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 ( & current_status ) ;
2024-03-21 18:17:18 +00:00
/* svencoop compatibility change. Commented out to avoid conflicts with SDK TOS
net_status_s current_status ;
char TestStruct [ 256 ] ; // Allocate lots of memory to anticipate Svengine's larger size
gEngfuncs . pNetAPI - > Status ( ( net_status_s * ) & TestStruct ) ;
memcpy ( & current_status , TestStruct , sizeof ( net_status_s ) ) ; // Now copy back the original struct size. This only works if Svengine added to the struct rather than changed it completely
*/
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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 ;
}