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771 lines
No EOL
22 KiB
C++
771 lines
No EOL
22 KiB
C++
//======== (C) Copyright 2002 Charles G. Cleveland All rights reserved. =========
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//
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// The copyright to the contents herein is the property of Charles G. Cleveland.
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// The contents may be used and/or copied only with the written permission of
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// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
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// the agreement/contract under which the contents have been supplied.
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//
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// Purpose:
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//
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// $Workfile: AvHOrder.cpp $
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// $Date: 2002/10/16 01:02:16 $
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//
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//-------------------------------------------------------------------------------
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// $Log: AvHOrder.cpp,v $
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// Revision 1.17 2002/10/16 01:02:16 Flayra
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// - Added commander hacking particle effect, but it doesn't seem to play or be visible
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//
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// Revision 1.16 2002/10/03 18:59:46 Flayra
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// - Reworked orders
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//
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// Revision 1.15 2002/09/25 20:49:04 Flayra
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// - Removed use order
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//
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// Revision 1.14 2002/08/02 21:53:18 Flayra
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// - Added type to the order, so help can be displayed on the client
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//
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// Revision 1.13 2002/07/24 18:45:42 Flayra
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// - Linux and scripting changes
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//
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// Revision 1.12 2002/05/23 02:33:20 Flayra
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// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
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//
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//===============================================================================
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#include "mod/AvHOrder.h"
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#ifdef AVH_CLIENT
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#include "cl_dll/cl_util.h"
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#include "cl_dll/util_vector.h"
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#include "common/const.h"
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#include "engine/progdefs.h"
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#include "cl_dll/ev_hldm.h"
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#include "common/vector_util.h"
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#include "common/r_efx.h"
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#endif
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#ifdef AVH_SERVER
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#include "dlls/extdll.h"
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#include "dlls/util.h"
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#include "common/vector_util.h"
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//#include "mod/AvHSelection.h"
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#include "mod/AvHSelectionHelper.h"
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#include "dlls/cbase.h"
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#include "mod/AvHPlayer.h"
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#include "mod/AvHWeldable.h"
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#include "mod/AvHServerUtil.h"
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#include "mod/AvHParticleConstants.h"
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#include "mod/AvHMarineEquipment.h"
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#include "mod/AvHPlayerUpgrade.h"
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#endif
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#include "pm_shared/pm_defs.h"
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#include "pm_shared/pm_shared.h"
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#include "pm_shared/pm_movevars.h"
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#include "pm_shared/pm_debug.h"
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#include <stdio.h> // NULL
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#include <cmath> // sqrt
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#include <string.h> // strcpy
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#include <stdlib.h> // atoi
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#include <ctype.h> // isspace
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#include "mod/AvHSpecials.h"
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#include "mod/AvHMarineEquipmentConstants.h"
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#include "mod/AvHMessage.h"
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#include "util/MathUtil.h"
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extern playermove_t *pmove;
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#include "mod/AvHSelectionHelper.h"
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#include "mod/AvHSharedUtil.h"
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bool AvHOrder::operator==(const AvHOrder& inOrder) const
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{
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bool theAreEqual = this->mPlayer == inOrder.mPlayer && this->mOrderType == inOrder.mOrderType;
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#ifdef AVH_SERVER
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theAreEqual = theAreEqual && this->mTimeOrderCompleted == inOrder.mTimeOrderCompleted && this->mOrderID == inOrder.mOrderID;
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#endif
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theAreEqual = theAreEqual && this->mLocation == inOrder.mLocation && this->mTargetIndex == inOrder.mTargetIndex && this->mOrderStatus == inOrder.mOrderStatus;
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theAreEqual = theAreEqual && this->mOrderTargetType == inOrder.mOrderTargetType && this->mOrderTargetUser3 == inOrder.mOrderTargetUser3;
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return theAreEqual;
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}
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bool AvHOrder::operator!=(const AvHOrder& inOrder) const
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{
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return !this->operator==(inOrder);
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}
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void AvHOrder::operator=(const AvHOrder& inOrder)
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{
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this->mPlayer = inOrder.mPlayer;
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this->mOrderType = inOrder.mOrderType;
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this->mOrderTargetType = inOrder.mOrderTargetType;
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this->mOrderTargetUser3 = inOrder.mOrderTargetUser3;
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this->mLocation = inOrder.mLocation;
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this->mTargetIndex = inOrder.mTargetIndex;
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this->mOrderStatus = inOrder.mOrderStatus;
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#ifdef AVH_SERVER
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this->mTimeOrderCompleted = inOrder.mTimeOrderCompleted;
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this->mOrderID = inOrder.mOrderID;
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#endif
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return;
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}
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bool AvHOrder::SetReceiver(const EntityInfo& inPlayer)
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{
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this->mPlayer = inPlayer;
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return true;
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}
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// Shared
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AvHOrder::AvHOrder()
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{
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this->mPlayer = -1;
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this->mOrderType = ORDERTYPEL_DEFAULT;
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this->mOrderTargetType = ORDERTARGETTYPE_GLOBAL;
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this->mOrderTargetUser3 = AVH_USER3_NONE;
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this->mTargetIndex = -1;
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this->mOrderStatus = kOrderStatusActive;
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#ifdef AVH_SERVER
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this->mTimeOrderCompleted = -1;
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this->mOrderID = -1;
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#endif
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}
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void AvHOrder::ClearReceiver()
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{
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this->mPlayer = -1;
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}
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int AvHOrder::GetTargetIndex() const
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{
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return this->mTargetIndex;
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}
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AvHOrderType AvHOrder::GetOrderType() const
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{
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return this->mOrderType;
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}
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AvHOrderTargetType AvHOrder::GetOrderTargetType() const
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{
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return this->mOrderTargetType;
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}
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void AvHOrder::SetOrderTargetType(AvHOrderTargetType inTargetType)
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{
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this->mOrderTargetType=inTargetType;
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}
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AvHUser3 AvHOrder::GetTargetUser3Type() const
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{
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return this->mOrderTargetUser3;
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}
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bool AvHOrder::GetHasReceiver(int inIndex) const
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{
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return ( inIndex == this->mPlayer );
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}
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EntityInfo AvHOrder::GetReceiver() const
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{
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return this->mPlayer;
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}
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void AvHOrder::GetLocation(vec3_t& outLocation) const
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{
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if(this->mTargetIndex != -1)
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{
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#ifdef AVH_SERVER
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CBaseEntity* theTargetEntity = CBaseEntity::Instance(g_engfuncs.pfnPEntityOfEntIndex(this->mTargetIndex));
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if(theTargetEntity)
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{
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VectorCopy(theTargetEntity->pev->origin, outLocation);
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}
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#endif
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#ifdef AVH_CLIENT
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cl_entity_s* theTargetEntity = gEngfuncs.GetEntityByIndex(this->mTargetIndex);
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if(theTargetEntity)
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{
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VectorCopy(theTargetEntity->curstate.origin, outLocation);
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}
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#endif
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}
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else
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{
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VectorCopy(this->mLocation, outLocation);
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}
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}
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void AvHOrder::GetOrderColor(float& outR, float& outG, float& outB, float& outA) const
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{
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switch(this->mOrderType)
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{
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case ORDERTYPE_UNDEFINED:
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default:
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outR = outG = outB = outA = 1.0f;
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break;
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case ORDERTYPEL_MOVE:
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outR = 0.0f; outG = 1.0f; outB = 0.0f; outA = .5f;
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break;
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case ORDERTYPET_ATTACK:
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outR = 1.0f; outG = 0.0f; outB = 0.0f; outA = .5f;
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break;
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case ORDERTYPET_GUARD:
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outR = 1.0f; outG = 1.0f; outB = 0.0f; outA = .5f;
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break;
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case ORDERTYPET_WELD:
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outR = 0.0f; outG = 0.0f; outB = 1.0f; outA = .5f;
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break;
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}
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}
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bool AvHOrder::RemovePlayerFromReceivers(int inIndex)
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{
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bool theSuccess = false;
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if ( inIndex == this->mPlayer )
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{
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this->mPlayer = -1;
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theSuccess=true;
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}
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return theSuccess;
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}
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void AvHOrder::SetTargetIndex(int inTargetIndex)
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{
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this->mTargetIndex = inTargetIndex;
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}
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void AvHOrder::SetOrderType(AvHOrderType inType)
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{
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this->mOrderType = inType;
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// TODO: Set target type from order type
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switch(this->mOrderType)
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{
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case ORDERTYPEL_MOVE:
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case ORDERTYPET_WELD:
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default:
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this->mOrderTargetType = ORDERTARGETTYPE_LOCATION;
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break;
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case ORDERTYPET_ATTACK:
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case ORDERTYPET_GUARD:
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this->mOrderTargetType = ORDERTARGETTYPE_TARGET;
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break;
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}
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}
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void AvHOrder::SetUser3TargetType(AvHUser3 inUser3)
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{
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this->mOrderTargetUser3 = inUser3;
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}
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void AvHOrder::SetLocation(const vec3_t& inPosition)
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{
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VectorCopy(inPosition, this->mLocation);
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}
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bool AvHOrder::GetOrderActive() const
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{
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return (this->mOrderStatus == kOrderStatusActive);
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}
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bool AvHOrder::GetOrderCancelled() const
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{
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return (this->mOrderStatus == kOrderStatusCancelled);
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}
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// puzl: 1050
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// Need to sync the order status as it is only manipulated by the serverside state machine
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int AvHOrder::GetOrderStatus() const
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{
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return this->mOrderStatus;
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}
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#ifndef AVH_SERVER
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void AvHOrder::SetOrderStatus(int inOrderStatus)
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{
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this->mOrderStatus=inOrderStatus;
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}
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#endif
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bool AvHOrder::GetOrderCompleted() const
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{
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return (this->mOrderStatus == kOrderStatusComplete);
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}
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void AvHOrder::SetOrderCompleted(bool inCompleted)
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{
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#ifdef AVH_SERVER
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if(inCompleted)
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{ this->mTimeOrderCompleted = gpGlobals->time; }
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else
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{ this->mTimeOrderCompleted = -1; }
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#else
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this->mOrderCompleted = inCompleted;
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#endif
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}
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#ifdef AVH_SERVER
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bool AvHOrder::Update()
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{
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bool theOrderJustCompleted = false;
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ASSERT(this->GetReceiver() != -1 );
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if(this->GetOrderActive())
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{
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bool theOrderIsComplete = false;
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AvHPlayer* thePlayer = NULL;
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vec3_t theOrderLocation;
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this->GetLocation(theOrderLocation);
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EntityInfo theReceiver = this->GetReceiver();
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float theDistance;
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const float kMoveToDistance = 90;
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const float kPickupDistance = 20;
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CBaseEntity* theTargetEntity = CBaseEntity::Instance(g_engfuncs.pfnPEntityOfEntIndex(this->mTargetIndex));
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AvHBaseBuildable* theTargetBuildable = dynamic_cast<AvHBaseBuildable*>(theTargetEntity);
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AvHPlayer* theTargetPlayer = dynamic_cast<AvHPlayer*>(theTargetEntity);
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AvHWeldable* theWeldable = dynamic_cast<AvHWeldable*>(theTargetEntity);
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switch(this->mOrderType)
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{
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case ORDERTYPE_UNDEFINED:
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default:
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break;
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case ORDERTYPEL_MOVE:
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// set true if all receivers are within a certain distance of move to order
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theTargetPlayer = dynamic_cast<AvHPlayer*>(CBaseEntity::Instance(g_engfuncs.pfnPEntityOfEntIndex(theReceiver)));
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if(theTargetPlayer)
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{
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theOrderIsComplete = true;
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theDistance = VectorDistance(theTargetPlayer->pev->origin, theOrderLocation);
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if(!theTargetPlayer->GetIsRelevant() || (theDistance > kMoveToDistance))
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{
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theOrderIsComplete = false;
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}
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}
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if(theOrderIsComplete)
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{
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this->mOrderStatus = kOrderStatusComplete;
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}
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break;
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case ORDERTYPET_GET:
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// set true if all receivers are within a certain distance of item
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theTargetPlayer = dynamic_cast<AvHPlayer*>(CBaseEntity::Instance(g_engfuncs.pfnPEntityOfEntIndex(theReceiver)));
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if(theTargetPlayer)
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{
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// If one of the players in the group is near enough to pick it up
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theDistance = VectorDistance(theTargetPlayer->pev->origin, theOrderLocation);
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if(theTargetPlayer->GetIsRelevant() && (theDistance < kPickupDistance))
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{
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theOrderIsComplete = true;
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}
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}
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// If the item is gone, the order is done
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if(!theTargetEntity)
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{
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this->mOrderStatus = kOrderStatusCancelled;
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}
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break;
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case ORDERTYPET_ATTACK:
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// set true if target is dead or not relevant
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if(!theTargetEntity || (theTargetPlayer && !theTargetPlayer->GetIsRelevant()))
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{
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this->mOrderStatus = kOrderStatusCancelled;
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theOrderIsComplete = true;
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}
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else if(theTargetEntity && !theTargetEntity->IsAlive())
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{
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this->mOrderStatus = kOrderStatusComplete;
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theOrderIsComplete = true;
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}
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break;
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case ORDERTYPET_BUILD:
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if(!theTargetEntity || !theTargetEntity->IsAlive())
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{
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this->mOrderStatus = kOrderStatusCancelled;
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theOrderIsComplete = true;
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}
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else if(theTargetBuildable && theTargetBuildable->GetIsBuilt())
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{
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this->mOrderStatus = kOrderStatusComplete;
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theOrderIsComplete = true;
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}
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else
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{
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if(theTargetEntity)
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{
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bool theIsBuilding;
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bool theIsResearching;
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float thePercentage;
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AvHSHUGetBuildResearchState(theTargetEntity->pev->iuser3, theTargetEntity->pev->iuser4, theTargetEntity->pev->fuser1, theIsBuilding, theIsResearching, thePercentage);
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if(!theIsBuilding && (thePercentage == 1.0f))
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{
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this->mOrderStatus = kOrderStatusComplete;
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theOrderIsComplete = true;
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}
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}
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}
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break;
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case ORDERTYPET_GUARD:
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theOrderIsComplete = false;
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if(!theTargetEntity ||!theTargetEntity->IsAlive())
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{
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this->mOrderStatus = kOrderStatusCancelled;
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theOrderIsComplete = true;
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}
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break;
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case ORDERTYPET_WELD:
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//ALERT(at_console, "Checking weldables ");
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// set true when target is fully welded
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if(!theTargetEntity ||!theTargetEntity->IsAlive())
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{
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this->mOrderStatus = kOrderStatusCancelled;
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theOrderIsComplete = true;
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}
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if(theWeldable && theWeldable->GetIsWelded())
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{
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this->mOrderStatus = kOrderStatusComplete;
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theOrderIsComplete = true;
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}
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else if ( !theWeldable )
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{
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if ( theTargetEntity->pev->iuser3 == AVH_USER3_MARINE_PLAYER )
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{
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// Players are welded if they have full armour
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if ( theTargetEntity->pev->armorvalue == AvHPlayerUpgrade::GetMaxArmorLevel(theTargetEntity->pev->iuser4, (AvHUser3)theTargetEntity->pev->iuser3))
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{
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this->mOrderStatus = kOrderStatusComplete;
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theOrderIsComplete = true;
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}
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}
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else
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{
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// Structures are welded if they have full health
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if ( theTargetEntity->pev->health == theTargetEntity->pev->max_health )
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{
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this->mOrderStatus = kOrderStatusComplete;
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theOrderIsComplete = true;
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}
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}
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}
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break;
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}
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if(theOrderIsComplete)
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{
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this->SetOrderCompleted();
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theOrderJustCompleted = true;
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}
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}
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return theOrderJustCompleted;
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}
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int AvHOrder::GetOrderID() const
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{
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return this->mOrderID;
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}
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void AvHOrder::SetOrderID()
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{
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static int sOrderID=0;
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this->mOrderID = ++sOrderID;
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}
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float AvHOrder::GetTimeOrderCompleted() const
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{
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return this->mTimeOrderCompleted;
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}
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void AvHOrder::SetTimeOrderCompleted(float inTime)
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{
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this->mTimeOrderCompleted = inTime;
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}
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#endif
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void AvHChangeOrder(OrderListType& inList, const AvHOrder& inOrder)
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{
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EntityInfo theReceiver = inOrder.GetReceiver();
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// Run through list
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ASSERT( theReceiver != -1 );
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for(OrderListType::iterator theOrderListIter = inList.begin(); theOrderListIter != inList.end(); /* no increment */)
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{
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if ( theOrderListIter->GetHasReceiver(theReceiver) )
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{
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theOrderListIter = inList.erase(theOrderListIter);
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}
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else
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{
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theOrderListIter++;
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}
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}
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// If the order has any receivers, add it (but we could be deleting it)
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if(!inOrder.GetOrderCompleted())
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{
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// Add the order on to the end of the list
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inList.push_back(inOrder);
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}
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}
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// Used for context sensitive mouse and for processing right-click
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// Must be shared, uses prediction code
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// Fill in target index or target point, depending on type of order decided upon
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AvHOrderType AvHGetDefaultOrderType(AvHTeamNumber inTeam, const vec3_t& inOrigin, const vec3_t& inNormRay, int& outTargetIndex, vec3_t& outTargetPoint, AvHUser3& outUser3, AvHOrderTargetType& outTargetType)
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{
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vec3_t theTraceStart;
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vec3_t theTraceEnd;
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AvHOrderType theOrderType = ORDERTYPE_UNDEFINED;
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// // Look for a player order
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// if(!AvHOrderTracePlayers(inTeam, inOrigin, inNormRay, theOrderType, outTargetIndex))
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// {
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// // If couldn't find one, create a non-player order if possible
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// //AvHOrderTraceNonPlayers(inTeam, inOrigin, inNormRay, theOrderType, outTargetIndex, outTargetPoint);
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// }
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// Offset a little so we don't hit the commander
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VectorMA(inOrigin, kSelectionStartRange, inNormRay, theTraceStart);
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VectorMA(inOrigin, kSelectionEndRange, inNormRay, theTraceEnd);
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int theFoundIndex = -1;
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vec3_t theFoundLocation;
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AvHTeamNumber theTeamOfThingHit;
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bool thePlayerHit = false;
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int theUserThree = 0;
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int theUserFour = 0;
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if(AvHSHUTraceTangible(theTraceStart, theTraceEnd, theFoundIndex, theFoundLocation, theTeamOfThingHit, thePlayerHit, theUserThree, theUserFour))
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{
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float theHealthPercentage=100.0f;
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float theArmorPercentage=100.0f;
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bool theSighted=false;
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#ifdef AVH_SERVER
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CBaseEntity *theEntity=AvHSUGetEntityFromIndex(theFoundIndex);
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if ( theEntity )
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{
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theHealthPercentage=theEntity->pev->health/theEntity->pev->max_health;
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}
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else
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{
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ALERT(at_console, "Not a buildable\n");
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}
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theArmorPercentage = theEntity->pev->armorvalue/AvHPlayerUpgrade::GetMaxArmorLevel(theEntity->pev->iuser4, (AvHUser3)theEntity->pev->iuser3);
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theSighted=GetHasUpgrade(theEntity->pev->iuser4, MASK_VIS_SIGHTED);
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#endif
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// Did we hit an enemy? If so, issue an attack order on him, then we're done, it's highest priority
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if(thePlayerHit )
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{
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// Did we hit a player on our team? If so check for welding, if not guard
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if((theTeamOfThingHit == inTeam ) && (theTeamOfThingHit != TEAM_IND) )
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{
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theOrderType = ORDERTYPET_GUARD;
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if ( theArmorPercentage < 0.90f ) {
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theOrderType = ORDERTYPET_WELD;
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outTargetType = ORDERTARGETTYPE_TARGET;
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}
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outTargetIndex = theFoundIndex;
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outUser3 = (AvHUser3)theUserThree;
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}
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}
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// Something to pick up?
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if(!thePlayerHit )
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{
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// if ( ( theTeamOfThingHit ) != inTeam && (theTeamOfThingHit != TEAM_IND) && theSighted )
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// {
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// // Use it's center for the height
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// VectorCopy(theFoundLocation, outTargetPoint);
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// theOrderType = ORDERTYPET_ATTACK;
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// outTargetIndex = theFoundIndex;
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// outUser3 = (AvHUser3)theUserThree;
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// outTargetType = ORDERTARGETTYPE_LOCATION;
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// }
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// else
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if ( theUserThree == AVH_USER3_MARINEITEM)
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{
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// Use it's center for the height
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VectorCopy(theFoundLocation, outTargetPoint);
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outTargetIndex = theFoundIndex;
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outUser3 = (AvHUser3)theUserThree;
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// We're done
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theOrderType = ORDERTYPET_GET;
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}
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// Buildable?
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else if(GetHasUpgrade(theUserFour, MASK_BUILDABLE) && (theTeamOfThingHit == inTeam) && (theTeamOfThingHit != TEAM_IND))
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{
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// Use it's center for the height
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VectorCopy(theFoundLocation, outTargetPoint);
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outTargetIndex = theFoundIndex;
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outUser3 = (AvHUser3)theUserThree;
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// We're done
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theOrderType = ORDERTYPET_BUILD;
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}
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// Weldable?
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else if(theUserThree == AVH_USER3_WELD )
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{
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// Use it's center for the height
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VectorCopy(theFoundLocation, outTargetPoint);
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outTargetIndex = theFoundIndex;
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// We're done
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theOrderType = ORDERTYPET_WELD;
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}
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// Hit the ground? Move to, we're done
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else if(theUserThree == AVH_USER3_WAYPOINT || (( theTeamOfThingHit != inTeam) && !theSighted ))
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{
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// Use it's center for the height
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VectorCopy(theFoundLocation, outTargetPoint);
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// We're done
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theOrderType = ORDERTYPEL_MOVE;
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}
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// Did we hit an entity on our team? Repair/guard it, we're done
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else if((theTeamOfThingHit == inTeam) && (theTeamOfThingHit != TEAM_IND))
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{
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theOrderType = ORDERTYPET_GUARD;
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if ( theHealthPercentage < 0.90f ) {
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theOrderType = ORDERTYPET_WELD;
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VectorCopy(theFoundLocation, outTargetPoint);
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outTargetType = ORDERTARGETTYPE_LOCATION;
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}
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outTargetIndex = theFoundIndex;
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outUser3 = (AvHUser3)theUserThree;
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}
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}
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// else if(!thePlayerHit && (theUserThree == AVH_USER3_USEABLE))
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// {
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// // Use it's center for the height
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// VectorCopy(theFoundLocation, outTargetPoint);
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// outTargetIndex = theFoundIndex;
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//
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// // We're done
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// theOrderType = ORDERTYPEL_USE;
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// }
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}
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return theOrderType;
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}
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#ifdef AVH_SERVER
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bool AvHCreateSpecificOrder(AvHTeamNumber inTeam, const vec3_t& inOrigin, AvHOrderType inOrder, const vec3_t& inNormRay, AvHOrder& outOrder)
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{
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bool theSuccess = false;
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int theTargetIndex = -1;
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vec3_t theTargetLocation;
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AvHOrderType theOrderType = inOrder;
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AvHUser3 theUser3 = AVH_USER3_NONE;
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vec3_t theStartPoint;
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VectorMA(inOrigin, kSelectionStartRange, inNormRay, theStartPoint);
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vec3_t theEndPoint;
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VectorMA(inOrigin, kSelectionEndRange, inNormRay, theEndPoint);
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vec3_t theValidOrigin;
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AvHSHUServerGetFirstNonSolidPoint(theStartPoint, theEndPoint, theValidOrigin);
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AvHOrderTargetType theTargetType=ORDERTARGETTYPE_UNDEFINED;
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// Create default order if passed in
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if(inOrder == ORDERTYPEL_DEFAULT)
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{
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theOrderType = AvHGetDefaultOrderType(inTeam, theValidOrigin, inNormRay, theTargetIndex, theTargetLocation, theUser3, theTargetType);
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}
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if(theOrderType != ORDERTYPE_UNDEFINED)
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{
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// Init order with values it found
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outOrder.SetOrderType(theOrderType);
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outOrder.SetLocation(theTargetLocation);
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outOrder.SetTargetIndex(theTargetIndex);
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outOrder.SetUser3TargetType(theUser3);
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if ( theTargetType != ORDERTARGETTYPE_UNDEFINED )
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outOrder.SetOrderTargetType(theTargetType);
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theSuccess = true;
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}
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outOrder.SetOrderID();
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return theSuccess;
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}
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bool AvHToggleUseable(CBaseEntity* inUser, const vec3_t& inOrigin, const vec3_t& inNormRay)
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{
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bool theSuccess = false;
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vec3_t theTraceStart;
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vec3_t theTraceEnd;
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// Offset a little so we don't hit the commander
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VectorMA(inOrigin, 100, inNormRay, theTraceStart);
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VectorMA(inOrigin, kSelectionEndRange, inNormRay, theTraceEnd);
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int theFoundIndex = -1;
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vec3_t theFoundLocation;
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AvHTeamNumber theTeamOfThingHit;
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bool thePlayerHit = false;
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int theUserThree = 0;
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int theUserFour = 0;
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if(AvHSHUTraceTangible(theTraceStart, theTraceEnd, theFoundIndex, theFoundLocation, theTeamOfThingHit, thePlayerHit, theUserThree, theUserFour))
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{
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if(!thePlayerHit && (theUserThree == AVH_USER3_USEABLE))
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{
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// Find entity we clicked on, use it
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//CBaseEntity* theEntity = CBaseEntity::Instance(ENT(theFoundIndex));
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CBaseEntity* theEntity = CBaseEntity::Instance(g_engfuncs.pfnPEntityOfEntIndex(theFoundIndex));
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if(theEntity)
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{
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// For each entity with this target name (including this one), use it
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if(theEntity->pev->targetname)
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{
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CBaseEntity* theTarget = NULL;
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while((theTarget = UTIL_FindEntityByTargetname(theTarget, STRING(theEntity->pev->targetname))) != NULL)
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{
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int theObjectCaps = theTarget->ObjectCaps();
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if((theObjectCaps & FCAP_IMPULSE_USE) || (FCAP_ONOFF_USE))
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{
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theTarget->Use(inUser, inUser, USE_TOGGLE, 0);
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}
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}
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}
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else if(FClassnameIs(theEntity->edict(), "func_button") && theEntity->pev->target) ////voogru: Its probably a button!, classname check to prevent any possible exploits
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{
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CBaseEntity* theTarget = NULL;
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while((theTarget = UTIL_FindEntityByTargetname(theTarget, STRING(theEntity->pev->target))) != NULL)
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{
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int theObjectCaps = theTarget->ObjectCaps();
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if((theObjectCaps & FCAP_IMPULSE_USE) || (FCAP_ONOFF_USE))
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{
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theTarget->Use(inUser, inUser, USE_TOGGLE, 0);
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}
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}
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}
|
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theSuccess = true;
|
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}
|
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}
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}
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return theSuccess;
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}
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#endif |