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