Paranoia2_original/dlls/rpg_rocket.cpp

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/***
*
* 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.
*
****/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "weapons.h"
#include "nodes.h"
#include "player.h"
#include "gamerules.h"
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;
}
//=========================================================
//=========================================================
CLaserSpot *CLaserSpot :: CreateSpot( const char *spritename )
{
CLaserSpot *pSpot = CreateSpot();
SET_MODEL( pSpot->edict(), spritename );
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( this, pev->origin );
}
//=========================================================
// Suspend- make the laser sight invisible.
//=========================================================
void CLaserSpot :: Suspend( float flSuspendTime )
{
pev->effects |= EF_NODRAW;
if( flSuspendTime == -1.0f )
{
SetThink( NULL );
}
else
{
SetThink( &CLaserSpot:: Revive );
SetNextThink( flSuspendTime );
}
}
void CLaserSpot :: Update( CBasePlayer *pPlayer )
{
UTIL_MakeVectors( pPlayer->pev->v_angle );
Vector vecSrc = pPlayer->GetGunPosition( );
Vector vecAiming = gpGlobals->v_forward;
TraceResult tr;
UTIL_TraceLine ( vecSrc, vecSrc + vecAiming * 8192, dont_ignore_monsters, pPlayer->edict(), &tr );
UTIL_SetOrigin( this, tr.vecEndPos );
}
//=========================================================
// 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 );
// Wargon: SaveData <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> weapons.cpp.
TYPEDESCRIPTION CRpgRocket :: m_SaveData[] =
{
DEFINE_FIELD( CRpgRocket, m_flIgniteTime, FIELD_TIME ),
DEFINE_FIELD( CRpgRocket, m_pLauncher, FIELD_CLASSPTR ),
}; IMPLEMENT_SAVERESTORE( CRpgRocket, CGrenade );
//=========================================================
//=========================================================
CRpgRocket *CRpgRocket :: CreateRpgRocket( Vector vecOrigin, Vector vecAngles, CBaseEntity *pOwner, CBasePlayerItem *pLauncher )
{
CRpgRocket *pRocket = GetClassPtr((CRpgRocket *)NULL );
EMIT_SOUND( pLauncher->m_pPlayer->edict(), CHAN_ITEM, "weapons/rocketfire1.wav", 1, 0.9 );
UTIL_SetOrigin( pRocket, 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_NONE;
pev->solid = SOLID_BBOX;
SET_MODEL( edict(), "models/rpgrocket.mdl" );
UTIL_SetSize( pev, g_vecZero, g_vecZero );
UTIL_SetOrigin( this, pev->origin );
pev->classname = MAKE_STRING( "rpg_rocket" );
SetThink( &CRpgRocket :: IgniteThink );
SetTouch( &CRpgRocket :: ExplodeTouch );
UTIL_MakeVectors( pev->angles );
pev->angles.x = -pev->angles.x;
pev->gravity = 0.5;
SetNextThink( 0.05 );
pev->dmg = gSkillData.plrDmgRPG;
}
//=========================================================
//=========================================================
void CRpgRocket :: RocketTouch ( CBaseEntity *pOther )
{
// my launcher is still around, tell it I'm dead.
if( m_pLauncher ) 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");
m_iFireTrail = PRECACHE_MODEL( "sprites/muz3.spr" ); // Wargon: <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD>.
PRECACHE_SOUND ("weapons/rocket1.wav");
}
void CRpgRocket :: IgniteThink( void )
{
pev->movetype = MOVETYPE_FLY;
pev->effects |= EF_LIGHT;
pev->body = 1;
// 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( 30 ); // life
WRITE_BYTE( 5 ); // width
WRITE_BYTE( 160 ); // r, g, b
WRITE_BYTE( 170 ); // r, g, b
WRITE_BYTE( 170 ); // r, g, b
WRITE_BYTE( 200 ); // brightness
MESSAGE_END(); //move PHS/PVS data sending into here (SEND_ALL, SEND_PVS, SEND_PHS)
m_flIgniteTime = gpGlobals->time;
// set to follow laser spot
SetThink(&CRpgRocket :: FollowThink );
SetNextThink( 0 );
}
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 );
if( tr.flFraction >= 0.90f )
{
vecDir = pOther->pev->origin - pev->origin;
flDist = vecDir.Length( );
vecDir = vecDir.Normalize( );
flDot = DotProduct( gpGlobals->v_forward, vecDir );
if(( flDot > 0.0f ) && ( flDist * ( 1.0f - flDot ) < flMax ))
{
flMax = flDist * ( 1.0f - flDot );
vecTarget = vecDir;
}
}
}
pev->angles = UTIL_VecToAngles( vecTarget );
// this acceleration and turning math is totally wrong, but it seems to respond well so don't change it.
float flSpeed = pev->velocity.Length();
if( gpGlobals->time - m_flIgniteTime < 1.0f )
{
pev->velocity = pev->velocity * 0.2f + vecTarget * ( flSpeed * 0.8f + 400.0f );
if( pev->waterlevel == 3 && pev->watertype > CONTENTS_FLYFIELD )
{
// go slow underwater
if( pev->velocity.Length() > 300.0f )
{
pev->velocity = pev->velocity.Normalize() * 300.0f;
}
UTIL_BubbleTrail( pev->origin - pev->velocity * 0.1, pev->origin, 4 );
}
else
{
if( pev->velocity.Length() > 2000.0f )
{
pev->velocity = pev->velocity.Normalize() * 2000.0f;
}
}
}
else
{
if( pev->effects & EF_LIGHT )
{
pev->effects &= ~EF_LIGHT;
STOP_SOUND( ENT(pev), CHAN_VOICE, "weapons/rocket1.wav" );
}
pev->velocity = pev->velocity * 0.2 + vecTarget * flSpeed * 0.798;
if(( pev->waterlevel == 0 || pev->watertype == CONTENTS_FOG ) && pev->velocity.Length() < 1500 )
{
// my launcher is still around, tell it I'm dead.
if( m_pLauncher ) m_pLauncher->m_cActiveRockets--;
Detonate( );
}
}
// Wargon: <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> glow-<2D><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>. <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev->origin );
WRITE_BYTE( TE_SPRITE );
WRITE_COORD( pev->origin.x );
WRITE_COORD( pev->origin.y );
WRITE_COORD( pev->origin.z );
WRITE_SHORT( m_iFireTrail );
WRITE_BYTE( 4 );
WRITE_BYTE( 150 );
MESSAGE_END();
// lev
extern int gmsgCustomDLight;
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev->origin );
WRITE_BYTE( TE_SPARKS );
WRITE_COORD( pev->origin.x );
WRITE_COORD( pev->origin.y );
WRITE_COORD( pev->origin.z );
MESSAGE_END();
MESSAGE_BEGIN( MSG_PAS, gmsgCustomDLight, pev->origin );
WRITE_COORD( pev->origin.x );
WRITE_COORD( pev->origin.y );
WRITE_COORD( pev->origin.z );
WRITE_BYTE( 10 ); // radius / 10
WRITE_BYTE( 1 ); // life * 10
WRITE_BYTE( 10 ); // decay / 10
MESSAGE_END();
SetNextThink( 0.02 );
}