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