/*** * * Copyright (c) 1996-2002, 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. * ****/ #if !OEM_BUILD #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "weapons.h" #include "nodes.h" #include "player.h" #include "gamerules.h" enum rpg_e { RPG_IDLE = 0, RPG_FIDGET, RPG_RELOAD, // to reload RPG_FIRE2, // to empty RPG_HOLSTER1, // loaded RPG_DRAW1, // loaded RPG_HOLSTER2, // unloaded RPG_DRAW_UL, // unloaded RPG_IDLE_UL, // unloaded idle RPG_FIDGET_UL // unloaded fidget }; LINK_ENTITY_TO_CLASS( weapon_rpg, CRpg ) #if !CLIENT_DLL LINK_ENTITY_TO_CLASS( laser_spot, CLaserSpot ) //========================================================= //========================================================= CLaserSpot *CLaserSpot::CreateSpot( void ) { CLaserSpot *pSpot = GetClassPtr( (CLaserSpot *)NULL ); pSpot->Spawn(); pSpot->pev->classname = MAKE_STRING( "laser_spot" ); return pSpot; } //========================================================= //========================================================= void CLaserSpot::Spawn( void ) { Precache(); pev->movetype = MOVETYPE_NONE; pev->solid = SOLID_NOT; pev->rendermode = kRenderGlow; pev->renderfx = kRenderFxNoDissipation; pev->renderamt = 255; SET_MODEL( ENT( pev ), "sprites/laserdot.spr" ); UTIL_SetOrigin( pev, pev->origin ); } //========================================================= // Suspend- make the laser sight invisible. //========================================================= void CLaserSpot::Suspend( float flSuspendTime ) { pev->effects |= EF_NODRAW; SetThink( &CLaserSpot::Revive ); pev->nextthink = gpGlobals->time + flSuspendTime; } //========================================================= // Revive - bring a suspended laser sight back. //========================================================= void CLaserSpot::Revive( void ) { pev->effects &= ~EF_NODRAW; SetThink( NULL ); } void CLaserSpot::Precache( void ) { PRECACHE_MODEL( "sprites/laserdot.spr" ); } LINK_ENTITY_TO_CLASS( rpg_rocket, CRpgRocket ) //========================================================= //========================================================= CRpgRocket *CRpgRocket::CreateRpgRocket( Vector vecOrigin, Vector vecAngles, CBaseEntity *pOwner, CRpg *pLauncher ) { CRpgRocket *pRocket = GetClassPtr( (CRpgRocket *)NULL ); UTIL_SetOrigin( pRocket->pev, vecOrigin ); pRocket->pev->angles = vecAngles; pRocket->Spawn(); pRocket->SetTouch( &CRpgRocket::RocketTouch ); pRocket->m_hLauncher = pLauncher;// remember what RPG fired me. pLauncher->m_cActiveRockets++;// register this missile as active for the launcher pRocket->pev->owner = pOwner->edict(); return pRocket; } //========================================================= //========================================================= void CRpgRocket::Spawn( void ) { Precache(); // motor pev->movetype = MOVETYPE_BOUNCE; pev->solid = SOLID_BBOX; SET_MODEL( ENT( pev ), "models/rpgrocket.mdl" ); UTIL_SetSize( pev, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) ); UTIL_SetOrigin( pev, pev->origin ); pev->classname = MAKE_STRING( "rpg_rocket" ); SetThink( &CRpgRocket::IgniteThink ); SetTouch( &CGrenade::ExplodeTouch ); pev->angles.x -= 30.0f; UTIL_MakeVectors( pev->angles ); pev->angles.x = -( pev->angles.x + 30.0f ); pev->velocity = gpGlobals->v_forward * 250.0f; pev->gravity = 0.5f; pev->nextthink = gpGlobals->time + 0.4f; pev->dmg = gSkillData.plrDmgRPG; } //========================================================= //========================================================= void CRpgRocket::RocketTouch( CBaseEntity *pOther ) { if( CRpg* pLauncher = (CRpg*)( (CBaseEntity*)( m_hLauncher ) ) ) { // my launcher is still around, tell it I'm dead. pLauncher->m_cActiveRockets--; } STOP_SOUND( edict(), CHAN_VOICE, "weapons/rocket1.wav" ); ExplodeTouch( pOther ); } //========================================================= //========================================================= void CRpgRocket::Precache( void ) { PRECACHE_MODEL( "models/rpgrocket.mdl" ); m_iTrail = PRECACHE_MODEL( "sprites/smoke.spr" ); PRECACHE_SOUND( "weapons/rocket1.wav" ); } void CRpgRocket::IgniteThink( void ) { // pev->movetype = MOVETYPE_TOSS; pev->movetype = MOVETYPE_FLY; pev->effects |= EF_LIGHT; // make rocket sound EMIT_SOUND( ENT( pev ), CHAN_VOICE, "weapons/rocket1.wav", 1, 0.5f ); // rocket trail MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); WRITE_BYTE( TE_BEAMFOLLOW ); WRITE_SHORT( entindex() ); // entity WRITE_SHORT( m_iTrail ); // model WRITE_BYTE( 40 ); // life WRITE_BYTE( 5 ); // width WRITE_BYTE( 224 ); // r, g, b WRITE_BYTE( 224 ); // r, g, b WRITE_BYTE( 255 ); // r, g, b WRITE_BYTE( 255 ); // brightness MESSAGE_END(); // move PHS/PVS data sending into here (SEND_ALL, SEND_PVS, SEND_PHS) m_flIgniteTime = gpGlobals->time; // set to follow laser spot SetThink( &CRpgRocket::FollowThink ); pev->nextthink = gpGlobals->time + 0.1f; } void CRpgRocket::FollowThink( void ) { CBaseEntity *pOther = NULL; Vector vecTarget; Vector vecDir; float flDist, flMax, flDot; TraceResult tr; UTIL_MakeAimVectors( pev->angles ); vecTarget = gpGlobals->v_forward; flMax = 4096; // Examine all entities within a reasonable radius while( ( pOther = UTIL_FindEntityByClassname( pOther, "laser_spot" ) ) != NULL ) { UTIL_TraceLine( pev->origin, pOther->pev->origin, dont_ignore_monsters, ENT( pev ), &tr ); // ALERT( at_console, "%f\n", tr.flFraction ); if( tr.flFraction >= 0.9f ) { vecDir = pOther->pev->origin - pev->origin; flDist = vecDir.Length(); vecDir = vecDir.Normalize(); flDot = DotProduct( gpGlobals->v_forward, vecDir ); if( ( flDot > 0 ) && ( flDist * ( 1 - flDot ) < flMax ) ) { flMax = flDist * ( 1 - flDot ); vecTarget = vecDir; } } } pev->angles = UTIL_VecToAngles( vecTarget ); // this acceleration and turning math is totally wrong, but it seems to respond well so don't change it. float flSpeed = pev->velocity.Length(); if( gpGlobals->time - m_flIgniteTime < 1.0f ) { pev->velocity = pev->velocity * 0.2f + vecTarget * ( flSpeed * 0.8f + 400.0f ); if( pev->waterlevel == 3 ) { // go slow underwater if( pev->velocity.Length() > 300.0f ) { pev->velocity = pev->velocity.Normalize() * 300.0f; } UTIL_BubbleTrail( pev->origin - pev->velocity * 0.1f, pev->origin, 4 ); } else { if( pev->velocity.Length() > 2000.0f ) { pev->velocity = pev->velocity.Normalize() * 2000.0f; } } } else { if( pev->effects & EF_LIGHT ) { pev->effects = 0; STOP_SOUND( ENT( pev ), CHAN_VOICE, "weapons/rocket1.wav" ); } pev->velocity = pev->velocity * 0.2f + vecTarget * flSpeed * 0.798f; if( pev->waterlevel == 0 && pev->velocity.Length() < 1500.0f ) { if( CRpg *pLauncher = (CRpg*)( (CBaseEntity*)( m_hLauncher ) ) ) { // my launcher is still around, tell it I'm dead. pLauncher->m_cActiveRockets--; } Detonate(); } } // ALERT( at_console, "%.0f\n", flSpeed ); pev->nextthink = gpGlobals->time + 0.1f; } #endif void CRpg::Reload( void ) { int iResult = 0; // don't bother with any of this if don't need to reload. if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == RPG_MAX_CLIP ) return; // because the RPG waits to autoreload when no missiles are active while the LTD is on, the // weapons code is constantly calling into this function, but is often denied because // a) missiles are in flight, but the LTD is on // or // b) player is totally out of ammo and has nothing to switch to, and should be allowed to // shine the designator around // // Set the next attack time into the future so that WeaponIdle will get called more often // than reload, allowing the RPG LTD to be updated m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.5f; if( m_cActiveRockets && m_fSpotActive ) { // no reloading when there are active missiles tracking the designator. // ward off future autoreload attempts by setting next attack time into the future for a bit. return; } #if !CLIENT_DLL if( m_pSpot && m_fSpotActive ) { m_pSpot->Suspend( 2.1f ); m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 2.1f; } #endif if( m_iClip == 0 ) iResult = DefaultReload( RPG_MAX_CLIP, RPG_RELOAD, 2 ); if( iResult ) m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); } void CRpg::Spawn() { Precache(); m_iId = WEAPON_RPG; SET_MODEL( ENT( pev ), "models/w_rpg.mdl" ); m_fSpotActive = 1; #if CLIENT_DLL if( bIsMultiplayer() ) #else if( g_pGameRules->IsMultiplayer() ) #endif { // more default ammo in multiplay. m_iDefaultAmmo = RPG_DEFAULT_GIVE * 2; } else { m_iDefaultAmmo = RPG_DEFAULT_GIVE; } FallInit();// get ready to fall down. } void CRpg::Precache( void ) { PRECACHE_MODEL( "models/w_rpg.mdl" ); PRECACHE_MODEL( "models/v_rpg.mdl" ); PRECACHE_MODEL( "models/p_rpg.mdl" ); PRECACHE_SOUND( "items/9mmclip1.wav" ); UTIL_PrecacheOther( "laser_spot" ); UTIL_PrecacheOther( "rpg_rocket" ); PRECACHE_SOUND( "weapons/rocketfire1.wav" ); PRECACHE_SOUND( "weapons/glauncher.wav" ); // alternative fire sound // m_usRpg = PRECACHE_EVENT( 1, "events/rpg.sc" ); } int CRpg::GetItemInfo( ItemInfo *p ) { p->pszName = STRING( pev->classname ); p->pszAmmo1 = "rockets"; p->iMaxAmmo1 = ROCKET_MAX_CARRY; p->pszAmmo2 = NULL; p->iMaxAmmo2 = -1; p->iMaxClip = RPG_MAX_CLIP; p->iSlot = 3; p->iPosition = 0; p->iId = m_iId = WEAPON_RPG; p->iFlags = 0; p->iWeight = RPG_WEIGHT; return 1; } int CRpg::AddToPlayer( CBasePlayer *pPlayer ) { if( CBasePlayerWeapon::AddToPlayer( pPlayer ) ) { MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev ); WRITE_BYTE( m_iId ); MESSAGE_END(); return TRUE; } return FALSE; } BOOL CRpg::Deploy() { if( m_iClip == 0 ) { return DefaultDeploy( "models/v_rpg.mdl", "models/p_rpg.mdl", RPG_DRAW_UL, "rpg" ); } return DefaultDeploy( "models/v_rpg.mdl", "models/p_rpg.mdl", RPG_DRAW1, "rpg" ); } BOOL CRpg::CanHolster( void ) { if( m_fSpotActive && m_cActiveRockets ) { // can't put away while guiding a missile. return FALSE; } return TRUE; } void CRpg::Holster( int skiplocal /* = 0 */ ) { m_fInReload = FALSE;// cancel any reload in progress. m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f; SendWeaponAnim( RPG_HOLSTER1 ); #if !CLIENT_DLL if( m_pSpot ) { m_pSpot->Killed( NULL, GIB_NEVER ); m_pSpot = NULL; } #endif } void CRpg::PrimaryAttack() { if( m_iClip ) { m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME; m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH; #if !CLIENT_DLL SendWeaponAnim( RPG_FIRE2 ); // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); UTIL_MakeVectors( m_pPlayer->pev->v_angle ); Vector vecSrc = m_pPlayer->GetGunPosition() + gpGlobals->v_forward * 16.0f + gpGlobals->v_right * 8.0f + gpGlobals->v_up * -8.0f; CRpgRocket *pRocket = CRpgRocket::CreateRpgRocket( vecSrc, m_pPlayer->pev->v_angle, m_pPlayer, this ); UTIL_MakeVectors( m_pPlayer->pev->v_angle );// RpgRocket::Create stomps on globals, so remake. pRocket->pev->velocity = pRocket->pev->velocity + gpGlobals->v_forward * DotProduct( m_pPlayer->pev->velocity, gpGlobals->v_forward ); #endif // firing RPG no longer turns on the designator. ALT fire is a toggle switch for the LTD. // Ken signed up for this as a global change (sjb) int flags; #if CLIENT_WEAPONS flags = FEV_NOTHOST; #else flags = 0; #endif EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/rocketfire1.wav", 0.9, ATTN_NORM ); EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/glauncher.wav", 0.7, ATTN_NORM ); m_iClip--; m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 1.5f; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.5f; m_pPlayer->pev->punchangle.x -= 5; ResetEmptySound(); } else { PlayEmptySound(); m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.2f; } UpdateSpot(); } void CRpg::SecondaryAttack() { m_fSpotActive = !m_fSpotActive; #if !CLIENT_DLL if( !m_fSpotActive && m_pSpot ) { m_pSpot->Killed( NULL, GIB_NORMAL ); m_pSpot = NULL; } #endif m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.2f; } void CRpg::WeaponIdle( void ) { UpdateSpot(); if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) return; if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] ) { ResetEmptySound(); int iAnim; float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0.0f, 1.0f ); if( flRand <= 0.75f || m_fSpotActive ) { if( m_iClip == 0 ) iAnim = RPG_IDLE_UL; else iAnim = RPG_IDLE; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 90.0f / 15.0f; } else { if( m_iClip == 0 ) iAnim = RPG_FIDGET_UL; else iAnim = RPG_FIDGET; #if WEAPONS_ANIMATION_TIMES_FIX m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 6.1f; #else m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3.0f; #endif } SendWeaponAnim( iAnim ); } else { m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0f; } } void CRpg::UpdateSpot( void ) { #if !CLIENT_DLL if( m_fSpotActive ) { if (m_pPlayer->pev->viewmodel == 0) return; if( !m_pSpot ) { m_pSpot = CLaserSpot::CreateSpot(); } UTIL_MakeVectors( m_pPlayer->pev->v_angle ); Vector vecSrc = m_pPlayer->GetGunPosition(); Vector vecAiming = gpGlobals->v_forward; TraceResult tr; UTIL_TraceLine( vecSrc, vecSrc + vecAiming * 8192.0f, dont_ignore_monsters, ENT( m_pPlayer->pev ), &tr ); UTIL_SetOrigin( m_pSpot->pev, tr.vecEndPos ); } #endif } class CRpgAmmo : public CBasePlayerAmmo { void Spawn( void ) { Precache(); SET_MODEL( ENT( pev ), "models/w_rpgammo.mdl" ); CBasePlayerAmmo::Spawn(); } void Precache( void ) { PRECACHE_MODEL( "models/w_rpgammo.mdl" ); PRECACHE_SOUND( "items/9mmclip1.wav" ); } BOOL AddAmmo( CBaseEntity *pOther ) { int iGive; #if CLIENT_DLL if( bIsMultiplayer() ) #else if( g_pGameRules->IsMultiplayer() ) #endif { // hand out more ammo per rocket in multiplayer. iGive = AMMO_RPGCLIP_GIVE * 2; } else { iGive = AMMO_RPGCLIP_GIVE; } if( pOther->GiveAmmo( iGive, "rockets", ROCKET_MAX_CARRY ) != -1 ) { EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM ); return TRUE; } return FALSE; } }; LINK_ENTITY_TO_CLASS( ammo_rpgclip, CRpgAmmo ) #endif