NS/main/source/mod/AvHWelder.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: AvHWelder.cpp $
// $Date: 2002/11/22 21:28:17 $
//
//-------------------------------------------------------------------------------
// $Log: AvHWelder.cpp,v $
// Revision 1.23 2002/11/22 21:28:17 Flayra
// - mp_consistency changes
//
// Revision 1.22 2002/11/12 02:29:48 Flayra
// - Change inflictor for better logging
//
// Revision 1.21 2002/11/06 01:39:26 Flayra
// - Damage refactoring (TakeDamage assumes caller has already adjusted for friendly fire, etc.)
//
// Revision 1.20 2002/10/03 18:47:40 Flayra
// - Added heavy view model
//
// Revision 1.19 2002/09/23 22:37:04 Flayra
// - Fixed bug (typo?!) where welder was removing jetpacks (and removing marine status!)
//
// Revision 1.18 2002/08/16 02:49:45 Flayra
// - Updates to allow welder to repair buildables
// - Removed ability to repair soldier armor until it's visible
//
// Revision 1.17 2002/07/26 23:03:08 Flayra
// - New artwork
//
// Revision 1.16 2002/06/25 17:50:31 Flayra
// - Reworking for correct player animations and new enable/disable state, new view model artwork, alien weapon refactoring
//
// Revision 1.15 2002/06/03 16:39:10 Flayra
// - Added different deploy times (this should be refactored a bit more)
//
// Revision 1.14 2002/05/28 17:44:26 Flayra
// - Tweak weapon deploy volume, as Valve's sounds weren't normalized, welder clears webs now, welder no longer makes ambient hum, slight refactoring of variable names away from Valve style
//
// Revision 1.13 2002/05/23 02:32:40 Flayra
// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
//
//===============================================================================
#include "AvHMarineWeapons.h"
#include "AvHMarineEquipmentConstants.h"
#include "AvHWeldable.h"
#include "AvHSpecials.h"
#include "MathUtil.h"
#ifdef AVH_SERVER
#include "AvHPlayerUpgrade.h"
#include "AvHServerUtil.h"
#include "AvHPlayer.h"
#include "AvHMarineEquipment.h"
#include "AvHGamerules.h"
extern int gWelderConstEventID;
#endif
int AvHWelder::GetDeployAnimation() const
{
return 3;
}
float AvHWelder::GetDeployTime() const
{
return .55f;
}
char* AvHWelder::GetHeavyViewModel() const
{
return kWelderHVVModel;
}
char* AvHWelder::GetPlayerModel() const
{
return kWelderPModel;
}
int AvHWelder::GetShootAnimation() const
{
return 2;
}
char* AvHWelder::GetViewModel() const
{
return kWelderVModel;
}
char* AvHWelder::GetWorldModel() const
{
return kWelderWModel;
}
void AvHWelder::FireProjectiles(void)
{
#ifdef AVH_SERVER
Vector theWelderBarrel = this->GetWorldBarrelPoint();
UTIL_MakeVectors(this->m_pPlayer->pev->v_angle);
Vector vecEnd = theWelderBarrel + gpGlobals->v_forward*BALANCE_VAR(kWelderRange);
TraceResult tr;
UTIL_TraceLine(theWelderBarrel, vecEnd, dont_ignore_monsters, dont_ignore_glass, ENT( m_pPlayer->pev ), &tr);
float theROF = this->GetRateOfFire();
bool theDidWeld = false;
if(tr.flFraction != 1.0f)
{
// If it's a weldable, check if it's valid for construction
CBaseEntity* theEntity = CBaseEntity::Instance(tr.pHit);
AvHWeldable* theWeldable = dynamic_cast<AvHWeldable*>(theEntity);
if(theWeldable)
{
if(theWeldable->GetCanBeWelded())
{
// Build it by the amount of our rate of fire
theWeldable->AddBuildTime(theROF);
AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(this->m_pPlayer);
ASSERT(thePlayer);
thePlayer->TriggerProgressBar(theWeldable->entindex(), 1);
theDidWeld = true;
}
}
// else it's not a weldable, apply damage to it
else
{
if(this->m_pPlayer->pev->team == theEntity->pev->team)
{
if( this->RepairTarget(theEntity, theROF) )
theDidWeld = true;
}
else
{
// Apply damage to it and playback other event
float theScalar = 1.0f;
if(GetGameRules()->CanEntityDoDamageTo(this->m_pPlayer, theEntity, &theScalar))
{
float theDamageMultiplier;
AvHPlayerUpgrade::GetWeaponUpgrade(this->m_pPlayer->pev->iuser3, this->m_pPlayer->pev->iuser4, &theDamageMultiplier);
float theDamage = this->mDamage*theDamageMultiplier*theScalar;
theEntity->TakeDamage(this->pev, this->m_pPlayer->pev, theDamage, DMG_BURN);
}
}
}
if(!theDidWeld)
{
if(this->GetIsWelding())
{
PLAYBACK_EVENT_FULL(0, this->m_pPlayer->edict(), gWelderConstEventID, 0, this->m_pPlayer->pev->origin, (float *)&g_vecZero, 0.0, 0.0, 1, 0, 0, 0 );
this->SetIsWelding(false);
}
}
else
{
if(!this->GetIsWelding())
{
PLAYBACK_EVENT_FULL(0, this->m_pPlayer->edict(), gWelderConstEventID, 0, this->m_pPlayer->pev->origin, (float *)&g_vecZero, 0.0, 0.0, 0, 0, 0, 0 );
this->SetIsWelding(true);
}
}
}
else
{
if(this->GetIsWelding())
{
PLAYBACK_EVENT_FULL(0, this->m_pPlayer->edict(), gWelderConstEventID, 0, this->m_pPlayer->pev->origin, (float *)&g_vecZero, 0.0, 0.0, 1, 0, 0, 0 );
this->SetIsWelding(false);
}
}
if (!theDidWeld) // Only check for cut strands if we're not welding something already
{
// Scan area for webs, and clear them. I can't make the webs solid, and it seems like the welder might do this, so why not? Also
// adds neat element of specialization where a guy with a welder might be needed to clear an area before an attack, kinda RPS
const float kWebClearingRadius = 75;
const float kWebCuttingDistance = 10.0f;
CBaseEntity* thePotentialWebStrand = NULL;
while ((thePotentialWebStrand = UTIL_FindEntityInSphere(thePotentialWebStrand, theWelderBarrel, kWebClearingRadius)) != NULL)
{
AvHWebStrand* theWebStrand = dynamic_cast<AvHWebStrand*>(thePotentialWebStrand);
if (theWebStrand)
{
//theWebStrand->Break();
Vector WelderCheckPoint;
VectorGetMidPointOnLine(theWelderBarrel, vecEnd, WelderCheckPoint);
Vector ClosestPointOnStrand;
VectorGetClosestPointOnLine(theWebStrand->GetStartPos(), theWebStrand->GetEndPos(), WelderCheckPoint, ClosestPointOnStrand);
float DistCuttingLineToStrand = VectorDistanceFromLine(theWelderBarrel, vecEnd, ClosestPointOnStrand);
if (DistCuttingLineToStrand <= kWebCuttingDistance)
{
theWebStrand->Break();
}
}
}
}
#endif
}
int AvHWelder::GetBarrelLength() const
{
// Note that this variable is used in EV_Welder
return kWelderBarrelLength;
}
float AvHWelder::GetRateOfFire() const
{
return BALANCE_VAR(kWelderROF);
}
void AvHWelder::Holster( int skiplocal )
{
AvHMarineWeapon::Holster(skiplocal);
#ifdef AVH_SERVER
if(this->GetIsWelding())
{
PLAYBACK_EVENT_FULL(0, this->m_pPlayer->edict(), gWelderConstEventID, 0, this->m_pPlayer->pev->origin, (float *)&g_vecZero, 0.0, 0.0, 1, 0, 0, 0 );
this->SetIsWelding(false);
}
#endif
PLAYBACK_EVENT_FULL(0, this->m_pPlayer->edict(), this->mEndEvent, 0, this->m_pPlayer->pev->origin, (float *)&g_vecZero, 0.0, 0.0, 0, 0, 0, 0 );
this->PlaybackEvent(this->mEndEvent);
}
void AvHWelder::WeaponIdle(void)
{
#ifdef AVH_SERVER
if(this->GetIsWelding() && this->mAttackButtonDownLastFrame)
{
PLAYBACK_EVENT_FULL(0, this->m_pPlayer->edict(), gWelderConstEventID, 0, this->m_pPlayer->pev->origin, (float *)&g_vecZero, 0.0, 0.0, 1, 0, 0, 0 );
this->SetIsWelding(false);
}
#endif
AvHMarineWeapon::WeaponIdle();
}
void AvHWelder::Init()
{
this->mRange = BALANCE_VAR(kWelderRange);
this->mDamage = BALANCE_VAR(kWelderDamage);
this->SetIsWelding(false);
}
BOOL AvHWelder::IsUseable(void)
{
// No ammo, always useable
return TRUE;
}
void AvHWelder::Precache()
{
AvHMarineWeapon::Precache();
PRECACHE_UNMODIFIED_SOUND(kWeldingSound);
PRECACHE_UNMODIFIED_SOUND(kWeldingHitSound);
PRECACHE_UNMODIFIED_SOUND(kWeldingStopSound);
this->mEvent = PRECACHE_EVENT(1, kWelderEventName);
PRECACHE_EVENT(1, kWelderConstEventName);
this->mStartEvent = PRECACHE_EVENT(1, kWelderStartEventName);
this->mEndEvent = PRECACHE_EVENT(1, kWelderEndEventName);
}
#ifdef AVH_SERVER
bool AvHWelder::RepairTarget(CBaseEntity* inEntity, float inROF)
{
int theAmountToRepair = inROF*BALANCE_VAR(kWelderRepairRate);
bool theReturn = false;
if(inEntity)
{
AvHPlayer* theHitPlayer = dynamic_cast<AvHPlayer*>(inEntity);
if(theHitPlayer)
{
// Repair armor if possible
int theCurrentArmor = theHitPlayer->pev->armorvalue;
int theMaxArmor = AvHPlayerUpgrade::GetMaxArmorLevel(theHitPlayer->pev->iuser4, theHitPlayer->GetUser3());
if(theCurrentArmor < theMaxArmor)
{
int theNewArmor = theCurrentArmor + (theAmountToRepair * BALANCE_VAR(kWelderPlayerModifier));
theHitPlayer->pev->armorvalue = min(theMaxArmor, theNewArmor);
theReturn = true;
}
// Burn off webs
if(theHitPlayer->GetIsEnsnared())
{
theHitPlayer->SetEnsnareState(false);
theReturn = true;
}
}
else //if(GetHasUpgrade(inEntity->pev->iuser4, MASK_BUILDABLE))
{
// Max health in armorvalue
AvHBaseBuildable* theBuildable = dynamic_cast<AvHBaseBuildable*>(inEntity);
if(theBuildable)
{
if(theBuildable->Regenerate((theAmountToRepair * BALANCE_VAR(kWelderBuildingModifier)), false))
{
// Award experience for welding the CC. Might award a little more if barely wounded, but that seems OK.
if(GetGameRules()->GetIsCombatMode() && (theBuildable->pev->iuser3 == AVH_USER3_COMMANDER_STATION))
{
AvHPlayer* theWeldingPlayer = dynamic_cast<AvHPlayer*>(this->m_pPlayer);
if(theWeldingPlayer && (theWeldingPlayer->pev->team == theBuildable->pev->team))
{
float theCombatHealExperienceScalar = BALANCE_VAR(kCombatHealExperienceScalar);
theWeldingPlayer->AwardExperienceForObjective(theAmountToRepair*theCombatHealExperienceScalar, theBuildable->GetMessageID());
}
}
theReturn = true;
}
}
}
}
return theReturn;
}
#endif
void AvHWelder::Spawn()
{
AvHMarineWeapon::Spawn();
Precache();
this->m_iId = AVH_WEAPON_WELDER;
//this->m_iDefaultAmmo = kWelderMaxClip;
// Set our class name
this->pev->classname = MAKE_STRING(kwsWelder);
SET_MODEL(ENT(this->pev), kWelderWModel);
FallInit();// get ready to fall down.
}
// When welder is deployed, it makes the welding sound
void AvHWelder::WelderThink()
{
}
bool AvHWelder::UsesAmmo(void) const
{
return false;
}