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223 lines
7.3 KiB
223 lines
7.3 KiB
1 year ago
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#ifndef _INCLUDED_ASW_ROCKET_H
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#define _INCLUDED_ASW_ROCKET_H
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#include "basehlcombatweapon.h"
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class RocketTrail;
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/// This is a class that can handle cases where you have, say, ten projectiles
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/// and three enemies, and you'd like each enemy to get just the number of projectiles
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/// necessary to kill it. It stores a dictionary of targeted enemies, the total damage
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/// to be done so far upon each of them given the allocated projectiles, and a linked
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/// list of projectiles (or spell effects or what have you) allocated to each one.
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class CASW_DamageAllocationMgr
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{
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public:
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// typedefs
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// relevant data about a given projectile: its handle, and the damage it causes
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struct ProjectileInfo_t
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{
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EHANDLE m_hHandle;
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float m_flDamage;
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ProjectileInfo_t() : m_flDamage(0) {}
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ProjectileInfo_t( CBaseEntity *pProj, float damage ) : m_hHandle(pProj),
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m_flDamage(damage) {}
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};
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// we store the chain of projectiles allocated to each target
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// as a linked list. This is actually a MULTILIST, which means
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// that many linked lists actually share the pool of spaces herein
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typedef CUtlLinkedList< ProjectileInfo_t, unsigned short, true, unsigned int > ProjectilePool_t;
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struct tuple_t
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{
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EHANDLE m_hTargeted;
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float m_flAccumulatedDamage;
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ProjectilePool_t::IndexType_t m_nProjectiles; ///< head of linked list of projectiles targeted at this object
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tuple_t() : m_flAccumulatedDamage(0), m_nProjectiles( ProjectilePool_t::InvalidIndex() ) {};
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tuple_t( const EHANDLE &handle ) : m_hTargeted(handle),
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m_flAccumulatedDamage(0), m_nProjectiles( ProjectilePool_t::InvalidIndex() ) {};
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};
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/// an index into the targets contained herein.
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// typedeffed just in case I need to change it from being a pointer.
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typedef tuple_t* IndexType_t;
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// functions
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// get the element for a given IndexType_t
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inline tuple_t &operator[]( const IndexType_t &I ) { return Elem(I); }
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inline tuple_t &Elem( const IndexType_t &I );
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inline bool IsValid( const IndexType_t &I ) const ;
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static inline IndexType_t InvalidIndex();
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// if the object hasn't got anything allocated, returns NULL
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IndexType_t Find( const EHANDLE &handle ) ;
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// add this object to the damage allocator, with nothing allocated
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// to it yet. returns the allocated tuple_t. returns the existing one
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// if the object is already in the manager.
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IndexType_t Insert( CBaseEntity* pTarget );
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void Remove( const EHANDLE &handle );
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// allocate a projectile to a target. returns total damage being done to target so far.
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inline float Allocate( CBaseEntity *pTarget, CBaseEntity *pProjectile, float flDamage );
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float Allocate( IndexType_t iTarget, CBaseEntity *pProjectile, float flDamage );
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// remove a projectile from a target. returns total damage being done to target so far.
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inline float Deallocate( CBaseEntity *pTarget, CBaseEntity *pProjectile );
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float Deallocate( IndexType_t iTarget, CBaseEntity *pProjectile );
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// is the given projectile allocated to the given target?
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inline bool IsProjectileForTarget( IndexType_t iTarget, CBaseEntity *pProjectile );
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// constructor
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CASW_DamageAllocationMgr( int baseSize = 0 ) : m_Targets( 0, baseSize ), m_ProjectileLists( 0, baseSize ) {};
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protected:
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// look through the projectile pool for a given target and return the index
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// of the ProjectilePool_t corresponding to the given projectile. Return
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// ProjectilePool_t::InvalidIndex if not found.
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ProjectilePool_t::IndexType_t GetProjectileIndexInTarget( IndexType_t iTarget, CBaseEntity *pProjectile );
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// rebuild consistency
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void Rebuild( IndexType_t iTarget );
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CUtlVectorConservative< tuple_t > m_Targets;
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ProjectilePool_t m_ProjectileLists;
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};
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inline CASW_DamageAllocationMgr::tuple_t & CASW_DamageAllocationMgr::Elem( const IndexType_t &I )
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{
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return *I;
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}
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inline bool CASW_DamageAllocationMgr::IsProjectileForTarget( IndexType_t iTarget, CBaseEntity *pProjectile )
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{
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return GetProjectileIndexInTarget( iTarget, pProjectile ) != ProjectilePool_t::InvalidIndex();
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}
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inline float CASW_DamageAllocationMgr::Allocate( CBaseEntity *pTarget, CBaseEntity *pProjectile, float flDamage )
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{
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IndexType_t i = Find(pTarget);
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if ( !IsValid(i) )
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{
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AssertMsg2( false, "Tried to allocate %s as a damage projectile to %s but it isn't managed\n",
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pProjectile->GetDebugName(), pTarget->GetDebugName() );
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i = Insert( pTarget );
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}
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return Allocate( i, pProjectile, flDamage );
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}
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inline float CASW_DamageAllocationMgr::Deallocate( CBaseEntity *pTarget, CBaseEntity *pProjectile )
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{
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IndexType_t i = Find(pTarget);
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if ( !IsValid(i) )
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{
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AssertMsg2( false, "Tried to remove %s as a damage projectile to unmanaged %s\n",
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pProjectile->GetDebugName(), pTarget->GetDebugName() );
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return 0;
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}
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else
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{
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return Deallocate( i, pProjectile );
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}
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}
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inline CASW_DamageAllocationMgr::IndexType_t CASW_DamageAllocationMgr::InvalidIndex()
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{
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return NULL;
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}
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inline bool CASW_DamageAllocationMgr::IsValid( const IndexType_t &I ) const
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{
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return I != InvalidIndex();
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}
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class CASW_Rocket : public CBaseCombatCharacter
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{
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DECLARE_CLASS( CASW_Rocket, CBaseCombatCharacter );
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DECLARE_SERVERCLASS();
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public:
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static const int EXPLOSION_RADIUS = 200;
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CASW_Rocket();
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virtual ~CASW_Rocket();
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Class_T Classify( void ) { return CLASS_MISSILE; }
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virtual void Spawn( void );
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virtual void Activate( void );
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virtual void StopLoopingSounds( void );
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virtual void Precache( void );
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void MissileTouch( CBaseEntity *pOther );
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void Explode( void );
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void AccelerateThink( 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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static CASW_Rocket *Create( float fDamage, const Vector &vecOrigin, const QAngle &vecAngles, CBaseCombatCharacter *pentOwner = NULL , CBaseEntity * pCreatorWeapon = NULL, const char *className = "asw_rocket" );
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void CreateDangerSounds( bool bState ){ m_bCreateDangerSounds = bState; }
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void FindHomingPosition( Vector *pTarget );
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CBaseEntity *FindPotentialTarget( void ) const ; /// find a good enemy for us to target. The enemy isn't actually targeted until the result is written back to m_hHomingTarget
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void SetTarget( CBaseEntity *pTarget );
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inline CBaseEntity *GetTarget( void ) { return m_hHomingTarget.Get(); }
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virtual void DrawDebugGeometryOverlays();
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int m_iAttributeEffects;
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EHANDLE m_hCreatorWeapon;
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Class_T m_CreatorWeaponClass;
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protected:
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virtual void DoExplosion(bool bHitwall);
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Vector IntegrateRocketThrust( const Vector &vTargetDir, float flDist ) const ;
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void ComputeWallDodge( const Vector &vCurVel ); /// if we're headed for a wall, adjust the wobble angles so we steer away
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float GetLifeFraction() const;
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bool IsWallDodging() const;
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EHANDLE m_hHomingTarget;
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float m_flDamage;
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float m_fSpawnTime;
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float m_fDieTime;
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const char * m_szFlightSound;
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const char * m_szDetonationSound;
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static CASW_DamageAllocationMgr m_RocketAssigner;
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private:
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float m_flGracePeriodEndsAt;
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float m_flNextWobbleTime;
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QAngle m_vWobbleAngles; ///< will approach this direction while wobbling
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bool m_bCreateDangerSounds;
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bool m_bFlyingWild; // has no target, is wobbling crazily
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DECLARE_DATADESC();
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};
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#endif // _INCLUDED_ASW_ROCKET_H
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