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