Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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5 years ago
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "npcevent.h"
#include "in_buttons.h"
#include "weapon_rpg.h"
#ifdef CLIENT_DLL
#include "c_hl2mp_player.h"
#include "model_types.h"
#include "beamdraw.h"
#include "fx_line.h"
#include "view.h"
#else
#include "basecombatcharacter.h"
#include "movie_explosion.h"
#include "soundent.h"
#include "player.h"
#include "rope.h"
#include "vstdlib/random.h"
#include "engine/IEngineSound.h"
#include "explode.h"
#include "util.h"
#include "in_buttons.h"
#include "shake.h"
#include "te_effect_dispatch.h"
#include "triggers.h"
#include "smoke_trail.h"
#include "collisionutils.h"
#include "hl2_shareddefs.h"
#endif
#include "debugoverlay_shared.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define RPG_SPEED 1500
#ifndef CLIENT_DLL
const char *g_pLaserDotThink = "LaserThinkContext";
static ConVar sk_apc_missile_damage("sk_apc_missile_damage", "15");
#define APC_MISSILE_DAMAGE sk_apc_missile_damage.GetFloat()
#endif
#ifdef CLIENT_DLL
#define CLaserDot C_LaserDot
#endif
//-----------------------------------------------------------------------------
// Laser Dot
//-----------------------------------------------------------------------------
class CLaserDot : public CBaseEntity
{
DECLARE_CLASS( CLaserDot, CBaseEntity );
public:
CLaserDot( void );
~CLaserDot( void );
static CLaserDot *Create( const Vector &origin, CBaseEntity *pOwner = NULL, bool bVisibleDot = true );
void SetTargetEntity( CBaseEntity *pTarget ) { m_hTargetEnt = pTarget; }
CBaseEntity *GetTargetEntity( void ) { return m_hTargetEnt; }
void SetLaserPosition( const Vector &origin, const Vector &normal );
Vector GetChasePosition();
void TurnOn( void );
void TurnOff( void );
bool IsOn() const { return m_bIsOn; }
void Toggle( void );
int ObjectCaps() { return (BaseClass::ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | FCAP_DONT_SAVE; }
void MakeInvisible( void );
#ifdef CLIENT_DLL
virtual bool IsTransparent( void ) { return true; }
virtual RenderGroup_t GetRenderGroup( void ) { return RENDER_GROUP_TRANSLUCENT_ENTITY; }
virtual int DrawModel( int flags );
virtual void OnDataChanged( DataUpdateType_t updateType );
virtual bool ShouldDraw( void ) { return (IsEffectActive(EF_NODRAW)==false); }
CMaterialReference m_hSpriteMaterial;
#endif
protected:
Vector m_vecSurfaceNormal;
EHANDLE m_hTargetEnt;
bool m_bVisibleLaserDot;
bool m_bIsOn;
DECLARE_NETWORKCLASS();
DECLARE_DATADESC();
public:
CLaserDot *m_pNext;
};
IMPLEMENT_NETWORKCLASS_ALIASED( LaserDot, DT_LaserDot )
BEGIN_NETWORK_TABLE( CLaserDot, DT_LaserDot )
END_NETWORK_TABLE()
#ifndef CLIENT_DLL
// a list of laser dots to search quickly
CEntityClassList<CLaserDot> g_LaserDotList;
template <> CLaserDot *CEntityClassList<CLaserDot>::m_pClassList = NULL;
CLaserDot *GetLaserDotList()
{
return g_LaserDotList.m_pClassList;
}
BEGIN_DATADESC( CMissile )
DEFINE_FIELD( m_hOwner, FIELD_EHANDLE ),
DEFINE_FIELD( m_hRocketTrail, FIELD_EHANDLE ),
DEFINE_FIELD( m_flAugerTime, FIELD_TIME ),
DEFINE_FIELD( m_flMarkDeadTime, FIELD_TIME ),
DEFINE_FIELD( m_flGracePeriodEndsAt, FIELD_TIME ),
DEFINE_FIELD( m_flDamage, FIELD_FLOAT ),
// Function Pointers
DEFINE_FUNCTION( MissileTouch ),
DEFINE_FUNCTION( AccelerateThink ),
DEFINE_FUNCTION( AugerThink ),
DEFINE_FUNCTION( IgniteThink ),
DEFINE_FUNCTION( SeekThink ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( rpg_missile, CMissile );
class CWeaponRPG;
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
CMissile::CMissile()
{
m_hRocketTrail = NULL;
}
CMissile::~CMissile()
{
}
//-----------------------------------------------------------------------------
// Purpose:
//
//
//-----------------------------------------------------------------------------
void CMissile::Precache( void )
{
PrecacheModel( "models/weapons/w_missile.mdl" );
PrecacheModel( "models/weapons/w_missile_launch.mdl" );
PrecacheModel( "models/weapons/w_missile_closed.mdl" );
}
//-----------------------------------------------------------------------------
// Purpose:
//
//
//-----------------------------------------------------------------------------
void CMissile::Spawn( void )
{
Precache();
SetSolid( SOLID_BBOX );
SetModel("models/weapons/w_missile_launch.mdl");
UTIL_SetSize( this, -Vector(4,4,4), Vector(4,4,4) );
SetTouch( &CMissile::MissileTouch );
SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE );
SetThink( &CMissile::IgniteThink );
SetNextThink( gpGlobals->curtime + 0.3f );
m_takedamage = DAMAGE_YES;
m_iHealth = m_iMaxHealth = 100;
m_bloodColor = DONT_BLEED;
m_flGracePeriodEndsAt = 0;
AddFlag( FL_OBJECT );
}
//---------------------------------------------------------
//---------------------------------------------------------
void CMissile::Event_Killed( const CTakeDamageInfo &info )
{
m_takedamage = DAMAGE_NO;
ShotDown();
}
unsigned int CMissile::PhysicsSolidMaskForEntity( void ) const
{
return BaseClass::PhysicsSolidMaskForEntity() | CONTENTS_HITBOX;
}
//---------------------------------------------------------
//---------------------------------------------------------
int CMissile::OnTakeDamage_Alive( const CTakeDamageInfo &info )
{
if ( ( info.GetDamageType() & (DMG_MISSILEDEFENSE | DMG_AIRBOAT) ) == false )
return 0;
bool bIsDamaged;
if( m_iHealth <= AugerHealth() )
{
// This missile is already damaged (i.e., already running AugerThink)
bIsDamaged = true;
}
else
{
// This missile isn't damaged enough to wobble in flight yet
bIsDamaged = false;
}
int nRetVal = BaseClass::OnTakeDamage_Alive( info );
if( !bIsDamaged )
{
if ( m_iHealth <= AugerHealth() )
{
ShotDown();
}
}
return nRetVal;
}
//-----------------------------------------------------------------------------
// Purpose: Stops any kind of tracking and shoots dumb
//-----------------------------------------------------------------------------
void CMissile::DumbFire( void )
{
SetThink( NULL );
SetMoveType( MOVETYPE_FLY );
SetModel("models/weapons/w_missile.mdl");
UTIL_SetSize( this, vec3_origin, vec3_origin );
EmitSound( "Missile.Ignite" );
// Smoke trail.
CreateSmokeTrail();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMissile::SetGracePeriod( float flGracePeriod )
{
m_flGracePeriodEndsAt = gpGlobals->curtime + flGracePeriod;
// Go non-solid until the grace period ends
AddSolidFlags( FSOLID_NOT_SOLID );
}
//---------------------------------------------------------
//---------------------------------------------------------
void CMissile::AccelerateThink( void )
{
Vector vecForward;
// !!!UNDONE - make this work exactly the same as HL1 RPG, lest we have looping sound bugs again!
EmitSound( "Missile.Accelerate" );
// SetEffects( EF_LIGHT );
AngleVectors( GetLocalAngles(), &vecForward );
SetAbsVelocity( vecForward * RPG_SPEED );
SetThink( &CMissile::SeekThink );
SetNextThink( gpGlobals->curtime + 0.1f );
}
#define AUGER_YDEVIANCE 20.0f
#define AUGER_XDEVIANCEUP 8.0f
#define AUGER_XDEVIANCEDOWN 1.0f
//---------------------------------------------------------
//---------------------------------------------------------
void CMissile::AugerThink( void )
{
// If we've augered long enough, then just explode
if ( m_flAugerTime < gpGlobals->curtime )
{
Explode();
return;
}
if ( m_flMarkDeadTime < gpGlobals->curtime )
{
m_lifeState = LIFE_DYING;
}
QAngle angles = GetLocalAngles();
angles.y += random->RandomFloat( -AUGER_YDEVIANCE, AUGER_YDEVIANCE );
angles.x += random->RandomFloat( -AUGER_XDEVIANCEDOWN, AUGER_XDEVIANCEUP );
SetLocalAngles( angles );
Vector vecForward;
AngleVectors( GetLocalAngles(), &vecForward );
SetAbsVelocity( vecForward * 1000.0f );
SetNextThink( gpGlobals->curtime + 0.05f );
}
//-----------------------------------------------------------------------------
// Purpose: Causes the missile to spiral to the ground and explode, due to damage
//-----------------------------------------------------------------------------
void CMissile::ShotDown( void )
{
CEffectData data;
data.m_vOrigin = GetAbsOrigin();
DispatchEffect( "RPGShotDown", data );
if ( m_hRocketTrail != NULL )
{
m_hRocketTrail->m_bDamaged = true;
}
SetThink( &CMissile::AugerThink );
SetNextThink( gpGlobals->curtime );
m_flAugerTime = gpGlobals->curtime + 1.5f;
m_flMarkDeadTime = gpGlobals->curtime + 0.75;
// Let the RPG start reloading immediately
if ( m_hOwner != NULL )
{
m_hOwner->NotifyRocketDied();
m_hOwner = NULL;
}
}
//-----------------------------------------------------------------------------
// The actual explosion
//-----------------------------------------------------------------------------
void CMissile::DoExplosion( void )
{
//Fix GetAbsOrigin().z+1 in gamerules.cpp:349
Vector origin = GetAbsOrigin();
origin.z -= 1;
SetAbsOrigin( origin );
5 years ago
// Explode
ExplosionCreate( GetAbsOrigin(), GetAbsAngles(), GetOwnerEntity(), GetDamage(), GetDamage() * 2,
SF_ENVEXPLOSION_NOSPARKS | SF_ENVEXPLOSION_NODLIGHTS | SF_ENVEXPLOSION_NOSMOKE, 0.0f, this);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMissile::Explode( void )
{
// Don't explode against the skybox. Just pretend that
// the missile flies off into the distance.
Vector forward;
GetVectors( &forward, NULL, NULL );
trace_t tr;
UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + forward * 16, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
m_takedamage = DAMAGE_NO;
SetSolid( SOLID_NONE );
if( tr.fraction == 1.0 || !(tr.surface.flags & SURF_SKY) )
{
DoExplosion();
}
if( m_hRocketTrail )
{
m_hRocketTrail->SetLifetime(0.1f);
m_hRocketTrail = NULL;
}
if ( m_hOwner != NULL )
{
m_hOwner->NotifyRocketDied();
m_hOwner = NULL;
}
StopSound( "Missile.Ignite" );
UTIL_Remove( this );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pOther -
//-----------------------------------------------------------------------------
void CMissile::MissileTouch( CBaseEntity *pOther )
{
Assert( pOther );
// Don't touch triggers (but DO hit weapons)
if ( pOther->IsSolidFlagSet(FSOLID_TRIGGER|FSOLID_VOLUME_CONTENTS) && pOther->GetCollisionGroup() != COLLISION_GROUP_WEAPON )
return;
Explode();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMissile::CreateSmokeTrail( void )
{
if ( m_hRocketTrail )
return;
// Smoke trail.
if ( (m_hRocketTrail = RocketTrail::CreateRocketTrail()) != NULL )
{
m_hRocketTrail->m_Opacity = 0.2f;
m_hRocketTrail->m_SpawnRate = 100;
m_hRocketTrail->m_ParticleLifetime = 0.5f;
m_hRocketTrail->m_StartColor.Init( 0.65f, 0.65f , 0.65f );
m_hRocketTrail->m_EndColor.Init( 0.0, 0.0, 0.0 );
m_hRocketTrail->m_StartSize = 8;
m_hRocketTrail->m_EndSize = 32;
m_hRocketTrail->m_SpawnRadius = 4;
m_hRocketTrail->m_MinSpeed = 2;
m_hRocketTrail->m_MaxSpeed = 16;
m_hRocketTrail->SetLifetime( 999 );
m_hRocketTrail->FollowEntity( this, "0" );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMissile::IgniteThink( void )
{
SetMoveType( MOVETYPE_FLY );
SetModel("models/weapons/w_missile.mdl");
//UTIL_SetSize( this, vec3_origin, vec3_origin ); //This cause weird no damage dealing on stairs
5 years ago
RemoveSolidFlags( FSOLID_NOT_SOLID );
//TODO: Play opening sound
Vector vecForward;
EmitSound( "Missile.Ignite" );
AngleVectors( GetLocalAngles(), &vecForward );
SetAbsVelocity( vecForward * RPG_SPEED );
SetThink( &CMissile::SeekThink );
SetNextThink( gpGlobals->curtime );
if ( m_hOwner && m_hOwner->GetOwner() )
{
CBasePlayer *pPlayer = ToBasePlayer( m_hOwner->GetOwner() );
color32 white = { 255,225,205,64 };
UTIL_ScreenFade( pPlayer, white, 0.1f, 0.0f, FFADE_IN );
}
CreateSmokeTrail();
}
//-----------------------------------------------------------------------------
// Gets the shooting position
//-----------------------------------------------------------------------------
void CMissile::GetShootPosition( CLaserDot *pLaserDot, Vector *pShootPosition )
{
if ( pLaserDot->GetOwnerEntity() != NULL )
{
//FIXME: Do we care this isn't exactly the muzzle position?
*pShootPosition = pLaserDot->GetOwnerEntity()->WorldSpaceCenter();
}
else
{
*pShootPosition = pLaserDot->GetChasePosition();
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
#define RPG_HOMING_SPEED 0.125f
void CMissile::ComputeActualDotPosition( CLaserDot *pLaserDot, Vector *pActualDotPosition, float *pHomingSpeed )
{
*pHomingSpeed = RPG_HOMING_SPEED;
if ( pLaserDot->GetTargetEntity() )
{
*pActualDotPosition = pLaserDot->GetChasePosition();
return;
}
Vector vLaserStart;
GetShootPosition( pLaserDot, &vLaserStart );
//Get the laser's vector
Vector vLaserDir;
VectorSubtract( pLaserDot->GetChasePosition(), vLaserStart, vLaserDir );
//Find the length of the current laser
float flLaserLength = VectorNormalize( vLaserDir );
//Find the length from the missile to the laser's owner
float flMissileLength = GetAbsOrigin().DistTo( vLaserStart );
//Find the length from the missile to the laser's position
Vector vecTargetToMissile;
VectorSubtract( GetAbsOrigin(), pLaserDot->GetChasePosition(), vecTargetToMissile );
float flTargetLength = VectorNormalize( vecTargetToMissile );
// See if we should chase the line segment nearest us
if ( ( flMissileLength < flLaserLength ) || ( flTargetLength <= 512.0f ) )
{
*pActualDotPosition = UTIL_PointOnLineNearestPoint( vLaserStart, pLaserDot->GetChasePosition(), GetAbsOrigin() );
*pActualDotPosition += ( vLaserDir * 256.0f );
}
else
{
// Otherwise chase the dot
*pActualDotPosition = pLaserDot->GetChasePosition();
}
// NDebugOverlay::Line( pLaserDot->GetChasePosition(), vLaserStart, 0, 255, 0, true, 0.05f );
// NDebugOverlay::Line( GetAbsOrigin(), *pActualDotPosition, 255, 0, 0, true, 0.05f );
// NDebugOverlay::Cross3D( *pActualDotPosition, -Vector(4,4,4), Vector(4,4,4), 255, 0, 0, true, 0.05f );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMissile::SeekThink( void )
{
CBaseEntity *pBestDot = NULL;
float flBestDist = MAX_TRACE_LENGTH;
float dotDist;
// If we have a grace period, go solid when it ends
if ( m_flGracePeriodEndsAt )
{
if ( m_flGracePeriodEndsAt < gpGlobals->curtime )
{
RemoveSolidFlags( FSOLID_NOT_SOLID );
m_flGracePeriodEndsAt = 0;
}
}
//Search for all dots relevant to us
for( CLaserDot *pEnt = GetLaserDotList(); pEnt != NULL; pEnt = pEnt->m_pNext )
{
if ( !pEnt->IsOn() )
continue;
if ( pEnt->GetOwnerEntity() != GetOwnerEntity() )
continue;
dotDist = (GetAbsOrigin() - pEnt->GetAbsOrigin()).Length();
//Find closest
if ( dotDist < flBestDist )
{
pBestDot = pEnt;
flBestDist = dotDist;
}
}
//If we have a dot target
if ( pBestDot == NULL )
{
//Think as soon as possible
SetNextThink( gpGlobals->curtime );
return;
}
CLaserDot *pLaserDot = (CLaserDot *)pBestDot;
Vector targetPos;
float flHomingSpeed;
Vector vecLaserDotPosition;
ComputeActualDotPosition( pLaserDot, &targetPos, &flHomingSpeed );
if ( IsSimulatingOnAlternateTicks() )
flHomingSpeed *= 2;
Vector vTargetDir;
VectorSubtract( targetPos, GetAbsOrigin(), vTargetDir );
float flDist = VectorNormalize( vTargetDir );
Vector vDir = GetAbsVelocity();
float flSpeed = VectorNormalize( vDir );
Vector vNewVelocity = vDir;
if ( gpGlobals->frametime > 0.0f )
{
if ( flSpeed != 0 )
{
vNewVelocity = ( flHomingSpeed * vTargetDir ) + ( ( 1 - flHomingSpeed ) * vDir );
// This computation may happen to cancel itself out exactly. If so, slam to targetdir.
if ( VectorNormalize( vNewVelocity ) < 1e-3 )
{
vNewVelocity = (flDist != 0) ? vTargetDir : vDir;
}
}
else
{
vNewVelocity = vTargetDir;
}
}
QAngle finalAngles;
VectorAngles( vNewVelocity, finalAngles );
SetAbsAngles( finalAngles );
vNewVelocity *= flSpeed;
SetAbsVelocity( vNewVelocity );
if( GetAbsVelocity() == vec3_origin )
{
// Strange circumstances have brought this missile to halt. Just blow it up.
Explode();
return;
}
// Think as soon as possible
SetNextThink( gpGlobals->curtime );
}
//-----------------------------------------------------------------------------
// Purpose:
//
// Input : &vecOrigin -
// &vecAngles -
// NULL -
//
// Output : CMissile
//-----------------------------------------------------------------------------
CMissile *CMissile::Create( const Vector &vecOrigin, const QAngle &vecAngles, edict_t *pentOwner = NULL )
{
//CMissile *pMissile = (CMissile *)CreateEntityByName("rpg_missile" );
CMissile *pMissile = (CMissile *) CBaseEntity::Create( "rpg_missile", vecOrigin, vecAngles, CBaseEntity::Instance( pentOwner ) );
pMissile->SetOwnerEntity( Instance( pentOwner ) );
pMissile->Spawn();
pMissile->AddEffects( EF_NOSHADOW );
Vector vecForward;
AngleVectors( vecAngles, &vecForward );
pMissile->SetAbsVelocity( vecForward * 300 + Vector( 0,0, 128 ) );
return pMissile;
}
//-----------------------------------------------------------------------------
// This entity is used to create little force boxes that the helicopter
// should avoid.
//-----------------------------------------------------------------------------
class CInfoAPCMissileHint : public CBaseEntity
{
DECLARE_DATADESC();
public:
DECLARE_CLASS( CInfoAPCMissileHint, CBaseEntity );
virtual void Spawn( );
virtual void Activate();
virtual void UpdateOnRemove();
static CBaseEntity *FindAimTarget( CBaseEntity *pMissile, const char *pTargetName,
const Vector &vecCurrentTargetPos, const Vector &vecCurrentTargetVel );
private:
EHANDLE m_hTarget;
typedef CHandle<CInfoAPCMissileHint> APCMissileHintHandle_t;
static CUtlVector< APCMissileHintHandle_t > s_APCMissileHints;
};
//-----------------------------------------------------------------------------
//
// This entity is used to create little force boxes that the helicopters should avoid.
//
//-----------------------------------------------------------------------------
CUtlVector< CInfoAPCMissileHint::APCMissileHintHandle_t > CInfoAPCMissileHint::s_APCMissileHints;
LINK_ENTITY_TO_CLASS( info_apc_missile_hint, CInfoAPCMissileHint );
BEGIN_DATADESC( CInfoAPCMissileHint )
DEFINE_FIELD( m_hTarget, FIELD_EHANDLE ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Spawn, remove
//-----------------------------------------------------------------------------
void CInfoAPCMissileHint::Spawn( )
{
SetModel( STRING( GetModelName() ) );
SetSolid( SOLID_BSP );
AddSolidFlags( FSOLID_NOT_SOLID );
AddEffects( EF_NODRAW );
}
void CInfoAPCMissileHint::Activate( )
{
BaseClass::Activate();
m_hTarget = gEntList.FindEntityByName( NULL, m_target );
if ( m_hTarget == NULL )
{
DevWarning( "%s: Could not find target '%s'!\n", GetClassname(), STRING( m_target ) );
}
else
{
s_APCMissileHints.AddToTail( this );
}
}
void CInfoAPCMissileHint::UpdateOnRemove( )
{
s_APCMissileHints.FindAndRemove( this );
BaseClass::UpdateOnRemove();
}
//-----------------------------------------------------------------------------
// Where are how should we avoid?
//-----------------------------------------------------------------------------
#define HINT_PREDICTION_TIME 3.0f
CBaseEntity *CInfoAPCMissileHint::FindAimTarget( CBaseEntity *pMissile, const char *pTargetName,
const Vector &vecCurrentEnemyPos, const Vector &vecCurrentEnemyVel )
{
if ( !pTargetName )
return NULL;
float flOOSpeed = pMissile->GetAbsVelocity().Length();
if ( flOOSpeed != 0.0f )
{
flOOSpeed = 1.0f / flOOSpeed;
}
for ( int i = s_APCMissileHints.Count(); --i >= 0; )
{
CInfoAPCMissileHint *pHint = s_APCMissileHints[i];
if ( !pHint->NameMatches( pTargetName ) )
continue;
if ( !pHint->m_hTarget )
continue;
Vector vecMissileToHint, vecMissileToEnemy;
VectorSubtract( pHint->m_hTarget->WorldSpaceCenter(), pMissile->GetAbsOrigin(), vecMissileToHint );
VectorSubtract( vecCurrentEnemyPos, pMissile->GetAbsOrigin(), vecMissileToEnemy );
float flDistMissileToHint = VectorNormalize( vecMissileToHint );
VectorNormalize( vecMissileToEnemy );
if ( DotProduct( vecMissileToHint, vecMissileToEnemy ) < 0.866f )
continue;
// Determine when the target will be inside the volume.
// Project at most 3 seconds in advance
Vector vecRayDelta;
VectorMultiply( vecCurrentEnemyVel, HINT_PREDICTION_TIME, vecRayDelta );
BoxTraceInfo_t trace;
if ( !IntersectRayWithOBB( vecCurrentEnemyPos, vecRayDelta, pHint->CollisionProp()->CollisionToWorldTransform(),
pHint->CollisionProp()->OBBMins(), pHint->CollisionProp()->OBBMaxs(), 0.0f, &trace ))
{
continue;
}
// Determine the amount of time it would take the missile to reach the target
// If we can reach the target within the time it takes for the enemy to reach the
float tSqr = flDistMissileToHint * flOOSpeed / HINT_PREDICTION_TIME;
if ( (tSqr < (trace.t1 * trace.t1)) || (tSqr > (trace.t2 * trace.t2)) )
continue;
return pHint->m_hTarget;
}
return NULL;
}
//-----------------------------------------------------------------------------
// a list of missiles to search quickly
//-----------------------------------------------------------------------------
CEntityClassList<CAPCMissile> g_APCMissileList;
template <> CAPCMissile *CEntityClassList<CAPCMissile>::m_pClassList = NULL;
CAPCMissile *GetAPCMissileList()
{
return g_APCMissileList.m_pClassList;
}
//-----------------------------------------------------------------------------
// Finds apc missiles in cone
//-----------------------------------------------------------------------------
CAPCMissile *FindAPCMissileInCone( const Vector &vecOrigin, const Vector &vecDirection, float flAngle )
{
float flCosAngle = cos( DEG2RAD( flAngle ) );
for( CAPCMissile *pEnt = GetAPCMissileList(); pEnt != NULL; pEnt = pEnt->m_pNext )
{
if ( !pEnt->IsSolid() )
continue;
Vector vecDelta;
VectorSubtract( pEnt->GetAbsOrigin(), vecOrigin, vecDelta );
VectorNormalize( vecDelta );
float flDot = DotProduct( vecDelta, vecDirection );
if ( flDot > flCosAngle )
return pEnt;
}
return NULL;
}
//-----------------------------------------------------------------------------
//
// Specialized version of the missile
//
//-----------------------------------------------------------------------------
#define MAX_HOMING_DISTANCE 2250.0f
#define MIN_HOMING_DISTANCE 1250.0f
#define MAX_NEAR_HOMING_DISTANCE 1750.0f
#define MIN_NEAR_HOMING_DISTANCE 1000.0f
#define DOWNWARD_BLEND_TIME_START 0.2f
#define MIN_HEIGHT_DIFFERENCE 250.0f
#define MAX_HEIGHT_DIFFERENCE 550.0f
#define CORRECTION_TIME 0.2f
#define APC_LAUNCH_HOMING_SPEED 0.1f
#define APC_HOMING_SPEED 0.025f
#define HOMING_SPEED_ACCEL 0.01f
BEGIN_DATADESC( CAPCMissile )
DEFINE_FIELD( m_flReachedTargetTime, FIELD_TIME ),
DEFINE_FIELD( m_flIgnitionTime, FIELD_TIME ),
DEFINE_FIELD( m_bGuidingDisabled, FIELD_BOOLEAN ),
DEFINE_FIELD( m_hSpecificTarget, FIELD_EHANDLE ),
DEFINE_FIELD( m_strHint, FIELD_STRING ),
DEFINE_FIELD( m_flLastHomingSpeed, FIELD_FLOAT ),
// DEFINE_FIELD( m_pNext, FIELD_CLASSPTR ),
DEFINE_THINKFUNC( BeginSeekThink ),
DEFINE_THINKFUNC( AugerStartThink ),
DEFINE_THINKFUNC( ExplodeThink ),
DEFINE_FUNCTION( APCMissileTouch ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( apc_missile, CAPCMissile );
CAPCMissile *CAPCMissile::Create( const Vector &vecOrigin, const QAngle &vecAngles, const Vector &vecVelocity, CBaseEntity *pOwner )
{
CAPCMissile *pMissile = (CAPCMissile *)CBaseEntity::Create( "apc_missile", vecOrigin, vecAngles, pOwner );
pMissile->SetOwnerEntity( pOwner );
pMissile->Spawn();
pMissile->SetAbsVelocity( vecVelocity );
pMissile->AddFlag( FL_NOTARGET );
pMissile->AddEffects( EF_NOSHADOW );
return pMissile;
}
//-----------------------------------------------------------------------------
// Constructor, destructor
//-----------------------------------------------------------------------------
CAPCMissile::CAPCMissile()
{
g_APCMissileList.Insert( this );
}
CAPCMissile::~CAPCMissile()
{
g_APCMissileList.Remove( this );
}
//-----------------------------------------------------------------------------
// Shared initialization code
//-----------------------------------------------------------------------------
void CAPCMissile::Init()
{
SetMoveType( MOVETYPE_FLY );
SetModel("models/weapons/w_missile.mdl");
UTIL_SetSize( this, vec3_origin, vec3_origin );
CreateSmokeTrail();
SetTouch( &CAPCMissile::APCMissileTouch );
m_flLastHomingSpeed = APC_HOMING_SPEED;
}
//-----------------------------------------------------------------------------
// For hitting a specific target
//-----------------------------------------------------------------------------
void CAPCMissile::AimAtSpecificTarget( CBaseEntity *pTarget )
{
m_hSpecificTarget = pTarget;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pOther -
//-----------------------------------------------------------------------------
void CAPCMissile::APCMissileTouch( CBaseEntity *pOther )
{
Assert( pOther );
if ( !pOther->IsSolid() && !pOther->IsSolidFlagSet(FSOLID_VOLUME_CONTENTS) )
return;
Explode();
}
//-----------------------------------------------------------------------------
// Specialized version of the missile
//-----------------------------------------------------------------------------
void CAPCMissile::IgniteDelay( void )
{
m_flIgnitionTime = gpGlobals->curtime + 0.3f;
SetThink( &CAPCMissile::BeginSeekThink );
SetNextThink( m_flIgnitionTime );
Init();
AddSolidFlags( FSOLID_NOT_SOLID );
}
void CAPCMissile::AugerDelay( float flDelay )
{
m_flIgnitionTime = gpGlobals->curtime;
SetThink( &CAPCMissile::AugerStartThink );
SetNextThink( gpGlobals->curtime + flDelay );
Init();
DisableGuiding();
}
void CAPCMissile::AugerStartThink()
{
if ( m_hRocketTrail != NULL )
{
m_hRocketTrail->m_bDamaged = true;
}
m_flAugerTime = gpGlobals->curtime + random->RandomFloat( 1.0f, 2.0f );
SetThink( &CAPCMissile::AugerThink );
SetNextThink( gpGlobals->curtime );
}
void CAPCMissile::ExplodeDelay( float flDelay )
{
m_flIgnitionTime = gpGlobals->curtime;
SetThink( &CAPCMissile::ExplodeThink );
SetNextThink( gpGlobals->curtime + flDelay );
Init();
DisableGuiding();
}
void CAPCMissile::BeginSeekThink( void )
{
RemoveSolidFlags( FSOLID_NOT_SOLID );
SetThink( &CAPCMissile::SeekThink );
SetNextThink( gpGlobals->curtime );
}
void CAPCMissile::ExplodeThink()
{
DoExplosion();
}
//-----------------------------------------------------------------------------
// Health lost at which augering starts
//-----------------------------------------------------------------------------
int CAPCMissile::AugerHealth()
{
return m_iMaxHealth - 25;
}
//-----------------------------------------------------------------------------
// Health lost at which augering starts
//-----------------------------------------------------------------------------
void CAPCMissile::DisableGuiding()
{
m_bGuidingDisabled = true;
}
//-----------------------------------------------------------------------------
// Guidance hints
//-----------------------------------------------------------------------------
void CAPCMissile::SetGuidanceHint( const char *pHintName )
{
m_strHint = MAKE_STRING( pHintName );
}
//-----------------------------------------------------------------------------
// The actual explosion
//-----------------------------------------------------------------------------
void CAPCMissile::DoExplosion( void )
{
if ( GetWaterLevel() != 0 )
{
CEffectData data;
data.m_vOrigin = WorldSpaceCenter();
data.m_flMagnitude = 128;
data.m_flScale = 128;
data.m_fFlags = 0;
DispatchEffect( "WaterSurfaceExplosion", data );
}
else
{
ExplosionCreate( GetAbsOrigin(), GetAbsAngles(), GetOwnerEntity(),
APC_MISSILE_DAMAGE, 100, true, 20000 );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAPCMissile::ComputeLeadingPosition( const Vector &vecShootPosition, CBaseEntity *pTarget, Vector *pLeadPosition )
{
Vector vecTarget = pTarget->BodyTarget( vecShootPosition, false );
float flShotSpeed = GetAbsVelocity().Length();
if ( flShotSpeed == 0 )
{
*pLeadPosition = vecTarget;
return;
}
Vector vecVelocity = pTarget->GetSmoothedVelocity();
vecVelocity.z = 0.0f;
float flTargetSpeed = VectorNormalize( vecVelocity );
Vector vecDelta;
VectorSubtract( vecShootPosition, vecTarget, vecDelta );
float flTargetToShooter = VectorNormalize( vecDelta );
float flCosTheta = DotProduct( vecDelta, vecVelocity );
// Law of cosines... z^2 = x^2 + y^2 - 2xy cos Theta
// where z = flShooterToPredictedTargetPosition = flShotSpeed * predicted time
// x = flTargetSpeed * predicted time
// y = flTargetToShooter
// solve for predicted time using at^2 + bt + c = 0, t = (-b +/- sqrt( b^2 - 4ac )) / 2a
float a = flTargetSpeed * flTargetSpeed - flShotSpeed * flShotSpeed;
float b = -2.0f * flTargetToShooter * flCosTheta * flTargetSpeed;
float c = flTargetToShooter * flTargetToShooter;
float flDiscrim = b*b - 4*a*c;
if (flDiscrim < 0)
{
*pLeadPosition = vecTarget;
return;
}
flDiscrim = sqrt(flDiscrim);
float t = (-b + flDiscrim) / (2.0f * a);
float t2 = (-b - flDiscrim) / (2.0f * a);
if ( t < t2 )
{
t = t2;
}
if ( t <= 0.0f )
{
*pLeadPosition = vecTarget;
return;
}
VectorMA( vecTarget, flTargetSpeed * t, vecVelocity, *pLeadPosition );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAPCMissile::ComputeActualDotPosition( CLaserDot *pLaserDot, Vector *pActualDotPosition, float *pHomingSpeed )
{
if ( m_bGuidingDisabled )
{
*pActualDotPosition = GetAbsOrigin();
*pHomingSpeed = 0.0f;
m_flLastHomingSpeed = *pHomingSpeed;
return;
}
if ( ( m_strHint != NULL_STRING ) && (!m_hSpecificTarget) )
{
Vector vecOrigin, vecVelocity;
CBaseEntity *pTarget = pLaserDot->GetTargetEntity();
if ( pTarget )
{
vecOrigin = pTarget->BodyTarget( GetAbsOrigin(), false );
vecVelocity = pTarget->GetSmoothedVelocity();
}
else
{
vecOrigin = pLaserDot->GetChasePosition();
vecVelocity = vec3_origin;
}
m_hSpecificTarget = CInfoAPCMissileHint::FindAimTarget( this, STRING( m_strHint ), vecOrigin, vecVelocity );
}
CBaseEntity *pLaserTarget = m_hSpecificTarget ? m_hSpecificTarget.Get() : pLaserDot->GetTargetEntity();
if ( !pLaserTarget )
{
BaseClass::ComputeActualDotPosition( pLaserDot, pActualDotPosition, pHomingSpeed );
m_flLastHomingSpeed = *pHomingSpeed;
return;
}
if ( pLaserTarget->ClassMatches( "npc_bullseye" ) )
{
if ( m_flLastHomingSpeed != RPG_HOMING_SPEED )
{
if (m_flLastHomingSpeed > RPG_HOMING_SPEED)
{
m_flLastHomingSpeed -= HOMING_SPEED_ACCEL * UTIL_GetSimulationInterval();
if ( m_flLastHomingSpeed < RPG_HOMING_SPEED )
{
m_flLastHomingSpeed = RPG_HOMING_SPEED;
}
}
else
{
m_flLastHomingSpeed += HOMING_SPEED_ACCEL * UTIL_GetSimulationInterval();
if ( m_flLastHomingSpeed > RPG_HOMING_SPEED )
{
m_flLastHomingSpeed = RPG_HOMING_SPEED;
}
}
}
*pHomingSpeed = m_flLastHomingSpeed;
*pActualDotPosition = pLaserTarget->WorldSpaceCenter();
return;
}
Vector vLaserStart;
GetShootPosition( pLaserDot, &vLaserStart );
*pHomingSpeed = APC_LAUNCH_HOMING_SPEED;
//Get the laser's vector
Vector vecTargetPosition = pLaserTarget->BodyTarget( GetAbsOrigin(), false );
// Compute leading position
Vector vecLeadPosition;
ComputeLeadingPosition( GetAbsOrigin(), pLaserTarget, &vecLeadPosition );
Vector vecTargetToMissile, vecTargetToShooter;
VectorSubtract( GetAbsOrigin(), vecTargetPosition, vecTargetToMissile );
VectorSubtract( vLaserStart, vecTargetPosition, vecTargetToShooter );
*pActualDotPosition = vecLeadPosition;
float flMinHomingDistance = MIN_HOMING_DISTANCE;
float flMaxHomingDistance = MAX_HOMING_DISTANCE;
float flBlendTime = gpGlobals->curtime - m_flIgnitionTime;
if ( flBlendTime > DOWNWARD_BLEND_TIME_START )
{
if ( m_flReachedTargetTime != 0.0f )
{
*pHomingSpeed = APC_HOMING_SPEED;
float flDeltaTime = clamp( gpGlobals->curtime - m_flReachedTargetTime, 0.0f, CORRECTION_TIME );
*pHomingSpeed = SimpleSplineRemapVal( flDeltaTime, 0.0f, CORRECTION_TIME, 0.2f, *pHomingSpeed );
flMinHomingDistance = SimpleSplineRemapVal( flDeltaTime, 0.0f, CORRECTION_TIME, MIN_NEAR_HOMING_DISTANCE, flMinHomingDistance );
flMaxHomingDistance = SimpleSplineRemapVal( flDeltaTime, 0.0f, CORRECTION_TIME, MAX_NEAR_HOMING_DISTANCE, flMaxHomingDistance );
}
else
{
flMinHomingDistance = MIN_NEAR_HOMING_DISTANCE;
flMaxHomingDistance = MAX_NEAR_HOMING_DISTANCE;
Vector vecDelta;
VectorSubtract( GetAbsOrigin(), *pActualDotPosition, vecDelta );
if ( vecDelta.z > MIN_HEIGHT_DIFFERENCE )
{
float flClampedHeight = clamp( vecDelta.z, MIN_HEIGHT_DIFFERENCE, MAX_HEIGHT_DIFFERENCE );
float flHeightAdjustFactor = SimpleSplineRemapVal( flClampedHeight, MIN_HEIGHT_DIFFERENCE, MAX_HEIGHT_DIFFERENCE, 0.0f, 1.0f );
vecDelta.z = 0.0f;
float flDist = VectorNormalize( vecDelta );
float flForwardOffset = 2000.0f;
if ( flDist > flForwardOffset )
{
Vector vecNewPosition;
VectorMA( GetAbsOrigin(), -flForwardOffset, vecDelta, vecNewPosition );
vecNewPosition.z = pActualDotPosition->z;
VectorLerp( *pActualDotPosition, vecNewPosition, flHeightAdjustFactor, *pActualDotPosition );
}
}
else
{
m_flReachedTargetTime = gpGlobals->curtime;
}
}
// Allows for players right at the edge of rocket range to be threatened
if ( flBlendTime > 0.6f )
{
float flTargetLength = GetAbsOrigin().DistTo( pLaserTarget->WorldSpaceCenter() );
flTargetLength = clamp( flTargetLength, flMinHomingDistance, flMaxHomingDistance );
*pHomingSpeed = SimpleSplineRemapVal( flTargetLength, flMaxHomingDistance, flMinHomingDistance, *pHomingSpeed, 0.01f );
}
}
float flDot = DotProduct2D( vecTargetToShooter.AsVector2D(), vecTargetToMissile.AsVector2D() );
if ( ( flDot < 0 ) || m_bGuidingDisabled )
{
*pHomingSpeed = 0.0f;
}
m_flLastHomingSpeed = *pHomingSpeed;
// NDebugOverlay::Line( vecLeadPosition, GetAbsOrigin(), 0, 255, 0, true, 0.05f );
// NDebugOverlay::Line( GetAbsOrigin(), *pActualDotPosition, 255, 0, 0, true, 0.05f );
// NDebugOverlay::Cross3D( *pActualDotPosition, -Vector(4,4,4), Vector(4,4,4), 255, 0, 0, true, 0.05f );
}
#endif
#define RPG_BEAM_SPRITE "effects/laser1.vmt"
#define RPG_BEAM_SPRITE_NOZ "effects/laser1_noz.vmt"
#define RPG_LASER_SPRITE "sprites/redglow1.vmt"
5 years ago
//=============================================================================
// RPG
//=============================================================================
LINK_ENTITY_TO_CLASS( weapon_rpg, CWeaponRPG );
PRECACHE_WEAPON_REGISTER(weapon_rpg);
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponRPG, DT_WeaponRPG )
#ifdef CLIENT_DLL
void RecvProxy_MissileDied( const CRecvProxyData *pData, void *pStruct, void *pOut )
{
CWeaponRPG *pRPG = ((CWeaponRPG*)pStruct);
RecvProxy_IntToEHandle( pData, pStruct, pOut );
CBaseEntity *pNewMissile = pRPG->GetMissile();
if ( pNewMissile == NULL )
{
if ( pRPG->GetOwner() && pRPG->GetOwner()->GetActiveWeapon() == pRPG )
{
pRPG->NotifyRocketDied();
}
}
}
#endif
BEGIN_NETWORK_TABLE( CWeaponRPG, DT_WeaponRPG )
#ifdef CLIENT_DLL
RecvPropBool( RECVINFO( m_bInitialStateUpdate ) ),
RecvPropBool( RECVINFO( m_bGuiding ) ),
RecvPropBool( RECVINFO( m_bHideGuiding ) ),
RecvPropEHandle( RECVINFO( m_hMissile ), RecvProxy_MissileDied ),
RecvPropVector( RECVINFO( m_vecLaserDot ) ),
#else
SendPropBool( SENDINFO( m_bInitialStateUpdate ) ),
SendPropBool( SENDINFO( m_bGuiding ) ),
SendPropBool( SENDINFO( m_bHideGuiding ) ),
SendPropEHandle( SENDINFO( m_hMissile ) ),
SendPropVector( SENDINFO( m_vecLaserDot ) ),
#endif
END_NETWORK_TABLE()
#ifdef CLIENT_DLL
BEGIN_PREDICTION_DATA( CWeaponRPG )
DEFINE_PRED_FIELD( m_bInitialStateUpdate, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_bGuiding, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_bHideGuiding, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
END_PREDICTION_DATA()
#endif
#ifndef CLIENT_DLL
acttable_t CWeaponRPG::m_acttable[] =
{
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_RPG, false },
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_RPG, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_RPG, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_RPG, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_RPG, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_RPG, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_RPG, false },
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_RPG, false },
};
IMPLEMENT_ACTTABLE(CWeaponRPG);
#endif
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CWeaponRPG::CWeaponRPG()
{
m_bReloadsSingly = true;
m_bInitialStateUpdate= false;
m_bHideGuiding = false;
m_bGuiding = false;
m_fMinRange1 = m_fMinRange2 = 40*12;
m_fMaxRange1 = m_fMaxRange2 = 500*12;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CWeaponRPG::~CWeaponRPG()
{
#ifndef CLIENT_DLL
if ( m_hLaserDot != NULL )
{
UTIL_Remove( m_hLaserDot );
m_hLaserDot = NULL;
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponRPG::Precache( void )
{
BaseClass::Precache();
PrecacheScriptSound( "Missile.Ignite" );
PrecacheScriptSound( "Missile.Accelerate" );
// Laser dot...
PrecacheModel( "sprites/redglow1.vmt" );
PrecacheModel( RPG_LASER_SPRITE );
PrecacheModel( RPG_BEAM_SPRITE );
PrecacheModel( RPG_BEAM_SPRITE_NOZ );
#ifndef CLIENT_DLL
UTIL_PrecacheOther( "rpg_missile" );
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponRPG::Activate( void )
{
BaseClass::Activate();
// Restore the laser pointer after transition
if ( m_bGuiding )
{
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( pOwner == NULL )
return;
if ( pOwner->GetActiveWeapon() == this )
{
StartGuiding();
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CWeaponRPG::HasAnyAmmo( void )
{
if ( m_hMissile != NULL )
return true;
return BaseClass::HasAnyAmmo();
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CWeaponRPG::WeaponShouldBeLowered( void )
{
// Lower us if we're out of ammo
if ( !HasAnyAmmo() )
return true;
return BaseClass::WeaponShouldBeLowered();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponRPG::PrimaryAttack( void )
{
// Only the player fires this way so we can cast
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if (!pPlayer)
return;
// Can't have an active missile out
if ( m_hMissile != NULL )
return;
// Can't be reloading
if ( GetActivity() == ACT_VM_RELOAD )
return;
Vector vecOrigin;
Vector vecForward;
m_flNextPrimaryAttack = gpGlobals->curtime + 0.5f;
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( pOwner == NULL )
return;
Vector vForward, vRight, vUp;
pOwner->EyeVectors( &vForward, &vRight, &vUp );
Vector muzzlePoint = pOwner->Weapon_ShootPosition() + vForward * 12.0f + vRight * 6.0f + vUp * -3.0f;
#ifndef CLIENT_DLL
QAngle vecAngles;
VectorAngles( vForward, vecAngles );
CMissile *pMissile = CMissile::Create( muzzlePoint, vecAngles, GetOwner()->edict() );
pMissile->m_hOwner = this;
// If the shot is clear to the player, give the missile a grace period
trace_t tr;
Vector vecEye = pOwner->EyePosition();
UTIL_TraceLine( vecEye, vecEye + vForward * 128, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
if ( tr.fraction == 1.0 )
{
pMissile->SetGracePeriod( 0.3 );
}
pMissile->SetDamage( GetHL2MPWpnData().m_iPlayerDamage );
m_hMissile = pMissile;
#endif
DecrementAmmo( GetOwner() );
SendWeaponAnim( ACT_VM_PRIMARYATTACK );
WeaponSound( SINGLE );
// player "shoot" animation
pPlayer->SetAnimation( PLAYER_ATTACK1 );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pOwner -
//-----------------------------------------------------------------------------
void CWeaponRPG::DecrementAmmo( CBaseCombatCharacter *pOwner )
{
// Take away our primary ammo type
pOwner->RemoveAmmo( 1, m_iPrimaryAmmoType );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : state -
//-----------------------------------------------------------------------------
void CWeaponRPG::SuppressGuiding( bool state )
{
m_bHideGuiding = state;
#ifndef CLIENT_DLL
if ( m_hLaserDot == NULL )
{
StartGuiding();
//STILL!?
if ( m_hLaserDot == NULL )
return;
}
if ( state )
{
m_hLaserDot->TurnOff();
}
else
{
m_hLaserDot->TurnOn();
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Override this if we're guiding a missile currently
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CWeaponRPG::Lower( void )
{
if ( m_hMissile != NULL )
return false;
return BaseClass::Lower();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponRPG::ItemPostFrame( void )
{
BaseClass::ItemPostFrame();
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if ( pPlayer == NULL )
return;
//If we're pulling the weapon out for the first time, wait to draw the laser
if ( ( m_bInitialStateUpdate ) && ( GetActivity() != ACT_VM_DRAW ) )
{
StartGuiding();
m_bInitialStateUpdate = false;
}
// Supress our guiding effects if we're lowered
if ( GetIdealActivity() == ACT_VM_IDLE_LOWERED )
{
SuppressGuiding();
}
else
{
SuppressGuiding( false );
}
//Move the laser
UpdateLaserPosition();
if ( pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0 && m_hMissile == NULL )
{
StopGuiding();
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Vector
//-----------------------------------------------------------------------------
Vector CWeaponRPG::GetLaserPosition( void )
{
#ifndef CLIENT_DLL
CreateLaserPointer();
if ( m_hLaserDot != NULL )
return m_hLaserDot->GetAbsOrigin();
//FIXME: The laser dot sprite is not active, this code should not be allowed!
assert(0);
#endif
return vec3_origin;
}
//-----------------------------------------------------------------------------
// Purpose: NPC RPG users cheat and directly set the laser pointer's origin
// Input : &vecTarget -
//-----------------------------------------------------------------------------
void CWeaponRPG::UpdateNPCLaserPosition( const Vector &vecTarget )
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponRPG::SetNPCLaserPosition( const Vector &vecTarget )
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const Vector &CWeaponRPG::GetNPCLaserPosition( void )
{
return vec3_origin;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true if the rocket is being guided, false if it's dumb
//-----------------------------------------------------------------------------
bool CWeaponRPG::IsGuiding( void )
{
return m_bGuiding;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CWeaponRPG::Deploy( void )
{
m_bInitialStateUpdate = true;
return BaseClass::Deploy();
}
bool CWeaponRPG::CanHolster( void )
{
//Can't have an active missile out
if ( m_hMissile != NULL )
return false;
return BaseClass::CanHolster();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CWeaponRPG::Holster( CBaseCombatWeapon *pSwitchingTo )
{
StopGuiding();
return BaseClass::Holster( pSwitchingTo );
}
//-----------------------------------------------------------------------------
// Purpose: Turn on the guiding laser
//-----------------------------------------------------------------------------
void CWeaponRPG::StartGuiding( void )
{
// Don't start back up if we're overriding this
if ( m_bHideGuiding )
return;
m_bGuiding = true;
#ifndef CLIENT_DLL
WeaponSound(SPECIAL1);
CreateLaserPointer();
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Turn off the guiding laser
//-----------------------------------------------------------------------------
void CWeaponRPG::StopGuiding( void )
{
m_bGuiding = false;
#ifndef CLIENT_DLL
WeaponSound( SPECIAL2 );
// Kill the dot completely
if ( m_hLaserDot != NULL )
{
m_hLaserDot->TurnOff();
UTIL_Remove( m_hLaserDot );
m_hLaserDot = NULL;
}
#else
if ( m_pBeam )
{
//Tell it to die right away and let the beam code free it.
m_pBeam->brightness = 0.0f;
m_pBeam->flags &= ~FBEAM_FOREVER;
m_pBeam->die = gpGlobals->curtime - 0.1;
m_pBeam = NULL;
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Toggle the guiding laser
//-----------------------------------------------------------------------------
void CWeaponRPG::ToggleGuiding( void )
{
if ( IsGuiding() )
{
StopGuiding();
}
else
{
StartGuiding();
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponRPG::Drop( const Vector &vecVelocity )
{
StopGuiding();
BaseClass::Drop( vecVelocity );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponRPG::UpdateLaserPosition( Vector vecMuzzlePos, Vector vecEndPos )
{
#ifndef CLIENT_DLL
if ( vecMuzzlePos == vec3_origin || vecEndPos == vec3_origin )
{
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if ( !pPlayer )
return;
vecMuzzlePos = pPlayer->Weapon_ShootPosition();
Vector forward;
pPlayer->EyeVectors( &forward );
vecEndPos = vecMuzzlePos + ( forward * MAX_TRACE_LENGTH );
}
//Move the laser dot, if active
trace_t tr;
// Trace out for the endpoint
UTIL_TraceLine( vecMuzzlePos, vecEndPos, (MASK_SHOT & ~CONTENTS_WINDOW), GetOwner(), COLLISION_GROUP_NONE, &tr );
// Move the laser sprite
if ( m_hLaserDot != NULL )
{
Vector laserPos = tr.endpos;
m_hLaserDot->SetLaserPosition( laserPos, tr.plane.normal );
if ( tr.DidHitNonWorldEntity() )
{
CBaseEntity *pHit = tr.m_pEnt;
if ( ( pHit != NULL ) && ( pHit->m_takedamage ) )
{
m_hLaserDot->SetTargetEntity( pHit );
}
else
{
m_hLaserDot->SetTargetEntity( NULL );
}
}
else
{
m_hLaserDot->SetTargetEntity( NULL );
}
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponRPG::CreateLaserPointer( void )
{
#ifndef CLIENT_DLL
if ( m_hLaserDot != NULL )
return;
CBaseCombatCharacter *pOwner = GetOwner();
if ( pOwner == NULL )
return;
if ( pOwner->GetAmmoCount(m_iPrimaryAmmoType) <= 0 )
return;
m_hLaserDot = CLaserDot::Create( GetAbsOrigin(), GetOwner() );
m_hLaserDot->TurnOff();
UpdateLaserPosition();
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponRPG::NotifyRocketDied( void )
{
m_hMissile = NULL;
if ( GetActivity() == ACT_VM_RELOAD )
return;
Reload();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CWeaponRPG::Reload( void )
{
CBaseCombatCharacter *pOwner = GetOwner();
if ( pOwner == NULL )
return false;
if ( pOwner->GetAmmoCount(m_iPrimaryAmmoType) <= 0 )
return false;
WeaponSound( RELOAD );
SendWeaponAnim( ACT_VM_RELOAD );
return true;
}
#ifdef CLIENT_DLL
#define RPG_MUZZLE_ATTACHMENT 1
#define RPG_GUIDE_ATTACHMENT 2
#define RPG_GUIDE_TARGET_ATTACHMENT 3
#define RPG_GUIDE_ATTACHMENT_3RD 4
#define RPG_GUIDE_TARGET_ATTACHMENT_3RD 5
#define RPG_LASER_BEAM_LENGTH 128
extern void FormatViewModelAttachment( Vector &vOrigin, bool bInverse );
//-----------------------------------------------------------------------------
// Purpose: Returns the attachment point on either the world or viewmodel
// This should really be worked into the CBaseCombatWeapon class!
//-----------------------------------------------------------------------------
void CWeaponRPG::GetWeaponAttachment( int attachmentId, Vector &outVector, Vector *dir /*= NULL*/ )
{
QAngle angles;
if ( ShouldDrawUsingViewModel() )
{
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( pOwner != NULL )
{
pOwner->GetViewModel()->GetAttachment( attachmentId, outVector, angles );
::FormatViewModelAttachment( outVector, true );
}
}
else
{
// We offset the IDs to make them correct for our world model
BaseClass::GetAttachment( attachmentId, outVector, angles );
}
// Supply the direction, if requested
if ( dir != NULL )
{
AngleVectors( angles, dir, NULL, NULL );
}
}
//-----------------------------------------------------------------------------
// Purpose: Setup our laser beam
//-----------------------------------------------------------------------------
void CWeaponRPG::InitBeam( void )
{
if ( m_pBeam != NULL )
return;
CBaseCombatCharacter *pOwner = GetOwner();
if ( pOwner == NULL )
return;
if ( pOwner->GetAmmoCount(m_iPrimaryAmmoType) <= 0 )
return;
BeamInfo_t beamInfo;
CBaseEntity *pEntity = NULL;
if ( ShouldDrawUsingViewModel() )
{
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( pOwner != NULL )
{
pEntity = pOwner->GetViewModel();
}
}
else
{
pEntity = this;
}
beamInfo.m_pStartEnt = pEntity;
beamInfo.m_pEndEnt = pEntity;
beamInfo.m_nType = TE_BEAMPOINTS;
beamInfo.m_vecStart = vec3_origin;
beamInfo.m_vecEnd = vec3_origin;
beamInfo.m_pszModelName = ( ShouldDrawUsingViewModel() ) ? RPG_BEAM_SPRITE_NOZ : RPG_BEAM_SPRITE;
beamInfo.m_flHaloScale = 0.0f;
beamInfo.m_flLife = 0.0f;
if ( ShouldDrawUsingViewModel() )
{
beamInfo.m_flWidth = 2.0f;
beamInfo.m_flEndWidth = 2.0f;
beamInfo.m_nStartAttachment = RPG_GUIDE_ATTACHMENT;
beamInfo.m_nEndAttachment = RPG_GUIDE_TARGET_ATTACHMENT;
}
else
{
beamInfo.m_flWidth = 1.0f;
beamInfo.m_flEndWidth = 1.0f;
beamInfo.m_nStartAttachment = RPG_GUIDE_ATTACHMENT_3RD;
beamInfo.m_nEndAttachment = RPG_GUIDE_TARGET_ATTACHMENT_3RD;
}
beamInfo.m_flFadeLength = 0.0f;
beamInfo.m_flAmplitude = 0;
beamInfo.m_flBrightness = 255.0;
beamInfo.m_flSpeed = 1.0f;
beamInfo.m_nStartFrame = 0.0;
beamInfo.m_flFrameRate = 30.0;
beamInfo.m_flRed = 255.0;
beamInfo.m_flGreen = 0.0;
beamInfo.m_flBlue = 0.0;
beamInfo.m_nSegments = 4;
beamInfo.m_bRenderable = true;
beamInfo.m_nFlags = (FBEAM_FOREVER|FBEAM_SHADEOUT);
m_pBeam = beams->CreateBeamEntPoint( beamInfo );
}
//-----------------------------------------------------------------------------
// Purpose: Draw effects for our weapon
//-----------------------------------------------------------------------------
void CWeaponRPG::DrawEffects( void )
{
// Must be guiding and not hidden
if ( !m_bGuiding || m_bHideGuiding )
{
if ( m_pBeam != NULL )
{
m_pBeam->brightness = 0;
}
return;
}
// Setup our sprite
if ( m_hSpriteMaterial == NULL )
{
m_hSpriteMaterial.Init( RPG_LASER_SPRITE, TEXTURE_GROUP_CLIENT_EFFECTS );
}
// Setup our beam
if ( m_hBeamMaterial == NULL )
{
m_hBeamMaterial.Init( RPG_BEAM_SPRITE, TEXTURE_GROUP_CLIENT_EFFECTS );
}
color32 color={255,255,255,255};
Vector vecAttachment, vecDir;
QAngle angles;
float scale = 8.0f + random->RandomFloat( -2.0f, 2.0f );
int attachmentID = ( ShouldDrawUsingViewModel() ) ? RPG_GUIDE_ATTACHMENT : RPG_GUIDE_ATTACHMENT_3RD;
GetWeaponAttachment( attachmentID, vecAttachment, &vecDir );
// Draw the sprite
CMatRenderContextPtr pRenderContext( materials );
pRenderContext->Bind( m_hSpriteMaterial, this );
DrawSprite( vecAttachment, scale, scale, color );
// Get the beam's run
trace_t tr;
UTIL_TraceLine( vecAttachment, vecAttachment + ( vecDir * RPG_LASER_BEAM_LENGTH ), MASK_SHOT, GetOwner(), COLLISION_GROUP_NONE, &tr );
InitBeam();
if ( m_pBeam != NULL )
{
m_pBeam->fadeLength = RPG_LASER_BEAM_LENGTH * tr.fraction;
m_pBeam->brightness = random->RandomInt( 128, 200 );
}
}
//-----------------------------------------------------------------------------
// Purpose: Called on third-person weapon drawing
//-----------------------------------------------------------------------------
int CWeaponRPG::DrawModel( int flags )
{
// Only render these on the transparent pass
if ( flags & STUDIO_TRANSPARENCY )
{
DrawEffects();
return 1;
}
// Draw the model as normal
return BaseClass::DrawModel( flags );
}
//-----------------------------------------------------------------------------
// Purpose: Called after first-person viewmodel is drawn
//-----------------------------------------------------------------------------
void CWeaponRPG::ViewModelDrawn( C_BaseViewModel *pBaseViewModel )
{
// Draw our laser effects
DrawEffects();
BaseClass::ViewModelDrawn( pBaseViewModel );
}
//-----------------------------------------------------------------------------
// Purpose: Used to determine sorting of model when drawn
//-----------------------------------------------------------------------------
bool CWeaponRPG::IsTranslucent( void )
{
// Must be guiding and not hidden
if ( m_bGuiding && !m_bHideGuiding )
return true;
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Turns off effects when leaving the PVS
//-----------------------------------------------------------------------------
void CWeaponRPG::NotifyShouldTransmit( ShouldTransmitState_t state )
{
BaseClass::NotifyShouldTransmit(state);
if ( state == SHOULDTRANSMIT_END )
{
if ( m_pBeam != NULL )
{
m_pBeam->brightness = 0.0f;
}
}
}
#endif //CLIENT_DLL
//=============================================================================
// Laser Dot
//=============================================================================
LINK_ENTITY_TO_CLASS( env_laserdot, CLaserDot );
BEGIN_DATADESC( CLaserDot )
DEFINE_FIELD( m_vecSurfaceNormal, FIELD_VECTOR ),
DEFINE_FIELD( m_hTargetEnt, FIELD_EHANDLE ),
DEFINE_FIELD( m_bVisibleLaserDot, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bIsOn, FIELD_BOOLEAN ),
//DEFINE_FIELD( m_pNext, FIELD_CLASSPTR ), // don't save - regenerated by constructor
END_DATADESC()
//-----------------------------------------------------------------------------
// Finds missiles in cone
//-----------------------------------------------------------------------------
CBaseEntity *CreateLaserDot( const Vector &origin, CBaseEntity *pOwner, bool bVisibleDot )
{
return CLaserDot::Create( origin, pOwner, bVisibleDot );
}
void SetLaserDotTarget( CBaseEntity *pLaserDot, CBaseEntity *pTarget )
{
CLaserDot *pDot = assert_cast< CLaserDot* >(pLaserDot );
pDot->SetTargetEntity( pTarget );
}
void EnableLaserDot( CBaseEntity *pLaserDot, bool bEnable )
{
CLaserDot *pDot = assert_cast< CLaserDot* >(pLaserDot );
if ( bEnable )
{
pDot->TurnOn();
}
else
{
pDot->TurnOff();
}
}
CLaserDot::CLaserDot( void )
{
m_hTargetEnt = NULL;
m_bIsOn = true;
#ifndef CLIENT_DLL
g_LaserDotList.Insert( this );
#endif
}
CLaserDot::~CLaserDot( void )
{
#ifndef CLIENT_DLL
g_LaserDotList.Remove( this );
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &origin -
// Output : CLaserDot
//-----------------------------------------------------------------------------
CLaserDot *CLaserDot::Create( const Vector &origin, CBaseEntity *pOwner, bool bVisibleDot )
{
#ifndef CLIENT_DLL
CLaserDot *pLaserDot = (CLaserDot *) CBaseEntity::Create( "env_laserdot", origin, QAngle(0,0,0) );
if ( pLaserDot == NULL )
return NULL;
pLaserDot->m_bVisibleLaserDot = bVisibleDot;
pLaserDot->SetMoveType( MOVETYPE_NONE );
pLaserDot->AddSolidFlags( FSOLID_NOT_SOLID );
pLaserDot->AddEffects( EF_NOSHADOW );
UTIL_SetSize( pLaserDot, -Vector(4,4,4), Vector(4,4,4) );
pLaserDot->SetOwnerEntity( pOwner );
pLaserDot->AddEFlags( EFL_FORCE_CHECK_TRANSMIT );
if ( !bVisibleDot )
{
pLaserDot->MakeInvisible();
}
return pLaserDot;
#else
return NULL;
#endif
}
void CLaserDot::SetLaserPosition( const Vector &origin, const Vector &normal )
{
SetAbsOrigin( origin );
m_vecSurfaceNormal = normal;
}
Vector CLaserDot::GetChasePosition()
{
return GetAbsOrigin() - m_vecSurfaceNormal * 10;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CLaserDot::TurnOn( void )
{
m_bIsOn = true;
if ( m_bVisibleLaserDot )
{
//BaseClass::TurnOn();
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CLaserDot::TurnOff( void )
{
m_bIsOn = false;
if ( m_bVisibleLaserDot )
{
//BaseClass::TurnOff();
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CLaserDot::MakeInvisible( void )
{
}
#ifdef CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose: Draw our sprite
//-----------------------------------------------------------------------------
int CLaserDot::DrawModel( int flags )
{
color32 color={255,255,255,255};
Vector vecAttachment, vecDir;
QAngle angles;
float scale;
Vector endPos;
C_HL2MP_Player *pOwner = ToHL2MPPlayer( GetOwnerEntity() );
if ( pOwner != NULL && pOwner->IsDormant() == false )
{
// Always draw the dot in front of our faces when in first-person
if ( pOwner->IsLocalPlayer() )
{
// Take our view position and orientation
vecAttachment = CurrentViewOrigin();
vecDir = CurrentViewForward();
}
else
{
// Take the eye position and direction
vecAttachment = pOwner->EyePosition();
QAngle angles = pOwner->GetAnimEyeAngles();
AngleVectors( angles, &vecDir );
}
trace_t tr;
UTIL_TraceLine( vecAttachment, vecAttachment + ( vecDir * MAX_TRACE_LENGTH ), MASK_SHOT, pOwner, COLLISION_GROUP_NONE, &tr );
// Backup off the hit plane
endPos = tr.endpos + ( tr.plane.normal * 4.0f );
}
else
{
// Just use our position if we can't predict it otherwise
endPos = GetAbsOrigin();
}
// Randomly flutter
scale = 16.0f + random->RandomFloat( -4.0f, 4.0f );
// Draw our laser dot in space
CMatRenderContextPtr pRenderContext( materials );
pRenderContext->Bind( m_hSpriteMaterial, this );
DrawSprite( endPos, scale, scale, color );
return 1;
}
//-----------------------------------------------------------------------------
// Purpose: Setup our sprite reference
//-----------------------------------------------------------------------------
void CLaserDot::OnDataChanged( DataUpdateType_t updateType )
{
if ( updateType == DATA_UPDATE_CREATED )
{
m_hSpriteMaterial.Init( RPG_LASER_SPRITE, TEXTURE_GROUP_CLIENT_EFFECTS );
}
}
#endif //CLIENT_DLL