NS/main/source/mod/AvHBaseBuildable.cpp
2021-11-12 10:35:11 -05:00

1541 lines
44 KiB
C++

//======== (C) Copyright 2001 Charles G. Cleveland All rights reserved. =========
//
// The copyright to the contents herein is the property of Charles G. Cleveland.
// The contents may be used and/or copied only with the written permission of
// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//
// Purpose:
//
// $Workfile: AvHBaseBuildable.cpp$
// $Date: 2002/11/22 21:28:15 $
//
//-------------------------------------------------------------------------------
// $Log: AvHBaseBuildable.cpp,v $
// Revision 1.19 2002/11/22 21:28:15 Flayra
// - mp_consistency changes
//
// Revision 1.18 2002/11/15 04:47:11 Flayra
// - Regenerate now returns bool if healed or not, for def chamber tweak
//
// Revision 1.17 2002/11/12 02:22:35 Flayra
// - Removed draw damage from public build
// - Don't allow +use to speed research
//
// Revision 1.16 2002/11/06 01:38:24 Flayra
// - Added ability for buildings to be enabled and disabled, for turrets to be shut down
// - Damage refactoring (TakeDamage assumes caller has already adjusted for friendly fire, etc.)
//
// Revision 1.15 2002/10/24 21:21:49 Flayra
// - Added code to award attacker a frag when destroying a building but thought better of it
//
// Revision 1.14 2002/10/16 00:49:35 Flayra
// - Reworked build times so they are real numbers
//
// Revision 1.13 2002/10/03 18:38:56 Flayra
// - Fixed problem where regenerating builders via healing spray wasn't updating health ring
// - Allow buildings to play custom damage alerts (for towers)
//
// Revision 1.12 2002/09/23 22:10:14 Flayra
// - Removed progress bar when building
// - Removed vestiges of fading building as building
// - Changed point costs
//
// Revision 1.11 2002/09/09 19:49:09 Flayra
// - Buildables now play animations better, without interrupting previous anims
//
// Revision 1.10 2002/08/31 18:01:00 Flayra
// - Work at VALVe
//
// Revision 1.9 2002/08/16 02:32:45 Flayra
// - Added damage types
// - Added visual health for commander and marines
//
// Revision 1.8 2002/08/02 22:02:09 Flayra
// - New alert system
//
// Revision 1.7 2002/07/26 23:03:56 Flayra
// - Don't play "hurt/wound" sounds when we don't actually take damage (GetCanEntityDoDamageTo)
// - Generate numerical feedback for damage events
//
// Revision 1.6 2002/07/23 16:58:38 Flayra
// - Auto-build can't happen before game starts
//
// Revision 1.5 2002/07/01 21:15:46 Flayra
// - Added auto-build capability
//
// Revision 1.4 2002/06/25 17:31:24 Flayra
// - Regular update, don't assume anything about player building, renamed arsenal to armory
//
// Revision 1.3 2002/06/03 16:27:59 Flayra
// - Allow alien buildings to regenerate, renamed weapons factory and armory
//
// Revision 1.2 2002/05/28 17:37:27 Flayra
// - Added building recycling, mark mapper placed buildables so they aren't destroyed at the end of the round
//
// Revision 1.1 2002/05/23 02:34:00 Flayra
// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
//
//===============================================================================
#include "AvHBaseBuildable.h"
#include "AvHGamerules.h"
#include "AvHSharedUtil.h"
#include "AvHServerUtil.h"
#include "AvHServerVariables.h"
#include "AvHParticleConstants.h"
#include "AvHMarineEquipmentConstants.h"
#include "AvHSoundListManager.h"
#include "AvHAlienEquipmentConstants.h"
#include "AvHPlayerUpgrade.h"
#include "../dlls/animation.h"
#include "AvHMovementUtil.h"
const int kBaseBuildableSpawnAnimation = 0;
const int kBaseBuildableDeployAnimation = 1;
const int kBaseBuildableIdle1Animation = 2;
const int kBaseBuildableIdle2Animation = 3;
const int kBaseBuildableResearchingAnimation = 4;
const int kBaseBuildableActiveAnimation = 5;
const int kBaseBuildableFireAnimation = 6;
const int kBaseBuildableTakeDamageAnimation = 7;
const int kBaseBuildableDieForwardAnimation = 8;
const int kBaseBuildableDieLeftAnimation = 9;
const int kBaseBuildableDieBackwardAnimation = 10;
const int kBaseBuildableDieRightAnimation = 11;
const int kBaseBuildableSpecialAnimation = 12;
extern int gRegenerationEventID;
extern AvHSoundListManager gSoundListManager;
AvHBaseBuildable::AvHBaseBuildable(AvHTechID inTechID, AvHMessageID inMessageID, char* inClassName, int inUser3) : AvHBuildable(inTechID), kStartAlpha(128), mAverageUseSoundLength(.5f)
{
this->mClassName = inClassName;
this->mMessageID = inMessageID;
this->mBaseHealth = GetGameRules()->GetBaseHealthForMessageID(inMessageID);
char* theModelName = AvHSHUGetBuildTechModelName(inMessageID);
ASSERT(theModelName);
this->mModelName = theModelName;
this->mSelectID = inUser3;
this->mTimeToConstruct = GetGameRules()->GetBuildTimeForMessageID(inMessageID);
// Very important that this doesn't go in Init(), else mapper-placed structures disappear on map-reset
this->mPersistent = false;
this->Init();
}
void AvHBaseBuildable::Init()
{
if(this->pev)
{
InitializeBuildable(this->pev->iuser3, this->pev->iuser4, this->pev->fuser1, this->mSelectID);
}
this->mTimeAnimationDone = 0;
this->mLastAnimationPlayed = -1;
this->mIsResearching = false;
this->mTimeOfLastAutoHeal = -1;
this->mInternalSetConstructionComplete = false;
this->mKilled = false;
this->mTimeOfLastDamageEffect = -1;
this->mTimeOfLastDamageUpdate = -1;
this->mTimeRecycleStarted = -1;
this->mTimeRecycleDone = -1;
this->mTimeOfLastDCRegeneration = -1;
SetThink(NULL);
}
const float kAnimateThinkTime = .1f;
void AvHBaseBuildable::AnimateThink()
{
int theSequence = this->GetResearchAnimation();
if(!this->mIsResearching)
{
// Play a random idle animation
theSequence = this->GetIdleAnimation();
}
else
{
int a = 0;
}
this->PlayAnimationAtIndex(theSequence);
// Set our next think
float theUpdateTime = this->GetTimeForAnimation(theSequence);
this->pev->nextthink = gpGlobals->time + theUpdateTime;
}
int AvHBaseBuildable::BloodColor( void )
{
int theBloodColor = DONT_BLEED;
if(this->GetIsOrganic())
{
theBloodColor = BLOOD_COLOR_GREEN;
}
return theBloodColor;
}
void AvHBaseBuildable::BuildableTouch(CBaseEntity* inEntity)
{
if(inEntity->pev->team != this->pev->team)
{
this->Uncloak();
// GHOSTBUILDING: Destroy and return res.
if (this->mGhost && inEntity->IsAlive() && inEntity->IsPlayer())
{
this->TakeDamage(inEntity->pev, this->pev, 80000, DMG_GENERIC);
AvHTeam* theTeam = GetGameRules()->GetTeam(AvHTeamNumber(this->pev->team));
if (theTeam)
{
float thePercentage = .8f;
float thePointsBack = GetGameRules()->GetCostForMessageID(this->mMessageID) * thePercentage;
theTeam->SetTeamResources(theTeam->GetTeamResources() + thePointsBack);
AvHSUPlayNumericEventAboveStructure(thePointsBack, this);
}
// Uncloak the player
AvHCloakable *theCloakable=dynamic_cast<AvHCloakable *>(inEntity);
if ( theCloakable ) {
theCloakable->Uncloak();
}
}
}
}
void AvHBaseBuildable::CheckEnabledState()
{
}
void AvHBaseBuildable::ConstructUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
bool theSuccess = false;
bool theIsBuilding = false;
bool theIsResearching = false;
float thePercentage = 0.0f;
AvHSHUGetBuildResearchState(this->pev->iuser3, this->pev->iuser4, this->pev->fuser1, theIsBuilding, theIsResearching, thePercentage);
// Only allow players to help along building, not researching
if(theIsBuilding)
{
// Only allow users from same team as turret deployer
float thePercentage = this->GetNormalizedBuildPercentage();
if(pActivator->pev->team == this->pev->team && (thePercentage < 1.0f))
{
AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(pActivator);
ASSERT(thePlayer);
// Only soldiers and builders can build
if(thePlayer->GetIsAbleToAct() && ((thePlayer->pev->iuser3 == AVH_USER3_MARINE_PLAYER) || (thePlayer->pev->iuser3 == AVH_USER3_ALIEN_PLAYER2)))
{
AvHBasePlayerWeapon* theWeapon = dynamic_cast<AvHBasePlayerWeapon*>(thePlayer->m_pActiveItem);
if(!theWeapon || theWeapon->CanHolster())
{
thePlayer->PlayerConstructUse();
bool thePlaySound = false;
// Ensure that buildings are never absolutely painful to create
int theBuildTime = max(GetGameRules()->GetBuildTimeForMessageID(this->mMessageID), 1);
if((GetGameRules()->GetIsTesting() || GetGameRules()->GetCheatsEnabled()) && !GetGameRules()->GetIsCheatEnabled(kcSlowResearch))
{
theBuildTime = 2;
}
// Make non-frame-rate dependent
const float kDefaultInterval = .1f;
float theTimeOfLastConstructUse = thePlayer->GetTimeOfLastConstructUse();
float theInterval = min(max(gpGlobals->time - theTimeOfLastConstructUse, 0.0f), kDefaultInterval);
thePercentage += (theInterval/(float)theBuildTime);
thePlayer->SetTimeOfLastConstructUse(gpGlobals->time);
if(gpGlobals->time > (this->mLastTimePlayedSound + this->mAverageUseSoundLength))
{
AvHSUPlayRandomConstructionEffect(thePlayer, this);
this->mLastTimePlayedSound = gpGlobals->time;
}
// Given the number of constructors, what's chance of starting a new sound?
float theChanceForNewSound = (gpGlobals->frametime/(this->mAverageUseSoundLength));// /2.0f));
float theRandomFloat = RANDOM_FLOAT(0.0f, 1.0f);
if(theRandomFloat < theChanceForNewSound)
{
AvHSUPlayRandomConstructionEffect(thePlayer, this);
}
//if(RANDOM_LONG(0, 20) == 0)
//{
// char theMessage[128];
// sprintf(theMessage, "Time passed: %f, ticks: %d, rate: %f\n", theTimePassed, this->mPreThinkTicks, this->mPreThinkFrameRate);
// UTIL_SayText(theMessage, this);
//}
this->SetNormalizedBuildPercentage(thePercentage);
theSuccess = true;
// GHOSTBUILD: Manifest structure.
pev->renderamt = 255;
pev->rendermode = kRenderNormal;
pev->solid = SOLID_BBOX;
this->mGhost = false;
}
}
}
}
// Clear out +use sound when ineffective
if(!theSuccess)
{
EMIT_SOUND(pActivator->edict(), CHAN_ITEM, "common/null.wav", 1.0, ATTN_NORM);
}
}
bool AvHBaseBuildable::Energize(float inEnergyAmount)
{
return false;
}
int AvHBaseBuildable::GetBaseHealth() const
{
return this->mBaseHealth;
}
char* AvHBaseBuildable::GetClassName() const
{
return this->mClassName;
}
int AvHBaseBuildable::GetIdleAnimation() const
{
int theAnimation = this->GetIdle1Animation();
if(RANDOM_LONG(0, 1))
{
theAnimation = this->GetIdle2Animation();
}
return theAnimation;
}
char* AvHBaseBuildable::GetDeploySound() const
{
return NULL;
}
bool AvHBaseBuildable::GetIsBuilt() const
{
return this->mInternalSetConstructionComplete;
}
bool AvHBaseBuildable::GetIsOrganic() const
{
return false;
}
char* AvHBaseBuildable::GetKilledSound() const
{
return NULL;
}
float AvHBaseBuildable::GetNormalizedBuildPercentage() const
{
//return this->pev->fuser1/kNormalizationNetworkFactor;
bool theIsBuilding;
bool theIsResearching;
float thePercentage;
AvHSHUGetBuildResearchState(this->pev->iuser3, this->pev->iuser4, this->pev->fuser1, theIsBuilding, theIsResearching, thePercentage);
// Check for energy special case
if(theIsBuilding && theIsResearching)
{
thePercentage = 1.0f;
}
return thePercentage;
}
float AvHBaseBuildable::GetTimeForAnimation(int inIndex) const
{
return GetSequenceDuration(GET_MODEL_PTR(ENT(pev)), this->pev);
}
int AvHBaseBuildable::GetStartAlpha() const
{
return kStartAlpha;
}
void AvHBaseBuildable::FireDeathTarget() const
{
if(this->mTargetOnDeath != "")
{
FireTargets(this->mTargetOnDeath.c_str(), NULL, NULL, USE_TOGGLE, 0.0f);
}
}
void AvHBaseBuildable::FireSpawnTarget() const
{
if(this->mTargetOnSpawn != "")
{
FireTargets(this->mTargetOnSpawn.c_str(), NULL, NULL, USE_TOGGLE, 0.0f);
}
}
void AvHBaseBuildable::KeyValue(KeyValueData* pkvd)
{
// Any entity placed by the mapper is persistent
this->SetPersistent();
if(FStrEq(pkvd->szKeyName, "targetonspawn"))
{
this->mTargetOnSpawn = pkvd->szValue;
pkvd->fHandled = TRUE;
}
else if(FStrEq(pkvd->szKeyName, "targetondeath"))
{
this->mTargetOnDeath = pkvd->szValue;
pkvd->fHandled = TRUE;
}
else if(FStrEq(pkvd->szKeyName, "teamchoice"))
{
//this->mTeam = (AvHTeamNumber)(atoi(pkvd->szValue));
this->pev->team = (AvHTeamNumber)(atoi(pkvd->szValue));
pkvd->fHandled = TRUE;
}
else if(FStrEq(pkvd->szKeyName, "angles"))
{
// TODO: Insert code here
//pkvd->fHandled = TRUE;
int a = 0;
}
else
{
CBaseAnimating::KeyValue(pkvd);
}
}
void AvHBaseBuildable::PlayAnimationAtIndex(int inIndex, bool inForce, float inFrameRate)
{
// Only play animations on buildings that we have artwork for
bool thePlayAnim = false;
if(inIndex >= 0)
{
switch(this->mMessageID)
{
case BUILD_RESOURCES:
case BUILD_ARMSLAB:
case BUILD_COMMANDSTATION:
case BUILD_INFANTRYPORTAL:
case BUILD_TURRET_FACTORY:
case TURRET_FACTORY_UPGRADE:
case BUILD_ARMORY:
case ARMORY_UPGRADE:
case BUILD_OBSERVATORY:
case BUILD_TURRET:
case BUILD_SIEGE:
case BUILD_PROTOTYPE_LAB:
case ALIEN_BUILD_HIVE:
case ALIEN_BUILD_RESOURCES:
case ALIEN_BUILD_OFFENSE_CHAMBER:
case ALIEN_BUILD_DEFENSE_CHAMBER:
case ALIEN_BUILD_SENSORY_CHAMBER:
case ALIEN_BUILD_MOVEMENT_CHAMBER:
thePlayAnim = true;
}
}
// Make sure we're not interrupting another animation
if(thePlayAnim)
{
// Allow forcing of new animation, but it's better to complete current animation then interrupt it and play it again
float theCurrentTime = gpGlobals->time;
if((theCurrentTime >= this->mTimeAnimationDone) || (inForce && (inIndex != this->mLastAnimationPlayed)))
{
this->pev->sequence = inIndex;
this->pev->frame = 0;
ResetSequenceInfo();
this->pev->framerate = inFrameRate;
// Set to last frame to play backwards
if(this->pev->framerate < 0)
{
this->pev->frame = 255;
}
this->mLastAnimationPlayed = inIndex;
float theTimeForAnim = this->GetTimeForAnimation(inIndex);
this->mTimeAnimationDone = theCurrentTime + theTimeForAnim;
// Recalculate size
//Vector theMinSize, theMaxSize;
//this->ExtractBbox(this->pev->sequence, (float*)&theMinSize, (float*)&theMaxSize);
//UTIL_SetSize(this->pev, theMinSize, theMaxSize);
}
}
}
void AvHBaseBuildable::SetNormalizedBuildPercentage(float inPercentage, bool inForceIfComplete)
{
// Get previous build percentage so we can add hitpoints as structure is building. This means that structures that are hurt while building finish hurt.
bool theIsBuilding, theIsResearching;
float theNormalizedBuildPercentage = 0.0f;
AvHSHUGetBuildResearchState(this->pev->iuser3, this->pev->iuser4, this->pev->fuser1, theIsBuilding, theIsResearching, theNormalizedBuildPercentage);
float theDiff = inPercentage - theNormalizedBuildPercentage;
if(theDiff > 0)
{
this->pev->health += theDiff*(1.0f - kBaseHealthPercentage)*this->mBaseHealth;
this->pev->health = min(max(0.0f, this->pev->health), (float)this->mBaseHealth);
}
else
{
int a = 0;
}
// Set new build state
AvHSHUSetBuildResearchState(this->pev->iuser3, this->pev->iuser4, this->pev->fuser1, true, inPercentage);
if(inPercentage >= 1.0f)
{
this->InternalSetConstructionComplete(inForceIfComplete);
}
this->HealthChanged();
}
void AvHBaseBuildable::UpdateOnRecycle()
{
// empty, override to add events on recycle for buildings
}
Vector AvHBaseBuildable::EyePosition( ) {
if ( this->pev->iuser3 == AVH_USER3_HIVE )
return CBaseEntity::EyePosition();
vec3_t position=AvHSHUGetRealLocation(this->pev->origin, this->pev->mins, this->pev->maxs);
position[2]+=10;
return position;
}
void AvHBaseBuildable::StartRecycle()
{
if(!GetHasUpgrade(this->pev->iuser4, MASK_RECYCLING))
{
int theRecycleTime = (GetGameRules()->GetCheatsEnabled() && !GetGameRules()->GetIsCheatEnabled(kcSlowResearch)) ? 2 : BALANCE_VAR(kRecycleTime);
// Play recycle animation in reverse (would like to play them slower according to recycle time, but it doesn't work for all structures, seems dependent on # of keyframes)
int theAnimation = this->GetRecycleAnimation();
float theTimeForAnim = this->GetTimeForAnimation(theAnimation);
float theFrameRate = -1;//-theTimeForAnim/theRecycleTime;
this->PlayAnimationAtIndex(theAnimation, true, theFrameRate);
// Schedule time to give points back
SetThink(&AvHBaseBuildable::RecycleComplete);
this->mTimeRecycleStarted = gpGlobals->time;
this->mTimeRecycleDone = gpGlobals->time + theRecycleTime;
this->pev->nextthink = this->mTimeRecycleDone;
float theVolume = .5f;
EMIT_SOUND(this->edict(), CHAN_AUTO, kBuildableRecycleSound, theVolume, ATTN_NORM);
SetUpgradeMask(&this->pev->iuser4, MASK_RECYCLING);
// run any events for this class on recycling the structure
this->UpdateOnRecycle();
// Remove tech immediately, so research or building isn't started using this tech
this->TriggerRemoveTech();
}
}
bool AvHBaseBuildable::GetIsRecycling() const
{
return GetHasUpgrade(this->pev->iuser4, MASK_RECYCLING);
}
bool AvHBaseBuildable::GetIsTechActive() const
{
bool theIsActive = false;
if(this->GetIsBuilt() && (this->pev->health > 0) && !GetHasUpgrade(this->pev->iuser4, MASK_RECYCLING))
{
theIsActive = true;
}
return theIsActive;
}
int AvHBaseBuildable::GetActiveAnimation() const
{
return kBaseBuildableActiveAnimation;
}
CBaseEntity* AvHBaseBuildable::GetAttacker()
{
CBaseEntity* theAttacker = this;
AvHBuildable* theBuildable = dynamic_cast<AvHBuildable*>(this);
if(theBuildable)
{
int theBuilderIndex = theBuildable->GetBuilder();
CBaseEntity* theBuilderEntity = CBaseEntity::Instance(g_engfuncs.pfnPEntityOfEntIndex(theBuilderIndex));
if(theBuilderEntity)
{
theAttacker = theBuilderEntity;
}
}
return theAttacker;
}
int AvHBaseBuildable::GetDeployAnimation() const
{
return kBaseBuildableDeployAnimation;
}
int AvHBaseBuildable::GetIdle1Animation() const
{
return kBaseBuildableIdle1Animation;
}
int AvHBaseBuildable::GetIdle2Animation() const
{
return kBaseBuildableIdle2Animation;
}
int AvHBaseBuildable::GetKilledAnimation() const
{
return kBaseBuildableDieForwardAnimation;
}
AvHMessageID AvHBaseBuildable::GetMessageID() const
{
return this->mMessageID;
}
int AvHBaseBuildable::GetMoveType() const
{
return MOVETYPE_TOSS;
}
bool AvHBaseBuildable::GetTriggerAlertOnDamage() const
{
return true;
}
float AvHBaseBuildable::GetTimeAnimationDone() const
{
return this->mTimeAnimationDone;
}
int AvHBaseBuildable::GetResearchAnimation() const
{
return kBaseBuildableResearchingAnimation;
}
// Play deploy animation backwards
int AvHBaseBuildable::GetRecycleAnimation() const
{
int theAnimation = -1;
if(this->GetIsBuilt())
{
theAnimation = this->GetDeployAnimation();
}
return theAnimation;
}
char* AvHBaseBuildable::GetModelName() const
{
return this->mModelName;
}
int AvHBaseBuildable::GetSpawnAnimation() const
{
return kBaseBuildableSpawnAnimation;
}
int AvHBaseBuildable::GetTakeDamageAnimation() const
{
int theAnimation = -1;
if(this->GetIsBuilt())
{
theAnimation = kBaseBuildableTakeDamageAnimation;
}
return theAnimation;
}
AvHTeamNumber AvHBaseBuildable::GetTeamNumber() const
{
AvHTeamNumber ret=TEAM_IND;
if ( this->pev )
ret=(AvHTeamNumber)this->pev->team;
return ret;
}
void AvHBaseBuildable::Killed(entvars_t* pevAttacker, int iGib)
{
bool theInReset = GetGameRules()->GetIsGameInReset();
AvHBaseBuildable::SetHasBeenKilled();
GetGameRules()->RemoveEntityUnderAttack( this->entindex() );
this->mKilled = true;
this->mInternalSetConstructionComplete = false;
this->mTimeOfLastAutoHeal = -1;
if (!theInReset)
{
// : 980
// Less smoke for recycled buildings
this->TriggerDeathAudioVisuals(iGib == GIB_RECYCLED);
if(!this->GetIsOrganic())
{
// More sparks for recycled buildings
int numSparks = ( iGib == GIB_RECYCLED ) ? 7 : 3;
for ( int i=0; i < numSparks; i++ ) {
Vector vecSrc = Vector( (float)RANDOM_FLOAT( pev->absmin.x, pev->absmax.x ), (float)RANDOM_FLOAT( pev->absmin.y, pev->absmax.y ), (float)0 );
vecSrc = vecSrc + Vector( (float)0, (float)0, (float)RANDOM_FLOAT( pev->origin.z, pev->absmax.z ) );
UTIL_Sparks(vecSrc);
}
}
// :
}
this->TriggerRemoveTech();
AvHSURemoveEntityFromHotgroupsAndSelection(this->entindex());
if(pevAttacker)
{
const char* theClassName = STRING(this->pev->classname);
AvHPlayer* inPlayer = dynamic_cast<AvHPlayer*>(CBaseEntity::Instance(ENT(pevAttacker)));
if(inPlayer && theClassName)
{
inPlayer->LogPlayerAction("structure_destroyed", theClassName);
GetGameRules()->RewardPlayerForKill(inPlayer, this);
}
}
if(this->GetIsPersistent())
{
this->SetInactive();
}
else
{
CBaseAnimating::Killed(pevAttacker, iGib);
}
}
void AvHBaseBuildable::SetActive()
{
this->pev->effects &= ~EF_NODRAW;
}
void AvHBaseBuildable::SetInactive()
{
this->pev->health = 0;
this->pev->effects |= EF_NODRAW;
this->pev->solid = SOLID_NOT;
this->pev->takedamage = DAMAGE_NO;
SetUpgradeMask(&this->pev->iuser4, MASK_PARASITED, false);//: remove parasite flag to prevent phantom parasites.
//this->pev->deadflag = DEAD_DEAD;
SetThink(NULL);
}
int AvHBaseBuildable::ObjectCaps(void)
{
return FCAP_CONTINUOUS_USE;
}
void AvHBaseBuildable::Precache(void)
{
CBaseAnimating::Precache();
char* theDeploySound = this->GetDeploySound();
if(theDeploySound)
{
PRECACHE_UNMODIFIED_SOUND(theDeploySound);
}
char* theKilledSound = this->GetKilledSound();
if(theKilledSound)
{
PRECACHE_UNMODIFIED_SOUND(theKilledSound);
}
PRECACHE_UNMODIFIED_MODEL(this->mModelName);
PRECACHE_UNMODIFIED_SOUND(kBuildableRecycleSound);
//PRECACHE_UNMODIFIED_SOUND(kBuildableHurt1Sound);
//PRECACHE_UNMODIFIED_SOUND(kBuildableHurt2Sound);
this->mElectricalSprite = PRECACHE_UNMODIFIED_MODEL(kElectricalSprite);
}
void AvHBaseBuildable::RecycleComplete()
{
// Look at whether it has been built and health to determine how many points to give back
float thePercentage = BALANCE_VAR(kRecycleResourcePercentage);
if(!this->GetIsBuilt())
{
thePercentage = .8f;
}
// Make sure the building is still alive, can't get points back if it's dead
if(this->pev->health <= 0)
{
thePercentage = 0.0f;
}
// Look up team
AvHTeam* theTeam = GetGameRules()->GetTeam((AvHTeamNumber)this->pev->team);
if(theTeam)
{
bool theIsEnergyTech = AvHSHUGetDoesTechCostEnergy(this->mMessageID);
ASSERT(!theIsEnergyTech);
float thePointsBack = this->mMessageID;
switch (this->mMessageID)
{
// Marine Structures
case BUILD_INFANTRYPORTAL: thePointsBack = BALANCE_VAR(kInfantryPortalCost); break;
case BUILD_RESOURCES: thePointsBack = BALANCE_VAR(kResourceTowerCost); break;
case BUILD_TURRET_FACTORY: thePointsBack = BALANCE_VAR(kTurretFactoryCost); break;
case TURRET_FACTORY_UPGRADE: thePointsBack = BALANCE_VAR(kTurretFactoryUpgradeCost) + BALANCE_VAR(kTurretFactoryCost); break;
case BUILD_ARMSLAB: thePointsBack = BALANCE_VAR(kArmsLabCost); break;
case BUILD_PROTOTYPE_LAB: thePointsBack = BALANCE_VAR(kPrototypeLabCost); break;
case BUILD_ARMORY: thePointsBack = BALANCE_VAR(kArmoryCost); break;
case ARMORY_UPGRADE: thePointsBack = BALANCE_VAR(kArmoryUpgradeCost) + BALANCE_VAR(kArmoryCost); break;
case BUILD_OBSERVATORY: thePointsBack = BALANCE_VAR(kObservatoryCost); break;
case BUILD_PHASEGATE: thePointsBack = BALANCE_VAR(kPhaseGateCost); break;
case BUILD_TURRET: thePointsBack = BALANCE_VAR(kSentryCost); break;
case BUILD_SIEGE: thePointsBack = BALANCE_VAR(kSiegeCost); break;
case BUILD_COMMANDSTATION: thePointsBack = BALANCE_VAR(kCommandStationCost); break;
}
if (GetHasUpgrade(this->pev->iuser4, MASK_UPGRADE_11))
{
thePointsBack += BALANCE_VAR(kElectricalUpgradeResearchCost);
}
thePointsBack = thePointsBack * thePercentage;
//The old way of calculating Resource Costs for marine structures did not take into account upgrades that the building had and it's original value
//float thePointsBack = GetGameRules()->GetCostForMessageID(this->mMessageID)*thePercentage;
theTeam->SetTeamResources(theTeam->GetTeamResources() + thePointsBack);
// Play "+ resources" event
AvHSUPlayNumericEventAboveStructure(thePointsBack, this);
// : 980
// Less smoke and more sparks for recycled buildings
this->Killed(this->pev, GIB_RECYCLED);
// :
}
}
// Sets the template iuser3 for this buildable. This is stored outside of the actual iuser3 because sometimes the pev isn't allocated yet.
void AvHBaseBuildable::SetSelectID(int inSelectID)
{
this->mSelectID = inSelectID;
}
bool AvHBaseBuildable::Regenerate(float inRegenerationAmount, bool inPlaySound, bool dcHealing)
{
bool theDidHeal = false;
if ( gpGlobals->time > this->mTimeOfLastDCRegeneration + BALANCE_VAR(kDefenseChamberThinkInterval) - 0.05f || (dcHealing == false)) {
if ( dcHealing )
this->mTimeOfLastDCRegeneration = gpGlobals->time;
float theMaxHealth = this->mBaseHealth;
if(!this->GetIsBuilt())
{
float theNormalizedBuildPercentage = this->GetNormalizedBuildPercentage();
theMaxHealth = (kBaseHealthPercentage + theNormalizedBuildPercentage*(1.0f - kBaseHealthPercentage))*this->mBaseHealth;
}
// If we aren't at full health, heal health
if(this->pev->health < theMaxHealth)
{
this->pev->health = min(theMaxHealth, this->pev->health + inRegenerationAmount);
this->HealthChanged();
theDidHeal = true;
}
// Play regen event
if(theDidHeal)
{
if(inPlaySound)
{
// Play regeneration event
PLAYBACK_EVENT_FULL(0, this->edict(), gRegenerationEventID, 0, this->pev->origin, (float *)&g_vecZero, 1.0f, 0.0, /*theWeaponIndex*/ 0, 0, 0, 0 );
}
}
}
return theDidHeal;
}
void AvHBaseBuildable::ResetEntity()
{
CBaseAnimating::ResetEntity();
this->Init();
this->Materialize();
this->pev->effects = 0;
// Build it if marked as starting built
if(this->pev->spawnflags & 1)
this->SetConstructionComplete(true);
this->mKilled = false;
}
void AvHBaseBuildable::InternalSetConstructionComplete(bool inForce)
{
if(!this->mInternalSetConstructionComplete || inForce)
{
// Fully built items are no longer marked as buildable
SetUpgradeMask(&this->pev->iuser4, MASK_BUILDABLE, false);
this->pev->rendermode = kRenderNormal;
this->pev->renderamt = 255;
// GHOSTBUILD: Ensure that finished buildings aren't ghosted.
this->mGhost = false;
this->pev->solid = SOLID_BBOX;
this->SetHasBeenBuilt();
this->SetActive();
this->mInternalSetConstructionComplete = true;
this->TriggerAddTech();
char* theDeploySound = this->GetDeploySound();
if(theDeploySound)
{
EMIT_SOUND(ENT(this->pev), CHAN_WEAPON, theDeploySound, 1, ATTN_NORM);
}
int theDeployAnimation = this->GetDeployAnimation();
this->PlayAnimationAtIndex(theDeployAnimation, true);
}
}
void AvHBaseBuildable::SetConstructionComplete(bool inForce)
{
this->SetNormalizedBuildPercentage(1.0f, inForce);
}
void AvHBaseBuildable::SetAverageUseSoundLength(float inLength)
{
this->mAverageUseSoundLength = inLength;
}
void AvHBaseBuildable::SetResearching(bool inState)
{
int theSequence = this->GetResearchAnimation();
if(!inState)
{
theSequence = this->GetIdleAnimation();
}
this->PlayAnimationAtIndex(theSequence, true);
this->mIsResearching = inState;
}
// Requires mSelectID and mMessageID to be set
// Sets the pev user variables, mBaseHealth, pev->health and pev->armorvalue
void AvHBaseBuildable::InternalInitializeBuildable()
{
// Always buildable
InitializeBuildable(this->pev->iuser3, this->pev->iuser4, this->pev->fuser1, this->mSelectID);
this->mBaseHealth = GetGameRules()->GetBaseHealthForMessageID(this->mMessageID);
this->pev->health = this->mBaseHealth*kBaseHealthPercentage;
this->pev->max_health = this->mBaseHealth;
// Store max health in armorvalue
//this->pev->armorvalue = GetGameRules()->GetBaseHealthForMessageID(this->mMessageID);
}
const float kFallThinkInterval = .1f;
void AvHBaseBuildable::Spawn()
{
this->Precache();
CBaseAnimating::Spawn();
// Get building size in standard way
SET_MODEL(ENT(this->pev), this->mModelName);
pev->movetype = this->GetMoveType();
pev->solid = SOLID_BBOX;
UTIL_SetOrigin( pev, pev->origin );
this->Materialize();
SetTouch(&AvHBaseBuildable::BuildableTouch);
if(this->pev->spawnflags & 1)
this->SetConstructionComplete(true);
// GHOSTBUILD: Mark as unmanifested if it's a marine structure.
if (!this->GetIsOrganic())
{
pev->renderamt = 170;
pev->rendermode = kRenderTransTexture;
this->mGhost = true;
}
}
void AvHBaseBuildable::FallThink()
{
pev->nextthink = gpGlobals->time + kFallThinkInterval;
if ( pev->flags & FL_ONGROUND )
{
this->Materialize();
// Start animating
SetThink(&AvHBaseBuildable::AnimateThink);
this->pev->nextthink = gpGlobals->time + kAnimateThinkTime;
}
}
int AvHBaseBuildable::GetSequenceForBoundingBox() const
{
return 0;
}
void AvHBaseBuildable::Materialize()
{
this->pev->solid = SOLID_BBOX;
this->pev->movetype = this->GetMoveType();
this->pev->classname = MAKE_STRING(this->mClassName);
this->pev->takedamage = DAMAGE_YES;
SetBits(this->pev->flags, FL_MONSTER);
// Always buildable
this->InternalInitializeBuildable();
this->SetNormalizedBuildPercentage(0.0f);
// NOTE: fuser2 is used for repairing structures
Vector theMinSize, theMaxSize;
//int theSequence = this->GetSequenceForBoundingBox();
// Get height needed for model
//this->ExtractBbox(theSequence, (float*)&theMinSize, (float*)&theMaxSize);
//float theHeight = theMaxSize.z - theMinSize.z;
AvHSHUGetSizeForTech(this->GetMessageID(), theMinSize, theMaxSize);
UTIL_SetSize(pev, theMinSize, theMaxSize);
this->PlayAnimationAtIndex(this->GetSpawnAnimation(), true);
SetUse(&AvHBaseBuildable::ConstructUse);
}
int AvHBaseBuildable::TakeDamage(entvars_t* inInflictor, entvars_t* inAttacker, float inDamage, int inBitsDamageType)
{
if(GetGameRules()->GetIsCheatEnabled(kcHighDamage))
{
inDamage *= 50;
}
if(!inAttacker)
{
inAttacker = inInflictor;
}
if(!inInflictor)
{
inInflictor = inAttacker;
}
// Take into account handicap
AvHTeam* theTeam = GetGameRules()->GetTeam(AvHTeamNumber(inAttacker->team));
if(theTeam)
{
float theHandicap = theTeam->GetHandicap();
inDamage *= theHandicap;
}
CBaseEntity* inInflictorEntity = CBaseEntity::Instance(inInflictor);
float theDamage = 0;
// Take half damage from piercing
if(inBitsDamageType & NS_DMG_PIERCING)
{
inDamage /= 2.0f;
}
// Take double damage from blast
if(inBitsDamageType & NS_DMG_BLAST)
{
inDamage *= 2.0f;
}
if((inBitsDamageType & NS_DMG_ORGANIC) && !this->GetIsOrganic())
{
inDamage = 0.0f;
}
theDamage = AvHPlayerUpgrade::CalculateDamageLessArmor((AvHUser3)this->pev->iuser3, this->pev->iuser4, inDamage, this->pev->armorvalue, inBitsDamageType, GetGameRules()->GetNumActiveHives((AvHTeamNumber)this->pev->team));
if(theDamage > 0)
{
int theAnimationIndex = this->GetTakeDamageAnimation();
if(theAnimationIndex >= 0)
{
this->PlayAnimationAtIndex(theAnimationIndex, true);
}
// Award experience to attacker
CBaseEntity* theEntity = CBaseEntity::Instance(ENT(inAttacker));
AvHPlayer* inAttacker = dynamic_cast<AvHPlayer*>(theEntity);
if(inAttacker && (inAttacker->pev->team != this->pev->team))
{
inAttacker->AwardExperienceForObjective(theDamage, this->GetMessageID());
}
}
int theReturnValue = 0;
if(theDamage > 0.0f)
{
if(this->GetTriggerAlertOnDamage())
GetGameRules()->TriggerAlert((AvHTeamNumber)this->pev->team, ALERT_UNDER_ATTACK, this->entindex());
theDamage = CBaseAnimating::TakeDamage(inInflictor, inAttacker, inDamage, inBitsDamageType);
bool theDrawDamage = (ns_cvar_float(&avh_drawdamage) > 0);
if(theDrawDamage)
{
Vector theMinSize;
Vector theMaxSize;
AvHSHUGetSizeForTech(this->GetMessageID(), theMinSize, theMaxSize);
Vector theStartPos = this->pev->origin;
theStartPos.z += theMaxSize.z;
// Draw for everyone (team is 0 after inDamage parameter)
AvHSUPlayNumericEvent(-inDamage, this->edict(), theStartPos, 0, kNumericalInfoHealthEvent, 0);
}
}
// Structures uncloak when damaged
this->Uncloak();
this->HealthChanged();
return theDamage;
}
void AvHBaseBuildable::TechnologyBuilt(AvHMessageID inMessageID)
{
}
void AvHBaseBuildable::WorldUpdate()
{
this->UpdateTechSlots();
// Organic buildings heal themselves
if(this->GetIsOrganic())
{
this->UpdateAutoHeal();
}
else
{
//this->UpdateDamageEffects();
}
// If we're electrified, set render mode
if(GetHasUpgrade(this->pev->iuser4, MASK_UPGRADE_11))
{
// Base marine building
const int kElectrifyRenderMode = kRenderFxGlowShell;
const int kElectrifyRenderAmount = 40;
this->pev->renderfx = kElectrifyRenderMode;
this->pev->renderamt = kElectrifyRenderAmount;
this->pev->rendercolor.x = kTeamColors[this->pev->team][0];
this->pev->rendercolor.y = kTeamColors[this->pev->team][1];
this->pev->rendercolor.z = kTeamColors[this->pev->team][2];
// Check for enemy players/structures nearby
CBaseEntity* theBaseEntity = NULL;
int theNumEntsDamaged = 0;
while(((theBaseEntity = UTIL_FindEntityInSphere(theBaseEntity, this->pev->origin, BALANCE_VAR(kElectricalRange))) != NULL) && (theNumEntsDamaged < BALANCE_VAR(kElectricalMaxTargets)))
{
// When "electric" cheat is enabled, shock all non-self entities, else shock enemies
if((GetGameRules()->GetIsCheatEnabled(kcElectric) && (theBaseEntity != this)) || ((theBaseEntity->pev->team != this->pev->team) && theBaseEntity->IsAlive()))
{
// Make sure it's not blocked
TraceResult theTraceResult;
UTIL_TraceLine(this->pev->origin, theBaseEntity->pev->origin, ignore_monsters, dont_ignore_glass, this->edict(), &theTraceResult);
if(theTraceResult.flFraction == 1.0f)
{
CBaseEntity* theAttacker = this->GetAttacker();
ASSERT(theAttacker);
if(theBaseEntity->TakeDamage(this->pev, theAttacker->pev, BALANCE_VAR(kElectricalDamage), DMG_GENERIC) > 0)
{
MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
WRITE_BYTE(TE_BEAMENTPOINT);
WRITE_SHORT(theBaseEntity->entindex());
WRITE_COORD( this->pev->origin.x);
WRITE_COORD( this->pev->origin.y);
WRITE_COORD( this->pev->origin.z);
WRITE_SHORT( this->mElectricalSprite );
WRITE_BYTE( 0 ); // framestart
WRITE_BYTE( (int)15); // framerate
WRITE_BYTE( (int)(2) ); // life
WRITE_BYTE( 60 ); // width
WRITE_BYTE( 15 ); // noise
WRITE_BYTE( (int)this->pev->rendercolor.x ); // r, g, b
WRITE_BYTE( (int)this->pev->rendercolor.y ); // r, g, b
WRITE_BYTE( (int)this->pev->rendercolor.z ); // r, g, b
WRITE_BYTE( 200 ); // brightness
WRITE_BYTE( 10 ); // speed
MESSAGE_END();
gSoundListManager.PlaySoundInList(kElectricSparkSoundList, this, CHAN_AUTO, .7f);
UTIL_Sparks(theBaseEntity->pev->origin);
theNumEntsDamaged++;
}
}
}
}
}
}
bool AvHBaseBuildable::GetHasBeenKilled() const
{
return this->mKilled;
}
bool AvHBaseBuildable::GetIsTechnologyAvailable(AvHMessageID inMessageID) const
{
bool theTechnologyAvailable = false;
const AvHTeam* theTeam = GetGameRules()->GetTeam((AvHTeamNumber)this->pev->team);
if(theTeam)
{
// Don't allow electrical upgrade if we're already electrified
if((inMessageID != RESEARCH_ELECTRICAL) || !GetHasUpgrade(this->pev->iuser4, MASK_UPGRADE_11))
{
theTechnologyAvailable = (theTeam->GetIsTechnologyAvailable(inMessageID) && this->GetIsBuilt() && !GetHasUpgrade(this->pev->iuser4, MASK_RECYCLING));
// Enable recycle button for unbuilt structures
if(!this->GetIsBuilt() && (inMessageID == BUILD_RECYCLE))
{
theTechnologyAvailable = true;
}
}
}
return theTechnologyAvailable;
}
void AvHBaseBuildable::UpdateTechSlots()
{
// Get tech slot for this structure
AvHGamerules* theGameRules = GetGameRules();
const AvHTeam* theTeam = theGameRules->GetTeam((AvHTeamNumber)this->pev->team);
if(theTeam)
{
// Update tech slots
AvHTechSlots theTechSlots;
if(theTeam->GetTechSlotManager().GetTechSlotList((AvHUser3)this->pev->iuser3, theTechSlots))
{
// Clear the existing slots
int theMasks[kNumTechSlots] = {MASK_UPGRADE_1, MASK_UPGRADE_2, MASK_UPGRADE_3, MASK_UPGRADE_4, MASK_UPGRADE_5, MASK_UPGRADE_6, MASK_UPGRADE_7, MASK_UPGRADE_8};
// Each slot if we technology is available
for(int i = 0; i < kNumTechSlots; i++)
{
int theCurrentMask = theMasks[i];
this->pev->iuser4 &= ~theCurrentMask;
AvHMessageID theMessage = theTechSlots.mTechSlots[i];
if(theMessage != MESSAGE_NULL)
{
if(this->GetIsTechnologyAvailable(theMessage))
{
this->pev->iuser4 |= theCurrentMask;
}
}
}
}
// Update recycling status bar
if(GetHasUpgrade(this->pev->iuser4, MASK_RECYCLING))
{
float theNormalizedRecyclingFactor = (gpGlobals->time - this->mTimeRecycleStarted)/(this->mTimeRecycleDone - this->mTimeRecycleStarted);
theNormalizedRecyclingFactor = min(max(theNormalizedRecyclingFactor, 0.0f), 1.0f);
//theResearchEntity->pev->fuser1 = (kResearchFuser1Base + theNormalizedResearchFactor)*kNormalizationNetworkFactor;
AvHSHUSetBuildResearchState(this->pev->iuser3, this->pev->iuser4, this->pev->fuser1, false, theNormalizedRecyclingFactor);
}
}
}
void AvHBaseBuildable::TriggerDeathAudioVisuals(bool isRecycled)
{
AvHClassType theTeamType = AVH_CLASS_TYPE_UNDEFINED;
AvHTeam* theTeam = GetGameRules()->GetTeam((AvHTeamNumber)this->pev->team);
if(theTeam)
{
theTeamType = theTeam->GetTeamType();
}
switch(theTeamType)
{
case AVH_CLASS_TYPE_ALIEN:
AvHSUPlayParticleEvent(kpsChamberDeath, this->edict(), this->pev->origin);
break;
case AVH_CLASS_TYPE_MARINE:
// lots of smoke
// : 980
// Less smoke for recycled buildings
int smokeScale = isRecycled ? 15 : 25;
MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
WRITE_BYTE( TE_SMOKE );
WRITE_COORD( RANDOM_FLOAT( pev->absmin.x, pev->absmax.x ) );
WRITE_COORD( RANDOM_FLOAT( pev->absmin.y, pev->absmax.y ) );
WRITE_COORD( RANDOM_FLOAT( pev->absmin.z, pev->absmax.z ) );
WRITE_SHORT( g_sModelIndexSmoke );
WRITE_BYTE( smokeScale ); // scale * 10
WRITE_BYTE( 10 ); // framerate
MESSAGE_END();
break;
}
char* theKilledSound = this->GetKilledSound();
if(theKilledSound)
{
EMIT_SOUND(ENT(this->pev), CHAN_AUTO, theKilledSound, 1.0, ATTN_IDLE);
}
}
void AvHBaseBuildable::UpdateAutoBuild(float inTimePassed)
{
if(GetGameRules()->GetGameStarted())
{
// TF2 snippet for making sure players don't get stuck in buildings
if(this->pev->solid == SOLID_NOT)
{
//trace_t tr;
//UTIL_TraceHull(this->pev->origin, this->pev->origin, this->pev->mins, this->pev->maxs, this->pev, &tr);
//if(!tr.startsolid && !tr.allsolid )
//if(AvHSHUGetIsAreaFree(this->pev->origin, this->pev->mins, this->pev->maxs, this->edict()))
// Check point contents for corner points
float theMinX = this->pev->origin.x + this->pev->mins.x;
float theMinY = this->pev->origin.y + this->pev->mins.y;
float theMinZ = this->pev->origin.z + this->pev->mins.z;
float theMaxX = this->pev->origin.x + this->pev->maxs.x;
float theMaxY = this->pev->origin.y + this->pev->maxs.y;
float theMaxZ = this->pev->origin.z + this->pev->maxs.z;
// Do tracelines between the corners, to make sure there's no geometry inside the box
Vector theMinVector(theMinX, theMinY, theMinZ);
Vector theMaxVector(theMaxX, theMaxY, theMaxZ);
if(AvHSHUTraceLineIsAreaFree(theMinVector, theMaxVector, this->edict()))
{
theMinVector = Vector(theMaxX, theMinY, theMinZ);
theMaxVector = Vector(theMinX, theMaxY, theMaxZ);
if(AvHSHUTraceLineIsAreaFree(theMinVector, theMaxVector, this->edict()))
{
theMinVector = Vector(theMaxX, theMaxY, theMinZ);
theMaxVector = Vector(theMinX, theMinY, theMaxZ);
if(AvHSHUTraceLineIsAreaFree(theMinVector, theMaxVector, this->edict()))
{
this->pev->solid = SOLID_BBOX;
// Relink into world (not sure if this is necessary)
UTIL_SetOrigin(this->pev, this->pev->origin);
}
}
}
}
else
{
// If it's not fully built, build more
bool theIsBuilding, theIsResearching;
float thePercentage;
AvHSHUGetBuildResearchState(this->pev->iuser3, this->pev->iuser4, this->pev->fuser1, theIsBuilding, theIsResearching, thePercentage);
float theBuildTime = GetGameRules()->GetBuildTimeForMessageID(this->GetMessageID());
float theBuildPercentage = inTimePassed/theBuildTime;
float theNewPercentage = min(thePercentage + theBuildPercentage, 1.0f);
this->SetNormalizedBuildPercentage(theNewPercentage);
// // Increase built time if not fully built
// if(!this->GetHasBeenBuilt() && (theNewPercentage >= 1.0f))
// {
// this->SetConstructionComplete();
// }
//// else
//// {
//// this->pev->rendermode = kRenderTransTexture;
//// int theStartAlpha = this->GetStartAlpha();
//// this->pev->renderamt = theStartAlpha + theNewPercentage*(255 - theStartAlpha);
//// }
//
// AvHSHUSetBuildResearchState(this->pev->iuser3, this->pev->iuser4, this->pev->fuser1, true, theNewPercentage);
// TODO: Heal self?
// TODO: Play ambient sounds?
}
}
}
void AvHBaseBuildable::UpdateAutoHeal()
{
if(GetGameRules()->GetGameStarted() && this->GetIsBuilt())
{
if((this->mTimeOfLastAutoHeal != -1) && (gpGlobals->time > this->mTimeOfLastAutoHeal))
{
float theMaxHealth = GetGameRules()->GetBaseHealthForMessageID(this->GetMessageID());
if(this->pev->health < theMaxHealth)
{
float theTimePassed = (gpGlobals->time - this->mTimeOfLastAutoHeal);
float theHitPointsToGain = theTimePassed*BALANCE_VAR(kOrganicStructureHealRate);
this->pev->health += theHitPointsToGain;
this->pev->health = min(this->pev->health, theMaxHealth);
this->HealthChanged();
}
}
this->mTimeOfLastAutoHeal = gpGlobals->time;
}
}
void AvHBaseBuildable::UpdateDamageEffects()
{
if(GetGameRules()->GetGameStarted() && this->GetIsBuilt())
{
// Add special effects for structures that are hurt or almost dead
float theMaxHealth = GetGameRules()->GetBaseHealthForMessageID(this->GetMessageID());
float theHealthScalar = this->pev->health/theMaxHealth;
float theTimeInterval = max(gpGlobals->time - this->mTimeOfLastDamageUpdate, .1f);
const float kParticleSystemLifetime = 5.0f;
int theAverageSoundInterval = -1;
// If we're at 25% health or less, emit black smoke
if(gpGlobals->time > (this->mTimeOfLastDamageEffect + kParticleSystemLifetime))
{
if(theHealthScalar < .25f)
{
AvHSUPlayParticleEvent(kpsBuildableLightDamage, this->edict(), this->pev->origin);
this->mTimeOfLastDamageEffect = gpGlobals->time;
theAverageSoundInterval = 3;
}
// If we're at 50% health or less, emit light smoke
else if(theHealthScalar < .5f)
{
AvHSUPlayParticleEvent(kpsBuildableLightDamage, this->edict(), this->pev->origin);
this->mTimeOfLastDamageEffect = gpGlobals->time;
theAverageSoundInterval = 5;
}
}
// If we're at less then 75% health, spark occasionally
if(theHealthScalar < .75f)
{
int theRandomChance = RANDOM_LONG(0, (float)8/theTimeInterval);
if(theRandomChance == 0)
{
UTIL_Sparks(this->pev->origin);
UTIL_Sparks(this->pev->origin);
const char* theHurtSoundToPlay = kBuildableHurt1Sound;
if(RANDOM_LONG(0, 1) == 1)
{
theHurtSoundToPlay = kBuildableHurt2Sound;
}
float theVolume = .3f;
EMIT_SOUND(this->edict(), CHAN_AUTO, theHurtSoundToPlay, theVolume, ATTN_NORM);
}
}
this->mTimeOfLastDamageUpdate = gpGlobals->time;
}
}
void AvHBaseBuildable::HealthChanged()
{
int theMaxHealth = this->mBaseHealth;//this->pev->armorvalue;
int theCurrentHealth = this->pev->health;
float theNewHealthPercentage = (float)theCurrentHealth/theMaxHealth;
this->pev->fuser2 = theNewHealthPercentage*kNormalizationNetworkFactor;
}
bool AvHBaseBuildable::GetIsPersistent() const
{
return this->mPersistent;
}
void AvHBaseBuildable::SetPersistent()
{
this->mPersistent = true;
}