489 lines
11 KiB
C++
489 lines
11 KiB
C++
/*
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================================================================
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STINGER PACK WEAPON
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================================================================
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Copyright (C) 1998 by 2015, Inc.
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All rights reserved.
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This source is may not be distributed and/or modified without
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expressly written permission by 2015, Inc.
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*/
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#include "g_local.h"
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#include "explosion.h"
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#include "rocketpack.h"
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#include "worldspawn.h"
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#include "surface.h"
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#include "misc.h"
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#include "actor.h"
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#define STINGERROCKET_SPEED 1000
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#define STINGERROCKET_RADIUS 120
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//=================================================================
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// anime rocket class
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CLASS_DECLARATION( Projectile, StingerRocket, NULL );
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Event EV_StingerRocket_Explode("explode");
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Event EV_StingerRocket_Turn("turn");
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ResponseDef StingerRocket::Responses[] =
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{
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{&EV_Touch, (Response)StingerRocket::Explode},
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{&EV_StingerRocket_Explode, (Response)StingerRocket::Explode},
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{&EV_StingerRocket_Turn, (Response)StingerRocket::Turn},
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{NULL, NULL}
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};
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// also used to do velocity adjustments
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EXPORT_FROM_DLL void StingerRocket::Turn (Event *ev)
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{
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Vector tmpvec, tmpvel;
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int i, tmpof;
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float tmplength;
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tmpvec = targpos - origin;
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tmplength = tmpvec.length();
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// check for reaching current target position
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if(tmplength < 90)
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{
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// advance primary destination position
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destpos = destpos + movedir*300;
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// get new target position
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for(i = 0; i < 3; i++)
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{
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if(rand()%4)
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offsets[i] *= -1;
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tmpof = 8 + random()*32;
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targpos[i] = destpos[i] + offsets[i]*(float)tmpof;
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}
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}
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// set velocity towards target position if
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// direction is different enough
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tmpvec = targpos - origin;
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tmpvec.normalize();
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tmpvel = velocity;
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tmpvel.normalize();
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// make the stinger rockets do fewer corrections in deathamtch
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if(deathmatch->value)
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{
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if(DotProduct(tmpvec.vec3(), tmpvel.vec3()) < 0.96)
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{
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velocity = tmpvel*2 + tmpvec*3;
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velocity.normalize();
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velocity *= speed;
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}
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}
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else
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{
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velocity = tmpvel*2 + tmpvec*3;
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velocity.normalize();
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velocity *= speed;
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// constantly correct the rocket's angles in single player
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angles = tmpvec.toAngles();
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angles[PITCH] = -angles[PITCH];
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setAngles(angles);
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}
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PostEvent(EV_StingerRocket_Turn, 0.1);
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}
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EXPORT_FROM_DLL void StingerRocket::Explode (Event *ev)
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{
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int damg;
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Vector v;
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Entity *other;
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Vector norm;
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Entity *owner;
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other = ev->GetEntity(1);
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assert(other);
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if(other->isSubclassOf(Teleporter))
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return;
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if(other->entnum == this->owner)
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return;
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CancelEventsOfType(EV_StingerRocket_Turn);
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stopsound(CHAN_VOICE);
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setSolidType(SOLID_NOT);
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hideModel();
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if(HitSky())
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{
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PostEvent(EV_Remove, 0);
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return;
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}
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owner = G_GetEntity(this->owner);
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damg = 70 + (int)G_Random(10);
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if(!deathmatch->value && owner->isClient())
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damg *= 1.5;
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if (other->takedamage)
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other->Damage(this, owner, damg, origin, velocity, level.impact_trace.plane.normal, 16, 0, MOD_STINGERROCKET, -1, -1, 1.0f );
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SpawnBlastDamage( &level.impact_trace, damg, owner );
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v = velocity;
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v.normalize();
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// don't do radius damage to the other, because all the damage
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// was done in the impact
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v = origin - v * 24;
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CreateExplosion( v, damg, 0.75f, true, this, owner, other, MOD_STINGERSPLASH, 0.3);
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PostEvent(EV_Remove, 0.1);
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}
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EXPORT_FROM_DLL void StingerRocket::Setup (Entity *owner, Vector pos, Vector firedest, Vector dir, Vector firedir)
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{
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Event *ev;
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int i, tmpof;
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this->owner = owner->entnum;
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edict->owner = owner->edict;
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setMoveType( MOVETYPE_FLYMISSILE );
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setSolidType( SOLID_BBOX );
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edict->clipmask = MASK_PROJECTILE;
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angles = dir.toAngles();
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angles[PITCH] = -angles[PITCH];
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setAngles(angles);
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speed = STINGERROCKET_SPEED;
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velocity = dir * STINGERROCKET_SPEED;
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PostEvent(EV_StingerRocket_Turn, 0.1);
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// set missile duration
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ev = new Event(EV_Remove);
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ev->AddEntity(world);
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PostEvent(ev, 20);
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setModel( "stinger.def" );
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edict->s.effects |= EF_ANIMEROCKET;
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edict->s.effects |= EF_EVERYFRAME;
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edict->s.angles[ROLL] = rand() % 360;
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gravity = 0;
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// give it a heat signature
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edict->s.effects |= EF_WARM;
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// setup movement stuff
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movedir = firedir;
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destpos = firedest;
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for(i = 0; i < 3; i++)
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{
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if(rand()%2)
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offsets[i] = 1;
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else
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offsets[i] = -1;
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tmpof = 16 + random()*24;
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targpos[i] = destpos[i] + offsets[i]*(float)tmpof;
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}
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// setup ambient thrust
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ev = new Event(EV_RandomEntitySound);
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ev->AddString("thrust");
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ProcessEvent(ev);
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// set the rocket's angles
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angles = movedir.toAngles();
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angles[PITCH] = -angles[PITCH];
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setAngles(angles);
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setSize("-1 -1 -1", "1 1 1");
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setOrigin(pos);
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worldorigin.copyTo(edict->s.old_origin);
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}
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//=================================================================
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// stingerpack weapon class
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CLASS_DECLARATION(Weapon, StingerPack, "weapon_stingerpack");
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ResponseDef StingerPack::Responses[] =
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{
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{&EV_Weapon_Shoot, (Response)StingerPack::Shoot},
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{NULL, NULL}
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};
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StingerPack::StingerPack()
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{
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SetModels("pack_w.def", "view_pack.def");
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modelIndex("stinger.def");
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SetAmmo("Rockets", 2, 10);
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SetRank(78, 85);
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SetType(WEAPON_1HANDED);
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SetMinRange(STINGERROCKET_RADIUS);
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SetProjectileSpeed(STINGERROCKET_SPEED);
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rocketnum = 1;
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}
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void StingerPack::SecondaryUse (Event *ev)
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{
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// switch to the quantum
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owner->useWeapon("QuantumDestabilizer");
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}
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void StingerPack::Shoot (Event *ev)
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{
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StingerRocket *rocket;
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Vector pos;
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Vector end;
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trace_t trace;
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Vector targ, dir;
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Vector forward, right, up;
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if(!owner)
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return;
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if(owner->isClient())
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{
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const gravityaxis_t &grav = gravity_axis[owner->gravaxis];
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// get orientation according to gravityaxis
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forward[grav.x] = owner->orientation[0][0];
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forward[grav.y] = owner->orientation[0][1]*grav.sign;
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forward[grav.z] = owner->orientation[0][2]*grav.sign;
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right[grav.x] = owner->orientation[1][0];
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right[grav.y] = owner->orientation[1][1]*grav.sign;
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right[grav.z] = owner->orientation[1][2]*grav.sign;
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up[grav.x] = 0;
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up[grav.y] = 0;
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up[grav.z] = 1*grav.sign;
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// set firing position and direction
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pos = owner->origin - forward*12 + up*owner->viewheight;
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end = pos + forward*256;
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dir = forward;
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}
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else
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{
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GetMuzzlePosition(&pos, &forward, &right);
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up = Vector(0, 0, 1);
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// set firing position and direction
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pos = owner->origin - forward*12 + up*(owner->maxs.z*0.75);
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if(owner->isSubclassOf(Actor))
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{
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if(((Actor *)owner.Ptr())->currentEnemy)
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{
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Vector targpos;
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targpos = ((Actor *)owner.Ptr())->currentEnemy->centroid;
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// lead target if not on easy skill
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if(skill->value && G_Random() < 0.7)
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{
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switch(rocketnum)
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{
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case 1:
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targpos += ((Actor *)owner.Ptr())->currentEnemy->velocity*0.25;
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break;
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case 2:
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targpos += ((Actor *)owner.Ptr())->currentEnemy->velocity*0.5;
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break;
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case 3:
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targpos += ((Actor *)owner.Ptr())->currentEnemy->velocity*0.75;
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break;
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case 4:
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targpos += ((Actor *)owner.Ptr())->currentEnemy->velocity;
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break;
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}
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}
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forward = targpos - pos;
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forward.normalize();
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}
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}
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end = pos + forward*256;
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dir = forward;
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}
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switch(rocketnum)
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{
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case 1:
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pos += (right*12 - up*4);
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dir += (right*0.4 + up*0.2);
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break;
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case 2:
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pos += (right*6 + up*6);
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dir += (right*0.2 + up*0.4);
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break;
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case 3:
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pos -= (right*6 - up*6);
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dir -= (right*0.2 - up*0.4);
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break;
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case 4:
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pos -= (right*12 + up*4);
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dir -= (right*0.4 - up*0.2);
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break;
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}
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dir.normalize();
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//set starting position so that they won't go into walls
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trace = G_Trace(owner->origin + up*owner->viewheight, Vector(-1, -1, -1), Vector(1, 1, 1), pos, owner, MASK_PROJECTILE, "StingerPack::Shoot");
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pos = Vector(trace.endpos);
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// set target location
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trace = G_Trace( owner->origin + up*owner->viewheight, vec_zero, vec_zero, end, owner, MASK_PROJECTILE, "StingerPack::Shoot");
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targ = Vector(trace.endpos);
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rocket = new StingerRocket;
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rocket->Setup(owner, pos, targ, dir, forward);
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// force player to fire four at a time
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if(rocketnum < 4)
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PostEvent(EV_Weapon_Shoot, 0.1);
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if(owner->isClient())
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NextAttack(1.2);
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else
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NextAttack(2.0);
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rocketnum++;
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if(rocketnum > 4)
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rocketnum = 1;
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}
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void StingerPack::DetachGun (void)
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{
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if(attached)
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{
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RandomGlobalSound("null_sound", 1, CHAN_WEAPONIDLE );
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RandomGlobalSound("null_sound", 1, CHAN_WEAPON );
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attached = false;
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detach();
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hideModel();
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edict->s.gunmodelindex = 0;
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edict->s.gunanim = 0;
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edict->s.gunframe = 0;
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edict->s.effects &= ~EF_SMOOTHANGLES;
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edict->s.effects &= ~EF_WARM;
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}
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}
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void StingerPack::AttachGun (void)
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{
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int groupindex;
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int tri_num;
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Vector orient;
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if ( !owner )
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{
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return;
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}
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if (attached)
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DetachGun();
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if ( gi.GetBoneInfo( owner->edict->s.modelindex, "pack", &groupindex, &tri_num, orient.vec3() ) )
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{
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attached = true;
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attach( owner->entnum, groupindex, tri_num, orient );
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showModel();
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setOrigin( vec_zero );
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edict->s.gunmodelindex = modelIndex( worldmodel.c_str() );
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if ( edict->s.gunmodelindex )
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{
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edict->s.gunanim = gi.Anim_Random( edict->s.gunmodelindex, "idle" );
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if ( edict->s.gunanim < 0 )
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edict->s.gunanim = 0;
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edict->s.gunframe = 0;
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}
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else
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{
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edict->s.gunanim = 0;
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edict->s.gunframe = 0;
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}
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edict->s.effects |= EF_SMOOTHANGLES;
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edict->s.effects |= EF_WARM;
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}
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else
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{
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if ( gi.GetBoneInfo( owner->edict->s.modelindex, "gun", &groupindex, &tri_num, orient.vec3() ) )
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{
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gi.dprintf( "attached Stinger Pack to gun bone\n" );
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attached = true;
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attach( owner->entnum, groupindex, tri_num, orient );
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showModel();
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setOrigin( vec_zero );
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edict->s.gunmodelindex = modelIndex( worldmodel.c_str() );
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if ( edict->s.gunmodelindex )
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{
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edict->s.gunanim = gi.Anim_Random( edict->s.gunmodelindex, "idle" );
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if ( edict->s.gunanim < 0 )
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edict->s.gunanim = 0;
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edict->s.gunframe = 0;
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}
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else
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{
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edict->s.gunanim = 0;
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edict->s.gunframe = 0;
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}
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edict->s.effects |= EF_SMOOTHANGLES;
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}
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else
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{
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gi.dprintf( "attach failed\n" );
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}
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}
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}
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// >) >) >) >) >) >) >) >) >) >) >) >) >)
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class EXPORT_FROM_DLL EvilStingerPack : public StingerPack
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{
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public:
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CLASS_PROTOTYPE( EvilStingerPack );
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EvilStingerPack();
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virtual void Shoot( Event *ev );
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};
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CLASS_DECLARATION(StingerPack, EvilStingerPack, "weapon_evilstingerpack");
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ResponseDef EvilStingerPack::Responses[] =
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{
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{&EV_Weapon_Shoot, (Response)EvilStingerPack::Shoot},
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{NULL, NULL}
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};
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EvilStingerPack::EvilStingerPack()
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{
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SetMinRange(0);
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}
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void EvilStingerPack::Shoot (Event *ev)
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{
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StingerPack::Shoot(ev);
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CancelEventsOfType(EV_Weapon_Shoot);
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StingerPack::Shoot(ev);
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CancelEventsOfType(EV_Weapon_Shoot);
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StingerPack::Shoot(ev);
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CancelEventsOfType(EV_Weapon_Shoot);
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StingerPack::Shoot(ev);
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CancelEventsOfType(EV_Weapon_Shoot);
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NextAttack(0.1);
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}
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