Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "mortar_round.h"
#include "engine/IEngineSound.h"
#include "tf_gamerules.h"
#include "tf_team.h"
// Damage CVars
ConVar weapon_mortar_shell_damage( "weapon_mortar_shell_damage","0", FCVAR_NONE, "Mortar's standard shell maximum damage" );
ConVar weapon_mortar_shell_radius( "weapon_mortar_shell_radius","0", FCVAR_NONE, "Mortar's standard shell splash radius" );
ConVar weapon_mortar_starburst_damage( "weapon_mortar_starburst_damage","0", FCVAR_NONE, "Mortar's starburst maximum damage" );
ConVar weapon_mortar_starburst_radius( "weapon_mortar_starburst_radius","0", FCVAR_NONE, "Mortar's starburst splash radius" );
ConVar weapon_mortar_cluster_shells( "weapon_mortar_cluster_shells","0", FCVAR_NONE, "Number of shells a mortar cluster round bursts into" );
//=====================================================================================================
// MORTAR ROUND
//=====================================================================================================
BEGIN_DATADESC( CMortarRound )
// Function Pointers
DEFINE_FUNCTION( MissileTouch ),
DEFINE_FUNCTION( FallThink ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( mortar_round, CMortarRound );
PRECACHE_WEAPON_REGISTER(mortar_round);
CMortarRound::CMortarRound()
{
m_pSmokeTrail = NULL;
m_pLauncher = NULL;
m_iRoundType = MA_SHELL;
UseClientSideAnimation();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMortarRound::Precache( void )
{
PrecacheModel( "models/weapons/w_grenade.mdl" );
PrecacheScriptSound( "MortarRound.StopSound" );
PrecacheScriptSound( "MortarRound.IncomingSound" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMortarRound::Spawn( void )
{
Precache();
SetMoveType( MOVETYPE_FLYGRAVITY );
SetSolid( SOLID_BBOX );
SetModel( "models/weapons/w_grenade.mdl" );
UTIL_SetSize( this, vec3_origin, vec3_origin );
SetTouch( MissileTouch );
SetCollisionGroup( TFCOLLISION_GROUP_WEAPON );
// Trail smoke
m_pSmokeTrail = SmokeTrail::CreateSmokeTrail();
if ( m_pSmokeTrail )
{
m_pSmokeTrail->m_SpawnRate = 90;
m_pSmokeTrail->m_ParticleLifetime = 1.5;
m_pSmokeTrail->m_StartColor.Init(0.0, 0.0, 0.0);
m_pSmokeTrail->m_EndColor.Init( 0.5,0.5,0.5 );
m_pSmokeTrail->m_StartSize = 10;
m_pSmokeTrail->m_EndSize = 50;
m_pSmokeTrail->m_SpawnRadius = 1;
m_pSmokeTrail->m_MinSpeed = 15;
m_pSmokeTrail->m_MaxSpeed = 25;
m_pSmokeTrail->SetLifetime(15);
m_pSmokeTrail->FollowEntity( this );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMortarRound::MissileTouch( CBaseEntity *pOther )
{
CMortarRound *pRound = dynamic_cast< CMortarRound* >(pOther);
if ( pRound )
return;
// Stop emitting smoke/sound
m_pSmokeTrail->SetEmit(false);
EmitSound( "MortarRound.StopSound" );
// Create an explosion.
if ( m_iRoundType == MA_STARBURST )
{
// Small explosion, blind people in the area
float flBlind = 0;
// Shift it up a bit for the explosion
SetLocalOrigin( GetAbsOrigin() + Vector(0,0,32) );
CPASFilter filter( GetAbsOrigin() );
te->Explosion( filter, 0.0, &GetAbsOrigin(), g_sModelIndexFireball, 3.0, 15, TE_EXPLFLAG_NONE, 512, 100 );
RadiusDamage( CTakeDamageInfo( this, GetOwnerEntity(), weapon_mortar_starburst_damage.GetFloat(), DMG_BLAST ), GetAbsOrigin(), weapon_mortar_starburst_radius.GetFloat(), CLASS_NONE, NULL );
// Blind all players nearby
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
{
CBaseTFPlayer *pPlayer = ToBaseTFPlayer( UTIL_PlayerByIndex(i) );
if ( pPlayer )
{
Vector vecSrc = pPlayer->EyePosition();
Vector vecToTarget = (vecSrc - GetAbsOrigin());
float flLength = VectorNormalize( vecToTarget );
// If the player's looking at the grenade, blind him a lot
if ( flLength < 2048 )
{
Vector forward, right, up;
AngleVectors( pPlayer->pl.v_angle, &forward, &right, &up );
float flDot = DotProduct( vecToTarget, forward );
// Msg( "Dot: %f\n", flDot );
// Make sure it's in front of the player
if ( flDot < 0.0f )
{
flDot = fabs( DotProduct(vecToTarget, right ) ) + fabs( DotProduct(vecToTarget, up ) );
// Open LOS?
trace_t tr;
UTIL_TraceLine( vecSrc, GetAbsOrigin(), MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
if ( ( tr.fraction == 1.0f ) || ( tr.m_pEnt == pPlayer ) )
{
flBlind = flDot;
}
else
{
// Blocked blind is only half as effective
flBlind = flDot * 0.5;
}
}
else if ( flLength < 512 )
{
// Otherwise, if the player's near the grenade blind him a little
flBlind = 0.2;
}
// Flash the screen red
color32 white = {255,255,255, 255};
white.a = MIN( (flBlind * 255), 255 );
UTIL_ScreenFade( pPlayer, white, 0.3, 5.0, 0 );
}
}
}
UTIL_Remove( this );
}
else
{
// Large explosion
// Shift it up a bit for the explosion
SetLocalOrigin( GetAbsOrigin() + Vector(0,0,64) );
CPASFilter filter( GetAbsOrigin() );
te->Explosion( filter, 0.0, &GetAbsOrigin(), g_sModelIndexFireball, 10.0, 15, TE_EXPLFLAG_NONE, 512, 300 );
RadiusDamage( CTakeDamageInfo( this, GetOwnerEntity(), weapon_mortar_shell_damage.GetFloat(), DMG_BLAST ), GetAbsOrigin(), weapon_mortar_shell_radius.GetFloat(), CLASS_NONE, NULL );
UTIL_Remove( this );
}
}
//-----------------------------------------------------------------------------
// Purpose: Play a fall sound when the mortar round begins to fall
//-----------------------------------------------------------------------------
void CMortarRound::FallThink( void )
{
if ( m_pLauncher )
{
CRecipientFilter filter;
filter.AddAllPlayers();
EmitSound( filter, entindex(), "MortarRound.IncomingSound" );
// Cluster bombs split up in the air
if ( m_iRoundType == MA_CLUSTER )
{
Vector forward, right;
QAngle angles;
VectorAngles( GetAbsVelocity(), angles );
SetLocalAngles( angles );
AngleVectors( GetLocalAngles(), &forward, &right, NULL );
for ( int i = 0; i < weapon_mortar_cluster_shells.GetInt(); i++ )
{
Vector vecVelocity = GetAbsVelocity();
vecVelocity += forward * random->RandomFloat( -200, 200 );
vecVelocity += right * random->RandomFloat( -200, 200 );
CMortarRound *pRound = CMortarRound::Create( GetAbsOrigin(), vecVelocity, GetOwnerEntity() ? GetOwnerEntity()->edict() : NULL );
pRound->SetLauncher( m_pLauncher );
pRound->ChangeTeam( GetTeamNumber() );
pRound->m_iRoundType = MA_SHELL;
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Keep a pointer to the Launcher
//-----------------------------------------------------------------------------
void CMortarRound::SetLauncher( CVehicleMortar *pLauncher )
{
m_pLauncher = pLauncher;
}
//-----------------------------------------------------------------------------
// Purpose: Set the point at which we should start playing the fall sound
//-----------------------------------------------------------------------------
void CMortarRound::SetFallTime( float flFallTime )
{
SetThink( FallThink );
SetNextThink( gpGlobals->curtime + flFallTime );
}
//-----------------------------------------------------------------------------
// Purpose: Set the round's type
//-----------------------------------------------------------------------------
void CMortarRound::SetRoundType( int iRoundType )
{
m_iRoundType = iRoundType;
}
//-----------------------------------------------------------------------------
// Purpose: Create a missile
//-----------------------------------------------------------------------------
CMortarRound* CMortarRound::Create( const Vector &vecOrigin, const Vector &vecVelocity, edict_t *pentOwner = NULL )
{
CMortarRound *pGrenade = (CMortarRound*)CreateEntityByName("mortar_round");
UTIL_SetOrigin( pGrenade, vecOrigin );
pGrenade->SetOwnerEntity( Instance( pentOwner ) );
pGrenade->Spawn();
pGrenade->SetAbsVelocity( vecVelocity );
QAngle angles;
VectorAngles( vecVelocity, angles );
pGrenade->SetLocalAngles( angles );
return pGrenade;
}