/*** * * Copyright (c) 1996-2002, Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * Use, distribution, and modification of this source code and/or resulting * object code is restricted to non-commercial enhancements to products from * Valve LLC. All other use, distribution, or modification is prohibited * without written permission from Valve LLC. * ****/ #if !defined( OEM_BUILD ) #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "weapons.h" #include "nodes.h" #include "player.h" #include "gamerules.h" enum rpg_e { RPG_IDLE = 0, RPG_FIDGET, RPG_RELOAD, // to reload RPG_FIRE2, // to empty RPG_HOLSTER1, // loaded RPG_DRAW1, // loaded RPG_HOLSTER2, // unloaded RPG_DRAW_UL, // unloaded RPG_IDLE_UL, // unloaded idle RPG_FIDGET_UL, // unloaded fidget }; LINK_ENTITY_TO_CLASS( weapon_rpg, CRpg ); #ifndef CLIENT_DLL LINK_ENTITY_TO_CLASS( laser_spot, CLaserSpot ); //========================================================= //========================================================= CLaserSpot *CLaserSpot::CreateSpot( void ) { CLaserSpot *pSpot = GetClassPtr( (CLaserSpot *)NULL ); pSpot->Spawn(); pSpot->pev->classname = MAKE_STRING("laser_spot"); return pSpot; } //========================================================= //========================================================= void CLaserSpot::Spawn( void ) { Precache( ); pev->movetype = MOVETYPE_NONE; pev->solid = SOLID_NOT; pev->rendermode = kRenderGlow; pev->renderfx = kRenderFxNoDissipation; pev->renderamt = 255; SET_MODEL(ENT(pev), "sprites/laserdot.spr"); UTIL_SetOrigin( pev, pev->origin ); }; //========================================================= // Suspend- make the laser sight invisible. //========================================================= void CLaserSpot::Suspend( float flSuspendTime ) { pev->effects |= EF_NODRAW; SetThink( &Revive ); pev->nextthink = gpGlobals->time + flSuspendTime; } //========================================================= // Revive - bring a suspended laser sight back. //========================================================= void CLaserSpot::Revive( void ) { pev->effects &= ~EF_NODRAW; SetThink( NULL ); } void CLaserSpot::Precache( void ) { PRECACHE_MODEL("sprites/laserdot.spr"); }; LINK_ENTITY_TO_CLASS( rpg_rocket, CRpgRocket ); //========================================================= //========================================================= CRpgRocket *CRpgRocket::CreateRpgRocket( Vector vecOrigin, Vector vecAngles, CBaseEntity *pOwner, CRpg *pLauncher ) { CRpgRocket *pRocket = GetClassPtr( (CRpgRocket *)NULL ); UTIL_SetOrigin( pRocket->pev, vecOrigin ); pRocket->pev->angles = vecAngles; pRocket->Spawn(); pRocket->SetTouch( &CRpgRocket::RocketTouch ); pRocket->m_pLauncher = pLauncher;// remember what RPG fired me. pRocket->m_pLauncher->m_cActiveRockets++;// register this missile as active for the launcher pRocket->pev->owner = pOwner->edict(); return pRocket; } //========================================================= //========================================================= void CRpgRocket :: Spawn( void ) { Precache( ); // motor pev->movetype = MOVETYPE_BOUNCE; pev->solid = SOLID_BBOX; SET_MODEL(ENT(pev), "models/rpgrocket.mdl"); UTIL_SetSize(pev, Vector( 0, 0, 0), Vector(0, 0, 0)); UTIL_SetOrigin( pev, pev->origin ); pev->classname = MAKE_STRING("rpg_rocket"); SetThink( &IgniteThink ); SetTouch( &ExplodeTouch ); pev->angles.x -= 30; UTIL_MakeVectors( pev->angles ); pev->angles.x = -(pev->angles.x + 30); pev->velocity = gpGlobals->v_forward * 250; pev->gravity = 0.5; pev->nextthink = gpGlobals->time + 0.4; pev->dmg = gSkillData.plrDmgRPG; } //========================================================= //========================================================= void CRpgRocket :: RocketTouch ( CBaseEntity *pOther ) { if ( m_pLauncher ) { // my launcher is still around, tell it I'm dead. m_pLauncher->m_cActiveRockets--; } STOP_SOUND( edict(), CHAN_VOICE, "weapons/rocket1.wav" ); ExplodeTouch( pOther ); } //========================================================= //========================================================= void CRpgRocket :: Precache( void ) { PRECACHE_MODEL("models/rpgrocket.mdl"); m_iTrail = PRECACHE_MODEL("sprites/smoke.spr"); PRECACHE_SOUND ("weapons/rocket1.wav"); } void CRpgRocket :: IgniteThink( void ) { // pev->movetype = MOVETYPE_TOSS; pev->movetype = MOVETYPE_FLY; pev->effects |= EF_LIGHT; // make rocket sound EMIT_SOUND( ENT(pev), CHAN_VOICE, "weapons/rocket1.wav", 1, 0.5 ); // rocket trail MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); WRITE_BYTE( TE_BEAMFOLLOW ); WRITE_SHORT(entindex()); // entity WRITE_SHORT(m_iTrail ); // model WRITE_BYTE( 40 ); // life WRITE_BYTE( 5 ); // width WRITE_BYTE( 224 ); // r, g, b WRITE_BYTE( 224 ); // r, g, b WRITE_BYTE( 255 ); // r, g, b WRITE_BYTE( 255 ); // brightness MESSAGE_END(); // move PHS/PVS data sending into here (SEND_ALL, SEND_PVS, SEND_PHS) m_flIgniteTime = gpGlobals->time; // set to follow laser spot SetThink( &FollowThink ); pev->nextthink = gpGlobals->time + 0.1; } void CRpgRocket :: FollowThink( void ) { CBaseEntity *pOther = NULL; Vector vecTarget; Vector vecDir; float flDist, flMax, flDot; TraceResult tr; UTIL_MakeAimVectors( pev->angles ); vecTarget = gpGlobals->v_forward; flMax = 4096; // Examine all entities within a reasonable radius while ((pOther = UTIL_FindEntityByClassname( pOther, "laser_spot" )) != NULL) { UTIL_TraceLine ( pev->origin, pOther->pev->origin, dont_ignore_monsters, ENT(pev), &tr ); // ALERT( at_console, "%f\n", tr.flFraction ); if (tr.flFraction >= 0.90) { vecDir = pOther->pev->origin - pev->origin; flDist = vecDir.Length( ); vecDir = vecDir.Normalize( ); flDot = DotProduct( gpGlobals->v_forward, vecDir ); if ((flDot > 0) && (flDist * (1 - flDot) < flMax)) { flMax = flDist * (1 - flDot); vecTarget = vecDir; } } } pev->angles = UTIL_VecToAngles( vecTarget ); // this acceleration and turning math is totally wrong, but it seems to respond well so don't change it. float flSpeed = pev->velocity.Length(); if (gpGlobals->time - m_flIgniteTime < 1.0) { pev->velocity = pev->velocity * 0.2 + vecTarget * (flSpeed * 0.8 + 400); if (pev->waterlevel == 3) { // go slow underwater if (pev->velocity.Length() > 300) { pev->velocity = pev->velocity.Normalize() * 300; } UTIL_BubbleTrail( pev->origin - pev->velocity * 0.1, pev->origin, 4 ); } else { if (pev->velocity.Length() > 2000) { pev->velocity = pev->velocity.Normalize() * 2000; } } } else { if (pev->effects & EF_LIGHT) { pev->effects = 0; STOP_SOUND( ENT(pev), CHAN_VOICE, "weapons/rocket1.wav" ); } pev->velocity = pev->velocity * 0.2 + vecTarget * flSpeed * 0.798; if (pev->waterlevel == 0 && pev->velocity.Length() < 1500) { Detonate( ); } } // ALERT( at_console, "%.0f\n", flSpeed ); pev->nextthink = gpGlobals->time + 0.1; } #endif void CRpg::Reload( void ) { int iResult = 0; if ( m_iClip == 1 ) { // don't bother with any of this if don't need to reload. return; } if ( m_pPlayer->ammo_rockets <= 0 ) return; // because the RPG waits to autoreload when no missiles are active while the LTD is on, the // weapons code is constantly calling into this function, but is often denied because // a) missiles are in flight, but the LTD is on // or // b) player is totally out of ammo and has nothing to switch to, and should be allowed to // shine the designator around // // Set the next attack time into the future so that WeaponIdle will get called more often // than reload, allowing the RPG LTD to be updated m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.5; if ( m_cActiveRockets && m_fSpotActive ) { // no reloading when there are active missiles tracking the designator. // ward off future autoreload attempts by setting next attack time into the future for a bit. return; } #ifndef CLIENT_DLL if ( m_pSpot && m_fSpotActive ) { m_pSpot->Suspend( 2.1 ); m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 2.1; } #endif if ( m_iClip == 0 ) iResult = DefaultReload( RPG_MAX_CLIP, RPG_RELOAD, 2 ); if ( iResult ) m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); } void CRpg::Spawn( ) { Precache( ); m_iId = WEAPON_RPG; SET_MODEL(ENT(pev), "models/w_rpg.mdl"); m_fSpotActive = 1; #ifdef CLIENT_DLL if ( bIsMultiplayer() ) #else if ( g_pGameRules->IsMultiplayer() ) #endif { // more default ammo in multiplay. m_iDefaultAmmo = RPG_DEFAULT_GIVE * 2; } else { m_iDefaultAmmo = RPG_DEFAULT_GIVE; } FallInit();// get ready to fall down. } void CRpg::Precache( void ) { PRECACHE_MODEL("models/w_rpg.mdl"); PRECACHE_MODEL("models/v_rpg.mdl"); PRECACHE_MODEL("models/p_rpg.mdl"); PRECACHE_SOUND("items/9mmclip1.wav"); UTIL_PrecacheOther( "laser_spot" ); UTIL_PrecacheOther( "rpg_rocket" ); PRECACHE_SOUND("weapons/rocketfire1.wav"); PRECACHE_SOUND("weapons/glauncher.wav"); // alternative fire sound m_usRpg = PRECACHE_EVENT ( 1, "events/rpg.sc" ); } int CRpg::GetItemInfo(ItemInfo *p) { p->pszName = STRING(pev->classname); p->pszAmmo1 = "rockets"; p->iMaxAmmo1 = ROCKET_MAX_CARRY; p->pszAmmo2 = NULL; p->iMaxAmmo2 = -1; p->iMaxClip = RPG_MAX_CLIP; p->iSlot = 3; p->iPosition = 0; p->iId = m_iId = WEAPON_RPG; p->iFlags = 0; p->iWeight = RPG_WEIGHT; return 1; } int CRpg::AddToPlayer( CBasePlayer *pPlayer ) { if ( CBasePlayerWeapon::AddToPlayer( pPlayer ) ) { MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev ); WRITE_BYTE( m_iId ); MESSAGE_END(); return TRUE; } return FALSE; } BOOL CRpg::Deploy( ) { if ( m_iClip == 0 ) { return DefaultDeploy( "models/v_rpg.mdl", "models/p_rpg.mdl", RPG_DRAW_UL, "rpg" ); } return DefaultDeploy( "models/v_rpg.mdl", "models/p_rpg.mdl", RPG_DRAW1, "rpg" ); } BOOL CRpg::CanHolster( void ) { if ( m_fSpotActive && m_cActiveRockets ) { // can't put away while guiding a missile. return FALSE; } return TRUE; } void CRpg::Holster( int skiplocal /* = 0 */ ) { m_fInReload = FALSE;// cancel any reload in progress. m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; SendWeaponAnim( RPG_HOLSTER1 ); #ifndef CLIENT_DLL if (m_pSpot) { m_pSpot->Killed( NULL, GIB_NEVER ); m_pSpot = NULL; } #endif } void CRpg::PrimaryAttack() { if ( m_iClip ) { m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME; m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH; #ifndef CLIENT_DLL // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); UTIL_MakeVectors( m_pPlayer->pev->v_angle ); Vector vecSrc = m_pPlayer->GetGunPosition( ) + gpGlobals->v_forward * 16 + gpGlobals->v_right * 8 + gpGlobals->v_up * -8; CRpgRocket *pRocket = CRpgRocket::CreateRpgRocket( vecSrc, m_pPlayer->pev->v_angle, m_pPlayer, this ); UTIL_MakeVectors( m_pPlayer->pev->v_angle );// RpgRocket::Create stomps on globals, so remake. pRocket->pev->velocity = pRocket->pev->velocity + gpGlobals->v_forward * DotProduct( m_pPlayer->pev->velocity, gpGlobals->v_forward ); #endif // firing RPG no longer turns on the designator. ALT fire is a toggle switch for the LTD. // Ken signed up for this as a global change (sjb) int flags; #if defined( CLIENT_WEAPONS ) flags = FEV_NOTHOST; #else flags = 0; #endif PLAYBACK_EVENT( flags, m_pPlayer->edict(), m_usRpg ); m_iClip--; m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 1.5; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.5; } else { PlayEmptySound( ); m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.2; } UpdateSpot( ); } void CRpg::SecondaryAttack() { m_fSpotActive = ! m_fSpotActive; #ifndef CLIENT_DLL if (!m_fSpotActive && m_pSpot) { m_pSpot->Killed( NULL, GIB_NORMAL ); m_pSpot = NULL; } #endif m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.2; } void CRpg::WeaponIdle( void ) { UpdateSpot( ); ResetEmptySound( ); if ( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) return; if ( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]) { int iAnim; float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 ); if (flRand <= 0.75 || m_fSpotActive) { if ( m_iClip == 0 ) iAnim = RPG_IDLE_UL; else iAnim = RPG_IDLE; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 90.0 / 15.0; } else { if ( m_iClip == 0 ) iAnim = RPG_FIDGET_UL; else iAnim = RPG_FIDGET; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3.0; } SendWeaponAnim( iAnim ); } else { m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1; } } void CRpg::UpdateSpot( void ) { #ifndef CLIENT_DLL if (m_fSpotActive) { if (!m_pSpot) { m_pSpot = CLaserSpot::CreateSpot(); } UTIL_MakeVectors( m_pPlayer->pev->v_angle ); Vector vecSrc = m_pPlayer->GetGunPosition( );; Vector vecAiming = gpGlobals->v_forward; TraceResult tr; UTIL_TraceLine ( vecSrc, vecSrc + vecAiming * 8192, dont_ignore_monsters, ENT(m_pPlayer->pev), &tr ); UTIL_SetOrigin( m_pSpot->pev, tr.vecEndPos ); } #endif } class CRpgAmmo : public CBasePlayerAmmo { void Spawn( void ) { Precache( ); SET_MODEL(ENT(pev), "models/w_rpgammo.mdl"); CBasePlayerAmmo::Spawn( ); } void Precache( void ) { PRECACHE_MODEL ("models/w_rpgammo.mdl"); PRECACHE_SOUND("items/9mmclip1.wav"); } BOOL AddAmmo( CBaseEntity *pOther ) { int iGive; #ifdef CLIENT_DLL if ( bIsMultiplayer() ) #else if ( g_pGameRules->IsMultiplayer() ) #endif { // hand out more ammo per rocket in multiplayer. iGive = AMMO_RPGCLIP_GIVE * 2; } else { iGive = AMMO_RPGCLIP_GIVE; } if (pOther->GiveAmmo( iGive, "rockets", ROCKET_MAX_CARRY ) != -1) { EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM); return TRUE; } return FALSE; } }; LINK_ENTITY_TO_CLASS( ammo_rpgclip, CRpgAmmo ); #endif