NS/releases/3.2.0/source/mod/AvHMetabolize.cpp

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//======== (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: AvHMetabolize.cpp $
// $Date: $
//
//-------------------------------------------------------------------------------
// $Log: $
//===============================================================================
#include "mod/AvHAlienWeapons.h"
#include "mod/AvHPlayer.h"
#ifdef AVH_CLIENT
#include "cl_dll/eventscripts.h"
#include "cl_dll/in_defs.h"
#include "cl_dll/wrect.h"
#include "cl_dll/cl_dll.h"
#endif
#ifdef AVH_SERVER
#include "mod/AvHBaseBuildable.h"
#endif
#include "mod/AvHMovementUtil.h"
#include "common/hldm.h"
#include "common/event_api.h"
#include "common/event_args.h"
#include "common/vector_util.h"
#include "mod/AvHAlienWeaponConstants.h"
#include "mod/AvHPlayerUpgrade.h"
#include "mod/AvHConstants.h"
#include "mod/AvHSharedUtil.h"
#include "pm_shared/pm_defs.h"
extern playermove_t* pmove;
LINK_ENTITY_TO_CLASS(kwMetabolize, AvHMetabolize);
void AvHMetabolize::Init()
{
this->mRange = 0;
// this->mTimeOfLastMetabolizeViewAnim = -1;
}
BOOL AvHMetabolize::Deploy()
{
// this->mTimeOfLastMetabolizeViewAnim = -1;
return AvHAlienWeapon::Deploy();
}
int AvHMetabolize::GetBarrelLength() const
{
return 0;
}
float AvHMetabolize::GetRateOfFire() const
{
return BALANCE_VAR(kMetabolizeROF);
}
#ifdef AVH_SERVER
int AvHMetabolize::GetResourceCost() const
{
return BALANCE_VAR(kMetabolizeResourceCost);
}
#endif
int AvHMetabolize::GetDeployAnimation() const
{
// Look at most recently used weapon and see if we can transition from it
int theDeployAnimation = 7;
AvHWeaponID thePreviousID = this->GetPreviousWeaponID();
switch(thePreviousID)
{
case AVH_WEAPON_BLINK:
case AVH_WEAPON_METABOLIZE:
theDeployAnimation = -1;
break;
case AVH_WEAPON_SWIPE:
theDeployAnimation = 9;
break;
case AVH_WEAPON_ACIDROCKET:
case AVH_WEAPON_BILEBOMB:
theDeployAnimation = 11;
break;
}
return theDeployAnimation;
}
int AvHMetabolize::GetIdleAnimation() const
{
int theAnimation = UTIL_SharedRandomLong(this->m_pPlayer->random_seed, 17, 18);
return theAnimation;
}
void AvHMetabolize::ItemPostFrame(void)
{
AvHAlienWeapon::ItemPostFrame();
float theClientTimePassedThisTick = (pmove->cmd.msec/1000.0f);
// this->mTimeOfLastMetabolizeViewAnim -= theClientTimePassedThisTick;
}
int AvHMetabolize::GetShootAnimation() const
{
int theAnimation = UTIL_SharedRandomLong(this->m_pPlayer->random_seed, 19, 20);
return theAnimation;
}
char* AvHMetabolize::GetViewModel() const
{
return kLevel4ViewModel;
}
void AvHMetabolize::Precache()
{
AvHAlienWeapon::Precache();
PRECACHE_UNMODIFIED_SOUND(kMetabolizeFireSound1);
PRECACHE_UNMODIFIED_SOUND(kMetabolizeFireSound2);
PRECACHE_UNMODIFIED_SOUND(kMetabolizeFireSound3);
this->mEvent = PRECACHE_EVENT(1, kMetabolizeEventName);
}
void AvHMetabolize::Spawn()
{
AvHAlienWeapon::Spawn();
this->Precache();
this->m_iId = AVH_WEAPON_METABOLIZE;
// Set our class name
this->pev->classname = MAKE_STRING(kwsMetabolize);
SET_MODEL(ENT(this->pev), kNullModel);
FallInit();// get ready to fall down.
}
void AvHMetabolize::FireProjectiles(void)
{
#ifdef AVH_SERVER
// // Don't allow moving while metabolizing
// if(this->m_pPlayer->pev->flags & FL_ONGROUND)
// {
// VectorScale(this->m_pPlayer->pev->velocity, 0.3, this->m_pPlayer->pev->velocity);
// }
// Get health back
float theFocusAmount = 1.0f;
if(AvHSHUGetIsWeaponFocusable(AvHWeaponID(this->m_iId)))
{
theFocusAmount *= AvHPlayerUpgrade::GetFocusDamageUpgrade(this->m_pPlayer->pev->iuser4);
}
// Get health back
int theRegenAmount = BALANCE_VAR(kMetabolizeHealAmount)*theFocusAmount;
AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(this->m_pPlayer);
ASSERT(thePlayer);
thePlayer->Heal(theRegenAmount);
// Adjusts player's max speed
thePlayer->SetTimeOfMetabolizeEnd(gpGlobals->time + this->GetRateOfFire());
#endif
}
void AvHMetabolize::DeductCostForShot(void)
{
// Add energy back after it's deducted to make sure extra isn't wasted
AvHAlienWeapon::DeductCostForShot();
// Get energy back
float theFocusAmount = 1.0f;
if(AvHSHUGetIsWeaponFocusable(AvHWeaponID(this->m_iId)))
{
theFocusAmount *= AvHPlayerUpgrade::GetFocusDamageUpgrade(this->m_pPlayer->pev->iuser4);
}
float theEnergyAmount = BALANCE_VAR(kMetabolizeEnergyAmount)*theFocusAmount;
AvHMUGiveAlienEnergy(this->m_pPlayer->pev->fuser3, theEnergyAmount);
}
void AvHMetabolize::SetAnimationAndSound(void)
{
// Only play view model anim every so often
// const float kAnimInterval = 3.0f;
// if(this->mTimeOfLastMetabolizeViewAnim < 0.0f)
// {
// this->SendWeaponAnim(19);
// this->mTimeOfLastMetabolizeViewAnim = UTIL_WeaponTimeBase() + kAnimInterval;
// }
AvHAlienWeapon::SetAnimationAndSound();
}