ns/releases/3.04/source/mod/AvHSwipe.cpp
tankefugl 19b458f8bc Branched for 3.0.4 balance
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@141 67975925-1194-0748-b3d5-c16f83f1a3a1
2005-05-29 10:59:29 +00:00

262 lines
6.1 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: AvHSwipe.cpp $
// $Date: 2002/11/22 21:28:17 $
//
//-------------------------------------------------------------------------------
// $Log: AvHSwipe.cpp,v $
// Revision 1.15 2002/11/22 21:28:17 Flayra
// - mp_consistency changes
//
// Revision 1.14 2002/11/06 01:38:37 Flayra
// - Added ability for buildings to be enabled and disabled, for turrets to be shut down
// - Damage refactoring (TakeDamage assumes caller has already adjusted for friendly fire, etc.)
//
// Revision 1.13 2002/08/16 02:48:10 Flayra
// - New damage model
//
// 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 2002/07/23 17:29:52 Flayra
// - Updated for new artwork
//
// Revision 1.8 2002/07/08 16:48:50 Flayra
// - Melee weapons don't play hit sounds or punchangle target if they didn't damage them
//
// Revision 1.7 2002/06/25 17:51:00 Flayra
// - Reworking for correct player animations and new enable/disable state, new view model artwork, alien weapon refactoring
//
// Revision 1.6 2002/06/03 16:39:10 Flayra
// - Added different deploy times (this should be refactored a bit more)
//
// Revision 1.5 2002/05/23 02:32:57 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/AvHAlienWeaponConstants.h"
#include "mod/AvHPlayerUpgrade.h"
#ifdef AVH_SERVER
#include "mod/AvHGamerules.h"
#include "mod/AvHServerUtil.h"
#endif
#include "mod/AvHSharedUtil.h"
LINK_ENTITY_TO_CLASS(kwSwipe, AvHSwipe);
int AvHSwipe::GetBarrelLength() const
{
return kSwipeBarrelLength;
}
bool AvHSwipe::GetIsGunPositionValid() const
{
return true;
}
float AvHSwipe::GetRateOfFire() const
{
return BALANCE_FVAR(kSwipeROF);
}
bool AvHSwipe::GetFiresUnderwater() const
{
return true;
}
int AvHSwipe::GetIdleAnimation() const
{
// Only play the arm-scratching animation once in awhile, it's a special treat
// Must be odd
int theAnimation = 0;
const int kMax = 41;
int theRandomNumber = UTIL_SharedRandomLong(this->m_pPlayer->random_seed, 0, kMax);
if(theRandomNumber == kMax)
{
// Return flavor anim
theAnimation = 2;
}
else if(theRandomNumber < (kMax-1)/2)
{
theAnimation = 0;
}
else
{
theAnimation = 1;
}
return theAnimation;
}
bool AvHSwipe::GetIsDroppable() const
{
return false;
}
int AvHSwipe::GetDeployAnimation() const
{
// Look at most recently used weapon and see if we can transition from it
int theDeployAnimation = 5;
AvHWeaponID thePreviousID = this->GetPreviousWeaponID();
switch(thePreviousID)
{
case AVH_WEAPON_SWIPE:
theDeployAnimation = -1;
break;
case AVH_WEAPON_ACIDROCKET:
case AVH_WEAPON_BILEBOMB:
theDeployAnimation = 10;
break;
case AVH_WEAPON_BLINK:
case AVH_WEAPON_METABOLIZE:
theDeployAnimation = 12;
break;
}
return theDeployAnimation;
}
int AvHSwipe::GetShootAnimation() const
{
int theAnimation = UTIL_SharedRandomLong(this->m_pPlayer->random_seed, 3, 4);
return theAnimation;
}
void AvHSwipe::Init()
{
this->mRange = kSwipeRange;
this->mDamage = BALANCE_IVAR(kSwipeDamage);
}
int AvHSwipe::GetDamageType() const
{
return NS_DMG_NORMAL;
}
char* AvHSwipe::GetViewModel() const
{
return kLevel4ViewModel;
}
void AvHSwipe::Precache(void)
{
AvHAlienWeapon::Precache();
PRECACHE_UNMODIFIED_SOUND(kSwipeSound1);
PRECACHE_UNMODIFIED_SOUND(kSwipeSound2);
PRECACHE_UNMODIFIED_SOUND(kSwipeSound3);
PRECACHE_UNMODIFIED_SOUND(kSwipeSound4);
PRECACHE_UNMODIFIED_SOUND(kSwipeHitSound1);
PRECACHE_UNMODIFIED_SOUND(kSwipeHitSound2);
PRECACHE_UNMODIFIED_SOUND(kSwipeKillSound);
this->mEvent = PRECACHE_EVENT(1, kSwipeEventName);
}
void AvHSwipe::Spawn()
{
AvHAlienWeapon::Spawn();
Precache();
this->m_iId = AVH_WEAPON_SWIPE;
// Set our class name
this->pev->classname = MAKE_STRING(kwsSwipe);
SET_MODEL(ENT(this->pev), kNullModel);
FallInit();// get ready to fall down.
}
bool AvHSwipe::UsesAmmo(void) const
{
return false;
}
BOOL AvHSwipe::UseDecrement(void)
{
return true;
}
void AvHSwipe::FireProjectiles(void)
{
#ifdef AVH_SERVER
// TODO: Check team
float theDamage = this->mDamage*AvHPlayerUpgrade::GetAlienMeleeDamageUpgrade(this->m_pPlayer->pev->iuser4, AvHSHUGetIsWeaponFocusable(AvHWeaponID(this->m_iId)));
// Do trace hull here
CBaseEntity* pHurt = this->m_pPlayer->CheckTraceHullAttack(kSwipeRange, theDamage, this->GetDamageType());
if(pHurt)
{
if(pHurt->pev->flags & (FL_MONSTER | FL_CLIENT))
{
AvHSUKnockPlayerAbout(CBaseEntity::Instance(this->m_pPlayer->edict()), pHurt, 300);
int theSoundIndex = RANDOM_LONG(0, 1);
char* theSoundToPlay = NULL;
switch(theSoundIndex)
{
case 0:
theSoundToPlay = kSwipeHitSound1;
break;
case 1:
theSoundToPlay = kSwipeHitSound2;
break;
}
if(pHurt->pev->health <= 0)
{
theSoundToPlay = kSwipeKillSound;
}
ASSERT(theSoundToPlay);
EMIT_SOUND(ENT(pev), CHAN_WEAPON, theSoundToPlay, 1.0, ATTN_NORM);
}
}
#endif
}