source-engine/game/server/tf2/tf_obj_mortar.cpp
FluorescentCIAAfricanAmerican 3bf9df6b27 1
2020-04-22 12:56:21 -04:00

267 lines
7.9 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Indirect's mortar object
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "tf_player.h"
#include "tf_team.h"
#include "basecombatweapon.h"
#include "tf_obj.h"
#include "tf_obj_mortar.h"
#include "techtree.h"
#include "tf_shareddefs.h"
#include "weapon_mortar.h"
#include "vstdlib/random.h"
#include "movevars_shared.h"
#include "mortar_round.h"
LINK_ENTITY_TO_CLASS(obj_mortar, CObjectMortar);
PRECACHE_REGISTER(obj_mortar);
IMPLEMENT_SERVERCLASS_ST(CObjectMortar, DT_ObjectMortar)
SendPropInt( SENDINFO( m_iRoundType ), 8, SPROP_UNSIGNED, 0 ),
SendPropArray( SendPropInt( SENDINFO_ARRAY(m_iMortarRounds), 7, 0 ), m_iMortarRounds ),
END_SEND_TABLE();
BEGIN_DATADESC( CObjectMortar )
DEFINE_THINKFUNC( ReloadingThink ),
END_DATADESC()
// Mortar size
#define MORTAR_MINS Vector(-16, -16, 0)
#define MORTAR_MAXS Vector( 16, 16, 64)
ConVar obj_mortar_health( "obj_mortar_health","200", FCVAR_NONE, "Mortar object health" );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CObjectMortar::CObjectMortar()
{
for ( int i=0; i < m_iMortarRounds.Count(); i++ )
m_iMortarRounds.Set( i, 0 );
m_flLastBlastTime = -1;
UseClientSideAnimation();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CObjectMortar::Spawn()
{
SetModel( "models/objects/obj_mortar.mdl" );
SetSolid( SOLID_BBOX );
UTIL_SetSize(this, MORTAR_MINS, MORTAR_MAXS);
m_takedamage = DAMAGE_YES;
m_iHealth = obj_mortar_health.GetInt();
m_iRoundType = MA_SHELL;
m_iSalvoLeft = MORTAR_SALVO_SIZE;
m_fObjectFlags |= OF_DONT_PREVENT_BUILD_NEAR_OBJ;
SetType( OBJ_MORTAR );
// Fill out the ammo levels
for ( int i = 0; i < MA_LASTAMMOTYPE; i++ )
{
m_iMortarRounds.Set( i, MortarAmmoMax[i] );
}
BaseClass::Spawn();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CObjectMortar::Precache()
{
PrecacheModel( "models/objects/obj_mortar.mdl" );
PrecacheVGuiScreen( "screen_obj_mortar" );
}
//-----------------------------------------------------------------------------
// Gets info about the control panels
//-----------------------------------------------------------------------------
void CObjectMortar::GetControlPanelInfo( int nPanelIndex, const char *&pPanelName )
{
pPanelName = "screen_obj_mortar";
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CObjectMortar::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
// Sapper removal
if ( RemoveEnemyAttachments( pActivator ) )
return;
if ( pActivator == GetOwner() )
{
int iOldType = m_iRoundType;
m_iRoundType += 1;
// Cycle to the next ammo type
while ( m_iRoundType != iOldType )
{
// Hit the end of the round types?
if ( m_iRoundType == MA_LASTAMMOTYPE )
{
m_iRoundType = MA_SHELL;
break;
}
// Does this round type need a technology?
if ( MortarAmmoTechs[ m_iRoundType ] && MortarAmmoTechs[ m_iRoundType ][0] )
{
// Does the player have the technology?
if ( GetOwner() && GetOwner()->HasNamedTechnology( MortarAmmoTechs[ m_iRoundType ] ) )
{
// Do we have ammo?
if ( m_iMortarRounds[ m_iRoundType ] > 0 )
break;
}
}
// Go to the next round type
m_iRoundType += 1;
}
}
else
{
// Let other team's technician try to subvert it
BaseClass::Use( pActivator, pCaller, useType, value );
}
}
//-----------------------------------------------------------------------------
// Purpose: Fire a round from the mortar
//-----------------------------------------------------------------------------
bool CObjectMortar::FireMortar( float flFiringPower, float flFiringAccuracy, bool bRangeUpgraded, bool bAccuracyUpgraded )
{
// Are we reloading?
if ( IsReloading() )
return false;
// Do we have any ammo of this type left?
if ( m_iMortarRounds[ m_iRoundType ] != -1 && m_iMortarRounds[ m_iRoundType ] == 0 )
return false;
// 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 );
Vector forward, right;
AngleVectors( GetAbsAngles(), &forward, &right, NULL );
Vector vecTargetOrg = GetAbsOrigin() + (forward * flDistance);
// Add in sideways inaccuracy
vecTargetOrg += (right * (flDistance * 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 = 2048; i <= 4096; i += 1024)
{
trace_t tr1;
trace_t tr2;
vecMidPoint = Vector(0,0,i) + GetAbsOrigin() + (vecTargetOrg - GetAbsOrigin()) * 0.5;
UTIL_TraceLine(GetAbsOrigin(), 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 - GetAbsOrigin().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.
Vector vecTargetVel = (vecTargetOrg - GetLocalOrigin()) / (time1 + time2);
vecTargetVel.z = flGravity * time1;
// Create the round
CMortarRound *pRound = CMortarRound::Create( GetLocalOrigin(), vecTargetVel, edict() );
pRound->ChangeTeam( GetTeamNumber() );
pRound->SetFallTime( time1 * 0.5 ); // Start a falling sound just a bit before we begin to fall
pRound->SetRoundType( m_iRoundType );
// Decrease ammo count
if ( m_iMortarRounds[ m_iRoundType ] > 0 )
{
m_iMortarRounds.Set( m_iRoundType, m_iMortarRounds[m_iRoundType]-1 );
}
// Decrease salvo count
if ( m_iSalvoLeft )
{
m_iSalvoLeft--;
if ( m_iSalvoLeft <= 0 )
{
// Time to reload
StartReloading();
}
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Start reloading our next salvo
//-----------------------------------------------------------------------------
void CObjectMortar::StartReloading( void )
{
SetThink( ReloadingThink );
SetNextThink( gpGlobals->curtime + MORTAR_RELOAD_TIME );
}
//-----------------------------------------------------------------------------
// Purpose: Finish reloading our salvo
//-----------------------------------------------------------------------------
void CObjectMortar::ReloadingThink( void )
{
SetThink( NULL );
m_iSalvoLeft = MORTAR_SALVO_SIZE;
}