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4f13237895
Change CRLF to LF in repo.
289 lines
9.2 KiB
C++
289 lines
9.2 KiB
C++
//======== (C) Copyright 2001 Charles G. Cleveland All rights reserved. =========
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//
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// The copyright to the contents herein is the property of Charles G. Cleveland.
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// The contents may be used and/or copied only with the written permission of
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// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
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// the agreement/contract under which the contents have been supplied.
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//
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// Purpose: The marine siege cannon
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//
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// $Workfile: AvHSiegeTurret.cpp$
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// $Date: 2002/11/22 21:26:06 $
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//
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//-------------------------------------------------------------------------------
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// $Log: AvHSiegeTurret.cpp,v $
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// Revision 1.12 2002/11/22 21:26:06 Flayra
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// - Fixed turret factory abuse, where turrets became active after recycling the nearby turret factory before turret was fully contructed.
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// - Fixed bug where siege turrets became re-activated after building a regular turret factory nearby.
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// - mp_consistency changes
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//
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// Revision 1.11 2002/11/12 02:29:11 Flayra
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// - Removed check for mp_testing with siege
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//
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// Revision 1.10 2002/11/03 04:52:18 Flayra
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// - Removed server variables, hard-coded them
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//
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// Revision 1.9 2002/10/16 01:07:36 Flayra
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// - Removed unused sounds
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//
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// Revision 1.8 2002/09/23 22:32:14 Flayra
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// - Removed minimum range for siege
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//
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// Revision 1.7 2002/08/16 02:48:09 Flayra
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// - New damage model
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//
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// Revision 1.6 2002/07/26 23:08:14 Flayra
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// - Siege don't fire at babblers
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//
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// Revision 1.5 2002/07/24 18:55:52 Flayra
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// - Linux case sensitivity stuff
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//
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// Revision 1.4 2002/07/23 17:27:47 Flayra
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// - Siege no longer requires LOS (so it's actual siege)
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//
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// Revision 1.3 2002/07/01 21:47:27 Flayra
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// - Added siege shockwave effect, added view shaking effects
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//
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// Revision 1.2 2002/05/28 18:07:19 Flayra
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// - Reduced tracking rate for siege
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//
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// Revision 1.1 2002/05/23 02:33:20 Flayra
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// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
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//
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//===============================================================================
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#include "AvHSiegeTurret.h"
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#include "AvHMarineEquipment.h"
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#include "AvHGamerules.h"
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#include "AvHServerUtil.h"
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#include "AvHPlayerUpgrade.h"
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#include "../util/MathUtil.h"
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LINK_ENTITY_TO_CLASS(kwSiegeTurret, AvHSiegeTurret);
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extern int gSiegeHitEventID;
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extern int gSiegeViewHitEventID;
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AvHSiegeTurret::AvHSiegeTurret() : AvHMarineTurret(TECH_NULL, BUILD_SIEGE, kwsSiegeTurret, AVH_USER3_SIEGETURRET)
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{
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float theStartTime = RANDOM_FLOAT(0, BALANCE_VAR(kSiegeROF));
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this->mTimeLastFired = gpGlobals->time - theStartTime;
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}
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void AvHSiegeTurret::CheckEnabledState()
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{
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bool theEnabledState = false;
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if(this->GetHasBeenBuilt() && !this->GetIsRecycling())
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{
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FOR_ALL_ENTITIES(kwsAdvancedTurretFactory, AvHTurretFactory*)
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if((theEntity->pev->team == this->pev->team) && theEntity->GetIsBuilt() && !GetHasUpgrade(theEntity->pev->iuser4, MASK_RECYCLING))
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{
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// If they are a friendly, alive, turret factory
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float the2DDistance = VectorDistance2D(this->pev->origin, theEntity->pev->origin);
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// Enabled state is true
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if(the2DDistance <= BALANCE_VAR(kTurretFactoryBuildDistance))
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{
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theEnabledState = true;
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break;
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}
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}
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END_FOR_ALL_ENTITIES(kwsAdvancedTurretFactory)
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}
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// Set enabled state
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this->SetEnabledState(theEnabledState);
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}
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bool AvHSiegeTurret::GetIsValidTarget(CBaseEntity* inEntity) const
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{
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bool theTargetIsValid = false;
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if(AvHMarineTurret::GetIsValidTarget(inEntity))
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{
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if(!inEntity->IsPlayer() && !FStrEq(STRING(inEntity->pev->classname), kwsBabblerProjectile))
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{
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float theDistanceToCurrentEnemy = AvHSUEyeToBodyDistance(this->pev, inEntity);
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//if(theDistanceToCurrentEnemy >= this->GetMinimumRange())
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//{
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// We have to see it as well
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//Vector vecMid = this->pev->origin + this->pev->view_ofs;
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//Vector vecMidEnemy = inEntity->BodyTarget(vecMid);
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//if(FBoxVisible(this->pev, inEntity->pev, vecMidEnemy))
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//{
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// Entities must be sighted to be hit (in view of player or scanned)
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AvHSiegeTurret* thisTurret = const_cast<AvHSiegeTurret*>(this);
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if(GetHasUpgrade(inEntity->pev->iuser4, MASK_VIS_SIGHTED) || inEntity->FVisible(thisTurret))
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{
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theTargetIsValid = true;
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}
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//}
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//}
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}
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}
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return theTargetIsValid;
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}
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int AvHSiegeTurret::GetDamageType() const
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{
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return NS_DMG_STRUCTURAL;
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}
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char* AvHSiegeTurret::GetDeploySound() const
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{
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return kSiegeDeploy;
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}
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char* AvHSiegeTurret::GetPingSound() const
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{
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return kSiegePing;
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}
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int AvHSiegeTurret::GetPointValue(void) const
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{
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return BALANCE_VAR(kScoringSiegeValue);
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}
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//int AvHSiegeTurret::GetMinimumRange() const
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//{
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// return this->GetXYRange()*kSiegeTurretMinRangeScalar;
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//}
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char* AvHSiegeTurret::GetModelName() const
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{
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return kSiegeTurretModel;
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}
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int AvHSiegeTurret::GetXYRange() const
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{
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return BALANCE_VAR(kSiegeTurretRange);
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}
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bool AvHSiegeTurret::GetRequiresLOS() const
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{
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return false;
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}
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void AvHSiegeTurret::Precache(void)
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{
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AvHMarineTurret::Precache();
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PRECACHE_UNMODIFIED_MODEL(kSiegeTurretModel);
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PRECACHE_UNMODIFIED_SOUND(kSiegeTurretFire1);
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PRECACHE_UNMODIFIED_SOUND(kSiegeDeploy);
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PRECACHE_UNMODIFIED_SOUND(kSiegePing);
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PRECACHE_UNMODIFIED_SOUND(kSiegeHitSound1);
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PRECACHE_UNMODIFIED_SOUND(kSiegeHitSound2);
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this->mShockwaveTexture = PRECACHE_UNMODIFIED_MODEL(kSiegeTurretShockWave);
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}
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void AvHSiegeTurret::Shoot(const Vector &inOrigin, const Vector &inToEnemy, const Vector& inVecEnemyVelocity)
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{
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// Only fire once every few seconds...this is hacky but there's no way to override think functions so it must be done
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// I wish it was easier to change the update rate but it's not so...
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if((gpGlobals->time - this->mTimeLastFired) > BALANCE_VAR(kSiegeROF))
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{
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// Find enemy player in range, ignore walls and everything else
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if(this->m_hEnemy != NULL)
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{
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edict_t* theEnemyEdict = this->m_hEnemy->edict();
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entvars_t* theEnemyEntVars = this->m_hEnemy->pev;
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CBaseEntity* theEnemyEntity = (CBaseEntity*)(this->m_hEnemy);
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if(this->GetIsValidTarget(this->m_hEnemy) && theEnemyEdict && theEnemyEntVars && theEnemyEntity)
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{
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// Apply damage, taking upgrade into account
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float theDamageMultiplier;
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AvHPlayerUpgrade::GetWeaponUpgrade(this->pev->iuser3, this->pev->iuser4, &theDamageMultiplier);
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float theDamage = theDamageMultiplier*BALANCE_VAR(kSiegeDamage);
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// Play view shake, because a big gun is going off
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float theShakeAmplitude = 20;
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float theShakeFrequency = 80;
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float theShakeDuration = .3f;
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float theShakeRadius = 240;
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UTIL_ScreenShake(this->pev->origin, theShakeAmplitude, theShakeFrequency, theShakeDuration, theShakeRadius);
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float theSiegeSplashRadius = kSiegeSplashRadius;
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// Play fire sound
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EMIT_SOUND_DYN(ENT(this->pev), CHAN_AUTO, kSiegeTurretFire1, 1.0, ATTN_NORM, 0, PITCH_NORM);
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this->pev->effects |= EF_MUZZLEFLASH;
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// Send normal effect to all
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PLAYBACK_EVENT_FULL(0, theEnemyEdict, gSiegeHitEventID, 0, theEnemyEntVars->origin, theEnemyEntVars->angles, 0.0, 0.0, /*theWeaponIndex*/ 0, 0, 0, 0 );
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// Play view shake where it hits as well
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theShakeAmplitude = 60;
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theShakeFrequency = 120;
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theShakeDuration = 1.0f;
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theShakeRadius = 650;
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UTIL_ScreenShake(theEnemyEntVars->origin, theShakeAmplitude, theShakeFrequency, theShakeDuration, theShakeRadius);
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if(theEnemyEntity->IsPlayer())
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{
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// Send personal view shake to recipient only (check for splash here, pass param to lessen effect for others?)
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// TODO: Use upgrade level to parameterize screen shake and fade?
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PLAYBACK_EVENT_FULL(FEV_HOSTONLY, theEnemyEdict, gSiegeViewHitEventID, 0, theEnemyEntVars->origin, theEnemyEntVars->angles, 0.0, 0.0, /*theWeaponIndex*/ 0, 0, 0, 0 );
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Vector theFadeColor;
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theFadeColor.x = 255;
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theFadeColor.y = 100;
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theFadeColor.z = 100;
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UTIL_ScreenFade(this->m_hEnemy, theFadeColor, .3f, 0.0f, 255, FFADE_OUT);
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}
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// blast circles
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MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, theEnemyEntVars->origin );
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WRITE_BYTE( TE_BEAMCYLINDER );
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WRITE_COORD( theEnemyEntVars->origin.x);
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WRITE_COORD( theEnemyEntVars->origin.y);
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WRITE_COORD( theEnemyEntVars->origin.z + 16);
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WRITE_COORD( theEnemyEntVars->origin.x);
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WRITE_COORD( theEnemyEntVars->origin.y);
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WRITE_COORD( theEnemyEntVars->origin.z + 16 + theSiegeSplashRadius / .2); // reach damage radius over .3 seconds
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WRITE_SHORT( this->mShockwaveTexture );
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WRITE_BYTE( 0 ); // startframe
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WRITE_BYTE( 0 ); // framerate
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WRITE_BYTE( 2 ); // life
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WRITE_BYTE( 16 ); // width
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WRITE_BYTE( 0 ); // noise
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// Write color
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WRITE_BYTE(188);
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WRITE_BYTE(220);
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WRITE_BYTE(255);
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WRITE_BYTE( 255 ); //brightness
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WRITE_BYTE( 0 ); // speed
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MESSAGE_END();
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// Finally, do damage (do damage after sending effects because m_hEnemy seems to be going to NULL)
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::RadiusDamage(theEnemyEntVars->origin, this->pev, this->GetAttacker()->pev, theDamage, theSiegeSplashRadius, CLASS_NONE, this->GetDamageType());
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}
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else
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{
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this->m_hEnemy = NULL;
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}
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}
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this->mTimeLastFired = gpGlobals->time;
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}
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}
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void AvHSiegeTurret::ResetEntity()
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{
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AvHMarineTurret::ResetEntity();
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this->mTimeLastFired = -1;
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}
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void AvHSiegeTurret::Spawn()
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{
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AvHMarineTurret::Spawn();
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this->m_fTurnRate = M_PI/3.0f;
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}
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