ns/releases/3.2.0/source/mod/AvHAlienEquipment.cpp

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//======== (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: AvHAlienEquipment.cpp $
// $Date: 2002/11/22 21:28:15 $
//
//-------------------------------------------------------------------------------
// $Log: AvHAlienEquipment.cpp,v $
// Revision 1.17 2002/11/22 21:28:15 Flayra
// - mp_consistency changes
//
// Revision 1.16 2002/11/15 04:47:30 Flayra
// - Def chambers only up to three targets per tick
//
// Revision 1.15 2002/10/16 00:46:51 Flayra
// - Movement chambers not useable until 3 seconds after built
// - Moved and removed some building sounds, added one for chamber death
// - Don't allow using movement chamber while gestating
//
// Revision 1.14 2002/10/03 18:31:29 Flayra
// - Movement chambers now teleport you to the farthest hive
//
// Revision 1.13 2002/09/25 20:42:14 Flayra
// - Defensive chamber performance/gameplay tweak
//
// Revision 1.12 2002/09/23 22:07:11 Flayra
// - Removed alien building fading
// - Removed bug where builders got rewarded twice for building a structure
//
// Revision 1.11 2002/09/09 19:47:47 Flayra
// - Alien buildings now animate
// - Sensory chamber no longer hurts players when touched
//
// Revision 1.10 2002/08/31 18:01:00 Flayra
// - Work at VALVe
//
// Revision 1.9 2002/08/16 02:32:09 Flayra
// - Added damage types
// - Swapped umbra and bile bomb
//
//===============================================================================
#include "mod/AvHAlienEquipment.h"
#include "mod/AvHAlienEquipmentConstants.h"
#include "mod/AvHServerUtil.h"
#include "mod/AvHGamerules.h"
#include "mod/AvHTeam.h"
#include "mod/AvHServerUtil.h"
#include "mod/AvHSharedUtil.h"
#include "util/MathUtil.h"
#include "mod/AvHAlienAbilityConstants.h"
#include "mod/AvHAlienEquipmentConstants.h"
#include "mod/AvHAlienWeaponConstants.h"
#include "mod/AvHMovementUtil.h"
LINK_ENTITY_TO_CLASS(kwAlienResourceTower, AvHAlienResourceTower);
AvHAlienResourceTower::AvHAlienResourceTower() : AvHResourceTower(TECH_ALIEN_RESOURCE_NODE, ALIEN_BUILD_RESOURCES, kwsAlienResourceTower)
{
this->SetAverageUseSoundLength(kAverageAlienUseSoundLength);
}
int AvHAlienResourceTower::GetSequenceForBoundingBox() const
{
return 2;
}
int AvHAlienResourceTower::GetActiveAnimation() const
{
int theAnim = AvHBaseBuildable::GetActiveAnimation();
int theRandomNumber = RANDOM_LONG(0, 10);
if(theRandomNumber == 10)
{
theAnim = 3;
}
else if(theRandomNumber > 7)
{
theAnim = 2;
}
return theAnim;
}
char* AvHAlienResourceTower::GetDeploySound() const
{
return kChamberDeploySound;
}
bool AvHAlienResourceTower::GetIsOrganic() const
{
return true;
}
int AvHAlienResourceTower::GetPointValue() const
{
return 3;
}
char* AvHAlienResourceTower::GetModelName() const
{
return kAlienResourceTowerModel;
}
char* AvHAlienResourceTower::GetActiveSoundList() const
{
char* theActiveSoundList = NULL;
// Don't play active sounds until kAlienResourceTowerSoundDelayTime seconds have passed, to prevent marines from knowing where aliens start
int theTimeToWaitBeforeSounds = BALANCE_VAR(kAlienResourceTowerSoundDelayTime);
int theGameTime = GetGameRules()->GetGameTime();
if((theGameTime > 0) && (theGameTime >= theTimeToWaitBeforeSounds))
{
theActiveSoundList = kAlienResourceTowerSoundList;
}
else
{
int a = 0;
}
return theActiveSoundList;
}
void AvHAlienResourceTower::Killed(entvars_t* pevAttacker, int iGib)
{
EMIT_SOUND(this->edict(), CHAN_AUTO, kChamberDieSound, 1.0f, ATTN_NORM);
AvHResourceTower::Killed(pevAttacker, iGib);
}
void AvHAlienResourceTower::Precache()
{
AvHResourceTower::Precache();
PRECACHE_UNMODIFIED_SOUND(kChamberDieSound);
}
void AvHAlienResourceTower::AlienResourceThink()
{
if(!this->GetIsBuilt())
{
this->UpdateAutoBuild(kAlienBuildingThinkInterval*kAutoBuildScalar);
this->pev->nextthink = gpGlobals->time + kAlienBuildingThinkInterval;
}
}
void AvHAlienResourceTower::Materialize()
{
AvHResourceTower::Materialize();
this->pev->iuser3 = AVH_USER3_ALIENRESTOWER;
SetThink(&AvHAlienResourceTower::AlienResourceThink);
this->pev->nextthink = gpGlobals->time + kAlienBuildingThinkInterval;
}
void AvHAlienResourceTower::Spawn()
{
AvHResourceTower::Spawn();
}
AvHAlienUpgradeBuilding::AvHAlienUpgradeBuilding(AvHMessageID inMessageID, AvHTechID inTechID, char* inClassName, AvHUser3 inUser3) : AvHBaseBuildable(inTechID, inMessageID, inClassName, inUser3)
{
this->SetAverageUseSoundLength(kAverageAlienUseSoundLength);
}
bool AvHAlienUpgradeBuilding::GetIsOrganic() const
{
return true;
}
int AvHAlienUpgradeBuilding::GetPointValue() const
{
return BALANCE_VAR(kScoringAlienUpgradeChamberValue);
}
void AvHAlienUpgradeBuilding::Killed(entvars_t* pevAttacker, int iGib)
{
//AvHSUExplodeEntity(this, matFlesh);
EMIT_SOUND(this->edict(), CHAN_AUTO, kChamberDieSound, 1.0f, ATTN_NORM);
if(this->GetIsBuilt())
{
// Get team
AvHTeamNumber theTeamNumber = AvHTeamNumber(this->pev->team);
AvHTeam* theTeam = GetGameRules()->GetTeam(theTeamNumber);
ASSERT(theTeam);
theTeam->RemoveAlienUpgradeCategory(this->GetUpgradeCategory());
}
AvHBaseBuildable::Killed(pevAttacker, iGib);
}
void AvHAlienUpgradeBuilding::AlienBuildingThink()
{
if(!this->GetIsBuilt())
{
this->UpdateAutoBuild(kAlienBuildingThinkInterval*kAutoBuildScalar);
this->pev->nextthink = gpGlobals->time + kAlienBuildingThinkInterval;
}
else
{
SetThink(&AvHBaseBuildable::AnimateThink);
this->pev->nextthink = gpGlobals->time + .1f;
}
}
void AvHAlienUpgradeBuilding::Precache()
{
AvHBaseBuildable::Precache();
PRECACHE_UNMODIFIED_SOUND(kChamberDieSound);
}
void AvHAlienUpgradeBuilding::Materialize()
{
//Vector theMinSize, theMaxSize;
//if(AvHSHUGetSizeForTech(this->GetMessageID(), theMinSize, theMaxSize))
//{
// UTIL_SetSize(this->pev, theMinSize, theMaxSize);
//}
AvHBaseBuildable::Materialize();
SetThink(&AvHAlienUpgradeBuilding::AlienBuildingThink);
this->pev->nextthink = gpGlobals->time + kAlienBuildingThinkInterval;
this->pev->rendermode = kRenderNormal;
this->pev->renderamt = 0;
// SET_MODEL(ENT(this->pev), this->GetModelName());
//
// this->pev->solid = SOLID_BBOX;
// this->pev->movetype = MOVETYPE_TOSS;
//
// //UTIL_SetSize(pev, kResourceMinSize, kResourceMaxSize);
//
// this->pev->classname = MAKE_STRING(this->GetClassName());
//
// this->pev->takedamage = DAMAGE_YES;
// SetBits(this->pev->flags, FL_MONSTER);
//
// this->pev->iuser3 = AVH_USER3_BUILDABLE;
// this->pev->fuser1 = 0.0f;
// //this->pev->iuser4 = AVH_USER4_RESTOWER;
//
// // Start animating
// this->pev->sequence = 0;
// this->pev->frame = 0;
// ResetSequenceInfo();
// AvHSUSetCollisionBoxFromSequence(this->pev);
}
void AvHAlienUpgradeBuilding::Spawn()
{
AvHBaseBuildable::Spawn();
}
void AvHAlienUpgradeBuilding::SetHasBeenBuilt()
{
AvHBaseBuildable::SetHasBeenBuilt();
AvHAlienUpgradeCategory theCategory = this->GetUpgradeCategory();
// Find the team associated with the building
AvHTeamNumber theTeamNumber = AvHTeamNumber(this->pev->team);
AvHTeam* theTeam = GetGameRules()->GetTeam(theTeamNumber);
ASSERT(theTeam);
theTeam->AddTeamUpgrade(theCategory);
//this->SetHasBeenBuilt();
//this->pev->rendermode = kRenderNormal;
//this->pev->renderamt = 0;
}
//LINK_ENTITY_TO_CLASS(kwOffenseChamber, AvHOffenseChamber);
//AvHOffenseChamber::AvHOffenseChamber() : AvHAlienUpgradeBuilding(ALIEN_BUILD_OFFENSE_CHAMBER, kwsOffenseChamber)
//{
//}
//
//char* AvHOffenseChamber::GetDeploySound() const
//{
// return kChamberDeploySound;
//}
//
//char* AvHOffenseChamber::GetModelName() const
//{
// return kOffenseChamberModel;
//}
//
//
//
//AvHAlienUpgradeCategory AvHOffenseChamber::GetUpgradeCategory() const
//{
// return ALIEN_UPGRADE_CATEGORY_OFFENSE;
//}
//LINK_ENTITY_TO_CLASS(kwOffenseChamber, AvHOffenseChamber);
//AvHOffenseChamber::AvHOffenseChamber() : AvHTurret(TECH_NULL, ALIEN_BUILD_OFFENSE_CHAMBER, kwsOffenseChamber, AVH_USER3_NONE)
//{
//}
//
//char* AvHOffenseChamber::GetActiveSound() const
//{
// return NULL;
//}
//
//char* AvHOffenseChamber::GetAlertSound() const
//{
// return NULL;
//}
//
//char* AvHOffenseChamber::GetPingSound() const
//{
// return NULL;
//}
//int AvHOffenseChamber::GetActiveAnimation() const;
//int AvHOffenseChamber::GetDeployAnimation() const;
//int AvHOffenseChamber::GetIdle1Animation() const;
//int AvHOffenseChamber::GetIdle2Animation() const;
//int AvHOffenseChamber::GetKilledAnimation() const;
//int AvHOffenseChamber::GetSpawnAnimation() const;
//int AvHOffenseChamber::GetTakeDamageAnimation() const;
//bool AvHOffenseChamber::GetIsValidTarget(CBaseEntity* inEntity) const;
//int AvHOffenseChamber::IRelationship(CBaseEntity* inTarget);
//int AvHOffenseChamber::GetRange() const
//{
// return 100;
//}
//
//void AvHOffenseChamber::Shoot(Vector &vecSrc, Vector &vecDirToEnemy)
//{
//}
//
//void AvHOffenseChamber::Spawn()
//{
// AvHTurret::Spawn();
//
// // TODO: Set any other variables?
//}
LINK_ENTITY_TO_CLASS(kwDefenseChamber, AvHDefenseChamber);
AvHDefenseChamber::AvHDefenseChamber() : AvHAlienUpgradeBuilding(ALIEN_BUILD_DEFENSE_CHAMBER, TECH_DEFENSE_CHAMBER, kwsDefenseChamber, AVH_USER3_DEFENSE_CHAMBER)
{
}
char* AvHDefenseChamber::GetDeploySound() const
{
return kChamberDeploySound;
}
char* AvHDefenseChamber::GetModelName() const
{
return kDefenseChamberModel;
}
void AvHDefenseChamber::SetHasBeenBuilt()
{
AvHAlienUpgradeBuilding::SetHasBeenBuilt();
SetThink(&AvHDefenseChamber::RegenAliensThink);
this->pev->nextthink = gpGlobals->time + BALANCE_VAR(kDefenseChamberThinkInterval);
}
void AvHDefenseChamber::RegenAliensThink()
{
// Loop through all players
CBaseEntity* theBaseEntity = NULL;
int theNumEntsHealed = 0;
while(((theBaseEntity = UTIL_FindEntityInSphere(theBaseEntity, this->pev->origin, BALANCE_VAR(kDefensiveChamberHealRange))) != NULL) && (theNumEntsHealed < BALANCE_VAR(kAlienChamberMaxPlayers)))
{
if(theBaseEntity->pev->team == this->pev->team)
{
AvHBaseBuildable* theBuildable = dynamic_cast<AvHBaseBuildable*>(theBaseEntity);
AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(theBaseEntity);
float thePercent=BALANCE_VAR(kDefensiveChamberRegenPercent)/100.0f;
float amount=BALANCE_VAR(kDefensiveChamberRegenAmount) + (theBaseEntity->pev->max_health*thePercent);
if(thePlayer && thePlayer->IsAlive())
{
if(thePlayer->Heal(amount))
{
theNumEntsHealed++;
}
}
else if(theBuildable && theBuildable->GetIsBuilt() && (theBuildable != this))
{
if(theBuildable->Regenerate(amount))
{
theNumEntsHealed++;
}
}
}
}
// Set next think
this->pev->nextthink = gpGlobals->time + BALANCE_VAR(kDefenseChamberThinkInterval);
// Play a random idle animation
int theIdle = this->GetIdle1Animation();
if(RANDOM_LONG(0, 1))
{
theIdle = this->GetIdle2Animation();
}
this->PlayAnimationAtIndex(theIdle);
}
AvHAlienUpgradeCategory AvHDefenseChamber::GetUpgradeCategory() const
{
return ALIEN_UPGRADE_CATEGORY_DEFENSE;
}
LINK_ENTITY_TO_CLASS(kwSensoryChamber, AvHSensoryChamber);
AvHSensoryChamber::AvHSensoryChamber() : AvHAlienUpgradeBuilding(ALIEN_BUILD_SENSORY_CHAMBER, TECH_SENSORY_CHAMBER, kwsSensoryChamber, AVH_USER3_SENSORY_CHAMBER)
{
}
char* AvHSensoryChamber::GetDeploySound() const
{
return kChamberDeploySound;
}
bool AvHSensoryChamber::GetIsEntityInSight(CBaseEntity* inEntity)
{
bool theEntityIsInSight = false;
// Do a traceline from sensory chamber to entity
TraceResult tr;
UTIL_TraceLine(this->pev->origin, inEntity->pev->origin, ignore_monsters, dont_ignore_glass, this->edict(), &tr);
if(tr.flFraction == 1.0f)
{
theEntityIsInSight = true;
}
return theEntityIsInSight;
}
char* AvHSensoryChamber::GetModelName() const
{
return kSensoryChamberModel;
}
AvHAlienUpgradeCategory AvHSensoryChamber::GetUpgradeCategory() const
{
return ALIEN_UPGRADE_CATEGORY_SENSORY;
}
void AvHSensoryChamber::Precache()
{
AvHAlienUpgradeBuilding::Precache();
//PRECACHE_UNMODIFIED_SOUND(kParasiteHitSound);
}
void AvHSensoryChamber::SetHasBeenBuilt()
{
AvHAlienUpgradeBuilding::SetHasBeenBuilt();
}
LINK_ENTITY_TO_CLASS(kwMovementChamber, AvHMovementChamber);
AvHMovementChamber::AvHMovementChamber() : AvHAlienUpgradeBuilding(ALIEN_BUILD_MOVEMENT_CHAMBER, TECH_MOVEMENT_CHAMBER, kwsMovementChamber, AVH_USER3_MOVEMENT_CHAMBER)
{
this->mLastTimeScannedHives = -1;
this->mTeleportHiveIndex = -1;
}
char* AvHMovementChamber::GetDeploySound() const
{
return kChamberDeploySound;
}
char* AvHMovementChamber::GetModelName() const
{
return kMovementChamberModel;
}
void AvHMovementChamber::ResetEntity()
{
AvHAlienUpgradeBuilding::ResetEntity();
this->mLastTimeScannedHives = -1;
this->mTeleportHiveIndex = -1;
}
AvHAlienUpgradeCategory AvHMovementChamber::GetUpgradeCategory() const
{
return ALIEN_UPGRADE_CATEGORY_MOVEMENT;
}
void AvHMovementChamber::Precache()
{
AvHAlienUpgradeBuilding::Precache();
PRECACHE_UNMODIFIED_SOUND(kAlienSightOffSound);
PRECACHE_UNMODIFIED_SOUND(kAlienSightOnSound);
PRECACHE_UNMODIFIED_SOUND(kAlienEnergySound);
}
void AvHMovementChamber::SetHasBeenBuilt()
{
AvHAlienUpgradeBuilding::SetHasBeenBuilt();
// TODO: Include a "warm-up" time so movement chambers don't teleport the builder immediately
//SetThink(&AvHMovementChamber::TeleportUseThink);
SetThink(&AvHMovementChamber::EnergyAliensThink);
this->pev->nextthink = gpGlobals->time + BALANCE_VAR(kMovementChamberThinkInterval);
}
void AvHMovementChamber::EnergyAliensThink()
{
// Don't teleport until it's "warmed up"
SetUse(&AvHMovementChamber::TeleportUse);
// Loop through all players
CBaseEntity* theBaseEntity = NULL;
int theNumEntsProcessed = 0;
while(((theBaseEntity = UTIL_FindEntityInSphere(theBaseEntity, this->pev->origin, BALANCE_VAR(kMovementChamberEnergyRange))) != NULL) && (theNumEntsProcessed < BALANCE_VAR(kAlienChamberMaxPlayers)))
{
if(theBaseEntity->pev->team == this->pev->team)
{
float theEnergizeAmount = BALANCE_VAR(kMovementChamberEnergyAmount);
AvHBaseBuildable* theBuildable = dynamic_cast<AvHBaseBuildable*>(theBaseEntity);
AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(theBaseEntity);
if(thePlayer && thePlayer->IsAlive())
{
if(thePlayer->Energize(theEnergizeAmount))
{
theNumEntsProcessed++;
}
}
// Energize alien buildables
// else if(theBuildable)
// {
// if(theBuildable->Energize(theEnergizeAmount))
// {
// theNumEntsProcessed++;
// }
// }
}
}
// Play an animation (spin the arms if energizing)
int theIdle = this->GetIdle2Animation();
// Play sound
if(theNumEntsProcessed > 0)
{
EMIT_SOUND(this->edict(), CHAN_AUTO, kAlienEnergySound, 1.0f, ATTN_NORM);
theIdle = this->GetIdle1Animation();
}
this->PlayAnimationAtIndex(theIdle);
// Set next think
this->pev->nextthink = gpGlobals->time + BALANCE_VAR(kMovementChamberThinkInterval);
}
void AvHMovementChamber::TeleportUse(CBaseEntity* inActivator, CBaseEntity* inCaller, USE_TYPE inUseType, float inValue)
{
const float kHiveScanInterval = 1.0f;
AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(inActivator);
if(thePlayer && (thePlayer->pev->team == this->pev->team) && (thePlayer->GetUser3() != AVH_USER3_ALIEN_EMBRYO))
{
if((this->mLastTimeScannedHives == -1) || (gpGlobals->time > (this->mLastTimeScannedHives + kHiveScanInterval)))
{
this->mTeleportHiveIndex = -1;
float theFarthestDistance = 0.0f; //sqrt((kMaxMapDimension*2)*(kMaxMapDimension*2));
bool theIsDone = false;
// Loop through the hives for this team, look for the farthest one (hives under attack take precedence)
FOR_ALL_ENTITIES(kesTeamHive, AvHHive*)
if((theEntity->pev->team == this->pev->team) && !theIsDone)
{
bool theHiveIsUnderAttack = GetGameRules()->GetIsEntityUnderAttack(theEntity->entindex());
if(theEntity->GetIsActive() || theHiveIsUnderAttack)
{
float theCurrentDistance = VectorDistance(theEntity->pev->origin, inActivator->pev->origin);
bool theHiveIsFarther = (theCurrentDistance > theFarthestDistance);
// Undefined which attacked hive is chosen if multiples are under attack
if((this->mTeleportHiveIndex == -1) || theHiveIsFarther || theHiveIsUnderAttack)
{
this->mTeleportHiveIndex = theEntity->entindex();
theFarthestDistance = theCurrentDistance;
// If there's a hive under attack, we're done
if(theHiveIsUnderAttack)
{
theIsDone = true;
}
}
}
}
END_FOR_ALL_ENTITIES(kesTeamHive)
this->mLastTimeScannedHives = gpGlobals->time;
}
// If we have a valid hive index, jump the player to it
if(this->mTeleportHiveIndex != -1)
{
// Play sound at this entity
EMIT_SOUND(this->edict(), CHAN_AUTO, kAlienSightOnSound, 1.0f, ATTN_NORM);
// Move him to it!
AvHHive* theHive = NULL;
AvHSUGetEntityFromIndex(this->mTeleportHiveIndex, theHive);
if(theHive)
{
CBaseEntity* theSpawnEntity = GetGameRules()->GetRandomHiveSpawnPoint(thePlayer, theHive->pev->origin, theHive->GetMaxSpawnDistance());
if(theSpawnEntity)
{
Vector theMinSize;
Vector theMaxSize;
thePlayer->GetSize(theMinSize, theMaxSize);
int theOffset = AvHMUGetOriginOffsetForUser3(AvHUser3(thePlayer->pev->iuser3));
Vector theOriginToSpawn = theSpawnEntity->pev->origin;
theOriginToSpawn.z += theOffset;
if(AvHSUGetIsEnoughRoomForHull(theOriginToSpawn, AvHMUGetHull(false, thePlayer->pev->iuser3), thePlayer->edict()))
{
thePlayer->SetPosition(theOriginToSpawn);
thePlayer->pev->velocity = Vector(0, 0, 0);
// Play teleport sound before and after
EMIT_SOUND(inActivator->edict(), CHAN_AUTO, kAlienSightOffSound, 1.0f, ATTN_NORM);
}
}
}
}
}
}
void AvHMovementChamber::TeleportUseThink()
{
// Set our new use, don't set next think
SetUse(&AvHMovementChamber::TeleportUse);
// Start animating
SetThink(&AvHBaseBuildable::AnimateThink);
this->pev->nextthink = gpGlobals->time + .1f;
}