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