ns/releases/3.2.0/source/mod/AvHEntities.cpp
puzl 4469e62659 o added 3 second warmup to web
o need to add visual and audio effects to match the sequence.

git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@400 67975925-1194-0748-b3d5-c16f83f1a3a1
2006-04-19 21:27:26 +00:00

2437 lines
58 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:
//
// $Workfile: AvHEntities.cpp$
// $Date: 2002/11/22 21:26:25 $
//
//-------------------------------------------------------------------------------
// $Log: AvHEntities.cpp,v $
// Revision 1.44 2002/11/22 21:26:25 Flayra
// - mp_consistency changes
// - Fixes to allow NULL owner
//
// Revision 1.43 2002/11/12 02:23:22 Flayra
// - Removed ancient egg
//
// Revision 1.42 2002/11/03 04:47:56 Flayra
// - Moved constants into .dll out of .cfg
//
// Revision 1.41 2002/10/20 21:10:14 Flayra
// - Optimizations
//
// Revision 1.40 2002/10/18 22:19:01 Flayra
// - Fixed bug where resources were still getting destroyed
//
// Revision 1.39 2002/10/16 00:53:16 Flayra
// - Play marine tower harvesting sound louder so it can be heard
//
// Revision 1.38 2002/10/03 18:42:31 Flayra
// - func_resources now are destroyed if a resource tower is destroyed
//
// Revision 1.37 2002/09/23 22:12:31 Flayra
// - Resource towers give 3 points to team in general
//
// Revision 1.36 2002/08/16 02:34:23 Flayra
// - Webs no longer affect friendlies in tourny mode
//
// Revision 1.35 2002/07/24 18:45:41 Flayra
// - Linux and scripting changes
//
// Revision 1.34 2002/07/23 17:01:33 Flayra
// - Updated resource model, removed old junk
//
// Revision 1.33 2002/07/10 14:40:04 Flayra
// - Fixed bug where .mp3s weren't being processed client-side
//
// Revision 1.32 2002/07/08 16:55:35 Flayra
// - Added max ensnare, can't remember why I'm tagging team starts, changed resources functions to floats (for proper handicapping)
//
// Revision 1.31 2002/07/01 21:26:41 Flayra
// - Toned down resource tower sounds (moved to CHAN_BODY to cut down on multiples playing)
//
// Revision 1.30 2002/06/25 17:54:20 Flayra
// - New info_location entity, make resource tower sounds very quiet
//
// Revision 1.29 2002/06/10 19:52:31 Flayra
// - Marked non-visible entities as nodraw, fixes visible entities problems!
//
// Revision 1.28 2002/05/28 17:37:01 Flayra
// - Track number of web strands to enforce limit, reworking of webs in general, removed duplicate code for AvHResourceTower
//
// Revision 1.27 2002/05/23 02:33:41 Flayra
// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
//
//===============================================================================
#include "mod/AvHEntities.h"
#include "dlls/player.h"
#include "dlls/gamerules.h"
#include "dlls/explode.h"
#include "dlls/soundent.h"
#include "dlls/weapons.h"
#include "dlls/cpushable.h"
#include "mod/AvHPlayerUpgrade.h"
#include "mod/AvHServerUtil.h"
#include "mod/AvHGamerules.h"
#include "mod/AvHMarineEquipmentConstants.h"
#include "mod/AvHAlienEquipmentConstants.h"
#include "mod/AvHServerVariables.h"
#include "mod/AvHPlayer.h"
#include "mod/AvHTitles.h"
#include "mod/AvHSoundListManager.h"
#include "mod/AvHParticleTemplateServer.h"
#include "mod/AvHParticleConstants.h"
#include "mod/AvHParticleSystemEntity.h"
#include "mod/AvHSharedUtil.h"
#include "mod/AvHHulls.h"
#include "engine/studio.h"
#include "mod/AvHBaseBuildable.h"
#include "mod/AvHScriptManager.h"
#include "dlls/animation.h"
#include "util/MathUtil.h"
extern DLL_GLOBAL CGameRules* g_pGameRules;
BOOL IsSpawnPointValid( CBaseEntity *pPlayer, CBaseEntity *pSpot );
LINK_ENTITY_TO_CLASS( keSpectate, AvHSpectateEntity );
LINK_ENTITY_TO_CLASS( keJoinTeam, AvHJoinTeamEntity );
//LINK_ENTITY_TO_CLASS( keLeaveGame, AvHLeaveGameEntity );
LINK_ENTITY_TO_CLASS( keTeamStart, AvHTeamStartEntity );
LINK_ENTITY_TO_CLASS( keAutoAssign, AvHAutoAssignEntity );
LINK_ENTITY_TO_CLASS( keMapInfo, AvHMapInfo );
LINK_ENTITY_TO_CLASS( keGameplay, AvHGameplay );
LINK_ENTITY_TO_CLASS( keSeethrough, AvHSeeThrough);
LINK_ENTITY_TO_CLASS( keSeethroughDoor, AvHSeeThroughDoor);
//LINK_ENTITY_TO_CLASS( keWaypoint, AvHWaypoint);
LINK_ENTITY_TO_CLASS( keNoBuild, AvHNoBuild);
LINK_ENTITY_TO_CLASS( keFuncResource, AvHFuncResource);
LINK_ENTITY_TO_CLASS( keGamma, AvHGamma );
LINK_ENTITY_TO_CLASS( keMP3Audio, AvHMP3Audio);
LINK_ENTITY_TO_CLASS( keTriggerPresence, TriggerPresence);
LINK_ENTITY_TO_CLASS( keTriggerRandom, AvHTriggerRandom );
LINK_ENTITY_TO_CLASS( keTriggerScript, AvHTriggerScript);
//LINK_ENTITY_TO_CLASS( keTeamEgg, AvHEgg );
LINK_ENTITY_TO_CLASS( keTeamWebStrand, AvHWebStrand );
LINK_ENTITY_TO_CLASS( keFog, AvHFog);
LINK_ENTITY_TO_CLASS(kwResourceTower, AvHResourceTower);
LINK_ENTITY_TO_CLASS(keInfoLocation, AvHInfoLocation);
// Dummy initializer
StringList AvHMP3Audio::sSoundList;
extern AvHSoundListManager gSoundListManager;
extern AvHParticleTemplateListServer gParticleTemplateList;
const float kFallThinkInterval = .1f;
AvHBaseEntity::AvHBaseEntity()
{
//this->mTeam = TEAM_IND;
}
AvHTeamNumber AvHBaseEntity::GetTeamNumber() const
{
//return this->mTeam;
return (AvHTeamNumber)this->pev->team;
}
void AvHBaseEntity::FallThink(void)
{
this->pev->nextthink = gpGlobals->time + kFallThinkInterval;
if(this->pev->flags & FL_ONGROUND)
{
// clatter if we have an owner (i.e., dropped by someone)
// don't clatter if the gun is waiting to respawn (if it's waiting, it is invisible!)
//if ( !FNullEnt( this->pev->owner ) )
//{
// int pitch = 95 + RANDOM_LONG(0,29);
// EMIT_SOUND_DYN(ENT(this->pev), CHAN_VOICE, "items/weapondrop1.wav", 1, ATTN_NORM, 0, pitch);
//}
// lie flat
this->pev->angles.x = 0;
this->pev->angles.z = 0;
UTIL_SetOrigin( pev, pev->origin );// link into world.
}
}
void AvHBaseEntity::KeyValue( KeyValueData* pkvd )
{
if(FStrEq(pkvd->szKeyName, "teamchoice"))
{
//this->mTeam = (AvHTeamNumber)(atoi(pkvd->szValue));
this->pev->team = (AvHTeamNumber)(atoi(pkvd->szValue));
pkvd->fHandled = TRUE;
}
else
{
CBaseEntity::KeyValue(pkvd);
}
}
void AvHBaseEntity::NotifyUpgrade(AvHUpgradeMask inUpgradeMask)
{
}
AvHClientCommandEntity::AvHClientCommandEntity()
{
}
void AvHClientCommandEntity::ClientCommandTouch( CBaseEntity *pOther )
{
// If incoming entity is a player
CBasePlayer* theBasePlayer = dynamic_cast<CBasePlayer*>(pOther);
if(theBasePlayer)
{
// execute client command for that player
g_pGameRules->ClientCommand(theBasePlayer, this->GetClientCommand());
}
}
void AvHClientCommandEntity::Spawn(void)
{
pev->movetype = MOVETYPE_NONE;
pev->solid = SOLID_TRIGGER;
pev->iuser3 = AVH_USER3_CLIENT_COMMAND;
SET_MODEL( ENT(pev), STRING(pev->model) );
this->pev->effects = EF_NODRAW;
SetTouch(&AvHClientCommandEntity::ClientCommandTouch);
}
const char* AvHJoinTeamEntity::GetClientCommand()
{
const char* theCommand = "";
AvHTeamNumber theTeamNumber = this->GetTeamNumber();
switch(theTeamNumber)
{
case TEAM_ONE:
theCommand = kcJoinTeamOne;
break;
case TEAM_TWO:
theCommand = kcJoinTeamTwo;
break;
case TEAM_THREE:
theCommand = kcJoinTeamThree;
break;
case TEAM_FOUR:
theCommand = kcJoinTeamFour;
break;
}
return theCommand;
}
void AvHTeamStartEntity::KeyValue( KeyValueData* pkvd )
{
AvHBaseEntity::KeyValue(pkvd);
}
void AvHTeamStartEntity::Spawn(void)
{
AvHBaseEntity::Spawn();
this->pev->effects |= EF_NODRAW;
// Mark with special iuser3
AvHUser3 theUser3 = AVH_USER3_SPAWN_READYROOM;
AvHTeamNumber theTeamNumber = this->GetTeamNumber();
if( theTeamNumber == GetGameRules()->GetTeamA()->GetTeamNumber() )
{
theUser3 = AVH_USER3_SPAWN_TEAMA;
}
else if( theTeamNumber == GetGameRules()->GetTeamB()->GetTeamNumber() )
{
theUser3 = AVH_USER3_SPAWN_TEAMB;
}
else
{
ASSERT(false);
}
this->pev->iuser3 = theUser3;
}
//void AvHBuildableAnimating::BuildUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
//{
// // Check teams to see if right person is using it
// if(this->pev->team == pActivator->pev->team)
// {
// if(!this->GetIsBuilt())
// {
// if(AvHSUPlayerCanBuild(pActivator->pev))
// {
// this->mTimeLastUsed = gpGlobals->time;
//
// if(RANDOM_LONG(0, 4) == 0)
// {
// // Set health, taking into account upgrade
// this->SetNormalizedBuildPercentage(this->GetNormalizedBuildPercentage() + 1.0f);
// this->pev->health = this->GetMinHitPoints() + (this->GetNormalizedBuildPercentage())*(this->GetMaxHitPoints() - this->GetMinHitPoints());
// //this->pev->armorvalue = this->mMaxArmor;
// this->pev->rendermode = kRenderTransTexture;
// this->pev->renderamt = (this->pev->health/this->GetMaxHitPoints())*255;
// }
//
// //this->PlayBuildSound();
// AvHSUPlayRandomConstructionEffect(this);
//
// if(this->GetIsBuilt())
// {
// this->SetConstructionComplete();
// }
//
// AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(pActivator);
// if(thePlayer && !this->GetIsBuilt())
// {
// thePlayer->TriggerProgressBar(this->entindex(), 1);
// //this->pev->fuser1 = this->GetNormalizedBuildPercentage()*kNormalizationNetworkFactor;
// }
// }
// }
// }
//}
//
//int AvHBuildableAnimating::GetMinHitPoints() const
//{
// return .5f*this->GetMaxHitPoints();
//}
//
//int AvHBuildableAnimating::GetMaxHitPoints() const
//{
// return 200;
//}
//
//bool AvHBuildableAnimating::GetIsBuilt() const
//{
// return (this->GetNormalizedBuildPercentage() >= 1.0f);
//}
//
//void AvHBuildableAnimating::SetIsBuilt()
//{
// this->SetNormalizedBuildPercentage(1.0f);
//}
//
//float AvHBuildableAnimating::GetNormalizedBuildPercentage() const
//{
// return this->pev->fuser1/kNormalizationNetworkFactor;
//}
//
//void AvHBuildableAnimating::SetNormalizedBuildPercentage(float inPercentage)
//{
// this->pev->fuser1 = inPercentage*kNormalizationNetworkFactor;
//}
//
//
//void AvHBuildableAnimating::Spawn(void)
//{
// CBaseAnimating::Spawn();
//
// SetUse(BuildUse);
//
// this->pev->iuser3 = AVH_USER3_BUILDABLE;
// this->pev->fuser1 = 0.0f;
// this->mTimeLastUsed = -1;
//}
//// Build site entities
//AvHResource::AvHResource(AvHTechID inTechID, AvHMessageID inMessageID, char* inClassName, int inHealth, AvHSelectableUser4 inUser4) : mThinkInterval(.1f)
//{
// this->mBuildRange = 0.0f;
// this->mResourceRating = 0;
// this->mHasResource = false;
// this->mStartAlreadyBuilt = false;
// this->mValidTeams = 0;
// this->mBuildSoundPlaying = false;
// this->mTimeLastContributed = -1;
//}
//
//int AvHResource::BloodColor( void )
//{
// return DONT_BLEED;
//}
//
//float AvHResource::GetBuildRange(void) const
//{
// return this->mBuildRange;
//}
//
//bool AvHResource::GetIsActive(void) const
//{
// return this->GetIsBuilt() && (this->pev->health > 0);
//}
//
//float AvHResource::GetTimeLastContributed()
//{
// return this->mTimeLastContributed;
//}
//
//void AvHResource::SetTimeLastContributed(float inTime)
//{
// this->mTimeLastContributed = inTime;
//}
//
//void AvHResource::Killed( entvars_t *pevAttacker, int iGib )
//{
// // lots of smoke
// 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( pev->origin.z );
// WRITE_SHORT( g_sModelIndexSmoke );
// WRITE_BYTE( 25 ); // scale * 10
// WRITE_BYTE( 10 ); // framerate
// MESSAGE_END();
//
// if (pev->dmgtime + RANDOM_FLOAT( 0, 5 ) > gpGlobals->time)
// {
// 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 );
// }
//
// CBaseAnimating::Killed(pevAttacker, iGib);
//}
//
//
////void AvHResource::LoopSound(void) const
////{
//// //UTIL_EmitAmbientSound( ENT(this->pev), pev->origin, kResourceHum, 100.0f, ATTN_NORM, SND_SPAWNING, RANDOM_LONG( 50, 100 ));
//// UTIL_EmitAmbientSound( ENT(this->pev), pev->origin, kResourceHum, 1, 1.25, SND_SPAWNING, 100);
////}
//
//int AvHResource::ObjectCaps( void )
//{
// return FCAP_CONTINUOUS_USE;
//}
//
////void AvHResource::PlayBuildSound(void)
////{
//// if(!this->mBuildSoundPlaying)
//// {
//// UTIL_EmitAmbientSound( ENT(this->pev), this->pev->origin, kResourceBuildSound, 100.0f, ATTN_NORM, 0, RANDOM_LONG( 50, 100 ));
//// this->mBuildSoundPlaying = true;
//// }
////}
////
////void AvHResource::StopBuildSound(void)
////{
//// if(this->mBuildSoundPlaying)
//// {
//// UTIL_EmitAmbientSound(ENT(this->pev), this->pev->origin, kResourceBuildSound, 0, 0, SND_STOP, 0);
//// this->mBuildSoundPlaying = false;
//// }
////}
//
//void AvHResource::Precache( void )
//{
// CBaseAnimating::Precache();
//
// //PRECACHE_SOUND(kResourceHum);
// //PRECACHE_SOUND(kResourceBuildSound);
//
// if(pev->model)
// {
// PRECACHE_MODEL( (char *)STRING(pev->model) );
// }
//}
//
//void AvHResource::ResourceThink(void)
//{
//// if((gpGlobals->time - this->mTimeLastUsed > .2f) && this->mBuildSoundPlaying)
//// {
//// this->StopBuildSound();
//// }
// pev->nextthink = gpGlobals->time + this->mThinkInterval;
//}
//
//void AvHResource::ResourceTouch( CBaseEntity *pOther )
//{
//}
//
////void AvHResource::ResourceUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
////{
////}
//
//void AvHResource::SetConstructionComplete()
//{
// //SetUse(NULL);
// this->SetIsBuilt();
// //this->LoopSound();
// this->pev->health = this->GetMaxHitPoints();
// this->pev->rendermode = kRenderNormal;
// this->pev->renderamt = 0;
// this->pev->takedamage = 1;
// pev->solid = SOLID_SLIDEBOX;
//
// this->mTimeLastContributed = gpGlobals->time;
//}
//
//void AvHResource::Spawn(void)
//{
// this->Precache();
//
// pev->classname = MAKE_STRING(kAvHResourceClassName);
//
// pev->movetype = MOVETYPE_FLY;
//
// SET_MODEL( ENT(pev), STRING(pev->model) );
//
// if(this->mStartAlreadyBuilt)
// {
// this->SetIsBuilt();
// this->pev->health = this->GetMaxHitPoints();
// this->pev->rendermode = kRenderNormal;
// SetUse(NULL);
// //this->LoopSound();
// this->pev->solid = SOLID_SLIDEBOX;
// }
// else
// {
// this->pev->fuser1 = 0;
// this->pev->rendermode = kRenderTransTexture;
// this->pev->solid = SOLID_NOT;
// this->pev->health = this->GetMinHitPoints();
// //SetTouch(ResourceTouch);
// //SetUse(ResourceUse);
// }
//
// SetThink(ResourceThink);
// pev->nextthink = gpGlobals->time + this->mThinkInterval;
//
// this->mTimeLastContributed = gpGlobals->time;
//}
//
//int AvHResource::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
//{
// int theReturnCode = 0;
//
// if (pev->takedamage )
// {
// // Resources have armor too, get protection from upgrades
// float theNewDamage = AvHSUCalculateDamageLessArmor(this->pev, flDamage, bitsDamageType, GetGameRules()->IsMultiplayer());
// theReturnCode = CBaseAnimating::TakeDamage(pevInflictor, pevAttacker, theNewDamage, bitsDamageType);
//
//// pev->health -= theNewDamage;
//// if (pev->health <= 0)
//// {
//// pev->health = 0;
//// pev->takedamage = DAMAGE_NO;
//// pev->dmgtime = gpGlobals->time;
////
//// ClearBits (pev->flags, FL_MONSTER); // why are they set in the first place???
////
//// SetUse(NULL);
////
//// // SetThink?
////
//// //SUB_UseTargets( this, USE_ON, 0 ); // wake up others
//// }
// }
//
// return theReturnCode;
//}
AvHSeeThrough::AvHSeeThrough()
{
this->mCommanderAlpha = 0;
this->mPlayerAlpha = 255;
}
void AvHSeeThrough::KeyValue( KeyValueData* pkvd )
{
if(FStrEq(pkvd->szKeyName, "commanderAlpha") || FStrEq(pkvd->szKeyName, "seeThroughAlpha"))
{
int theAlpha = atoi(pkvd->szValue);
this->mCommanderAlpha = min(max(0, theAlpha), 255);
pkvd->fHandled = TRUE;
}
if(FStrEq(pkvd->szKeyName, "playerAlpha"))
{
int theAlpha = atoi(pkvd->szValue);
this->mPlayerAlpha = min(max(0, theAlpha), 255);
pkvd->fHandled = TRUE;
}
else
{
CBaseEntity::KeyValue(pkvd);
}
}
void AvHSeeThrough::Spawn()
{
this->Precache();
CBaseEntity::Spawn();
this->pev->solid = SOLID_BSP;
this->pev->movetype = MOVETYPE_PUSH;
SET_MODEL( ENT(pev), STRING(pev->model) );
this->pev->classname = MAKE_STRING(kesSeethrough);
this->pev->iuser3 = AVH_USER3_ALPHA;
this->pev->fuser1 = this->mCommanderAlpha;
this->pev->fuser2 = this->mPlayerAlpha;
}
AvHSeeThroughDoor::AvHSeeThroughDoor()
{
this->mCommanderAlpha = 0;
this->mPlayerAlpha = 255;
}
void AvHSeeThroughDoor::KeyValue( KeyValueData* pkvd )
{
// For backwards compatibility with old AvHSeeThrough
if(FStrEq(pkvd->szKeyName, "commanderAlpha") || FStrEq(pkvd->szKeyName, "seeThroughAlpha"))
{
int theAlpha = atoi(pkvd->szValue);
this->mCommanderAlpha = min(max(0, theAlpha), 255);
pkvd->fHandled = TRUE;
}
if(FStrEq(pkvd->szKeyName, "playerAlpha"))
{
int theAlpha = atoi(pkvd->szValue);
this->mPlayerAlpha = min(max(0, theAlpha), 255);
pkvd->fHandled = TRUE;
}
else
{
CBaseDoor::KeyValue(pkvd);
}
}
void AvHSeeThroughDoor::Spawn()
{
this->Precache();
CBaseDoor::Spawn();
this->pev->solid = SOLID_BSP;
this->pev->movetype = MOVETYPE_PUSH;
SET_MODEL( ENT(pev), STRING(pev->model) );
this->pev->classname = MAKE_STRING(kesSeethroughDoor);
this->pev->iuser3 = AVH_USER3_ALPHA;
this->pev->fuser1 = this->mCommanderAlpha;
this->pev->fuser2 = this->mPlayerAlpha;
}
AvHNoBuild::AvHNoBuild()
{
}
void AvHNoBuild::KeyValue(KeyValueData* pkvd)
{
AvHBaseEntity::KeyValue(pkvd);
}
void AvHNoBuild::Spawn()
{
this->Precache();
AvHBaseEntity::Spawn();
this->pev->solid = SOLID_BSP;
this->pev->movetype = MOVETYPE_PUSH;
//this->pev->solid = SOLID_TRIGGER;
//this->pev->movetype = MOVETYPE_NONE;
SET_MODEL( ENT(pev), STRING(pev->model) );
this->pev->classname = MAKE_STRING(kesNoBuild);
this->pev->iuser3 = AVH_USER3_NOBUILD;
this->pev->rendermode = kRenderTransAdd;
this->pev->renderamt = 0;
this->pev->effects = EF_NODRAW;
}
AvHMP3Audio::AvHMP3Audio()
{
this->mUseState = false;
this->mSoundVolume = 255;
this->mLooping = false;
}
int AvHMP3Audio::GetFadeDistance() const
{
return this->mFadeDistance;
}
void AvHMP3Audio::KeyValue( KeyValueData* pkvd )
{
if(FStrEq(pkvd->szKeyName, "soundname"))
{
this->mSoundName = pkvd->szValue;
pkvd->fHandled = TRUE;
}
else if(FStrEq(pkvd->szKeyName, "soundvolume"))
{
this->mSoundVolume = atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if(FStrEq(pkvd->szKeyName, "fadedistance"))
{
this->mFadeDistance = atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else
{
AvHBaseEntity::KeyValue(pkvd);
}
}
void AvHMP3Audio::Precache()
{
CBaseEntity::Precache();
PRECACHE_UNMODIFIED_MODEL(kNullModel);
}
void AvHMP3Audio::Spawn()
{
Precache();
AvHBaseEntity::Spawn();
// Set spawn flags
if(this->pev->spawnflags & 1)
{
// Don't fade sound with position, treat as HUD sound
this->mFadeDistance = 0;
}
if(this->pev->spawnflags & 2)
{
this->mLooping = true;
}
if(this->pev->spawnflags & 4)
{
this->pev->iuser3 = AVH_USER3_AUDIO_ON;
}
else
{
this->pev->iuser3 = AVH_USER3_AUDIO_OFF;
}
// Set model
pev->classname = MAKE_STRING(kesMP3Audio);
this->pev->solid = SOLID_NOT;
this->pev->movetype = MOVETYPE_NONE;
//this->pev->effects |= EF_NODRAW;
//SET_MODEL(ENT(pev), STRING(pev->model));
SET_MODEL(ENT(this->pev), kNullModel);
UTIL_SetOrigin(pev, pev->origin);
// Set use so it can be toggled on and off like a switch, not used by the player
SetUse(&AvHMP3Audio::SpecialSoundUse);
// Add sound name to global registry (relative path without mod directory).
// This is pushing back duplicates. Do we care? If SoundList changes to a hash, this could break.
int theListSize = sSoundList.size();
sSoundList.push_back(this->mSoundName);
theListSize = sSoundList.size();
// The sound index is the position in this list (assume we're adding to end)
int theSoundIndexOffset = sSoundList.size() - 1;
// Set up variables
ASSERT(theSoundIndexOffset >= 0);
ASSERT(theSoundIndexOffset < 256);
int theValue = (theSoundIndexOffset << 8);
int theEntIndex = this->entindex();
theValue |= (theEntIndex << 16);
ASSERT(theEntIndex == (theValue >> 16));
this->pev->fuser1 = theValue;
//memcpy(&this->pev->fuser1, &theValue, sizeof(float));
int theConvertedFuser1 = (int)(this->pev->fuser1);
//int theConvertedFuser1 = 0;
//memcpy(&theConvertedFuser1, &this->pev->fuser1, sizeof(float));
ASSERT(theConvertedFuser1 == theValue);
this->pev->fuser2 = gpGlobals->time;
// Mash all these little ints into iuser4 (fade distance is max of 16-bits)
theValue = this->mFadeDistance;
theValue |= (this->mSoundVolume << 16);
theValue |= (this->pev->spawnflags << 24);
this->pev->iuser4 = theValue;
}
void AvHMP3Audio::ClearSoundNameList()
{
sSoundList.clear();
}
const StringList& AvHMP3Audio::GetSoundNameList()
{
return sSoundList;
}
void AvHMP3Audio::SpecialSoundUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
bool theOldUseState = this->mUseState;
// Can't toggle it once it's been welded
switch(useType)
{
case USE_OFF:
this->mUseState = false;
break;
case USE_ON:
this->mUseState = true;
break;
case USE_SET:
// Handle this?
break;
case USE_TOGGLE:
this->mUseState = !this->mUseState;
break;
}
// Just turned on or off?
if(theOldUseState != this->mUseState)
{
// Update time of action
this->pev->fuser2 = gpGlobals->time;
// Update type of action
if(this->mUseState)
{
this->pev->iuser3 = AVH_USER3_AUDIO_ON;
}
else
{
this->pev->iuser3 = AVH_USER3_AUDIO_OFF;
}
}
}
AvHMapInfo::AvHMapInfo()
{
this->mMapExtents.ResetMapExtents();
}
const AvHMapExtents& AvHMapInfo::GetMapExtents() const
{
return this->mMapExtents;
}
void AvHMapInfo::KeyValue( KeyValueData* pkvd )
{
if (FStrEq(pkvd->szKeyName, "viewheight"))
{
this->mMapExtents.SetMaxViewHeight(atoi(pkvd->szValue));
pkvd->fHandled = TRUE;
}
if (FStrEq(pkvd->szKeyName, "minviewheight"))
{
this->mMapExtents.SetMinViewHeight(atoi(pkvd->szValue));
pkvd->fHandled = TRUE;
}
if (FStrEq(pkvd->szKeyName, "minx"))
{
this->mMapExtents.SetMinMapX(atoi(pkvd->szValue));
pkvd->fHandled = TRUE;
}
if (FStrEq(pkvd->szKeyName, "miny"))
{
this->mMapExtents.SetMinMapY(atoi(pkvd->szValue));
pkvd->fHandled = TRUE;
}
if (FStrEq(pkvd->szKeyName, "maxx"))
{
this->mMapExtents.SetMaxMapX(atoi(pkvd->szValue));
pkvd->fHandled = TRUE;
}
if (FStrEq(pkvd->szKeyName, "maxy"))
{
this->mMapExtents.SetMaxMapY(atoi(pkvd->szValue));
pkvd->fHandled = TRUE;
}
if (FStrEq(pkvd->szKeyName, "culldistance"))
{
this->mMapExtents.SetTopDownCullDistance(atoi(pkvd->szValue));
pkvd->fHandled = TRUE;
}
else
{
AvHBaseEntity::KeyValue(pkvd);
}
}
void AvHMapInfo::Spawn()
{
AvHBaseEntity::Spawn();
this->pev->classname = MAKE_STRING(kwsMapInfoClassName);
this->pev->solid = SOLID_NOT;
this->pev->movetype = MOVETYPE_NONE;
this->pev->effects = EF_NODRAW;
// Did mapper check "don't draw background" flag?
if(pev->spawnflags & 1)
{
this->mMapExtents.SetDrawMapBG(false);
}
}
AvHGameplay::AvHGameplay()
{
this->mTeamAType = AVH_CLASS_TYPE_UNDEFINED;
this->mTeamBType = AVH_CLASS_TYPE_UNDEFINED;
this->mInitialHives = 1;
}
AvHClassType AvHGameplay::GetTeamAType() const
{
return this->mTeamAType;
}
AvHClassType AvHGameplay::GetTeamBType() const
{
return this->mTeamBType;
}
int AvHGameplay::GetInitialHives() const
{
return this->mInitialHives;
}
int AvHGameplay::GetInitialAlienPoints() const
{
return BALANCE_VAR(kNumInitialAlienPoints);
}
int AvHGameplay::GetInitialMarinePoints() const
{
return BALANCE_VAR(kNumInitialMarinePoints);
}
int AvHGameplay::GetAlienRespawnCost() const
{
return 0;
}
int AvHGameplay::GetMarineRespawnCost() const
{
return 0;
}
// Not used currently
int AvHGameplay::GetAlienRespawnTime() const
{
float theTimeToRespawn = BALANCE_VAR(kAlienRespawnTime);
if(GetGameRules()->GetIsTesting() || GetGameRules()->GetCheatsEnabled())
{
theTimeToRespawn = 2.0f;
}
return theTimeToRespawn;
}
int AvHGameplay::GetTowerInjectionTime() const
{
return BALANCE_VAR(kFuncResourceInjectionTime);
}
int AvHGameplay::GetTowerInjectionAmount() const
{
return BALANCE_VAR(kFuncResourceInjectionAmount);
}
void AvHGameplay::KeyValue( KeyValueData* pkvd )
{
if (FStrEq(pkvd->szKeyName, "teamone"))
{
this->mTeamAType = (AvHClassType)(atoi(pkvd->szValue));
pkvd->fHandled = TRUE;
}
if (FStrEq(pkvd->szKeyName, "teamtwo"))
{
this->mTeamBType = (AvHClassType)(atoi(pkvd->szValue));
pkvd->fHandled = TRUE;
}
else
{
AvHBaseEntity::KeyValue(pkvd);
}
}
void AvHGameplay::Reset()
{
// This should have all the correct defaults (same as ns.fgd)
this->mTeamAType = AVH_CLASS_TYPE_MARINE;
this->mTeamBType = AVH_CLASS_TYPE_ALIEN;
this->mInitialHives = 1;
}
// Should we even do this?
void AvHGameplay::Spawn()
{
AvHBaseEntity::Spawn();
this->pev->classname = MAKE_STRING(kwsGameplayClassName);
this->pev->solid = SOLID_NOT;
this->pev->movetype = MOVETYPE_NONE;
this->pev->effects = EF_NODRAW;
}
AvHGamma::AvHGamma()
{
this->mGammaScalar = 1.0f;
}
void AvHGamma::KeyValue(KeyValueData* pkvd)
{
if(FStrEq(pkvd->szKeyName, "desiredgamma"))
{
this->mGammaScalar = atof(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else
{
AvHBaseEntity::KeyValue(pkvd);
}
}
float AvHGamma::GetGamma() const
{
return this->mGammaScalar;
}
void AvHGamma::Spawn()
{
AvHBaseEntity::Spawn();
this->pev->classname = MAKE_STRING(kwsGammaClassName);
this->pev->effects = EF_NODRAW;
}
//AvHEgg::AvHEgg()
//{
//}
//
//void AvHEgg::EggThink(void)
//{
// // If we're not touching any
// //FallThink();
// this->pev->nextthink = gpGlobals->time + kFallThinkInterval;
//
// if(this->pev->flags & FL_ONGROUND)
// {
// // lie flat
// this->pev->angles.x = 0;
// this->pev->angles.z = 0;
//
// this->pev->solid = SOLID_BBOX;
// this->pev->movetype = MOVETYPE_TOSS;
//
// // Now it's big enough to block
// this->pev->takedamage = DAMAGE_YES;
//
// Vector theFinalPos = this->pev->origin;
// //theFinalPos.z += 50;
//
// UTIL_SetSize(this->pev, Vector( -32, -32, -50), Vector(32, 32, 64) );
// UTIL_SetOrigin(this->pev, theFinalPos);// link into world.
// SetThink (NULL);
//
// // Start animating
// this->pev->sequence = 0;
// this->pev->frame = 0;
// //ResetSequenceInfo();
// //AvHSUSetCollisionBoxFromSequence(this->pev);
// }
//}
//
//void AvHEgg::Hatch()
//{
//}
//
//void AvHEgg::Killed( entvars_t *pevAttacker, int iGib )
//{
// AvHSUExplodeEntity(this, matFlesh);
//
// EMIT_SOUND(ENT(this->pev), CHAN_AUTO, kEggDestroyedSound, 1.0, ATTN_IDLE);
//
// //AvHBaseEntity::Killed(pevAttacker, iGib);
// //CBaseAnimating::Killed(pevAttacker, iGib);
// CBaseEntity::Killed(pevAttacker, iGib);
//}
//
//void AvHEgg::Precache(void)
//{
// PRECACHE_SOUND(kEggDestroyedSound);
// PRECACHE_MODEL(kEggModel);
//}
//
//void AvHEgg::Spawn()
//{
// this->Precache( );
//
// this->pev->solid = SOLID_BBOX;
// this->pev->movetype = MOVETYPE_TOSS;
// //this->pev->flags &= ~FL_ONGROUND;
// //this->pev->velocity = Vector(0, 0, 8);
//
// SET_MODEL( ENT(this->pev), kEggModel);
// UTIL_SetOrigin(pev, pev->origin); // set size and link into world
//
// DROP_TO_FLOOR(ENT(pev));
//
// this->pev->classname = MAKE_STRING(kwsEggClassName);
// this->pev->health = AvHPlayerUpgrade::GetMaxHealth(0, ROLE_GESTATING);
// this->pev->max_health = pev->health;
// this->pev->takedamage = DAMAGE_YES;
// //this->pev->view_ofs = Vector(0,0,22);
//
// this->pev->sequence = 0;
// this->pev->frame = 0;
// ResetSequenceInfo();
// AvHSUSetCollisionBoxFromSequence(this->pev);
//}
//
//void AvHEgg::SpawnPlayer()
//{
// // Bring origin up a bit, so when the player spawns he won't be stuck in the ground
// this->pev->origin.z += 50;
//
// AvHSUExplodeEntity(this, matFlesh);
//
// SetThink(SUB_Remove);
//
// this->pev->nextthink = gpGlobals->time + .3f;
//}
//
//int AvHEgg::TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType )
//{
// //return CBaseAnimating::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType);
// return CBaseEntity::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType);
//}
const float kTriggerPresenceThinkInterval = .05f;
TriggerPresence::TriggerPresence()
{
this->mEnabled = true;
this->mPresence = false;
this->mPlayersDontActivate = false;
this->mMonstersDontActivate = false;
this->mPushablesDontActivate = false;
this->mTeamAOnly = false;
this->mTeamBOnly = false;
this->mTimeOfLastTouch = -1;
this->mTimeBeforeLeave = .5f;
this->mMomentaryOpenTime = 1.0f;
this->mMomentaryCloseTime = 1.0f;
}
void TriggerPresence::KeyValue(KeyValueData* pkvd)
{
pkvd->fHandled = FALSE;
if(FStrEq(pkvd->szKeyName, "master"))
{
this->mMaster = pkvd->szValue;
pkvd->fHandled = TRUE;
}
else if(FStrEq(pkvd->szKeyName, "targetenter"))
{
this->mTargetEnter = pkvd->szValue;
pkvd->fHandled = TRUE;
}
else if(FStrEq(pkvd->szKeyName, "targetleave"))
{
this->mTargetLeave = pkvd->szValue;
pkvd->fHandled = TRUE;
}
else if(FStrEq(pkvd->szKeyName, "momentarytarget"))
{
this->mMomentaryTarget = pkvd->szValue;
pkvd->fHandled = TRUE;
}
else if(FStrEq(pkvd->szKeyName, "timebeforeleave"))
{
this->mTimeBeforeLeave = max(atof(pkvd->szValue), 0.0f);
pkvd->fHandled = TRUE;
}
else if(FStrEq(pkvd->szKeyName, "momentaryopentime"))
{
this->mMomentaryOpenTime = max(atof(pkvd->szValue), 0.01f);
pkvd->fHandled = TRUE;
}
else if(FStrEq(pkvd->szKeyName, "momentaryclosetime"))
{
this->mMomentaryCloseTime = max(atof(pkvd->szValue), 0.01f);
pkvd->fHandled = TRUE;
}
else if(FStrEq(pkvd->szKeyName, "spawnflags"))
{
pkvd->fHandled = TRUE;
}
else
{
CBaseEntity::KeyValue(pkvd);
}
}
void TriggerPresence::Precache(void)
{
}
//void TriggerPresence::ResetEntity(void)
//{
// Not sure if this should be here or not...think
//this->mTimeOfLastTouch = -1;
//this->SetPresence(false);
//this->mEnabled = false;
//}
void TriggerPresence::SetPresence(bool inPresence)
{
// If we current have presence and inPresence is false
if(this->mPresence && !inPresence)
{
// fire mTargetLeave
FireTargets(this->mTargetLeave.c_str(), this, this, USE_TOGGLE, 0.0f);
}
// else if we don't have presence and inPresence is true
else if(!this->mPresence && inPresence)
{
// fire mTargetEnter
if(this->mTargetEnter != "")
{
FireTargets(this->mTargetEnter.c_str(), this, this, USE_TOGGLE, 0.0f);
}
}
// Set mPresence to inPresence
this->mPresence = inPresence;
}
void TriggerPresence::Spawn(void)
{
this->Precache();
CBaseEntity::Spawn();
// Spawn code
this->SetTouch(&TriggerPresence::TriggerTouch);
this->pev->movetype = MOVETYPE_NONE;
this->pev->solid = SOLID_TRIGGER;
SET_MODEL(ENT(pev), STRING(pev->model));
this->pev->effects = EF_NODRAW;
// Set spawn flags
if(this->pev->spawnflags & 1)
{
this->mPlayersDontActivate = true;
}
if(this->pev->spawnflags & 2)
{
this->mMonstersDontActivate = true;
}
if(this->pev->spawnflags & 4)
{
this->mPushablesDontActivate = true;
}
if(this->pev->spawnflags & 8)
{
this->mTeamAOnly = true;
}
if(this->pev->spawnflags & 16)
{
this->mTeamBOnly = true;
}
// Don't start enabled if a master was specified
if(this->mMaster != "")
{
this->mEnabled = false;
}
SetThink(&TriggerPresence::TriggerThink);
this->pev->nextthink = gpGlobals->time + kTriggerPresenceThinkInterval;
}
void TriggerPresence::TriggerThink()
{
if(this->mEnabled)
{
// If we have presence and haven't received a touch for a certain amount of time
if(this->mPresence)
{
if(gpGlobals->time > this->mTimeOfLastTouch + this->mTimeBeforeLeave)
{
this->SetPresence(false);
}
}
// Keep firing momentary target if presence detected
if(this->mMomentaryTarget != "")
{
// Update the value if we're opening or closing
float theDifference = this->mPresence ? kTriggerPresenceThinkInterval/this->mMomentaryOpenTime : -kTriggerPresenceThinkInterval/this->mMomentaryCloseTime;
this->mMomentaryValue += theDifference;
this->mMomentaryValue = min(max(this->mMomentaryValue, 0.0f), 1.0f);
//float theAmount = RANDOM_FLOAT(0, 1);
FireTargets(this->mMomentaryTarget.c_str(), this, this, USE_SET, this->mMomentaryValue);
}
}
this->pev->nextthink = gpGlobals->time + kTriggerPresenceThinkInterval;
}
void TriggerPresence::TriggerTouch(CBaseEntity *pOther)
{
if(this->mEnabled)
{
// If players activate and is player
CBasePlayer* thePlayer = dynamic_cast<CBasePlayer*>(pOther);
CBaseMonster* theMonster = dynamic_cast<CBaseMonster*>(pOther);
CPushable* thePushable = dynamic_cast<CPushable*>(pOther);
bool theTriggerFires = true;
if(thePlayer && this->mPlayersDontActivate)
{
theTriggerFires = false;
}
if(theMonster && this->mMonstersDontActivate)
{
theTriggerFires = false;
}
if(thePushable && this->mPushablesDontActivate)
{
theTriggerFires = false;
}
if(this->mTeamAOnly && (pOther->pev->team != GetGameRules()->GetTeamA()->GetTeamNumber()))
{
theTriggerFires = false;
}
if(this->mTeamBOnly && (pOther->pev->team != GetGameRules()->GetTeamB()->GetTeamNumber()))
{
theTriggerFires = false;
}
//if(thePlayer)
//{
// ClientPrint(thePlayer->pev, HUD_PRINTCONSOLE, "Player touch\n");
//}
if(theTriggerFires)
{
this->SetPresence(true);
this->mTimeOfLastTouch = gpGlobals->time;
}
}
}
void TriggerPresence::Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE inUseType, float inValue)
{
switch(inUseType)
{
case USE_OFF:
this->mEnabled = false;
break;
case USE_ON:
this->mEnabled = true;
break;
case USE_SET:
this->mEnabled = (bool)inValue;
break;
case USE_TOGGLE:
this->mEnabled = !this->mEnabled;
break;
}
}
AvHTriggerRandom::AvHTriggerRandom()
{
this->mMinFireTime = 0;
this->mMaxFireTime = 1;
this->mWaitBeforeReset = 3;
this->mStartOn = false;
this->mToggle = false;
this->mRemoveOnFire = false;
this->mFiredAtLeastOnce = false;
this->mToggleableAndOn = false;
this->mTimeOfLastActivation = -1;
this->mTimeOfLastTrigger = -1;
}
void AvHTriggerRandom::KeyValue( KeyValueData* pkvd )
{
pkvd->fHandled = FALSE;
if (FStrEq(pkvd->szKeyName, "minfiretime"))
{
this->mMinFireTime = atof( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "maxfiretime"))
{
this->mMaxFireTime = atof(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "wait"))
{
this->mWaitBeforeReset = atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "spawnflags"))
{
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "balancedtarget"))
{
this->mBalancedTarget = pkvd->szValue;
pkvd->fHandled = TRUE;
}
else
{
// Else it's a target name, add it as a target
this->mTargetList.push_back(pkvd->szKeyName);
pkvd->fHandled = TRUE;
}
}
void AvHTriggerRandom::ResetEntity()
{
this->mFiredAtLeastOnce = false;
this->mTimeOfLastActivation = -1;
this->mTimeOfLastTrigger = -1;
this->mToggleableAndOn = false;
// Fire first if necessary
if(this->mStartOn)
{
this->Use(NULL, NULL, USE_TOGGLE, 0.0f);
}
}
void AvHTriggerRandom::SetNextTrigger()
{
float theRandomTime = RANDOM_FLOAT(this->mMinFireTime, this->mMaxFireTime);
this->pev->nextthink = gpGlobals->time + theRandomTime;
this->mTimeOfLastTrigger = this->pev->nextthink;
}
void AvHTriggerRandom::Spawn(void)
{
this->Precache();
this->pev->classname = MAKE_STRING(kesTriggerRandom);
this->pev->effects = EF_NODRAW;
// Start on
if(pev->spawnflags & 1)
{
this->mStartOn = true;
}
// Toggle
if(pev->spawnflags & 2)
{
this->mToggle = true;
}
// Remove on fire
if(pev->spawnflags & 4)
{
this->mRemoveOnFire = true;
}
if(this->mTargetList.size() == 0)
{
ALERT(at_warning, "No targets found in trigger_random (%s)", STRING(this->pev->targetname));
}
}
void AvHTriggerRandom::TriggerTargetThink(void)
{
// Pick random target in list
int theNumTargetsToChooseFrom = this->mTargetList.size();
if(theNumTargetsToChooseFrom > 0)
{
// Fire targets with this entity name
string theTargetName;
if(GetGameRules()->GetIsTournamentMode() && (this->mBalancedTarget != ""))
{
theTargetName = this->mBalancedTarget;
}
else
{
int theRandomIndex = RANDOM_LONG(0, theNumTargetsToChooseFrom - 1);
theTargetName = this->mTargetList[theRandomIndex];
}
FireTargets(theTargetName.c_str(), NULL, NULL, USE_TOGGLE, 0.0f);
if(this->mToggleableAndOn)
{
this->SetNextTrigger();
}
else
{
// Set think to NULL
SetThink(NULL);
}
}
}
void AvHTriggerRandom::Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value)
{
// Don't activate if it's a one shot trigger
if(!this->mRemoveOnFire || (!this->mFiredAtLeastOnce && (this->mTimeOfLastActivation == -1)))
{
// If haven't been triggered yet, or is toggleable
if(!this->mFiredAtLeastOnce || this->mToggle)
{
// Don't trigger faster than wait time
float theCurrentTime = gpGlobals->time;
if((this->mTimeOfLastActivation == -1) || theCurrentTime >= (this->mTimeOfLastActivation + this->mWaitBeforeReset))
{
// Pick random time between min and max for think
SetThink(&AvHTriggerRandom::TriggerTargetThink);
this->SetNextTrigger();
this->mTimeOfLastActivation = theCurrentTime;
if(this->mToggle)
{
this->mToggleableAndOn = !this->mToggleableAndOn;
}
}
}
}
}
AvHTriggerScript::AvHTriggerScript()
{
this->mStartOn = false;
this->mTriggered = false;
}
void AvHTriggerScript::KeyValue(KeyValueData* pkvd)
{
if(FStrEq(pkvd->szKeyName, "scriptname"))
{
const char* theCStrLevelName = STRING(gpGlobals->mapname);
if(theCStrLevelName && !FStrEq(theCStrLevelName, ""))
{
string theLevelName = theCStrLevelName;
this->mScriptName = AvHSHUBuildExecutableScriptName(string(pkvd->szValue), theLevelName);
pkvd->fHandled = TRUE;
}
}
else
{
CBaseEntity::KeyValue(pkvd);
}
}
void AvHTriggerScript::ResetEntity()
{
if(this->mStartOn)
{
this->Trigger();
}
}
void AvHTriggerScript::Spawn()
{
this->Precache();
this->pev->classname = MAKE_STRING(kesTriggerScript);
// Start on
if(this->pev->spawnflags & 1)
{
this->mStartOn = true;
}
}
void AvHTriggerScript::Trigger()
{
AvHScriptManager::Instance()->RunScript(this->mScriptName);
}
void AvHTriggerScript::Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE inUseType, float inValue)
{
bool theNewState = false;
switch(inUseType)
{
case USE_OFF:
theNewState = false;
break;
case USE_ON:
theNewState = true;
break;
case USE_SET:
theNewState = (bool)inValue;
break;
case USE_TOGGLE:
theNewState = !this->mTriggered;
break;
}
// Trigger if necessary
if((this->mTriggered != theNewState) && theNewState)
{
this->Trigger();
}
// Update triggered state
this->mTriggered = theNewState;
}
AvHWebStrand::AvHWebStrand() : mSolid(false)
{
}
void AvHWebStrand::Break()
{
EMIT_SOUND(ENT(this->pev), CHAN_AUTO, kWebStrandBreakSound, 1.0, ATTN_IDLE);
UTIL_Remove(this);
SetThink(NULL);
// Decrement number of strands
AvHTeam* theTeam = GetGameRules()->GetTeam((AvHTeamNumber)this->pev->team);
ASSERT(theTeam);
theTeam->SetNumWebStrands(theTeam->GetNumWebStrands() - 1);
}
void AvHWebStrand::Killed(entvars_t *pevAttacker, int iGib)
{
this->Break();
CBeam::Killed(pevAttacker, iGib);
}
void AvHWebStrand::Precache(void)
{
// Precache web strand sprite
PRECACHE_UNMODIFIED_MODEL(kWebStrandSprite);
PRECACHE_UNMODIFIED_SOUND(kWebStrandBreakSound);
}
void AvHWebStrand::Setup(const Vector& inPointOne, const Vector& inPointTwo)
{
// Create a new entity with CBeam private data
this->BeamInit(kWebStrandSprite, kWebStrandWidth);
this->PointsInit(inPointOne, inPointTwo);
this->SetColor( 255, 255, 100 );
this->SetScrollRate( 0 );
//this->SetBrightness( 64 );
this->SetBrightness( 8 );
this->pev->classname = MAKE_STRING(kesTeamWebStrand);
}
void AvHWebStrand::Spawn(void)
{
this->Precache();
CBeam::Spawn();
// Spawn code
this->SetTouch(&AvHWebStrand::StrandTouch);
this->pev->solid = SOLID_TRIGGER;
//this->pev->solid = SOLID_BBOX;
this->pev->health = kWebHitPoints;
this->pev->takedamage = DAMAGE_YES;
this->mSolid=false;
this->pev->nextthink = gpGlobals->time + BALANCE_VAR(kWebWarmupTime);
SetThink(StrandThink);
//SetBits(this->pev->flags, FL_MONSTER);
this->RelinkBeam();
//SetThink(StrandExpire);
//this->pev->nextthink = gpGlobals->time + kWebStrandLifetime;
}
void AvHWebStrand::StrandThink()
{
EMIT_SOUND(ENT(this->pev), CHAN_AUTO, kWebStrandBreakSound, 1.0, ATTN_IDLE);
this->SetColor( 255, 255, 255 );
this->SetScrollRate( 0 );
//this->SetBrightness( 64 );
this->SetBrightness( 8 );
this->mSolid=true;
SetThink(NULL);
}
void AvHWebStrand::StrandExpire()
{
this->Break();
}
void AvHWebStrand::StrandTouch( CBaseEntity *pOther )
{
// Webs can never break on friendlies
//if(GetGameRules()->CanEntityDoDamageTo(this, pOther))
if(pOther->pev->team != this->pev->team)
{
if ( this->mSolid ) {
AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(pOther);
if(thePlayer && thePlayer->GetCanBeAffectedByEnemies())
{
// Break web and ensnare player if possible (players can't be too webbed)
if(thePlayer->SetEnsnareState(true))
{
this->Break();
}
}
}
else {
this->Break();
}
}
}
int AvHWebStrand::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
{
float theDamage = 0;
//if(bitsDamageType == DMG_SLASH)
//{
theDamage = flDamage;
//}
if(!pevAttacker)
{
pevAttacker = pevInflictor;
}
if(!pevInflictor)
{
pevInflictor = pevAttacker;
}
return CBeam::TakeDamage(pevInflictor, pevAttacker, theDamage, bitsDamageType);
}
const float kResourceThinkInterval = 1.0f;
AvHFuncResource::AvHFuncResource()
{
this->mParticleSystemIndex = -1;
this->mOccupied = false;
this->mLastTimeDrawnUpon = -1;
}
void AvHFuncResource::DeleteParticleSystem()
{
int theParticleSystemIndex = this->GetParticleSystemIndex();
if(theParticleSystemIndex != -1)
{
AvHParticleSystemEntity* theParticleSystemEntity = NULL;
if(AvHSUGetEntityFromIndex(theParticleSystemIndex, theParticleSystemEntity))
{
ASSERT(theParticleSystemEntity);
UTIL_Remove(theParticleSystemEntity);
this->mParticleSystemIndex = -1;
}
}
}
//int AvHFuncResource::ObjectCaps(void)
//{
// return FCAP_CONTINUOUS_USE;
//}
void AvHFuncResource::DrawUse(CBaseEntity* inActivator, CBaseEntity* inCaller, USE_TYPE useType, float value)
{
// If nozzle is unoccupied
if(!this->mOccupied)
{
// Check if gorge is using nozzle
AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(inActivator);
if(thePlayer && thePlayer->GetIsRelevant() && (thePlayer->GetUser3() == AVH_USER3_ALIEN_PLAYER2))
{
// Check interval. It slows down as the gorge becomes full. Automatically allows multiple gorges feeding off the same node to balance out (guy with less will hog node, then they should ping back and forth).
float thePlayerResources = thePlayer->GetResources();
float theDrawMinInterval = BALANCE_VAR(kDrawMinInterval);
float theDrawMaxInterval = BALANCE_VAR(kDrawMaxInterval);
float theDrawInterval = theDrawMinInterval + (theDrawMaxInterval - theDrawMinInterval)*(thePlayerResources/kMaxAlienResources);
if((this->mLastTimeDrawnUpon == -1) || (gpGlobals->time > (this->mLastTimeDrawnUpon + theDrawInterval)))
{
// Give gorge some resources
float theDrawAmount = BALANCE_VAR(kDrawAmount);
thePlayer->SetResources(thePlayer->GetResources() + theDrawAmount);
// Play animation
thePlayer->PlayerConstructUse();
// Play sound
AvHSUPlayRandomConstructionEffect(thePlayer, this);
// Remember this
this->mLastTimeDrawnUpon = gpGlobals->time;
}
}
}
}
void AvHFuncResource::TurnOffParticleSystem()
{
int theParticleSystemIndex = this->GetParticleSystemIndex();
if(theParticleSystemIndex != -1)
{
AvHParticleSystemEntity* theParticleSystemEntity = NULL;
if(AvHSUGetEntityFromIndex(theParticleSystemIndex, theParticleSystemEntity))
{
ASSERT(theParticleSystemEntity);
theParticleSystemEntity->SetUseState(USE_OFF);
//UTIL_Remove(theParticleSystemEntity);
//this->mParticleSystemIndex = -1;
}
}
}
void AvHFuncResource::TurnOnParticleSystem()
{
int theParticleSystemIndex = this->GetParticleSystemIndex();
if(theParticleSystemIndex == -1)
{
uint32 theTemplateIndex;
if(gParticleTemplateList.GetTemplateIndexWithName(kpsResourceEmission, theTemplateIndex))
{
edict_t *pent;
AvHParticleSystemEntity* thePSEntity;
pent = CREATE_NAMED_ENTITY(MAKE_STRING(kesParticles));
if ( FNullEnt( pent ) )
{
ALERT ( at_console, "NULL Ent in Create!\n" );
ASSERT(false);
}
thePSEntity = dynamic_cast<AvHParticleSystemEntity*>(CBaseEntity::Instance(pent));
ASSERT(thePSEntity);
thePSEntity->SetTemplateIndex(theTemplateIndex);
Vector thePosition;
thePosition.x = (this->pev->absmax.x + this->pev->absmin.x)/2.0f;
thePosition.y = (this->pev->absmax.y + this->pev->absmin.y)/2.0f;
thePosition.z = (this->pev->absmax.z + this->pev->absmin.z)/2.0f;
thePSEntity->pev->origin = thePosition;
thePSEntity->pev->angles = this->pev->angles;
DispatchSpawn(thePSEntity->edict());
this->mParticleSystemIndex = thePSEntity->entindex();
}
}
if(theParticleSystemIndex != -1)
{
AvHParticleSystemEntity* theParticleSystemEntity = NULL;
if(AvHSUGetEntityFromIndex(theParticleSystemIndex, theParticleSystemEntity))
{
ASSERT(theParticleSystemEntity);
theParticleSystemEntity->SetUseState(USE_ON);
//UTIL_Remove(theParticleSystemEntity);
//this->mParticleSystemIndex = -1;
}
}
}
void AvHFuncResource::FuncResourceThink()
{
// If we don't have a resource tower, and we haven't created a particle system
if(!this->mOccupied)
{
this->TurnOnParticleSystem();
}
//SetUse(&AvHFuncResource::DrawUse);
this->pev->nextthink = gpGlobals->time + kResourceThinkInterval;
}
bool AvHFuncResource::GetIsActive() const
{
return this->mActive;
}
bool AvHFuncResource::GetIsOccupied() const
{
return this->mOccupied;
}
int AvHFuncResource::GetParticleSystemIndex() const
{
return this->mParticleSystemIndex;
}
void AvHFuncResource::KeyValue( KeyValueData* pkvd )
{
if (FStrEq(pkvd->szKeyName, "targetOnBuild"))
{
this->mTargetOnBuild = pkvd->szValue;
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "targetOnDestroy"))
{
this->mTargetOnDestroy = pkvd->szValue;
pkvd->fHandled = TRUE;
}
else
{
CBaseEntity::KeyValue(pkvd);
}
}
void AvHFuncResource::Precache()
{
CBaseAnimating::Precache();
PRECACHE_UNMODIFIED_MODEL((char*)STRING(this->pev->model));
}
void AvHFuncResource::ResetEntity()
{
// Set user3 in case it was removed when resource was destroyed
this->pev->iuser3 = AVH_USER3_FUNC_RESOURCE;
// Reset our properties back to original unharvested settings
this->mOccupied = false;
this->DeleteParticleSystem();
this->mLastTimeDrawnUpon = -1;
}
void AvHFuncResource::Spawn()
{
this->Precache();
this->pev->solid = SOLID_BBOX;
this->pev->movetype = MOVETYPE_TOSS;
SET_MODEL(ENT(this->pev), STRING(this->pev->model));
// set size and link into world
// UTIL_SetOrigin(pev, pev->origin);
// DROP_TO_FLOOR(ENT(pev));
//this->pev->solid = SOLID_TRIGGER;
this->pev->classname = MAKE_STRING(kesFuncResource);
// Set health greater then 0 so it seems "alive" (won't be needed when buildings can be selected, allows research to continue)
this->pev->health = 1;
this->pev->max_health = pev->health;
this->pev->takedamage = DAMAGE_NO;
// For some reason, drop before setting size
DROP_TO_FLOOR(ENT(pev));
UTIL_SetOrigin(this->pev, this->pev->origin);
UTIL_SetSize(this->pev, kFuncResourceMinSize, kFuncResourceMaxSize);
this->pev->iuser3 = AVH_USER3_FUNC_RESOURCE;
SetUpgradeMask(&this->pev->iuser4, MASK_SELECTABLE);
SetThink(&AvHFuncResource::FuncResourceThink);
this->pev->nextthink = gpGlobals->time + kResourceThinkInterval;
}
void AvHFuncResource::TriggerOccupy()
{
this->mOccupied = true;
}
void AvHFuncResource::TriggerBuild()
{
this->mActive = true;
if(this->mTargetOnBuild != "")
{
FireTargets(this->mTargetOnBuild.c_str(), NULL, NULL, USE_TOGGLE, 0.0f);
}
this->TurnOffParticleSystem();
}
void AvHFuncResource::TriggerDestroy()
{
this->mActive = false;
this->mOccupied = false;
if(this->mTargetOnDestroy != "")
{
FireTargets(this->mTargetOnDestroy.c_str(), NULL, NULL, USE_TOGGLE, 0.0f);
}
}
AvHFog::AvHFog()
{
this->mFogColor[0] = this->mFogColor[1] = this->mFogColor[2] = 255;
this->mFogStart = 0;
this->mFogEnd = 1000;
this->mFogExpireTime = 1.0f;
}
void AvHFog::KeyValue(KeyValueData* pkvd)
{
if(FStrEq(pkvd->szKeyName, "fogcolor"))
{
if(sscanf(pkvd->szValue, "%d %d %d", this->mFogColor + 0, this->mFogColor + 1, this->mFogColor + 2) == 3)
{
pkvd->fHandled = TRUE;
}
}
else if(FStrEq(pkvd->szKeyName, "fogstart"))
{
if(sscanf(pkvd->szValue, "%f", &this->mFogStart) == 1)
{
pkvd->fHandled = TRUE;
}
}
else if(FStrEq(pkvd->szKeyName, "fogend"))
{
if(sscanf(pkvd->szValue, "%f", &this->mFogEnd) == 1)
{
pkvd->fHandled = TRUE;
}
}
else if(FStrEq(pkvd->szKeyName, "fogexpire"))
{
if(sscanf(pkvd->szValue, "%f", &this->mFogExpireTime) == 1)
{
pkvd->fHandled = TRUE;
}
}
else
{
CBaseEntity::KeyValue(pkvd);
}
}
void AvHFog::FogTouch(CBaseEntity* inEntity)
{
AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(inEntity);
if(thePlayer)
{
thePlayer->TriggerFog(this->entindex(), this->mFogExpireTime);
}
}
void AvHFog::GetFogColor(int& outRed, int& outGreen, int& outBlue) const
{
outRed = this->mFogColor[0];
outGreen = this->mFogColor[1];
outBlue = this->mFogColor[2];
}
float AvHFog::GetFogEnd() const
{
return this->mFogEnd;
}
float AvHFog::GetFogStart() const
{
return this->mFogStart;
}
void AvHFog::Spawn()
{
this->Precache();
// Don't show model but still allow triggering of it
CBaseEntity::Spawn();
this->pev->movetype = MOVETYPE_NONE;
this->pev->solid = SOLID_TRIGGER;
SET_MODEL(ENT(pev), STRING(pev->model));
this->pev->effects = EF_NODRAW;
// Set touch
SetTouch(&AvHFog::FogTouch);
}
AvHResourceTower::AvHResourceTower() : AvHBaseBuildable(TECH_NULL, BUILD_RESOURCES, kwsResourceTower, AVH_USER3_RESTOWER)
{
this->mResourceEntityIndex = -1;
this->mTechLevel = 1;
this->mTimeLastContributed = -1;
this->mTimeOfLastSound = -1;
this->mActivateTime = 0;
}
AvHResourceTower::AvHResourceTower(AvHTechID inTechID, AvHMessageID inMessageID, char* inClassName, int inUser4) : AvHBaseBuildable(inTechID, inMessageID, inClassName, inUser4)
{
this->mResourceEntityIndex = -1;
this->mTechLevel = 1;
}
int AvHResourceTower::GetSequenceForBoundingBox() const
{
return 1;
}
// Called at end of deploy animation
void AvHResourceTower::ActivateThink()
{
// Set regular think, but don't start for a little bit
SetThink(&AvHResourceTower::ResourceTowerThink);
this->pev->nextthink = gpGlobals->time + 4.0f;
this->mTimeOfLastSound = -1;
this->mScannedForFuncResource = false;
}
float AvHResourceTower::GetTimeLastContributed()
{
return this->mTimeLastContributed;
}
char* AvHResourceTower::GetActiveSoundList() const
{
return kResourceTowerSoundList;
}
int AvHResourceTower::GetPointValue() const
{
return BALANCE_VAR(kScoringResourceTowerValue);
}
void AvHResourceTower::SetTimeLastContributed(float inTime)
{
this->mTimeLastContributed = inTime;
}
int AvHResourceTower::GetIdleAnimation() const
{
int theIdleAnimation = -1;
if(this->GetIsBuilt())
{
theIdleAnimation = this->GetActiveAnimation();
}
return theIdleAnimation;
}
void AvHResourceTower::ResourceTowerThink(void)
{
if(this->GetIsBuilt())
{
// Check if
if((this->mTimeOfLastSound == -1) || ((gpGlobals->time - this->mTimeOfLastSound) > kResourceTowerMinSoundInterval))
{
if(RANDOM_LONG(0, 3) == 1)
{
char* theSoundList = this->GetActiveSoundList();
if(theSoundList)
{
gSoundListManager.PlaySoundInList(theSoundList, this, CHAN_BODY, .2f);
this->mTimeOfLastSound = gpGlobals->time;
}
}
}
AvHFuncResource* theFuncResource= this->GetHostResource();
if(theFuncResource)
{
theFuncResource->TriggerBuild();
}
AvHBaseBuildable::AnimateThink();
}
this->pev->nextthink = gpGlobals->time + .05f;
}
AvHFuncResource* AvHResourceTower::GetHostResource() const
{
AvHFuncResource* theFuncResource = NULL;
if(this->mResourceEntityIndex > 0)
{
// Look up func_resource
edict_t* theEdict = g_engfuncs.pfnPEntityOfEntIndex(this->mResourceEntityIndex);
if(!theEdict->free)
{
CBaseEntity* theEntity = CBaseEntity::Instance(theEdict);
if(theEntity)
{
theFuncResource = dynamic_cast<AvHFuncResource*>(theEntity);
}
}
}
return theFuncResource;
}
bool AvHResourceTower::GetIsActive() const
{
bool theIsActive = false;
if(this->GetIsBuilt() && this->pev && !GetHasUpgrade(this->pev->iuser4, MASK_RECYCLING))
{
theIsActive = true;
}
return theIsActive;
}
int AvHResourceTower::GetMaxHitPoints() const
{
return 200;
}
int AvHResourceTower::GetResourceEntityIndex() const
{
return this->mResourceEntityIndex;
}
int AvHResourceTower::GetTechLevel() const
{
return this->mTechLevel;
}
void AvHResourceTower::Killed(entvars_t* pevAttacker, int iGib)
{
AvHBaseBuildable::Killed(pevAttacker, iGib);
// Look up AvHFuncResource and tell it to reset
AvHFuncResource* theHostResource = this->GetHostResource();
if(theHostResource)
{
theHostResource->TriggerDestroy();
}
// Play death sequence
this->PlayAnimationAtIndex(this->GetKilledAnimation());
}
void AvHResourceTower::Precache(void)
{
AvHBaseBuildable::Precache();
//PRECACHE_SOUND(this->GetHarvestSound());
PRECACHE_UNMODIFIED_SOUND(this->GetDeploySound());
PRECACHE_UNMODIFIED_MODEL(this->GetModelName());
}
void AvHResourceTower::SetActivateTime(int inTime)
{
this->mActivateTime = inTime;
}
void AvHResourceTower::SetHasBeenBuilt()
{
AvHBuildable::SetHasBeenBuilt();
// Set time for end of animation
SetThink(&AvHResourceTower::ActivateThink);
//this->pev->nextthink = gpGlobals->time + 8.0f;
this->mTimeLastContributed = this->pev->nextthink = (gpGlobals->time + this->mActivateTime);
}
void AvHResourceTower::Spawn()
{
AvHBaseBuildable::Spawn();
this->mTimeLastContributed = gpGlobals->time;
this->mActivateTime = BALANCE_VAR(kResourceTowerActivateTime);
//Claim ourselves a func_resource immediately and set it occupied
if(!this->mScannedForFuncResource && (this->mResourceEntityIndex <= 0))
{
float theNearestDistance = 10000000;
int theFuncResourceID = -1;
// Find nearest unoccupied func_resource and set the building's resource id
FOR_ALL_ENTITIES(kesFuncResource, AvHFuncResource*)
if(!theEntity->GetIsOccupied())
{
float theDistance = VectorDistance(theEntity->pev->origin, this->pev->origin);
if(theDistance < theNearestDistance)
{
theNearestDistance = theDistance;
theFuncResourceID = theEntity->entindex();
}
}
END_FOR_ALL_ENTITIES(kesFuncResource)
if(theFuncResourceID != -1)
{
this->mResourceEntityIndex = theFuncResourceID;
AvHFuncResource* theFuncResource= this->GetHostResource();
if(theFuncResource)
{
theFuncResource->TriggerOccupy();
}
}
this->mScannedForFuncResource = true;
}
}
void AvHResourceTower::Upgrade()
{
AvHFuncResource* theFuncResource = this->GetHostResource();
// Increment our tech level
this->mTechLevel++;
}
char* AvHResourceTower::GetClassName() const
{
return kwsResourceTower;
}
//char* AvHResourceTower::GetHarvestSound() const
//{
// return kResourceTowerHarvestSound;
//}
char* AvHResourceTower::GetDeploySound() const
{
return kResourceTowerDeploySound;
}
char* AvHResourceTower::GetModelName() const
{
return kResourceTowerModel;
}
void AvHInfoLocation::KeyValue(KeyValueData* pkvd)
{
// Look for name
if(FStrEq(pkvd->szKeyName, "locationname"))
{
if(pkvd->szValue != "")
{
this->mLocationName = string(pkvd->szValue);
pkvd->fHandled = TRUE;
}
}
else
{
CBaseEntity::KeyValue(pkvd);
}
}
void AvHInfoLocation::Spawn()
{
// If we have a valid name
if(this->mLocationName != "")
{
// Set model, size, hook into world
SET_MODEL(ENT(this->pev), STRING(this->pev->model));
this->pev->movetype = MOVETYPE_NONE;
this->pev->solid = SOLID_NOT;
UTIL_SetOrigin(this->pev, this->pev->origin);
// Set as nodraw
this->pev->effects |= EF_NODRAW;
// Compute min and max
this->mMaxExtent = this->pev->maxs;
this->mMinExtent = this->pev->mins;
}
else
{
// Mark for removal
UTIL_Remove(this);
}
}
void AvHInfoLocation::UpdateOnRemove(void)
{
int a = 0;
}