ns/releases/3.05f/source/mod/AvHAlienWeapon.cpp
2005-07-14 17:41:41 +00:00

287 lines
6.7 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:
//
// $Workfile: AvHAlienWeapon.cpp $
// $Date: 2002/10/03 18:37:32 $
//
//-------------------------------------------------------------------------------
// $Log: AvHAlienWeapon.cpp,v $
// Revision 1.9 2002/10/03 18:37:32 Flayra
// - Moved alien energy to fuser3
//
// Revision 1.8 2002/09/23 22:08:59 Flayra
// - Updates to allow marine weapons stick around
//
// Revision 1.7 2002/08/31 18:01:00 Flayra
// - Work at VALVe
//
// Revision 1.6 2002/08/16 02:32:09 Flayra
// - Added damage types
// - Swapped umbra and bile bomb
//
// Revision 1.5 2002/07/08 16:43:26 Flayra
// - Web change?
//
// Revision 1.4 2002/06/25 17:29:56 Flayra
// - Better default behavior
//
// Revision 1.3 2002/06/03 16:25:10 Flayra
// - Switch alien weapons quickly, renamed CheckValidAttack()
//
// Revision 1.2 2002/05/28 17:37:14 Flayra
// - Reduced times where alien weapons are dropped and picked up again (but didn't eliminate, they are still being instantiated somewhere)
//
// Revision 1.1 2002/05/23 02:34:00 Flayra
// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
//
//===============================================================================
#include "mod/AvHAlienWeapon.h"
#include "mod/AvHMovementUtil.h"
#include "mod/AvHSpecials.h"
#ifdef AVH_CLIENT
#include "cl_dll/wrect.h"
#include "cl_dll/cl_dll.h"
#include "cl_dll/hud.h"
#include "cl_dll/cl_util.h"
extern int g_runfuncs;
#include "cl_dll/com_weapons.h"
#include "pm_defs.h"
#include "pm_shared.h"
#include "pm_movevars.h"
extern playermove_t *pmove;
#endif
#include "mod/AvHSharedUtil.h"
AvHAlienWeapon::AvHAlienWeapon()
{
#ifdef AVH_SERVER
this->SetGroundLifetime(0);
#endif
}
bool AvHAlienWeapon::ProcessValidAttack(void)
{
bool theCanAttack = false;
if(AvHBasePlayerWeapon::ProcessValidAttack())
{
if(this->IsUseable())
{
theCanAttack = true;
}
}
return theCanAttack;
}
void AvHAlienWeapon::DeductCostForShot(void)
{
if(this->GetTakesEnergy())
{
AvHBasePlayerWeapon::DeductCostForShot();
float theEnergyCost = this->GetEnergyForAttack();
float& theFuser = this->GetEnergyLevel();
AvHMUDeductAlienEnergy(theFuser, theEnergyCost);
}
}
// Cannot ever drop alien weapons
void AvHAlienWeapon::Drop(void)
{
int a = 0;
}
bool AvHAlienWeapon::GetAllowedForUser3(AvHUser3 inUser3)
{
bool theAllowed = false;
// Alien weapons for aliens. Don't take into account exact roles until needed (and until weapons have stabilized)
switch(inUser3)
{
case AVH_USER3_ALIEN_PLAYER1:
case AVH_USER3_ALIEN_PLAYER2:
case AVH_USER3_ALIEN_PLAYER3:
case AVH_USER3_ALIEN_PLAYER4:
case AVH_USER3_ALIEN_PLAYER5:
theAllowed = true;
break;
}
return theAllowed;
}
int AvHAlienWeapon::GetDamageType() const
{
// Assume melee attack, piercing
//return NS_DMG_PIERCING;
return NS_DMG_NORMAL;
}
float AvHAlienWeapon::GetDeployTime() const
{
// Aliens are Quake-style/arcadey, make weapon switch fast
return .1f;
}
float AvHAlienWeapon::GetEnergyForAttack() const
{
float theEnergy = 0.0f;
AvHMUGetEnergyCost((AvHWeaponID)(this->m_iId), theEnergy);
return theEnergy;
}
bool AvHAlienWeapon::GetFiresUnderwater() const
{
return true;
}
// Never live on ground
int AvHAlienWeapon::GetGroundLifetime() const
{
return 0;
}
float& AvHAlienWeapon::GetEnergyLevel()
{
#ifdef AVH_CLIENT
float& theFuser = pmove->fuser3;
#endif
#ifdef AVH_SERVER
float& theFuser = this->m_pPlayer->pev->fuser3;
#endif
return theFuser;
}
bool AvHAlienWeapon::GetIsDroppable() const
{
return false;
}
bool AvHAlienWeapon::GetIsGunPositionValid() const
{
// Check to make sure our gun barrel isn't coming out on the other side of a wall.
vec3_t theBarrelOrigin;
vec3_t theBarrelEnd;
#ifdef AVH_CLIENT
extern vec3_t v_view_ofs; // In view.cpp
extern vec3_t v_cl_angles;
cl_entity_s* thePlayer = gHUD.GetVisiblePlayer();
VectorAdd(thePlayer->curstate.origin, v_view_ofs, theBarrelOrigin);
vec3_t theBarrelDirection;
AngleVectors(v_angles, theBarrelDirection, NULL, NULL);
VectorMA(theBarrelOrigin, GetBarrelLength(), theBarrelDirection, theBarrelEnd);
#endif
#ifdef AVH_SERVER
VectorCopy(m_pPlayer->GetGunPosition(), theBarrelOrigin);
VectorCopy(GetWorldBarrelPoint(), theBarrelEnd);
#endif
return AvHTraceLineAgainstWorld(theBarrelOrigin, theBarrelEnd) == 1;
}
float AvHAlienWeapon::ComputeAttackInterval() const
{
float theROF = this->GetRateOfFire();
int theUser4 = this->m_pPlayer->pev->iuser4;
#ifdef AVH_CLIENT
cl_entity_t* theLocalPlayer = gEngfuncs.GetLocalPlayer();
if(theLocalPlayer)
{
theUser4 = theLocalPlayer->curstate.iuser4;
}
#endif
// Speed attack if in range of primal scream
if(GetHasUpgrade(theUser4, MASK_BUFFED))
{
float thePrimalScreamROFFactor = 1.0f + BALANCE_FVAR(kPrimalScreamROFFactor);
theROF /= thePrimalScreamROFFactor;
}
// Check for focus
if(AvHSHUGetIsWeaponFocusable(AvHWeaponID(this->m_iId)))
{
int theFocusLevel = AvHGetAlienUpgradeLevel(theUser4, MASK_UPGRADE_8);
if(theFocusLevel > 0)
{
// Slow down ROF by x% for each level
const float theFocusROFPercentSlowdownPerLevel = BALANCE_FVAR(kFocusROFPercentSlowdownPerLevel);
float theSlowDownPercentage = 1.0f + theFocusLevel*theFocusROFPercentSlowdownPerLevel;
theROF *= theSlowDownPercentage;
}
}
return theROF;
}
void AvHAlienWeapon::Precache(void)
{
AvHBasePlayerWeapon::Precache();
}
void AvHAlienWeapon::Spawn()
{
AvHBasePlayerWeapon::Spawn();
this->pev->iuser3 = AVH_USER3_NONE;
#ifdef AVH_SERVER
this->SetGroundLifetime(0);
#endif
}
BOOL AvHAlienWeapon::IsUseable(void)
{
BOOL theIsUseable = FALSE;
// Make sure we have enough energy for this attack
float theEnergyCost = this->GetEnergyForAttack();
float& theFuser = this->GetEnergyLevel();
if(AvHMUHasEnoughAlienEnergy(theFuser, theEnergyCost) && this->GetEnabledState())
{
theIsUseable = TRUE;
}
return theIsUseable;
}
bool AvHAlienWeapon::UsesAmmo(void) const
{
return false;
}
BOOL AvHAlienWeapon::UseDecrement(void)
{
return true;
}