mirror of
https://github.com/unknownworlds/NS.git
synced 2024-12-21 09:50:46 +00:00
354 lines
8.9 KiB
C++
354 lines
8.9 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: This is the weapon that marines use to deploy mines (not the mines themselves)
|
||
|
//
|
||
|
// $Workfile: AvHMine.cpp $
|
||
|
// $Date: 2002/10/25 21:48:21 $
|
||
|
//
|
||
|
//-------------------------------------------------------------------------------
|
||
|
// $Log: AvHMine.cpp,v $
|
||
|
// Revision 1.10 2002/10/25 21:48:21 Flayra
|
||
|
// - Fixe for wrong player model when holding mines
|
||
|
//
|
||
|
// Revision 1.9 2002/10/16 20:53:09 Flayra
|
||
|
// - Removed weapon upgrade sounds
|
||
|
//
|
||
|
// Revision 1.8 2002/10/16 01:01:58 Flayra
|
||
|
// - Fixed mines being resupplied from armory
|
||
|
//
|
||
|
// Revision 1.7 2002/10/03 18:46:17 Flayra
|
||
|
// - Added heavy view model
|
||
|
//
|
||
|
// Revision 1.6 2002/07/24 19:09:17 Flayra
|
||
|
// - Linux issues
|
||
|
//
|
||
|
// Revision 1.5 2002/07/24 18:55:52 Flayra
|
||
|
// - Linux case sensitivity stuff
|
||
|
//
|
||
|
// Revision 1.4 2002/07/24 18:45:42 Flayra
|
||
|
// - Linux and scripting changes
|
||
|
//
|
||
|
// Revision 1.3 2002/06/25 17:47:14 Flayra
|
||
|
// - Fixed mine, refactored for new disabled/enabled state
|
||
|
//
|
||
|
// Revision 1.2 2002/06/03 16:37:31 Flayra
|
||
|
// - Constants and tweaks to make weapon anims and times correct with new artwork, added different deploy times (this should be refactored a bit more)
|
||
|
//
|
||
|
// Revision 1.1 2002/05/23 02:33:42 Flayra
|
||
|
// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
|
||
|
//
|
||
|
//===============================================================================
|
||
|
#include "mod/AvHMarineWeapons.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/AvHMarineWeapons.h"
|
||
|
#include "mod/AvHMarineEquipmentConstants.h"
|
||
|
|
||
|
#ifdef AVH_SERVER
|
||
|
#include "mod/AvHGamerules.h"
|
||
|
#include "mod/AvHMarineEquipment.h"
|
||
|
#include "mod/AvHSharedUtil.h"
|
||
|
#include "mod/AvHServerUtil.h"
|
||
|
#endif
|
||
|
|
||
|
LINK_ENTITY_TO_CLASS(kwMine, AvHMine);
|
||
|
|
||
|
void AvHMine::DeductCostForShot(void)
|
||
|
{
|
||
|
AvHBasePlayerWeapon::DeductCostForShot();
|
||
|
|
||
|
//this->m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;
|
||
|
|
||
|
//if(this->m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
|
||
|
if(!this->m_iClip)
|
||
|
{
|
||
|
// no more mines!
|
||
|
RetireWeapon();
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
bool AvHMine::GetCanBeResupplied() const
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
int AvHMine::GetDeployAnimation() const
|
||
|
{
|
||
|
return 2;
|
||
|
}
|
||
|
|
||
|
char* AvHMine::GetHeavyViewModel() const
|
||
|
{
|
||
|
return kTripmineHVVModel;
|
||
|
}
|
||
|
|
||
|
char* AvHMine::GetPlayerModel() const
|
||
|
{
|
||
|
return kTripminePModel;
|
||
|
}
|
||
|
|
||
|
char* AvHMine::GetWorldModel() const
|
||
|
{
|
||
|
return kTripmineWModel;
|
||
|
}
|
||
|
|
||
|
char* AvHMine::GetViewModel() const
|
||
|
{
|
||
|
return kTripmineVModel;
|
||
|
}
|
||
|
|
||
|
int AvHMine::GetShootAnimation() const
|
||
|
{
|
||
|
// Return deploy animation for now, this should play fire animation, then a little later, play the deploy animation
|
||
|
return 2;
|
||
|
}
|
||
|
|
||
|
void AvHMine::Holster(int skiplocal)
|
||
|
{
|
||
|
if(!this->m_iClip)
|
||
|
{
|
||
|
// Out of mines
|
||
|
SetThink(&AvHMine::DestroyItem);
|
||
|
this->pev->nextthink = gpGlobals->time + 0.1;
|
||
|
}
|
||
|
|
||
|
AvHMarineWeapon::Holster(skiplocal);
|
||
|
}
|
||
|
|
||
|
void AvHMine::Init()
|
||
|
{
|
||
|
this->mRange = kMineRange;
|
||
|
this->mDamage = 0; // What to do here? Is it taking damage from CGrenade?
|
||
|
}
|
||
|
|
||
|
bool AvHMine::ProcessValidAttack(void)
|
||
|
{
|
||
|
bool theSuccess = AvHMarineWeapon::ProcessValidAttack();
|
||
|
|
||
|
// This test is not necessary since the new collision code makes it so
|
||
|
// that interpenetrating objects are not a problem.
|
||
|
|
||
|
/*
|
||
|
if(theSuccess)
|
||
|
{
|
||
|
#ifdef AVH_SERVER
|
||
|
theSuccess = false;
|
||
|
|
||
|
Vector theDropLocation;
|
||
|
Vector theDropAngles;
|
||
|
if(this->GetDropLocation(theDropLocation, &theDropAngles))
|
||
|
{
|
||
|
Vector theMineMinSize = Vector (kMineMinSize);
|
||
|
Vector theMineMaxSize = Vector (kMineMaxSize);
|
||
|
|
||
|
// TODO: Rotate extents by theDropAngles, to test bounding box extents as the mine would be placed
|
||
|
|
||
|
if(AvHSHUGetIsAreaFree(theDropLocation, theMineMinSize, theMineMaxSize))
|
||
|
{
|
||
|
theSuccess = true;
|
||
|
}
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
*/
|
||
|
#ifdef AVH_SERVER
|
||
|
|
||
|
if(theSuccess)
|
||
|
{
|
||
|
|
||
|
Vector theMineOrigin;
|
||
|
Vector theMineAngles;
|
||
|
|
||
|
theSuccess = this->GetDropLocation(theMineOrigin, &theMineAngles);
|
||
|
|
||
|
}
|
||
|
|
||
|
#endif
|
||
|
|
||
|
return theSuccess;
|
||
|
}
|
||
|
|
||
|
#ifdef AVH_SERVER
|
||
|
bool AvHMine::GetDropLocation(Vector& outLocation, Vector* outAngles) const
|
||
|
{
|
||
|
bool theSuccess = false;
|
||
|
|
||
|
UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle );
|
||
|
Vector vecSrc = m_pPlayer->GetGunPosition( );
|
||
|
Vector vecAiming = gpGlobals->v_forward;
|
||
|
|
||
|
TraceResult tr;
|
||
|
|
||
|
UTIL_TraceLine( vecSrc, vecSrc + vecAiming*this->mRange, dont_ignore_monsters, ENT( m_pPlayer->pev ), &tr );
|
||
|
|
||
|
if (tr.flFraction < 1.0)
|
||
|
{
|
||
|
CBaseEntity* theEntity = CBaseEntity::Instance( tr.pHit );
|
||
|
|
||
|
// puzl: 981
|
||
|
// Mines can't be planted on players or buildings
|
||
|
if (!dynamic_cast<AvHDeployedMine*>(theEntity) && !dynamic_cast<AvHPlayer *>(theEntity) && !dynamic_cast<AvHBaseBuildable *>(theEntity))
|
||
|
{
|
||
|
|
||
|
int kOffset = 8;
|
||
|
Vector thePotentialOrigin = tr.vecEndPos + tr.vecPlaneNormal * kOffset;
|
||
|
|
||
|
BaseEntityListType theEntityList;
|
||
|
theEntityList.push_back(theEntity);
|
||
|
|
||
|
// Make sure there isn't an entity nearby that this would block
|
||
|
theEntity = NULL;
|
||
|
const int kMineSearchRadius = 15;
|
||
|
while((theEntity = UTIL_FindEntityInSphere(theEntity, thePotentialOrigin, kMineSearchRadius)) != NULL)
|
||
|
{
|
||
|
theEntityList.push_back(theEntity);
|
||
|
}
|
||
|
|
||
|
// For the mine placement to be valid, the entity it hit, and all the entities nearby must be valid and non-blocking
|
||
|
theSuccess = true;
|
||
|
for(BaseEntityListType::iterator theIter = theEntityList.begin(); theIter != theEntityList.end(); theIter++)
|
||
|
{
|
||
|
// puzl: 225 make sure there are no mines within kMineSearchRadius of each other ( 15 units )
|
||
|
CBaseEntity* theCurrentEntity = *theIter;
|
||
|
if(!theCurrentEntity || (theCurrentEntity->pev->flags & FL_CONVEYOR) || AvHSUGetIsExternalClassName(STRING(theCurrentEntity->pev->classname)) || dynamic_cast<CBaseDoor*>(theCurrentEntity) || dynamic_cast<CRotDoor*>(theCurrentEntity)
|
||
|
|| dynamic_cast<AvHDeployedMine*>(theCurrentEntity) )
|
||
|
{
|
||
|
theSuccess = false;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if(theSuccess)
|
||
|
{
|
||
|
VectorCopy(thePotentialOrigin, outLocation);
|
||
|
if(outAngles)
|
||
|
{
|
||
|
VectorCopy(UTIL_VecToAngles( tr.vecPlaneNormal ), *outAngles)
|
||
|
}
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
return theSuccess;
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
void AvHMine::FireProjectiles(void)
|
||
|
{
|
||
|
#ifdef AVH_SERVER
|
||
|
Vector theMineOrigin;
|
||
|
Vector theMineAngles;
|
||
|
if(this->GetDropLocation(theMineOrigin, &theMineAngles))
|
||
|
{
|
||
|
GetGameRules()->MarkDramaticEvent(kMinePlacePriority, this->m_pPlayer);
|
||
|
|
||
|
AvHDeployedMine* theMine = dynamic_cast<AvHDeployedMine*>(CBaseEntity::Create( kwsDeployedMine, theMineOrigin, theMineAngles, m_pPlayer->edict() ));
|
||
|
ASSERT(theMine);
|
||
|
|
||
|
// Set the team so it doesn't blow us up, remember the owner so proper credit can be given
|
||
|
theMine->pev->team = m_pPlayer->pev->team;
|
||
|
//theMine->pev->owner = m_pPlayer->edict();
|
||
|
theMine->SetPlacer(this->m_pPlayer->pev);
|
||
|
|
||
|
// Set it as a marine item so it gets damage upgrades
|
||
|
// Set any team-wide upgrades
|
||
|
AvHTeam* theTeam = GetGameRules()->GetTeam(AvHTeamNumber(m_pPlayer->pev->team));
|
||
|
ASSERT(theTeam);
|
||
|
theMine->pev->iuser4 |= theTeam->GetTeamWideUpgrades();
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
int AvHMine::GetBarrelLength() const
|
||
|
{
|
||
|
return kMineBarrellLength;
|
||
|
}
|
||
|
|
||
|
float AvHMine::GetRateOfFire() const
|
||
|
{
|
||
|
return kMineROF;
|
||
|
}
|
||
|
|
||
|
bool AvHMine::GetFiresUnderwater() const
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
BOOL AvHMine::PlayEmptySound()
|
||
|
{
|
||
|
// None
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
void AvHMine::Precache()
|
||
|
{
|
||
|
AvHMarineWeapon::Precache();
|
||
|
|
||
|
UTIL_PrecacheOther(kwsDeployedMine);
|
||
|
|
||
|
this->mEvent = PRECACHE_EVENT(1, kWeaponAnimationEvent);
|
||
|
}
|
||
|
|
||
|
bool AvHMine::Resupply()
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
void AvHMine::Spawn()
|
||
|
{
|
||
|
this->Precache();
|
||
|
|
||
|
AvHMarineWeapon::Spawn();
|
||
|
|
||
|
this->m_iId = AVH_WEAPON_MINE;
|
||
|
|
||
|
// Set our class name
|
||
|
this->pev->classname = MAKE_STRING(kwsMine);
|
||
|
|
||
|
SET_MODEL(ENT(pev), kTripmineW2Model);
|
||
|
|
||
|
FallInit();// get ready to fall down.
|
||
|
|
||
|
int theNumMines = BALANCE_VAR(kMineMaxAmmo);
|
||
|
|
||
|
#ifdef AVH_SERVER
|
||
|
if(GetGameRules()->GetIsCombatMode())
|
||
|
{
|
||
|
theNumMines = BALANCE_VAR(kMineMaxAmmoCombat);
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
this->m_iDefaultAmmo = theNumMines;
|
||
|
}
|
||
|
|
||
|
|
||
|
bool AvHMine::UsesAmmo(void) const
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
BOOL AvHMine::UseDecrement(void)
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
|