2018-04-22 15:55:55 +00:00
|
|
|
//======== (C) Copyright 2002 Charles G. Cleveland All rights reserved. =========
|
|
|
|
//
|
|
|
|
// The copyright to the contents herein is the property of Charles G. Cleveland.
|
|
|
|
// The contents may be used and/or copied only with the written permission of
|
|
|
|
// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
|
|
|
|
// the agreement/contract under which the contents have been supplied.
|
|
|
|
//
|
|
|
|
// Purpose:
|
|
|
|
//
|
|
|
|
// $Workfile: AvHAlienWeapon.cpp $
|
|
|
|
// $Date: 2002/10/03 18:37:32 $
|
|
|
|
//
|
|
|
|
//-------------------------------------------------------------------------------
|
|
|
|
// $Log: AvHAlienWeapon.cpp,v $
|
|
|
|
// Revision 1.9 2002/10/03 18:37:32 Flayra
|
|
|
|
// - Moved alien energy to fuser3
|
|
|
|
//
|
|
|
|
// Revision 1.8 2002/09/23 22:08:59 Flayra
|
|
|
|
// - Updates to allow marine weapons stick around
|
|
|
|
//
|
|
|
|
// Revision 1.7 2002/08/31 18:01:00 Flayra
|
|
|
|
// - Work at VALVe
|
|
|
|
//
|
|
|
|
// Revision 1.6 2002/08/16 02:32:09 Flayra
|
|
|
|
// - Added damage types
|
|
|
|
// - Swapped umbra and bile bomb
|
|
|
|
//
|
|
|
|
// Revision 1.5 2002/07/08 16:43:26 Flayra
|
|
|
|
// - Web change?
|
|
|
|
//
|
|
|
|
// Revision 1.4 2002/06/25 17:29:56 Flayra
|
|
|
|
// - Better default behavior
|
|
|
|
//
|
|
|
|
// Revision 1.3 2002/06/03 16:25:10 Flayra
|
|
|
|
// - Switch alien weapons quickly, renamed CheckValidAttack()
|
|
|
|
//
|
|
|
|
// Revision 1.2 2002/05/28 17:37:14 Flayra
|
|
|
|
// - Reduced times where alien weapons are dropped and picked up again (but didn't eliminate, they are still being instantiated somewhere)
|
|
|
|
//
|
|
|
|
// Revision 1.1 2002/05/23 02:34:00 Flayra
|
|
|
|
// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
|
|
|
|
//
|
|
|
|
//===============================================================================
|
|
|
|
#include "AvHAlienWeapon.h"
|
|
|
|
#include "AvHMovementUtil.h"
|
|
|
|
#include "AvHSpecials.h"
|
|
|
|
|
|
|
|
#ifdef AVH_CLIENT
|
|
|
|
#include "cl_dll/wrect.h"
|
|
|
|
#include "cl_dll/cl_dll.h"
|
|
|
|
#include "cl_dll/hud.h"
|
|
|
|
#include "cl_dll/cl_util.h"
|
|
|
|
extern int g_runfuncs;
|
|
|
|
#include "cl_dll/com_weapons.h"
|
|
|
|
|
|
|
|
#include "../common/net_api.h"
|
|
|
|
|
|
|
|
#include "../pm_shared/pm_defs.h"
|
|
|
|
#include "../pm_shared/pm_shared.h"
|
|
|
|
#include "../pm_shared/pm_movevars.h"
|
|
|
|
extern playermove_t *pmove;
|
|
|
|
#endif
|
|
|
|
|
|
|
|
#include "AvHSharedUtil.h"
|
|
|
|
#include "../util/Balance.h"
|
|
|
|
|
|
|
|
AvHAlienWeapon::AvHAlienWeapon()
|
|
|
|
{
|
|
|
|
#ifdef AVH_SERVER
|
|
|
|
this->SetGroundLifetime(0);
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
bool AvHAlienWeapon::ProcessValidAttack(void)
|
|
|
|
{
|
|
|
|
bool theCanAttack = false;
|
|
|
|
|
|
|
|
if(AvHBasePlayerWeapon::ProcessValidAttack())
|
|
|
|
{
|
|
|
|
if(this->IsUseable())
|
|
|
|
{
|
|
|
|
theCanAttack = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return theCanAttack;
|
|
|
|
}
|
|
|
|
|
|
|
|
void AvHAlienWeapon::DeductCostForShot(void)
|
|
|
|
{
|
|
|
|
if(this->GetTakesEnergy())
|
|
|
|
{
|
|
|
|
AvHBasePlayerWeapon::DeductCostForShot();
|
|
|
|
|
|
|
|
float theEnergyCost = this->GetEnergyForAttack();
|
|
|
|
float& theFuser = this->GetEnergyLevel();
|
|
|
|
AvHMUDeductAlienEnergy(theFuser, theEnergyCost);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Cannot ever drop alien weapons
|
|
|
|
void AvHAlienWeapon::Drop(void)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
bool AvHAlienWeapon::GetAllowedForUser3(AvHUser3 inUser3)
|
|
|
|
{
|
|
|
|
bool theAllowed = false;
|
|
|
|
|
|
|
|
// Alien weapons for aliens. Don't take into account exact roles until needed (and until weapons have stabilized)
|
|
|
|
switch(inUser3)
|
|
|
|
{
|
|
|
|
case AVH_USER3_ALIEN_PLAYER1:
|
|
|
|
case AVH_USER3_ALIEN_PLAYER2:
|
|
|
|
case AVH_USER3_ALIEN_PLAYER3:
|
|
|
|
case AVH_USER3_ALIEN_PLAYER4:
|
|
|
|
case AVH_USER3_ALIEN_PLAYER5:
|
|
|
|
theAllowed = true;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
return theAllowed;
|
|
|
|
}
|
|
|
|
|
|
|
|
int AvHAlienWeapon::GetDamageType() const
|
|
|
|
{
|
|
|
|
// Assume melee attack, piercing
|
|
|
|
//return NS_DMG_PIERCING;
|
|
|
|
return NS_DMG_NORMAL;
|
|
|
|
}
|
|
|
|
|
|
|
|
float AvHAlienWeapon::GetDeployTime() const
|
|
|
|
{
|
|
|
|
// Aliens are Quake-style/arcadey, make weapon switch fast
|
|
|
|
return .1f;
|
|
|
|
}
|
|
|
|
|
|
|
|
float AvHAlienWeapon::GetEnergyForAttack() const
|
|
|
|
{
|
|
|
|
float theEnergy = 0.0f;
|
|
|
|
|
|
|
|
AvHMUGetEnergyCost((AvHWeaponID)(this->m_iId), theEnergy);
|
|
|
|
|
|
|
|
return theEnergy;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool AvHAlienWeapon::GetFiresUnderwater() const
|
|
|
|
{
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Never live on ground
|
|
|
|
int AvHAlienWeapon::GetGroundLifetime() const
|
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
float& AvHAlienWeapon::GetEnergyLevel()
|
|
|
|
{
|
|
|
|
#ifdef AVH_CLIENT
|
|
|
|
float& theFuser = pmove->fuser3;
|
|
|
|
#endif
|
|
|
|
|
|
|
|
#ifdef AVH_SERVER
|
|
|
|
float& theFuser = this->m_pPlayer->pev->fuser3;
|
|
|
|
#endif
|
|
|
|
|
|
|
|
return theFuser;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool AvHAlienWeapon::GetIsDroppable() const
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool AvHAlienWeapon::GetIsGunPositionValid() const
|
|
|
|
{
|
|
|
|
// Check to make sure our gun barrel isn't coming out on the other side of a wall.
|
|
|
|
|
|
|
|
vec3_t theBarrelOrigin;
|
|
|
|
vec3_t theBarrelEnd;
|
|
|
|
|
|
|
|
#ifdef AVH_CLIENT
|
|
|
|
|
|
|
|
extern vec3_t v_view_ofs; // In view.cpp
|
|
|
|
extern vec3_t v_cl_angles;
|
|
|
|
|
|
|
|
cl_entity_s* thePlayer = gHUD.GetVisiblePlayer();
|
|
|
|
|
|
|
|
VectorAdd(thePlayer->curstate.origin, v_view_ofs, theBarrelOrigin);
|
|
|
|
|
|
|
|
vec3_t theBarrelDirection;
|
|
|
|
AngleVectors(v_angles, theBarrelDirection, NULL, NULL);
|
|
|
|
|
|
|
|
VectorMA(theBarrelOrigin, GetBarrelLength(), theBarrelDirection, theBarrelEnd);
|
|
|
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
#ifdef AVH_SERVER
|
|
|
|
|
|
|
|
VectorCopy(m_pPlayer->GetGunPosition(), theBarrelOrigin);
|
|
|
|
VectorCopy(GetWorldBarrelPoint(), theBarrelEnd);
|
|
|
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
return AvHTraceLineAgainstWorld(theBarrelOrigin, theBarrelEnd) == 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
float AvHAlienWeapon::ComputeAttackInterval() const
|
|
|
|
{
|
|
|
|
float theROF = this->GetRateOfFire();
|
|
|
|
|
|
|
|
int theUser4 = this->m_pPlayer->pev->iuser4;
|
|
|
|
|
|
|
|
#ifdef AVH_CLIENT
|
|
|
|
cl_entity_t* theLocalPlayer = gEngfuncs.GetLocalPlayer();
|
|
|
|
if(theLocalPlayer)
|
|
|
|
{
|
|
|
|
theUser4 = theLocalPlayer->curstate.iuser4;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
// Speed attack if in range of primal scream
|
|
|
|
if(GetHasUpgrade(theUser4, MASK_BUFFED))
|
|
|
|
{
|
|
|
|
float thePrimalScreamROFFactor = 1.0f + BALANCE_VAR(kPrimalScreamROFFactor);
|
|
|
|
theROF /= thePrimalScreamROFFactor;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Check for focus
|
|
|
|
if(AvHSHUGetIsWeaponFocusable(AvHWeaponID(this->m_iId)))
|
|
|
|
{
|
|
|
|
int theFocusLevel = AvHGetAlienUpgradeLevel(theUser4, MASK_UPGRADE_8);
|
|
|
|
if(theFocusLevel > 0)
|
|
|
|
{
|
|
|
|
// Slow down ROF by x% for each level
|
|
|
|
const float theFocusROFPercentSlowdownPerLevel = BALANCE_VAR(kFocusROFPercentSlowdownPerLevel);
|
|
|
|
float theSlowDownPercentage = 1.0f + theFocusLevel*theFocusROFPercentSlowdownPerLevel;
|
|
|
|
|
|
|
|
theROF *= theSlowDownPercentage;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return theROF;
|
|
|
|
}
|
|
|
|
|
|
|
|
void AvHAlienWeapon::Precache(void)
|
|
|
|
{
|
|
|
|
AvHBasePlayerWeapon::Precache();
|
|
|
|
}
|
|
|
|
|
|
|
|
void AvHAlienWeapon::Spawn()
|
|
|
|
{
|
|
|
|
AvHBasePlayerWeapon::Spawn();
|
|
|
|
|
|
|
|
this->pev->iuser3 = AVH_USER3_NONE;
|
|
|
|
|
|
|
|
#ifdef AVH_SERVER
|
|
|
|
this->SetGroundLifetime(0);
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
BOOL AvHAlienWeapon::IsUseable(void)
|
|
|
|
{
|
|
|
|
BOOL theIsUseable = FALSE;
|
|
|
|
|
|
|
|
// Make sure we have enough energy for this attack
|
|
|
|
float theEnergyCost = this->GetEnergyForAttack();
|
|
|
|
float& theFuser = this->GetEnergyLevel();
|
|
|
|
float theLatency = 0.0f;
|
|
|
|
#ifdef AVH_CLIENT
|
|
|
|
// : 991 -- added latency-based prediction for the ammount of energy available to the alien
|
|
|
|
net_status_s current_status;
|
|
|
|
gEngfuncs.pNetAPI->Status(¤t_status);
|
|
|
|
theLatency = max(0.0f, current_status.latency);
|
|
|
|
|
|
|
|
int theNumLevels = AvHGetAlienUpgradeLevel(this->m_pPlayer->pev->iuser4, MASK_UPGRADE_5);
|
|
|
|
if(theNumLevels > 0)
|
|
|
|
theLatency *= (1.0 + theNumLevels * BALANCE_VAR(kAdrenalineEnergyPercentPerLevel));
|
|
|
|
#endif
|
|
|
|
|
|
|
|
if(AvHMUHasEnoughAlienEnergy(theFuser, theEnergyCost, theLatency) && this->GetEnabledState())
|
|
|
|
{
|
|
|
|
theIsUseable = TRUE;
|
|
|
|
}
|
|
|
|
|
|
|
|
return theIsUseable;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool AvHAlienWeapon::UsesAmmo(void) const
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
BOOL AvHAlienWeapon::UseDecrement(void)
|
|
|
|
{
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|