//======== (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: // // $Workfile: AvHBuildingGun.cpp$ // $Date: 2002/07/24 18:55:51 $ // //------------------------------------------------------------------------------- // $Log: AvHBuildingGun.cpp,v $ // Revision 1.10 2002/07/24 18:55:51 Flayra // - Linux case sensitivity stuff // // Revision 1.9 2002/07/24 18:45:40 Flayra // - Linux and scripting changes // // Revision 1.8 2002/06/25 17:43:21 Flayra // - Removed this // // Revision 1.7 2002/06/10 19:47:16 Flayra // - New level 2 view model // // Revision 1.6 2002/06/03 16:39:09 Flayra // - Added different deploy times (this should be refactored a bit more) // // Revision 1.5 2002/05/28 17:37:38 Flayra // - Don't perform max # check for offense chambers (only for upgrade buildings) // // Revision 1.4 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 "AvHAlienWeapons.h" #include "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 "AvHAlienWeaponConstants.h" #include "AvHPlayerUpgrade.h" #include "AvHGamerules.h" #include "AvHAlienWeaponConstants.h" #include "AvHAlienEquipmentConstants.h" #include "AvHServerUtil.h" #include "AvHTitles.h" #ifdef AVH_SERVER #include "AvHSharedUtil.h" #endif //int AvHBuildingGun::GetBarrelLength() const //{ // return kBuildingGunBarrelLength; //} // //int AvHBuildingGun::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_SPIT: // theDeployAnimation = 4; // break; // case AVH_WEAPON_WEBSPINNER: // case AVH_WEAPON_RESOURCE_TOWER: // case AVH_WEAPON_OFFENSE_CHAMBER: // case AVH_WEAPON_DEFENSE_CHAMBER: // case AVH_WEAPON_SENSORY_CHAMBER: // case AVH_WEAPON_MOVEMENT_CHAMBER: // case AVH_WEAPON_HIVE: // theDeployAnimation = -1; // break; // } // // return theDeployAnimation; //} // //float AvHBuildingGun::GetDeployTime() const //{ // return 1.0f; //} // //int AvHBuildingGun::GetIdleAnimation() const //{ // int theBaseOffset = 0; // int theAnimation = theBaseOffset + UTIL_SharedRandomFloat(this->m_pPlayer->random_seed, 0, 2); // return theAnimation; //} // //int AvHBuildingGun::GetShootAnimation() const //{ // return 5; //} // //bool AvHBuildingGun::GetFiresUnderwater() const //{ // return true; //} // //bool AvHBuildingGun::GetIsDroppable() const //{ // return false; //} // //void AvHBuildingGun::Init() //{ // this->mRange = kBuildingGunRange; // this->mROF = kBuildingGunROF; //} // //char* AvHBuildingGun::GetViewModel() const //{ // return kLevel2ViewModel; //} // //void AvHBuildingGun::Precache(void) //{ // AvHAlienWeapon::Precache(); // // PRECACHE_SOUND(kBuildingGunSound1); // PRECACHE_SOUND(kBuildingGunSound2); // // this->mEvent = PRECACHE_EVENT(1, kBuildingGunEventName); // //this->mEvent = PRECACHE_EVENT(1, kSpitGEventName); //} // //void AvHBuildingGun::Spawn() //{ // AvHAlienWeapon::Spawn(); //} // //bool AvHBuildingGun::UsesAmmo(void) const //{ // return false; //} // //CBaseEntity* AvHBuildingGun::CreateBuilding(const Vector& inLocation) const //{ // Vector theAngles; // CBaseEntity* theEntity = CBaseEntity::Create(this->GetBuildingClassName(), inLocation, theAngles); // ASSERT(theEntity); // return theEntity; //} // //int AvHBuildingGun::GetMaxAllowed() const //{ // return 3; //} // //void AvHBuildingGun::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 theBuildingPointCost = this->GetBuildingPointCost(); // // // Make sure we haven't exceeded the limit // int theNumBuildings = 0; // FOR_ALL_ENTITIES(this->GetBuildingClassName(), CBaseEntity*) // if(theEntity->pev->team == thePlayer->pev->team) // { // theNumBuildings++; // } // END_FOR_ALL_ENTITIES(this->GetBuildingClassName()); // // int theMaxBuildings = this->GetMaxAllowed(); // if(!strcmp(this->GetBuildingClassName(), kwsOffenseChamber)) // { // theMaxBuildings = -1; // } // // if((theMaxBuildings == -1) || (theNumBuildings < theMaxBuildings)) // { // if(thePlayer->GetResources() > theBuildingPointCost) // { // // Now check to make sure the space is big enough to hold the building // UTIL_MakeVectors(this->m_pPlayer->pev->v_angle); // // Vector theStart = this->m_pPlayer->GetGunPosition(); // Vector theEnd = theStart + gpGlobals->v_forward*this->GetRange(); // // // Collide with world to find potential build site // TraceResult theTR; // UTIL_TraceLine(theStart, theEnd, dont_ignore_monsters, thePlayer->edict(), &theTR); // // Vector theLocation = theTR.vecEndPos; // // // Check if collision point is valid for building // if(AvHSHUGetIsSiteValidForBuild(this->GetBuildingMessageID(), &theLocation, thePlayer->edict())) // //if(AvHSUIsAreaFree(vecSrc, this->GetBuildingRadius(), this->m_pPlayer)) // { // // Decrement theBuildingPointCost points // thePlayer->SetResources(thePlayer->GetResources() - theBuildingPointCost); // // // Create the new building // CBaseEntity* theEntity = this->CreateBuilding(theLocation); // // AvHSUBuildingJustCreated(this->GetBuildingMessageID(), theEntity, thePlayer); // // // Set owner (this prevents collisions between the entity and it's owner though) // //theEntity->pev->owner = ENT(this->m_pPlayer->pev); // // // Set building's team // theEntity->pev->team = this->m_pPlayer->pev->team; // } // } // else // { // thePlayer->PlayHUDSound(HUD_SOUND_ALIEN_MORE); // } // } // else // { // thePlayer->SendMessage(kTooManyBuildings, true); // } //#endif //} // //// Build distance for all buildings //float AvHBuildingGun::GetRange() const //{ // return 48; //} // //bool AvHBuildingGun::GetMustPressTriggerForEachShot() const //{ // return true; //} // // // //LINK_ENTITY_TO_CLASS(kwResourceTowerGun, AvHResourceTowerGun); // //char* AvHResourceTowerGun::GetBuildingClassName() const //{ // return kwsAlienResourceTower; //} // //AvHMessageID AvHResourceTowerGun::GetBuildingMessageID() const //{ // return ALIEN_BUILD_RESOURCES; //} // //int AvHResourceTowerGun::GetBuildingPointCost() const //{ // int theCost = 0; // // #ifdef AVH_SERVER // theCost = GetGameRules()->GetPointCostForMessageID(this->GetBuildingMessageID()); // #endif // // return theCost; //} // //int AvHResourceTowerGun::GetBuildingRadius() const //{ // return 40; //} // //int AvHResourceTowerGun::GetMaxAllowed() const //{ // return -1; //} // //void AvHResourceTowerGun::Spawn() //{ // AvHBuildingGun::Spawn(); // // Precache(); // // this->m_iId = AVH_WEAPON_RESOURCE_TOWER; // // // Set our class name // this->pev->classname = MAKE_STRING(kwsResourceTowerGun); // // SET_MODEL(ENT(this->pev), kNullModel); // // FallInit();// get ready to fall down. //} // // // // // // //LINK_ENTITY_TO_CLASS(kwOffenseChamberGun, AvHOffenseChamberGun); // //char* AvHOffenseChamberGun::GetBuildingClassName() const //{ // return kwsOffenseChamber; //} // //AvHMessageID AvHOffenseChamberGun::GetBuildingMessageID() const //{ // return ALIEN_BUILD_OFFENSE_CHAMBER; //} // //int AvHOffenseChamberGun::GetBuildingPointCost() const //{ // return 5; //} // //int AvHOffenseChamberGun::GetBuildingRadius() const //{ // return 40; //} // //void AvHOffenseChamberGun::Spawn() //{ // AvHBuildingGun::Spawn(); // // Precache(); // // this->m_iId = AVH_WEAPON_OFFENSE_CHAMBER; // // // Set our class name // this->pev->classname = MAKE_STRING(kwsOffenseChamberGun); // // SET_MODEL(ENT(this->pev), kNullModel); // // FallInit();// get ready to fall down. //} // // // // // // //LINK_ENTITY_TO_CLASS(kwDefenseChamberGun, AvHDefenseChamberGun); // //char* AvHDefenseChamberGun::GetBuildingClassName() const //{ // return kwsDefenseChamber; //} // //AvHMessageID AvHDefenseChamberGun::GetBuildingMessageID() const //{ // return ALIEN_BUILD_DEFENSE_CHAMBER; //} // //int AvHDefenseChamberGun::GetBuildingPointCost() const //{ // return 5; //} // //int AvHDefenseChamberGun::GetBuildingRadius() const //{ // return 40; //} // //void AvHDefenseChamberGun::Spawn() //{ // AvHBuildingGun::Spawn(); // // Precache(); // // this->m_iId = AVH_WEAPON_DEFENSE_CHAMBER; // // // Set our class name // this->pev->classname = MAKE_STRING(kwsDefenseChamberGun); // // SET_MODEL(ENT(this->pev), kNullModel); // // FallInit();// get ready to fall down. //} // // // // //LINK_ENTITY_TO_CLASS(kwSensoryChamberGun, AvHSensoryChamberGun); // //char* AvHSensoryChamberGun::GetBuildingClassName() const //{ // return kwsSensoryChamber; //} // //AvHMessageID AvHSensoryChamberGun::GetBuildingMessageID() const //{ // return ALIEN_BUILD_SENSORY_CHAMBER; //} // //int AvHSensoryChamberGun::GetBuildingPointCost() const //{ // return 5; //} // //int AvHSensoryChamberGun::GetBuildingRadius() const //{ // return 40; //} // //void AvHSensoryChamberGun::Spawn() //{ // AvHBuildingGun::Spawn(); // // Precache(); // // this->m_iId = AVH_WEAPON_SENSORY_CHAMBER; // // // Set our class name // this->pev->classname = MAKE_STRING(kwsSensoryChamberGun); // // SET_MODEL(ENT(this->pev), kNullModel); // // FallInit();// get ready to fall down. //} // // // // //LINK_ENTITY_TO_CLASS(kwMovementChamberGun, AvHMovementChamberGun); // //char* AvHMovementChamberGun::GetBuildingClassName() const //{ // //return kwsDeployedTurret; // return kwsMovementChamber; //} // //AvHMessageID AvHMovementChamberGun::GetBuildingMessageID() const //{ // return ALIEN_BUILD_MOVEMENT_CHAMBER; //} // //int AvHMovementChamberGun::GetBuildingPointCost() const //{ // return 5; //} // //int AvHMovementChamberGun::GetBuildingRadius() const //{ // return 40; //} // //void AvHMovementChamberGun::Spawn() //{ // AvHBuildingGun::Spawn(); // // Precache(); // // this->m_iId = AVH_WEAPON_MOVEMENT_CHAMBER; // // // Set our class name // this->pev->classname = MAKE_STRING(kwsMovementChamberGun); // // SET_MODEL(ENT(this->pev), kNullModel); // // FallInit();// get ready to fall down. //}