ns/main/source/mod/AvHWebSpinner.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: AvHWebSpinner.cpp $
// $Date: 2002/11/22 21:28:17 $
//
//-------------------------------------------------------------------------------
// $Log: AvHWebSpinner.cpp,v $
// Revision 1.14 2002/11/22 21:28:17 Flayra
// - mp_consistency changes
//
// Revision 1.13 2002/10/18 22:23:24 Flayra
// - Refactoring for checking max buildings in radius as well
//
// Revision 1.12 2002/07/24 19:09:18 Flayra
// - Linux issues
//
// Revision 1.11 2002/07/24 18:55:53 Flayra
// - Linux case sensitivity stuff
//
// Revision 1.10 2002/07/24 18:45:43 Flayra
// - Linux and scripting changes
//
// Revision 1.9 2002/07/08 17:23:03 Flayra
// - Don't allow builder to web a player by hitting him
//
// Revision 1.8 2002/06/25 17:50:07 Flayra
// - Some refactoring, new view model, removed old code, no longer costs resources to use, web projectile can ensnare marines without creating web
//
// Revision 1.7 2002/06/10 19:47:25 Flayra
// - New level 2 view model
//
// Revision 1.6 2002/06/03 16:39:10 Flayra
// - Added different deploy times (this should be refactored a bit more)
//
// Revision 1.5 2002/05/28 18:13:37 Flayra
// - Limit total webs, limit webs in sphere
//
// Revision 1.4 2002/05/23 02:32:39 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/AvHAlienEquipmentConstants.h"
#include "mod/AvHAlienWeaponConstants.h"
#include "mod/AvHPlayerUpgrade.h"
#include "mod/AvHConstants.h"
#ifdef AVH_SERVER
#include "mod/AvHGamerules.h"
#include "mod/AvHServerUtil.h"
#include "mod/AvHEntities.h"
#include "dlls/cbasedoor.h"
#include "dlls/plats.h"
#include "mod/AvHTitles.h"
#endif
#ifdef AVH_SERVER
LINK_ENTITY_TO_CLASS(kwWebProjectile, AvHWebProjectile);
bool AvHWebProjectile::CreateWeb()
{
bool theSuccessfulStrand = false;
AvHWebSpinner* theWebSpinner = NULL;
if(this->GetWebSpinner(theWebSpinner))
{
vec3_t theNewPoint = this->pev->origin;
vec3_t theLastPoint;
if(theWebSpinner->GetLastPoint(theLastPoint))
{
// Check line between these two points. If there's an obstruction then don't create strand
TraceResult theObstructionTR;
UTIL_TraceLine(theLastPoint, theNewPoint, ignore_monsters, NULL, &theObstructionTR);
if(theObstructionTR.flFraction == 1.0f)
{
// ...and if distance between this point and last valid point is short enough
float theDistance = (theNewPoint - theLastPoint).Length();
if(theDistance < kMaxWebDistance)
{
// Make sure our team doesn't have too many webs already
AvHTeam* theTeam = GetGameRules()->GetTeam((AvHTeamNumber)this->pev->team);
ASSERT(theTeam);
AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(CBaseEntity::Instance(this->pev->owner));
ASSERT(thePlayer);
int theNumStrands = theTeam->GetNumWebStrands();
if(theNumStrands < BALANCE_IVAR(kMaxTeamStrands))
{
// Finally, make sure there aren't too many strands in our immediate area, to prevent visibility problems.
// Note that it doesn't care if they are enemy or friendly web strands, so this may be a problem for alien vs. alien
int theNumWebsNearby = UTIL_CountEntitiesInSphere(theNewPoint, BALANCE_IVAR(kBuildingVisibilityRadius), kesTeamWebStrand);
if(theNumWebsNearby < BALANCE_IVAR(kNumWebsAllowedInRadius))
{
// Add new web strand
AvHWebStrand* theWebStrand = GetClassPtr((AvHWebStrand*)NULL);
theWebStrand->Setup(theLastPoint, theNewPoint);
theWebStrand->Spawn();
//theWebStrand->pev->owner = this->pev->owner;
theWebStrand->pev->team = this->pev->team;
// Add decal at this point
UTIL_DecalTrace(&theObstructionTR, DECAL_SPIT1 + RANDOM_LONG(0,1));
// Increment team strands
theTeam->SetNumWebStrands(theNumStrands + 1);
theSuccessfulStrand = true;
}
else
{
// Send player message indicating they've reached the limit for this particular area
thePlayer->SendMessage(kTooManyWebsNearby, true);
}
}
else
{
// Send player message indicating they've reached the limit
thePlayer->SendMessage(kTooManyWebs, true);
}
}
}
}
theWebSpinner->SetLastPoint(theNewPoint);
}
return theSuccessfulStrand;
}
bool AvHWebProjectile::GetWebSpinner(AvHWebSpinner*& outSpinner)
{
bool theSuccess = false;
CBaseEntity* theEntity = CBaseEntity::Instance(this->pev->owner);
if(theEntity)
{
AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(theEntity);
if(thePlayer)
{
AvHWebSpinner* theWebSpinner = dynamic_cast<AvHWebSpinner*>(thePlayer->m_pActiveItem);
if(theWebSpinner)
{
outSpinner = theWebSpinner;
theSuccess = true;
}
}
}
return theSuccess;
}
void AvHWebProjectile::Precache(void)
{
CBaseEntity::Precache();
PRECACHE_UNMODIFIED_MODEL(kWebProjectileSprite);
}
void AvHWebProjectile::Spawn()
{
this->Precache();
CBaseEntity::Spawn();
this->pev->movetype = MOVETYPE_FLY;
this->pev->classname = MAKE_STRING(kWebProjectileClassName);
SET_MODEL(ENT(this->pev), kWebProjectileSprite);
this->pev->solid = SOLID_BBOX;
// Comment out effects line, uncomment next four, then comment out creation of temp entity in EV_SpitGun to see server side spit for testing
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( -16, -16, -16), Vector(16, 16, 16));
//UTIL_SetSize(this->pev, Vector( -50, -50, -50), Vector(50, 50, 50));
SetTouch(&AvHWebProjectile::WebTouch);
}
void AvHWebProjectile::WebTouch(CBaseEntity* inOther)
{
// Never hit the player who fired it
if(inOther != CBaseEntity::Instance(this->pev->owner))
{
// If we an enemy player, ensnare them
// AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(inOther);
// if(thePlayer && GetGameRules()->CanEntityDoDamageTo(this, inOther))
// {
// EMIT_SOUND(ENT(inOther->pev), CHAN_AUTO, kWebStrandBreakSound, 1.0, ATTN_IDLE);
// thePlayer->SetEnsnareState(true);
// }
// else
// {
// Can't hit players directly
if(!inOther->IsPlayer())
{
// If not in tourny mode, pass through friends
if((inOther->pev->team == 0) || (GetGameRules()->CanEntityDoDamageTo(this, inOther)))
{
// Create new strand
if(this->CreateWeb())
{
// Play sound when it hits
//EMIT_SOUND(ENT(this->m_pPlayer->pev), CHAN_AUTO, kWebSpinSound2, 1.0f, ATTN_NORM);
}
}
}
// Kill it off
SetThink(&AvHWebProjectile::SUB_Remove);
this->pev->nextthink = gpGlobals->time + .1f;
SetTouch(NULL);
}
}
#endif
LINK_ENTITY_TO_CLASS(kwWebSpinner, AvHWebSpinner);
BOOL AvHWebSpinner::Deploy()
{
#ifdef AVH_SERVER
this->mPlacedValidWebPointSinceDeploy = false;
#endif
return AvHAlienWeapon::Deploy();
}
int AvHWebSpinner::GetBarrelLength() const
{
return kWebSpinnerBarrelLength;
}
float AvHWebSpinner::GetRateOfFire() const
{
return BALANCE_FVAR(kWebSpinnerROF);
}
int AvHWebSpinner::GetDeployAnimation() const
{
int theDeployAnimation = 5;
AvHWeaponID thePreviousID = this->GetPreviousWeaponID();
switch(thePreviousID)
{
case AVH_WEAPON_WEBSPINNER:
theDeployAnimation = -1;
break;
// Spit and bile bomb look the same
case AVH_WEAPON_SPIT:
case AVH_WEAPON_BILEBOMB:
theDeployAnimation = 5;
break;
}
return theDeployAnimation;
}
float AvHWebSpinner::GetDeployTime() const
{
return 1.0f;
}
int AvHWebSpinner::GetIdleAnimation() const
{
return 2;
}
int AvHWebSpinner::GetShootAnimation() const
{
return 4;
}
bool AvHWebSpinner::GetFiresUnderwater() const
{
return true;
}
bool AvHWebSpinner::GetIsDroppable() const
{
return false;
}
void AvHWebSpinner::Init()
{
this->mRange = kWebSpinnerRange;
#ifdef AVH_SERVER
this->mPlacedValidWebPointSinceDeploy = false;
#endif
}
char* AvHWebSpinner::GetViewModel() const
{
return kLevel2ViewModel;
}
void AvHWebSpinner::Precache(void)
{
AvHAlienWeapon::Precache();
PRECACHE_UNMODIFIED_SOUND(kWebSpinSound1);
PRECACHE_UNMODIFIED_SOUND(kWebSpinSound2);
this->mEvent = PRECACHE_EVENT(1, kWebSpinnerShootEventName);
}
void AvHWebSpinner::Spawn()
{
AvHAlienWeapon::Spawn();
Precache();
this->m_iId = AVH_WEAPON_WEBSPINNER;
// Set our class name
this->pev->classname = MAKE_STRING(kwsWebSpinner);
SET_MODEL(ENT(this->pev), kNullModel);
FallInit();// get ready to fall down.
}
bool AvHWebSpinner::UsesAmmo(void) const
{
return false;
}
void AvHWebSpinner::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);
// int theNumResources = thePlayer->GetResources();
// if(theNumResources >= kWebPointCost)
// {
// thePlayer->SetResources(theNumResources - kWebPointCost);
// Spawn WebProjectile
AvHWebProjectile* theWebProjectile = GetClassPtr((AvHWebProjectile*)NULL );
theWebProjectile->Spawn();
UTIL_MakeVectors(thePlayer->pev->v_angle);
Vector vecAiming = gpGlobals->v_forward;
Vector vecSrc = thePlayer->GetGunPosition( ) + vecAiming;
UTIL_SetOrigin(theWebProjectile->pev, vecSrc);
// This needs to be the same as in EV_WebProjectileGun
Vector theBaseVelocity;
VectorScale(this->pev->velocity, kWebProjectileParentVelocityScalar, theBaseVelocity);
Vector theStartVelocity;
VectorMA(theBaseVelocity, kWebProjectileVelocity, vecAiming, theStartVelocity);
VectorCopy(theStartVelocity, theWebProjectile->pev->velocity);
// Set owner
theWebProjectile->pev->owner = ENT(thePlayer->pev);
// Set WebProjectile's team :)
theWebProjectile->pev->team = thePlayer->pev->team;
// // Do a traceline to see where they want to place new web point
// UTIL_MakeVectors(this->m_pPlayer->pev->v_angle);
//
// Vector theForwardDir = gpGlobals->v_forward;
// VectorNormalize(theForwardDir);
//
// TraceResult theNewStrandTR;
// UTIL_TraceLine(this->pev->origin + this->pev->view_ofs, this->pev->origin + this->pev->view_ofs + theForwardDir*128, ignore_monsters, ENT(this->m_pPlayer->pev), &theNewStrandTR);
// if (theNewStrandTR.flFraction != 1.0)
// {
// //CBaseEntity* theWorld = dynamic_cast<CWorld*>(CBaseEntity::Instance(tr.pHit));
// //if(theWorld)
// //{
//
// bool theSuccessfulStrand = false;
//
// // Only allow webs on the world, not doors, entities, players
// CBaseDoor* theDoor = dynamic_cast<CBaseDoor*>(CBaseEntity::Instance(theNewStrandTR.pHit));
// CBasePlatTrain* theTrain = dynamic_cast<CBasePlatTrain*>(CBaseEntity::Instance(theNewStrandTR.pHit));
// if((!theDoor) && (!theTrain))
// {
// vec3_t theNewPoint = theNewStrandTR.vecEndPos;
// vec3_t theNewNormal = theNewStrandTR.vecPlaneNormal;
//
// // If we've placed another point
// if(this->mPlacedValidWebPointSinceDeploy)
// {
// // Check line between these two points. If there's an obstruction (that's not us?) then remember new point but don't create strand
// TraceResult theObstructionTR;
// UTIL_TraceLine(this->mLastValidWebPoint, theNewPoint, ignore_monsters, ENT(this->m_pPlayer->pev), &theObstructionTR);
// if(theObstructionTR.flFraction == 1.0f)
// {
// // Check to make sure the normals are different, can't place on the same surface for fairness
// if(!(theNewNormal == this->mLastValidWebNormal))
// {
// // ...and if distance between this point and last valid point is short enough
// float theDistance = (theNewPoint - this->mLastValidWebPoint).Length();
// if(theDistance < kMaxWebDistance)
// {
// // Add new web strand
// AvHWebStrand* theWebStrand = GetClassPtr((AvHWebStrand*)NULL);
// theWebStrand->Setup(this->mLastValidWebPoint, theNewPoint);
// theWebStrand->Spawn();
// theWebStrand->pev->owner = ENT(this->m_pPlayer->pev);
// theWebStrand->pev->team = this->m_pPlayer->pev->team;
//
// theSuccessfulStrand = true;
// }
// }
// }
// }
// else
// {
// theSuccessfulStrand = true;
// }
//
// if(theSuccessfulStrand)
// {
// // Play web confirmation sound
// EMIT_SOUND(ENT(this->m_pPlayer->pev), CHAN_AUTO, kWebSpinSound2, 1.0f, ATTN_NORM);
//
// // Add decal at this point
// UTIL_DecalTrace(&theNewStrandTR, DECAL_SPIT1 + RANDOM_LONG(0,1));
// }
//
// // Set new valid last point to current point
// this->mLastValidWebPoint = theNewPoint;
// this->mLastValidWebNormal = theNewNormal;
// this->mPlacedValidWebPointSinceDeploy = true;
// }
// }
// }
// else
// {
// thePlayer->PlayHUDSound(HUD_SOUND_ALIEN_MORE);
// }
#endif
}
#ifdef AVH_SERVER
bool AvHWebSpinner::GetLastPoint(vec3_t& outLastPoint) const
{
bool theSuccess = false;
if(this->mPlacedValidWebPointSinceDeploy)
{
VectorCopy(this->mLastValidWebPoint, outLastPoint);
theSuccess = true;
}
return theSuccess;
}
void AvHWebSpinner::SetLastPoint(vec3_t& inLastPoint)
{
VectorCopy(inLastPoint, this->mLastValidWebPoint);
this->mPlacedValidWebPointSinceDeploy = true;
}
#endif