//======== (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: AvHResearchManager.cpp $ // $Date: 2002/10/24 21:41:15 $ // //------------------------------------------------------------------------------- // $Log: AvHResearchManager.cpp,v $ // Revision 1.11 2002/10/24 21:41:15 Flayra // - Attempt to fix progress bars not showing up in release, or when playing online (can't quite figure out when). Never safe to compare floats anyways. // // Revision 1.10 2002/09/23 22:28:33 Flayra // - Added GetIsResearching method, so automatic armory resupply could be added // // Revision 1.9 2002/08/02 21:50:37 Flayra // - New research system // // Revision 1.8 2002/07/24 19:09:17 Flayra // - Linux issues // // Revision 1.7 2002/07/24 18:45:42 Flayra // - Linux and scripting changes // // Revision 1.6 2002/07/23 17:20:13 Flayra // - Added hooks for research starting, for distress beacon sound effects // // Revision 1.5 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 "AvHResearchManager.h" #include "AvHAlienWeapons.h" #include "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 "AvHAlienWeaponConstants.h" #include "AvHPlayerUpgrade.h" #include "AvHServerUtil.h" #include "AvHSharedUtil.h" #include "AvHGamerules.h" AvHResearchNode::AvHResearchNode(AvHMessageID inMessageID, int inEntityIndex) { this->mResearch = inMessageID; this->mEntityIndex = inEntityIndex; this->mTimeResearchDone = -1; this->mTimeResearchStarted = -1; } bool AvHResearchNode::GetCanEntityContinueResearch() const { bool theCanContinueResearch = true; CBaseEntity* theResearchEntity = AvHSUGetEntityFromIndex(this->mEntityIndex); if(!theResearchEntity || !theResearchEntity->IsAlive()) { theCanContinueResearch = false; } return theCanContinueResearch; } int AvHResearchNode::GetEntityIndex() const { return this->mEntityIndex; } AvHMessageID AvHResearchNode::GetResearching() const { return this->mResearch; } float AvHResearchNode::GetTimeResearchDone() const { return this->mTimeResearchDone; } float AvHResearchNode::GetTimeResearchStarted() const { return this->mTimeResearchStarted; } bool AvHResearchNode::UpdateResearch() { bool theResearchDone = false; AvHMessageID theResearchingTech = this->GetResearching(); if(theResearchingTech != MESSAGE_NULL) { CBaseEntity* theResearchEntity = AvHSUGetEntityFromIndex(this->mEntityIndex); ASSERT(theResearchEntity); float theTimeResearchDone = this->GetTimeResearchDone(); // Set time during the first update if(theTimeResearchDone < 0) { this->mTimeResearchStarted = gpGlobals->time; theTimeResearchDone = this->mTimeResearchStarted + GetGameRules()->GetBuildTimeForMessageID(theResearchingTech); this->mTimeResearchDone = theTimeResearchDone; theResearchEntity->pev->iuser2 = (int)this->mResearch; } if((gpGlobals->time >= theTimeResearchDone) || GetGameRules()->GetIsTesting()) { theResearchDone = true; //AvHSHUSetBuildResearchState(theResearchEntity->pev->iuser3, theResearchEntity->pev->iuser4, theResearchEntity->pev->fuser1, false, 0.0f); // theResearchEntity->pev->fuser1 = 0.0f; // theResearchEntity->pev->iuser2 = 0; } else { float theNormalizedResearchFactor = (gpGlobals->time - this->mTimeResearchStarted)/(this->mTimeResearchDone - this->mTimeResearchStarted); theNormalizedResearchFactor = min(max(theNormalizedResearchFactor, 0.0f), 1.0f); //theResearchEntity->pev->fuser1 = (kResearchFuser1Base + theNormalizedResearchFactor)*kNormalizationNetworkFactor; AvHSHUSetBuildResearchState(theResearchEntity->pev->iuser3, theResearchEntity->pev->iuser4, theResearchEntity->pev->fuser1, false, theNormalizedResearchFactor); } } return theResearchDone; } // Research manager void AvHResearchManager::AddTechNode(AvHMessageID inMessageID, AvHTechID inTechID, AvHTechID inPrereq1, AvHTechID inPrereq2, int inPointCost, int inBuildTime, bool inResearched, bool inAllowMultiples) { AvHTechNode theTechNode(inMessageID, inTechID, inPrereq1, inPrereq2, inPointCost, inBuildTime, inResearched); if(inAllowMultiples) { theTechNode.setAllowMultiples(); } this->mTechNodes.InsertNode(&theTechNode); } bool AvHResearchManager::GetResearchInfo(AvHMessageID inTech, bool& outIsResearchable, int& outCost, float& outTime) const { bool theFoundIt = false; // Check each tech nodes if(this->mTechNodes.GetResearchInfo(inTech, outIsResearchable, outCost, outTime)) { theFoundIt = true; } return theFoundIt; } ResearchListType& AvHResearchManager::GetResearchingTech() { return this->mResearchingTech; } const AvHTechTree& AvHResearchManager::GetTechNodes() const { return this->mTechNodes; } AvHTechTree& AvHResearchManager::GetTechNodes() { return this->mTechNodes; } void AvHResearchManager::TriggerAddTech(AvHTechID inTechID) { this->mTechNodes.TriggerAddTech(inTechID); } void AvHResearchManager::TriggerRemoveTech(AvHTechID inTechID) { this->mTechNodes.TriggerRemoveTech(inTechID); } void AvHResearchManager::SetTeamNumber(AvHTeamNumber inTeamNumber) { this->mTeamNumber = inTeamNumber; } bool AvHResearchManager::SetResearchDone(AvHMessageID inTech, int inEntityIndex) { bool theFoundIt = false; if(this->mTechNodes.SetResearchDone(inTech)) { edict_t* theEdict = g_engfuncs.pfnPEntityOfEntIndex(inEntityIndex); ASSERT(!theEdict->free); CBaseEntity* theEntity = CBaseEntity::Instance(theEdict); ASSERT(theEntity); // Potentially inform all entities and team of upgrade GetGameRules()->ProcessTeamUpgrade(inTech, this->mTeamNumber, inEntityIndex, true); // Hook research complete AvHSUResearchComplete(theEntity, inTech); // No longer researching //theEntity->pev->fuser1 = kResearchFuser1Base*kNormalizationNetworkFactor; AvHSHUSetBuildResearchState(theEntity->pev->iuser3, theEntity->pev->iuser4, theEntity->pev->fuser1, true, 0.0f); // Tell entity that it's no longer researching AvHBuildable* theBuildable = dynamic_cast(theEntity); if(theBuildable) { theBuildable->SetResearching(false); } // Send message indicating research is done GetGameRules()->TriggerAlert(this->mTeamNumber, ALERT_RESEARCH_COMPLETE, inEntityIndex); theFoundIt = true; } return theFoundIt; } void AvHResearchManager::Reset() { // Clear out everything this->mResearchingTech.clear(); this->mTechNodes.Clear(); } bool AvHResearchManager::CancelResearch(int inEntityIndex, float& outResearchPercentage, AvHMessageID& outMessageID) { bool theSuccess = false; // Search through researching tech and make sure we're researching this for(ResearchListType::iterator theIter = this->mResearchingTech.begin(); theIter != this->mResearchingTech.end(); theIter++) { if(theIter->GetEntityIndex() == inEntityIndex) { float theEndTime = theIter->GetTimeResearchDone(); float theStartTime = theIter->GetTimeResearchStarted(); outResearchPercentage = (gpGlobals->time - theStartTime)/(theEndTime - theStartTime); outMessageID = theIter->GetResearching(); this->mResearchingTech.erase(theIter); // Look up entity and reset research progress CBaseEntity* theResearchEntity = AvHSUGetEntityFromIndex(inEntityIndex); ASSERT(theResearchEntity); //theResearchEntity->pev->fuser1 = kResearchFuser1Base*kNormalizationNetworkFactor; AvHSHUSetBuildResearchState(theResearchEntity->pev->iuser3, theResearchEntity->pev->iuser4, theResearchEntity->pev->fuser1, false, 0.0f); AvHBuildable* theBuildable = dynamic_cast(theResearchEntity); if(theBuildable) { theBuildable->SetResearching(false); } theSuccess = true; break; } } return theSuccess; } bool AvHResearchManager::SetResearching(AvHMessageID inMessageID, int inEntityIndex) { bool theCouldStart = true; // Search through researching tech and make sure this entity isn't already researching something for(ResearchListType::iterator theIter = this->mResearchingTech.begin(); theIter != this->mResearchingTech.end(); theIter++) { if(theIter->GetEntityIndex() == inEntityIndex) { theCouldStart = false; break; } } if(theCouldStart) { bool theIsResearchable = false; int theCost; float theTime; // : 0000199 // Look up entity and check that research is valid for this entity. CBaseEntity* theResearchEntity = AvHSUGetEntityFromIndex(inEntityIndex); ASSERT(theResearchEntity); if (!AvHSUGetIsResearchApplicable(theResearchEntity,inMessageID)) { theCouldStart = false; } // : if(!this->GetResearchInfo(inMessageID, theIsResearchable, theCost, theTime) || !theIsResearchable) { theCouldStart = false; } } if(theCouldStart) { this->mResearchingTech.push_back(AvHResearchNode(inMessageID, inEntityIndex)); // Tell entity that it's researching edict_t* theEdict = g_engfuncs.pfnPEntityOfEntIndex(inEntityIndex); ASSERT(!theEdict->free); CBaseEntity* theEntity = CBaseEntity::Instance(theEdict); ASSERT(theEntity); AvHBuildable* theBuildable = dynamic_cast(theEntity); if(theBuildable) { theBuildable->SetResearching(true); AvHSUResearchStarted(theEntity, inMessageID); } } return theCouldStart; } bool AvHResearchManager::GetIsMessageAvailable(AvHMessageID& inMessageID) const { bool theIsAvailable = false; if(this->mTechNodes.GetIsMessageAvailable(inMessageID)) { // Make sure it's not a one time research that we're currently researching if(this->GetIsResearchingTech(inMessageID) && !this->mTechNodes.GetAllowMultiples(inMessageID)) { theIsAvailable = false; } else { theIsAvailable = true; } } return theIsAvailable; } TechNodeMap AvHResearchManager::GetResearchNodesDependentOn(AvHTechID inTechID) const { TechNodeMap theTechNodes; this->mTechNodes.GetResearchNodesDependentOn(inTechID, theTechNodes); return theTechNodes; } bool AvHResearchManager::GetIsResearchingTech(AvHMessageID inMessageID) const { bool theIsResearchingTech = false; for(ResearchListType::const_iterator theIter = this->mResearchingTech.begin(); theIter != this->mResearchingTech.end(); theIter++) { if(theIter->GetResearching() == inMessageID) { theIsResearchingTech = true; break; } } return theIsResearchingTech; } bool AvHResearchManager::GetIsResearching(int inEntityIndex) const { bool theIsResearching = false; // Run through every item in the list and update research, marking any done for(ResearchListType::const_iterator theIter = this->mResearchingTech.begin(); theIter != this->mResearchingTech.end(); theIter++) { if(theIter->GetEntityIndex() == inEntityIndex) { theIsResearching = true; break; } } return theIsResearching; } void AvHResearchManager::UpdateResearch() { // Run through every item in the list and update research, marking any done for(ResearchListType::iterator theIter = this->mResearchingTech.begin(); theIter != this->mResearchingTech.end(); ) { if(theIter->GetCanEntityContinueResearch()) { bool theHighTechCheat = GetGameRules()->GetIsCheatEnabled(kcHighTech); if(theIter->UpdateResearch() || theHighTechCheat) { AvHMessageID theResearchingTech = theIter->GetResearching(); int theEntityIndex = theIter->GetEntityIndex(); this->SetResearchDone(theResearchingTech, theEntityIndex); theIter = this->mResearchingTech.erase(theIter); } else { theIter++; } } else { theIter = this->mResearchingTech.erase(theIter); } } }