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900 lines
26 KiB
C++
900 lines
26 KiB
C++
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//======== (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: AvHHive.cpp $
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// $Date: 2002/11/22 21:28:16 $
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//
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//-------------------------------------------------------------------------------
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// $Log: AvHHive.cpp,v $
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// Revision 1.20 2002/11/22 21:28:16 Flayra
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// - mp_consistency changes
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//
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// Revision 1.19 2002/11/06 01:38:37 Flayra
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// - Added ability for buildings to be enabled and disabled, for turrets to be shut down
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// - Damage refactoring (TakeDamage assumes caller has already adjusted for friendly fire, etc.)
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//
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// Revision 1.18 2002/11/03 04:50:26 Flayra
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// - Hard-coded gameplay constants instead of putting in skill.cfg
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//
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// Revision 1.17 2002/10/24 21:26:37 Flayra
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// - Fixed hive wound animation when dying
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// - Hives now choose a random spawn point instead of the first
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//
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// Revision 1.16 2002/10/16 20:53:21 Flayra
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// - Hives have more health while growing
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//
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// Revision 1.15 2002/10/16 00:57:19 Flayra
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// - Fixed hive not going solid sometimes (when player was in the way I think when construction complete)
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// - Fixed exploit where hives can be manually sped up (oops!)
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//
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// Revision 1.14 2002/10/03 18:50:27 Flayra
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// - Trigger "hive complete" alert
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// - Trigger "hive is dying" alert
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//
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// Revision 1.13 2002/09/23 22:16:44 Flayra
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// - Removed resource donation at hives
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//
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// Revision 1.12 2002/09/09 19:52:57 Flayra
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// - Animations play properly
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// - Hive can be hit once it starts gestating (hive becomes solid when gestating, not when complete)
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// - Respawn fixes
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//
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// Revision 1.11 2002/08/16 02:36:01 Flayra
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// - New damage system
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// - Fixed bug where hive was absorbing too much damage in armor
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//
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// Revision 1.10 2002/08/02 21:59:36 Flayra
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// - New alert system
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//
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// Revision 1.9 2002/07/26 23:04:19 Flayra
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// - Generate numerical feedback for damage events
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//
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// Revision 1.8 2002/07/23 17:06:09 Flayra
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// - Added ability for aliens to donate their resources at the hive, bind technology to a hive (so builders can choose the route), fixed bug where death animation played repeatedly
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//
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// Revision 1.7 2002/07/08 17:03:04 Flayra
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// - Refactored reinforcements
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//
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// Revision 1.6 2002/07/01 21:33:48 Flayra
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// - Hives can no longer be "used" to speed construction, wound sounds play on CHAN_BODY
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//
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// Revision 1.5 2002/06/25 18:00:14 Flayra
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// - Play sequence for non-active hives
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//
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// Revision 1.4 2002/06/03 16:47:49 Flayra
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// - Hives are base buildables now (bug with allowing use to speed building), added other hive anims for hurt, death, bad-touch, fixed bug where hives didn't get full health when they were initially built (after being killed once)
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//
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// Revision 1.3 2002/05/28 17:46:05 Flayra
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// - Mark hives as persistent so they aren't deleted on level cleanup, new hive sight support, reinforcement refactoring and fixes
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//
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// Revision 1.2 2002/05/23 02:33:42 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/AvHHive.h"
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#include "mod/AvHGamerules.h"
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#include "mod/AvHServerUtil.h"
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#include "mod/AvHSharedUtil.h"
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#include "mod/AvHAlienEquipmentConstants.h"
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#include "mod/AvHHulls.h"
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#include "mod/AvHSoundListManager.h"
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#include "mod/AvHServerVariables.h"
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#include "mod/AvHParticleConstants.h"
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#include "mod/AvHSpecials.h"
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#include "mod/AvHPlayerUpgrade.h"
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extern AvHSoundListManager gSoundListManager;
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BOOL IsSpawnPointValid( CBaseEntity *pPlayer, CBaseEntity *pSpot );
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LINK_ENTITY_TO_CLASS( keTeamHive, AvHHive );
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extern int gRegenerationEventID;
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const int kScaredAnimationIndex = 9;
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AvHHive::AvHHive() : AvHBaseBuildable(TECH_HIVE, ALIEN_BUILD_HIVE, kesTeamHive, AVH_USER3_HIVE)
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{
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// This value should be the default in the .fgd
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this->mMaxSpawnDistance = 2000;
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this->mMaxHitPoints = 0;
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this->mActive = false;
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this->mSolid = false;
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this->mSpawning = false;
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this->mTimeLastWoundSound = -1;
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this->mTechnology = MESSAGE_NULL;
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this->mEnergy = 0.0f;
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}
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bool AvHHive::CanBecomeActive() const
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{
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return !this->mActive;// && (!this->mHasBeenKilled || !GetGameRules()->GetIsTournamentMode() || GetGameRules()->GetCheatsEnabled());
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}
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void AvHHive::ConstructUse(CBaseEntity* inActivator, CBaseEntity* inCaller, USE_TYPE inUseType, float inValue)
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{
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int a = 0;
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}
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void AvHHive::DonateUse(CBaseEntity* inActivator, CBaseEntity* inCaller, USE_TYPE inUseType, float inValue)
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{
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// Player is trying to donate his resources to the pool
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if(this->GetIsActive())
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{
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AvHPlayer* inActivatingPlayer = dynamic_cast<AvHPlayer*>(inActivator);
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if(inActivatingPlayer && (inActivator->pev->team == this->pev->team))
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{
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// Take some resources, give some resources
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const float kResourcesToDonatePerUse = .4f;
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float theResourcesToGive = min(inActivatingPlayer->GetResources(), kResourcesToDonatePerUse);
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if(theResourcesToGive > 0.0f)
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{
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AvHTeam* theTeam = inActivatingPlayer->GetTeamPointer();
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if(theTeam)
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{
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inActivatingPlayer->SetResources(inActivatingPlayer->GetResources() - theResourcesToGive);
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theTeam->SetTeamResources(theTeam->GetTeamResources() + theResourcesToGive);
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if(g_engfuncs.pfnRandomLong(0, 20) == 0)
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{
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PLAYBACK_EVENT_FULL(0, this->edict(), gRegenerationEventID, 0, this->pev->origin, (float *)&g_vecZero, 1.0f, 0.0, /*theWeaponIndex*/ 0, 0, 0, 0 );
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// Just say "resources donated"
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inActivatingPlayer->PlaybackNumericalEvent(kNumericalInfoResourcesDonatedEvent, 0);
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}
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}
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}
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}
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}
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}
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AvHTeamNumber AvHHive::GetTeamNumber() const
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{
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return (AvHTeamNumber)this->pev->team;
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}
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bool AvHHive::GetIsActive() const
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{
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return this->mActive;
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}
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bool AvHHive::GetIsOrganic() const
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{
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return true;
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}
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bool AvHHive::GetIsSpawning() const
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{
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return this->mSpawning;
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}
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int AvHHive::GetMaxSpawnDistance() const
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{
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return this->mMaxSpawnDistance;
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}
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int AvHHive::GetMoveType() const
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{
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return MOVETYPE_NONE;
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}
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float AvHHive::GetTimeLastContributed()
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{
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return this->mTimeLastContributed;
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}
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void AvHHive::SetTimeLastContributed(float inTime)
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{
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this->mTimeLastContributed = inTime;
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}
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int AvHHive::GetIdle1Animation() const
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{
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int theAnimation = -1;
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if(this->GetIsBuilt())
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{
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theAnimation = 2;
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}
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return theAnimation;
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}
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int AvHHive::GetIdle2Animation() const
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{
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int theAnimation = -1;
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if(this->GetIsBuilt())
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{
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theAnimation = 3;
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}
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return theAnimation;
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}
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int AvHHive::GetTakeDamageAnimation() const
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{
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int theAnimation = -1;
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// Choose animation based on global time, so animation doesn't interrupt itself
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float theTime = gpGlobals->time;
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int theOffset = (int)(ceil(theTime) - theTime + .5f);
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if(this->GetIsActive())
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{
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// Play wound animation.
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theAnimation = 5 + theOffset;
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}
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else
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{
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// Use still-building flinch anims
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theAnimation = 7 + theOffset;
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}
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return theAnimation;
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}
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int AvHHive::GetPointValue(void) const
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{
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return BALANCE_IVAR(kScoringHiveValue);
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}
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int AvHHive::GetSpawnAnimation() const
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{
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return 0;
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}
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AvHMessageID AvHHive::GetTechnology() const
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{
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return this->mTechnology;
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}
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void AvHHive::SetTechnology(AvHMessageID inMessageID)
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{
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this->mTechnology = inMessageID;
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}
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void AvHHive::HiveAliveThink(void)
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{
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// For some reason, velocity is non-zero when created (meant they were showing up on motion-tracking)
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this->pev->velocity = Vector(0, 0, 0);
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if(GetGameRules()->GetGameStarted())
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{
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if(!this->mActive)
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{
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bool theIsBuilding, theIsResearching;
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float thePercentage;
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AvHSHUGetBuildResearchState(this->pev->iuser3, this->pev->iuser4, this->pev->fuser1, theIsBuilding, theIsResearching, thePercentage);
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float theBuildTime = GetGameRules()->GetBuildTimeForMessageID(this->GetMessageID());
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float theBuildPercentage = kHiveAliveThinkInterval/theBuildTime;
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float theNewPercentage = min(thePercentage + theBuildPercentage, 1.0f);
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this->SetNormalizedBuildPercentage(theNewPercentage);
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}
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else
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{
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this->ProcessHealing();
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// Play idle anims
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AvHBaseBuildable::AnimateThink();
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}
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this->UpdateReinforcements();
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//this->UpdateUmbra();
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}
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// Set next think
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this->pev->nextthink = gpGlobals->time + kHiveAliveThinkInterval;
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}
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void AvHHive::UpdateUmbra()
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{
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bool theIsUnderAttack = GetGameRules()->GetIsEntityUnderAttack(this->entindex());
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if(theIsUnderAttack)
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{
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if(this->mTimeOfNextUmbra == -1)
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{
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this->mTimeOfNextUmbra = gpGlobals->time + RANDOM_LONG(5, 15);
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}
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}
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if((this->mTimeOfNextUmbra != -1) && (gpGlobals->time > this->mTimeOfNextUmbra))
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{
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// If we're under attack, sometimes create umbra at hive
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vec3_t theUmbraOrigin = this->pev->origin;
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// else create umbra at random spawn
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// if(!theIsUnderAttack)
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// {
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// CBaseEntity* theSpawnPoint = GetGameRules()->GetRandomHiveSpawnPoint(this, this->pev->origin, this->GetMaxSpawnDistance());
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// if(theSpawnPoint)
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// {
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// VectorCopy(theSpawnPoint->pev->origin, theUmbraOrigin);
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// }
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// }
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// Create umbra around it, play "scared" anim
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//this->CreateUmbra(theUmbraOrigin);
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this->PlayAnimationAtIndex(kScaredAnimationIndex, true);
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}
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}
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void AvHHive::KeyValue(KeyValueData* pkvd)
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{
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this->SetPersistent();
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if(FStrEq(pkvd->szKeyName, "maxspawndistance"))
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{
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this->mMaxSpawnDistance = atoi(pkvd->szValue);
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pkvd->fHandled = TRUE;
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}
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else
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{
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AvHBaseBuildable::KeyValue(pkvd);
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}
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}
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void AvHHive::TriggerDeathAudioVisuals()
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{
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AvHSUPlayParticleEvent(kpsHiveDeath, this->edict(), this->pev->origin);
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AvHSUExplodeEntity(this, matFlesh);
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EMIT_SOUND(ENT(this->pev), CHAN_AUTO, kHiveDeathSound, 1.0, ATTN_IDLE);
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// Play death animation (increment time just to make sure there's no idle anim played after killed and before death)
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const float kDeathAnimationLength = 1.2f;
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this->PlayAnimationAtIndex(10, true);
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// Then explode
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//SetThink(&AvHHive::DeathThink);
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//this->pev->nextthink = gpGlobals->time + kDeathAnimationLength;
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this->FireDeathTarget();
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}
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void AvHHive::Precache(void)
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{
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AvHBaseBuildable::Precache();
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PRECACHE_UNMODIFIED_SOUND(kHiveSpawnSound);
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PRECACHE_UNMODIFIED_SOUND(kHiveAmbientSound);
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PRECACHE_UNMODIFIED_SOUND(kHiveDeathSound);
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PRECACHE_UNMODIFIED_MODEL(kHiveModel);
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CBreakable::PrecacheAll();
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}
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void AvHHive::ProcessHealing()
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{
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// Regenerate nearby friendly aliens
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CBaseEntity* theEntity = NULL;
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const int theHiveHealRadius = BALANCE_IVAR(kHiveHealRadius);
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while((theEntity = UTIL_FindEntityInSphere(theEntity, this->pev->origin, theHiveHealRadius)) != NULL)
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{
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AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(theEntity);
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if(thePlayer)
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{
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if(thePlayer->GetIsRelevant() && (thePlayer->GetTeam() == this->GetTeamNumber()) && !thePlayer->GetIsBeingDigested())
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{
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// Hive heals percentage of player health
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float theRegenPercentage = BALANCE_FVAR(kHiveRegenerationPercentage);
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int theMaxHealth = AvHPlayerUpgrade::GetMaxHealth(thePlayer->pev->iuser4, (AvHUser3)thePlayer->pev->iuser3, thePlayer->GetExperienceLevel());
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float theRegenAmount = (theRegenPercentage*theMaxHealth);
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thePlayer->Heal(theRegenAmount, true);
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}
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}
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}
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// Regenerate self
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bool theDidHeal = false;
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// If we aren't at full health, heal health
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if(this->pev->health < this->mMaxHitPoints)
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{
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float theHiveRegenAmount = BALANCE_IVAR(kHiveRegenerationAmount);
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float theCombatModeScalar = /*GetGameRules()->GetIsCombatMode() ? (1.0f/BALANCE_FVAR(kCombatModeTimeScalar)) :*/ 1.0f;
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this->pev->health = min(this->mMaxHitPoints, this->pev->health + theHiveRegenAmount*theCombatModeScalar);
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theDidHeal = true;
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}
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// Play regen event
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if(theDidHeal)
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{
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// Play regeneration event
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PLAYBACK_EVENT_FULL(0, this->edict(), gRegenerationEventID, 0, this->pev->origin, (float *)&g_vecZero, 1.0f, 0.0, /*theWeaponIndex*/ 0, 0, 0, 0 );
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}
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}
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void AvHHive::ResetEntity(void)
|
||
|
{
|
||
|
AvHReinforceable::ResetEntity();
|
||
|
AvHBaseBuildable::ResetEntity();
|
||
|
|
||
|
SetUse(&AvHHive::ConstructUse);
|
||
|
|
||
|
this->ResetCloaking();
|
||
|
|
||
|
this->SetInactive();
|
||
|
|
||
|
this->pev->health = this->mMaxHitPoints;
|
||
|
|
||
|
this->pev->takedamage = DAMAGE_NO;
|
||
|
|
||
|
// Reset parasites, etc.
|
||
|
this->pev->iuser4 = 0;
|
||
|
this->SetPersistent();
|
||
|
|
||
|
this->mTimeOfNextUmbra = -1;
|
||
|
|
||
|
// Reset fuser1 progress
|
||
|
this->pev->fuser1 = 0;
|
||
|
}
|
||
|
|
||
|
void AvHHive::ResetReinforcingPlayer(bool inSuccess)
|
||
|
{
|
||
|
AvHReinforceable::ResetReinforcingPlayer(inSuccess);
|
||
|
|
||
|
this->mEnergy = 0.0f;
|
||
|
}
|
||
|
|
||
|
bool AvHHive::SetSolid(bool inForce)
|
||
|
{
|
||
|
// Check to make sure there aren't any players in the destination area
|
||
|
CBaseEntity* pList[128];
|
||
|
|
||
|
// Crank up the area just to be safe
|
||
|
Vector theMinArea = this->pev->origin + kHiveMinSize;
|
||
|
Vector theMaxArea = this->pev->origin + kHiveMaxSize;
|
||
|
|
||
|
// TODO: If players are blocking this area for too long, spawn hive and kill them
|
||
|
int theNumBlockingEntities = UTIL_EntitiesInBox(pList, 128, theMinArea, theMaxArea, FL_CLIENT);
|
||
|
if((theNumBlockingEntities == 0) || inForce)
|
||
|
{
|
||
|
this->pev->solid = SOLID_BBOX;
|
||
|
this->pev->movetype = MOVETYPE_NONE;
|
||
|
|
||
|
UTIL_SetSize(this->pev, kHiveMinSize, kHiveMaxSize);
|
||
|
|
||
|
// pev->frame = 0;
|
||
|
// pev->body = 3;
|
||
|
// pev->sequence = 0;
|
||
|
// // ResetSequenceInfo( );
|
||
|
// pev->framerate = 0;
|
||
|
//
|
||
|
// UTIL_SetOrigin(pev, pev->origin);
|
||
|
// UTIL_SetSize(pev, Vector(-20, -20, 0), Vector(20, 20, 28) );
|
||
|
|
||
|
SetTouch(&AvHHive::HiveTouch);
|
||
|
|
||
|
this->mSolid = true;
|
||
|
}
|
||
|
|
||
|
return this->mSolid;
|
||
|
}
|
||
|
|
||
|
void AvHHive::SetHasBeenBuilt()
|
||
|
{
|
||
|
AvHBuildable::SetHasBeenBuilt();
|
||
|
|
||
|
GetGameRules()->TriggerAlert((AvHTeamNumber)this->pev->team, ALERT_HIVE_COMPLETE, this->entindex());
|
||
|
|
||
|
// Make hive support any unassigned upgrade technologies (happens after a hive supporting a technology is destroyed and then rebuilt)
|
||
|
AvHTeamNumber theTeam = (AvHTeamNumber)this->pev->team;
|
||
|
AvHTeam* theTeamPointer = GetGameRules()->GetTeam(theTeam);
|
||
|
if(theTeamPointer)
|
||
|
{
|
||
|
AvHAlienUpgradeListType theUpgrades = theTeamPointer->GetAlienUpgrades();
|
||
|
|
||
|
if(AvHGetNumUpgradesInCategoryInList(theUpgrades, ALIEN_UPGRADE_CATEGORY_DEFENSE) > 0)
|
||
|
{
|
||
|
AvHSUUpdateHiveTechology(theTeam, ALIEN_BUILD_DEFENSE_CHAMBER);
|
||
|
}
|
||
|
|
||
|
if(AvHGetNumUpgradesInCategoryInList(theUpgrades, ALIEN_UPGRADE_CATEGORY_MOVEMENT) > 0)
|
||
|
{
|
||
|
AvHSUUpdateHiveTechology(theTeam, ALIEN_BUILD_MOVEMENT_CHAMBER);
|
||
|
}
|
||
|
|
||
|
if(AvHGetNumUpgradesInCategoryInList(theUpgrades, ALIEN_UPGRADE_CATEGORY_SENSORY) > 0)
|
||
|
{
|
||
|
AvHSUUpdateHiveTechology(theTeam, ALIEN_BUILD_SENSORY_CHAMBER);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
bool AvHHive::StartSpawningForTeam(AvHTeamNumber inTeam, bool inForce)
|
||
|
{
|
||
|
bool theSuccess = false;
|
||
|
|
||
|
if(this->SetSolid(inForce))
|
||
|
{
|
||
|
this->pev->team = inTeam;
|
||
|
this->pev->takedamage = DAMAGE_YES;
|
||
|
|
||
|
this->pev->rendermode = kRenderNormal;
|
||
|
this->pev->renderamt = 0;
|
||
|
|
||
|
SetBits(pev->flags, FL_MONSTER);
|
||
|
SetUpgradeMask(&this->pev->iuser4, MASK_BUILDABLE);
|
||
|
|
||
|
this->mSpawning = true;
|
||
|
this->pev->health = kBaseHealthPercentage*this->mBaseHealth;
|
||
|
|
||
|
// Looping, growing animation
|
||
|
this->pev->sequence = 0;
|
||
|
this->pev->frame = 0;
|
||
|
ResetSequenceInfo();
|
||
|
|
||
|
this->pev->nextthink = gpGlobals->time + kHiveAliveThinkInterval;
|
||
|
SetThink(&AvHHive::HiveAliveThink);
|
||
|
|
||
|
theSuccess = true;
|
||
|
}
|
||
|
|
||
|
return theSuccess;
|
||
|
}
|
||
|
|
||
|
|
||
|
void AvHHive::Spawn()
|
||
|
{
|
||
|
this->Precache();
|
||
|
|
||
|
AvHBaseBuildable::Spawn();
|
||
|
|
||
|
this->pev->classname = MAKE_STRING(kesTeamHive);
|
||
|
//this->pev->movetype = MOVETYPE_FLY;
|
||
|
|
||
|
this->pev->movetype = MOVETYPE_FLY;
|
||
|
this->pev->solid = SOLID_NOT;
|
||
|
this->pev->flags = 0;
|
||
|
this->pev->iuser3 = AVH_USER3_HIVE;
|
||
|
|
||
|
this->mMaxHitPoints = GetGameRules()->GetBaseHealthForMessageID(ALIEN_BUILD_HIVE);
|
||
|
|
||
|
SET_MODEL( ENT(this->pev), kHiveModel);
|
||
|
//this->pev->scale = 2;
|
||
|
|
||
|
// this->pev->sequence = 0;
|
||
|
// this->pev->frame = 0;
|
||
|
// ResetSequenceInfo();
|
||
|
|
||
|
this->ResetEntity();
|
||
|
|
||
|
SetUse(&AvHHive::ConstructUse);
|
||
|
}
|
||
|
|
||
|
void AvHHive::SetActive()
|
||
|
{
|
||
|
AvHBaseBuildable::SetActive();
|
||
|
|
||
|
if(!this->mActive)
|
||
|
{
|
||
|
this->mActive = true;
|
||
|
this->mSpawning = false;
|
||
|
|
||
|
this->mTimeLastContributed = gpGlobals->time;
|
||
|
|
||
|
// Start animating
|
||
|
this->pev->sequence = 1;
|
||
|
this->pev->frame = 0;
|
||
|
ResetSequenceInfo();
|
||
|
//AvHSUSetCollisionBoxFromSequence(this->pev);
|
||
|
|
||
|
// Play spawn sound here
|
||
|
EMIT_SOUND(ENT(this->pev), CHAN_AUTO, kHiveSpawnSound, 1.0, ATTN_IDLE);
|
||
|
|
||
|
// Note: this isn't being created for the first hive because this sound plays before the map is totally up
|
||
|
UTIL_EmitAmbientSound(ENT(this->pev), this->pev->origin, kHiveAmbientSound, 1.0f, 2.0, 0, 100);
|
||
|
|
||
|
this->FireSpawnTarget();
|
||
|
|
||
|
//SetUse(&AvHHive::DonateUse);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void AvHHive::SetInactive()
|
||
|
{
|
||
|
AvHBaseBuildable::SetInactive();
|
||
|
|
||
|
// Set this so hives can be drawn translucently at hive locations for aliens
|
||
|
this->pev->effects &= ~EF_NODRAW;
|
||
|
|
||
|
this->ResetReinforcingPlayer(false);
|
||
|
|
||
|
this->mActive = false;
|
||
|
this->mSpawning = false;
|
||
|
this->mSolid = false;
|
||
|
this->mTimeLastContributed = -1;
|
||
|
this->mTechnology = MESSAGE_NULL;
|
||
|
|
||
|
this->pev->health = 0;
|
||
|
this->pev->takedamage = DAMAGE_NO;
|
||
|
this->pev->dmgtime = gpGlobals->time;
|
||
|
this->pev->solid = SOLID_NOT;
|
||
|
this->pev->team = TEAM_IND;
|
||
|
SetUpgradeMask(&this->pev->iuser4, MASK_BUILDABLE, false);
|
||
|
|
||
|
this->pev->rendermode = kRenderTransAlpha;
|
||
|
this->pev->renderamt = 0;
|
||
|
|
||
|
// Stop animation
|
||
|
this->pev->sequence = 0;
|
||
|
this->pev->frame = 0;
|
||
|
this->pev->framerate = 0;
|
||
|
|
||
|
// No longer built at all
|
||
|
this->pev->fuser1 = 0.0f;
|
||
|
SetThink(NULL);
|
||
|
|
||
|
// Stop looping
|
||
|
UTIL_EmitAmbientSound(ENT(this->pev), this->pev->origin, kHiveAmbientSound, 1.0f, .5, SND_STOP, 100);
|
||
|
|
||
|
ClearBits (pev->flags, FL_MONSTER); // why are they set in the first place???
|
||
|
|
||
|
SetTouch(NULL);
|
||
|
}
|
||
|
|
||
|
int AvHHive::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
|
||
|
{
|
||
|
const float kWoundSoundInterval = 1.0f;
|
||
|
|
||
|
int theReturnCode = 0;
|
||
|
|
||
|
if(this->mActive || this->mSpawning)
|
||
|
{
|
||
|
//CBaseEntity* theAttackingEntity = CBaseEntity::Instance(pevAttacker);
|
||
|
//if(GetGameRules()->CanEntityDoDamageTo(theAttackingEntity, this))
|
||
|
//{
|
||
|
theReturnCode = AvHBaseBuildable::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType);
|
||
|
|
||
|
if(theReturnCode > 0)
|
||
|
{
|
||
|
const float kDyingThreshold = .4f;
|
||
|
if(this->pev->health < kDyingThreshold*this->mMaxHitPoints)
|
||
|
{
|
||
|
GetGameRules()->TriggerAlert((AvHTeamNumber)this->pev->team, ALERT_HIVE_DYING, this->entindex());
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
GetGameRules()->TriggerAlert((AvHTeamNumber)this->pev->team, ALERT_UNDER_ATTACK, this->entindex());
|
||
|
}
|
||
|
|
||
|
if((this->mTimeLastWoundSound == -1) || ((this->mTimeLastWoundSound + kWoundSoundInterval) < gpGlobals->time))
|
||
|
{
|
||
|
// Pick a random wound sound to play
|
||
|
//int theIndex = RANDOM_LONG(0, kNumWoundSounds - 1);
|
||
|
//char* theSoundToPlay = kWoundSoundList[theIndex];
|
||
|
//EMIT_SOUND(ENT(this->pev), CHAN_AUTO, kHiveDeathSound, 1.0, ATTN_IDLE);
|
||
|
|
||
|
//EMIT_SOUND(ENT(this->pev), CHAN_AUTO, "misc/hive_wound1.wav", 1.0, ATTN_IDLE);
|
||
|
|
||
|
// Emit hive damaged sound
|
||
|
gSoundListManager.PlaySoundInList(kHiveWoundSoundList, this, CHAN_BODY);
|
||
|
|
||
|
this->mTimeLastWoundSound = gpGlobals->time;
|
||
|
}
|
||
|
}
|
||
|
//}
|
||
|
}
|
||
|
|
||
|
return theReturnCode;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
bool AvHHive::GetCanReinforce() const
|
||
|
{
|
||
|
return (this->GetIsBuilt() && this->IsAlive() && !GetGameRules()->GetIsCombatMode());
|
||
|
}
|
||
|
|
||
|
bool AvHHive::GetSpawnLocationForPlayer(CBaseEntity* inPlayer, Vector& outLocation) const
|
||
|
{
|
||
|
bool theSuccess = false;
|
||
|
|
||
|
CBaseEntity* theSpawnPoint = GetGameRules()->GetRandomHiveSpawnPoint(inPlayer, this->pev->origin, this->GetMaxSpawnDistance());
|
||
|
if(theSpawnPoint)
|
||
|
{
|
||
|
outLocation = theSpawnPoint->pev->origin;
|
||
|
theSuccess = true;
|
||
|
}
|
||
|
|
||
|
return theSuccess;
|
||
|
}
|
||
|
|
||
|
bool AvHHive::GetTriggerAlertOnDamage() const
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
AvHTeamNumber AvHHive::GetReinforceTeamNumber() const
|
||
|
{
|
||
|
return AvHBaseBuildable::GetTeamNumber();
|
||
|
}
|
||
|
|
||
|
|
||
|
//void AvHHive::UpdateReinforcements()
|
||
|
//{
|
||
|
// // If hive is active
|
||
|
// if(this->GetIsActive())
|
||
|
// {
|
||
|
// // Test to make sure our reinforcing player is still valid
|
||
|
// AvHPlayer* theReinforcingPlayer = this->GetReinforcingPlayer();
|
||
|
// if(theReinforcingPlayer)
|
||
|
// {
|
||
|
// AvHPlayMode thePlayMode = theReinforcingPlayer->GetPlayMode();
|
||
|
// if((theReinforcingPlayer->pev->team != this->pev->team) || (thePlayMode == PLAYMODE_UNDEFINED) || (thePlayMode == PLAYMODE_READYROOM) || (thePlayMode == PLAYMODE_OBSERVER))
|
||
|
// {
|
||
|
// this->mReinforcingPlayer = -1;
|
||
|
// }
|
||
|
// }
|
||
|
//
|
||
|
// // If hive isn't spawning a player in currently
|
||
|
// if(this->mReinforcingPlayer == -1)
|
||
|
// {
|
||
|
// // Find player on this team that's been waiting the longest
|
||
|
// AvHPlayer* thePlayerToSpawn = NULL;
|
||
|
//
|
||
|
// FOR_ALL_ENTITIES(kAvHPlayerClassName, AvHPlayer*);
|
||
|
// if(theEntity->GetTeam() == this->GetTeamNumber())
|
||
|
// {
|
||
|
// if(theEntity->GetPlayMode() == PLAYMODE_AWAITINGREINFORCEMENT)
|
||
|
// {
|
||
|
// if(!thePlayerToSpawn || (theEntity->GetTimeLastPlayModeSet() < thePlayerToSpawn->GetTimeLastPlayModeSet()))
|
||
|
// {
|
||
|
// thePlayerToSpawn = theEntity;
|
||
|
// break;
|
||
|
// }
|
||
|
// }
|
||
|
// }
|
||
|
// END_FOR_ALL_ENTITIES(kAvHPlayerClassName);
|
||
|
//
|
||
|
// // Spawn the one waiting the longest
|
||
|
// if(thePlayerToSpawn)
|
||
|
// {
|
||
|
// // Set the player to be reinforcing
|
||
|
// this->mReinforcingPlayer = thePlayerToSpawn->entindex();
|
||
|
//
|
||
|
// thePlayerToSpawn->SetPlayMode(PLAYMODE_REINFORCING);
|
||
|
//
|
||
|
// // Play hive animation, play effect for player?
|
||
|
// this->pev->sequence = 4;
|
||
|
// this->pev->frame = 0;
|
||
|
// ResetSequenceInfo();
|
||
|
// }
|
||
|
// }
|
||
|
// // else hive is spawning a player
|
||
|
// else
|
||
|
// {
|
||
|
// // Is player still valid, or has he left the server/team?
|
||
|
// AvHPlayer* thePlayer = this->GetReinforcingPlayer();
|
||
|
// if(thePlayer && (thePlayer->GetTeam() == this->GetTeamNumber()))
|
||
|
// {
|
||
|
// if(thePlayer->GetPlayMode() == PLAYMODE_REINFORCING)
|
||
|
// {
|
||
|
// // Has enough time passed to bring the player in?
|
||
|
// const float kHiveRespawnTime = GetGameRules()->GetAlienRespawnTime();
|
||
|
//
|
||
|
// if(gpGlobals->time > (thePlayer->GetTimeLastPlayModeSet() + kHiveRespawnTime))
|
||
|
// {
|
||
|
// this->ResetReinforcingPlayer(true);
|
||
|
//
|
||
|
// // Take away points from the player if possible
|
||
|
// float theNewPointTotal = max(thePlayer->GetResources() - GetGameRules()->GetGameplay().GetAlienRespawnCost(), 0.0f);
|
||
|
// thePlayer->SetResources(theNewPointTotal);
|
||
|
// }
|
||
|
// }
|
||
|
// else
|
||
|
// {
|
||
|
// this->mReinforcingPlayer = -1;
|
||
|
// }
|
||
|
// }
|
||
|
// }
|
||
|
// }
|
||
|
//}
|
||
|
|
||
|
void AvHHive::CreateUmbra(vec3_t& inOrigin)
|
||
|
{
|
||
|
AvHSUCreateUmbraCloud(inOrigin, AvHTeamNumber(this->pev->team), this);
|
||
|
|
||
|
// Don't create another for a bit
|
||
|
this->mTimeOfNextUmbra = -1;
|
||
|
}
|
||
|
|
||
|
void AvHHive::CueRespawnEffect(AvHPlayer* inPlayer)
|
||
|
{
|
||
|
// Play hive animation, play effect for player?
|
||
|
this->pev->sequence = 4;
|
||
|
this->pev->frame = 0;
|
||
|
ResetSequenceInfo();
|
||
|
|
||
|
// Create umbra around spawning players, but not until after late-join period (to avoid a ton of umbras all at once)
|
||
|
if(!GetGameRules()->GetArePlayersAllowedToJoinImmediately())
|
||
|
{
|
||
|
//this->CreateUmbra(inPlayer->pev->origin);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
float AvHHive::GetReinforceTime() const
|
||
|
{
|
||
|
const float kMaxRespawnTime = BALANCE_IVAR(kAlienRespawnTime);
|
||
|
|
||
|
float theRespawnTime = (kMaxRespawnTime - kMaxRespawnTime*this->mEnergy);
|
||
|
|
||
|
// puzl 0000854
|
||
|
// Decrease respawn wait time for aliens (NS: Classic)
|
||
|
// With one hive, for every player above six on the alien team,
|
||
|
// reduce the per-player respawn wait time by two-thirds of a second.
|
||
|
// With two hives, make the reduction one-third of a second.
|
||
|
// With three (or more, in the case of weird custom maps) hives, do not apply it.
|
||
|
|
||
|
AvHTeam* theTeam = GetGameRules()->GetTeam(GetTeamNumber());
|
||
|
ASSERT(theTeam);
|
||
|
|
||
|
int thePlayerModifier = theTeam->GetPlayerCount() - BALANCE_IVAR(kAlienRespawnPlayerModifier);
|
||
|
int theHiveCount = GetGameRules()->GetNumActiveHives(GetTeamNumber());
|
||
|
|
||
|
if ( thePlayerModifier > 0 && theHiveCount < 3 )
|
||
|
{
|
||
|
float theTimeModifier = BALANCE_FVAR(kAlienRespawnTimeModifier);
|
||
|
|
||
|
// For one hive double the modifier
|
||
|
if ( theHiveCount == 1 )
|
||
|
{
|
||
|
theTimeModifier *= 2.0f;
|
||
|
}
|
||
|
|
||
|
theRespawnTime -= theTimeModifier * (float)thePlayerModifier;
|
||
|
}
|
||
|
|
||
|
theRespawnTime = min(max(theRespawnTime, 0.0f), kMaxRespawnTime);
|
||
|
|
||
|
return theRespawnTime;
|
||
|
}
|
||
|
|
||
|
bool AvHHive::Energize(float inEnergyAmount)
|
||
|
{
|
||
|
bool theSuccess = false;
|
||
|
|
||
|
// Only energize when a player is in the cue
|
||
|
if(this->GetIsBuilt() && this->GetReinforcingPlayer())
|
||
|
{
|
||
|
if(this->mEnergy < 1.0f)
|
||
|
{
|
||
|
this->mEnergy += inEnergyAmount;
|
||
|
this->mEnergy = min(max(0.0f, this->mEnergy), 1.0f);
|
||
|
theSuccess = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return theSuccess;
|
||
|
}
|
||
|
|
||
|
void AvHHive::HiveTouch(CBaseEntity* inOther)
|
||
|
{
|
||
|
AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(inOther);
|
||
|
if(thePlayer && (thePlayer->pev->team != this->pev->team))
|
||
|
{
|
||
|
if(this->GetIsActive())
|
||
|
{
|
||
|
// Play scared animation, it recoils from human touch
|
||
|
this->PlayAnimationAtIndex(kScaredAnimationIndex, true);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
AvHBaseBuildable::BuildableTouch(inOther);
|
||
|
}
|