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

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//======== (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: Marine sentry turret.
//
// $Workfile: AvHMarineTurret.cpp$
// $Date: 2002/11/22 21:25:26 $
//
//-------------------------------------------------------------------------------
// $Log: AvHMarineTurret.cpp,v $
// Revision 1.11 2002/11/22 21:25:26 Flayra
// - Fixed turret factory abuse, where turrets became active after recycling the nearby turret factory before turret was fully contructed.
// - Fixed bug where siege turrets became re-activated after building a regular turret factory nearby.
// - mp_consistency changes
//
// Revision 1.10 2002/11/06 02:23:11 Flayra
// - Turrets now need an active turret factory to keep firing (work with advanced turret factories too)
//
// Revision 1.9 2002/11/06 01:39:21 Flayra
// - Turrets now need an active turret factory to be active
//
// Revision 1.8 2002/11/03 04:51:31 Flayra
// - Hard-coded gameplay constants instead of putting in skill.cfg
//
// Revision 1.7 2002/10/24 21:33:21 Flayra
// - Thought about crediting marine team for turret kills but decided against it
//
// Revision 1.6 2002/10/16 01:01:29 Flayra
// - Removed unneeded sounds
//
// Revision 1.5 2002/09/23 23:36:41 Flayra
// - Linux compatibility
//
// Revision 1.4 2002/09/23 22:22:30 Flayra
// - Marine turrets send "sentry firing" and "sentry taking damage" alerts
//
// Revision 1.3 2002/07/23 17:13:18 Flayra
// - Always draw muzzle flash, calculate range in 2D
//
// Revision 1.2 2002/07/01 21:37:26 Flayra
// - Removed turret range from skill.cfg (for visible building placement ranges)
//
// 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/AvHMarineTurret.h"
#include "mod/AvHMarineEquipment.h"
#include "mod/AvHConstants.h"
#include "mod/AvHPlayerUpgrade.h"
#include "mod/AvHGamerules.h"
#include "mod/AvHServerUtil.h"
#include "mod/AvHParticleConstants.h"
#include "util/MathUtil.h"
LINK_ENTITY_TO_CLASS(kwDeployedTurret, AvHMarineTurret);
AvHMarineTurret::AvHMarineTurret() : AvHTurret(TECH_NULL, BUILD_TURRET, kwsDeployedTurret, AVH_USER3_TURRET)
{
}
AvHMarineTurret::AvHMarineTurret(AvHTechID inTechID, AvHMessageID inMessageID, char* inClassName, int inUser3) : AvHTurret(inTechID, inMessageID, inClassName, inUser3)
{
}
void AvHMarineTurret::CheckEnabledState()
{
bool theEnabledState = false;
if(this->GetHasBeenBuilt() && !this->GetIsRecycling())
{
// Search for turret factories in range
FOR_ALL_ENTITIES(kwsTurretFactory, AvHTurretFactory*)
if((theEntity->pev->team == this->pev->team) && theEntity->GetIsBuilt() && !GetHasUpgrade(theEntity->pev->iuser4, MASK_RECYCLING))
{
// If they are a friendly, alive, turret factory
float the2DDistance = VectorDistance2D(this->pev->origin, theEntity->pev->origin);
// Enabled state is true
if(the2DDistance <= BALANCE_VAR(kTurretFactoryBuildDistance))
{
theEnabledState = true;
break;
}
}
END_FOR_ALL_ENTITIES(kwsTurretFactory)
if(!theEnabledState)
{
FOR_ALL_ENTITIES(kwsAdvancedTurretFactory, AvHTurretFactory*)
if((theEntity->pev->team == this->pev->team) && theEntity->GetIsBuilt() && !GetHasUpgrade(theEntity->pev->iuser4, MASK_RECYCLING))
{
// If they are a friendly, alive, turret factory
float the2DDistance = VectorDistance2D(this->pev->origin, theEntity->pev->origin);
// Enabled state is true
if(the2DDistance <= BALANCE_VAR(kTurretFactoryBuildDistance))
{
theEnabledState = true;
break;
}
}
END_FOR_ALL_ENTITIES(kwsAdvancedTurretFactory)
}
}
// Set enabled state
this->SetEnabledState(theEnabledState);
}
int AvHMarineTurret::GetSetEnabledAnimation() const
{
return 3;
}
char* AvHMarineTurret::GetDeploySound() const
{
return kTurretDeploy;
}
char* AvHMarineTurret::GetPingSound() const
{
return kTurretPing;
}
//void AvHMarineTurret::ConstructUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
//{
// // Only allow users from same team as turret deployer
// if(pActivator->pev->team == this->pev->team)
// {
// if(this->mPercentageBuilt < 1.0f)
// {
// AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(pActivator);
// ASSERT(thePlayer);
// if(thePlayer->HolsterWeaponToUse())
// {
// bool thePlaySound = false;
//
// if(this->mPercentageBuilt < 1.0f)
// {
// //thePlayer->TriggerProgressBar(this->entindex(), 1);
//
// float theConstructionRate = kConstructorRate;
// if(GetGameRules()->GetIsTesting() || GetGameRules()->GetIsDemoing())
// {
// theConstructionRate *= 4.0f;
// }
//
// this->mPercentageBuilt += (this->mThinkInterval/1.0f)*theConstructionRate;
// }
//
// if(gpGlobals->time > (this->mLastTimePlayedSound + kAverageSoundLength))
// {
// AvHSUPlayRandomConstructionEffect(thePlayer, this);
// this->mLastTimePlayedSound = gpGlobals->time;
//
// //if(this->mPercentageBuilt == 1.0f)
// //{
// // thePlayer->SetCarriedResources(thePlayer->GetCarriedResources() + 1);
// //}
// }
//
// // Given the number of constructors, what's chance of starting a new sound?
// float theChanceForNewSound = (this->mThinkInterval/(kAverageSoundLength/2.0f));
// float theRandomFloat = RANDOM_FLOAT(0.0f, 1.0f);
// if(theRandomFloat < theChanceForNewSound)
// {
// AvHSUPlayRandomConstructionEffect(thePlayer, this);
//
// //if(this->mPercentageBuilt == 1.0f)
// //{
// // thePlayer->SetCarriedResources(thePlayer->GetCarriedResources() + 1);
// //}
// }
//
// this->pev->rendermode = kRenderTransTexture;
// this->pev->renderamt = this->mStartAlpha + this->mPercentageBuilt*(255 - this->mStartAlpha);
// if(this->mPercentageBuilt >= 1.0f)
// {
// this->SetConstructionComplete();
// }
//
// //this->pev->fuser1 = this->mPercentageBuilt*kNormalizationNetworkFactor;
// AvHSHUSetBuildResearchState(this->pev->iuser3, this->pev->iuser4, this->pev->fuser1, true, this->mPercentageBuilt);
// }
// }
// }
//}
int AvHMarineTurret::GetXYRange() const
{
return BALANCE_VAR(kTurretRange);
}
void AvHMarineTurret::Precache()
{
PRECACHE_UNMODIFIED_SOUND(kTurretFire1);
PRECACHE_UNMODIFIED_SOUND(kTurretFire2);
PRECACHE_UNMODIFIED_SOUND(kTurretFire3);
PRECACHE_UNMODIFIED_SOUND(kTurretFire4);
PRECACHE_UNMODIFIED_SOUND(kTurretPing);
PRECACHE_UNMODIFIED_SOUND(kTurretDeploy);
PRECACHE_UNMODIFIED_SOUND(kTurretBuild1);
PRECACHE_UNMODIFIED_SOUND(kTurretBuild2);
PRECACHE_UNMODIFIED_SOUND(kTurretBuild3);
PRECACHE_UNMODIFIED_SOUND(kTurretBuild4);
PRECACHE_UNMODIFIED_SOUND(kTurretBuild5);
}
void AvHMarineTurret::SetEnabledState(bool inState, bool inForce)
{
if((inState != this->GetEnabledState()) || inForce)
{
AvHTurret::SetEnabledState(inState, inForce);
// Power down
char* theDeploySound = this->GetDeploySound();
if(theDeploySound)
{
EMIT_SOUND(ENT(this->pev), CHAN_WEAPON, theDeploySound, 1, ATTN_NORM);
}
}
}
int AvHMarineTurret::GetRecycleAnimation() const
{
return this->GetSpawnAnimation();
}
void AvHMarineTurret::Shoot(const Vector &inOrigin, const Vector &inToEnemy, const Vector& inVecEnemyVelocity)
{
AvHTeam* theTeam = GetGameRules()->GetTeam(AvHTeamNumber(this->pev->team));
ASSERT(theTeam);
float theDamageModifier;
int theTracerFreq;
int theUpgradeLevel = AvHPlayerUpgrade::GetWeaponUpgrade(this->pev->iuser3, this->pev->iuser4, &theDamageModifier, &theTracerFreq);
float theDamage = (float)BALANCE_VAR(kSentryDamage)*theDamageModifier;
int theDamageType = this->GetDamageType();
Vector theDirToEnemy = inToEnemy.Normalize();
this->FireBullets(1, inOrigin, theDirToEnemy, VECTOR_CONE_3DEGREES, this->GetXYRange(), BULLET_MONSTER_MP5, theTracerFreq, theDamage, this->GetAttacker()->pev, theDamageType);
const char* theSoundToPlay = kTurretFire1;
switch(theUpgradeLevel)
{
case 1: theSoundToPlay = kTurretFire2; break;
case 2: theSoundToPlay = kTurretFire3; break;
case 3: theSoundToPlay = kTurretFire4; break;
}
int thePitch = RANDOM_LONG(50, 150);
EMIT_SOUND_DYN(ENT(this->pev), CHAN_WEAPON, theSoundToPlay, 1.0, ATTN_NORM, 0, thePitch);
pev->effects = pev->effects | EF_MUZZLEFLASH;
int theRandomSmoke = RANDOM_LONG(0, 3);
if(theRandomSmoke == 0)
{
AvHSUPlayParticleEvent(kpsSmokePuffs, this->edict(), inOrigin);
}
GetGameRules()->TriggerAlert((AvHTeamNumber)this->pev->team, ALERT_SENTRY_FIRING, this->entindex());
}
void AvHMarineTurret::Spawn()
{
AvHTurret::Spawn();
// Sentries and sieges need TFs nearby to become active
this->CheckEnabledState();
}
int AvHMarineTurret::TakeDamage(entvars_t* inInflictor, entvars_t* inAttacker, float inDamage, int inBitsDamageType)
{
GetGameRules()->TriggerAlert((AvHTeamNumber)this->pev->team, ALERT_SENTRY_DAMAGED, this->entindex());
return AvHTurret::TakeDamage(inInflictor, inAttacker, inDamage, inBitsDamageType);
}
char* AvHMarineTurret::GetModelName() const
{
return kDeployedTurretModel;
}