Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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#include "cbase.h"
#include "asw_scanner_info.h"
#include "asw_scanner_objects_enumerator.h"
#include "asw_game_resource.h"
#include "asw_marine_resource.h"
#include "asw_marine_profile.h"
#include "asw_marine.h"
#include "asw_door.h"
#include <coordsize.h>
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
LINK_ENTITY_TO_CLASS( asw_scanner_info, CASW_Scanner_Info );
IMPLEMENT_SERVERCLASS_ST(CASW_Scanner_Info, DT_ASW_Scanner_Info)
SendPropArray3 ( SENDINFO_ARRAY3(m_iBlipX), SendPropInt( SENDINFO_ARRAY(m_iBlipX), COORD_INTEGER_BITS+1, 0 ) ),
SendPropArray3 ( SENDINFO_ARRAY3(m_iBlipY), SendPropInt( SENDINFO_ARRAY(m_iBlipY), COORD_INTEGER_BITS+1, 0 ) ),
SendPropArray3 ( SENDINFO_ARRAY3(m_index), SendPropInt( SENDINFO_ARRAY(m_index) ) ),
SendPropArray3 ( SENDINFO_ARRAY3(m_BlipType), SendPropInt( SENDINFO_ARRAY(m_BlipType), 2, SPROP_UNSIGNED ) ),
END_SEND_TABLE()
BEGIN_DATADESC( CASW_Scanner_Info )
DEFINE_FUNCTION( UpdateBlips ),
END_DATADESC()
CASW_Scanner_Info::CASW_Scanner_Info()
{
for (int i=0;i<ASW_SCANNER_MAX_BLIPS;i++)
{
m_iBlipX.Set(i, 0);
m_iBlipY.Set(i, 0);
m_index.Set(i, 0);
m_BlipType.Set(i, 0);
}
}
CASW_Scanner_Info::~CASW_Scanner_Info()
{
}
void CASW_Scanner_Info::Spawn()
{
BaseClass::Spawn();
SetThink( &CASW_Scanner_Info::UpdateBlips );
SetNextThink( gpGlobals->curtime + 1.0f );
}
// always send this info to players
int CASW_Scanner_Info::ShouldTransmit( const CCheckTransmitInfo *pInfo )
{
return FL_EDICT_ALWAYS;
}
// fill in the array with blip positions
void CASW_Scanner_Info::UpdateBlips()
{
// flag all blips as inactive for now
for (int i=0;i<ASW_SCANNER_MAX_BLIPS;i++)
{
m_bActiveBlip[i] = false;
}
// add blips around each tech marine
if ( ASWGameResource() )
{
CASW_Game_Resource* pGameResource = ASWGameResource();
for (int i=0;i<pGameResource->GetMaxMarineResources();i++)
{
CASW_Marine_Resource *pMarineResource = pGameResource->GetMarineResource(i);
if (pMarineResource && pMarineResource->GetMarineEntity() && pMarineResource->GetHealthPercent() > 0)
{
if (pMarineResource->GetProfile() && pMarineResource->GetProfile()->CanScanner())
{
float fScannerRange = MarineSkills()->GetSkillBasedValueByMarineResource(pMarineResource, ASW_MARINE_SKILL_SCANNER);
AddBlips(pMarineResource->GetMarineEntity()->GetAbsOrigin(), fScannerRange);
}
}
}
}
// remove inactive blips
for (int i=0;i<ASW_SCANNER_MAX_BLIPS;i++)
{
if (!m_bActiveBlip[i])
{
m_iBlipX.Set(i, 0);
m_iBlipY.Set(i, 0);
m_index.Set(i, 0);
m_BlipType.Set(i, 0);
}
}
SetNextThink( gpGlobals->curtime + 1.0f );
}
void CASW_Scanner_Info::AddBlips(Vector vecScannerCenter, float fDist)
{
// enumerate all aliens/moving doors within the radius
// for each one, set the blip x + y and index to the entindex
CASW_Scanner_Objects_Enumerator BlipEntities( fDist, vecScannerCenter );
partition->EnumerateElementsInSphere( ASW_PARTITION_ALL_SERVER_EDICTS , vecScannerCenter, fDist, false, &BlipEntities );
int c = BlipEntities.GetObjectCount();
for (int i=0;i<c;i++)
{
CBaseEntity *pEnt = BlipEntities.GetObject(i);
if (pEnt)
{
// check if this entity has an entry already, otherwise use the first free slot
int slot = -1;
for (int k=ASW_SCANNER_MAX_BLIPS-1;k>=0;k--)
{
if (m_index.Get(k) == pEnt->entindex())
{
slot = k;
break;
}
else if (m_index.Get(k) == 0)
{
slot = k; // empty slot
}
}
// set type depending on alien/door/useable item
int iType = 0;
if (pEnt->Classify() == CLASS_ASW_BUTTON_PANEL || pEnt->Classify() == CLASS_ASW_COMPUTER_AREA ) // computer/button area
iType = 1;
else if (pEnt->Classify() == CLASS_ASW_DOOR) // door
{
iType = 2;
CASW_Door *pDoor = dynamic_cast<CASW_Door*>(pEnt);
if (pDoor && !pDoor->m_bShowsOnScanner) // skip doors that don't want to be on the scanner
continue;
}
if (slot != -1)
{
m_iBlipX.Set(slot, (int) pEnt->WorldSpaceCenter().x);
m_iBlipY.Set(slot, (int) pEnt->WorldSpaceCenter().y);
m_index.Set(slot, pEnt->entindex());
m_BlipType.Set(slot, iType);
m_bActiveBlip[slot] = true;
}
}
}
}