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312 lines
8.6 KiB
312 lines
8.6 KiB
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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#include "cbase.h"
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#include "tf_projectile_rocket.h"
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#include "tf_projectile_arrow.h"
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#include "tf_weapon_grenade_pipebomb.h"
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class CTFPointWeaponMimic : public CPointEntity
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{
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DECLARE_CLASS( CTFPointWeaponMimic, CPointEntity );
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public:
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DECLARE_DATADESC();
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CTFPointWeaponMimic();
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~CTFPointWeaponMimic();
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virtual void Spawn();
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void InputFireOnce( inputdata_t& inputdata );
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void InputFireMultiple( inputdata_t& inputdata );
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void DetonateStickies( inputdata_t& inputdata );
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private:
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void Fire();
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void FireRocket();
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void FireGrenade();
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void FireArrow();
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void FireStickyGrenade();
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enum eWeaponType
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{
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WEAPON_STANDARD_ROCKET,
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WEAPON_STANDARD_GRENADE,
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WEAPON_STANDARD_ARROW,
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WEAPON_STICKY_GRENADE,
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WEAPON_TYPES
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};
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QAngle GetFiringAngles() const;
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float GetSpeed() const;
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int m_nWeaponType;
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bool m_bContinousFire;
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// Effects for firing
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const char* m_pzsFireSound;
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const char* m_pzsFireParticles;
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// Override/defaults for the projectile/bullets
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const char* m_pzsModelOverride;
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float m_flModelScale;
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float m_flSpeedMin;
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float m_flSpeedMax;
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float m_flDamage;
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float m_flSplashRadius;
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float m_flSpreadAngle;
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bool m_bCrits;
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// List of active pipebombs
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typedef CHandle<CTFGrenadePipebombProjectile> PipebombHandle;
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CUtlVector<PipebombHandle> m_Pipebombs;
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};
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LINK_ENTITY_TO_CLASS( tf_point_weapon_mimic, CTFPointWeaponMimic );
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// Data Description
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BEGIN_DATADESC( CTFPointWeaponMimic )
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// Keyfields
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DEFINE_KEYFIELD( m_nWeaponType, FIELD_INTEGER, "WeaponType" ),
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DEFINE_KEYFIELD( m_pzsFireSound, FIELD_SOUNDNAME, "FireSound" ),
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DEFINE_KEYFIELD( m_pzsFireParticles, FIELD_STRING, "ParticleEffect" ),
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DEFINE_KEYFIELD( m_pzsModelOverride, FIELD_MODELNAME, "ModelOverride" ),
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DEFINE_KEYFIELD( m_flModelScale, FIELD_FLOAT, "ModelScale" ),
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DEFINE_KEYFIELD( m_flSpeedMin, FIELD_FLOAT, "SpeedMin" ),
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DEFINE_KEYFIELD( m_flSpeedMax, FIELD_FLOAT, "SpeedMax" ),
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DEFINE_KEYFIELD( m_flDamage, FIELD_FLOAT, "Damage" ),
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DEFINE_KEYFIELD( m_flSplashRadius, FIELD_FLOAT, "SplashRadius" ),
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DEFINE_KEYFIELD( m_flSpreadAngle, FIELD_FLOAT, "SpreadAngle" ),
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DEFINE_KEYFIELD( m_bCrits, FIELD_BOOLEAN, "Crits" ),
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DEFINE_INPUTFUNC( FIELD_VOID, "FireOnce", InputFireOnce ),
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DEFINE_INPUTFUNC( FIELD_INTEGER, "FireMultiple", InputFireMultiple ),
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DEFINE_INPUTFUNC( FIELD_VOID, "DetonateStickies", DetonateStickies ),
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END_DATADESC()
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CTFPointWeaponMimic::CTFPointWeaponMimic()
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: m_pzsModelOverride( NULL )
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{
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}
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CTFPointWeaponMimic::~CTFPointWeaponMimic()
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{
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}
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void CTFPointWeaponMimic::Spawn()
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{
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BaseClass::Spawn();
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if( m_pzsModelOverride )
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{
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PrecacheModel( m_pzsModelOverride );
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}
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ChangeTeam( TF_TEAM_BLUE );
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}
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void CTFPointWeaponMimic::InputFireOnce( inputdata_t& inputdata )
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{
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Fire();
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}
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void CTFPointWeaponMimic::InputFireMultiple( inputdata_t& inputdata )
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{
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int nNumFires = Max( 1, abs(inputdata.value.Int()) );
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while( nNumFires-- )
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{
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Fire();
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}
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}
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void CTFPointWeaponMimic::DetonateStickies( inputdata_t& inputdata )
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{
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int count = m_Pipebombs.Count();
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for ( int i = 0; i < count; i++ )
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{
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CTFGrenadePipebombProjectile *pTemp = m_Pipebombs[i];
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if ( pTemp )
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{
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//This guy will die soon enough.
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if ( pTemp->IsEffectActive( EF_NODRAW ) )
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continue;
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pTemp->Detonate();
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}
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}
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m_Pipebombs.Purge();
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}
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void CTFPointWeaponMimic::Fire()
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{
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Assert( m_nWeaponType >= 0 && m_nWeaponType < WEAPON_TYPES );
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switch( m_nWeaponType )
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{
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case WEAPON_STANDARD_ROCKET:
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FireRocket();
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break;
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case WEAPON_STANDARD_GRENADE:
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FireGrenade();
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break;
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case WEAPON_STANDARD_ARROW:
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FireArrow();
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break;
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case WEAPON_STICKY_GRENADE:
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FireStickyGrenade();
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break;
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}
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}
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void CTFPointWeaponMimic::FireRocket()
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{
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CTFProjectile_Rocket *pProjectile = CTFProjectile_Rocket::Create( this, GetAbsOrigin(), GetFiringAngles(), this, NULL);
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if ( pProjectile )
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{
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if( m_pzsModelOverride )
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{
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pProjectile->SetModel( m_pzsModelOverride );
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}
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pProjectile->ChangeTeam( TF_TEAM_BLUE );
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pProjectile->SetCritical( m_bCrits );
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pProjectile->SetDamage( m_flDamage );
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Vector vVelocity = pProjectile->GetAbsVelocity().Normalized() * GetSpeed();
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pProjectile->SetAbsVelocity( vVelocity );
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pProjectile->SetupInitialTransmittedGrenadeVelocity( vVelocity );
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pProjectile->SetCollisionGroup( TFCOLLISION_GROUP_ROCKET_BUT_NOT_WITH_OTHER_ROCKETS );
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}
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}
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void CTFPointWeaponMimic::FireGrenade()
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{
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QAngle vFireAngles = GetFiringAngles();
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Vector vForward, vUp;
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AngleVectors( vFireAngles, &vForward, NULL, &vUp );
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Vector vVelocity( vForward * GetSpeed() );
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CTFGrenadePipebombProjectile *pGrenade = static_cast<CTFGrenadePipebombProjectile*>( CBaseEntity::CreateNoSpawn( "tf_projectile_pipe", GetAbsOrigin(), vFireAngles, this ) );
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if ( pGrenade )
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{
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DispatchSpawn( pGrenade );
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if( m_pzsModelOverride )
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{
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pGrenade->SetModel( m_pzsModelOverride );
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}
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pGrenade->InitGrenade( vVelocity, AngularImpulse( 600, random->RandomInt( -1200, 1200 ), 0 ), NULL, m_flDamage, m_flSplashRadius );
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pGrenade->ChangeTeam( TF_TEAM_BLUE );
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pGrenade->m_nSkin = 1;
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pGrenade->SetDetonateTimerLength( 2.f );
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pGrenade->SetModelScale( m_flModelScale );
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pGrenade->SetCollisionGroup( TFCOLLISION_GROUP_ROCKETS ); // we want to use collision_group_rockets so we don't ever collide with players
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pGrenade->SetDamage( m_flDamage );
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pGrenade->SetFullDamage( m_flDamage );
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pGrenade->SetDamageRadius( m_flSplashRadius );
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pGrenade->SetCritical( m_bCrits );
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vVelocity = pGrenade->GetAbsVelocity().Normalized() * GetSpeed();
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pGrenade->SetAbsVelocity( vVelocity );
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pGrenade->SetupInitialTransmittedGrenadeVelocity( vVelocity );
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}
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}
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void CTFPointWeaponMimic::FireArrow()
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{
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CTFProjectile_Arrow *pProjectile = CTFProjectile_Arrow::Create( GetAbsOrigin(), GetFiringAngles(), 2000, 0.7f, TF_PROJECTILE_ARROW, this, NULL );
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if ( pProjectile )
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{
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if( m_pzsModelOverride )
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{
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pProjectile->SetModel( m_pzsModelOverride );
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}
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pProjectile->ChangeTeam( TF_TEAM_BLUE );
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pProjectile->SetCritical( m_bCrits );
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pProjectile->SetDamage( m_flDamage );
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Vector vVelocity = pProjectile->GetAbsVelocity().Normalized() * GetSpeed();
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pProjectile->SetAbsVelocity( vVelocity );
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pProjectile->SetupInitialTransmittedGrenadeVelocity( vVelocity );
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pProjectile->SetCollisionGroup( TFCOLLISION_GROUP_ROCKET_BUT_NOT_WITH_OTHER_ROCKETS );
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}
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}
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void CTFPointWeaponMimic::FireStickyGrenade()
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{
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QAngle vFireAngles = GetFiringAngles();
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Vector vForward, vUp;
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AngleVectors( vFireAngles, &vForward, NULL, &vUp );
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Vector vVelocity( vForward * GetSpeed() );
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CTFGrenadePipebombProjectile *pGrenade = static_cast<CTFGrenadePipebombProjectile*>( CBaseEntity::CreateNoSpawn( "tf_projectile_pipe", GetAbsOrigin(), vFireAngles, this ) );
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if ( pGrenade )
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{
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pGrenade->m_bDefensiveBomb = true;
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pGrenade->SetPipebombMode( TF_GL_MODE_REMOTE_DETONATE );
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pGrenade->SetModelScale( m_flModelScale );
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pGrenade->SetCollisionGroup( TFCOLLISION_GROUP_ROCKETS ); // we want to use collision_group_rockets so we don't ever collide with players
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pGrenade->SetCanTakeDamage( false );
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DispatchSpawn( pGrenade );
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if( m_pzsModelOverride )
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{
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pGrenade->SetModel( m_pzsModelOverride );
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}
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else
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{
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pGrenade->SetModel( "models/weapons/w_models/w_stickybomb_d.mdl" );
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}
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pGrenade->InitGrenade( vVelocity, AngularImpulse( 600, random->RandomInt( -1200, 1200 ), 0 ), NULL, m_flDamage, m_flSplashRadius );
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vVelocity = pGrenade->GetAbsVelocity().Normalized() * GetSpeed();
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pGrenade->SetAbsVelocity( vVelocity );
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pGrenade->SetupInitialTransmittedGrenadeVelocity( vVelocity );
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pGrenade->SetDamage( m_flDamage );
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pGrenade->SetFullDamage( m_flDamage );
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pGrenade->SetDamageRadius( m_flSplashRadius );
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pGrenade->SetCritical( m_bCrits );
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pGrenade->ChangeTeam( TF_TEAM_BLUE );
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pGrenade->m_nSkin = 1;
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m_Pipebombs.AddToTail( pGrenade );
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}
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}
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QAngle CTFPointWeaponMimic::GetFiringAngles() const
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{
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// No spread? Straight along our angles, then
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QAngle angles = GetAbsAngles();
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if( m_flSpreadAngle == 0 )
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return angles;
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Vector vForward, vRight, vUp;
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AngleVectors( angles, &vForward, &vRight, &vUp );
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// Rotate around up by half the spread input, then rotate around the original forward by +-180
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float flHalfSpread = m_flSpreadAngle / 2.f;
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VMatrix mtxRotateAroundUp = SetupMatrixAxisRot( vUp, RandomFloat( -flHalfSpread, flHalfSpread ) );
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VMatrix mtxRotateAroundForward = SetupMatrixAxisRot( vForward, RandomFloat( -180, 180 ) );
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// Rotate forward
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VMatrix mtxSpreadRot;
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MatrixMultiply( mtxRotateAroundForward, mtxRotateAroundUp, mtxSpreadRot );
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vForward = mtxSpreadRot * vForward;
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// Back to angles
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VectorAngles( vForward, vUp, angles );
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return angles;
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}
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float CTFPointWeaponMimic::GetSpeed() const
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{
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return RandomFloat( m_flSpeedMin, m_flSpeedMax );
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}
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