//======== (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: AvHWebSpinner.cpp $ // $Date: 2002/11/22 21:28:17 $ // //------------------------------------------------------------------------------- // $Log: AvHWebSpinner.cpp,v $ // Revision 1.14 2002/11/22 21:28:17 Flayra // - mp_consistency changes // // Revision 1.13 2002/10/18 22:23:24 Flayra // - Refactoring for checking max buildings in radius as well // // Revision 1.12 2002/07/24 19:09:18 Flayra // - Linux issues // // Revision 1.11 2002/07/24 18:55:53 Flayra // - Linux case sensitivity stuff // // Revision 1.10 2002/07/24 18:45:43 Flayra // - Linux and scripting changes // // Revision 1.9 2002/07/08 17:23:03 Flayra // - Don't allow builder to web a player by hitting him // // Revision 1.8 2002/06/25 17:50:07 Flayra // - Some refactoring, new view model, removed old code, no longer costs resources to use, web projectile can ensnare marines without creating web // // Revision 1.7 2002/06/10 19:47:25 Flayra // - New level 2 view model // // Revision 1.6 2002/06/03 16:39:10 Flayra // - Added different deploy times (this should be refactored a bit more) // // Revision 1.5 2002/05/28 18:13:37 Flayra // - Limit total webs, limit webs in sphere // // Revision 1.4 2002/05/23 02:32:39 Flayra // - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development. // //=============================================================================== #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 #include "common/hldm.h" #include "common/event_api.h" #include "common/event_args.h" #include "common/vector_util.h" #include "mod/AvHAlienEquipmentConstants.h" #include "mod/AvHAlienWeaponConstants.h" #include "mod/AvHPlayerUpgrade.h" #include "mod/AvHConstants.h" #ifdef AVH_SERVER #include "mod/AvHGamerules.h" #include "mod/AvHServerUtil.h" #include "mod/AvHEntities.h" #include "dlls/cbasedoor.h" #include "dlls/plats.h" #include "mod/AvHTitles.h" #endif #ifdef AVH_SERVER LINK_ENTITY_TO_CLASS(kwWebProjectile, AvHWebProjectile); bool AvHWebProjectile::CreateWeb() { bool theSuccessfulStrand = false; AvHWebSpinner* theWebSpinner = NULL; if(this->GetWebSpinner(theWebSpinner)) { vec3_t theNewPoint = this->pev->origin; vec3_t theLastPoint; if(theWebSpinner->GetLastPoint(theLastPoint)) { // Check line between these two points. If there's an obstruction then don't create strand TraceResult theObstructionTR; UTIL_TraceLine(theLastPoint, theNewPoint, ignore_monsters, NULL, &theObstructionTR); if(theObstructionTR.flFraction == 1.0f) { // ...and if distance between this point and last valid point is short enough float theDistance = (theNewPoint - theLastPoint).Length(); if(theDistance < kMaxWebDistance) { // Make sure our team doesn't have too many webs already AvHTeam* theTeam = GetGameRules()->GetTeam((AvHTeamNumber)this->pev->team); ASSERT(theTeam); AvHPlayer* thePlayer = dynamic_cast(CBaseEntity::Instance(this->pev->owner)); ASSERT(thePlayer); int theNumStrands = theTeam->GetNumWebStrands(); if(theNumStrands < BALANCE_VAR(kMaxTeamStrands)) { // Finally, make sure there aren't too many strands in our immediate area, to prevent visibility problems. // Note that it doesn't care if they are enemy or friendly web strands, so this may be a problem for alien vs. alien int theNumWebsNearby = UTIL_CountEntitiesInSphere(theNewPoint, BALANCE_VAR(kBuildingVisibilityRadius), kesTeamWebStrand); if(theNumWebsNearby < BALANCE_VAR(kNumWebsAllowedInRadius)) { // Add new web strand AvHWebStrand* theWebStrand = GetClassPtr((AvHWebStrand*)NULL); theWebStrand->Setup(theLastPoint, theNewPoint); theWebStrand->Spawn(); //theWebStrand->pev->owner = this->pev->owner; theWebStrand->pev->team = this->pev->team; // Add decal at this point UTIL_DecalTrace(&theObstructionTR, DECAL_SPIT1 + RANDOM_LONG(0,1)); // Increment team strands theTeam->SetNumWebStrands(theNumStrands + 1); theSuccessfulStrand = true; } else { // Send player message indicating they've reached the limit for this particular area thePlayer->SendMessage(kTooManyWebsNearby, TOOLTIP); } } else { // Send player message indicating they've reached the limit thePlayer->SendMessage(kTooManyWebs, TOOLTIP); } } } } theWebSpinner->SetLastPoint(theNewPoint); } return theSuccessfulStrand; } bool AvHWebProjectile::GetWebSpinner(AvHWebSpinner*& outSpinner) { bool theSuccess = false; CBaseEntity* theEntity = CBaseEntity::Instance(this->pev->owner); if(theEntity) { AvHPlayer* thePlayer = dynamic_cast(theEntity); if(thePlayer) { AvHWebSpinner* theWebSpinner = dynamic_cast(thePlayer->m_pActiveItem); if(theWebSpinner) { outSpinner = theWebSpinner; theSuccess = true; } } } return theSuccess; } void AvHWebProjectile::Precache(void) { CBaseEntity::Precache(); PRECACHE_UNMODIFIED_MODEL(kWebProjectileSprite); } void AvHWebProjectile::Spawn() { this->Precache(); CBaseEntity::Spawn(); this->pev->movetype = MOVETYPE_FLY; this->pev->classname = MAKE_STRING(kWebProjectileClassName); SET_MODEL(ENT(this->pev), kWebProjectileSprite); this->pev->solid = SOLID_BBOX; // Comment out effects line, uncomment next four, then comment out creation of temp entity in EV_SpitGun to see server side spit for testing if(!GetGameRules()->GetDrawInvisibleEntities()) { this->pev->effects = EF_NODRAW; } else { this->pev->frame = 0; this->pev->scale = 0.5; this->pev->rendermode = kRenderTransAlpha; this->pev->renderamt = 255; } UTIL_SetSize(this->pev, Vector( 0, 0, 0), Vector(0, 0, 0)); //UTIL_SetSize(this->pev, Vector( -16, -16, -16), Vector(16, 16, 16)); //UTIL_SetSize(this->pev, Vector( -50, -50, -50), Vector(50, 50, 50)); SetTouch(&AvHWebProjectile::WebTouch); } void AvHWebProjectile::WebTouch(CBaseEntity* inOther) { // Never hit the player who fired it if(inOther != CBaseEntity::Instance(this->pev->owner)) { // If we an enemy player, ensnare them // AvHPlayer* thePlayer = dynamic_cast(inOther); // if(thePlayer && GetGameRules()->CanEntityDoDamageTo(this, inOther)) // { // EMIT_SOUND(ENT(inOther->pev), CHAN_AUTO, kWebStrandBreakSound, 1.0, ATTN_IDLE); // thePlayer->SetEnsnareState(true); // } // else // { // Can't hit players directly if(!inOther->IsPlayer()) { // If not in tourny mode, pass through friends if((inOther->pev->team == 0) || (GetGameRules()->CanEntityDoDamageTo(this, inOther))) { // Create new strand if(this->CreateWeb()) { // Play sound when it hits //EMIT_SOUND(ENT(this->m_pPlayer->pev), CHAN_AUTO, kWebSpinSound2, 1.0f, ATTN_NORM); } } } // Kill it off SetThink(&AvHWebProjectile::SUB_Remove); this->pev->nextthink = gpGlobals->time + .1f; SetTouch(NULL); } } #endif LINK_ENTITY_TO_CLASS(kwWebSpinner, AvHWebSpinner); BOOL AvHWebSpinner::Deploy() { #ifdef AVH_SERVER this->mPlacedValidWebPointSinceDeploy = false; #endif return AvHAlienWeapon::Deploy(); } int AvHWebSpinner::GetBarrelLength() const { return kWebSpinnerBarrelLength; } float AvHWebSpinner::GetRateOfFire() const { return BALANCE_VAR(kWebSpinnerROF); } int AvHWebSpinner::GetDeployAnimation() const { int theDeployAnimation = 5; AvHWeaponID thePreviousID = this->GetPreviousWeaponID(); switch(thePreviousID) { case AVH_WEAPON_WEBSPINNER: theDeployAnimation = -1; break; // Spit and bile bomb look the same case AVH_WEAPON_SPIT: case AVH_WEAPON_BILEBOMB: theDeployAnimation = 5; break; } return theDeployAnimation; } float AvHWebSpinner::GetDeployTime() const { return 1.0f; } int AvHWebSpinner::GetIdleAnimation() const { return 2; } int AvHWebSpinner::GetShootAnimation() const { return 4; } bool AvHWebSpinner::GetFiresUnderwater() const { return true; } bool AvHWebSpinner::GetIsDroppable() const { return false; } void AvHWebSpinner::Init() { this->mRange = kWebSpinnerRange; #ifdef AVH_SERVER this->mPlacedValidWebPointSinceDeploy = false; #endif } char* AvHWebSpinner::GetViewModel() const { return kLevel2ViewModel; } void AvHWebSpinner::Precache(void) { AvHAlienWeapon::Precache(); PRECACHE_UNMODIFIED_SOUND(kWebSpinSound1); PRECACHE_UNMODIFIED_SOUND(kWebSpinSound2); this->mEvent = PRECACHE_EVENT(1, kWebSpinnerShootEventName); } void AvHWebSpinner::Spawn() { AvHAlienWeapon::Spawn(); Precache(); this->m_iId = AVH_WEAPON_WEBSPINNER; // Set our class name this->pev->classname = MAKE_STRING(kwsWebSpinner); SET_MODEL(ENT(this->pev), kNullModel); FallInit();// get ready to fall down. } bool AvHWebSpinner::UsesAmmo(void) const { return false; } void AvHWebSpinner::FireProjectiles(void) { #ifdef AVH_SERVER // Make sure we have enough points to shoot this thing AvHPlayer* thePlayer = dynamic_cast(this->m_pPlayer); ASSERT(thePlayer); // int theNumResources = thePlayer->GetResources(); // if(theNumResources >= kWebPointCost) // { // thePlayer->SetResources(theNumResources - kWebPointCost); // Spawn WebProjectile AvHWebProjectile* theWebProjectile = GetClassPtr((AvHWebProjectile*)NULL ); theWebProjectile->Spawn(); UTIL_MakeVectors(thePlayer->pev->v_angle); Vector vecAiming = gpGlobals->v_forward; Vector vecSrc = thePlayer->GetGunPosition( ) + vecAiming; UTIL_SetOrigin(theWebProjectile->pev, vecSrc); // This needs to be the same as in EV_WebProjectileGun Vector theBaseVelocity; VectorScale(this->pev->velocity, kWebProjectileParentVelocityScalar, theBaseVelocity); Vector theStartVelocity; VectorMA(theBaseVelocity, kWebProjectileVelocity, vecAiming, theStartVelocity); VectorCopy(theStartVelocity, theWebProjectile->pev->velocity); // Set owner theWebProjectile->pev->owner = ENT(thePlayer->pev); // Set WebProjectile's team :) theWebProjectile->pev->team = thePlayer->pev->team; // // Do a traceline to see where they want to place new web point // UTIL_MakeVectors(this->m_pPlayer->pev->v_angle); // // Vector theForwardDir = gpGlobals->v_forward; // VectorNormalize(theForwardDir); // // TraceResult theNewStrandTR; // UTIL_TraceLine(this->pev->origin + this->pev->view_ofs, this->pev->origin + this->pev->view_ofs + theForwardDir*128, ignore_monsters, ENT(this->m_pPlayer->pev), &theNewStrandTR); // if (theNewStrandTR.flFraction != 1.0) // { // //CBaseEntity* theWorld = dynamic_cast(CBaseEntity::Instance(tr.pHit)); // //if(theWorld) // //{ // // bool theSuccessfulStrand = false; // // // Only allow webs on the world, not doors, entities, players // CBaseDoor* theDoor = dynamic_cast(CBaseEntity::Instance(theNewStrandTR.pHit)); // CBasePlatTrain* theTrain = dynamic_cast(CBaseEntity::Instance(theNewStrandTR.pHit)); // if((!theDoor) && (!theTrain)) // { // vec3_t theNewPoint = theNewStrandTR.vecEndPos; // vec3_t theNewNormal = theNewStrandTR.vecPlaneNormal; // // // If we've placed another point // if(this->mPlacedValidWebPointSinceDeploy) // { // // Check line between these two points. If there's an obstruction (that's not us?) then remember new point but don't create strand // TraceResult theObstructionTR; // UTIL_TraceLine(this->mLastValidWebPoint, theNewPoint, ignore_monsters, ENT(this->m_pPlayer->pev), &theObstructionTR); // if(theObstructionTR.flFraction == 1.0f) // { // // Check to make sure the normals are different, can't place on the same surface for fairness // if(!(theNewNormal == this->mLastValidWebNormal)) // { // // ...and if distance between this point and last valid point is short enough // float theDistance = (theNewPoint - this->mLastValidWebPoint).Length(); // if(theDistance < kMaxWebDistance) // { // // Add new web strand // AvHWebStrand* theWebStrand = GetClassPtr((AvHWebStrand*)NULL); // theWebStrand->Setup(this->mLastValidWebPoint, theNewPoint); // theWebStrand->Spawn(); // theWebStrand->pev->owner = ENT(this->m_pPlayer->pev); // theWebStrand->pev->team = this->m_pPlayer->pev->team; // // theSuccessfulStrand = true; // } // } // } // } // else // { // theSuccessfulStrand = true; // } // // if(theSuccessfulStrand) // { // // Play web confirmation sound // EMIT_SOUND(ENT(this->m_pPlayer->pev), CHAN_AUTO, kWebSpinSound2, 1.0f, ATTN_NORM); // // // Add decal at this point // UTIL_DecalTrace(&theNewStrandTR, DECAL_SPIT1 + RANDOM_LONG(0,1)); // } // // // Set new valid last point to current point // this->mLastValidWebPoint = theNewPoint; // this->mLastValidWebNormal = theNewNormal; // this->mPlacedValidWebPointSinceDeploy = true; // } // } // } // else // { // thePlayer->PlayHUDSound(HUD_SOUND_ALIEN_MORE); // } #endif } #ifdef AVH_SERVER bool AvHWebSpinner::GetLastPoint(vec3_t& outLastPoint) const { bool theSuccess = false; if(this->mPlacedValidWebPointSinceDeploy) { VectorCopy(this->mLastValidWebPoint, outLastPoint); theSuccess = true; } return theSuccess; } void AvHWebSpinner::SetLastPoint(vec3_t& inLastPoint) { VectorCopy(inLastPoint, this->mLastValidWebPoint); this->mPlacedValidWebPointSinceDeploy = true; } #endif