You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
267 lines
7.9 KiB
267 lines
7.9 KiB
5 years ago
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose: Indirect's mortar object
|
||
|
//
|
||
|
// $NoKeywords: $
|
||
|
//=============================================================================//
|
||
|
#include "cbase.h"
|
||
|
#include "tf_player.h"
|
||
|
#include "tf_team.h"
|
||
|
#include "basecombatweapon.h"
|
||
|
#include "tf_obj.h"
|
||
|
#include "tf_obj_mortar.h"
|
||
|
#include "techtree.h"
|
||
|
#include "tf_shareddefs.h"
|
||
|
#include "weapon_mortar.h"
|
||
|
#include "vstdlib/random.h"
|
||
|
#include "movevars_shared.h"
|
||
|
#include "mortar_round.h"
|
||
|
|
||
|
|
||
|
LINK_ENTITY_TO_CLASS(obj_mortar, CObjectMortar);
|
||
|
PRECACHE_REGISTER(obj_mortar);
|
||
|
|
||
|
IMPLEMENT_SERVERCLASS_ST(CObjectMortar, DT_ObjectMortar)
|
||
|
SendPropInt( SENDINFO( m_iRoundType ), 8, SPROP_UNSIGNED, 0 ),
|
||
|
SendPropArray( SendPropInt( SENDINFO_ARRAY(m_iMortarRounds), 7, 0 ), m_iMortarRounds ),
|
||
|
END_SEND_TABLE();
|
||
|
|
||
|
BEGIN_DATADESC( CObjectMortar )
|
||
|
|
||
|
DEFINE_THINKFUNC( ReloadingThink ),
|
||
|
|
||
|
END_DATADESC()
|
||
|
|
||
|
// Mortar size
|
||
|
#define MORTAR_MINS Vector(-16, -16, 0)
|
||
|
#define MORTAR_MAXS Vector( 16, 16, 64)
|
||
|
|
||
|
ConVar obj_mortar_health( "obj_mortar_health","200", FCVAR_NONE, "Mortar object health" );
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
CObjectMortar::CObjectMortar()
|
||
|
{
|
||
|
for ( int i=0; i < m_iMortarRounds.Count(); i++ )
|
||
|
m_iMortarRounds.Set( i, 0 );
|
||
|
m_flLastBlastTime = -1;
|
||
|
UseClientSideAnimation();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CObjectMortar::Spawn()
|
||
|
{
|
||
|
SetModel( "models/objects/obj_mortar.mdl" );
|
||
|
|
||
|
SetSolid( SOLID_BBOX );
|
||
|
UTIL_SetSize(this, MORTAR_MINS, MORTAR_MAXS);
|
||
|
m_takedamage = DAMAGE_YES;
|
||
|
m_iHealth = obj_mortar_health.GetInt();
|
||
|
m_iRoundType = MA_SHELL;
|
||
|
m_iSalvoLeft = MORTAR_SALVO_SIZE;
|
||
|
m_fObjectFlags |= OF_DONT_PREVENT_BUILD_NEAR_OBJ;
|
||
|
|
||
|
SetType( OBJ_MORTAR );
|
||
|
|
||
|
// Fill out the ammo levels
|
||
|
for ( int i = 0; i < MA_LASTAMMOTYPE; i++ )
|
||
|
{
|
||
|
m_iMortarRounds.Set( i, MortarAmmoMax[i] );
|
||
|
}
|
||
|
|
||
|
BaseClass::Spawn();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CObjectMortar::Precache()
|
||
|
{
|
||
|
PrecacheModel( "models/objects/obj_mortar.mdl" );
|
||
|
PrecacheVGuiScreen( "screen_obj_mortar" );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Gets info about the control panels
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CObjectMortar::GetControlPanelInfo( int nPanelIndex, const char *&pPanelName )
|
||
|
{
|
||
|
pPanelName = "screen_obj_mortar";
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CObjectMortar::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
||
|
{
|
||
|
// Sapper removal
|
||
|
if ( RemoveEnemyAttachments( pActivator ) )
|
||
|
return;
|
||
|
|
||
|
if ( pActivator == GetOwner() )
|
||
|
{
|
||
|
int iOldType = m_iRoundType;
|
||
|
m_iRoundType += 1;
|
||
|
|
||
|
// Cycle to the next ammo type
|
||
|
while ( m_iRoundType != iOldType )
|
||
|
{
|
||
|
// Hit the end of the round types?
|
||
|
if ( m_iRoundType == MA_LASTAMMOTYPE )
|
||
|
{
|
||
|
m_iRoundType = MA_SHELL;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
// Does this round type need a technology?
|
||
|
if ( MortarAmmoTechs[ m_iRoundType ] && MortarAmmoTechs[ m_iRoundType ][0] )
|
||
|
{
|
||
|
// Does the player have the technology?
|
||
|
if ( GetOwner() && GetOwner()->HasNamedTechnology( MortarAmmoTechs[ m_iRoundType ] ) )
|
||
|
{
|
||
|
// Do we have ammo?
|
||
|
if ( m_iMortarRounds[ m_iRoundType ] > 0 )
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Go to the next round type
|
||
|
m_iRoundType += 1;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Let other team's technician try to subvert it
|
||
|
BaseClass::Use( pActivator, pCaller, useType, value );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Fire a round from the mortar
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CObjectMortar::FireMortar( float flFiringPower, float flFiringAccuracy, bool bRangeUpgraded, bool bAccuracyUpgraded )
|
||
|
{
|
||
|
// Are we reloading?
|
||
|
if ( IsReloading() )
|
||
|
return false;
|
||
|
// Do we have any ammo of this type left?
|
||
|
if ( m_iMortarRounds[ m_iRoundType ] != -1 && m_iMortarRounds[ m_iRoundType ] == 0 )
|
||
|
return false;
|
||
|
|
||
|
// Get target distance
|
||
|
float flDistance;
|
||
|
if ( bRangeUpgraded )
|
||
|
{
|
||
|
flDistance = MORTAR_RANGE_MIN + (flFiringPower * (MORTAR_RANGE_MAX_UPGRADED - MORTAR_RANGE_MIN));
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
flDistance = MORTAR_RANGE_MIN + (flFiringPower * (MORTAR_RANGE_MAX_INITIAL - MORTAR_RANGE_MIN));
|
||
|
}
|
||
|
|
||
|
// Factor in inaccuracy
|
||
|
float flInaccuracy;
|
||
|
if ( bAccuracyUpgraded )
|
||
|
{
|
||
|
flInaccuracy = MORTAR_INACCURACY_MAX_UPGRADED * (flFiringAccuracy * 4); // flFiringAccuracy is a range from -0.25 to 0.25
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
flInaccuracy = MORTAR_INACCURACY_MAX_INITIAL * (flFiringAccuracy * 4); // flFiringAccuracy is a range from -0.25 to 0.25
|
||
|
}
|
||
|
flDistance += (flDistance * MORTAR_DIST_INACCURACY) * random->RandomFloat( -flInaccuracy, flInaccuracy );
|
||
|
|
||
|
Vector forward, right;
|
||
|
AngleVectors( GetAbsAngles(), &forward, &right, NULL );
|
||
|
Vector vecTargetOrg = GetAbsOrigin() + (forward * flDistance);
|
||
|
// Add in sideways inaccuracy
|
||
|
vecTargetOrg += (right * (flDistance * flInaccuracy) );
|
||
|
|
||
|
// Trace down from the sky and find the point we're actually going to hit
|
||
|
trace_t tr;
|
||
|
Vector vecSky = vecTargetOrg + Vector(0,0,1024);
|
||
|
UTIL_TraceLine( vecSky, vecTargetOrg, MASK_ALL, this, COLLISION_GROUP_NONE, &tr );
|
||
|
vecTargetOrg = tr.endpos;
|
||
|
|
||
|
Vector vecMidPoint = vec3_origin;
|
||
|
// Start with a low arc, and keep aiming higher until we've got a roughly clear shot
|
||
|
for (int i = 2048; i <= 4096; i += 1024)
|
||
|
{
|
||
|
trace_t tr1;
|
||
|
trace_t tr2;
|
||
|
|
||
|
vecMidPoint = Vector(0,0,i) + GetAbsOrigin() + (vecTargetOrg - GetAbsOrigin()) * 0.5;
|
||
|
UTIL_TraceLine(GetAbsOrigin(), vecMidPoint, MASK_ALL, this, COLLISION_GROUP_NONE, &tr1);
|
||
|
UTIL_TraceLine(vecMidPoint, vecTargetOrg, MASK_ALL, this, COLLISION_GROUP_NONE, &tr2);
|
||
|
|
||
|
// Clear shot?
|
||
|
// We want a clear shot for the first half, and a fairly clear shot on the fall
|
||
|
if ( tr1.fraction == 1 && tr2.fraction > 0.5 )
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
// How high should we travel to reach the apex
|
||
|
float distance1 = (vecMidPoint.z - GetAbsOrigin().z);
|
||
|
float distance2 = (vecMidPoint.z - vecTargetOrg.z);
|
||
|
|
||
|
// How long will it take to travel this distance
|
||
|
float flGravity = GetCurrentGravity();
|
||
|
float time1 = sqrt( distance1 / (0.5 * flGravity) );
|
||
|
float time2 = sqrt( distance2 / (0.5 * flGravity) );
|
||
|
if (time1 < 0.1)
|
||
|
return false;
|
||
|
|
||
|
// how hard to launch to get there in time.
|
||
|
Vector vecTargetVel = (vecTargetOrg - GetLocalOrigin()) / (time1 + time2);
|
||
|
vecTargetVel.z = flGravity * time1;
|
||
|
|
||
|
// Create the round
|
||
|
CMortarRound *pRound = CMortarRound::Create( GetLocalOrigin(), vecTargetVel, edict() );
|
||
|
pRound->ChangeTeam( GetTeamNumber() );
|
||
|
pRound->SetFallTime( time1 * 0.5 ); // Start a falling sound just a bit before we begin to fall
|
||
|
pRound->SetRoundType( m_iRoundType );
|
||
|
|
||
|
// Decrease ammo count
|
||
|
if ( m_iMortarRounds[ m_iRoundType ] > 0 )
|
||
|
{
|
||
|
m_iMortarRounds.Set( m_iRoundType, m_iMortarRounds[m_iRoundType]-1 );
|
||
|
}
|
||
|
|
||
|
// Decrease salvo count
|
||
|
if ( m_iSalvoLeft )
|
||
|
{
|
||
|
m_iSalvoLeft--;
|
||
|
if ( m_iSalvoLeft <= 0 )
|
||
|
{
|
||
|
// Time to reload
|
||
|
StartReloading();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Start reloading our next salvo
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CObjectMortar::StartReloading( void )
|
||
|
{
|
||
|
SetThink( ReloadingThink );
|
||
|
SetNextThink( gpGlobals->curtime + MORTAR_RELOAD_TIME );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Finish reloading our salvo
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CObjectMortar::ReloadingThink( void )
|
||
|
{
|
||
|
SetThink( NULL );
|
||
|
|
||
|
m_iSalvoLeft = MORTAR_SALVO_SIZE;
|
||
|
}
|
||
|
|