Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Rockets (Weapon)
//
//=============================================================================//
#include "cbase.h"
#include "weapon_grenade_rocket.h"
#if defined( CLIENT_DLL )
// Client Only
#include "hud.h"
#include "particles_simple.h"
#else
// Server Only
#include "gameinterface.h"
#include "engine/IEngineSound.h"
#include "explode.h"
#include "tf_team.h"
#include "env_laserdesignation.h"
#include "iservervehicle.h"
#endif
LINK_ENTITY_TO_CLASS( weapon_grenade_rocket, CWeaponGrenadeRocket );
BEGIN_PREDICTION_DATA( CWeaponGrenadeRocket )
END_PREDICTION_DATA()
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponGrenadeRocket, DT_WeaponGrenadeRocket )
BEGIN_NETWORK_TABLE( CWeaponGrenadeRocket, DT_WeaponGrenadeRocket )
//#if !defined( CLIENT_DLL )
//#else
//#endif
END_NETWORK_TABLE()
#define WEAPON_GRENADE_ROCKET_VELOCITY 1000
#if !defined( CLIENT_DLL )
// Server Only
ConVar weapon_grenade_rocket_track_range_mod( "weapon_grenade_rocket_track_range_mod","1.5", FCVAR_NONE, "Range multiplier when a rocket's tracking a designated target." );
ConVar weapon_grenade_rocket_force( "weapon_grenade_rocket_force","150.0", FCVAR_NONE, "Rocket force modifier." );
#endif
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CWeaponGrenadeRocket::CWeaponGrenadeRocket()
{
m_flDamage = 100.0f;
#if !defined( CLIENT_DLL )
// Server Only
UseClientSideAnimation();
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Deconstructor
//-----------------------------------------------------------------------------
CWeaponGrenadeRocket::~CWeaponGrenadeRocket()
{
#if defined( CLIENT_DLL )
StopSound( entindex(), "GrenadeRocket.FlyLoop" );
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Create a weapon grenade rocket
//-----------------------------------------------------------------------------
CWeaponGrenadeRocket *CWeaponGrenadeRocket::Create( const Vector &vecOrigin, const Vector &vecForward, float flMaxRange, CBaseEntity *pOwner )
{
#if !defined( CLIENT_DLL )
CWeaponGrenadeRocket *pRocket = ( CWeaponGrenadeRocket* )CreateEntityByName( "weapon_grenade_rocket" );
UTIL_SetOrigin( pRocket, vecOrigin );
QAngle angles;
VectorAngles( vecForward, angles );
pRocket->SetLocalAngles( angles );
pRocket->Spawn();
pRocket->SetOwnerEntity( pOwner );
pRocket->ChangeTeam( pOwner->GetTeamNumber() );
pRocket->SetMaxRange( flMaxRange );
return pRocket;
#else
return NULL;
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponGrenadeRocket::SetMaxRange( float flRange )
{
m_flMaxRange = flRange;
m_flFallingSpeed = 200; // Initial falling speed
// Reduce max range for upward shots
Vector vecForward;
GetVectors( &vecForward, NULL, NULL );
if ( vecForward.z > 0 )
{
m_flMaxRange = MAX(1, m_flMaxRange - (vecForward.z * 1200));
}
else
{
m_flMaxRange -= (vecForward.z * 2400);
}
#if !defined( CLIENT_DLL )
if ( m_flMaxRange )
{
float flSpeed = GetLocalVelocity().Length();
Assert( flSpeed );
m_flExceedRangeTime = gpGlobals->curtime + (m_flMaxRange / flSpeed);
// Start looking for designators
SetThink( TrackThink );
SetNextThink( gpGlobals->curtime + 0.1f );
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponGrenadeRocket::Spawn( void )
{
#if !defined( CLIENT_DLL )
Precache();
m_flRadius = 100;
SetMoveType( MOVETYPE_FLY );
SetSolid( SOLID_BBOX );
SetModel( "models/weapons/w_missile.mdl" );
UTIL_SetSize( this, vec3_origin, vec3_origin );
SetCollisionGroup( TFCOLLISION_GROUP_WEAPON );
// Forward!
Vector forward;
AngleVectors( GetLocalAngles(), &forward, NULL, NULL );
SetAbsVelocity( forward * WEAPON_GRENADE_ROCKET_VELOCITY );
SetTouch( RocketTouch );
#else
// Start our flying sound loop
CPASAttenuationFilter filter( this );
filter.MakeReliable();
EmitSound( filter, entindex(), "GrenadeRocket.FlyLoop" );
#endif
}
#if !defined( CLIENT_DLL )
// Server Only
//-----------------------------------------------------------------------------
// Purpose: Return my owner as my scorer
//-----------------------------------------------------------------------------
CBasePlayer *CWeaponGrenadeRocket::GetScorer( void )
{
return ToBasePlayer( m_hOwner );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponGrenadeRocket::Precache( void )
{
PrecacheModel( "models/weapons/w_missile.mdl" );
PrecacheScriptSound( "GrenadeRocket.FlyLoop" );
}
//-----------------------------------------------------------------------------
// Purpose: We've exceeded this rocket's range, start heading downward, randomly
//-----------------------------------------------------------------------------
void CWeaponGrenadeRocket::ExceededRangeThink( void )
{
Vector vecZ( 0,0,1 );
Vector vecPerp;
// Weave drunkely and head down
Vector vecVelocity = GetLocalVelocity();
CrossProduct( vecVelocity, vecZ, vecPerp );
VectorNormalize( vecPerp );
vecPerp *= random->RandomFloat(-100,100);
vecVelocity += vecPerp;
vecVelocity.z -= m_flFallingSpeed;
m_flFallingSpeed += 50;
SetLocalVelocity( vecVelocity );
SetAnglesToMatchVelocity();
SetNextThink( gpGlobals->curtime + 0.3 );
}
//-----------------------------------------------------------------------------
// Purpose: Track towards my my designated target
//-----------------------------------------------------------------------------
void CWeaponGrenadeRocket::TrackThink( void )
{
SetNextThink( gpGlobals->curtime + 0.3 );
// Have I exceeded my range?
if ( gpGlobals->curtime > m_flExceedRangeTime )
{
SetThink( ExceededRangeThink );
// Start falling immediately
ExceededRangeThink();
return;
}
// Look for any laser designators in tracking view
int iTeam = GetTeamNumber();
int iCount = CEnvLaserDesignation::GetNumLaserDesignators( iTeam );
if ( !iCount )
return;
// Get the potential lock range
float flIncreasedMaxRange = m_flMaxRange * weapon_grenade_rocket_track_range_mod.GetFloat();
float flNearestDot = 0.95;
Vector vecNearestTarget = vec3_origin;
bool bFoundOne = false;
// Any valid designated targets?
for ( int i = 0; i < iCount; i++ )
{
Vector vecTarget;
if ( !CEnvLaserDesignation::GetLaserDesignation( iTeam, i, &vecTarget ) )
continue;
// Check validity of designated target
Vector vecToTarget = ( vecTarget - GetAbsOrigin() );
float flDistanceSqr = vecToTarget.LengthSqr();
// Make sure it's not too far
if ( flDistanceSqr > (flIncreasedMaxRange*flIncreasedMaxRange) )
continue;
// Make sure it's near my flight path
VectorNormalize(vecToTarget);
Vector vecForward;
GetVectors( &vecForward, NULL, NULL );
float flDot = DotProduct( vecToTarget, vecForward );
if ( flDot < flNearestDot )
continue;
flNearestDot = flDot;
vecNearestTarget = vecTarget;
bFoundOne = true;
}
// No valid targets
if ( !bFoundOne )
return;
SetNextThink( gpGlobals->curtime + 0.1f );
// Turn towards my target
Vector vecToTarget = (vecNearestTarget - GetAbsOrigin());
VectorNormalize(vecToTarget);
// Shamelessly ripped from HL1 RPG
float flSpeed = GetAbsVelocity().Length();
SetAbsVelocity( (GetAbsVelocity() * 0.5) + (vecToTarget * flSpeed * 0.498) );
SetAnglesToMatchVelocity();
}
//-----------------------------------------------------------------------------
// Purpose: Set angles to match our velocity
//-----------------------------------------------------------------------------
void CWeaponGrenadeRocket::SetAnglesToMatchVelocity( void )
{
QAngle angles;
VectorAngles( GetAbsVelocity(), angles );
SetLocalAngles( angles );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponGrenadeRocket::RocketTouch( CBaseEntity *pOther )
{
Assert( pOther );
if ( !pOther->IsSolid() )
return;
// Apply forces to vehicles.
if ( pOther->GetServerVehicle() )
{
ApplyForcesToVehicle( pOther );
}
CPASFilter filter( GetAbsOrigin() );
te->Explosion( filter, 0.0, &GetAbsOrigin(), g_sModelIndexFireball, 2.0, 15, TE_EXPLFLAG_NONE, 100, m_flDamage );
// Use the owner's position as the reported position
Vector vecReported = vec3_origin;
if ( GetOwnerEntity() )
{
vecReported = GetOwnerEntity()->GetAbsOrigin();
}
RadiusDamage( CTakeDamageInfo( this, GetOwnerEntity(), vec3_origin, GetAbsOrigin(), GetDamage(), GetDamageType(), 0, &vecReported ), GetAbsOrigin(), GetDamageRadius(), CLASS_NONE, NULL );
UTIL_Remove( this );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponGrenadeRocket::ApplyForcesToVehicle( CBaseEntity *pEntity )
{
// Check team - don't apply forces to our own team's vehicles.
if ( pEntity->GetTeam() == GetTeam() )
return;
IServerVehicle *pVehicle = pEntity->GetServerVehicle();
if ( !pVehicle )
return;
IPhysicsObject *pPhysObject = pEntity->VPhysicsGetObject();
if ( pPhysObject )
{
//------------------------------------------------------------
// Rocket the vehicle in the direction of the incoming rocket.
//------------------------------------------------------------
Vector vecForceDir = GetAbsVelocity();
vecForceDir.z = 0.0f;
VectorNormalize( vecForceDir );
float flForce = pPhysObject->GetMass();
flForce += ( 4.0f * 100.0f ); // Wheels
flForce *= weapon_grenade_rocket_force.GetFloat();
vecForceDir *= flForce;
pPhysObject->ApplyForceOffset( vecForceDir, GetAbsOrigin() );
}
}
#else
// Client Only
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponGrenadeRocket::OnDataChanged( DataUpdateType_t updateType )
{
BaseClass::OnDataChanged( updateType );
// Only think when "rocketing."
SetNextClientThink( CLIENT_THINK_ALWAYS );
}
//-----------------------------------------------------------------------------
// Purpose: Spawn rocket effects!
//-----------------------------------------------------------------------------
void CWeaponGrenadeRocket::ClientThink( void )
{
// Fire smoke puffs out the side
CSmartPtr<CSimpleEmitter> pSmokeEmitter = CSimpleEmitter::Create( "C_GrenadeRocket::Effect" );
pSmokeEmitter->SetSortOrigin( GetAbsOrigin() );
PMaterialHandle hSphereMaterial = pSmokeEmitter->GetPMaterial( "particle/particle_noisesphere" );
int iSmokeClouds = random->RandomInt( 1,2 );
for ( int i = 0; i < iSmokeClouds; i++ )
{
SimpleParticle *pParticle = ( SimpleParticle* ) pSmokeEmitter->AddParticle( sizeof( SimpleParticle ), hSphereMaterial, GetAbsOrigin() );
if ( !pParticle )
return;
// Particle data.
pParticle->m_flLifetime = 0.0f;
pParticle->m_flDieTime = random->RandomFloat( 0.1f, 0.3f );
pParticle->m_uchStartSize = 10;
pParticle->m_uchEndSize = pParticle->m_uchStartSize + 2;
pParticle->m_vecVelocity = GetAbsVelocity();
pParticle->m_uchStartAlpha = 255;
pParticle->m_uchEndAlpha = 64;
pParticle->m_flRoll = random->RandomFloat( 180, 360 );
pParticle->m_flRollDelta = random->RandomFloat( -1, 1 );
pParticle->m_uchColor[0] = 50;
pParticle->m_uchColor[1] = 250;
pParticle->m_uchColor[2] = 50;
}
}
#endif