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411 lines
10 KiB
C++
411 lines
10 KiB
C++
//======== (C) Copyright 2002 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:
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//
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// $Workfile: AvHAlienTurret.cpp $
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// $Date: 2002/11/22 21:28:15 $
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//
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//-------------------------------------------------------------------------------
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// $Log: AvHAlienTurret.cpp,v $
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// Revision 1.8 2002/11/22 21:28:15 Flayra
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// - mp_consistency changes
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//
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// Revision 1.7 2002/10/24 21:20:49 Flayra
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// - Alien turrets now credit their owner with kills
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//
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// Revision 1.6 2002/09/23 22:08:14 Flayra
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// - Removed damage upgrades for alien turrets (used to be needed for offensive upgrades)
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//
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// Revision 1.5 2002/07/24 18:45:40 Flayra
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// - Linux and scripting changes
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//
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// Revision 1.4 2002/07/23 16:57:05 Flayra
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// - Alien turret refactoring and fixing (the view offset in spawn() was causing them to always miss crouched players)
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//
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// Revision 1.3 2002/07/01 21:14:21 Flayra
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// - Added auto-building, added damage upgrade (from primal scream), added vertical FOV (doesn't work yet)
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//
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// Revision 1.2 2002/06/03 16:24:08 Flayra
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// - Moved chamber firing into an event, added turret constants
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//
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// Revision 1.1 2002/05/28 17:12:17 Flayra
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// - Offensive chamber that shoots spit
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//
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//===============================================================================
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#include "AvHAlienTurret.h"
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#include "AvHConstants.h"
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#include "AvHPlayerUpgrade.h"
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#include "AvHAlienEquipmentConstants.h"
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#include "AvHAlienWeaponConstants.h"
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#include "AvHAlienWeapons.h"
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#include "../common/hldm.h"
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#include "../common/event_api.h"
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#include "../common/event_args.h"
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#include "../common/vector_util.h"
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#include "AvHGamerules.h"
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#include "../util/MathUtil.h"
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// Temporary
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#include "AvHMarineTurret.h"
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#include "AvHMarineEquipment.h"
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#include "AvHConstants.h"
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#include "AvHPlayerUpgrade.h"
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LINK_ENTITY_TO_CLASS(kwOffenseChamber, AvHAlienTurret);
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#ifdef AVH_SERVER
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LINK_ENTITY_TO_CLASS(kwSpikeProjectile, AvHSpike);
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void AvHSpike::Precache(void)
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{
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CBaseEntity::Precache();
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PRECACHE_UNMODIFIED_MODEL(kSpikeProjectileModel);
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}
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void AvHSpike::SetDamage(float inDamage)
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{
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this->mDamage = inDamage;
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}
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void AvHSpike::Spawn()
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{
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this->Precache();
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CBaseEntity::Spawn();
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this->pev->movetype = MOVETYPE_FLY;
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this->pev->classname = MAKE_STRING(kSpikeProjectileClassName);
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SET_MODEL(ENT(this->pev), kSpikeProjectileModel);
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this->pev->solid = SOLID_BBOX;
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this->mDamage = 0.0f;
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// Comment out effects line, uncomment next four, then comment out creation of temp entity in EV_SpikeGun to see server side Spike for testing
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if(!GetGameRules()->GetDrawInvisibleEntities())
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{
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this->pev->effects = EF_NODRAW;
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}
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else
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{
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this->pev->frame = 0;
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this->pev->scale = 0.5;
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this->pev->rendermode = kRenderTransAlpha;
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this->pev->renderamt = 255;
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}
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//UTIL_SetSize(this->pev, Vector( 0, 0, 0), Vector(0, 0, 0));
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// UTIL_SetSize(this->pev, Vector( -16, -16, -16), Vector(16, 16, 16));
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//UTIL_SetSize(this->pev, Vector( -50, -50, -50), Vector(50, 50, 50));
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SetTouch(&AvHSpike::SpikeTouch);
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// Enforce short range
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SetThink(&AvHSpike::SpikeDeath);
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this->pev->nextthink = gpGlobals->time + kSpikeLifetime;
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}
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void AvHSpike::SpikeDeath()
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{
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// Kill the Spike entity
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UTIL_Remove(this);
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// SetThink(SUB_Remove);
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// this->pev->nextthink = gpGlobals->time + 0.01f;
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}
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void AvHSpike::SpikeTouch(CBaseEntity* pOther)
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{
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CBaseEntity* theSpikeOwner = CBaseEntity::Instance(this->pev->owner);
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if((pOther != theSpikeOwner) && (theSpikeOwner != NULL))
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{
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float theScalar = 1.0f;
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if(GetGameRules()->CanEntityDoDamageTo(this, pOther, &theScalar))
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{
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float theDamage = this->mDamage*theScalar;
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// Give credit to the spike owner's owner (spike's owner is OC, OC's owner is player)
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CBaseEntity* theSpikeOwnerOwner = NULL;
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entvars_t* theSpikeOwnerOwnerEntVars = NULL;
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if(theSpikeOwner)
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{
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AvHTurret* theTurret = dynamic_cast<AvHTurret*>(theSpikeOwner);
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if(theTurret)
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{
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theSpikeOwnerOwner = theTurret->GetAttacker();
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}
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}
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if(!theSpikeOwnerOwner)
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{
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theSpikeOwnerOwner = theSpikeOwner;
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}
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if(theSpikeOwnerOwner)
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{
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theSpikeOwnerOwnerEntVars = theSpikeOwnerOwner->pev;
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}
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// Apply damage to receiver
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pOther->TakeDamage(theSpikeOwner->pev, theSpikeOwnerOwnerEntVars, theDamage, NS_DMG_LIGHT);
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}
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// Kill it off
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this->SpikeDeath();
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}
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}
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#endif
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AvHAlienTurret::AvHAlienTurret() : AvHTurret(TECH_OFFENSE_CHAMBER, ALIEN_BUILD_OFFENSE_CHAMBER, kwsOffenseChamber, AVH_USER3_OFFENSE_CHAMBER)
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{
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}
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AvHAlienTurret::AvHAlienTurret(AvHTechID inTechID, AvHMessageID inMessageID, char* inClassName, int inUser3) : AvHTurret(inTechID, inMessageID, inClassName, inUser3)
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{
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}
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// Energy from movement chambers subtracts off the rate of fire
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bool AvHAlienTurret::Energize(float inEnergyAmount)
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{
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bool theSuccess = false;
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if(this->GetIsBuilt() && (this->mEnergy < 1.0f))
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{
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if(this->m_hEnemy != NULL)
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{
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this->mEnergy = max(0.0f, min(1.0f, this->mEnergy + inEnergyAmount));
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theSuccess = true;
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}
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}
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return theSuccess;
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}
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char* AvHAlienTurret::GetDeploySound() const
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{
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return kAlienTurretDeploy;
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}
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bool AvHAlienTurret::GetIsOrganic() const
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{
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return true;
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}
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int AvHAlienTurret::GetPointValue(void) const
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{
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return 2;
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}
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int AvHAlienTurret::GetXYRange() const
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{
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return 700;
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}
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void AvHAlienTurret::Precache()
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{
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PRECACHE_UNMODIFIED_MODEL(kOffenseChamberModel);
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PRECACHE_UNMODIFIED_MODEL(kSpikeProjectileModel);
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PRECACHE_UNMODIFIED_SOUND(kAlienTurretFire1);
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PRECACHE_UNMODIFIED_SOUND(kAlienTurretDeploy);
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PRECACHE_UNMODIFIED_MODEL(kAlienTurretSprite);
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this->mEvent = PRECACHE_EVENT(1, kOffenseChamberEventName);
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}
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int AvHAlienTurret::GetVerticalFOV() const
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{
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return AvHTurret::GetVerticalFOV();
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}
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void AvHAlienTurret::PreBuiltThink()
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{
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if(!this->GetIsBuilt())
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this->UpdateAutoBuild(kAlienBuildingThinkInterval*kAutoBuildScalar);
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else
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this->SetHasBeenBuilt();
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this->pev->nextthink = gpGlobals->time + kAlienBuildingThinkInterval;
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}
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void AvHAlienTurret::Shoot(const Vector &inOrigin, const Vector &inToEnemy, const Vector& inVecEnemyVelocity)
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{
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// Spawn spike
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AvHSpike* theSpike = GetClassPtr((AvHSpike*)NULL );
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theSpike->Spawn();
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// Make it invisible
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if(!GetGameRules()->GetDrawInvisibleEntities())
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{
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theSpike->pev->effects = EF_NODRAW;
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}
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else
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{
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theSpike->pev->effects = 0;
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theSpike->pev->frame = 0;
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theSpike->pev->scale = 0.5;
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theSpike->pev->rendermode = kRenderTransAlpha;
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theSpike->pev->renderamt = 255;
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}
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// Predict where enemy will be when the spike hits and shoot that way
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float theTimeToReachEnemy = inToEnemy.Length()/(float)kOffenseChamberSpikeVelocity;
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Vector theEnemyPosition;
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VectorAdd(this->pev->origin, inToEnemy, theEnemyPosition);
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float theVelocityLength = inVecEnemyVelocity.Length();
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Vector theEnemyNormVelocity = inVecEnemyVelocity.Normalize();
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// Don't always hit very fast moving targets (jetpackers)
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const float kVelocityFactor = .7f;
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Vector thePredictedPosition;
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VectorMA(theEnemyPosition, theVelocityLength*kVelocityFactor*theTimeToReachEnemy, theEnemyNormVelocity, thePredictedPosition);
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Vector theOrigin = inOrigin;
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//Vector theDirToEnemy = inDirToEnemy.Normalize();
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Vector theDirToPredictedEnemy;
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VectorSubtract(thePredictedPosition, this->pev->origin, theDirToPredictedEnemy);
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Vector theDirToEnemy = theDirToPredictedEnemy.Normalize();
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//Vector theAttachOrigin, theAttachAngles;
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//GetAttachment(0, theAttachOrigin, theAttachAngles);
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//UTIL_SetOrigin(theSpike->pev, theStartPos);
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//VectorCopy(theStartPos, theSpike->pev->origin);
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VectorCopy(inOrigin, theSpike->pev->origin);
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// Pass this velocity to event
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int theVelocityScalar = kOffenseChamberSpikeVelocity;
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Vector theInitialVelocity;
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VectorScale(theDirToEnemy, theVelocityScalar, theInitialVelocity);
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// Set spike owner to OC so it doesn't collide with it
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theSpike->pev->owner = this->edict();
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// Set Spike's team :)
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theSpike->pev->team = this->pev->team;
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VectorCopy(theInitialVelocity, theSpike->pev->velocity);
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// Set amount of damage it will do
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theSpike->SetDamage(BALANCE_VAR(kOffenseChamberDamage));
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// Take into account network precision
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Vector theNetworkDirToEnemy;
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VectorScale(theDirToEnemy, 100.0f, theNetworkDirToEnemy);
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PLAYBACK_EVENT_FULL(0, 0, this->mEvent, 0, theOrigin, theNetworkDirToEnemy, 1.0f, 0.0, /*theWeaponIndex*/ this->entindex(), 0, 0, 0 );
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// Play attack anim
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this->PlayAnimationAtIndex(6, true);
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this->Uncloak();
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}
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bool AvHAlienTurret::GetBaseClassAnimatesTurret() const
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{
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return false;
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}
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int AvHAlienTurret::MoveTurret(void)
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{
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// Set animation, without overriding
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int theAnimation = this->GetIdle1Animation();
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if(RANDOM_LONG(0, 1) == 0)
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{
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theAnimation = this->GetIdle2Animation();
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}
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this->PlayAnimationAtIndex(theAnimation, false);
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return AvHTurret::MoveTurret();
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}
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int AvHAlienTurret::GetIdle1Animation() const
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{
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int theAnimation = -1;
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if(this->GetIsBuilt())
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{
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if(RANDOM_LONG(0, 5) == 0)
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{
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theAnimation = 4;
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}
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else
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{
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theAnimation = 2;
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}
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}
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return theAnimation;
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}
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int AvHAlienTurret::GetIdle2Animation() const
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{
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int theAnimation = -1;
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if(this->GetIsBuilt())
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{
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theAnimation = 3;
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}
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return theAnimation;
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}
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int AvHAlienTurret::GetTakeDamageAnimation() const
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{
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int theAnimation = -1;
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if(this->GetIsBuilt())
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{
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theAnimation = 7;
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}
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return theAnimation;
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}
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char* AvHAlienTurret::GetModelName() const
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{
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return kOffenseChamberModel;
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}
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float AvHAlienTurret::GetRateOfFire() const
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{
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return .5f + RANDOM_FLOAT(0.0f, (1.0f - this->mEnergy));
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}
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void AvHAlienTurret::ResetEntity()
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{
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AvHTurret::ResetEntity();
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this->mEnergy = 0;
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}
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void AvHAlienTurret::Spawn()
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{
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this->mEnergy = 0.0f;
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AvHTurret::Spawn();
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SetThink(&AvHAlienTurret::PreBuiltThink);
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this->pev->nextthink = gpGlobals->time + kAlienBuildingThinkInterval;
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}
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void AvHAlienTurret::SetNextAttack()
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{
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AvHTurret::SetNextAttack();
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this->mEnergy = 0.0f;
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}
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