2018-04-22 15:55:55 +00:00
//======== (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:
//
// $Workfile: AvHBaseBuildable.cpp$
// $Date: 2002/11/22 21:28:15 $
//
//-------------------------------------------------------------------------------
// $Log: AvHBaseBuildable.cpp,v $
// Revision 1.19 2002/11/22 21:28:15 Flayra
// - mp_consistency changes
//
// Revision 1.18 2002/11/15 04:47:11 Flayra
// - Regenerate now returns bool if healed or not, for def chamber tweak
//
// Revision 1.17 2002/11/12 02:22:35 Flayra
// - Removed draw damage from public build
// - Don't allow +use to speed research
//
// Revision 1.16 2002/11/06 01:38:24 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 1.15 2002/10/24 21:21:49 Flayra
// - Added code to award attacker a frag when destroying a building but thought better of it
//
// Revision 1.14 2002/10/16 00:49:35 Flayra
// - Reworked build times so they are real numbers
//
// Revision 1.13 2002/10/03 18:38:56 Flayra
// - Fixed problem where regenerating builders via healing spray wasn't updating health ring
// - Allow buildings to play custom damage alerts (for towers)
//
// Revision 1.12 2002/09/23 22:10:14 Flayra
// - Removed progress bar when building
// - Removed vestiges of fading building as building
// - Changed point costs
//
// Revision 1.11 2002/09/09 19:49:09 Flayra
// - Buildables now play animations better, without interrupting previous anims
//
// Revision 1.10 2002/08/31 18:01:00 Flayra
// - Work at VALVe
//
// Revision 1.9 2002/08/16 02:32:45 Flayra
// - Added damage types
// - Added visual health for commander and marines
//
// Revision 1.8 2002/08/02 22:02:09 Flayra
// - New alert system
//
// Revision 1.7 2002/07/26 23:03:56 Flayra
// - Don't play "hurt/wound" sounds when we don't actually take damage (GetCanEntityDoDamageTo)
// - Generate numerical feedback for damage events
//
// Revision 1.6 2002/07/23 16:58:38 Flayra
// - Auto-build can't happen before game starts
//
// Revision 1.5 2002/07/01 21:15:46 Flayra
// - Added auto-build capability
//
// Revision 1.4 2002/06/25 17:31:24 Flayra
// - Regular update, don't assume anything about player building, renamed arsenal to armory
//
// Revision 1.3 2002/06/03 16:27:59 Flayra
// - Allow alien buildings to regenerate, renamed weapons factory and armory
//
// Revision 1.2 2002/05/28 17:37:27 Flayra
// - Added building recycling, mark mapper placed buildables so they aren't destroyed at the end of the round
//
// 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 "AvHBaseBuildable.h"
# include "AvHGamerules.h"
# include "AvHSharedUtil.h"
# include "AvHServerUtil.h"
# include "AvHServerVariables.h"
# include "AvHParticleConstants.h"
# include "AvHMarineEquipmentConstants.h"
# include "AvHSoundListManager.h"
# include "AvHAlienEquipmentConstants.h"
# include "AvHPlayerUpgrade.h"
# include "../dlls/animation.h"
# include "AvHMovementUtil.h"
const int kBaseBuildableSpawnAnimation = 0 ;
const int kBaseBuildableDeployAnimation = 1 ;
const int kBaseBuildableIdle1Animation = 2 ;
const int kBaseBuildableIdle2Animation = 3 ;
const int kBaseBuildableResearchingAnimation = 4 ;
const int kBaseBuildableActiveAnimation = 5 ;
const int kBaseBuildableFireAnimation = 6 ;
const int kBaseBuildableTakeDamageAnimation = 7 ;
const int kBaseBuildableDieForwardAnimation = 8 ;
const int kBaseBuildableDieLeftAnimation = 9 ;
const int kBaseBuildableDieBackwardAnimation = 10 ;
const int kBaseBuildableDieRightAnimation = 11 ;
const int kBaseBuildableSpecialAnimation = 12 ;
extern int gRegenerationEventID ;
extern AvHSoundListManager gSoundListManager ;
AvHBaseBuildable : : AvHBaseBuildable ( AvHTechID inTechID , AvHMessageID inMessageID , char * inClassName , int inUser3 ) : AvHBuildable ( inTechID ) , kStartAlpha ( 128 ) , mAverageUseSoundLength ( .5f )
{
this - > mClassName = inClassName ;
this - > mMessageID = inMessageID ;
this - > mBaseHealth = GetGameRules ( ) - > GetBaseHealthForMessageID ( inMessageID ) ;
char * theModelName = AvHSHUGetBuildTechModelName ( inMessageID ) ;
ASSERT ( theModelName ) ;
this - > mModelName = theModelName ;
this - > mSelectID = inUser3 ;
this - > mTimeToConstruct = GetGameRules ( ) - > GetBuildTimeForMessageID ( inMessageID ) ;
// Very important that this doesn't go in Init(), else mapper-placed structures disappear on map-reset
this - > mPersistent = false ;
this - > Init ( ) ;
}
void AvHBaseBuildable : : Init ( )
{
if ( this - > pev )
{
InitializeBuildable ( this - > pev - > iuser3 , this - > pev - > iuser4 , this - > pev - > fuser1 , this - > mSelectID ) ;
}
this - > mTimeAnimationDone = 0 ;
this - > mLastAnimationPlayed = - 1 ;
this - > mIsResearching = false ;
this - > mTimeOfLastAutoHeal = - 1 ;
this - > mInternalSetConstructionComplete = false ;
this - > mKilled = false ;
this - > mTimeOfLastDamageEffect = - 1 ;
this - > mTimeOfLastDamageUpdate = - 1 ;
this - > mTimeRecycleStarted = - 1 ;
this - > mTimeRecycleDone = - 1 ;
this - > mTimeOfLastDCRegeneration = - 1 ;
SetThink ( NULL ) ;
}
const float kAnimateThinkTime = .1f ;
void AvHBaseBuildable : : AnimateThink ( )
{
int theSequence = this - > GetResearchAnimation ( ) ;
if ( ! this - > mIsResearching )
{
// Play a random idle animation
theSequence = this - > GetIdleAnimation ( ) ;
}
else
{
int a = 0 ;
}
this - > PlayAnimationAtIndex ( theSequence ) ;
// Set our next think
float theUpdateTime = this - > GetTimeForAnimation ( theSequence ) ;
this - > pev - > nextthink = gpGlobals - > time + theUpdateTime ;
}
int AvHBaseBuildable : : BloodColor ( void )
{
int theBloodColor = DONT_BLEED ;
if ( this - > GetIsOrganic ( ) )
{
theBloodColor = BLOOD_COLOR_GREEN ;
}
return theBloodColor ;
}
void AvHBaseBuildable : : BuildableTouch ( CBaseEntity * inEntity )
{
if ( inEntity - > pev - > team ! = this - > pev - > team )
{
this - > Uncloak ( ) ;
// GHOSTBUILDING: Destroy and return res.
if ( this - > mGhost & & inEntity - > IsAlive ( ) & & inEntity - > IsPlayer ( ) )
{
this - > TakeDamage ( inEntity - > pev , this - > pev , 80000 , DMG_GENERIC ) ;
AvHTeam * theTeam = GetGameRules ( ) - > GetTeam ( AvHTeamNumber ( this - > pev - > team ) ) ;
if ( theTeam )
{
float thePercentage = .8f ;
float thePointsBack = GetGameRules ( ) - > GetCostForMessageID ( this - > mMessageID ) * thePercentage ;
theTeam - > SetTeamResources ( theTeam - > GetTeamResources ( ) + thePointsBack ) ;
AvHSUPlayNumericEventAboveStructure ( thePointsBack , this ) ;
}
// Uncloak the player
AvHCloakable * theCloakable = dynamic_cast < AvHCloakable * > ( inEntity ) ;
if ( theCloakable ) {
theCloakable - > Uncloak ( ) ;
}
}
}
}
void AvHBaseBuildable : : CheckEnabledState ( )
{
}
void AvHBaseBuildable : : ConstructUse ( CBaseEntity * pActivator , CBaseEntity * pCaller , USE_TYPE useType , float value )
{
bool theSuccess = false ;
bool theIsBuilding = false ;
bool theIsResearching = false ;
float thePercentage = 0.0f ;
AvHSHUGetBuildResearchState ( this - > pev - > iuser3 , this - > pev - > iuser4 , this - > pev - > fuser1 , theIsBuilding , theIsResearching , thePercentage ) ;
// Only allow players to help along building, not researching
if ( theIsBuilding )
{
// Only allow users from same team as turret deployer
float thePercentage = this - > GetNormalizedBuildPercentage ( ) ;
if ( pActivator - > pev - > team = = this - > pev - > team & & ( thePercentage < 1.0f ) )
{
AvHPlayer * thePlayer = dynamic_cast < AvHPlayer * > ( pActivator ) ;
ASSERT ( thePlayer ) ;
// Only soldiers and builders can build
if ( thePlayer - > GetIsAbleToAct ( ) & & ( ( thePlayer - > pev - > iuser3 = = AVH_USER3_MARINE_PLAYER ) | | ( thePlayer - > pev - > iuser3 = = AVH_USER3_ALIEN_PLAYER2 ) ) )
{
AvHBasePlayerWeapon * theWeapon = dynamic_cast < AvHBasePlayerWeapon * > ( thePlayer - > m_pActiveItem ) ;
if ( ! theWeapon | | theWeapon - > CanHolster ( ) )
{
thePlayer - > PlayerConstructUse ( ) ;
bool thePlaySound = false ;
// Ensure that buildings are never absolutely painful to create
int theBuildTime = max ( GetGameRules ( ) - > GetBuildTimeForMessageID ( this - > mMessageID ) , 1 ) ;
if ( ( GetGameRules ( ) - > GetIsTesting ( ) | | GetGameRules ( ) - > GetCheatsEnabled ( ) ) & & ! GetGameRules ( ) - > GetIsCheatEnabled ( kcSlowResearch ) )
{
theBuildTime = 2 ;
}
// Make non-frame-rate dependent
const float kDefaultInterval = .1f ;
float theTimeOfLastConstructUse = thePlayer - > GetTimeOfLastConstructUse ( ) ;
float theInterval = min ( max ( gpGlobals - > time - theTimeOfLastConstructUse , 0.0f ) , kDefaultInterval ) ;
thePercentage + = ( theInterval / ( float ) theBuildTime ) ;
thePlayer - > SetTimeOfLastConstructUse ( gpGlobals - > time ) ;
if ( gpGlobals - > time > ( this - > mLastTimePlayedSound + this - > mAverageUseSoundLength ) )
{
AvHSUPlayRandomConstructionEffect ( thePlayer , this ) ;
this - > mLastTimePlayedSound = gpGlobals - > time ;
}
// Given the number of constructors, what's chance of starting a new sound?
float theChanceForNewSound = ( gpGlobals - > frametime / ( this - > mAverageUseSoundLength ) ) ; // /2.0f));
float theRandomFloat = RANDOM_FLOAT ( 0.0f , 1.0f ) ;
if ( theRandomFloat < theChanceForNewSound )
{
AvHSUPlayRandomConstructionEffect ( thePlayer , this ) ;
}
//if(RANDOM_LONG(0, 20) == 0)
//{
// char theMessage[128];
// sprintf(theMessage, "Time passed: %f, ticks: %d, rate: %f\n", theTimePassed, this->mPreThinkTicks, this->mPreThinkFrameRate);
// UTIL_SayText(theMessage, this);
//}
this - > SetNormalizedBuildPercentage ( thePercentage ) ;
theSuccess = true ;
// GHOSTBUILD: Manifest structure.
pev - > renderamt = 255 ;
pev - > rendermode = kRenderNormal ;
pev - > solid = SOLID_BBOX ;
this - > mGhost = false ;
}
}
}
}
// Clear out +use sound when ineffective
if ( ! theSuccess )
{
EMIT_SOUND ( pActivator - > edict ( ) , CHAN_ITEM , " common/null.wav " , 1.0 , ATTN_NORM ) ;
}
}
bool AvHBaseBuildable : : Energize ( float inEnergyAmount )
{
return false ;
}
int AvHBaseBuildable : : GetBaseHealth ( ) const
{
return this - > mBaseHealth ;
}
char * AvHBaseBuildable : : GetClassName ( ) const
{
return this - > mClassName ;
}
int AvHBaseBuildable : : GetIdleAnimation ( ) const
{
int theAnimation = this - > GetIdle1Animation ( ) ;
if ( RANDOM_LONG ( 0 , 1 ) )
{
theAnimation = this - > GetIdle2Animation ( ) ;
}
return theAnimation ;
}
char * AvHBaseBuildable : : GetDeploySound ( ) const
{
return NULL ;
}
bool AvHBaseBuildable : : GetIsBuilt ( ) const
{
return this - > mInternalSetConstructionComplete ;
}
bool AvHBaseBuildable : : GetIsOrganic ( ) const
{
return false ;
}
char * AvHBaseBuildable : : GetKilledSound ( ) const
{
return NULL ;
}
float AvHBaseBuildable : : GetNormalizedBuildPercentage ( ) const
{
//return this->pev->fuser1/kNormalizationNetworkFactor;
bool theIsBuilding ;
bool theIsResearching ;
float thePercentage ;
AvHSHUGetBuildResearchState ( this - > pev - > iuser3 , this - > pev - > iuser4 , this - > pev - > fuser1 , theIsBuilding , theIsResearching , thePercentage ) ;
// Check for energy special case
if ( theIsBuilding & & theIsResearching )
{
thePercentage = 1.0f ;
}
return thePercentage ;
}
float AvHBaseBuildable : : GetTimeForAnimation ( int inIndex ) const
{
return GetSequenceDuration ( GET_MODEL_PTR ( ENT ( pev ) ) , this - > pev ) ;
}
int AvHBaseBuildable : : GetStartAlpha ( ) const
{
return kStartAlpha ;
}
void AvHBaseBuildable : : FireDeathTarget ( ) const
{
if ( this - > mTargetOnDeath ! = " " )
{
FireTargets ( this - > mTargetOnDeath . c_str ( ) , NULL , NULL , USE_TOGGLE , 0.0f ) ;
}
}
void AvHBaseBuildable : : FireSpawnTarget ( ) const
{
if ( this - > mTargetOnSpawn ! = " " )
{
FireTargets ( this - > mTargetOnSpawn . c_str ( ) , NULL , NULL , USE_TOGGLE , 0.0f ) ;
}
}
void AvHBaseBuildable : : KeyValue ( KeyValueData * pkvd )
{
// Any entity placed by the mapper is persistent
this - > SetPersistent ( ) ;
if ( FStrEq ( pkvd - > szKeyName , " targetonspawn " ) )
{
this - > mTargetOnSpawn = pkvd - > szValue ;
pkvd - > fHandled = TRUE ;
}
else if ( FStrEq ( pkvd - > szKeyName , " targetondeath " ) )
{
this - > mTargetOnDeath = pkvd - > szValue ;
pkvd - > fHandled = TRUE ;
}
else if ( FStrEq ( pkvd - > szKeyName , " teamchoice " ) )
{
//this->mTeam = (AvHTeamNumber)(atoi(pkvd->szValue));
this - > pev - > team = ( AvHTeamNumber ) ( atoi ( pkvd - > szValue ) ) ;
pkvd - > fHandled = TRUE ;
}
else if ( FStrEq ( pkvd - > szKeyName , " angles " ) )
{
// TODO: Insert code here
//pkvd->fHandled = TRUE;
int a = 0 ;
}
else
{
CBaseAnimating : : KeyValue ( pkvd ) ;
}
}
void AvHBaseBuildable : : PlayAnimationAtIndex ( int inIndex , bool inForce , float inFrameRate )
{
// Only play animations on buildings that we have artwork for
bool thePlayAnim = false ;
if ( inIndex > = 0 )
{
switch ( this - > mMessageID )
{
case BUILD_RESOURCES :
case BUILD_ARMSLAB :
case BUILD_COMMANDSTATION :
case BUILD_INFANTRYPORTAL :
case BUILD_TURRET_FACTORY :
case TURRET_FACTORY_UPGRADE :
case BUILD_ARMORY :
case ARMORY_UPGRADE :
case BUILD_OBSERVATORY :
case BUILD_TURRET :
case BUILD_SIEGE :
case BUILD_PROTOTYPE_LAB :
case ALIEN_BUILD_HIVE :
case ALIEN_BUILD_RESOURCES :
case ALIEN_BUILD_OFFENSE_CHAMBER :
case ALIEN_BUILD_DEFENSE_CHAMBER :
case ALIEN_BUILD_SENSORY_CHAMBER :
case ALIEN_BUILD_MOVEMENT_CHAMBER :
thePlayAnim = true ;
}
}
// Make sure we're not interrupting another animation
if ( thePlayAnim )
{
// Allow forcing of new animation, but it's better to complete current animation then interrupt it and play it again
float theCurrentTime = gpGlobals - > time ;
if ( ( theCurrentTime > = this - > mTimeAnimationDone ) | | ( inForce & & ( inIndex ! = this - > mLastAnimationPlayed ) ) )
{
this - > pev - > sequence = inIndex ;
this - > pev - > frame = 0 ;
ResetSequenceInfo ( ) ;
this - > pev - > framerate = inFrameRate ;
// Set to last frame to play backwards
if ( this - > pev - > framerate < 0 )
{
this - > pev - > frame = 255 ;
}
this - > mLastAnimationPlayed = inIndex ;
float theTimeForAnim = this - > GetTimeForAnimation ( inIndex ) ;
this - > mTimeAnimationDone = theCurrentTime + theTimeForAnim ;
// Recalculate size
//Vector theMinSize, theMaxSize;
//this->ExtractBbox(this->pev->sequence, (float*)&theMinSize, (float*)&theMaxSize);
//UTIL_SetSize(this->pev, theMinSize, theMaxSize);
}
}
}
void AvHBaseBuildable : : SetNormalizedBuildPercentage ( float inPercentage , bool inForceIfComplete )
{
// Get previous build percentage so we can add hitpoints as structure is building. This means that structures that are hurt while building finish hurt.
bool theIsBuilding , theIsResearching ;
float theNormalizedBuildPercentage = 0.0f ;
AvHSHUGetBuildResearchState ( this - > pev - > iuser3 , this - > pev - > iuser4 , this - > pev - > fuser1 , theIsBuilding , theIsResearching , theNormalizedBuildPercentage ) ;
float theDiff = inPercentage - theNormalizedBuildPercentage ;
if ( theDiff > 0 )
{
this - > pev - > health + = theDiff * ( 1.0f - kBaseHealthPercentage ) * this - > mBaseHealth ;
this - > pev - > health = min ( max ( 0.0f , this - > pev - > health ) , ( float ) this - > mBaseHealth ) ;
}
else
{
int a = 0 ;
}
// Set new build state
AvHSHUSetBuildResearchState ( this - > pev - > iuser3 , this - > pev - > iuser4 , this - > pev - > fuser1 , true , inPercentage ) ;
if ( inPercentage > = 1.0f )
{
this - > InternalSetConstructionComplete ( inForceIfComplete ) ;
}
this - > HealthChanged ( ) ;
}
void AvHBaseBuildable : : UpdateOnRecycle ( )
{
// empty, override to add events on recycle for buildings
}
Vector AvHBaseBuildable : : EyePosition ( ) {
if ( this - > pev - > iuser3 = = AVH_USER3_HIVE )
return CBaseEntity : : EyePosition ( ) ;
vec3_t position = AvHSHUGetRealLocation ( this - > pev - > origin , this - > pev - > mins , this - > pev - > maxs ) ;
position [ 2 ] + = 10 ;
return position ;
}
void AvHBaseBuildable : : StartRecycle ( )
{
if ( ! GetHasUpgrade ( this - > pev - > iuser4 , MASK_RECYCLING ) )
{
int theRecycleTime = ( GetGameRules ( ) - > GetCheatsEnabled ( ) & & ! GetGameRules ( ) - > GetIsCheatEnabled ( kcSlowResearch ) ) ? 2 : BALANCE_VAR ( kRecycleTime ) ;
// Play recycle animation in reverse (would like to play them slower according to recycle time, but it doesn't work for all structures, seems dependent on # of keyframes)
int theAnimation = this - > GetRecycleAnimation ( ) ;
float theTimeForAnim = this - > GetTimeForAnimation ( theAnimation ) ;
float theFrameRate = - 1 ; //-theTimeForAnim/theRecycleTime;
this - > PlayAnimationAtIndex ( theAnimation , true , theFrameRate ) ;
// Schedule time to give points back
SetThink ( & AvHBaseBuildable : : RecycleComplete ) ;
this - > mTimeRecycleStarted = gpGlobals - > time ;
this - > mTimeRecycleDone = gpGlobals - > time + theRecycleTime ;
this - > pev - > nextthink = this - > mTimeRecycleDone ;
float theVolume = .5f ;
EMIT_SOUND ( this - > edict ( ) , CHAN_AUTO , kBuildableRecycleSound , theVolume , ATTN_NORM ) ;
SetUpgradeMask ( & this - > pev - > iuser4 , MASK_RECYCLING ) ;
// run any events for this class on recycling the structure
this - > UpdateOnRecycle ( ) ;
// Remove tech immediately, so research or building isn't started using this tech
this - > TriggerRemoveTech ( ) ;
}
}
bool AvHBaseBuildable : : GetIsRecycling ( ) const
{
return GetHasUpgrade ( this - > pev - > iuser4 , MASK_RECYCLING ) ;
}
bool AvHBaseBuildable : : GetIsTechActive ( ) const
{
bool theIsActive = false ;
if ( this - > GetIsBuilt ( ) & & ( this - > pev - > health > 0 ) & & ! GetHasUpgrade ( this - > pev - > iuser4 , MASK_RECYCLING ) )
{
theIsActive = true ;
}
return theIsActive ;
}
int AvHBaseBuildable : : GetActiveAnimation ( ) const
{
return kBaseBuildableActiveAnimation ;
}
CBaseEntity * AvHBaseBuildable : : GetAttacker ( )
{
CBaseEntity * theAttacker = this ;
AvHBuildable * theBuildable = dynamic_cast < AvHBuildable * > ( this ) ;
if ( theBuildable )
{
int theBuilderIndex = theBuildable - > GetBuilder ( ) ;
CBaseEntity * theBuilderEntity = CBaseEntity : : Instance ( g_engfuncs . pfnPEntityOfEntIndex ( theBuilderIndex ) ) ;
if ( theBuilderEntity )
{
theAttacker = theBuilderEntity ;
}
}
return theAttacker ;
}
int AvHBaseBuildable : : GetDeployAnimation ( ) const
{
return kBaseBuildableDeployAnimation ;
}
int AvHBaseBuildable : : GetIdle1Animation ( ) const
{
return kBaseBuildableIdle1Animation ;
}
int AvHBaseBuildable : : GetIdle2Animation ( ) const
{
return kBaseBuildableIdle2Animation ;
}
int AvHBaseBuildable : : GetKilledAnimation ( ) const
{
return kBaseBuildableDieForwardAnimation ;
}
AvHMessageID AvHBaseBuildable : : GetMessageID ( ) const
{
return this - > mMessageID ;
}
int AvHBaseBuildable : : GetMoveType ( ) const
{
return MOVETYPE_TOSS ;
}
bool AvHBaseBuildable : : GetTriggerAlertOnDamage ( ) const
{
return true ;
}
float AvHBaseBuildable : : GetTimeAnimationDone ( ) const
{
return this - > mTimeAnimationDone ;
}
int AvHBaseBuildable : : GetResearchAnimation ( ) const
{
return kBaseBuildableResearchingAnimation ;
}
// Play deploy animation backwards
int AvHBaseBuildable : : GetRecycleAnimation ( ) const
{
int theAnimation = - 1 ;
if ( this - > GetIsBuilt ( ) )
{
theAnimation = this - > GetDeployAnimation ( ) ;
}
return theAnimation ;
}
char * AvHBaseBuildable : : GetModelName ( ) const
{
return this - > mModelName ;
}
int AvHBaseBuildable : : GetSpawnAnimation ( ) const
{
return kBaseBuildableSpawnAnimation ;
}
int AvHBaseBuildable : : GetTakeDamageAnimation ( ) const
{
int theAnimation = - 1 ;
if ( this - > GetIsBuilt ( ) )
{
theAnimation = kBaseBuildableTakeDamageAnimation ;
}
return theAnimation ;
}
AvHTeamNumber AvHBaseBuildable : : GetTeamNumber ( ) const
{
AvHTeamNumber ret = TEAM_IND ;
if ( this - > pev )
ret = ( AvHTeamNumber ) this - > pev - > team ;
return ret ;
}
void AvHBaseBuildable : : Killed ( entvars_t * pevAttacker , int iGib )
{
bool theInReset = GetGameRules ( ) - > GetIsGameInReset ( ) ;
AvHBaseBuildable : : SetHasBeenKilled ( ) ;
GetGameRules ( ) - > RemoveEntityUnderAttack ( this - > entindex ( ) ) ;
this - > mKilled = true ;
this - > mInternalSetConstructionComplete = false ;
this - > mTimeOfLastAutoHeal = - 1 ;
if ( ! theInReset )
{
// : 980
// Less smoke for recycled buildings
this - > TriggerDeathAudioVisuals ( iGib = = GIB_RECYCLED ) ;
if ( ! this - > GetIsOrganic ( ) )
{
// More sparks for recycled buildings
int numSparks = ( iGib = = GIB_RECYCLED ) ? 7 : 3 ;
for ( int i = 0 ; i < numSparks ; i + + ) {
Vector vecSrc = Vector ( ( float ) RANDOM_FLOAT ( pev - > absmin . x , pev - > absmax . x ) , ( float ) RANDOM_FLOAT ( pev - > absmin . y , pev - > absmax . y ) , ( float ) 0 ) ;
vecSrc = vecSrc + Vector ( ( float ) 0 , ( float ) 0 , ( float ) RANDOM_FLOAT ( pev - > origin . z , pev - > absmax . z ) ) ;
UTIL_Sparks ( vecSrc ) ;
}
}
// :
}
this - > TriggerRemoveTech ( ) ;
AvHSURemoveEntityFromHotgroupsAndSelection ( this - > entindex ( ) ) ;
if ( pevAttacker )
{
const char * theClassName = STRING ( this - > pev - > classname ) ;
AvHPlayer * inPlayer = dynamic_cast < AvHPlayer * > ( CBaseEntity : : Instance ( ENT ( pevAttacker ) ) ) ;
if ( inPlayer & & theClassName )
{
inPlayer - > LogPlayerAction ( " structure_destroyed " , theClassName ) ;
GetGameRules ( ) - > RewardPlayerForKill ( inPlayer , this ) ;
}
}
if ( this - > GetIsPersistent ( ) )
{
this - > SetInactive ( ) ;
}
else
{
CBaseAnimating : : Killed ( pevAttacker , iGib ) ;
}
}
void AvHBaseBuildable : : SetActive ( )
{
this - > pev - > effects & = ~ EF_NODRAW ;
}
void AvHBaseBuildable : : SetInactive ( )
{
this - > pev - > health = 0 ;
this - > pev - > effects | = EF_NODRAW ;
this - > pev - > solid = SOLID_NOT ;
this - > pev - > takedamage = DAMAGE_NO ;
SetUpgradeMask ( & this - > pev - > iuser4 , MASK_PARASITED , false ) ; //: remove parasite flag to prevent phantom parasites.
//this->pev->deadflag = DEAD_DEAD;
SetThink ( NULL ) ;
}
int AvHBaseBuildable : : ObjectCaps ( void )
{
return FCAP_CONTINUOUS_USE ;
}
void AvHBaseBuildable : : Precache ( void )
{
CBaseAnimating : : Precache ( ) ;
char * theDeploySound = this - > GetDeploySound ( ) ;
if ( theDeploySound )
{
PRECACHE_UNMODIFIED_SOUND ( theDeploySound ) ;
}
char * theKilledSound = this - > GetKilledSound ( ) ;
if ( theKilledSound )
{
PRECACHE_UNMODIFIED_SOUND ( theKilledSound ) ;
}
PRECACHE_UNMODIFIED_MODEL ( this - > mModelName ) ;
PRECACHE_UNMODIFIED_SOUND ( kBuildableRecycleSound ) ;
//PRECACHE_UNMODIFIED_SOUND(kBuildableHurt1Sound);
//PRECACHE_UNMODIFIED_SOUND(kBuildableHurt2Sound);
this - > mElectricalSprite = PRECACHE_UNMODIFIED_MODEL ( kElectricalSprite ) ;
}
void AvHBaseBuildable : : RecycleComplete ( )
{
// Look at whether it has been built and health to determine how many points to give back
float thePercentage = BALANCE_VAR ( kRecycleResourcePercentage ) ;
if ( ! this - > GetIsBuilt ( ) )
{
thePercentage = .8f ;
}
// Make sure the building is still alive, can't get points back if it's dead
if ( this - > pev - > health < = 0 )
{
thePercentage = 0.0f ;
}
// Look up team
AvHTeam * theTeam = GetGameRules ( ) - > GetTeam ( ( AvHTeamNumber ) this - > pev - > team ) ;
if ( theTeam )
{
bool theIsEnergyTech = AvHSHUGetDoesTechCostEnergy ( this - > mMessageID ) ;
ASSERT ( ! theIsEnergyTech ) ;
2021-01-04 18:29:27 +00:00
float thePointsBack = this - > mMessageID ;
switch ( this - > mMessageID )
{
// Marine Structures
case BUILD_INFANTRYPORTAL : thePointsBack = BALANCE_VAR ( kInfantryPortalCost ) ; break ;
case BUILD_RESOURCES : thePointsBack = BALANCE_VAR ( kResourceTowerCost ) ; break ;
case BUILD_TURRET_FACTORY : thePointsBack = BALANCE_VAR ( kTurretFactoryCost ) ; break ;
case TURRET_FACTORY_UPGRADE : thePointsBack = BALANCE_VAR ( kTurretFactoryUpgradeCost ) + BALANCE_VAR ( kTurretFactoryCost ) ; break ;
case BUILD_ARMSLAB : thePointsBack = BALANCE_VAR ( kArmsLabCost ) ; break ;
case BUILD_PROTOTYPE_LAB : thePointsBack = BALANCE_VAR ( kPrototypeLabCost ) ; break ;
case BUILD_ARMORY : thePointsBack = BALANCE_VAR ( kArmoryCost ) ; break ;
case ARMORY_UPGRADE : thePointsBack = BALANCE_VAR ( kArmoryUpgradeCost ) + BALANCE_VAR ( kArmoryCost ) ; break ;
case BUILD_OBSERVATORY : thePointsBack = BALANCE_VAR ( kObservatoryCost ) ; break ;
case BUILD_PHASEGATE : thePointsBack = BALANCE_VAR ( kPhaseGateCost ) ; break ;
case BUILD_TURRET : thePointsBack = BALANCE_VAR ( kSentryCost ) ; break ;
case BUILD_SIEGE : thePointsBack = BALANCE_VAR ( kSiegeCost ) ; break ;
case BUILD_COMMANDSTATION : thePointsBack = BALANCE_VAR ( kCommandStationCost ) ; break ;
}
if ( GetHasUpgrade ( this - > pev - > iuser4 , MASK_UPGRADE_11 ) )
{
thePointsBack + = BALANCE_VAR ( kElectricalUpgradeResearchCost ) ;
}
thePointsBack = thePointsBack * thePercentage ;
//The old way of calculating Resource Costs for marine structures did not take into account upgrades that the building had and it's original value
//float thePointsBack = GetGameRules()->GetCostForMessageID(this->mMessageID)*thePercentage;
2018-04-22 15:55:55 +00:00
theTeam - > SetTeamResources ( theTeam - > GetTeamResources ( ) + thePointsBack ) ;
// Play "+ resources" event
AvHSUPlayNumericEventAboveStructure ( thePointsBack , this ) ;
// : 980
// Less smoke and more sparks for recycled buildings
this - > Killed ( this - > pev , GIB_RECYCLED ) ;
// :
}
}
// Sets the template iuser3 for this buildable. This is stored outside of the actual iuser3 because sometimes the pev isn't allocated yet.
void AvHBaseBuildable : : SetSelectID ( int inSelectID )
{
this - > mSelectID = inSelectID ;
}
bool AvHBaseBuildable : : Regenerate ( float inRegenerationAmount , bool inPlaySound , bool dcHealing )
{
bool theDidHeal = false ;
if ( gpGlobals - > time > this - > mTimeOfLastDCRegeneration + BALANCE_VAR ( kDefenseChamberThinkInterval ) - 0.05f | | ( dcHealing = = false ) ) {
if ( dcHealing )
this - > mTimeOfLastDCRegeneration = gpGlobals - > time ;
float theMaxHealth = this - > mBaseHealth ;
if ( ! this - > GetIsBuilt ( ) )
{
float theNormalizedBuildPercentage = this - > GetNormalizedBuildPercentage ( ) ;
theMaxHealth = ( kBaseHealthPercentage + theNormalizedBuildPercentage * ( 1.0f - kBaseHealthPercentage ) ) * this - > mBaseHealth ;
}
// If we aren't at full health, heal health
if ( this - > pev - > health < theMaxHealth )
{
this - > pev - > health = min ( theMaxHealth , this - > pev - > health + inRegenerationAmount ) ;
this - > HealthChanged ( ) ;
theDidHeal = true ;
}
// Play regen event
if ( theDidHeal )
{
if ( inPlaySound )
{
// Play regeneration event
PLAYBACK_EVENT_FULL ( 0 , this - > edict ( ) , gRegenerationEventID , 0 , this - > pev - > origin , ( float * ) & g_vecZero , 1.0f , 0.0 , /*theWeaponIndex*/ 0 , 0 , 0 , 0 ) ;
}
}
}
return theDidHeal ;
}
void AvHBaseBuildable : : ResetEntity ( )
{
CBaseAnimating : : ResetEntity ( ) ;
this - > Init ( ) ;
this - > Materialize ( ) ;
this - > pev - > effects = 0 ;
// Build it if marked as starting built
if ( this - > pev - > spawnflags & 1 )
this - > SetConstructionComplete ( true ) ;
this - > mKilled = false ;
}
void AvHBaseBuildable : : InternalSetConstructionComplete ( bool inForce )
{
if ( ! this - > mInternalSetConstructionComplete | | inForce )
{
// Fully built items are no longer marked as buildable
SetUpgradeMask ( & this - > pev - > iuser4 , MASK_BUILDABLE , false ) ;
this - > pev - > rendermode = kRenderNormal ;
this - > pev - > renderamt = 255 ;
// GHOSTBUILD: Ensure that finished buildings aren't ghosted.
this - > mGhost = false ;
this - > pev - > solid = SOLID_BBOX ;
this - > SetHasBeenBuilt ( ) ;
this - > SetActive ( ) ;
this - > mInternalSetConstructionComplete = true ;
this - > TriggerAddTech ( ) ;
char * theDeploySound = this - > GetDeploySound ( ) ;
if ( theDeploySound )
{
EMIT_SOUND ( ENT ( this - > pev ) , CHAN_WEAPON , theDeploySound , 1 , ATTN_NORM ) ;
}
int theDeployAnimation = this - > GetDeployAnimation ( ) ;
this - > PlayAnimationAtIndex ( theDeployAnimation , true ) ;
}
}
void AvHBaseBuildable : : SetConstructionComplete ( bool inForce )
{
this - > SetNormalizedBuildPercentage ( 1.0f , inForce ) ;
}
void AvHBaseBuildable : : SetAverageUseSoundLength ( float inLength )
{
this - > mAverageUseSoundLength = inLength ;
}
void AvHBaseBuildable : : SetResearching ( bool inState )
{
int theSequence = this - > GetResearchAnimation ( ) ;
if ( ! inState )
{
theSequence = this - > GetIdleAnimation ( ) ;
}
this - > PlayAnimationAtIndex ( theSequence , true ) ;
this - > mIsResearching = inState ;
}
// Requires mSelectID and mMessageID to be set
// Sets the pev user variables, mBaseHealth, pev->health and pev->armorvalue
void AvHBaseBuildable : : InternalInitializeBuildable ( )
{
// Always buildable
InitializeBuildable ( this - > pev - > iuser3 , this - > pev - > iuser4 , this - > pev - > fuser1 , this - > mSelectID ) ;
this - > mBaseHealth = GetGameRules ( ) - > GetBaseHealthForMessageID ( this - > mMessageID ) ;
this - > pev - > health = this - > mBaseHealth * kBaseHealthPercentage ;
this - > pev - > max_health = this - > mBaseHealth ;
// Store max health in armorvalue
//this->pev->armorvalue = GetGameRules()->GetBaseHealthForMessageID(this->mMessageID);
}
const float kFallThinkInterval = .1f ;
void AvHBaseBuildable : : Spawn ( )
{
this - > Precache ( ) ;
CBaseAnimating : : Spawn ( ) ;
// Get building size in standard way
SET_MODEL ( ENT ( this - > pev ) , this - > mModelName ) ;
pev - > movetype = this - > GetMoveType ( ) ;
pev - > solid = SOLID_BBOX ;
UTIL_SetOrigin ( pev , pev - > origin ) ;
this - > Materialize ( ) ;
SetTouch ( & AvHBaseBuildable : : BuildableTouch ) ;
if ( this - > pev - > spawnflags & 1 )
this - > SetConstructionComplete ( true ) ;
// GHOSTBUILD: Mark as unmanifested if it's a marine structure.
if ( ! this - > GetIsOrganic ( ) )
{
pev - > renderamt = 170 ;
pev - > rendermode = kRenderTransTexture ;
this - > mGhost = true ;
}
}
void AvHBaseBuildable : : FallThink ( )
{
pev - > nextthink = gpGlobals - > time + kFallThinkInterval ;
if ( pev - > flags & FL_ONGROUND )
{
this - > Materialize ( ) ;
// Start animating
SetThink ( & AvHBaseBuildable : : AnimateThink ) ;
this - > pev - > nextthink = gpGlobals - > time + kAnimateThinkTime ;
}
}
int AvHBaseBuildable : : GetSequenceForBoundingBox ( ) const
{
return 0 ;
}
void AvHBaseBuildable : : Materialize ( )
{
this - > pev - > solid = SOLID_BBOX ;
this - > pev - > movetype = this - > GetMoveType ( ) ;
this - > pev - > classname = MAKE_STRING ( this - > mClassName ) ;
this - > pev - > takedamage = DAMAGE_YES ;
SetBits ( this - > pev - > flags , FL_MONSTER ) ;
// Always buildable
this - > InternalInitializeBuildable ( ) ;
this - > SetNormalizedBuildPercentage ( 0.0f ) ;
// NOTE: fuser2 is used for repairing structures
Vector theMinSize , theMaxSize ;
//int theSequence = this->GetSequenceForBoundingBox();
// Get height needed for model
//this->ExtractBbox(theSequence, (float*)&theMinSize, (float*)&theMaxSize);
//float theHeight = theMaxSize.z - theMinSize.z;
AvHSHUGetSizeForTech ( this - > GetMessageID ( ) , theMinSize , theMaxSize ) ;
UTIL_SetSize ( pev , theMinSize , theMaxSize ) ;
this - > PlayAnimationAtIndex ( this - > GetSpawnAnimation ( ) , true ) ;
SetUse ( & AvHBaseBuildable : : ConstructUse ) ;
}
int AvHBaseBuildable : : TakeDamage ( entvars_t * inInflictor , entvars_t * inAttacker , float inDamage , int inBitsDamageType )
{
if ( GetGameRules ( ) - > GetIsCheatEnabled ( kcHighDamage ) )
{
inDamage * = 50 ;
}
if ( ! inAttacker )
{
inAttacker = inInflictor ;
}
if ( ! inInflictor )
{
inInflictor = inAttacker ;
}
// Take into account handicap
AvHTeam * theTeam = GetGameRules ( ) - > GetTeam ( AvHTeamNumber ( inAttacker - > team ) ) ;
if ( theTeam )
{
float theHandicap = theTeam - > GetHandicap ( ) ;
inDamage * = theHandicap ;
}
CBaseEntity * inInflictorEntity = CBaseEntity : : Instance ( inInflictor ) ;
float theDamage = 0 ;
// Take half damage from piercing
if ( inBitsDamageType & NS_DMG_PIERCING )
{
inDamage / = 2.0f ;
}
// Take double damage from blast
if ( inBitsDamageType & NS_DMG_BLAST )
{
inDamage * = 2.0f ;
}
if ( ( inBitsDamageType & NS_DMG_ORGANIC ) & & ! this - > GetIsOrganic ( ) )
{
inDamage = 0.0f ;
}
theDamage = AvHPlayerUpgrade : : CalculateDamageLessArmor ( ( AvHUser3 ) this - > pev - > iuser3 , this - > pev - > iuser4 , inDamage , this - > pev - > armorvalue , inBitsDamageType , GetGameRules ( ) - > GetNumActiveHives ( ( AvHTeamNumber ) this - > pev - > team ) ) ;
if ( theDamage > 0 )
{
int theAnimationIndex = this - > GetTakeDamageAnimation ( ) ;
if ( theAnimationIndex > = 0 )
{
this - > PlayAnimationAtIndex ( theAnimationIndex , true ) ;
}
// Award experience to attacker
CBaseEntity * theEntity = CBaseEntity : : Instance ( ENT ( inAttacker ) ) ;
AvHPlayer * inAttacker = dynamic_cast < AvHPlayer * > ( theEntity ) ;
if ( inAttacker & & ( inAttacker - > pev - > team ! = this - > pev - > team ) )
{
inAttacker - > AwardExperienceForObjective ( theDamage , this - > GetMessageID ( ) ) ;
}
}
int theReturnValue = 0 ;
if ( theDamage > 0.0f )
{
if ( this - > GetTriggerAlertOnDamage ( ) )
GetGameRules ( ) - > TriggerAlert ( ( AvHTeamNumber ) this - > pev - > team , ALERT_UNDER_ATTACK , this - > entindex ( ) ) ;
theDamage = CBaseAnimating : : TakeDamage ( inInflictor , inAttacker , inDamage , inBitsDamageType ) ;
bool theDrawDamage = ( ns_cvar_float ( & avh_drawdamage ) > 0 ) ;
if ( theDrawDamage )
{
Vector theMinSize ;
Vector theMaxSize ;
AvHSHUGetSizeForTech ( this - > GetMessageID ( ) , theMinSize , theMaxSize ) ;
Vector theStartPos = this - > pev - > origin ;
theStartPos . z + = theMaxSize . z ;
// Draw for everyone (team is 0 after inDamage parameter)
AvHSUPlayNumericEvent ( - inDamage , this - > edict ( ) , theStartPos , 0 , kNumericalInfoHealthEvent , 0 ) ;
}
}
// Structures uncloak when damaged
this - > Uncloak ( ) ;
this - > HealthChanged ( ) ;
return theDamage ;
}
void AvHBaseBuildable : : TechnologyBuilt ( AvHMessageID inMessageID )
{
}
void AvHBaseBuildable : : WorldUpdate ( )
{
this - > UpdateTechSlots ( ) ;
// Organic buildings heal themselves
if ( this - > GetIsOrganic ( ) )
{
this - > UpdateAutoHeal ( ) ;
}
else
{
//this->UpdateDamageEffects();
}
// If we're electrified, set render mode
if ( GetHasUpgrade ( this - > pev - > iuser4 , MASK_UPGRADE_11 ) )
{
// Base marine building
const int kElectrifyRenderMode = kRenderFxGlowShell ;
const int kElectrifyRenderAmount = 40 ;
this - > pev - > renderfx = kElectrifyRenderMode ;
this - > pev - > renderamt = kElectrifyRenderAmount ;
this - > pev - > rendercolor . x = kTeamColors [ this - > pev - > team ] [ 0 ] ;
this - > pev - > rendercolor . y = kTeamColors [ this - > pev - > team ] [ 1 ] ;
this - > pev - > rendercolor . z = kTeamColors [ this - > pev - > team ] [ 2 ] ;
// Check for enemy players/structures nearby
CBaseEntity * theBaseEntity = NULL ;
int theNumEntsDamaged = 0 ;
while ( ( ( theBaseEntity = UTIL_FindEntityInSphere ( theBaseEntity , this - > pev - > origin , BALANCE_VAR ( kElectricalRange ) ) ) ! = NULL ) & & ( theNumEntsDamaged < BALANCE_VAR ( kElectricalMaxTargets ) ) )
{
// When "electric" cheat is enabled, shock all non-self entities, else shock enemies
if ( ( GetGameRules ( ) - > GetIsCheatEnabled ( kcElectric ) & & ( theBaseEntity ! = this ) ) | | ( ( theBaseEntity - > pev - > team ! = this - > pev - > team ) & & theBaseEntity - > IsAlive ( ) ) )
{
// Make sure it's not blocked
TraceResult theTraceResult ;
UTIL_TraceLine ( this - > pev - > origin , theBaseEntity - > pev - > origin , ignore_monsters , dont_ignore_glass , this - > edict ( ) , & theTraceResult ) ;
if ( theTraceResult . flFraction = = 1.0f )
{
CBaseEntity * theAttacker = this - > GetAttacker ( ) ;
ASSERT ( theAttacker ) ;
if ( theBaseEntity - > TakeDamage ( this - > pev , theAttacker - > pev , BALANCE_VAR ( kElectricalDamage ) , DMG_GENERIC ) > 0 )
{
MESSAGE_BEGIN ( MSG_BROADCAST , SVC_TEMPENTITY ) ;
WRITE_BYTE ( TE_BEAMENTPOINT ) ;
WRITE_SHORT ( theBaseEntity - > entindex ( ) ) ;
WRITE_COORD ( this - > pev - > origin . x ) ;
WRITE_COORD ( this - > pev - > origin . y ) ;
WRITE_COORD ( this - > pev - > origin . z ) ;
WRITE_SHORT ( this - > mElectricalSprite ) ;
WRITE_BYTE ( 0 ) ; // framestart
WRITE_BYTE ( ( int ) 15 ) ; // framerate
WRITE_BYTE ( ( int ) ( 2 ) ) ; // life
WRITE_BYTE ( 60 ) ; // width
WRITE_BYTE ( 15 ) ; // noise
WRITE_BYTE ( ( int ) this - > pev - > rendercolor . x ) ; // r, g, b
WRITE_BYTE ( ( int ) this - > pev - > rendercolor . y ) ; // r, g, b
WRITE_BYTE ( ( int ) this - > pev - > rendercolor . z ) ; // r, g, b
WRITE_BYTE ( 200 ) ; // brightness
WRITE_BYTE ( 10 ) ; // speed
MESSAGE_END ( ) ;
gSoundListManager . PlaySoundInList ( kElectricSparkSoundList , this , CHAN_AUTO , .7f ) ;
UTIL_Sparks ( theBaseEntity - > pev - > origin ) ;
theNumEntsDamaged + + ;
}
}
}
}
}
}
bool AvHBaseBuildable : : GetHasBeenKilled ( ) const
{
return this - > mKilled ;
}
bool AvHBaseBuildable : : GetIsTechnologyAvailable ( AvHMessageID inMessageID ) const
{
bool theTechnologyAvailable = false ;
const AvHTeam * theTeam = GetGameRules ( ) - > GetTeam ( ( AvHTeamNumber ) this - > pev - > team ) ;
if ( theTeam )
{
// Don't allow electrical upgrade if we're already electrified
if ( ( inMessageID ! = RESEARCH_ELECTRICAL ) | | ! GetHasUpgrade ( this - > pev - > iuser4 , MASK_UPGRADE_11 ) )
{
theTechnologyAvailable = ( theTeam - > GetIsTechnologyAvailable ( inMessageID ) & & this - > GetIsBuilt ( ) & & ! GetHasUpgrade ( this - > pev - > iuser4 , MASK_RECYCLING ) ) ;
// Enable recycle button for unbuilt structures
if ( ! this - > GetIsBuilt ( ) & & ( inMessageID = = BUILD_RECYCLE ) )
{
theTechnologyAvailable = true ;
}
}
}
return theTechnologyAvailable ;
}
void AvHBaseBuildable : : UpdateTechSlots ( )
{
// Get tech slot for this structure
AvHGamerules * theGameRules = GetGameRules ( ) ;
const AvHTeam * theTeam = theGameRules - > GetTeam ( ( AvHTeamNumber ) this - > pev - > team ) ;
if ( theTeam )
{
// Update tech slots
AvHTechSlots theTechSlots ;
if ( theTeam - > GetTechSlotManager ( ) . GetTechSlotList ( ( AvHUser3 ) this - > pev - > iuser3 , theTechSlots ) )
{
// Clear the existing slots
int theMasks [ kNumTechSlots ] = { MASK_UPGRADE_1 , MASK_UPGRADE_2 , MASK_UPGRADE_3 , MASK_UPGRADE_4 , MASK_UPGRADE_5 , MASK_UPGRADE_6 , MASK_UPGRADE_7 , MASK_UPGRADE_8 } ;
// Each slot if we technology is available
for ( int i = 0 ; i < kNumTechSlots ; i + + )
{
int theCurrentMask = theMasks [ i ] ;
this - > pev - > iuser4 & = ~ theCurrentMask ;
AvHMessageID theMessage = theTechSlots . mTechSlots [ i ] ;
if ( theMessage ! = MESSAGE_NULL )
{
if ( this - > GetIsTechnologyAvailable ( theMessage ) )
{
this - > pev - > iuser4 | = theCurrentMask ;
}
}
}
}
// Update recycling status bar
if ( GetHasUpgrade ( this - > pev - > iuser4 , MASK_RECYCLING ) )
{
float theNormalizedRecyclingFactor = ( gpGlobals - > time - this - > mTimeRecycleStarted ) / ( this - > mTimeRecycleDone - this - > mTimeRecycleStarted ) ;
theNormalizedRecyclingFactor = min ( max ( theNormalizedRecyclingFactor , 0.0f ) , 1.0f ) ;
//theResearchEntity->pev->fuser1 = (kResearchFuser1Base + theNormalizedResearchFactor)*kNormalizationNetworkFactor;
AvHSHUSetBuildResearchState ( this - > pev - > iuser3 , this - > pev - > iuser4 , this - > pev - > fuser1 , false , theNormalizedRecyclingFactor ) ;
}
}
}
void AvHBaseBuildable : : TriggerDeathAudioVisuals ( bool isRecycled )
{
AvHClassType theTeamType = AVH_CLASS_TYPE_UNDEFINED ;
AvHTeam * theTeam = GetGameRules ( ) - > GetTeam ( ( AvHTeamNumber ) this - > pev - > team ) ;
if ( theTeam )
{
theTeamType = theTeam - > GetTeamType ( ) ;
}
switch ( theTeamType )
{
case AVH_CLASS_TYPE_ALIEN :
AvHSUPlayParticleEvent ( kpsChamberDeath , this - > edict ( ) , this - > pev - > origin ) ;
break ;
case AVH_CLASS_TYPE_MARINE :
// lots of smoke
// : 980
// Less smoke for recycled buildings
int smokeScale = isRecycled ? 15 : 25 ;
MESSAGE_BEGIN ( MSG_BROADCAST , SVC_TEMPENTITY ) ;
WRITE_BYTE ( TE_SMOKE ) ;
WRITE_COORD ( RANDOM_FLOAT ( pev - > absmin . x , pev - > absmax . x ) ) ;
WRITE_COORD ( RANDOM_FLOAT ( pev - > absmin . y , pev - > absmax . y ) ) ;
WRITE_COORD ( RANDOM_FLOAT ( pev - > absmin . z , pev - > absmax . z ) ) ;
WRITE_SHORT ( g_sModelIndexSmoke ) ;
WRITE_BYTE ( smokeScale ) ; // scale * 10
WRITE_BYTE ( 10 ) ; // framerate
MESSAGE_END ( ) ;
break ;
}
char * theKilledSound = this - > GetKilledSound ( ) ;
if ( theKilledSound )
{
EMIT_SOUND ( ENT ( this - > pev ) , CHAN_AUTO , theKilledSound , 1.0 , ATTN_IDLE ) ;
}
}
void AvHBaseBuildable : : UpdateAutoBuild ( float inTimePassed )
{
if ( GetGameRules ( ) - > GetGameStarted ( ) )
{
// TF2 snippet for making sure players don't get stuck in buildings
if ( this - > pev - > solid = = SOLID_NOT )
{
//trace_t tr;
//UTIL_TraceHull(this->pev->origin, this->pev->origin, this->pev->mins, this->pev->maxs, this->pev, &tr);
//if(!tr.startsolid && !tr.allsolid )
//if(AvHSHUGetIsAreaFree(this->pev->origin, this->pev->mins, this->pev->maxs, this->edict()))
// Check point contents for corner points
float theMinX = this - > pev - > origin . x + this - > pev - > mins . x ;
float theMinY = this - > pev - > origin . y + this - > pev - > mins . y ;
float theMinZ = this - > pev - > origin . z + this - > pev - > mins . z ;
float theMaxX = this - > pev - > origin . x + this - > pev - > maxs . x ;
float theMaxY = this - > pev - > origin . y + this - > pev - > maxs . y ;
float theMaxZ = this - > pev - > origin . z + this - > pev - > maxs . z ;
// Do tracelines between the corners, to make sure there's no geometry inside the box
Vector theMinVector ( theMinX , theMinY , theMinZ ) ;
Vector theMaxVector ( theMaxX , theMaxY , theMaxZ ) ;
if ( AvHSHUTraceLineIsAreaFree ( theMinVector , theMaxVector , this - > edict ( ) ) )
{
theMinVector = Vector ( theMaxX , theMinY , theMinZ ) ;
theMaxVector = Vector ( theMinX , theMaxY , theMaxZ ) ;
if ( AvHSHUTraceLineIsAreaFree ( theMinVector , theMaxVector , this - > edict ( ) ) )
{
theMinVector = Vector ( theMaxX , theMaxY , theMinZ ) ;
theMaxVector = Vector ( theMinX , theMinY , theMaxZ ) ;
if ( AvHSHUTraceLineIsAreaFree ( theMinVector , theMaxVector , this - > edict ( ) ) )
{
this - > pev - > solid = SOLID_BBOX ;
// Relink into world (not sure if this is necessary)
UTIL_SetOrigin ( this - > pev , this - > pev - > origin ) ;
}
}
}
}
else
{
// If it's not fully built, build more
bool theIsBuilding , theIsResearching ;
float thePercentage ;
AvHSHUGetBuildResearchState ( this - > pev - > iuser3 , this - > pev - > iuser4 , this - > pev - > fuser1 , theIsBuilding , theIsResearching , thePercentage ) ;
float theBuildTime = GetGameRules ( ) - > GetBuildTimeForMessageID ( this - > GetMessageID ( ) ) ;
float theBuildPercentage = inTimePassed / theBuildTime ;
float theNewPercentage = min ( thePercentage + theBuildPercentage , 1.0f ) ;
this - > SetNormalizedBuildPercentage ( theNewPercentage ) ;
// // Increase built time if not fully built
// if(!this->GetHasBeenBuilt() && (theNewPercentage >= 1.0f))
// {
// this->SetConstructionComplete();
// }
//// else
//// {
//// this->pev->rendermode = kRenderTransTexture;
//// int theStartAlpha = this->GetStartAlpha();
//// this->pev->renderamt = theStartAlpha + theNewPercentage*(255 - theStartAlpha);
//// }
//
// AvHSHUSetBuildResearchState(this->pev->iuser3, this->pev->iuser4, this->pev->fuser1, true, theNewPercentage);
// TODO: Heal self?
// TODO: Play ambient sounds?
}
}
}
void AvHBaseBuildable : : UpdateAutoHeal ( )
{
if ( GetGameRules ( ) - > GetGameStarted ( ) & & this - > GetIsBuilt ( ) )
{
if ( ( this - > mTimeOfLastAutoHeal ! = - 1 ) & & ( gpGlobals - > time > this - > mTimeOfLastAutoHeal ) )
{
float theMaxHealth = GetGameRules ( ) - > GetBaseHealthForMessageID ( this - > GetMessageID ( ) ) ;
if ( this - > pev - > health < theMaxHealth )
{
float theTimePassed = ( gpGlobals - > time - this - > mTimeOfLastAutoHeal ) ;
float theHitPointsToGain = theTimePassed * BALANCE_VAR ( kOrganicStructureHealRate ) ;
this - > pev - > health + = theHitPointsToGain ;
this - > pev - > health = min ( this - > pev - > health , theMaxHealth ) ;
this - > HealthChanged ( ) ;
}
}
this - > mTimeOfLastAutoHeal = gpGlobals - > time ;
}
}
void AvHBaseBuildable : : UpdateDamageEffects ( )
{
if ( GetGameRules ( ) - > GetGameStarted ( ) & & this - > GetIsBuilt ( ) )
{
// Add special effects for structures that are hurt or almost dead
float theMaxHealth = GetGameRules ( ) - > GetBaseHealthForMessageID ( this - > GetMessageID ( ) ) ;
float theHealthScalar = this - > pev - > health / theMaxHealth ;
float theTimeInterval = max ( gpGlobals - > time - this - > mTimeOfLastDamageUpdate , .1f ) ;
const float kParticleSystemLifetime = 5.0f ;
int theAverageSoundInterval = - 1 ;
// If we're at 25% health or less, emit black smoke
if ( gpGlobals - > time > ( this - > mTimeOfLastDamageEffect + kParticleSystemLifetime ) )
{
if ( theHealthScalar < .25f )
{
AvHSUPlayParticleEvent ( kpsBuildableLightDamage , this - > edict ( ) , this - > pev - > origin ) ;
this - > mTimeOfLastDamageEffect = gpGlobals - > time ;
theAverageSoundInterval = 3 ;
}
// If we're at 50% health or less, emit light smoke
else if ( theHealthScalar < .5f )
{
AvHSUPlayParticleEvent ( kpsBuildableLightDamage , this - > edict ( ) , this - > pev - > origin ) ;
this - > mTimeOfLastDamageEffect = gpGlobals - > time ;
theAverageSoundInterval = 5 ;
}
}
// If we're at less then 75% health, spark occasionally
if ( theHealthScalar < .75f )
{
int theRandomChance = RANDOM_LONG ( 0 , ( float ) 8 / theTimeInterval ) ;
if ( theRandomChance = = 0 )
{
UTIL_Sparks ( this - > pev - > origin ) ;
UTIL_Sparks ( this - > pev - > origin ) ;
const char * theHurtSoundToPlay = kBuildableHurt1Sound ;
if ( RANDOM_LONG ( 0 , 1 ) = = 1 )
{
theHurtSoundToPlay = kBuildableHurt2Sound ;
}
float theVolume = .3f ;
EMIT_SOUND ( this - > edict ( ) , CHAN_AUTO , theHurtSoundToPlay , theVolume , ATTN_NORM ) ;
}
}
this - > mTimeOfLastDamageUpdate = gpGlobals - > time ;
}
}
void AvHBaseBuildable : : HealthChanged ( )
{
int theMaxHealth = this - > mBaseHealth ; //this->pev->armorvalue;
int theCurrentHealth = this - > pev - > health ;
float theNewHealthPercentage = ( float ) theCurrentHealth / theMaxHealth ;
this - > pev - > fuser2 = theNewHealthPercentage * kNormalizationNetworkFactor ;
}
bool AvHBaseBuildable : : GetIsPersistent ( ) const
{
return this - > mPersistent ;
}
void AvHBaseBuildable : : SetPersistent ( )
{
this - > mPersistent = true ;
}