Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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.
 
 
 
 
 
 

352 lines
9.1 KiB

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: A moving vehicle that is used as a battering ram
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "tf_vehicle_mortar.h"
#include "engine/IEngineSound.h"
#include "VGuiScreen.h"
#include "ammodef.h"
#include "in_buttons.h"
#include "vehicle_mortar_shared.h"
#include "movevars_shared.h"
#include "mortar_round.h"
// Waits this long after each shot before they can fire.
#define MORTAR_FIRE_DELAY 2
#define MORTAR_MINS Vector(-30, -50, -10)
#define MORTAR_MAXS Vector( 30, 50, 55)
#define MORTAR_MODEL "models/objects/vehicle_mortar.mdl"
#define MORTAR_SCREEN_NAME "screen_vehicle_mortar"
#define ELEVATION_INTERVAL 0.3
const char *g_pMortarThinkContextName = "MortarThinkContext";
const char *g_pMortarNextFireContextName = "MortarNextFireContext";
IMPLEMENT_SERVERCLASS_ST(CVehicleMortar, DT_VehicleMortar)
SendPropFloat( SENDINFO( m_flMortarYaw ), 0, SPROP_NOSCALE ),
SendPropFloat( SENDINFO( m_flMortarPitch ), 0, SPROP_NOSCALE ),
SendPropBool( SENDINFO( m_bAllowedToFire ) )
END_SEND_TABLE();
LINK_ENTITY_TO_CLASS(vehicle_mortar, CVehicleMortar);
PRECACHE_REGISTER(vehicle_mortar);
// CVars
ConVar vehicle_mortar_health( "vehicle_mortar_health","800", FCVAR_NONE, "Mortar vehicle health" );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CVehicleMortar::CVehicleMortar()
{
m_flMortarYaw = 0;
m_flMortarPitch = 0;
m_bAllowedToFire = true;
UseClientSideAnimation();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CVehicleMortar::Precache()
{
PrecacheModel( MORTAR_MODEL );
PrecacheVGuiScreen( MORTAR_SCREEN_NAME );
PrecacheScriptSound( "VehicleMortar.FireSound" );
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CVehicleMortar::Spawn()
{
SetModel( MORTAR_MODEL );
// This size is used for placement only...
SetSize(MORTAR_MINS, MORTAR_MAXS);
m_takedamage = DAMAGE_YES;
m_iHealth = vehicle_mortar_health.GetInt();
SetType( OBJ_VEHICLE_MORTAR );
SetMaxPassengerCount( 1 );
BaseClass::Spawn();
}
//-----------------------------------------------------------------------------
// Purpose: Gets info about the control panels
//-----------------------------------------------------------------------------
void CVehicleMortar::GetControlPanelInfo( int nPanelIndex, const char *&pPanelName )
{
pPanelName = MORTAR_SCREEN_NAME;
}
bool CVehicleMortar::CanGetInVehicle( CBaseTFPlayer *pPlayer )
{
return ( !InDeployMode() && BaseClass::CanGetInVehicle( pPlayer ) );
}
//-----------------------------------------------------------------------------
// Here's where we deal with weapons
//-----------------------------------------------------------------------------
void CVehicleMortar::OnItemPostFrame( CBaseTFPlayer *pDriver )
{
// I can't do anything if I'm not active
if ( !ShouldBeActive() )
return;
if ( GetPassengerRole( pDriver ) != VEHICLE_ROLE_DRIVER )
return;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CVehicleMortar::OnFinishedDeploy( void )
{
BaseClass::OnFinishedDeploy();
EntityMessageBegin( this, true );
WRITE_STRING( "OnDeployed" );
MessageEnd();
m_flMortarYaw = 0;
m_flMortarPitch = 45;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CVehicleMortar::OnFinishedUnDeploy( void )
{
BaseClass::OnFinishedUnDeploy();
// Called when we are deployed.
EntityMessageBegin( this, true );
WRITE_STRING( "OnUndeployed" );
MessageEnd();
m_flMortarYaw = 0;
m_flMortarPitch = 0;
}
void CVehicleMortar::SetPassenger( int nRole, CBasePlayer *pEnt )
{
if ( pEnt )
ShowVGUIScreen( 0, false );
else
ShowVGUIScreen( 0, true );
BaseClass::SetPassenger( nRole, pEnt );
}
void CVehicleMortar::UpdateElevation( const Vector &vecTargetVel )
{
QAngle angles;
VectorAngles( vecTargetVel, angles );
m_flMortarPitch = anglemod( -angles[PITCH] );
SetBoneController( 0, m_flMortarYaw );
SetBoneController( 1, m_flMortarPitch );
}
bool CVehicleMortar::ClientCommand( CBaseTFPlayer *pPlayer, const char *pCmd, ICommandArguments *pArg )
{
ResetDeteriorationTime();
if ( !Q_stricmp( pCmd, "Deploy" ) )
{
Deploy();
return true;
}
else if ( !Q_stricmp( pCmd, "Undeploy" ) )
{
UnDeploy();
}
else if ( !Q_stricmp( pCmd, "CancelDeploy" ) )
{
CancelDeploy();
return true;
}
else if ( !Q_stricmp( pCmd, "FireMortar" ) )
{
if ( pArg->Argc() == 3 )
{
FireMortar( atof( pArg->Argv(1) ), atof( pArg->Argv(2) ), false, false );
}
return true;
}
else if ( !Q_stricmp( pCmd, "MortarYaw" ) )
{
if ( pArg->Argc() == 2 )
{
m_flMortarYaw = atof( pArg->Argv(1) );
}
return true;
}
return BaseClass::ClientCommand( pPlayer, pCmd, pArg );
}
bool CVehicleMortar::CalcFireInfo(
float flFiringPower,
float flFiringAccuracy,
bool bRangeUpgraded,
bool bAccuracyUpgraded,
Vector &vStartPt,
Vector &vecTargetVel,
float &fallTime
)
{
QAngle dummy;
if ( !GetAttachment( "barrel", vStartPt, dummy ) )
vStartPt = WorldSpaceCenter();
// 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 );
float flAngle = GetAbsAngles()[YAW] + m_flMortarYaw;
Vector forward( -sin( DEG2RAD( flAngle ) ), cos( DEG2RAD( flAngle ) ), 0 );
Vector right( forward.y, -forward.x, 0 );
Vector vecTargetOrg = vStartPt + (forward * flDistance);
// Add in sideways inaccuracy
vecTargetOrg += (right * (flDistance * random->RandomFloat( -flInaccuracy, 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 = 512; i <= 4096; i += 512)
{
trace_t tr1;
trace_t tr2;
vecMidPoint = Vector(0,0,i) + vStartPt + (vecTargetOrg - vStartPt) * 0.5;
UTIL_TraceLine(vStartPt, 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 - vStartPt.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.
vecTargetVel = (vecTargetOrg - vStartPt) / (time1 + time2);
vecTargetVel.z = flGravity * time1;
fallTime = time1 * 0.5;
return true;
}
void CVehicleMortar::NextFireThink()
{
// Ok, we can fire again now.
m_bAllowedToFire = true;
}
bool CVehicleMortar::FireMortar( float flFiringPower, float flFiringAccuracy, bool bRangeUpgraded, bool bAccuracyUpgraded )
{
SetActivity( ACT_RANGE_ATTACK1 );
// Calculate the shot.
Vector vStartPt;
Vector vecTargetVel;
float fallTime;
if ( !CalcFireInfo(
flFiringPower,
flFiringAccuracy,
bRangeUpgraded,
bAccuracyUpgraded,
vStartPt,
vecTargetVel,
fallTime ) )
{
return false;
}
UpdateElevation( vecTargetVel );
// Create the round
CMortarRound *pRound = CMortarRound::Create( vStartPt, vecTargetVel, GetOwner()->edict() );
pRound->SetLauncher( this );
pRound->ChangeTeam( GetTeamNumber() );
pRound->SetFallTime( fallTime ); // Start a falling sound just a bit before we begin to fall
pRound->SetRoundType( MA_SHELL );
// BOOM!
EmitSound( "VehicleMortar.FireSound" );
// Put in a delay before thinking again.
m_bAllowedToFire = false;
SetContextThink( NextFireThink, gpGlobals->curtime + MORTAR_FIRE_DELAY, g_pMortarNextFireContextName );
return true;
}