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rpg.cpp
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rpg.cpp
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/***
*
* Copyright (c) 1996-2001, 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( &CLaserSpot::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( &CRpgRocket::IgniteThink );
SetTouch( &CRpgRocket::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( &CRpgRocket::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;
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 = GetNextAttackDelay(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 = GetNextAttackDelay(1.5);
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.5;
}
else
{
PlayEmptySound( );
}
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