ns/dev/3.2-movements/source/mod/AvHHealingSpray.cpp
tankefugl 1d385ec5bf o Created branch for movement codes
- added +attack2
- fade blink reworked
- onos charge reworked

git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@348 67975925-1194-0748-b3d5-c16f83f1a3a1
2005-11-14 20:18:27 +00:00

248 lines
7.9 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:
//
// $Workfile: AvHHealingSpray.cpp $
// $Date: 2002/11/22 21:28:16 $
//
//-------------------------------------------------------------------------------
// $Log: AvHHealingSpray.cpp,v $
// Revision 1.11 2002/11/22 21:28:16 Flayra
// - mp_consistency changes
//
// Revision 1.10 2002/11/12 02:25:14 Flayra
// - Healing spray no longer heals unbuilt structures
//
// Revision 1.9 2002/10/03 18:48:16 Flayra
// - Healing spray only damages players
//
// Revision 1.8 2002/09/23 22:16:13 Flayra
// - Healing spray no longer goes through walls
//
// Revision 1.7 2002/09/09 19:51:44 Flayra
// - Healing spray heals players more generically, playing sound when effective
//
// Revision 1.6 2002/08/31 18:01:01 Flayra
// - Work at VALVe
//
// Revision 1.5 2002/08/16 02:35:35 Flayra
// - New damage types
// - Healing spray can affect enemy non-player organics (buildings, babblers)
//
// Revision 1.4 2002/07/24 19:09:16 Flayra
// - Linux issues
//
// Revision 1.3 2002/07/24 18:45:41 Flayra
// - Linux and scripting changes
//
// Revision 1.2 2002/07/23 17:04:06 Flayra
// - Spray only hurts players (prevents builders from easily taking out mines)
//
// Revision 1.1 2002/06/25 17:24:29 Flayra
// - Level 2 healing ability
//
//===============================================================================
#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
#ifdef AVH_SERVER
#include "mod/AvHBaseBuildable.h"
#include "mod/AvHGamerules.h"
#endif
#include "common/hldm.h"
#include "common/event_api.h"
#include "common/event_args.h"
#include "common/vector_util.h"
#include "mod/AvHAlienWeaponConstants.h"
#include "mod/AvHPlayerUpgrade.h"
#include "mod/AvHConstants.h"
#include "mod/AvHSharedUtil.h"
LINK_ENTITY_TO_CLASS(kwHealingSpray, AvHHealingSpray);
void AvHHealingSpray::Init()
{
this->mRange = kHealingSprayRange;
this->mDamage = BALANCE_VAR(kHealingSprayDamage);
}
int AvHHealingSpray::GetBarrelLength() const
{
return kHealingSprayBarrelLength;
}
float AvHHealingSpray::GetRateOfFire() const
{
return BALANCE_VAR(kHealingSprayROF);
}
int AvHHealingSpray::GetDamageType() const
{
// return NS_DMG_ORGANIC;
return NS_DMG_NORMAL;
}
int AvHHealingSpray::GetDeployAnimation() const
{
int theDeployAnimation = -1;
AvHWeaponID thePreviousID = this->GetPreviousWeaponID();
switch(thePreviousID)
{
// Spit and bile bomb look the same
case AVH_WEAPON_SPIT:
case AVH_WEAPON_BILEBOMB:
theDeployAnimation = 5;
break;
}
return theDeployAnimation;
}
int AvHHealingSpray::GetIdleAnimation() const
{
return 2;
}
int AvHHealingSpray::GetShootAnimation() const
{
return 4;
}
char* AvHHealingSpray::GetViewModel() const
{
return kLevel2ViewModel;
}
void AvHHealingSpray::Precache()
{
AvHAlienWeapon::Precache();
PRECACHE_UNMODIFIED_SOUND(kHealingSpraySound);
this->mEvent = PRECACHE_EVENT(1, kHealingSprayEventName);
}
void AvHHealingSpray::Spawn()
{
AvHAlienWeapon::Spawn();
this->Precache();
this->m_iId = AVH_WEAPON_HEALINGSPRAY;
// Set our class name
this->pev->classname = MAKE_STRING(kwsHealingSpray);
SET_MODEL(ENT(this->pev), kNullModel);
FallInit();// get ready to fall down.
}
void AvHHealingSpray::FireProjectiles(void)
{
#ifdef AVH_SERVER
// Look for entities in cone
CBaseEntity* theCurrentEntity = NULL;
vec3_t theOriginatingPosition = this->m_pPlayer->GetGunPosition();
while((theCurrentEntity = UTIL_FindEntityInSphere(theCurrentEntity, theOriginatingPosition, kHealingSprayRange)) != NULL)
{
// Can't affect self
if(theCurrentEntity != this->m_pPlayer)
{
// If entity is in view cone, and within range
if(this->m_pPlayer->FInViewCone(&theCurrentEntity->pev->origin))
{
// UTIL_FindEntityInSphere doesn't seem to take height into account. Make sure the entity is within range.
float theMaxEntitySize = max(Length(theCurrentEntity->pev->mins), Length(theCurrentEntity->pev->maxs));
vec3_t theVectorDiff;
VectorSubtract(theCurrentEntity->pev->origin, theOriginatingPosition, theVectorDiff);
float theDiff = Length(theVectorDiff) - theMaxEntitySize;
if(theDiff < kHealingSprayRange/2)
{
// Make sure entity is in line of fire
TraceResult tr;
UTIL_TraceLine(theOriginatingPosition, theCurrentEntity->Center(), dont_ignore_monsters, dont_ignore_glass, ENT(pev)/*pentIgnore*/, &tr);
CBaseEntity* theBlockedByEntity = CBaseEntity::Instance(tr.pHit);
if((tr.flFraction == 1.0) || (theBlockedByEntity == theCurrentEntity))
{
// Heal friendly player or building in range
float theFocusAmount = 1.0f;
if(AvHSHUGetIsWeaponFocusable(AvHWeaponID(this->m_iId)))
{
theFocusAmount = AvHPlayerUpgrade::GetFocusDamageUpgrade(this->m_pPlayer->pev->iuser4);
}
float theDamage = this->mDamage*theFocusAmount;
AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(theCurrentEntity);
if(theCurrentEntity->pev->team == this->m_pPlayer->pev->team)
{
// Players and buildables heal armor too
AvHBaseBuildable* theBuildable = dynamic_cast<AvHBaseBuildable*>(theCurrentEntity);
const int theBuildableHealingSprayScalar = BALANCE_VAR(kHealingSprayBuildableScalar);
if(thePlayer)
{
// Players heal by base amount, plus percentage of health
float thePercentage = BALANCE_VAR(kHealingSprayPlayerPercent)/100.0f;
theDamage += thePercentage*theCurrentEntity->pev->max_health;
thePlayer->Heal(theDamage, true);
}
else if(theBuildable)
{
// Structures heal base amount times scalar
float theAmount = theDamage*(float)theBuildableHealingSprayScalar;
if(theBuildable->Regenerate(theAmount, true))
{
// Award experience for healing the hive. Might award a little more if barely wounded, but that seems OK.
if(GetGameRules()->GetIsCombatMode() && (theBuildable->pev->iuser3 == AVH_USER3_HIVE))
{
AvHPlayer* theHealsprayingPlayer = dynamic_cast<AvHPlayer*>(this->m_pPlayer);
if(theHealsprayingPlayer && (theHealsprayingPlayer->pev->team == theBuildable->pev->team))
{
float theCombatHealExperienceScalar = BALANCE_VAR(kCombatHealExperienceScalar);
theHealsprayingPlayer->AwardExperienceForObjective(theAmount*theCombatHealExperienceScalar, theBuildable->GetMessageID());
}
}
}
}
else
{
theCurrentEntity->TakeHealth(theDamage, this->GetDamageType());
}
}
else if(thePlayer)
{
thePlayer->TakeDamage(this->pev, this->m_pPlayer->pev, theDamage, this->GetDamageType());
}
}
}
}
}
}
#endif
}