nuclide/src/gs-entbase/server/func_mortar_field.qc

214 lines
5.5 KiB
Plaintext
Raw Normal View History

/*
* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/*QUAKED func_mortar_field (0 .5 .8) ?
This brush volume acts as mortar drop area.
When triggered, it'll drop mortar shells straight to the ground (with a bit
of spread if specified).
-------- KEYS --------
"targetname" Name
"m_flSpread" Maximum spread in game-units
"m_flCount" Number of bombs dropped per strike
"m_flControl" Targeting type. 0 = random, 1 = activator, 2 = controlled
"m_iszXController" Name of the momentary_rot_button providing X-offset
"m_iszYController" Name of the momentary_rot_button providing Y-offset
-------- NOTES --------
It can be set to three different targeting modes, 0 will pick any
random point in the volume as a drop position. 1 will target the person or
entity activating it and 2 is a more complex mode which requires two
momentary_rot_button entities to control the X and Y offset in the volume.
GoldSrc expects some hardcoded behaviour (sounds playing, hardcoded delay
between mortar shell drops) that I haven't implemented yet.
I'll turn those into map attribute keys so people can finally control
sound, damage, delay and so on.
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).
*/
class func_mortar_field:CBaseTrigger
{
int m_iType;
int m_iCount;
float m_flSpread;
string m_strXController;
string m_strYController;
void(void) func_mortar_field;
virtual void(vector) Fire;
virtual void(void) FireRandom;
virtual void(entity) FireTarget;
virtual void(void) FireControlled;
virtual void(entity,int) Trigger;
virtual void(void) Respawn;
virtual void(string, string) SpawnKey;
};
void
func_mortar_field::Fire(vector vecOrg)
{
/* the spread */
makevectors([90,0,0]);
vecOrg[0] += random(-m_flSpread, m_flSpread);
vecOrg[1] += random(-m_flSpread, m_flSpread);
/* trace from the sky downwards */
traceline(vecOrg, vecOrg + (v_forward * 4096), FALSE, this);
float dmg = 200.0f;
Damage_Radius(trace_endpos, this, dmg, dmg * 2.5f, TRUE, 0);
FX_Explosion(trace_endpos);
}
void
func_mortar_field::FireRandom(void)
{
vector vecPos;
/* get our center */
vecPos[0] = absmin[0] + (0.5f * (absmax[0] - absmin[0]));
vecPos[1] = absmin[1] + (0.5f * (absmax[1] - absmin[1]));
vecPos[2] = absmin[2] + (0.5f * (absmax[2] - absmin[2]));
/* now randomize the position in the volume */
vecPos[0] += mins[0] + (random() * size[0]);
vecPos[1] += mins[1] + (random() * size[1]);
for (int i = 0; i < m_iCount; i++);
Fire(vecPos);
}
void
func_mortar_field::FireTarget(entity act)
{
vector vecPos;
/* get our center */
vecPos[0] = absmin[0] + (0.5f * (absmax[0] - absmin[0]));
vecPos[1] = absmin[1] + (0.5f * (absmax[1] - absmin[1]));
vecPos[2] = absmin[2] + (0.5f * (absmax[2] - absmin[2]));
/* orient towards the nearest player pos, clamping by our bounds */
vecPos[0] = bound(vecPos[0] + mins[0], act.origin[0], vecPos[0] + maxs[0]);
vecPos[1] = bound(vecPos[1] + mins[1], act.origin[1], vecPos[1] + maxs[0]);
for (int i = 0; i < m_iCount; i++);
Fire(vecPos);
}
void
func_mortar_field::FireControlled(void)
{
momentary_rot_button mX;
momentary_rot_button mY;
vector vecPos;
entity f;
mX = mY = __NULL__;
for (f = world; (f = find(f, ::classname, "momentary_rot_button"));) {
momentary_rot_button l = (momentary_rot_button) f;
if (l.targetname == m_strXController) {
mX = l;
}
if (l.targetname == m_strYController) {
mY = l;
}
}
if (!mX || !mY)
return;
/* find our center */
vecPos[0] = absmin[0] + (0.5f * (absmax[0] - absmin[0]));
vecPos[1] = absmin[1] + (0.5f * (absmax[1] - absmin[1]));
vecPos[2] = absmin[2] + (0.5f * (absmax[2] - absmin[2]));
/* now offset the position to the rot_buttons */
vecPos[0] += mins[0] + (mX.m_flProgress * size[0]);
vecPos[1] += mins[1] + (mY.m_flProgress * size[1]);
for (int i = 0; i < m_iCount; i++);
Fire(vecPos);
}
void
func_mortar_field::Trigger(entity act, int state)
{
switch (m_iType) {
case 0:
FireRandom();
break;
case 1:
FireTarget(act);
break;
case 2:
FireControlled();
break;
default:
break;
}
}
void
func_mortar_field::Respawn(void)
{
SetMovetype(MOVETYPE_NONE);
SetSolid(SOLID_NOT);
SetModel(m_oldModel);
SetOrigin(m_oldOrigin);
#ifdef GS_RENDERFX
SetRenderMode(RM_TRIGGER);
#endif
}
void
func_mortar_field::SpawnKey(string strKey, string strValue)
{
switch (strKey) {
case "m_iszXController":
m_strXController = strValue;
break;
case "m_iszYController":
m_strYController = strValue;
break;
case "m_flControl":
m_iType = stoi(strValue);
break;
case "m_flCount":
m_iCount = stoi(strValue);
break;
case "m_flSpread":
m_flSpread = stof(strValue) / 2;
break;
default:
CBaseTrigger::SpawnKey(strKey, strValue);
}
}
void
func_mortar_field::func_mortar_field(void)
{
CBaseTrigger::CBaseTrigger();
}