRifle::Responses[] =
|
|
{
|
|
{ NULL, NULL }
|
|
};
|
|
|
|
GenericPulseRifle::GenericPulseRifle()
|
|
{
|
|
SetModels( NULL, "view_pulse2.def" );
|
|
}
|
|
|