ns/releases/3.2.0/source/mod/AvHSiegeTurret.cpp
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git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@379 67975925-1194-0748-b3d5-c16f83f1a3a1
2006-04-02 10:49:08 +00:00

289 lines
9.5 KiB
C++

//======== (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: The marine siege cannon
//
// $Workfile: AvHSiegeTurret.cpp$
// $Date: 2002/11/22 21:26:06 $
//
//-------------------------------------------------------------------------------
// $Log: AvHSiegeTurret.cpp,v $
// Revision 1.12 2002/11/22 21:26:06 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 1.11 2002/11/12 02:29:11 Flayra
// - Removed check for mp_testing with siege
//
// Revision 1.10 2002/11/03 04:52:18 Flayra
// - Removed server variables, hard-coded them
//
// Revision 1.9 2002/10/16 01:07:36 Flayra
// - Removed unused sounds
//
// Revision 1.8 2002/09/23 22:32:14 Flayra
// - Removed minimum range for siege
//
// Revision 1.7 2002/08/16 02:48:09 Flayra
// - New damage model
//
// Revision 1.6 2002/07/26 23:08:14 Flayra
// - Siege don't fire at babblers
//
// Revision 1.5 2002/07/24 18:55:52 Flayra
// - Linux case sensitivity stuff
//
// Revision 1.4 2002/07/23 17:27:47 Flayra
// - Siege no longer requires LOS (so it's actual siege)
//
// Revision 1.3 2002/07/01 21:47:27 Flayra
// - Added siege shockwave effect, added view shaking effects
//
// Revision 1.2 2002/05/28 18:07:19 Flayra
// - Reduced tracking rate for siege
//
// Revision 1.1 2002/05/23 02:33:20 Flayra
// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
//
//===============================================================================
#include "mod/AvHSiegeTurret.h"
#include "mod/AvHMarineEquipment.h"
#include "mod/AvHGamerules.h"
#include "mod/AvHServerUtil.h"
#include "mod/AvHPlayerUpgrade.h"
#include "util/MathUtil.h"
LINK_ENTITY_TO_CLASS(kwSiegeTurret, AvHSiegeTurret);
extern int gSiegeHitEventID;
extern int gSiegeViewHitEventID;
AvHSiegeTurret::AvHSiegeTurret() : AvHMarineTurret(TECH_NULL, BUILD_SIEGE, kwsSiegeTurret, AVH_USER3_SIEGETURRET)
{
float theStartTime = RANDOM_FLOAT(0, BALANCE_VAR(kSiegeROF));
this->mTimeLastFired = gpGlobals->time - theStartTime;
}
void AvHSiegeTurret::CheckEnabledState()
{
bool theEnabledState = false;
if(this->GetHasBeenBuilt() && !this->GetIsRecycling())
{
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);
}
bool AvHSiegeTurret::GetIsValidTarget(CBaseEntity* inEntity) const
{
bool theTargetIsValid = false;
if(AvHMarineTurret::GetIsValidTarget(inEntity))
{
if(!inEntity->IsPlayer() && !FStrEq(STRING(inEntity->pev->classname), kwsBabblerProjectile))
{
float theDistanceToCurrentEnemy = AvHSUEyeToBodyDistance(this->pev, inEntity);
//if(theDistanceToCurrentEnemy >= this->GetMinimumRange())
//{
// We have to see it as well
//Vector vecMid = this->pev->origin + this->pev->view_ofs;
//Vector vecMidEnemy = inEntity->BodyTarget(vecMid);
//if(FBoxVisible(this->pev, inEntity->pev, vecMidEnemy))
//{
// Entities must be sighted to be hit (in view of player or scanned)
AvHSiegeTurret* thisTurret = const_cast<AvHSiegeTurret*>(this);
if(GetHasUpgrade(inEntity->pev->iuser4, MASK_VIS_SIGHTED) || inEntity->FVisible(thisTurret))
{
theTargetIsValid = true;
}
//}
//}
}
}
return theTargetIsValid;
}
int AvHSiegeTurret::GetDamageType() const
{
return NS_DMG_STRUCTURAL;
}
char* AvHSiegeTurret::GetDeploySound() const
{
return kSiegeDeploy;
}
char* AvHSiegeTurret::GetPingSound() const
{
return kSiegePing;
}
int AvHSiegeTurret::GetPointValue(void) const
{
return BALANCE_VAR(kScoringSiegeValue);
}
//int AvHSiegeTurret::GetMinimumRange() const
//{
// return this->GetXYRange()*kSiegeTurretMinRangeScalar;
//}
char* AvHSiegeTurret::GetModelName() const
{
return kSiegeTurretModel;
}
int AvHSiegeTurret::GetXYRange() const
{
return BALANCE_VAR(kSiegeTurretRange);
}
bool AvHSiegeTurret::GetRequiresLOS() const
{
return false;
}
void AvHSiegeTurret::Precache(void)
{
AvHMarineTurret::Precache();
PRECACHE_UNMODIFIED_MODEL(kSiegeTurretModel);
PRECACHE_UNMODIFIED_SOUND(kSiegeTurretFire1);
PRECACHE_UNMODIFIED_SOUND(kSiegeDeploy);
PRECACHE_UNMODIFIED_SOUND(kSiegePing);
PRECACHE_UNMODIFIED_SOUND(kSiegeHitSound1);
PRECACHE_UNMODIFIED_SOUND(kSiegeHitSound2);
this->mShockwaveTexture = PRECACHE_UNMODIFIED_MODEL(kSiegeTurretShockWave);
}
void AvHSiegeTurret::Shoot(const Vector &inOrigin, const Vector &inToEnemy, const Vector& inVecEnemyVelocity)
{
// Only fire once every few seconds...this is hacky but there's no way to override think functions so it must be done
// I wish it was easier to change the update rate but it's not so...
if((gpGlobals->time - this->mTimeLastFired) > BALANCE_VAR(kSiegeROF))
{
// Find enemy player in range, ignore walls and everything else
if(this->m_hEnemy != NULL)
{
edict_t* theEnemyEdict = this->m_hEnemy->edict();
entvars_t* theEnemyEntVars = this->m_hEnemy->pev;
CBaseEntity* theEnemyEntity = (CBaseEntity*)(this->m_hEnemy);
if(this->GetIsValidTarget(this->m_hEnemy) && theEnemyEdict && theEnemyEntVars && theEnemyEntity)
{
// Apply damage, taking upgrade into account
float theDamageMultiplier;
AvHPlayerUpgrade::GetWeaponUpgrade(this->pev->iuser3, this->pev->iuser4, &theDamageMultiplier);
float theDamage = theDamageMultiplier*BALANCE_VAR(kSiegeDamage);
// Play view shake, because a big gun is going off
float theShakeAmplitude = 20;
float theShakeFrequency = 80;
float theShakeDuration = .3f;
float theShakeRadius = 240;
UTIL_ScreenShake(this->pev->origin, theShakeAmplitude, theShakeFrequency, theShakeDuration, theShakeRadius);
float theSiegeSplashRadius = kSiegeSplashRadius;
// Play fire sound
EMIT_SOUND_DYN(ENT(this->pev), CHAN_AUTO, kSiegeTurretFire1, 1.0, ATTN_NORM, 0, PITCH_NORM);
this->pev->effects |= EF_MUZZLEFLASH;
// Send normal effect to all
PLAYBACK_EVENT_FULL(0, theEnemyEdict, gSiegeHitEventID, 0, theEnemyEntVars->origin, theEnemyEntVars->angles, 0.0, 0.0, /*theWeaponIndex*/ 0, 0, 0, 0 );
// Play view shake where it hits as well
theShakeAmplitude = 60;
theShakeFrequency = 120;
theShakeDuration = 1.0f;
theShakeRadius = 650;
UTIL_ScreenShake(theEnemyEntVars->origin, theShakeAmplitude, theShakeFrequency, theShakeDuration, theShakeRadius);
if(theEnemyEntity->IsPlayer())
{
// Send personal view shake to recipient only (check for splash here, pass param to lessen effect for others?)
// TODO: Use upgrade level to parameterize screen shake and fade?
PLAYBACK_EVENT_FULL(FEV_HOSTONLY, theEnemyEdict, gSiegeViewHitEventID, 0, theEnemyEntVars->origin, theEnemyEntVars->angles, 0.0, 0.0, /*theWeaponIndex*/ 0, 0, 0, 0 );
Vector theFadeColor;
theFadeColor.x = 255;
theFadeColor.y = 100;
theFadeColor.z = 100;
UTIL_ScreenFade(this->m_hEnemy, theFadeColor, .3f, 0.0f, 255, FFADE_OUT);
}
// blast circles
MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, theEnemyEntVars->origin );
WRITE_BYTE( TE_BEAMCYLINDER );
WRITE_COORD( theEnemyEntVars->origin.x);
WRITE_COORD( theEnemyEntVars->origin.y);
WRITE_COORD( theEnemyEntVars->origin.z + 16);
WRITE_COORD( theEnemyEntVars->origin.x);
WRITE_COORD( theEnemyEntVars->origin.y);
WRITE_COORD( theEnemyEntVars->origin.z + 16 + theSiegeSplashRadius / .2); // reach damage radius over .3 seconds
WRITE_SHORT( this->mShockwaveTexture );
WRITE_BYTE( 0 ); // startframe
WRITE_BYTE( 0 ); // framerate
WRITE_BYTE( 2 ); // life
WRITE_BYTE( 16 ); // width
WRITE_BYTE( 0 ); // noise
// Write color
WRITE_BYTE(188);
WRITE_BYTE(220);
WRITE_BYTE(255);
WRITE_BYTE( 255 ); //brightness
WRITE_BYTE( 0 ); // speed
MESSAGE_END();
// Finally, do damage (do damage after sending effects because m_hEnemy seems to be going to NULL)
::RadiusDamage(theEnemyEntVars->origin, this->pev, this->GetAttacker()->pev, theDamage, theSiegeSplashRadius, CLASS_NONE, this->GetDamageType());
}
else
{
this->m_hEnemy = NULL;
}
}
this->mTimeLastFired = gpGlobals->time;
}
}
void AvHSiegeTurret::ResetEntity()
{
AvHMarineTurret::ResetEntity();
this->mTimeLastFired = -1;
}
void AvHSiegeTurret::Spawn()
{
AvHMarineTurret::Spawn();
this->m_fTurnRate = M_PI/3.0f;
}