261 lines
7.9 KiB
C++
261 lines
7.9 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef WEAPON_RPG_H
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#define WEAPON_RPG_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "Sprite.h"
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#include "basehlcombatweapon.h"
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#include "beam_shared.h"
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#include "npcevent.h"
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class CWeaponRPG;
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class CLaserDot;
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class RocketTrail;
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//###########################################################################
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// >> CMissile (missile launcher class is below this one!)
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//###########################################################################
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class CMissile : public CBaseCombatCharacter {
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DECLARE_CLASS(CMissile, CBaseCombatCharacter);
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public:
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static const int EXPLOSION_RADIUS = 200;
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CMissile();
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~CMissile();
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#ifdef HL1_DLL
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Class_T Classify(void) { return CLASS_NONE; }
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#else
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Class_T Classify(void) { return CLASS_MISSILE; }
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#endif
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void Spawn(void);
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void Precache(void);
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void MissileTouch(CBaseEntity *pOther);
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void Explode(void);
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void ShotDown(void);
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void AccelerateThink(void);
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void AugerThink(void);
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void IgniteThink(void);
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void SeekThink(void);
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void DumbFire(void);
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void SetGracePeriod(float flGracePeriod);
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int OnTakeDamage_Alive(const CTakeDamageInfo &info);
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void Event_Killed(const CTakeDamageInfo &info);
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virtual float GetDamage() { return m_flDamage; }
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virtual void SetDamage(float flDamage) { m_flDamage = flDamage; }
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unsigned int PhysicsSolidMaskForEntity(void) const;
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CHandle<CWeaponRPG> m_hOwner;
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static CMissile *Create(const Vector &vecOrigin, const QAngle &vecAngles,
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edict_t *pentOwner);
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void CreateDangerSounds(bool bState) { m_bCreateDangerSounds = bState; }
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static void AddCustomDetonator(CBaseEntity *pEntity, float radius,
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float height = -1);
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static void RemoveCustomDetonator(CBaseEntity *pEntity);
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protected:
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virtual void DoExplosion();
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virtual void ComputeActualDotPosition(CLaserDot *pLaserDot,
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Vector *pActualDotPosition,
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float *pHomingSpeed);
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virtual int AugerHealth() { return m_iMaxHealth - 20; }
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// Creates the smoke trail
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void CreateSmokeTrail(void);
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// Gets the shooting position
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void GetShootPosition(CLaserDot *pLaserDot, Vector *pShootPosition);
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CHandle<RocketTrail> m_hRocketTrail;
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float m_flAugerTime; // Amount of time to auger before blowing up anyway
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float m_flMarkDeadTime;
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float m_flDamage;
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struct CustomDetonator_t {
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EHANDLE hEntity;
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float radiusSq;
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float halfHeight;
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};
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static CUtlVector<CustomDetonator_t> gm_CustomDetonators;
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private:
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float m_flGracePeriodEndsAt;
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bool m_bCreateDangerSounds;
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DECLARE_DATADESC();
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};
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//-----------------------------------------------------------------------------
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// Laser dot control
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//-----------------------------------------------------------------------------
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CBaseEntity *CreateLaserDot(const Vector &origin, CBaseEntity *pOwner,
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bool bVisibleDot);
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void SetLaserDotTarget(CBaseEntity *pLaserDot, CBaseEntity *pTarget);
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void EnableLaserDot(CBaseEntity *pLaserDot, bool bEnable);
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//-----------------------------------------------------------------------------
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// Specialized mizzizzile
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//-----------------------------------------------------------------------------
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class CAPCMissile : public CMissile {
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DECLARE_CLASS(CMissile, CMissile);
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DECLARE_DATADESC();
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public:
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static CAPCMissile *Create(const Vector &vecOrigin, const QAngle &vecAngles,
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const Vector &vecVelocity, CBaseEntity *pOwner);
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CAPCMissile();
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~CAPCMissile();
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void IgniteDelay(void);
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void AugerDelay(float flDelayTime);
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void ExplodeDelay(float flDelayTime);
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void DisableGuiding();
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#if defined(HL2_DLL)
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virtual Class_T Classify(void) { return CLASS_COMBINE; }
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#endif
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void AimAtSpecificTarget(CBaseEntity *pTarget);
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void SetGuidanceHint(const char *pHintName);
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void APCSeekThink(void);
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CAPCMissile *m_pNext;
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protected:
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virtual void DoExplosion();
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virtual void ComputeActualDotPosition(CLaserDot *pLaserDot,
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Vector *pActualDotPosition,
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float *pHomingSpeed);
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virtual int AugerHealth();
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private:
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void Init();
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void ComputeLeadingPosition(const Vector &vecShootPosition,
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CBaseEntity *pTarget, Vector *pLeadPosition);
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void BeginSeekThink();
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void AugerStartThink();
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void ExplodeThink();
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void APCMissileTouch(CBaseEntity *pOther);
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float m_flReachedTargetTime;
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float m_flIgnitionTime;
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bool m_bGuidingDisabled;
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float m_flLastHomingSpeed;
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EHANDLE m_hSpecificTarget;
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string_t m_strHint;
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};
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//-----------------------------------------------------------------------------
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// Finds apc missiles in cone
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//-----------------------------------------------------------------------------
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CAPCMissile *FindAPCMissileInCone(const Vector &vecOrigin,
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const Vector &vecDirection, float flAngle);
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//-----------------------------------------------------------------------------
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// RPG
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//-----------------------------------------------------------------------------
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class CWeaponRPG : public CBaseHLCombatWeapon {
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DECLARE_CLASS(CWeaponRPG, CBaseHLCombatWeapon);
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public:
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CWeaponRPG();
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~CWeaponRPG();
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DECLARE_SERVERCLASS();
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void Precache(void);
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void PrimaryAttack(void);
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virtual float GetFireRate(void) { return 1; };
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void ItemPostFrame(void);
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void Activate(void);
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void DecrementAmmo(CBaseCombatCharacter *pOwner);
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bool Deploy(void);
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bool Holster(CBaseCombatWeapon *pSwitchingTo = NULL);
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bool Reload(void);
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bool WeaponShouldBeLowered(void);
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bool Lower(void);
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virtual void Drop(const Vector &vecVelocity);
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int GetMinBurst() { return 1; }
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int GetMaxBurst() { return 1; }
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float GetMinRestTime() { return 4.0; }
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float GetMaxRestTime() { return 4.0; }
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bool WeaponLOSCondition(const Vector &ownerPos, const Vector &targetPos,
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bool bSetConditions);
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int WeaponRangeAttack1Condition(float flDot, float flDist);
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void Operator_HandleAnimEvent(animevent_t *pEvent,
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CBaseCombatCharacter *pOperator);
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void StartGuiding(void);
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void StopGuiding(void);
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void ToggleGuiding(void);
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bool IsGuiding(void);
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void NotifyRocketDied(void);
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bool HasAnyAmmo(void);
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void SuppressGuiding(bool state = true);
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void CreateLaserPointer(void);
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void UpdateLaserPosition(Vector vecMuzzlePos = vec3_origin,
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Vector vecEndPos = vec3_origin);
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Vector GetLaserPosition(void);
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void StartLaserEffects(void);
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void StopLaserEffects(void);
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void UpdateLaserEffects(void);
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// NPC RPG users cheat and directly set the laser pointer's origin
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void UpdateNPCLaserPosition(const Vector &vecTarget);
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void SetNPCLaserPosition(const Vector &vecTarget);
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const Vector &GetNPCLaserPosition(void);
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int CapabilitiesGet(void) { return bits_CAP_WEAPON_RANGE_ATTACK1; }
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virtual const Vector &GetBulletSpread(void) {
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static Vector cone = VECTOR_CONE_3DEGREES;
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return cone;
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}
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CBaseEntity *GetMissile(void) { return m_hMissile; }
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DECLARE_ACTTABLE();
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DECLARE_DATADESC();
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protected:
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bool m_bInitialStateUpdate;
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bool m_bGuiding;
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bool m_bHideGuiding; // User to override the player's wish to guide under
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// certain circumstances
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Vector m_vecNPCLaserDot;
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CHandle<CLaserDot> m_hLaserDot;
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CHandle<CMissile> m_hMissile;
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CHandle<CSprite> m_hLaserMuzzleSprite;
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CHandle<CBeam> m_hLaserBeam;
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};
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#endif // WEAPON_RPG_H
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