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295 lines
9.6 KiB
C++
295 lines
9.6 KiB
C++
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//======== (C) Copyright 2001 Charles G. Cleveland All rights reserved. =========
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//
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// The copyright to the contents herein is the property of Charles G. Cleveland.
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// The contents may be used and/or copied only with the written permission of
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// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
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// the agreement/contract under which the contents have been supplied.
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//
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// Purpose: Marine sentry turret.
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//
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// $Workfile: AvHMarineTurret.cpp$
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// $Date: 2002/11/22 21:25:26 $
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//
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//-------------------------------------------------------------------------------
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// $Log: AvHMarineTurret.cpp,v $
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// Revision 1.11 2002/11/22 21:25:26 Flayra
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// - Fixed turret factory abuse, where turrets became active after recycling the nearby turret factory before turret was fully contructed.
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// - Fixed bug where siege turrets became re-activated after building a regular turret factory nearby.
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// - mp_consistency changes
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//
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// Revision 1.10 2002/11/06 02:23:11 Flayra
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// - Turrets now need an active turret factory to keep firing (work with advanced turret factories too)
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//
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// Revision 1.9 2002/11/06 01:39:21 Flayra
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// - Turrets now need an active turret factory to be active
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//
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// Revision 1.8 2002/11/03 04:51:31 Flayra
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// - Hard-coded gameplay constants instead of putting in skill.cfg
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//
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// Revision 1.7 2002/10/24 21:33:21 Flayra
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// - Thought about crediting marine team for turret kills but decided against it
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//
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// Revision 1.6 2002/10/16 01:01:29 Flayra
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// - Removed unneeded sounds
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//
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// Revision 1.5 2002/09/23 23:36:41 Flayra
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// - Linux compatibility
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//
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// Revision 1.4 2002/09/23 22:22:30 Flayra
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// - Marine turrets send "sentry firing" and "sentry taking damage" alerts
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//
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// Revision 1.3 2002/07/23 17:13:18 Flayra
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// - Always draw muzzle flash, calculate range in 2D
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//
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// Revision 1.2 2002/07/01 21:37:26 Flayra
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// - Removed turret range from skill.cfg (for visible building placement ranges)
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//
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// Revision 1.1 2002/05/23 02:33:42 Flayra
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// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
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//
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//===============================================================================
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#include "mod/AvHMarineTurret.h"
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#include "mod/AvHMarineEquipment.h"
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#include "mod/AvHConstants.h"
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#include "mod/AvHPlayerUpgrade.h"
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#include "mod/AvHGamerules.h"
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#include "mod/AvHServerUtil.h"
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#include "mod/AvHParticleConstants.h"
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#include "util/MathUtil.h"
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LINK_ENTITY_TO_CLASS(kwDeployedTurret, AvHMarineTurret);
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AvHMarineTurret::AvHMarineTurret() : AvHTurret(TECH_NULL, BUILD_TURRET, kwsDeployedTurret, AVH_USER3_TURRET)
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{
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}
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AvHMarineTurret::AvHMarineTurret(AvHTechID inTechID, AvHMessageID inMessageID, char* inClassName, int inUser3) : AvHTurret(inTechID, inMessageID, inClassName, inUser3)
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{
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}
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void AvHMarineTurret::CheckEnabledState()
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{
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bool theEnabledState = false;
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if(this->GetHasBeenBuilt() && !this->GetIsRecycling())
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{
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// Search for turret factories in range
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FOR_ALL_ENTITIES(kwsTurretFactory, AvHTurretFactory*)
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if((theEntity->pev->team == this->pev->team) && theEntity->GetIsBuilt() && !GetHasUpgrade(theEntity->pev->iuser4, MASK_RECYCLING))
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{
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// If they are a friendly, alive, turret factory
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float the2DDistance = VectorDistance2D(this->pev->origin, theEntity->pev->origin);
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// Enabled state is true
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if(the2DDistance <= BALANCE_IVAR(kTurretFactoryBuildDistance))
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{
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theEnabledState = true;
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break;
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}
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}
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END_FOR_ALL_ENTITIES(kwsTurretFactory)
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if(!theEnabledState)
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{
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FOR_ALL_ENTITIES(kwsAdvancedTurretFactory, AvHTurretFactory*)
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if((theEntity->pev->team == this->pev->team) && theEntity->GetIsBuilt() && !GetHasUpgrade(theEntity->pev->iuser4, MASK_RECYCLING))
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{
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// If they are a friendly, alive, turret factory
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float the2DDistance = VectorDistance2D(this->pev->origin, theEntity->pev->origin);
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// Enabled state is true
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if(the2DDistance <= BALANCE_IVAR(kTurretFactoryBuildDistance))
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{
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theEnabledState = true;
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break;
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}
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}
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END_FOR_ALL_ENTITIES(kwsAdvancedTurretFactory)
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}
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}
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// Set enabled state
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this->SetEnabledState(theEnabledState);
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}
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int AvHMarineTurret::GetSetEnabledAnimation() const
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{
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return 3;
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}
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char* AvHMarineTurret::GetDeploySound() const
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{
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return kTurretDeploy;
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}
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char* AvHMarineTurret::GetPingSound() const
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{
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return kTurretPing;
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}
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//void AvHMarineTurret::ConstructUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
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//{
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// // Only allow users from same team as turret deployer
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// if(pActivator->pev->team == this->pev->team)
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// {
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// if(this->mPercentageBuilt < 1.0f)
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// {
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// AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(pActivator);
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// ASSERT(thePlayer);
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// if(thePlayer->HolsterWeaponToUse())
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// {
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// bool thePlaySound = false;
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//
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// if(this->mPercentageBuilt < 1.0f)
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// {
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// //thePlayer->TriggerProgressBar(this->entindex(), 1);
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//
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// float theConstructionRate = kConstructorRate;
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// if(GetGameRules()->GetIsTesting() || GetGameRules()->GetIsDemoing())
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// {
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// theConstructionRate *= 4.0f;
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// }
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//
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// this->mPercentageBuilt += (this->mThinkInterval/1.0f)*theConstructionRate;
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// }
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//
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// if(gpGlobals->time > (this->mLastTimePlayedSound + kAverageSoundLength))
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// {
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// AvHSUPlayRandomConstructionEffect(thePlayer, this);
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// this->mLastTimePlayedSound = gpGlobals->time;
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//
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// //if(this->mPercentageBuilt == 1.0f)
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// //{
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// // thePlayer->SetCarriedResources(thePlayer->GetCarriedResources() + 1);
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// //}
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// }
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//
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// // Given the number of constructors, what's chance of starting a new sound?
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// float theChanceForNewSound = (this->mThinkInterval/(kAverageSoundLength/2.0f));
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// float theRandomFloat = RANDOM_FLOAT(0.0f, 1.0f);
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// if(theRandomFloat < theChanceForNewSound)
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// {
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// AvHSUPlayRandomConstructionEffect(thePlayer, this);
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//
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// //if(this->mPercentageBuilt == 1.0f)
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// //{
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// // thePlayer->SetCarriedResources(thePlayer->GetCarriedResources() + 1);
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// //}
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// }
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//
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// this->pev->rendermode = kRenderTransTexture;
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// this->pev->renderamt = this->mStartAlpha + this->mPercentageBuilt*(255 - this->mStartAlpha);
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// if(this->mPercentageBuilt >= 1.0f)
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// {
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// this->SetConstructionComplete();
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// }
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//
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// //this->pev->fuser1 = this->mPercentageBuilt*kNormalizationNetworkFactor;
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// AvHSHUSetBuildResearchState(this->pev->iuser3, this->pev->iuser4, this->pev->fuser1, true, this->mPercentageBuilt);
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// }
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// }
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// }
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//}
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int AvHMarineTurret::GetXYRange() const
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{
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return BALANCE_IVAR(kTurretRange);
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}
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void AvHMarineTurret::Precache()
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{
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PRECACHE_UNMODIFIED_SOUND(kTurretFire1);
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PRECACHE_UNMODIFIED_SOUND(kTurretFire2);
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PRECACHE_UNMODIFIED_SOUND(kTurretFire3);
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PRECACHE_UNMODIFIED_SOUND(kTurretFire4);
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PRECACHE_UNMODIFIED_SOUND(kTurretPing);
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PRECACHE_UNMODIFIED_SOUND(kTurretDeploy);
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PRECACHE_UNMODIFIED_SOUND(kTurretBuild1);
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PRECACHE_UNMODIFIED_SOUND(kTurretBuild2);
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PRECACHE_UNMODIFIED_SOUND(kTurretBuild3);
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PRECACHE_UNMODIFIED_SOUND(kTurretBuild4);
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PRECACHE_UNMODIFIED_SOUND(kTurretBuild5);
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}
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void AvHMarineTurret::SetEnabledState(bool inState, bool inForce)
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{
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if((inState != this->GetEnabledState()) || inForce)
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{
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AvHTurret::SetEnabledState(inState, inForce);
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// Power down
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char* theDeploySound = this->GetDeploySound();
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if(theDeploySound)
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{
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EMIT_SOUND(ENT(this->pev), CHAN_WEAPON, theDeploySound, 1, ATTN_NORM);
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}
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}
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}
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int AvHMarineTurret::GetRecycleAnimation() const
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{
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return this->GetSpawnAnimation();
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}
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void AvHMarineTurret::Shoot(const Vector &inOrigin, const Vector &inToEnemy, const Vector& inVecEnemyVelocity)
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{
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AvHTeam* theTeam = GetGameRules()->GetTeam(AvHTeamNumber(this->pev->team));
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ASSERT(theTeam);
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float theDamageModifier;
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int theTracerFreq;
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int theUpgradeLevel = AvHPlayerUpgrade::GetWeaponUpgrade(this->pev->iuser3, /*theTeam->GetTeamWideUpgrades()*/this->pev->iuser4, &theDamageModifier, &theTracerFreq);
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float theDamage = (float)BALANCE_IVAR(kSentryDamage)*theDamageModifier;
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int theDamageType = this->GetDamageType();
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Vector theDirToEnemy = inToEnemy.Normalize();
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this->FireBullets(1, inOrigin, theDirToEnemy, VECTOR_CONE_3DEGREES, this->GetXYRange(), BULLET_MONSTER_MP5, theTracerFreq, theDamage, this->GetAttacker()->pev, theDamageType);
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const char* theSoundToPlay = kTurretFire1;
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switch(theUpgradeLevel)
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{
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case 1: theSoundToPlay = kTurretFire2;break;
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case 2:theSoundToPlay = kTurretFire3;break;
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case 3:theSoundToPlay = kTurretFire4;break;
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}
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int thePitch = RANDOM_LONG(50, 150);
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EMIT_SOUND_DYN(ENT(this->pev), CHAN_WEAPON, theSoundToPlay, 1.0, ATTN_NORM, 0, thePitch);
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pev->effects = pev->effects | EF_MUZZLEFLASH;
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int theRandomSmoke = RANDOM_LONG(0, 3);
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if(theRandomSmoke == 0)
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{
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AvHSUPlayParticleEvent(kpsSmokePuffs, this->edict(), inOrigin);
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}
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GetGameRules()->TriggerAlert((AvHTeamNumber)this->pev->team, ALERT_SENTRY_FIRING, this->entindex());
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}
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void AvHMarineTurret::Spawn()
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{
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AvHTurret::Spawn();
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// Sentries and sieges need TFs nearby to become active
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this->CheckEnabledState();
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}
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int AvHMarineTurret::TakeDamage(entvars_t* inInflictor, entvars_t* inAttacker, float inDamage, int inBitsDamageType)
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{
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GetGameRules()->TriggerAlert((AvHTeamNumber)this->pev->team, ALERT_SENTRY_DAMAGED, this->entindex());
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return AvHTurret::TakeDamage(inInflictor, inAttacker, inDamage, inBitsDamageType);
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}
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char* AvHMarineTurret::GetModelName() const
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{
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return kDeployedTurretModel;
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}
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