//======== (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: AvHOrder.cpp $ // $Date: 2002/10/16 01:02:16 $ // //------------------------------------------------------------------------------- // $Log: AvHOrder.cpp,v $ // Revision 1.17 2002/10/16 01:02:16 Flayra // - Added commander hacking particle effect, but it doesn't seem to play or be visible // // Revision 1.16 2002/10/03 18:59:46 Flayra // - Reworked orders // // Revision 1.15 2002/09/25 20:49:04 Flayra // - Removed use order // // Revision 1.14 2002/08/02 21:53:18 Flayra // - Added type to the order, so help can be displayed on the client // // Revision 1.13 2002/07/24 18:45:42 Flayra // - Linux and scripting changes // // Revision 1.12 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 "AvHOrder.h" #ifdef AVH_CLIENT #include "cl_dll/cl_util.h" #include "cl_dll/util_vector.h" #include "../common/const.h" #include "../engine/progdefs.h" #include "cl_dll/ev_hldm.h" #include "../common/vector_util.h" #include "../common/r_efx.h" #endif #ifdef AVH_SERVER #include "../dlls/extdll.h" #include "../dlls/util.h" #include "../common/vector_util.h" //#include "AvHSelection.h" #include "AvHSelectionHelper.h" #include "../dlls/cbase.h" #include "AvHPlayer.h" #include "AvHWeldable.h" #include "AvHServerUtil.h" #include "AvHParticleConstants.h" #include "AvHMarineEquipment.h" #include "AvHPlayerUpgrade.h" #endif #include "../pm_shared/pm_defs.h" #include "../pm_shared/pm_shared.h" #include "../pm_shared/pm_movevars.h" #include "../pm_shared/pm_debug.h" #include // NULL #include // sqrt #include // strcpy #include // atoi #include // isspace #include "AvHSpecials.h" #include "AvHMarineEquipmentConstants.h" #include "AvHMessage.h" #include "../util/MathUtil.h" extern playermove_t *pmove; #include "AvHSelectionHelper.h" #include "AvHSharedUtil.h" bool AvHOrder::operator==(const AvHOrder& inOrder) const { bool theAreEqual = this->mPlayer == inOrder.mPlayer && this->mOrderType == inOrder.mOrderType; #ifdef AVH_SERVER theAreEqual = theAreEqual && this->mTimeOrderCompleted == inOrder.mTimeOrderCompleted && this->mOrderID == inOrder.mOrderID; #endif theAreEqual = theAreEqual && this->mLocation == inOrder.mLocation && this->mTargetIndex == inOrder.mTargetIndex && this->mOrderStatus == inOrder.mOrderStatus; theAreEqual = theAreEqual && this->mOrderTargetType == inOrder.mOrderTargetType && this->mOrderTargetUser3 == inOrder.mOrderTargetUser3; return theAreEqual; } bool AvHOrder::operator!=(const AvHOrder& inOrder) const { return !this->operator==(inOrder); } void AvHOrder::operator=(const AvHOrder& inOrder) { this->mPlayer = inOrder.mPlayer; this->mOrderType = inOrder.mOrderType; this->mOrderTargetType = inOrder.mOrderTargetType; this->mOrderTargetUser3 = inOrder.mOrderTargetUser3; this->mLocation = inOrder.mLocation; this->mTargetIndex = inOrder.mTargetIndex; this->mOrderStatus = inOrder.mOrderStatus; #ifdef AVH_SERVER this->mTimeOrderCompleted = inOrder.mTimeOrderCompleted; this->mOrderID = inOrder.mOrderID; #endif return; } bool AvHOrder::SetReceiver(const EntityInfo& inPlayer) { this->mPlayer = inPlayer; return true; } // Shared AvHOrder::AvHOrder() { this->mPlayer = -1; this->mOrderType = ORDERTYPEL_DEFAULT; this->mOrderTargetType = ORDERTARGETTYPE_GLOBAL; this->mOrderTargetUser3 = AVH_USER3_NONE; this->mTargetIndex = -1; this->mOrderStatus = kOrderStatusActive; #ifdef AVH_SERVER this->mTimeOrderCompleted = -1; this->mOrderID = -1; #endif } void AvHOrder::ClearReceiver() { this->mPlayer = -1; } int AvHOrder::GetTargetIndex() const { return this->mTargetIndex; } AvHOrderType AvHOrder::GetOrderType() const { return this->mOrderType; } AvHOrderTargetType AvHOrder::GetOrderTargetType() const { return this->mOrderTargetType; } void AvHOrder::SetOrderTargetType(AvHOrderTargetType inTargetType) { this->mOrderTargetType=inTargetType; } AvHUser3 AvHOrder::GetTargetUser3Type() const { return this->mOrderTargetUser3; } bool AvHOrder::GetHasReceiver(int inIndex) const { return ( inIndex == this->mPlayer ); } EntityInfo AvHOrder::GetReceiver() const { return this->mPlayer; } void AvHOrder::GetLocation(vec3_t& outLocation) const { if(this->mTargetIndex != -1) { #ifdef AVH_SERVER CBaseEntity* theTargetEntity = CBaseEntity::Instance(g_engfuncs.pfnPEntityOfEntIndex(this->mTargetIndex)); if(theTargetEntity) { VectorCopy(theTargetEntity->pev->origin, outLocation); } #endif #ifdef AVH_CLIENT cl_entity_s* theTargetEntity = gEngfuncs.GetEntityByIndex(this->mTargetIndex); if(theTargetEntity) { VectorCopy(theTargetEntity->curstate.origin, outLocation); } #endif } else { VectorCopy(this->mLocation, outLocation); } } void AvHOrder::GetOrderColor(float& outR, float& outG, float& outB, float& outA) const { switch(this->mOrderType) { case ORDERTYPE_UNDEFINED: default: outR = outG = outB = outA = 1.0f; break; case ORDERTYPEL_MOVE: outR = 0.0f; outG = 1.0f; outB = 0.0f; outA = .5f; break; case ORDERTYPET_ATTACK: outR = 1.0f; outG = 0.0f; outB = 0.0f; outA = .5f; break; case ORDERTYPET_GUARD: outR = 1.0f; outG = 1.0f; outB = 0.0f; outA = .5f; break; case ORDERTYPET_WELD: outR = 0.0f; outG = 0.0f; outB = 1.0f; outA = .5f; break; } } bool AvHOrder::RemovePlayerFromReceivers(int inIndex) { bool theSuccess = false; if ( inIndex == this->mPlayer ) { this->mPlayer = -1; theSuccess=true; } return theSuccess; } void AvHOrder::SetTargetIndex(int inTargetIndex) { this->mTargetIndex = inTargetIndex; } void AvHOrder::SetOrderType(AvHOrderType inType) { this->mOrderType = inType; // TODO: Set target type from order type switch(this->mOrderType) { case ORDERTYPEL_MOVE: case ORDERTYPET_WELD: default: this->mOrderTargetType = ORDERTARGETTYPE_LOCATION; break; case ORDERTYPET_ATTACK: case ORDERTYPET_GUARD: this->mOrderTargetType = ORDERTARGETTYPE_TARGET; break; } } void AvHOrder::SetUser3TargetType(AvHUser3 inUser3) { this->mOrderTargetUser3 = inUser3; } void AvHOrder::SetLocation(const vec3_t& inPosition) { VectorCopy(inPosition, this->mLocation); } bool AvHOrder::GetOrderActive() const { return (this->mOrderStatus == kOrderStatusActive); } bool AvHOrder::GetOrderCancelled() const { return (this->mOrderStatus == kOrderStatusCancelled); } // : 1050 // Need to sync the order status as it is only manipulated by the serverside state machine int AvHOrder::GetOrderStatus() const { return this->mOrderStatus; } #ifndef AVH_SERVER void AvHOrder::SetOrderStatus(int inOrderStatus) { this->mOrderStatus=inOrderStatus; } #endif bool AvHOrder::GetOrderCompleted() const { return (this->mOrderStatus == kOrderStatusComplete); } void AvHOrder::SetOrderCompleted(bool inCompleted) { #ifdef AVH_SERVER if(inCompleted) { this->mTimeOrderCompleted = gpGlobals->time; } else { this->mTimeOrderCompleted = -1; } #else this->mOrderCompleted = inCompleted; #endif } #ifdef AVH_SERVER bool AvHOrder::Update() { bool theOrderJustCompleted = false; ASSERT(this->GetReceiver() != -1 ); if(this->GetOrderActive()) { bool theOrderIsComplete = false; AvHPlayer* thePlayer = NULL; vec3_t theOrderLocation; this->GetLocation(theOrderLocation); EntityInfo theReceiver = this->GetReceiver(); float theDistance; const float kMoveToDistance = 90; const float kPickupDistance = 20; CBaseEntity* theTargetEntity = CBaseEntity::Instance(g_engfuncs.pfnPEntityOfEntIndex(this->mTargetIndex)); AvHBaseBuildable* theTargetBuildable = dynamic_cast(theTargetEntity); AvHPlayer* theTargetPlayer = dynamic_cast(theTargetEntity); AvHWeldable* theWeldable = dynamic_cast(theTargetEntity); switch(this->mOrderType) { case ORDERTYPE_UNDEFINED: default: break; case ORDERTYPEL_MOVE: // set true if all receivers are within a certain distance of move to order theTargetPlayer = dynamic_cast(CBaseEntity::Instance(g_engfuncs.pfnPEntityOfEntIndex(theReceiver))); if(theTargetPlayer) { theOrderIsComplete = true; theDistance = VectorDistance(theTargetPlayer->pev->origin, theOrderLocation); if(!theTargetPlayer->GetIsRelevant() || (theDistance > kMoveToDistance)) { theOrderIsComplete = false; } } if(theOrderIsComplete) { this->mOrderStatus = kOrderStatusComplete; } break; case ORDERTYPET_GET: // set true if all receivers are within a certain distance of item theTargetPlayer = dynamic_cast(CBaseEntity::Instance(g_engfuncs.pfnPEntityOfEntIndex(theReceiver))); if(theTargetPlayer) { // If one of the players in the group is near enough to pick it up theDistance = VectorDistance(theTargetPlayer->pev->origin, theOrderLocation); if(theTargetPlayer->GetIsRelevant() && (theDistance < kPickupDistance)) { theOrderIsComplete = true; } } // If the item is gone, the order is done if(!theTargetEntity) { this->mOrderStatus = kOrderStatusCancelled; } break; case ORDERTYPET_ATTACK: // set true if target is dead or not relevant if(!theTargetEntity || (theTargetPlayer && !theTargetPlayer->GetIsRelevant())) { this->mOrderStatus = kOrderStatusCancelled; theOrderIsComplete = true; } else if(theTargetEntity && !theTargetEntity->IsAlive()) { this->mOrderStatus = kOrderStatusComplete; theOrderIsComplete = true; } break; case ORDERTYPET_BUILD: if(!theTargetEntity || !theTargetEntity->IsAlive()) { this->mOrderStatus = kOrderStatusCancelled; theOrderIsComplete = true; } else if(theTargetBuildable && theTargetBuildable->GetIsBuilt()) { this->mOrderStatus = kOrderStatusComplete; theOrderIsComplete = true; } else { if(theTargetEntity) { bool theIsBuilding; bool theIsResearching; float thePercentage; AvHSHUGetBuildResearchState(theTargetEntity->pev->iuser3, theTargetEntity->pev->iuser4, theTargetEntity->pev->fuser1, theIsBuilding, theIsResearching, thePercentage); if(!theIsBuilding && (thePercentage == 1.0f)) { this->mOrderStatus = kOrderStatusComplete; theOrderIsComplete = true; } } } break; case ORDERTYPET_GUARD: theOrderIsComplete = false; if(!theTargetEntity ||!theTargetEntity->IsAlive()) { this->mOrderStatus = kOrderStatusCancelled; theOrderIsComplete = true; } break; case ORDERTYPET_WELD: //ALERT(at_console, "Checking weldables "); // set true when target is fully welded if(!theTargetEntity ||!theTargetEntity->IsAlive()) { this->mOrderStatus = kOrderStatusCancelled; theOrderIsComplete = true; } if(theWeldable && theWeldable->GetIsWelded()) { this->mOrderStatus = kOrderStatusComplete; theOrderIsComplete = true; } else if ( !theWeldable ) { if ( theTargetEntity->pev->iuser3 == AVH_USER3_MARINE_PLAYER ) { // Players are welded if they have full armour if ( theTargetEntity->pev->armorvalue == AvHPlayerUpgrade::GetMaxArmorLevel(theTargetEntity->pev->iuser4, (AvHUser3)theTargetEntity->pev->iuser3)) { this->mOrderStatus = kOrderStatusComplete; theOrderIsComplete = true; } } else { // Structures are welded if they have full health if ( theTargetEntity->pev->health == theTargetEntity->pev->max_health ) { this->mOrderStatus = kOrderStatusComplete; theOrderIsComplete = true; } } } break; } if(theOrderIsComplete) { this->SetOrderCompleted(); theOrderJustCompleted = true; } } return theOrderJustCompleted; } int AvHOrder::GetOrderID() const { return this->mOrderID; } void AvHOrder::SetOrderID() { static int sOrderID=0; this->mOrderID = ++sOrderID; } float AvHOrder::GetTimeOrderCompleted() const { return this->mTimeOrderCompleted; } void AvHOrder::SetTimeOrderCompleted(float inTime) { this->mTimeOrderCompleted = inTime; } #endif void AvHChangeOrder(OrderListType& inList, const AvHOrder& inOrder) { EntityInfo theReceiver = inOrder.GetReceiver(); // Run through list ASSERT( theReceiver != -1 ); for(OrderListType::iterator theOrderListIter = inList.begin(); theOrderListIter != inList.end(); /* no increment */) { if ( theOrderListIter->GetHasReceiver(theReceiver) ) { theOrderListIter = inList.erase(theOrderListIter); } else { theOrderListIter++; } } // If the order has any receivers, add it (but we could be deleting it) if(!inOrder.GetOrderCompleted()) { // Add the order on to the end of the list inList.push_back(inOrder); } } // Used for context sensitive mouse and for processing right-click // Must be shared, uses prediction code // Fill in target index or target point, depending on type of order decided upon AvHOrderType AvHGetDefaultOrderType(AvHTeamNumber inTeam, const vec3_t& inOrigin, const vec3_t& inNormRay, int& outTargetIndex, vec3_t& outTargetPoint, AvHUser3& outUser3, AvHOrderTargetType& outTargetType) { vec3_t theTraceStart; vec3_t theTraceEnd; AvHOrderType theOrderType = ORDERTYPE_UNDEFINED; // // Look for a player order // if(!AvHOrderTracePlayers(inTeam, inOrigin, inNormRay, theOrderType, outTargetIndex)) // { // // If couldn't find one, create a non-player order if possible // //AvHOrderTraceNonPlayers(inTeam, inOrigin, inNormRay, theOrderType, outTargetIndex, outTargetPoint); // } // Offset a little so we don't hit the commander VectorMA(inOrigin, kSelectionStartRange, inNormRay, theTraceStart); VectorMA(inOrigin, kSelectionEndRange, inNormRay, theTraceEnd); int theFoundIndex = -1; vec3_t theFoundLocation; AvHTeamNumber theTeamOfThingHit; bool thePlayerHit = false; int theUserThree = 0; int theUserFour = 0; if(AvHSHUTraceTangible(theTraceStart, theTraceEnd, theFoundIndex, theFoundLocation, theTeamOfThingHit, thePlayerHit, theUserThree, theUserFour)) { float theHealthPercentage=100.0f; float theArmorPercentage=100.0f; bool theSighted=false; #ifdef AVH_SERVER CBaseEntity *theEntity=AvHSUGetEntityFromIndex(theFoundIndex); if ( theEntity ) { theHealthPercentage=theEntity->pev->health/theEntity->pev->max_health; } else { ALERT(at_console, "Not a buildable\n"); } theArmorPercentage = theEntity->pev->armorvalue/AvHPlayerUpgrade::GetMaxArmorLevel(theEntity->pev->iuser4, (AvHUser3)theEntity->pev->iuser3); theSighted=GetHasUpgrade(theEntity->pev->iuser4, MASK_VIS_SIGHTED); #endif // Did we hit an enemy? If so, issue an attack order on him, then we're done, it's highest priority if(thePlayerHit ) { // Did we hit a player on our team? If so check for welding, if not guard if((theTeamOfThingHit == inTeam ) && (theTeamOfThingHit != TEAM_IND) ) { theOrderType = ORDERTYPET_GUARD; if ( theArmorPercentage < 0.90f ) { theOrderType = ORDERTYPET_WELD; outTargetType = ORDERTARGETTYPE_TARGET; } outTargetIndex = theFoundIndex; outUser3 = (AvHUser3)theUserThree; } } // Something to pick up? if(!thePlayerHit ) { // if ( ( theTeamOfThingHit ) != inTeam && (theTeamOfThingHit != TEAM_IND) && theSighted ) // { // // Use it's center for the height // VectorCopy(theFoundLocation, outTargetPoint); // theOrderType = ORDERTYPET_ATTACK; // outTargetIndex = theFoundIndex; // outUser3 = (AvHUser3)theUserThree; // outTargetType = ORDERTARGETTYPE_LOCATION; // } // else if ( theUserThree == AVH_USER3_MARINEITEM) { // Use it's center for the height VectorCopy(theFoundLocation, outTargetPoint); outTargetIndex = theFoundIndex; outUser3 = (AvHUser3)theUserThree; // We're done theOrderType = ORDERTYPET_GET; } // Buildable? else if(GetHasUpgrade(theUserFour, MASK_BUILDABLE) && (theTeamOfThingHit == inTeam) && (theTeamOfThingHit != TEAM_IND)) { // Use it's center for the height VectorCopy(theFoundLocation, outTargetPoint); outTargetIndex = theFoundIndex; outUser3 = (AvHUser3)theUserThree; // We're done theOrderType = ORDERTYPET_BUILD; } // Weldable? else if(theUserThree == AVH_USER3_WELD ) { // Use it's center for the height VectorCopy(theFoundLocation, outTargetPoint); outTargetIndex = theFoundIndex; // We're done theOrderType = ORDERTYPET_WELD; } // Hit the ground? Move to, we're done else if(theUserThree == AVH_USER3_WAYPOINT || (( theTeamOfThingHit != inTeam) && !theSighted )) { // Use it's center for the height VectorCopy(theFoundLocation, outTargetPoint); // We're done theOrderType = ORDERTYPEL_MOVE; } // Did we hit an entity on our team? Repair/guard it, we're done else if((theTeamOfThingHit == inTeam) && (theTeamOfThingHit != TEAM_IND)) { theOrderType = ORDERTYPET_GUARD; if ( theHealthPercentage < 0.90f ) { theOrderType = ORDERTYPET_WELD; VectorCopy(theFoundLocation, outTargetPoint); outTargetType = ORDERTARGETTYPE_LOCATION; } outTargetIndex = theFoundIndex; outUser3 = (AvHUser3)theUserThree; } } // else if(!thePlayerHit && (theUserThree == AVH_USER3_USEABLE)) // { // // Use it's center for the height // VectorCopy(theFoundLocation, outTargetPoint); // outTargetIndex = theFoundIndex; // // // We're done // theOrderType = ORDERTYPEL_USE; // } } return theOrderType; } #ifdef AVH_SERVER bool AvHCreateSpecificOrder(AvHTeamNumber inTeam, const vec3_t& inOrigin, AvHOrderType inOrder, const vec3_t& inNormRay, AvHOrder& outOrder) { bool theSuccess = false; int theTargetIndex = -1; vec3_t theTargetLocation; AvHOrderType theOrderType = inOrder; AvHUser3 theUser3 = AVH_USER3_NONE; vec3_t theStartPoint; VectorMA(inOrigin, kSelectionStartRange, inNormRay, theStartPoint); vec3_t theEndPoint; VectorMA(inOrigin, kSelectionEndRange, inNormRay, theEndPoint); vec3_t theValidOrigin; AvHSHUServerGetFirstNonSolidPoint(theStartPoint, theEndPoint, theValidOrigin); AvHOrderTargetType theTargetType=ORDERTARGETTYPE_UNDEFINED; // Create default order if passed in if(inOrder == ORDERTYPEL_DEFAULT) { theOrderType = AvHGetDefaultOrderType(inTeam, theValidOrigin, inNormRay, theTargetIndex, theTargetLocation, theUser3, theTargetType); } if(theOrderType != ORDERTYPE_UNDEFINED) { // Init order with values it found outOrder.SetOrderType(theOrderType); outOrder.SetLocation(theTargetLocation); outOrder.SetTargetIndex(theTargetIndex); outOrder.SetUser3TargetType(theUser3); if ( theTargetType != ORDERTARGETTYPE_UNDEFINED ) outOrder.SetOrderTargetType(theTargetType); theSuccess = true; } outOrder.SetOrderID(); return theSuccess; } bool AvHToggleUseable(CBaseEntity* inUser, const vec3_t& inOrigin, const vec3_t& inNormRay) { bool theSuccess = false; vec3_t theTraceStart; vec3_t theTraceEnd; // Offset a little so we don't hit the commander VectorMA(inOrigin, 100, inNormRay, theTraceStart); VectorMA(inOrigin, kSelectionEndRange, inNormRay, theTraceEnd); int theFoundIndex = -1; vec3_t theFoundLocation; AvHTeamNumber theTeamOfThingHit; bool thePlayerHit = false; int theUserThree = 0; int theUserFour = 0; if(AvHSHUTraceTangible(theTraceStart, theTraceEnd, theFoundIndex, theFoundLocation, theTeamOfThingHit, thePlayerHit, theUserThree, theUserFour)) { if(!thePlayerHit && (theUserThree == AVH_USER3_USEABLE)) { // Find entity we clicked on, use it //CBaseEntity* theEntity = CBaseEntity::Instance(ENT(theFoundIndex)); CBaseEntity* theEntity = CBaseEntity::Instance(g_engfuncs.pfnPEntityOfEntIndex(theFoundIndex)); if(theEntity) { // For each entity with this target name (including this one), use it if(theEntity->pev->targetname) { CBaseEntity* theTarget = NULL; while((theTarget = UTIL_FindEntityByTargetname(theTarget, STRING(theEntity->pev->targetname))) != NULL) { int theObjectCaps = theTarget->ObjectCaps(); if((theObjectCaps & FCAP_IMPULSE_USE) || (FCAP_ONOFF_USE)) { theTarget->Use(inUser, inUser, USE_TOGGLE, 0); } } } else if(FClassnameIs(theEntity->edict(), "func_button") && theEntity->pev->target) ////: Its probably a button!, classname check to prevent any possible exploits { CBaseEntity* theTarget = NULL; while((theTarget = UTIL_FindEntityByTargetname(theTarget, STRING(theEntity->pev->target))) != NULL) { int theObjectCaps = theTarget->ObjectCaps(); if((theObjectCaps & FCAP_IMPULSE_USE) || (FCAP_ONOFF_USE)) { theTarget->Use(inUser, inUser, USE_TOGGLE, 0); } } } theSuccess = true; } } } return theSuccess; } #endif