mirror of
https://github.com/unknownworlds/NS.git
synced 2024-11-23 21:12:16 +00:00
2f9f0c732e
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@277 67975925-1194-0748-b3d5-c16f83f1a3a1
289 lines
9.5 KiB
C++
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_IVAR(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_IVAR(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_IVAR(kScoringSiegeValue);
|
|
}
|
|
|
|
//int AvHSiegeTurret::GetMinimumRange() const
|
|
//{
|
|
// return this->GetXYRange()*kSiegeTurretMinRangeScalar;
|
|
//}
|
|
|
|
char* AvHSiegeTurret::GetModelName() const
|
|
{
|
|
return kSiegeTurretModel;
|
|
}
|
|
|
|
int AvHSiegeTurret::GetXYRange() const
|
|
{
|
|
return BALANCE_IVAR(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_IVAR(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_IVAR(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;
|
|
}
|