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263 lines
6.7 KiB
263 lines
6.7 KiB
![]()
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: A moving vehicle that is used as a battering ram
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "tf_vehicle_tank.h"
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#include "engine/IEngineSound.h"
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#include "VGuiScreen.h"
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#include "ammodef.h"
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#include "in_buttons.h"
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#include "vehicle_mortar_shared.h"
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#include "movevars_shared.h"
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#include "mortar_round.h"
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#include "explode.h"
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#include "tf_gamerules.h"
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#include "shake.h"
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#include "basetempentity.h"
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#include "weapon_grenade_rocket.h"
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#define TANK_MINS Vector(-30, -50, -10)
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#define TANK_MAXS Vector( 30, 50, 55)
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#define TANK_MODEL "models/objects/vehicle_tank.mdl"
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// N seconds between tank shots.
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#define TANK_FIRE_INTERVAL 2
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#define TANK_MAX_RANGE 1800
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const char *g_pTurretThinkContextName = "TurretThinkContext";
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ConVar vehicle_tank_damage( "vehicle_tank_damage","150", FCVAR_NONE, "Tank Rocket damage" );
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ConVar vehicle_tank_range( "vehicle_tank_range","1000", FCVAR_NONE, "Tank Rocket range" );
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ConVar vehicle_tank_radius( "vehicle_tank_radius","128", FCVAR_NONE, "Tank rocket explosive radius" );
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// How fast the turret rotates to where the driver is facing.
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#define TURRET_DEGREES_PER_SEC 30
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IMPLEMENT_SERVERCLASS_ST( CVehicleTank, DT_VehicleTank )
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SendPropAngle( SENDINFO( m_flTurretYaw ), 11 ),
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SendPropAngle( SENDINFO( m_flTurretPitch ), 11 ),
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END_SEND_TABLE()
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LINK_ENTITY_TO_CLASS( vehicle_tank, CVehicleTank );
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PRECACHE_REGISTER( vehicle_tank );
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// CVars
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ConVar vehicle_tank_health( "vehicle_tank_health","800", FCVAR_NONE, "Tank health" );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CVehicleTank::CVehicleTank()
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{
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m_flClientYaw = 0;
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m_flClientPitch = 0;
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m_flTurretYaw = 0;
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m_flTurretPitch = 0;
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m_flNextFireTime = 0;
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UseClientSideAnimation();
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}
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CVehicleTank::~CVehicleTank()
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CVehicleTank::Precache()
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{
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PrecacheModel( TANK_MODEL );
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PrecacheVGuiScreen( "screen_vulnerable_point" );
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PrecacheScriptSound( "VehicleTank.FireSound" );
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BaseClass::Precache();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CVehicleTank::Spawn()
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{
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SetModel( TANK_MODEL );
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// This size is used for placement only...
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SetSize( TANK_MINS, TANK_MAXS );
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m_takedamage = DAMAGE_YES;
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m_iHealth = vehicle_tank_health.GetInt();
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SetType( OBJ_VEHICLE_TANK );
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SetMaxPassengerCount( 3 );
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// This can go away when the tank is using a real tank model.
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SetActivity( ACT_DEPLOY );
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SetContextThink( TurretThink, gpGlobals->curtime, g_pTurretThinkContextName );
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BaseClass::Spawn();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Gets info about the control panels
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//-----------------------------------------------------------------------------
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void CVehicleTank::GetControlPanelInfo( int nPanelIndex, const char *&pPanelName )
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{
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//pPanelName = "screen_vehicle_siege_tower";
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pPanelName = "screen_vulnerable_point";
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}
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float MoveAngleTowards( float flAngle, float flTowards, float flRate )
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{
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// Translate so flTowards is 0, then interpolate towards 0 or 360.
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flAngle -= flTowards;
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// Move yaw to the client yaw using the shortest path.
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flAngle = anglemod( flAngle );
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if ( flAngle > 180 )
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{
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flAngle = MIN( 360, flAngle + flRate );
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}
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else
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{
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flAngle = MAX( 0, flAngle - flRate );
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}
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// Translate back.
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flAngle += flTowards;
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return flAngle;
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}
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void CVehicleTank::TurretThink()
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{
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float flStartYaw = m_flTurretYaw;
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float flStartPitch = m_flTurretPitch;
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m_flTurretYaw = MoveAngleTowards( m_flTurretYaw, m_flClientYaw, gpGlobals->frametime * TURRET_DEGREES_PER_SEC );
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m_flTurretPitch = MoveAngleTowards( m_flTurretPitch, m_flClientPitch, gpGlobals->frametime * TURRET_DEGREES_PER_SEC );
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SetBoneController( 0, m_flTurretYaw );
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SetBoneController( 1, m_flTurretPitch );
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SetContextThink( TurretThink, gpGlobals->curtime, g_pTurretThinkContextName );
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}
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//-----------------------------------------------------------------------------
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// Here's where we deal with weapons
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//-----------------------------------------------------------------------------
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void CVehicleTank::OnItemPostFrame( CBaseTFPlayer *pDriver )
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{
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// I can't do anything if I'm not active
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if ( !ShouldBeActive() )
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return;
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// Make sure we're allowed to fire here
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if ( !IsReadyToDrive() )
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return;
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if ( GetPassengerRole( pDriver ) != VEHICLE_ROLE_DRIVER )
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return;
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if ( pDriver->m_nButtons & IN_ATTACK )
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{
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// Time to fire?
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if ( gpGlobals->curtime >= m_flNextFireTime )
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{
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Fire();
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}
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}
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else if ( pDriver->m_nButtons & (IN_ATTACK2 | IN_SPEED) )
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{
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//StartBoost();
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BaseClass::OnItemPostFrame( pDriver );
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}
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}
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void CVehicleTank::Fire()
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{
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// NOTE: this code reverses the steps taken in C_VehicleTank::ClientThink to
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// reconstruct the fire direction.
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// Build local angles.
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QAngle angles;
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angles[YAW] = m_flTurretYaw + 90;
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angles[PITCH] = -m_flTurretPitch;
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angles[ROLL] = 0;
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// Convert to a forward vector.
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Vector vForward, vLocalForward;
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AngleVectors( angles, &vLocalForward );
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// Move the vector to world space.
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matrix3x4_t tankToWorld;
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AngleMatrix( GetAbsAngles(), tankToWorld );
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VectorTransform( vLocalForward, tankToWorld, vForward );
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Vector vFireOrigin;
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QAngle dummy;
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GetAttachment( LookupAttachment( "muzzle" ), vFireOrigin, dummy );
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// Create the rocket.
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CWeaponGrenadeRocket *pRocket = CWeaponGrenadeRocket::Create( vFireOrigin, vForward, vehicle_tank_range.GetFloat(), this );
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if ( pRocket )
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{
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pRocket->SetRealOwner( GetDriverPlayer() );
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pRocket->SetDamage( vehicle_tank_damage.GetFloat() );
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pRocket->SetDamageRadius( vehicle_tank_radius.GetFloat() );
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// Apply a screen shake.
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UTIL_ScreenShake( vFireOrigin, 12, 60, 1.5, 512, SHAKE_START, true );
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// BOOM!
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CPASAttenuationFilter pasAttenuation( this, "VehicleTank.FireSound" );
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EmitSound( pasAttenuation, entindex(), "VehicleTank.FireSound" );
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}
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m_flNextFireTime = gpGlobals->curtime + TANK_FIRE_INTERVAL;
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}
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bool CVehicleTank::ClientCommand( CBaseTFPlayer *pPlayer, const char *pCmd, ICommandArguments *pArg )
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{
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ResetDeteriorationTime();
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if ( FStrEq( pCmd, "TurretAngles" ) )
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{
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m_flClientYaw = atof( pArg->Argv(1) );
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m_flClientPitch = atof( pArg->Argv(2) );
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return true;
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}
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return BaseClass::ClientCommand( pPlayer, pCmd, pArg );
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}
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bool CVehicleTank::IsPassengerUsingStandardWeapons( int nRole )
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{
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return ( nRole != VEHICLE_ROLE_DRIVER );
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}
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