NS/main/source/mod/AvHSpores.cpp
puzl 4a31413948 Mantis: 1019
o Spores no longer damage the commanders armor. ( bug 1019 )

I added a check to AvHSporeProjectile::SporeCloudThink to prevent them from acting on the commander.


git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@110 67975925-1194-0748-b3d5-c16f83f1a3a1
2005-05-13 00:05:09 +00:00

355 lines
9.1 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: AvHSpores.cpp $
// $Date: 2002/11/22 21:28:17 $
//
//-------------------------------------------------------------------------------
// $Log: AvHSpores.cpp,v $
// Revision 1.13 2002/11/22 21:28:17 Flayra
// - mp_consistency changes
//
// Revision 1.12 2002/09/23 22:33:21 Flayra
// - Spores no longer hurt buildings
//
// Revision 1.11 2002/08/16 02:48:10 Flayra
// - New damage model
//
// Revision 1.10 2002/07/24 19:09:18 Flayra
// - Linux issues
//
// Revision 1.9 2002/07/24 18:55:52 Flayra
// - Linux case sensitivity stuff
//
// Revision 1.8 2002/07/24 18:45:43 Flayra
// - Linux and scripting changes
//
// Revision 1.7 2002/06/25 17:49:01 Flayra
// - Some refactoring, new view model artwork, removed old code
//
// Revision 1.6 2002/06/03 16:39:10 Flayra
// - Added different deploy times (this should be refactored a bit more)
//
// Revision 1.5 2002/05/23 02:32:57 Flayra
// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
//
//===============================================================================
#include "mod/AvHAlienWeapons.h"
#include "mod/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 "mod/AvHAlienWeaponConstants.h"
#include "mod/AvHPlayerUpgrade.h"
#ifdef AVH_SERVER
#include "mod/AvHGamerules.h"
#endif
#include "mod/AvHAlienWeaponConstants.h"
LINK_ENTITY_TO_CLASS(kwSporeGun, AvHSpore);
#ifdef AVH_SERVER
LINK_ENTITY_TO_CLASS(kwSporeProjectile, AvHSporeProjectile);
extern int gSporeCloudEventID;
AvHSporeProjectile::AvHSporeProjectile()
{
this->mTimeHit = -1;
this->mDamage = 0.0f;
}
void AvHSporeProjectile::Precache(void)
{
CBaseEntity::Precache();
PRECACHE_UNMODIFIED_MODEL(kSporeSprite);
PRECACHE_UNMODIFIED_MODEL(kClientSporeSprite);
}
void AvHSporeProjectile::SetDamage(float inDamage)
{
this->mDamage = inDamage;
}
void AvHSporeProjectile::Spawn(void)
{
this->Precache();
CBaseEntity::Spawn();
this->pev->movetype = MOVETYPE_FLY;
this->pev->classname = MAKE_STRING(kwsSporeProjectile);
SET_MODEL(ENT(this->pev), kClientSporeSprite);
this->pev->solid = SOLID_BBOX;
if(!GetGameRules()->GetDrawInvisibleEntities())
{
this->pev->effects = EF_NODRAW;
}
else
{
this->pev->frame = 0;
this->pev->scale = 0.5;
this->pev->rendermode = kRenderTransAlpha;
this->pev->renderamt = 255;
}
UTIL_SetSize(this->pev, Vector( 0, 0, 0), Vector(0, 0, 0));
//UTIL_SetSize(this->pev, Vector( -50, -50, -50), Vector(50, 50, 50));
SetTouch(&AvHSporeProjectile::SporeTouch);
}
void AvHSporeProjectile::SporeCloudThink()
{
// Apply damage to all enemy players in radius
CBaseEntity* theEntity = NULL;
while ( (theEntity = UTIL_FindEntityInSphere( theEntity, this->pev->origin, BALANCE_VAR(kSporeCloudRadius))) != NULL )
{
// Only hurt players
AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(theEntity);
if(thePlayer)
{
ASSERT(this->pev->team != 0);
if(theEntity->pev->team != this->pev->team)
{
// Don't do damage to heavy armor
// puzl: 1019
// Spores can't damage commanders
if(!thePlayer->GetHasHeavyArmor() && !thePlayer->GetIsInTopDownMode() )
{
// Spores don't stack, so don't do damage too often
float theTimeOfLastSporeDamage = thePlayer->GetTimeOfLastSporeDamage();
float kTolerance = .05f;
if((theTimeOfLastSporeDamage == -1) || (gpGlobals->time > (theTimeOfLastSporeDamage + BALANCE_VAR(kSporeCloudThinkInterval) - kTolerance)))
{
// Make sure a direct line can be traced from spores to target
TraceResult theTraceResult;
UTIL_TraceLine(this->pev->origin, theEntity->pev->origin, ignore_monsters, dont_ignore_glass, theEntity->edict(), &theTraceResult);
if(theTraceResult.flFraction == 1.0f)
{
theEntity->TakeDamage(this->pev, VARS(this->pev->owner), this->mDamage, NS_DMG_NORMAL);
thePlayer->SetTimeOfLastSporeDamage(gpGlobals->time);
}
else
{
// What did we hit?
CBaseEntity* theEntity = CBaseEntity::Instance(theTraceResult.pHit);
}
}
}
// TODO: Fire event?
}
}
}
// Is it time to expire?
if(gpGlobals->time > (this->mTimeHit + BALANCE_VAR(kSporeCloudTime)))
{
// if so, remove entity
SetThink(&AvHSporeProjectile::SUB_Remove);
this->pev->nextthink = gpGlobals->time + 0.01f;
}
else
{
// if not, set next think
this->pev->nextthink = gpGlobals->time + BALANCE_VAR(kSporeCloudThinkInterval);
}
}
void AvHSporeProjectile::SporeTouch(CBaseEntity *pOther)
{
// Never hit the player who fired it
if(pOther != CBaseEntity::Instance(this->pev->owner))
{
// If not in tourny mode, pass through friends
//if(GetGameRules()->GetIsTournamentMode() || (pOther->pev->team != this->pev->team))
//{
// Tell the projectile to stop moving
VectorCopy(g_vecZero, this->pev->velocity);
this->mTimeHit = gpGlobals->time;
SetThink(&AvHSporeProjectile::SporeCloudThink);
this->pev->nextthink = gpGlobals->time + BALANCE_VAR(kSporeCloudThinkInterval);
SetTouch(NULL);
// Fire spore cloud event
PLAYBACK_EVENT_FULL(0, this->edict(), gSporeCloudEventID, 0, pOther->pev->origin, (float *)&g_vecZero, 1.0f, 0.0, /*theWeaponIndex*/ 0, 0, 0, 0 );
//}
}
}
#endif
int AvHSpore::GetBarrelLength() const
{
return kSporeBarrelLength;
}
float AvHSpore::GetRateOfFire() const
{
return BALANCE_VAR(kSporeROF);
}
bool AvHSpore::GetFiresUnderwater() const
{
return true;
}
bool AvHSpore::GetIsDroppable() const
{
return false;
}
void AvHSpore::Init()
{
this->mRange = kSporeRange;
this->mDamage = BALANCE_VAR(kSporeDamage);
}
int AvHSpore::GetDamageType() const
{
return NS_DMG_NORMAL;
}
int AvHSpore::GetIdleAnimation() const
{
return 2;
}
int AvHSpore::GetShootAnimation() const
{
return 5;
}
int AvHSpore::GetDeployAnimation() const
{
// Look at most recently used weapon and see if we can transition from it
int theDeployAnimation = -1;
AvHWeaponID thePreviousID = this->GetPreviousWeaponID();
switch(thePreviousID)
{
case AVH_WEAPON_BITE2:
theDeployAnimation = 9;
break;
case AVH_WEAPON_SPIKE:
theDeployAnimation = 8;
break;
}
return theDeployAnimation;
}
float AvHSpore::GetDeployTime() const
{
return .6f;
}
char* AvHSpore::GetViewModel() const
{
return kLevel3ViewModel;
}
void AvHSpore::Precache(void)
{
AvHAlienWeapon::Precache();
PRECACHE_UNMODIFIED_SOUND(kSporeFireSound);
PRECACHE_UNMODIFIED_SOUND(kSporeCloudSound);
this->mEvent = PRECACHE_EVENT(1, kSporeShootEventName);
}
void AvHSpore::Spawn()
{
AvHAlienWeapon::Spawn();
Precache();
this->m_iId = AVH_WEAPON_SPORES;
// Set our class name
this->pev->classname = MAKE_STRING(kwsSporeGun);
SET_MODEL(ENT(this->pev), kNullModel);
FallInit();// get ready to fall down.
}
bool AvHSpore::UsesAmmo(void) const
{
return false;
}
void AvHSpore::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);
//if(thePlayer->GetResources() > kSporePointCost)
//{
// // Decrement kSporePointCost points
// thePlayer->SetResources(thePlayer->GetResources() - kSporePointCost);
// Create hidden projectile that creates a huge spore cloud where it hits
AvHSporeProjectile* theSpore = GetClassPtr((AvHSporeProjectile*)NULL );
theSpore->Spawn();
UTIL_MakeVectors(this->m_pPlayer->pev->v_angle);
Vector vecAiming = gpGlobals->v_forward;
Vector vecSrc = this->m_pPlayer->GetGunPosition( ) + vecAiming;
UTIL_SetOrigin(theSpore->pev, vecSrc);
// // This needs to be the same as in EV_SporeGun
// Vector theBaseVelocity;
// VectorScale(this->pev->velocity, kSporeParentVelocityScalar, theBaseVelocity);
//
// Vector theStartVelocity;
// VectorMA(theBaseVelocity, kSporeVelocity, vecAiming, theStartVelocity);
//
// VectorCopy(theStartVelocity, theSpore->pev->velocity);
VectorScale(vecAiming, kShootCloudVelocity, theSpore->pev->velocity);
// Set owner
theSpore->pev->owner = ENT(this->m_pPlayer->pev);
// Set spore's team :)
theSpore->pev->team = this->m_pPlayer->pev->team;
// Set the spore damage
float theDamage = this->mDamage*AvHPlayerUpgrade::GetAlienRangedDamageUpgrade(this->m_pPlayer->pev->iuser4);
theSpore->SetDamage(theDamage);
//}
#endif
}