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

189 lines
4.6 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
#include "cbase.h"
#include "tf_player.h"
#include "tf_projectile_arrow.h"
#include "tf_weapon_grenade_pipebomb.h"
#include "archer_proxy.h"
LINK_ENTITY_TO_CLASS( archer_proxy, CTFArcherProxy );
ConVar tf_archer_proxy_fire_rate( "tf_archer_proxy_fire_rate", "1", FCVAR_CHEAT );
//--------------------------------------------------------------------------------------
void CTFArcherProxy::Precache( void )
{
// don't need to precache, since player does this for us
BaseClass::Precache();
}
//--------------------------------------------------------------------------------------
void CTFArcherProxy::Spawn( void )
{
BaseClass::Spawn();
SetThink( &CTFArcherProxy::Update );
SetNextThink( gpGlobals->curtime + RandomFloat( 0.1, 1.0f ) * tf_archer_proxy_fire_rate.GetFloat() );
m_state = HIDDEN;
m_timer.Invalidate();
AddEffects( EF_NODRAW );
m_homePos = GetAbsOrigin();
SetModel( "models/weapons/w_models/w_arrow.mdl" );
}
//---------------------------------------------------------------------------------------------
CTFPlayer *CTFArcherProxy::SelectTarget( void )
{
// collect everyone
CUtlVector< CTFPlayer * > playerVector;
CollectPlayers( &playerVector, TF_TEAM_RED, COLLECT_ONLY_LIVING_PLAYERS );
CollectPlayers( &playerVector, TF_TEAM_BLUE, COLLECT_ONLY_LIVING_PLAYERS, APPEND_PLAYERS );
CTFPlayer *newVictim = NULL;
float victimRangeSq = FLT_MAX;
trace_t result;
for( int i=0; i<playerVector.Count(); ++i )
{
float rangeSq = ( playerVector[i]->GetAbsOrigin() - GetAbsOrigin() ).LengthSqr();
if ( rangeSq < victimRangeSq )
{
UTIL_TraceLine( GetAbsOrigin(), playerVector[i]->EyePosition(), MASK_SOLID, this, COLLISION_GROUP_DEBRIS, &result );
if ( !result.DidHit() )
{
newVictim = playerVector[i];
victimRangeSq = rangeSq;
}
}
}
return newVictim;
}
//--------------------------------------------------------------------------------------
void CTFArcherProxy::Update( void )
{
SetNextThink( gpGlobals->curtime );
switch( m_state )
{
case HIDDEN:
m_state = EMERGE;
RemoveEffects( EF_NODRAW );
m_timer.Start( 1.0f );
break;
case EMERGE:
m_state = AIM_AND_FIRE;
m_timer.Start( 1.0f );
break;
case AIM_AND_FIRE:
{
CTFPlayer *target = SelectTarget();
if ( target )
{
Vector to = target->GetAbsOrigin() - GetAbsOrigin();
QAngle angles;
VectorAngles( to, angles );
SetAbsAngles( angles );
if ( m_timer.IsElapsed() )
{
ShootArrowAt( target );
// ShootGrenadeAt( target );
m_state = HIDE;
m_timer.Start( 1.0f );
}
}
break;
}
case HIDE:
if ( m_timer.IsElapsed() )
{
m_state = HIDDEN;
AddEffects( EF_NODRAW );
m_timer.Start( 1.0f );
}
break;
}
}
//--------------------------------------------------------------------------------------
void CTFArcherProxy::ShootArrowAt( CBaseEntity *target )
{
if ( !target )
{
return;
}
Vector to = target->EyePosition() - GetAbsOrigin();
to.NormalizeInPlace();
QAngle angles;
VectorAngles( to, angles );
const float arrowSpeed = 2600.0f;
const float arrowGravity = 0.1f;
CTFProjectile_Arrow *arrow = CTFProjectile_Arrow::Create( GetAbsOrigin() + 20.0f * to, angles, arrowSpeed, arrowGravity, TF_PROJECTILE_ARROW, this, this );
if ( arrow )
{
arrow->SetLauncher( this );
arrow->SetCritical( false );
arrow->SetDamage( 100.0f );
EmitSound( "Weapon_CompoundBow.Single" );
}
}
//--------------------------------------------------------------------------------------
void CTFArcherProxy::ShootGrenadeAt( CBaseEntity *target )
{
if ( !target )
{
return;
}
Vector to = target->EyePosition() - GetAbsOrigin();
to.NormalizeInPlace();
QAngle angles;
VectorAngles( to, angles );
float launchSpeed = 1000.0f;
Vector velocity = ( to * launchSpeed ) + ( Vector( 0, 0, 1.0f ) * 200.0f );
AngularImpulse angVelocity = AngularImpulse( 600, random->RandomInt( -1200, 1200 ), 0 );
CTFGrenadePipebombProjectile *grenade = static_cast< CTFGrenadePipebombProjectile * >( CBaseEntity::CreateNoSpawn( "tf_projectile_pipe", GetAbsOrigin(), angles, NULL ) );
if ( grenade )
{
// Set the pipebomb mode before calling spawn, so the model & associated vphysics get setup properly
grenade->SetPipebombMode();
DispatchSpawn( grenade );
const int damage = 100;
const float radius = 100.0f;
grenade->InitGrenade( velocity, angVelocity, NULL, damage, radius );
grenade->m_flFullDamage = grenade->GetDamage();
grenade->ApplyLocalAngularVelocityImpulse( angVelocity );
grenade->SetCritical( false );
grenade->SetLauncher( this );
}
}