mirror of
https://github.com/ENSL/NS.git
synced 2024-11-25 05:51:11 +00:00
4f13237895
Change CRLF to LF in repo.
473 lines
11 KiB
C++
473 lines
11 KiB
C++
//======== (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<AvHPlayer*>(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.
|
|
//}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|