//======== (C) Copyright 2002 Charles G. Cleveland All rights reserved. ========= // // The copyright to the contents herein is the property of Charles G. Cleveland. // The contents may be used and/or copied only with the written permission of // Charles G. Cleveland, or in accordance with the terms and conditions stipulated in // the agreement/contract under which the contents have been supplied. // // Purpose: // // $Workfile: AvHHive.cpp $ // $Date: 2002/11/22 21:28:16 $ // //------------------------------------------------------------------------------- // $Log: AvHHive.cpp,v $ // Revision 1.20 2002/11/22 21:28:16 Flayra // - mp_consistency changes // // Revision 1.19 2002/11/06 01:38:37 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 1.18 2002/11/03 04:50:26 Flayra // - Hard-coded gameplay constants instead of putting in skill.cfg // // Revision 1.17 2002/10/24 21:26:37 Flayra // - Fixed hive wound animation when dying // - Hives now choose a random spawn point instead of the first // // Revision 1.16 2002/10/16 20:53:21 Flayra // - Hives have more health while growing // // Revision 1.15 2002/10/16 00:57:19 Flayra // - Fixed hive not going solid sometimes (when player was in the way I think when construction complete) // - Fixed exploit where hives can be manually sped up (oops!) // // Revision 1.14 2002/10/03 18:50:27 Flayra // - Trigger "hive complete" alert // - Trigger "hive is dying" alert // // Revision 1.13 2002/09/23 22:16:44 Flayra // - Removed resource donation at hives // // Revision 1.12 2002/09/09 19:52:57 Flayra // - Animations play properly // - Hive can be hit once it starts gestating (hive becomes solid when gestating, not when complete) // - Respawn fixes // // Revision 1.11 2002/08/16 02:36:01 Flayra // - New damage system // - Fixed bug where hive was absorbing too much damage in armor // // Revision 1.10 2002/08/02 21:59:36 Flayra // - New alert system // // Revision 1.9 2002/07/26 23:04:19 Flayra // - Generate numerical feedback for damage events // // Revision 1.8 2002/07/23 17:06:09 Flayra // - 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 // // Revision 1.7 2002/07/08 17:03:04 Flayra // - Refactored reinforcements // // Revision 1.6 2002/07/01 21:33:48 Flayra // - Hives can no longer be "used" to speed construction, wound sounds play on CHAN_BODY // // Revision 1.5 2002/06/25 18:00:14 Flayra // - Play sequence for non-active hives // // Revision 1.4 2002/06/03 16:47:49 Flayra // - 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) // // Revision 1.3 2002/05/28 17:46:05 Flayra // - Mark hives as persistent so they aren't deleted on level cleanup, new hive sight support, reinforcement refactoring and fixes // // Revision 1.2 2002/05/23 02:33:42 Flayra // - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development. // //=============================================================================== #include "mod/AvHHive.h" #include "mod/AvHGamerules.h" #include "mod/AvHServerUtil.h" #include "mod/AvHSharedUtil.h" #include "mod/AvHAlienAbilityConstants.h" #include "mod/AvHAlienEquipmentConstants.h" #include "mod/AvHHulls.h" #include "mod/AvHMovementUtil.h" #include "mod/AvHSoundListManager.h" #include "mod/AvHServerVariables.h" #include "mod/AvHParticleConstants.h" #include "mod/AvHSpecials.h" #include "mod/AvHPlayerUpgrade.h" #include "util/MathUtil.h" #include extern AvHSoundListManager gSoundListManager; BOOL IsSpawnPointValid( CBaseEntity *pPlayer, CBaseEntity *pSpot ); LINK_ENTITY_TO_CLASS( keTeamHive, AvHHive ); extern int gRegenerationEventID; const int kScaredAnimationIndex = 9; AvHHive::AvHHive() : AvHBaseBuildable(TECH_HIVE, ALIEN_BUILD_HIVE, kesTeamHive, AVH_USER3_HIVE) { // This value should be the default in the .fgd this->mMaxSpawnDistance = 2000; this->mMaxHitPoints = 0; this->mActive = false; this->mSolid = false; this->mSpawning = false; this->mTimeLastWoundSound = -1; this->mTechnology = MESSAGE_NULL; this->mEnergy = 0.0f; this->mLastTimeScannedHives=-1.0f; this->mTeleportHiveIndex=-1;; } bool AvHHive::CanBecomeActive() const { return !this->mActive;// && (!this->mHasBeenKilled || !GetGameRules()->GetIsTournamentMode() || GetGameRules()->GetCheatsEnabled()); } void AvHHive::ConstructUse(CBaseEntity* inActivator, CBaseEntity* inCaller, USE_TYPE inUseType, float inValue) { int a = 0; } void AvHHive::DonateUse(CBaseEntity* inActivator, CBaseEntity* inCaller, USE_TYPE inUseType, float inValue) { // Player is trying to donate his resources to the pool if(this->GetIsActive()) { AvHPlayer* inActivatingPlayer = dynamic_cast(inActivator); if(inActivatingPlayer && (inActivator->pev->team == this->pev->team)) { // Take some resources, give some resources const float kResourcesToDonatePerUse = .4f; float theResourcesToGive = min(inActivatingPlayer->GetResources(), kResourcesToDonatePerUse); if(theResourcesToGive > 0.0f) { AvHTeam* theTeam = inActivatingPlayer->GetTeamPointer(); if(theTeam) { inActivatingPlayer->SetResources(inActivatingPlayer->GetResources() - theResourcesToGive); theTeam->SetTeamResources(theTeam->GetTeamResources() + theResourcesToGive); if(g_engfuncs.pfnRandomLong(0, 20) == 0) { PLAYBACK_EVENT_FULL(0, this->edict(), gRegenerationEventID, 0, this->pev->origin, (float *)&g_vecZero, 1.0f, 0.0, /*theWeaponIndex*/ 0, 0, 0, 0 ); // Just say "resources donated" inActivatingPlayer->PlaybackNumericalEvent(kNumericalInfoResourcesDonatedEvent, 0); } } } } } } AvHTeamNumber AvHHive::GetTeamNumber() const { return (AvHTeamNumber)this->pev->team; } bool AvHHive::GetIsActive() const { return this->mActive; } bool AvHHive::GetIsOrganic() const { return true; } bool AvHHive::GetIsSpawning() const { return this->mSpawning; } int AvHHive::GetMaxSpawnDistance() const { return this->mMaxSpawnDistance; } int AvHHive::GetMoveType() const { return MOVETYPE_NONE; } float AvHHive::GetTimeLastContributed() { return this->mTimeLastContributed; } void AvHHive::SetTimeLastContributed(float inTime) { this->mTimeLastContributed = inTime; } int AvHHive::GetIdle1Animation() const { int theAnimation = -1; if(this->GetIsBuilt()) { theAnimation = 2; } return theAnimation; } int AvHHive::GetIdle2Animation() const { int theAnimation = -1; if(this->GetIsBuilt()) { theAnimation = 3; } return theAnimation; } int AvHHive::GetTakeDamageAnimation() const { int theAnimation = -1; // Choose animation based on global time, so animation doesn't interrupt itself float theTime = gpGlobals->time; int theOffset = (int)(ceil(theTime) - theTime + .5f); if(this->GetIsActive()) { // Play wound animation. theAnimation = 5 + theOffset; } else { // Use still-building flinch anims theAnimation = 7 + theOffset; } return theAnimation; } int AvHHive::GetPointValue(void) const { return BALANCE_VAR(kScoringHiveValue); } int AvHHive::GetSpawnAnimation() const { return 0; } AvHMessageID AvHHive::GetTechnology() const { return this->mTechnology; } void AvHHive::SetTechnology(AvHMessageID inMessageID) { this->mTechnology = inMessageID; } void AvHHive::HiveAliveThink(void) { // For some reason, velocity is non-zero when created (meant they were showing up on motion-tracking) this->pev->velocity = Vector(0, 0, 0); if(GetGameRules()->GetGameStarted()) { if(!this->mActive) { 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 = kHiveAliveThinkInterval/theBuildTime; float theNewPercentage = min(thePercentage + theBuildPercentage, 1.0f); this->SetNormalizedBuildPercentage(theNewPercentage); } else { this->ProcessHealing(); // Play idle anims AvHBaseBuildable::AnimateThink(); } this->UpdateReinforcements(); //this->UpdateUmbra(); } // Set next think this->pev->nextthink = gpGlobals->time + kHiveAliveThinkInterval; } void AvHHive::UpdateUmbra() { bool theIsUnderAttack = GetGameRules()->GetIsEntityUnderAttack(this->entindex()); if(theIsUnderAttack) { if(this->mTimeOfNextUmbra == -1) { this->mTimeOfNextUmbra = gpGlobals->time + RANDOM_LONG(5, 15); } } if((this->mTimeOfNextUmbra != -1) && (gpGlobals->time > this->mTimeOfNextUmbra)) { // If we're under attack, sometimes create umbra at hive vec3_t theUmbraOrigin = this->pev->origin; // else create umbra at random spawn // if(!theIsUnderAttack) // { // CBaseEntity* theSpawnPoint = GetGameRules()->GetRandomHiveSpawnPoint(this, this->pev->origin, this->GetMaxSpawnDistance()); // if(theSpawnPoint) // { // VectorCopy(theSpawnPoint->pev->origin, theUmbraOrigin); // } // } // Create umbra around it, play "scared" anim //this->CreateUmbra(theUmbraOrigin); this->PlayAnimationAtIndex(kScaredAnimationIndex, true); } } void AvHHive::KeyValue(KeyValueData* pkvd) { this->SetPersistent(); if(FStrEq(pkvd->szKeyName, "maxspawndistance")) { this->mMaxSpawnDistance = atoi(pkvd->szValue); pkvd->fHandled = TRUE; } else { AvHBaseBuildable::KeyValue(pkvd); } } void AvHHive::TriggerDeathAudioVisuals() { AvHSUPlayParticleEvent(kpsHiveDeath, this->edict(), this->pev->origin); AvHSUExplodeEntity(this, matFlesh); EMIT_SOUND(ENT(this->pev), CHAN_AUTO, kHiveDeathSound, 1.0, ATTN_IDLE); // Play death animation (increment time just to make sure there's no idle anim played after killed and before death) const float kDeathAnimationLength = 1.2f; this->PlayAnimationAtIndex(10, true); // Then explode //SetThink(&AvHHive::DeathThink); //this->pev->nextthink = gpGlobals->time + kDeathAnimationLength; this->FireDeathTarget(); } void AvHHive::Precache(void) { AvHBaseBuildable::Precache(); PRECACHE_UNMODIFIED_SOUND(kHiveSpawnSound); PRECACHE_UNMODIFIED_SOUND(kHiveAmbientSound); PRECACHE_UNMODIFIED_SOUND(kHiveDeathSound); PRECACHE_UNMODIFIED_MODEL(kHiveModel); CBreakable::PrecacheAll(); } void AvHHive::ProcessHealing() { // Regenerate nearby friendly aliens CBaseEntity* theEntity = NULL; const int theHiveHealRadius = BALANCE_VAR(kHiveHealRadius); while((theEntity = UTIL_FindEntityInSphere(theEntity, this->pev->origin, theHiveHealRadius)) != NULL) { AvHPlayer* thePlayer = dynamic_cast(theEntity); if(thePlayer) { if(thePlayer->GetIsRelevant() && (thePlayer->GetTeam() == this->GetTeamNumber()) && !thePlayer->GetIsBeingDigested()) { // Hive heals percentage of player health float theRegenPercentage = BALANCE_VAR(kHiveRegenerationPercentage); int theMaxHealth = AvHPlayerUpgrade::GetMaxHealth(thePlayer->pev->iuser4, (AvHUser3)thePlayer->pev->iuser3, thePlayer->GetExperienceLevel()); float theRegenAmount = (theRegenPercentage*theMaxHealth); thePlayer->Heal(theRegenAmount, true); } } } // Regenerate self bool theDidHeal = false; // If we aren't at full health, heal health if(this->pev->health < this->mMaxHitPoints) { float theHiveRegenAmount = BALANCE_VAR(kHiveRegenerationAmount); float theCombatModeScalar = /*GetGameRules()->GetIsCombatMode() ? (1.0f/BALANCE_VAR(kCombatModeTimeScalar)) :*/ 1.0f; this->pev->health = min((float)this->mMaxHitPoints, this->pev->health + theHiveRegenAmount*theCombatModeScalar); theDidHeal = true; } // Play regen event if(theDidHeal) { // 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 ); } } void AvHHive::ResetEntity(void) { AvHReinforceable::ResetEntity(); AvHBaseBuildable::ResetEntity(); 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); SetUse(&AvHHive::TeleportUse); 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(); } 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); SetUse(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_VAR(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_VAR(kAlienRespawnPlayerModifier); int theHiveCount = GetGameRules()->GetNumActiveHives(GetTeamNumber()); if ( thePlayerModifier > 0 && theHiveCount < 3 ) { float theTimeModifier = BALANCE_VAR(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(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); } void AvHHive::TeleportUse(CBaseEntity* inActivator, CBaseEntity* inCaller, USE_TYPE inUseType, float inValue) { if ( this->GetIsSpawning() ) return; const float kHiveScanInterval = 1.0f; AvHPlayer* thePlayer = dynamic_cast(inActivator); if(thePlayer && (thePlayer->pev->team == this->pev->team) && (thePlayer->GetUser3() != AVH_USER3_ALIEN_EMBRYO)) { vector theHives; vector theHivesUnderAttack; if((this->mLastTimeScannedHives == -1) || (gpGlobals->time > (this->mLastTimeScannedHives + kHiveScanInterval))) { this->mTeleportHiveIndex = -1; float theFarthestDistance = 0.0f; //sqrt((kMaxMapDimension*2)*(kMaxMapDimension*2)); // Loop through the hives for this team, look for the farthest one (hives under attack take precedence) FOR_ALL_ENTITIES(kesTeamHive, AvHHive*) if((theEntity->pev->team == this->pev->team) && theEntity != this ) { bool theHiveIsUnderAttack = GetGameRules()->GetIsEntityUnderAttack(theEntity->entindex()); // allow teleport to any built hive, or unbuilt hives under attack. if(!theEntity->GetIsSpawning() || ( theEntity->GetIsSpawning() && theHiveIsUnderAttack ) ) { theHives.push_back(theEntity->entindex()); if ( theHiveIsUnderAttack ) theHivesUnderAttack.push_back(theEntity->entindex()); } } END_FOR_ALL_ENTITIES(kesTeamHive) this->mLastTimeScannedHives = gpGlobals->time; } vector *tmpPtr=&theHives; if ( theHivesUnderAttack.size() > 0 ) tmpPtr=&theHivesUnderAttack; if ( tmpPtr->size() > 0 ) { int myIndex=this->entindex(); for ( int i=0; i < tmpPtr->size(); i++ ) { int hiveIndex=(*tmpPtr)[i]; if ( hiveIndex > myIndex ) { this->mTeleportHiveIndex=hiveIndex; break; } } if ( this->mTeleportHiveIndex == -1 ) { this->mTeleportHiveIndex=(*tmpPtr)[0]; } } // If we have a valid hive index, jump the player to it if(this->mTeleportHiveIndex != -1) { // Play sound at this entity EMIT_SOUND(this->edict(), CHAN_AUTO, kAlienSightOnSound, 1.0f, ATTN_NORM); // Move him to it! AvHHive* theHive = NULL; AvHSUGetEntityFromIndex(this->mTeleportHiveIndex, theHive); if(theHive) { CBaseEntity* theSpawnEntity = GetGameRules()->GetRandomHiveSpawnPoint(thePlayer, theHive->pev->origin, theHive->GetMaxSpawnDistance()); if(theSpawnEntity) { Vector theMinSize; Vector theMaxSize; thePlayer->GetSize(theMinSize, theMaxSize); int theOffset = AvHMUGetOriginOffsetForUser3(AvHUser3(thePlayer->pev->iuser3)); Vector theOriginToSpawn = theSpawnEntity->pev->origin; theOriginToSpawn.z += theOffset; if(AvHSUGetIsEnoughRoomForHull(theOriginToSpawn, AvHMUGetHull(false, thePlayer->pev->iuser3), thePlayer->edict())) { thePlayer->SetPosition(theOriginToSpawn); thePlayer->pev->velocity = Vector(0, 0, 0); // Play teleport sound before and after EMIT_SOUND(inActivator->edict(), CHAN_AUTO, kAlienSightOffSound, 1.0f, ATTN_NORM); } } } } } }