text: /***
  *
  *	Copyright (c) 1996-2001, Valve LLC. All rights reserved.
  *	
  *	This product contains software technology licensed from Id 
  *	Software, Inc. ("Id Technology").  Id Technology (c) 1996 Id Software, Inc. 
  *	All Rights Reserved.
  *
  *   Use, distribution, and modification of this source code and/or resulting
  *   object code is restricted to non-commercial enhancements to products from
  *   Valve LLC.  All other use, distribution, or modification is prohibited
  *   without written permission from Valve LLC.
  *
  ****/
  /*
  
  ===== mortar.cpp ========================================================
  
    the "LaBuznik" mortar device              
  
  */
  
  #include "extdll.h"
  #include "util.h"
  #include "cbase.h"
  #include "saverestore.h"
  #include "weapons.h"
  #include "decals.h"
  #include "soundent.h"
  
  class CFuncMortarField : public CBaseToggle
  {
  public:
  	void Spawn( void );
  	void Precache( void );
  	void KeyValue( KeyValueData *pkvd );
  
  	// Bmodels don't go across transitions
  	virtual int	ObjectCaps( void ) { return CBaseToggle :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
  
  	virtual int	Save( CSave &save );
  	virtual int	Restore( CRestore &restore );
  
  	static	TYPEDESCRIPTION m_SaveData[];
  
  	void EXPORT FieldUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
  
  	int m_iszXController;
  	int m_iszYController;
  	float m_flSpread;
  	float m_flDelay;
  	int m_iCount;
  	int m_fControl;
  };
  
  LINK_ENTITY_TO_CLASS( func_mortar_field, CFuncMortarField );
  
  TYPEDESCRIPTION	CFuncMortarField::m_SaveData[] = 
  {
  	DEFINE_FIELD( CFuncMortarField, m_iszXController, FIELD_STRING ),
  	DEFINE_FIELD( CFuncMortarField, m_iszYController, FIELD_STRING ),
  	DEFINE_FIELD( CFuncMortarField, m_flSpread, FIELD_FLOAT ),
  	DEFINE_FIELD( CFuncMortarField, m_flDelay, FIELD_FLOAT ),
  	DEFINE_FIELD( CFuncMortarField, m_iCount, FIELD_INTEGER ),
  	DEFINE_FIELD( CFuncMortarField, m_fControl, FIELD_INTEGER ),
  };
  
  IMPLEMENT_SAVERESTORE( CFuncMortarField, CBaseToggle );
  
  
  void CFuncMortarField :: KeyValue( KeyValueData *pkvd )
  {
  	if (FStrEq(pkvd->szKeyName, "m_iszXController"))
  	{
  		m_iszXController = ALLOC_STRING(pkvd->szValue);
  		pkvd->fHandled = TRUE;
  	}
  	else if (FStrEq(pkvd->szKeyName, "m_iszYController"))
  	{
  		m_iszYController = ALLOC_STRING(pkvd->szValue);
  		pkvd->fHandled = TRUE;
  	}
  	else if (FStrEq(pkvd->szKeyName, "m_flSpread"))
  	{
  		m_flSpread = atof(pkvd->szValue);
  		pkvd->fHandled = TRUE;
  	}
  	else if (FStrEq(pkvd->szKeyName, "m_fControl"))
  	{
  		m_fControl = atoi(pkvd->szValue);
  		pkvd->fHandled = TRUE;
  	}
  	else if (FStrEq(pkvd->szKeyName, "m_iCount"))
  	{
  		m_iCount = atoi(pkvd->szValue);
  		pkvd->fHandled = TRUE;
  	}
  }
  
  
  // Drop bombs from above
  void CFuncMortarField :: Spawn( void )
  {
  	pev->solid = SOLID_NOT;
  	SET_MODEL(ENT(pev), STRING(pev->model));    // set size and link into world
  	pev->movetype = MOVETYPE_NONE;
  	SetBits( pev->effects, EF_NODRAW );
  	SetUse( & CFuncMortarField::FieldUse );
  	Precache();
  }
  
  
  void CFuncMortarField :: Precache( void )
  {
  	PRECACHE_SOUND ("weapons/mortar.wav");
  	PRECACHE_SOUND ("weapons/mortarhit.wav");
  	PRECACHE_MODEL( "sprites/lgtning.spr" );
  }
  
  
  // If connected to a table, then use the table controllers, else hit where the trigger is.
  void CFuncMortarField :: FieldUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
  {
  	Vector vecStart;
  
  	vecStart.x = RANDOM_FLOAT( pev->mins.x, pev->maxs.x );
  	vecStart.y = RANDOM_FLOAT( pev->mins.y, pev->maxs.y );
  	vecStart.z = pev->maxs.z;
  
  	switch( m_fControl )
  	{
  	case 0:	// random
  		break;
  	case 1: // Trigger Activator
  		if (pActivator != NULL)
  		{
  			vecStart.x = pActivator->pev->origin.x;
  			vecStart.y = pActivator->pev->origin.y;
  		}
  		break;
  	case 2: // table
  		{
  			CBaseEntity *pController;
  
  			if (!FStringNull(m_iszXController))
  			{
  				pController = UTIL_FindEntityByTargetname( NULL, STRING(m_iszXController));
  				if (pController != NULL)
  				{
  					vecStart.x = pev->mins.x + pController->pev->ideal_yaw * (pev->size.x);
  				}
  			}
  			if (!FStringNull(m_iszYController))
  			{
  				pController = UTIL_FindEntityByTargetname( NULL, STRING(m_iszYController));
  				if (pController != NULL)
  				{
  					vecStart.y = pev->mins.y + pController->pev->ideal_yaw * (pev->size.y);
  				}
  			}
  		}
  		break;
  	}
  
  	int pitch = RANDOM_LONG(95,124);
  
  	EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "weapons/mortar.wav", 1.0, ATTN_NONE, 0, pitch);	
  
  	float t = 2.5;
  	for (int i = 0; i < m_iCount; i++)
  	{
  		Vector vecSpot = vecStart;
  		vecSpot.x += RANDOM_FLOAT( -m_flSpread, m_flSpread );
  		vecSpot.y += RANDOM_FLOAT( -m_flSpread, m_flSpread );
  
  		TraceResult tr;
  		UTIL_TraceLine( vecSpot, vecSpot + Vector( 0, 0, -1 ) * 4096, ignore_monsters, ENT(pev), &tr );
  
  		edict_t *pentOwner = NULL;
  		if (pActivator)	pentOwner = pActivator->edict();
  
  		CBaseEntity *pMortar = Create("monster_mortar", tr.vecEndPos, Vector( 0, 0, 0 ), pentOwner );
  		pMortar->pev->nextthink = gpGlobals->time + t;
  		t += RANDOM_FLOAT( 0.2, 0.5 );
  
  		if (i == 0)
  			CSoundEnt::InsertSound ( bits_SOUND_DANGER, tr.vecEndPos, 400, 0.3 );
  	}
  }
  
  
  class CMortar : public CGrenade
  {
  public:
  	void Spawn( void );
  	void Precache( void );
  
  	void EXPORT MortarExplode( void );
  
  	int m_spriteTexture;
  };
  
  LINK_ENTITY_TO_CLASS( monster_mortar, CMortar );
  
  void CMortar::Spawn( )
  {
  	pev->movetype	= MOVETYPE_NONE;
  	pev->solid		= SOLID_NOT;
  
  	pev->dmg		= 200;
  
  	SetThink( &CMortar::MortarExplode );
  	pev->nextthink = 0;
  
  	Precache( );
  
  
  }
  
  
  void CMortar::Precache( )
  {
  	m_spriteTexture = PRECACHE_MODEL( "sprites/lgtning.spr" );
  }
  
  void CMortar::MortarExplode( void )
  {
  #if 1
  	// mortar beam
  	MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
  		WRITE_BYTE( TE_BEAMPOINTS );
  		WRITE_COORD(pev->origin.x);
  		WRITE_COORD(pev->origin.y);
  		WRITE_COORD(pev->origin.z);
  		WRITE_COORD(pev->origin.x);
  		WRITE_COORD(pev->origin.y);
  		WRITE_COORD(pev->origin.z + 1024);
  		WRITE_SHORT(m_spriteTexture );
  		WRITE_BYTE( 0 ); // framerate
  		WRITE_BYTE( 0 ); // framerate
  		WRITE_BYTE( 1 ); // life
  		WRITE_BYTE( 40 );  // width
  		WRITE_BYTE( 0 );   // noise
  		WRITE_BYTE( 255 );   // r, g, b
  		WRITE_BYTE( 160 );   // r, g, b
  		WRITE_BYTE( 100 );   // r, g, b
  		WRITE_BYTE( 128 );	// brightness
  		WRITE_BYTE( 0 );		// speed
  	MESSAGE_END();
  #endif
  
  #if 0
  	// blast circle
  	MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
  		WRITE_BYTE( TE_BEAMTORUS);
  		WRITE_COORD(pev->origin.x);
  		WRITE_COORD(pev->origin.y);
  		WRITE_COORD(pev->origin.z + 32);
  		WRITE_COORD(pev->origin.x);
  		WRITE_COORD(pev->origin.y);
  		WRITE_COORD(pev->origin.z + 32 + pev->dmg * 2 / .2); // reach damage radius over .3 seconds
  		WRITE_SHORT(m_spriteTexture );
  		WRITE_BYTE( 0 ); // startframe
  		WRITE_BYTE( 0 ); // framerate
  		WRITE_BYTE( 2 ); // life
  		WRITE_BYTE( 12 );  // width
  		WRITE_BYTE( 0 );   // noise
  		WRITE_BYTE( 255 );   // r, g, b
  		WRITE_BYTE( 160 );   // r, g, b
  		WRITE_BYTE( 100 );   // r, g, b
  		WRITE_BYTE( 255 );	// brightness
  		WRITE_BYTE( 0 );		// speed
  	MESSAGE_END();
  #endif
  
  	TraceResult tr;
  	UTIL_TraceLine( pev->origin + Vector( 0, 0, 1024 ), pev->origin - Vector( 0, 0, 1024 ), dont_ignore_monsters, ENT(pev), &tr );
  
  	Explode( &tr, DMG_BLAST | DMG_MORTAR );
  	UTIL_ScreenShake( tr.vecEndPos, 25.0, 150.0, 1.0, 750 );
  
  #if 0
  	int pitch = RANDOM_LONG(95,124);
  	EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "weapons/mortarhit.wav", 1.0, 0.55, 0, pitch);
  
  	// ForceSound( SNDRADIUS_MP5, bits_SOUND_COMBAT );
  
  	// ExplodeModel( pev->origin, 400, g_sModelIndexShrapnel, 30 );
  
  	RadiusDamage ( pev, VARS(pev->owner), pev->dmg, CLASS_NONE, DMG_BLAST );
  
  	/*
  	if ( RANDOM_FLOAT ( 0 , 1 ) < 0.5 )
  	{
  		UTIL_DecalTrace( pTrace, DECAL_SCORCH1 );
  	}
  	else
  	{
  		UTIL_DecalTrace( pTrace, DECAL_SCORCH2 );
  	}
  	*/
  
  	SetThink( &CMortar::SUB_Remove );
  	pev->nextthink = gpGlobals->time + 0.1;
  #endif
  
  }
  
  
  #if 0
  void CMortar::ShootTimed( EVARS *pevOwner, Vector vecStart, float time )
  {
  	CMortar *pMortar = GetClassPtr( (CMortar *)NULL );
  	pMortar->Spawn();
  
  	TraceResult tr;
  	UTIL_TraceLine( vecStart, vecStart + Vector( 0, 0, -1 ) * 4096, ignore_monsters, ENT(pMortar->pev), &tr );
  
  	pMortar->pev->nextthink = gpGlobals->time + time;
  
  	UTIL_SetOrigin( pMortar->pev, tr.vecEndPos );
  }
  #endif
  