//======== (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: AvHWeldable.cpp $ // $Date: 2002/10/03 18:49:43 $ // //------------------------------------------------------------------------------- // $Log: AvHWeldable.cpp,v $ // Revision 1.2 2002/10/03 18:49:43 Flayra // - Changes for welding order completion // // Revision 1.1 2002/05/23 02:32:39 Flayra // - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development. // //=============================================================================== #include "AvHWeldable.h" #include "AvHSharedUtil.h" #include "AvHServerUtil.h" LINK_ENTITY_TO_CLASS(keWeldable, AvHWeldable); const float kPlayerTouchInterval = 1.0f; AvHWeldable::AvHWeldable() { // Reset "template" values this->mNonUpgradedMaxHealth = 100; this->mMaxHealth = this->mNonUpgradedMaxHealth; this->mThinkInterval = .1f; this->mMaterial = matWood; this->Init(); } void AvHWeldable::AddChecksum(Checksum& inChecksum) { AvHBaseEntity::AddChecksum(inChecksum); inChecksum.AddChecksum("AvHWeldable::mWelded", this->mWelded); inChecksum.AddFloatChecksum("AvHWeldable::mBuildTime", this->mBuildTime); inChecksum.AddFloatChecksum("AvHWeldable::mTimeBuilt", this->mTimeBuilt); inChecksum.AddFloatChecksum("AvHWeldable::mMaxHealth", this->mMaxHealth); inChecksum.AddChecksum("AvHWeldable::mUseState", this->mUseState); } void AvHWeldable::Init() { // Reset "non-template" values this->mWelded = false; this->mWeldOpens = false; this->mUseState = false; this->mDestroyed = false; this->mTimeBuilt = 0; this->mTimeLastPlayerTouch = -1; } // Called by the welder when fired at a weldable void AvHWeldable::AddBuildTime(float inTime) { if(this->GetCanBeWelded()) { this->mTimeBuilt += inTime; if(this->mTimeBuilt >= this->mBuildTime) { this->mWelded = true; this->TriggerFinished(); } this->UpdateEntityState(); } } bool AvHWeldable::GetCanBeWelded() const { return (!this->mWelded && /*this->mUseState &&*/ !this->mDestroyed && ( this->mWeldOpens || (this->mTimeLastPlayerTouch == -1) || (gpGlobals->time > (this->mTimeLastPlayerTouch + kPlayerTouchInterval) ) ) ); } float AvHWeldable::GetNormalizedBuildPercentage() const { bool theIsBuilding, theIsResearching; float thePercentageBuilt; AvHSHUGetBuildResearchState(this->pev->iuser3, this->pev->iuser4, this->pev->fuser1, theIsBuilding, theIsResearching, thePercentageBuilt); return thePercentageBuilt; } bool AvHWeldable::GetIsWelded() const { return this->mWelded; } bool AvHWeldable::GetWeldOpens() const { return this->mWeldOpens; } string AvHWeldable::GetTargetOnFinish() const { return this->mTargetOnFinish; } void AvHWeldable::KeyValue( KeyValueData* pkvd ) { // "Health to destroy once welded (-1 infinite)" : "-1" if (FStrEq(pkvd->szKeyName, "weldableHealth")) { this->mNonUpgradedMaxHealth = atof(pkvd->szValue); this->mMaxHealth = this->mNonUpgradedMaxHealth; pkvd->fHandled = TRUE; } // "Seconds to weld" : "20" else if (FStrEq(pkvd->szKeyName, "weldableTime")) { this->mBuildTime = atof(pkvd->szValue); pkvd->fHandled = TRUE; } // "Build sounds filespec" : "sc/scv_build" else if (FStrEq(pkvd->szKeyName, "weldableSounds")) { pkvd->fHandled = TRUE; } // "Target to trigger on break" : "" else if (FStrEq(pkvd->szKeyName, "targetOnBreak")) { this->mTargetOnBreak = pkvd->szValue; pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "targetOnUse")) { this->mTargetOnUse = pkvd->szValue; pkvd->fHandled = TRUE; } // "Target to trigger on finish" : "" else if (FStrEq(pkvd->szKeyName, "targetOnFinish")) { this->mTargetOnFinish = pkvd->szValue; pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "material")) { int i = atoi( pkvd->szValue); // 0:glass, 1:metal, 2:flesh, 3:wood if ((i < 0) || (i >= matLastMaterial)) this->mMaterial = matWood; else this->mMaterial = (Materials)i; pkvd->fHandled = TRUE; } else { AvHBaseEntity::KeyValue(pkvd); } } void AvHWeldable::Killed( entvars_t *pevAttacker, int iGib ) { AvHSUExplodeEntity(this, this->mMaterial); //AvHBaseEntity::Killed(pevAttacker, iGib); this->pev->solid = SOLID_NOT; this->pev->effects = EF_NODRAW; this->pev->takedamage = DAMAGE_NO; this->pev->deadflag = DEAD_DEAD; this->TriggerBroken(); } void AvHWeldable::NotifyUpgrade(AvHUpgradeMask inUpgradeMask) { } void AvHWeldable::EndTrace(void) { } void AvHWeldable::ResetEntity() { this->Init(); UTIL_SetOrigin(pev, pev->origin); SET_MODEL(ENT(pev), STRING(pev->model)); this->SetPEVFlagsFromState(); this->pev->iuser3 = AVH_USER3_WELD; AvHSHUSetBuildResearchState(this->pev->iuser3, this->pev->iuser4, this->pev->fuser1, true, 0.0f); this->pev->health = this->mMaxHealth*kBaseHealthPercentage; this->UpdateEntityState(); } void AvHWeldable::StartTrace(void) { } void AvHWeldable::Precache(void) { AvHBaseEntity::Precache(); PRECACHE_MODEL( (char *)STRING(pev->model) ); // Precache every type of func breakable //UTIL_PrecacheOther("func_breakable"); CBreakable::PrecacheAll(); } void AvHWeldable::SetHealth() { float thePercentageBuilt = this->GetNormalizedBuildPercentage(); if(this->mMaxHealth == -1) { this->pev->takedamage = DAMAGE_NO; this->pev->health = 100; } else { if(!this->mWeldOpens) { this->pev->takedamage = DAMAGE_YES; this->pev->health = thePercentageBuilt*this->mMaxHealth; } } } void AvHWeldable::SetPEVFlagsFromState() { // Set spawn flags if(this->pev->spawnflags & 1) { this->mUseState = true; } if(this->pev->spawnflags & 2) { this->mWeldOpens = true; } if(this->mWeldOpens) { this->pev->solid = SOLID_BSP; this->pev->movetype = MOVETYPE_PUSH; this->pev->effects = 0; this->pev->deadflag = DEAD_NO; } else { this->pev->movetype = MOVETYPE_FLY;//MOVETYPE_PUSH; this->pev->solid = 5; //this->pev->solid = SOLID_NOT; } // Reset visuals this->pev->rendermode = kRenderNormal; this->pev->renderamt = 255; // TODO: Do this in combination with above to fix weldable collision and trace problems? //this->pev->flags |= FL_WORLDBRUSH; } void AvHWeldable::Spawn() { Precache(); AvHBaseEntity::Spawn(); // Set model pev->classname = MAKE_STRING(kwsWeldableClassName); this->SetPEVFlagsFromState(); // Set use so it can be toggled on and off like a switch, not used by the player SetUse(&AvHWeldable::WeldableUse); SetTouch(&AvHWeldable::WeldableTouch); } void AvHWeldable::TriggerBroken() { if(this->mTargetOnBreak != "") { FireTargets(this->mTargetOnBreak.c_str(), NULL, NULL, USE_TOGGLE, 0.0f); } } void AvHWeldable::TriggerFinished() { if(this->mTargetOnFinish != "") { FireTargets(this->mTargetOnFinish.c_str(), NULL, NULL, USE_TOGGLE, 0.0f); } } void AvHWeldable::TriggerUse() { if(this->mTargetOnUse != "") { FireTargets(this->mTargetOnUse.c_str(), NULL, NULL, USE_TOGGLE, 0.0f); } } void AvHWeldable::UpdateEntityState() { float theBuiltPercentage = this->mTimeBuilt/this->mBuildTime; //this->pev->fuser1 = thePercentageBuilt*kNormalizationNetworkFactor; AvHSHUSetBuildResearchState(this->pev->iuser3, this->pev->iuser4, this->pev->fuser1, true, theBuiltPercentage); this->pev->health = this->mMaxHealth*kBaseHealthPercentage + theBuiltPercentage*(1.0f - kBaseHealthPercentage); if(this->mWelded) { // Once built, toggle the solid state and allow it to take damage if(this->mWeldOpens) { this->pev->rendermode = kRenderTransTexture; this->pev->renderamt = 0; //this->pev->solid = 5; this->pev->solid = SOLID_NOT; //this->pev->effects = EF_NODRAW; this->pev->takedamage = DAMAGE_NO; this->pev->deadflag = DEAD_DEAD; AvHSUExplodeEntity(this, this->mMaterial); } else { this->pev->solid = SOLID_BSP; this->pev->movetype = MOVETYPE_PUSH; this->pev->rendermode = kRenderNormal; } // Clear progress bar indicators //this->pev->iuser3 = AVH_USER3_NONE; this->pev->fuser1 = -1; // Closeable welds can take damage this->SetHealth(); } // Indicate that it can no longer be the target of a weld if(this->mWelded || this->mDestroyed) { //this->pev->fuser1 = -1; AvHSHUSetBuildResearchState(this->pev->iuser3, this->pev->iuser4, this->pev->fuser1, true, -1); } } void AvHWeldable::WeldableTouch(CBaseEntity *pOther) { AvHPlayer* thePlayer = dynamic_cast(pOther); if(thePlayer && thePlayer->IsAlive()) { this->mTimeLastPlayerTouch = gpGlobals->time; } } void AvHWeldable::WeldableUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { // Can't toggle it once it's been welded if(!this->mWelded) { switch(useType) { case USE_OFF: this->mUseState = false; break; case USE_ON: this->mUseState = true; break; case USE_SET: // Handle this? break; case USE_TOGGLE: if(!this->mWelded || this->mDestroyed) { this->mUseState = !this->mUseState; this->TriggerUse(); } break; } } }