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368 lines
11 KiB
C++
368 lines
11 KiB
C++
//========= 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 "tf_player.h"
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#include "tf_basecombatweapon.h"
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#include "tf_defines.h"
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#include "in_buttons.h"
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#include "gamerules.h"
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#include "ammodef.h"
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#include "tf_obj.h"
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#include "weapon_mortar.h"
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#include "smoke_trail.h"
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#include "tf_shareddefs.h"
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#include "tf_team.h"
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#include "tf_gamerules.h"
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#include "tf_obj_antimortar.h"
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#include "vstdlib/random.h"
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#include "engine/IEngineSound.h"
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extern short g_sModelIndexFireball;
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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 WEAPON
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//=====================================================================================================
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LINK_ENTITY_TO_CLASS( weapon_mortar, CWeaponMortar );
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PRECACHE_WEAPON_REGISTER(weapon_mortar);
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EXTERN_SEND_TABLE(DT_BaseCombatWeapon)
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IMPLEMENT_SERVERCLASS_ST(CWeaponMortar, DT_WeaponMortar)
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SendPropInt( SENDINFO( m_bCarried ), 2, SPROP_UNSIGNED ),
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SendPropInt( SENDINFO( m_bMortarReloading ), 2, SPROP_UNSIGNED ),
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SendPropVector( SENDINFO(m_vecMortarOrigin), -1, SPROP_COORD ),
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SendPropVector( SENDINFO(m_vecMortarAngles), -1, SPROP_COORD ),
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END_SEND_TABLE()
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CWeaponMortar::CWeaponMortar( void )
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{
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#ifdef _DEBUG
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m_vecMortarOrigin.Init();
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m_vecMortarAngles.Init();
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#endif
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m_bCarried = true;
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m_bMortarReloading = false;
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m_hDeployedMortar = NULL;
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m_bRangeUpgraded = false;
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m_bAccuracyUpgraded = false;
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}
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void CWeaponMortar::Precache()
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{
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BaseClass::Precache();
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PrecacheScriptSound( "WeaponMortar.EMPed" );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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float CWeaponMortar::GetFireRate( void )
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{
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return 3.0;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CWeaponMortar::Deploy( )
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{
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return DefaultDeploy( (char*)GetViewModel(), (char*)GetWorldModel(), ACT_SLAM_TRIPMINE_DRAW, (char*)GetAnimPrefix() );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponMortar::ItemPostFrame( void )
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{
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CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
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if (pPlayer == NULL)
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return;
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if ( pPlayer->m_nButtons & IN_ATTACK )
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{
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if ( m_bCarried )
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{
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ClientPrint( pPlayer, HUD_PRINTCENTER, "\n\n\n\n\n\n\n\n\n\nBuild your mortar with the build weapon first!" );
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}
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}
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else if ( pPlayer->m_nButtons & IN_ATTACK2 )
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{
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SecondaryAttack();
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}
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// No buttons down.
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if (!(( pPlayer->m_nButtons & IN_ATTACK ) || ( pPlayer->m_nButtons & IN_ATTACK2 )))
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{
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WeaponIdle();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CWeaponMortar::ComputeEMPFireState( void )
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{
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if (IsOwnerEMPed())
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{
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CPASAttenuationFilter filter( GetOwner(), "WeaponMortar.EMPed" );
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EmitSound( filter, GetOwner()->entindex(), "WeaponMortar.EMPed" );
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return false;
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponMortar::PrimaryAttack( void )
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{
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CBaseTFPlayer *pPlayer = ToBaseTFPlayer( GetOwner() );
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if ( !pPlayer )
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return;
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// Can't attack if taking EMP damage
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if ( !ComputeEMPFireState() )
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return;
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if ( IsOwnerEMPed() )
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return;
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if ( m_hDeployedMortar == NULL )
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return;
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if ( m_hDeployedMortar->FireMortar( m_flFiringPower, m_flFiringAccuracy, m_bRangeUpgraded, m_bAccuracyUpgraded ) )
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{
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WeaponSound( SINGLE );
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}
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m_flNextPrimaryAttack = gpGlobals->curtime + 0.5;
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m_flNextSecondaryAttack = gpGlobals->curtime + 0.5;
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CheckRemoveDisguise();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponMortar::Fire( float flPower, float flAccuracy )
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{
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m_flFiringPower = flPower;
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m_flFiringAccuracy = flAccuracy;
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PrimaryAttack();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponMortar::SecondaryAttack( void )
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{
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CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
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if ( !pPlayer )
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return;
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// Setup for refire
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m_flNextPrimaryAttack = gpGlobals->curtime + 0.5;
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m_flNextSecondaryAttack = gpGlobals->curtime + 1.0;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Player's finished deploying his mortar
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//-----------------------------------------------------------------------------
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void CWeaponMortar::DeployMortar( CObjectMortar *pMortar )
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{
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CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
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if ( !pPlayer )
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return;
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ClientPrint( pPlayer, HUD_PRINTCENTER, "\n\n\n\n\n\n\n\n\n\nMortar Deployed" );
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m_bCarried = false;
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m_hDeployedMortar = pMortar;
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m_hDeployedMortar->m_hMortarWeapon = this;
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SendWeaponAnim( ACT_SLAM_DETONATOR_DRAW );
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m_vecMortarOrigin = m_hDeployedMortar->GetLocalOrigin();
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m_vecMortarAngles = m_hDeployedMortar->GetLocalAngles();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Mortar object has been removed
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//-----------------------------------------------------------------------------
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void CWeaponMortar::MortarObjectRemoved( void )
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{
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m_hDeployedMortar = NULL;
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m_bCarried = true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponMortar::SetYaw( float flYaw )
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{
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if ( m_hDeployedMortar == NULL )
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return;
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QAngle angles = m_hDeployedMortar->GetLocalAngles();
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angles.y = flYaw;
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m_hDeployedMortar->SetLocalAngles( angles );
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m_vecMortarAngles = angles;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Set the deployed mortar's firing round
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//-----------------------------------------------------------------------------
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void CWeaponMortar::SetRoundType( int iRoundType )
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{
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if ( m_hDeployedMortar == NULL )
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return;
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// Make sure we've got the technology for this round type
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if ( MortarAmmoTechs[ iRoundType ] && MortarAmmoTechs[ iRoundType ][0] )
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{
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CBaseTFPlayer *pPlayer = ToBaseTFPlayer( GetOwner() );
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if ( !pPlayer )
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return;
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// Does the player have the technology?
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if ( pPlayer->HasNamedTechnology( MortarAmmoTechs[ iRoundType ] ) == false )
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return;
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}
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m_hDeployedMortar->m_iRoundType = iRoundType;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponMortar::MortarDestroyed( void )
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{
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CBaseTFPlayer *pPlayer = ToBaseTFPlayer( GetOwner() );
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if ( pPlayer )
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{
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ClientPrint( pPlayer, HUD_PRINTCENTER, "\n\n\n\n\n\n\n\n\n\nMortar Destroyed!" );
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}
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if ( pPlayer && pPlayer->GetActiveWeapon() == this )
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{
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SendWeaponAnim( ACT_SLAM_TRIPMINE_DRAW );
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}
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MortarObjectRemoved();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pObject -
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//-----------------------------------------------------------------------------
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void CWeaponMortar::AddAssociatedObject( CBaseObject *pObject )
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{
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Assert( pObject );
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// Can't handle this object
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CObjectMortar *mortar = dynamic_cast< CObjectMortar * >( pObject );
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if ( !mortar )
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return;
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m_bCarried = false;
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m_hDeployedMortar = mortar;
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mortar->m_hMortarWeapon = this;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pObject -
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//-----------------------------------------------------------------------------
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void CWeaponMortar::RemoveAssociatedObject( CBaseObject *pObject )
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{
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Assert( pObject );
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// Can't handle this object
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CObjectMortar *mortar = dynamic_cast< CObjectMortar * >( pObject );
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if ( !mortar )
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return;
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if ( m_hDeployedMortar == mortar )
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{
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m_hDeployedMortar = NULL;
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m_bCarried = true;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: The player holding this weapon has just gained new technology.
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// Check to see if it affects the mortar
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//-----------------------------------------------------------------------------
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void CWeaponMortar::GainedNewTechnology( CBaseTechnology *pTechnology )
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{
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CBaseTFPlayer *pPlayer = ToBaseTFPlayer( GetOwner() );
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if ( pPlayer )
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{
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// Range upgraded?
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if ( pPlayer->HasNamedTechnology("mortar_range") )
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m_bRangeUpgraded = true;
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else
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m_bRangeUpgraded = false;
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// Accuracy upgraded?
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if ( pPlayer->HasNamedTechnology("mortar_accuracy") )
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m_bAccuracyUpgraded = true;
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else
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m_bAccuracyUpgraded = false;
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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 CWeaponMortar::WeaponIdle( void )
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{
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if ( HasWeaponIdleTimeElapsed() )
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{
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if ( m_bCarried )
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{
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SendWeaponAnim( ACT_SLAM_TRIPMINE_IDLE );
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}
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else
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{
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SendWeaponAnim( ACT_SLAM_DETONATOR_IDLE );
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}
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SetWeaponIdleTime( gpGlobals->curtime + 1.0 );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: My mortar object is reloading
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//-----------------------------------------------------------------------------
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void CWeaponMortar::MortarIsReloading( void )
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{
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m_bMortarReloading = true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: My mortar object has finished reloading
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//-----------------------------------------------------------------------------
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void CWeaponMortar::MortarFinishedReloading( void )
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{
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m_bMortarReloading = false;
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}
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