NS/releases/valve/source/mod/AvHBileBombGun.cpp
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git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@168 67975925-1194-0748-b3d5-c16f83f1a3a1
2005-06-08 18:52:38 +00:00

300 lines
8.2 KiB
C++

//======== (C) Copyright 2002 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: AvHBileBombGun.cpp $
// $Date: 2002/11/22 21:28:16 $
//
//-------------------------------------------------------------------------------
// $Log: AvHBileBombGun.cpp,v $
// Revision 1.9 2002/11/22 21:28:16 Flayra
// - mp_consistency changes
//
// Revision 1.8 2002/10/16 00:50:04 Flayra
// - Updated effects to get rid of cheesy effect and use nice particle effect
//
// Revision 1.7 2002/08/31 18:01:01 Flayra
// - Work at VALVe
//
// Revision 1.6 2002/08/16 02:33:12 Flayra
// - Added damage types
//
// Revision 1.5 2002/07/24 19:09:16 Flayra
// - Linux issues
//
// Revision 1.4 2002/07/24 18:55:51 Flayra
// - Linux case sensitivity stuff
//
// Revision 1.3 2002/07/24 18:45:40 Flayra
// - Linux and scripting changes
//
// Revision 1.2 2002/07/01 21:18:01 Flayra
// - Implemented bile bomb
//
// Revision 1.1 2002/06/25 17:23:53 Flayra
// - Level 3 bomb attack
//
//===============================================================================
#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"
#include "mod/AvHConstants.h"
#include "mod/AvHServerUtil.h"
#include "mod/AvHParticleConstants.h"
LINK_ENTITY_TO_CLASS(kwBileBombGun, AvHBileBombGun);
void V_PunchAxis( int axis, float punch );
#ifdef AVH_SERVER
LINK_ENTITY_TO_CLASS(kwBileBomb, AvHBileBomb);
#include "mod/AvHGamerules.h"
void AvHBileBomb::SetDamage(float inDamage)
{
this->mDamage = inDamage;
}
void AvHBileBomb::Precache()
{
CBaseEntity::Precache();
//this->mExplodeSprite = PRECACHE_MODEL("sprites/lgtning.spr");
}
void AvHBileBomb::Spawn()
{
this->Precache();
CBaseEntity::Spawn();
this->pev->movetype = MOVETYPE_TOSS;
//this->pev->movetype = MOVETYPE_FLY;//MOVETYPE_BOUNCE;
this->pev->classname = MAKE_STRING(kwsBileBomb);
this->pev->solid = SOLID_BBOX;
this->mDamage = 0.0f;
SET_MODEL(ENT(this->pev), kBileBombProjectileModel);
// Comment out effects line, uncomment next four, then comment out creation of temp entity in EV_AcidGun to see server side Acid for testing
if(!GetGameRules()->GetDrawInvisibleEntities())
{
this->pev->effects = EF_NODRAW;
}
else
{
this->pev->frame = 0;
this->pev->scale = 0.2;
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( -kBileBombSize, -kBileBombSize, -kBileBombSize), Vector(kBileBombSize, kBileBombSize, kBileBombSize));
// Must use default gravity, so event syncs up (event flags only allow default gravity, or half that)
// this->pev->gravity = 1.0f;
this->pev->friction = kBileBombFrictionConstant;
this->pev->angles = g_vecZero;
SetTouch(&AvHBileBomb::BileBombTouch);
}
void AvHBileBomb::BileBombTouch(CBaseEntity* pOther)
{
CBaseEntity* theHitEntity = CBaseEntity::Instance(ENT(this->pev->owner));
if(pOther != theHitEntity)
{
// // Play view shake here
// float theShakeAmplitude = 30;
// float theShakeFrequency = 40;
// float theShakeDuration = .5f;
// float theShakeRadius = kBileBombRadius*1.5;
// UTIL_ScreenShake(this->pev->origin, theShakeAmplitude, theShakeFrequency, theShakeDuration, theShakeRadius);
//EMIT_SOUND(this->edict(), CHAN_WEAPON, kBileBombHitSound, 1.0f, ATTN_IDLE);
// Explode with splash damage (also change in GetDamageType() above)
int theRadius = BALANCE_IVAR(kBileBombRadius);
RadiusDamage(this->pev->origin, this->pev, VARS(this->pev->owner), this->mDamage, theRadius, CLASS_NONE, NS_DMG_STRUCTURAL);
// MESSAGE_BEGIN(MSG_PAS, SVC_TEMPENTITY, this->pev->origin);
// WRITE_BYTE(TE_LAVASPLASH);
// WRITE_COORD(this->pev->origin.x);
// WRITE_COORD(this->pev->origin.y);
// WRITE_COORD(this->pev->origin.z + 16);
//
//// WRITE_BYTE( TE_BEAMTORUS);
//// WRITE_COORD(pev->origin.x);
//// WRITE_COORD(pev->origin.y);
//// WRITE_COORD(pev->origin.z + 32);
//// WRITE_COORD(pev->origin.x);
//// WRITE_COORD(pev->origin.y);
//// WRITE_COORD(pev->origin.z + 32 + pev->dmg * 2 / .2); // reach damage radius over .3 seconds
//// WRITE_SHORT(this->mExplodeSprite );
//// WRITE_BYTE( 0 ); // startframe
//// WRITE_BYTE( 0 ); // framerate
//// WRITE_BYTE( 2 ); // life
//// WRITE_BYTE( 12 ); // width
//// WRITE_BYTE( 0 ); // noise
//// WRITE_BYTE( 255 ); // r, g, b
//// WRITE_BYTE( 160 ); // r, g, b
//// WRITE_BYTE( 100 ); // r, g, b
//// WRITE_BYTE( 255 ); // brightness
//// WRITE_BYTE( 0 ); // speed
//
//// WRITE_BYTE(TE_IMPLOSION);
//// WRITE_COORD(this->pev->origin.x);
//// WRITE_COORD(this->pev->origin.y);
//// WRITE_COORD(this->pev->origin.z + 16);
//// WRITE_BYTE(255);
//// WRITE_BYTE(10);
//// WRITE_BYTE(8);
//
// MESSAGE_END();
SetTouch(NULL);
UTIL_Remove(this);
}
}
#endif
void AvHBileBombGun::Init()
{
this->mRange = kBileBombRange;
this->mDamage = BALANCE_IVAR(kBileBombDamage);
//this->mFramesSinceMoreAmmo = 0;
}
void AvHBileBombGun::FireProjectiles(void)
{
#ifdef AVH_SERVER
// Spawn AcidRocket
AvHBileBomb* theBileBomb = GetClassPtr((AvHBileBomb*)NULL );
theBileBomb->Spawn();
UTIL_MakeVectors(this->m_pPlayer->pev->v_angle);
Vector vecAiming = gpGlobals->v_forward;// + gpGlobals->v_up;
VectorNormalize(vecAiming);
Vector vecSrc;
//VectorMA(this->pev->origin, this->GetBarrelLength(), vecAiming, vecSrc);
this->GetEventOrigin(vecSrc);
UTIL_SetOrigin(theBileBomb->pev, vecSrc);
// This needs to be the same as in EV_BileBombGun
//VectorMA(this->m_pPlayer->pev->velocity, kBileBombVelocity, vecAiming, theBileBomb->pev->velocity);
VectorMA(Vector(0, 0, 0), kBileBombVelocity, vecAiming, theBileBomb->pev->velocity);
// Set owner
theBileBomb->pev->owner = ENT(this->m_pPlayer->pev);
theBileBomb->pev->gravity = 0.0f;
// Set BileBomb's team :)
theBileBomb->pev->team = this->m_pPlayer->pev->team;
// Set amount of damage it will do
float theDamage = this->mDamage*AvHPlayerUpgrade::GetAlienRangedDamageUpgrade(this->m_pPlayer->pev->iuser4);
theBileBomb->SetDamage(theDamage);
#endif
}
int AvHBileBombGun::GetBarrelLength() const
{
return kBileBombBarrelLength;
}
float AvHBileBombGun::GetRateOfFire() const
{
return BALANCE_FVAR(kBileBombROF);
}
int AvHBileBombGun::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)
{
// Healing spray and web look the same
case AVH_WEAPON_HEALINGSPRAY:
case AVH_WEAPON_WEBSPINNER:
theDeployAnimation = 7;
break;
}
return theDeployAnimation;
}
int AvHBileBombGun::GetShootAnimation() const
{
return 3;
}
// Also change in RadiusDamage below
int AvHBileBombGun::GetDamageType() const
{
return NS_DMG_STRUCTURAL;
}
char* AvHBileBombGun::GetViewModel() const
{
return kLevel2ViewModel;
}
void AvHBileBombGun::Precache()
{
AvHAlienWeapon::Precache();
PRECACHE_UNMODIFIED_MODEL(kBileBombProjectileModel);
PRECACHE_UNMODIFIED_SOUND(kBileBombFireSound);
PRECACHE_UNMODIFIED_SOUND(kBileBombHitSound);
this->mEvent = PRECACHE_EVENT(1, kBileBombShootEventName);
}
void AvHBileBombGun::Spawn()
{
AvHAlienWeapon::Spawn();
Precache();
this->m_iId = AVH_WEAPON_BILEBOMB;
// Set our class name
this->pev->classname = MAKE_STRING(kwsBileBombGun);
SET_MODEL(ENT(this->pev), kNullModel);
FallInit();// get ready to fall down.
}