summaryrefslogtreecommitdiff
path: root/game/shared/tf2/weapon_grenade_rocket.cpp
diff options
context:
space:
mode:
authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/shared/tf2/weapon_grenade_rocket.cpp
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'game/shared/tf2/weapon_grenade_rocket.cpp')
-rw-r--r--game/shared/tf2/weapon_grenade_rocket.cpp390
1 files changed, 390 insertions, 0 deletions
diff --git a/game/shared/tf2/weapon_grenade_rocket.cpp b/game/shared/tf2/weapon_grenade_rocket.cpp
new file mode 100644
index 0000000..2f32f56
--- /dev/null
+++ b/game/shared/tf2/weapon_grenade_rocket.cpp
@@ -0,0 +1,390 @@
+//========= 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
+