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473 lines
11 KiB
C++
473 lines
11 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:
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//
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// $Workfile: AvHBuildingGun.cpp$
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// $Date: 2002/07/24 18:55:51 $
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//
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//-------------------------------------------------------------------------------
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// $Log: AvHBuildingGun.cpp,v $
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// Revision 1.10 2002/07/24 18:55:51 Flayra
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// - Linux case sensitivity stuff
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//
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// Revision 1.9 2002/07/24 18:45:40 Flayra
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// - Linux and scripting changes
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//
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// Revision 1.8 2002/06/25 17:43:21 Flayra
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// - Removed this
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//
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// Revision 1.7 2002/06/10 19:47:16 Flayra
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// - New level 2 view model
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//
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// Revision 1.6 2002/06/03 16:39:09 Flayra
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// - Added different deploy times (this should be refactored a bit more)
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//
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// Revision 1.5 2002/05/28 17:37:38 Flayra
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// - Don't perform max # check for offense chambers (only for upgrade buildings)
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//
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// Revision 1.4 2002/05/23 02:34:00 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 "AvHAlienWeapons.h"
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#include "AvHPlayer.h"
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#ifdef AVH_CLIENT
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#include "cl_dll/eventscripts.h"
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#include "cl_dll/in_defs.h"
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#include "cl_dll/wrect.h"
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#include "cl_dll/cl_dll.h"
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#endif
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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 "AvHAlienWeaponConstants.h"
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#include "AvHPlayerUpgrade.h"
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#include "AvHGamerules.h"
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#include "AvHAlienWeaponConstants.h"
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#include "AvHAlienEquipmentConstants.h"
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#include "AvHServerUtil.h"
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#include "AvHTitles.h"
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#ifdef AVH_SERVER
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#include "AvHSharedUtil.h"
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#endif
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//int AvHBuildingGun::GetBarrelLength() const
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//{
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// return kBuildingGunBarrelLength;
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//}
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//
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//int AvHBuildingGun::GetDeployAnimation() const
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//{
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// // Look at most recently used weapon and see if we can transition from it
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// int theDeployAnimation = 7;
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//
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// AvHWeaponID thePreviousID = this->GetPreviousWeaponID();
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//
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// switch(thePreviousID)
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// {
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// case AVH_WEAPON_SPIT:
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// theDeployAnimation = 4;
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// break;
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// case AVH_WEAPON_WEBSPINNER:
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// case AVH_WEAPON_RESOURCE_TOWER:
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// case AVH_WEAPON_OFFENSE_CHAMBER:
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// case AVH_WEAPON_DEFENSE_CHAMBER:
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// case AVH_WEAPON_SENSORY_CHAMBER:
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// case AVH_WEAPON_MOVEMENT_CHAMBER:
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// case AVH_WEAPON_HIVE:
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// theDeployAnimation = -1;
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// break;
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// }
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//
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// return theDeployAnimation;
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//}
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//
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//float AvHBuildingGun::GetDeployTime() const
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//{
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// return 1.0f;
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//}
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//
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//int AvHBuildingGun::GetIdleAnimation() const
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//{
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// int theBaseOffset = 0;
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// int theAnimation = theBaseOffset + UTIL_SharedRandomFloat(this->m_pPlayer->random_seed, 0, 2);
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// return theAnimation;
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//}
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//
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//int AvHBuildingGun::GetShootAnimation() const
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//{
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// return 5;
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//}
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//
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//bool AvHBuildingGun::GetFiresUnderwater() const
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//{
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// return true;
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//}
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//
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//bool AvHBuildingGun::GetIsDroppable() const
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//{
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// return false;
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//}
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//
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//void AvHBuildingGun::Init()
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//{
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// this->mRange = kBuildingGunRange;
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// this->mROF = kBuildingGunROF;
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//}
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//
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//char* AvHBuildingGun::GetViewModel() const
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//{
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// return kLevel2ViewModel;
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//}
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//
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//void AvHBuildingGun::Precache(void)
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//{
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// AvHAlienWeapon::Precache();
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//
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// PRECACHE_SOUND(kBuildingGunSound1);
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// PRECACHE_SOUND(kBuildingGunSound2);
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//
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// this->mEvent = PRECACHE_EVENT(1, kBuildingGunEventName);
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// //this->mEvent = PRECACHE_EVENT(1, kSpitGEventName);
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//}
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//
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//void AvHBuildingGun::Spawn()
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//{
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// AvHAlienWeapon::Spawn();
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//}
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//
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//bool AvHBuildingGun::UsesAmmo(void) const
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//{
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// return false;
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//}
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//
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//CBaseEntity* AvHBuildingGun::CreateBuilding(const Vector& inLocation) const
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//{
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// Vector theAngles;
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// CBaseEntity* theEntity = CBaseEntity::Create(this->GetBuildingClassName(), inLocation, theAngles);
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// ASSERT(theEntity);
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// return theEntity;
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//}
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//
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//int AvHBuildingGun::GetMaxAllowed() const
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//{
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// return 3;
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//}
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//
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//void AvHBuildingGun::FireProjectiles(void)
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//{
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// #ifdef AVH_SERVER
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// // Make sure we have enough points to shoot this thing
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// AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(this->m_pPlayer);
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// ASSERT(thePlayer);
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//
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// int theBuildingPointCost = this->GetBuildingPointCost();
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//
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// // Make sure we haven't exceeded the limit
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// int theNumBuildings = 0;
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// FOR_ALL_ENTITIES(this->GetBuildingClassName(), CBaseEntity*)
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// if(theEntity->pev->team == thePlayer->pev->team)
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// {
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// theNumBuildings++;
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// }
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// END_FOR_ALL_ENTITIES(this->GetBuildingClassName());
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//
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// int theMaxBuildings = this->GetMaxAllowed();
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// if(!strcmp(this->GetBuildingClassName(), kwsOffenseChamber))
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// {
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// theMaxBuildings = -1;
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// }
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//
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// if((theMaxBuildings == -1) || (theNumBuildings < theMaxBuildings))
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// {
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// if(thePlayer->GetResources() > theBuildingPointCost)
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// {
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// // Now check to make sure the space is big enough to hold the building
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// UTIL_MakeVectors(this->m_pPlayer->pev->v_angle);
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//
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// Vector theStart = this->m_pPlayer->GetGunPosition();
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// Vector theEnd = theStart + gpGlobals->v_forward*this->GetRange();
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//
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// // Collide with world to find potential build site
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// TraceResult theTR;
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// UTIL_TraceLine(theStart, theEnd, dont_ignore_monsters, thePlayer->edict(), &theTR);
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//
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// Vector theLocation = theTR.vecEndPos;
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//
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// // Check if collision point is valid for building
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// if(AvHSHUGetIsSiteValidForBuild(this->GetBuildingMessageID(), &theLocation, thePlayer->edict()))
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// //if(AvHSUIsAreaFree(vecSrc, this->GetBuildingRadius(), this->m_pPlayer))
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// {
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// // Decrement theBuildingPointCost points
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// thePlayer->SetResources(thePlayer->GetResources() - theBuildingPointCost);
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//
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// // Create the new building
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// CBaseEntity* theEntity = this->CreateBuilding(theLocation);
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//
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// AvHSUBuildingJustCreated(this->GetBuildingMessageID(), theEntity, thePlayer);
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//
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// // Set owner (this prevents collisions between the entity and it's owner though)
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// //theEntity->pev->owner = ENT(this->m_pPlayer->pev);
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//
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// // Set building's team
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// theEntity->pev->team = this->m_pPlayer->pev->team;
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// }
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// }
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// else
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// {
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// thePlayer->PlayHUDSound(HUD_SOUND_ALIEN_MORE);
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// }
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// }
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// else
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// {
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// thePlayer->SendMessage(kTooManyBuildings, true);
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// }
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//#endif
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//}
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//
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//// Build distance for all buildings
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//float AvHBuildingGun::GetRange() const
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//{
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// return 48;
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//}
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//
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//bool AvHBuildingGun::GetMustPressTriggerForEachShot() const
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//{
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// return true;
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//}
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//
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//
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//
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//LINK_ENTITY_TO_CLASS(kwResourceTowerGun, AvHResourceTowerGun);
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//
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//char* AvHResourceTowerGun::GetBuildingClassName() const
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//{
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// return kwsAlienResourceTower;
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//}
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//
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//AvHMessageID AvHResourceTowerGun::GetBuildingMessageID() const
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//{
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// return ALIEN_BUILD_RESOURCES;
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//}
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//
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//int AvHResourceTowerGun::GetBuildingPointCost() const
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//{
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// int theCost = 0;
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//
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// #ifdef AVH_SERVER
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// theCost = GetGameRules()->GetPointCostForMessageID(this->GetBuildingMessageID());
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// #endif
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//
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// return theCost;
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//}
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//
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//int AvHResourceTowerGun::GetBuildingRadius() const
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//{
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// return 40;
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//}
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//
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//int AvHResourceTowerGun::GetMaxAllowed() const
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//{
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// return -1;
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//}
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//
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//void AvHResourceTowerGun::Spawn()
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//{
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// AvHBuildingGun::Spawn();
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//
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// Precache();
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//
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// this->m_iId = AVH_WEAPON_RESOURCE_TOWER;
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//
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// // Set our class name
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// this->pev->classname = MAKE_STRING(kwsResourceTowerGun);
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//
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// SET_MODEL(ENT(this->pev), kNullModel);
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//
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// FallInit();// get ready to fall down.
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//}
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//
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//
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//
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//
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//
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//
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//LINK_ENTITY_TO_CLASS(kwOffenseChamberGun, AvHOffenseChamberGun);
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//
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//char* AvHOffenseChamberGun::GetBuildingClassName() const
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//{
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// return kwsOffenseChamber;
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//}
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//
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//AvHMessageID AvHOffenseChamberGun::GetBuildingMessageID() const
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//{
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// return ALIEN_BUILD_OFFENSE_CHAMBER;
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//}
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//
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//int AvHOffenseChamberGun::GetBuildingPointCost() const
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//{
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// return 5;
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//}
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//
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//int AvHOffenseChamberGun::GetBuildingRadius() const
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//{
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// return 40;
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//}
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//
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//void AvHOffenseChamberGun::Spawn()
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//{
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// AvHBuildingGun::Spawn();
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//
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// Precache();
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//
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// this->m_iId = AVH_WEAPON_OFFENSE_CHAMBER;
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//
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// // Set our class name
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// this->pev->classname = MAKE_STRING(kwsOffenseChamberGun);
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//
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// SET_MODEL(ENT(this->pev), kNullModel);
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//
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// FallInit();// get ready to fall down.
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//}
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//
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//
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//
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//
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//
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//
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//LINK_ENTITY_TO_CLASS(kwDefenseChamberGun, AvHDefenseChamberGun);
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//
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//char* AvHDefenseChamberGun::GetBuildingClassName() const
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//{
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// return kwsDefenseChamber;
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//}
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//
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//AvHMessageID AvHDefenseChamberGun::GetBuildingMessageID() const
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//{
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// return ALIEN_BUILD_DEFENSE_CHAMBER;
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//}
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//
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//int AvHDefenseChamberGun::GetBuildingPointCost() const
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//{
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// return 5;
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//}
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//
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//int AvHDefenseChamberGun::GetBuildingRadius() const
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//{
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// return 40;
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//}
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//
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//void AvHDefenseChamberGun::Spawn()
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//{
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// AvHBuildingGun::Spawn();
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//
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// Precache();
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//
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// this->m_iId = AVH_WEAPON_DEFENSE_CHAMBER;
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//
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// // Set our class name
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// this->pev->classname = MAKE_STRING(kwsDefenseChamberGun);
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//
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// SET_MODEL(ENT(this->pev), kNullModel);
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//
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// FallInit();// get ready to fall down.
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//}
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//
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//
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//
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//
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//LINK_ENTITY_TO_CLASS(kwSensoryChamberGun, AvHSensoryChamberGun);
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//
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//char* AvHSensoryChamberGun::GetBuildingClassName() const
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//{
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// return kwsSensoryChamber;
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//}
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//
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//AvHMessageID AvHSensoryChamberGun::GetBuildingMessageID() const
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//{
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// return ALIEN_BUILD_SENSORY_CHAMBER;
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//}
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//
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//int AvHSensoryChamberGun::GetBuildingPointCost() const
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//{
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// return 5;
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//}
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//
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//int AvHSensoryChamberGun::GetBuildingRadius() const
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//{
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// return 40;
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//}
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//
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//void AvHSensoryChamberGun::Spawn()
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//{
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// AvHBuildingGun::Spawn();
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//
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// Precache();
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//
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// this->m_iId = AVH_WEAPON_SENSORY_CHAMBER;
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//
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// // Set our class name
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// this->pev->classname = MAKE_STRING(kwsSensoryChamberGun);
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//
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// SET_MODEL(ENT(this->pev), kNullModel);
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//
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// FallInit();// get ready to fall down.
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//}
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//
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//
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//
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//
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//LINK_ENTITY_TO_CLASS(kwMovementChamberGun, AvHMovementChamberGun);
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//
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//char* AvHMovementChamberGun::GetBuildingClassName() const
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//{
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// //return kwsDeployedTurret;
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// return kwsMovementChamber;
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//}
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//
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//AvHMessageID AvHMovementChamberGun::GetBuildingMessageID() const
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//{
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// return ALIEN_BUILD_MOVEMENT_CHAMBER;
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//}
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//
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//int AvHMovementChamberGun::GetBuildingPointCost() const
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//{
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// return 5;
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//}
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//
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//int AvHMovementChamberGun::GetBuildingRadius() const
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//{
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// return 40;
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//}
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//
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//void AvHMovementChamberGun::Spawn()
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//{
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// AvHBuildingGun::Spawn();
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//
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// Precache();
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//
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// this->m_iId = AVH_WEAPON_MOVEMENT_CHAMBER;
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//
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// // Set our class name
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// this->pev->classname = MAKE_STRING(kwsMovementChamberGun);
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//
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// SET_MODEL(ENT(this->pev), kNullModel);
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//
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// FallInit();// get ready to fall down.
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//}
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