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258 lines
8.4 KiB
258 lines
8.4 KiB
5 years ago
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//========= 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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#include "cbase.h"
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#include "mortar_round.h"
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#include "engine/IEngineSound.h"
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#include "tf_gamerules.h"
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#include "tf_team.h"
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// Damage CVars
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ConVar weapon_mortar_shell_damage( "weapon_mortar_shell_damage","0", FCVAR_NONE, "Mortar's standard shell maximum damage" );
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ConVar weapon_mortar_shell_radius( "weapon_mortar_shell_radius","0", FCVAR_NONE, "Mortar's standard shell splash radius" );
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ConVar weapon_mortar_starburst_damage( "weapon_mortar_starburst_damage","0", FCVAR_NONE, "Mortar's starburst maximum damage" );
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ConVar weapon_mortar_starburst_radius( "weapon_mortar_starburst_radius","0", FCVAR_NONE, "Mortar's starburst splash radius" );
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ConVar weapon_mortar_cluster_shells( "weapon_mortar_cluster_shells","0", FCVAR_NONE, "Number of shells a mortar cluster round bursts into" );
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//=====================================================================================================
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// MORTAR ROUND
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//=====================================================================================================
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BEGIN_DATADESC( CMortarRound )
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// Function Pointers
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DEFINE_FUNCTION( MissileTouch ),
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DEFINE_FUNCTION( FallThink ),
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END_DATADESC()
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LINK_ENTITY_TO_CLASS( mortar_round, CMortarRound );
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PRECACHE_WEAPON_REGISTER(mortar_round);
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CMortarRound::CMortarRound()
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{
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m_pSmokeTrail = NULL;
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m_pLauncher = NULL;
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m_iRoundType = MA_SHELL;
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UseClientSideAnimation();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CMortarRound::Precache( void )
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{
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PrecacheModel( "models/weapons/w_grenade.mdl" );
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PrecacheScriptSound( "MortarRound.StopSound" );
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PrecacheScriptSound( "MortarRound.IncomingSound" );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CMortarRound::Spawn( void )
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{
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Precache();
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SetMoveType( MOVETYPE_FLYGRAVITY );
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SetSolid( SOLID_BBOX );
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SetModel( "models/weapons/w_grenade.mdl" );
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UTIL_SetSize( this, vec3_origin, vec3_origin );
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SetTouch( MissileTouch );
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SetCollisionGroup( TFCOLLISION_GROUP_WEAPON );
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// Trail smoke
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m_pSmokeTrail = SmokeTrail::CreateSmokeTrail();
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if ( m_pSmokeTrail )
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{
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m_pSmokeTrail->m_SpawnRate = 90;
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m_pSmokeTrail->m_ParticleLifetime = 1.5;
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m_pSmokeTrail->m_StartColor.Init(0.0, 0.0, 0.0);
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m_pSmokeTrail->m_EndColor.Init( 0.5,0.5,0.5 );
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m_pSmokeTrail->m_StartSize = 10;
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m_pSmokeTrail->m_EndSize = 50;
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m_pSmokeTrail->m_SpawnRadius = 1;
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m_pSmokeTrail->m_MinSpeed = 15;
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m_pSmokeTrail->m_MaxSpeed = 25;
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m_pSmokeTrail->SetLifetime(15);
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m_pSmokeTrail->FollowEntity( this );
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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 CMortarRound::MissileTouch( CBaseEntity *pOther )
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{
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CMortarRound *pRound = dynamic_cast< CMortarRound* >(pOther);
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if ( pRound )
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return;
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// Stop emitting smoke/sound
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m_pSmokeTrail->SetEmit(false);
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EmitSound( "MortarRound.StopSound" );
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// Create an explosion.
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if ( m_iRoundType == MA_STARBURST )
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{
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// Small explosion, blind people in the area
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float flBlind = 0;
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// Shift it up a bit for the explosion
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SetLocalOrigin( GetAbsOrigin() + Vector(0,0,32) );
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CPASFilter filter( GetAbsOrigin() );
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te->Explosion( filter, 0.0, &GetAbsOrigin(), g_sModelIndexFireball, 3.0, 15, TE_EXPLFLAG_NONE, 512, 100 );
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RadiusDamage( CTakeDamageInfo( this, GetOwnerEntity(), weapon_mortar_starburst_damage.GetFloat(), DMG_BLAST ), GetAbsOrigin(), weapon_mortar_starburst_radius.GetFloat(), CLASS_NONE, NULL );
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// Blind all players nearby
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for ( int i = 1; i <= gpGlobals->maxClients; i++ )
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{
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CBaseTFPlayer *pPlayer = ToBaseTFPlayer( UTIL_PlayerByIndex(i) );
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if ( pPlayer )
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{
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Vector vecSrc = pPlayer->EyePosition();
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Vector vecToTarget = (vecSrc - GetAbsOrigin());
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float flLength = VectorNormalize( vecToTarget );
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// If the player's looking at the grenade, blind him a lot
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if ( flLength < 2048 )
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{
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Vector forward, right, up;
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AngleVectors( pPlayer->pl.v_angle, &forward, &right, &up );
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float flDot = DotProduct( vecToTarget, forward );
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// Msg( "Dot: %f\n", flDot );
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// Make sure it's in front of the player
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if ( flDot < 0.0f )
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{
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flDot = fabs( DotProduct(vecToTarget, right ) ) + fabs( DotProduct(vecToTarget, up ) );
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// Open LOS?
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trace_t tr;
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UTIL_TraceLine( vecSrc, GetAbsOrigin(), MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
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if ( ( tr.fraction == 1.0f ) || ( tr.m_pEnt == pPlayer ) )
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{
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flBlind = flDot;
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}
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else
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{
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// Blocked blind is only half as effective
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flBlind = flDot * 0.5;
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}
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}
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else if ( flLength < 512 )
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{
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// Otherwise, if the player's near the grenade blind him a little
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flBlind = 0.2;
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}
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// Flash the screen red
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color32 white = {255,255,255, 255};
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white.a = MIN( (flBlind * 255), 255 );
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UTIL_ScreenFade( pPlayer, white, 0.3, 5.0, 0 );
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}
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}
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}
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UTIL_Remove( this );
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}
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else
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{
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// Large explosion
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// Shift it up a bit for the explosion
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SetLocalOrigin( GetAbsOrigin() + Vector(0,0,64) );
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CPASFilter filter( GetAbsOrigin() );
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te->Explosion( filter, 0.0, &GetAbsOrigin(), g_sModelIndexFireball, 10.0, 15, TE_EXPLFLAG_NONE, 512, 300 );
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RadiusDamage( CTakeDamageInfo( this, GetOwnerEntity(), weapon_mortar_shell_damage.GetFloat(), DMG_BLAST ), GetAbsOrigin(), weapon_mortar_shell_radius.GetFloat(), CLASS_NONE, NULL );
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UTIL_Remove( this );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Play a fall sound when the mortar round begins to fall
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//-----------------------------------------------------------------------------
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void CMortarRound::FallThink( void )
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{
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if ( m_pLauncher )
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{
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CRecipientFilter filter;
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filter.AddAllPlayers();
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EmitSound( filter, entindex(), "MortarRound.IncomingSound" );
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// Cluster bombs split up in the air
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if ( m_iRoundType == MA_CLUSTER )
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{
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Vector forward, right;
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QAngle angles;
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VectorAngles( GetAbsVelocity(), angles );
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SetLocalAngles( angles );
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AngleVectors( GetLocalAngles(), &forward, &right, NULL );
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for ( int i = 0; i < weapon_mortar_cluster_shells.GetInt(); i++ )
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{
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Vector vecVelocity = GetAbsVelocity();
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vecVelocity += forward * random->RandomFloat( -200, 200 );
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vecVelocity += right * random->RandomFloat( -200, 200 );
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CMortarRound *pRound = CMortarRound::Create( GetAbsOrigin(), vecVelocity, GetOwnerEntity() ? GetOwnerEntity()->edict() : NULL );
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pRound->SetLauncher( m_pLauncher );
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pRound->ChangeTeam( GetTeamNumber() );
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pRound->m_iRoundType = MA_SHELL;
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}
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Keep a pointer to the Launcher
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//-----------------------------------------------------------------------------
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void CMortarRound::SetLauncher( CVehicleMortar *pLauncher )
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{
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m_pLauncher = pLauncher;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Set the point at which we should start playing the fall sound
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//-----------------------------------------------------------------------------
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void CMortarRound::SetFallTime( float flFallTime )
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{
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SetThink( FallThink );
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SetNextThink( gpGlobals->curtime + flFallTime );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Set the round's type
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//-----------------------------------------------------------------------------
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void CMortarRound::SetRoundType( int iRoundType )
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{
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m_iRoundType = iRoundType;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Create a missile
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//-----------------------------------------------------------------------------
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CMortarRound* CMortarRound::Create( const Vector &vecOrigin, const Vector &vecVelocity, edict_t *pentOwner = NULL )
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{
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CMortarRound *pGrenade = (CMortarRound*)CreateEntityByName("mortar_round");
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UTIL_SetOrigin( pGrenade, vecOrigin );
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pGrenade->SetOwnerEntity( Instance( pentOwner ) );
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pGrenade->Spawn();
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pGrenade->SetAbsVelocity( vecVelocity );
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QAngle angles;
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VectorAngles( vecVelocity, angles );
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pGrenade->SetLocalAngles( angles );
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return pGrenade;
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}
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