Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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#include "cbase.h"
#include "asw_button_area.h"
#include "asw_door.h"
#include "asw_player.h"
#include "asw_marine.h"
#include "asw_marine_profile.h"
#include "asw_hack_wire_tile.h"
#include "asw_marine_speech.h"
#include "asw_util_shared.h"
#include "asw_director.h"
#include "asw_gamerules.h"
#include "asw_achievements.h"
#include "cvisibilitymonitor.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
LINK_ENTITY_TO_CLASS( trigger_asw_button_area, CASW_Button_Area );
#define ASW_MEDAL_WORTHY_WIRE_HACK 60
BEGIN_DATADESC( CASW_Button_Area )
DEFINE_FIELD(m_bIsDoorButton, FIELD_BOOLEAN),
DEFINE_FIELD(m_hDoorHack, FIELD_EHANDLE),
DEFINE_FIELD(m_bIsInUse, FIELD_BOOLEAN),
DEFINE_FIELD(m_fHackProgress, FIELD_FLOAT),
DEFINE_FIELD(m_fStartedHackTime, FIELD_FLOAT),
DEFINE_FIELD(m_fLastButtonUseTime, FIELD_TIME),
DEFINE_FIELD(m_bWaitingForInput, FIELD_BOOLEAN ),
DEFINE_FIELD(m_bWasLocked, FIELD_BOOLEAN ),
//DEFINE_KEYFIELD(m_iHackLevel, FIELD_INTEGER, "hacklevel" ),
DEFINE_KEYFIELD(m_bIsLocked, FIELD_BOOLEAN, "locked" ),
DEFINE_KEYFIELD(m_bNoPower, FIELD_BOOLEAN, "nopower" ),
DEFINE_KEYFIELD(m_bUseAfterHack, FIELD_BOOLEAN, "useafterhack" ),
DEFINE_KEYFIELD(m_bDisableAfterUse, FIELD_BOOLEAN, "disableafteruse" ),
DEFINE_KEYFIELD( m_iWireColumns, FIELD_INTEGER, "wirecolumns"),
DEFINE_KEYFIELD( m_iWireRows, FIELD_INTEGER, "wirerows"),
DEFINE_KEYFIELD( m_iNumWires, FIELD_INTEGER, "numwires"),
DEFINE_INPUTFUNC( FIELD_VOID, "PowerOn", InputPowerOn ),
DEFINE_INPUTFUNC( FIELD_VOID, "PowerOff", InputPowerOff ),
DEFINE_INPUTFUNC( FIELD_VOID, "ResetHack", InputResetHack ),
DEFINE_INPUTFUNC( FIELD_VOID, "Unlock", InputUnlock ),
DEFINE_OUTPUT( m_OnButtonHackStarted, "OnButtonHackStarted" ),
DEFINE_OUTPUT( m_OnButtonHackAt25Percent, "OnButtonHackAt25Percent" ),
DEFINE_OUTPUT( m_OnButtonHackAt50Percent, "OnButtonHackAt50Percent" ),
DEFINE_OUTPUT( m_OnButtonHackAt75Percent, "OnButtonHackAt75Percent" ),
DEFINE_OUTPUT( m_OnButtonHackCompleted, "OnButtonHackCompleted" ),
DEFINE_OUTPUT( m_OnButtonActivated, "OnButtonActivated" ),
END_DATADESC()
IMPLEMENT_SERVERCLASS_ST(CASW_Button_Area, DT_ASW_Button_Area)
SendPropInt (SENDINFO(m_iHackLevel)),
SendPropBool (SENDINFO(m_bIsLocked)),
SendPropBool (SENDINFO(m_bIsDoorButton)),
SendPropBool (SENDINFO(m_bIsInUse)),
SendPropFloat (SENDINFO(m_fHackProgress)),
SendPropBool (SENDINFO(m_bNoPower)),
SendPropBool (SENDINFO(m_bWaitingForInput)),
SendPropString (SENDINFO( m_NoPowerMessage ) ),
END_SEND_TABLE()
ConVar asw_ai_button_hacking_scale( "asw_ai_button_hacking_scale", "0.3", FCVAR_CHEAT, "Button panel hacking speed scale for AI marines" );
ConVar asw_tech_order_hack_range( "asw_tech_order_hack_range", "1200", FCVAR_CHEAT, "Max range when searching for a nearby AI tech to hack for you" );
ConVar asw_debug_button_skin( "asw_debug_button_skin", "0", FCVAR_CHEAT, "If set, button panels will output skin setting details" );
extern ConVar asw_simple_hacking;
extern ConVar asw_debug_medals;
CASW_Button_Area::CASW_Button_Area()
{
//Msg("[S] CASW_Button_Area created\n");
AddEFlags( EFL_FORCE_CHECK_TRANSMIT );
m_iAliensKilledBeforeHack = 0;
m_iHackLevel = 6;
}
CASW_Button_Area::~CASW_Button_Area()
{
if (m_hDoorHack.Get())
{
UTIL_Remove(m_hDoorHack.Get());
}
}
//-----------------------------------------------------------------------------
// Purpose: Called when spawning, after keyvalues have been handled.
//-----------------------------------------------------------------------------
void CASW_Button_Area::Spawn( void )
{
if (m_flWait == -1)
m_bDisableAfterUse = true;
BaseClass::Spawn();
Precache();
// check if this button is linked to a door or not
CASW_Door* pDoor = dynamic_cast<CASW_Door*>(m_hUseTarget.Get());
if (pDoor)
{
m_bIsDoorButton = true;
}
else
{
m_bIsDoorButton = false;
}
if ( m_bIsLocked )
{
m_bWasLocked = true;
}
UpdateWaitingForInput();
UpdatePanelSkin();
}
void CASW_Button_Area::Precache()
{
PrecacheScriptSound("ASWComputer.HackComplete");
PrecacheScriptSound("ASWComputer.AccessDenied");
PrecacheScriptSound("ASWButtonPanel.TileLit");
}
void CASW_Button_Area::ActivateUseIcon( CASW_Marine* pMarine, int nHoldType )
{
if ( nHoldType == ASW_USE_HOLD_START )
return;
// player has used this item
//Msg("Player has activated a button area\n");
if ( !HasPower() || !ASWGameResource() )
{
// todo: launch a window on the client saying there's no power, or whatever message is desired
//Msg("We don't have the power cap'n\n");
return;
}
if ( m_bIsLocked )
{
if ( pMarine->GetMarineProfile()->CanHack() )
{
// can hack, get the player to launch his hacking window
if ( !m_bIsInUse )
{
if ( pMarine->StartUsing(this) )
{
if ( GetHackProgress() <= 0 && pMarine->GetMarineResource() )
{
pMarine->GetMarineResource()->m_iDamageTakenDuringHack = 0;
}
m_iAliensKilledBeforeHack = ASWGameResource()->GetAliensKilledInThisMission();
m_OnButtonHackStarted.FireOutput( pMarine, this );
if ( !asw_simple_hacking.GetBool() && pMarine->IsInhabited() )
{
if ( !GetCurrentHack() ) // if we haven't created a hack object for this computer yet, then create one
{
m_hDoorHack = (CASW_Hack_Wire_Tile*) CreateEntityByName( "asw_hack_wire_tile" );
}
if ( GetCurrentHack() )
{
GetCurrentHack()->InitHack( pMarine->GetCommander(), pMarine, this );
}
}
if ( m_iHackLevel > 20 )
{
pMarine->GetMarineSpeech()->Chatter( CHATTER_HACK_LONG_STARTED );
}
else
{
pMarine->GetMarineSpeech()->Chatter( CHATTER_HACK_STARTED );
}
}
}
else
{
if ( pMarine->m_hUsingEntity.Get() == this )
{
pMarine->StopUsing();
}
//Msg("Panel already in use");
}
//Msg("Unlocked button\n");
// test hack puzzle so far
/*
m_hDoorHack = (CASW_Hack_Door*) CreateEntityByName( "asw_hack_door" );
if (GetCurrentHack())
{
//for (int i=0;i<10;i++)
//{
GetCurrentHack()->InitHack(pPlayer, pMarine, this);
GetCurrentHack()->BuildPuzzle(7);
GetCurrentHack()->ShowPuzzleStatus();
//}
}
*/
}
else
{
// can't hack (play some access denied sound)
//Msg("Access denied\n");
EmitSound("ASWComputer.AccessDenied");
// check for a nearby AI tech marine
float flMarineDistance;
CASW_Marine *pTech = UTIL_ASW_NearestMarine( WorldSpaceCenter(), flMarineDistance, MARINE_CLASS_TECH, true );
if ( pTech && flMarineDistance < asw_tech_order_hack_range.GetFloat() )
{
//Msg( "Told tech to hack panel\n" );
pTech->OrderHackArea( this );
}
return;
}
}
else
{
if ( pMarine )
{
pMarine->GetMarineSpeech()->Chatter(CHATTER_USE);
}
ActivateUnlockedButton( pMarine );
}
}
void CASW_Button_Area::ActivateUnlockedButton(CASW_Marine* pMarine)
{
// don't use the button if we're in the delay between using
if ( m_fLastButtonUseTime != 0 && gpGlobals->curtime < m_fLastButtonUseTime + m_flWait )
return;
if ( !pMarine )
return;
if( !RequirementsMet( pMarine ) )
return;
if ( m_bIsDoorButton )
{
// if the door isn't sealed (or greater than a certain amount of damage?)
// then make it open
CASW_Door* pDoor = GetDoor();
if ( pDoor )
{
if (pDoor->GetSealAmount() > 0)
{
//Msg("Door mechanism not responding. Maintenance Division has been notified of the problem.\n");
}
else
{
//Msg("Toggling door...\n");
variant_t emptyVariant;
pDoor->AcceptInput("Toggle", pMarine, this, emptyVariant, 0);
}
}
}
// send our 'activated' output
m_OnButtonActivated.FireOutput(pMarine, this);
// Fire event
IGameEvent * event = gameeventmanager->CreateEvent( "button_area_used" );
if ( event )
{
CASW_Player *pPlayer = pMarine->GetCommander();
event->SetInt( "userid", ( pPlayer ? pPlayer->GetUserID() : 0 ) );
event->SetInt( "entindex", entindex() );
gameeventmanager->FireEvent( event );
}
m_fLastButtonUseTime = gpGlobals->curtime;
UpdateWaitingForInput();
if ( m_bDisableAfterUse )
{
UTIL_Remove(this);
}
}
CASW_Door* CASW_Button_Area::GetDoor()
{
return dynamic_cast<CASW_Door*>(m_hUseTarget.Get());
}
CASW_Hack* CASW_Button_Area::GetCurrentHack()
{
return dynamic_cast<CASW_Hack*>(m_hDoorHack.Get());
}
// traditional Swarm hacking
void CASW_Button_Area::MarineUsing(CASW_Marine* pMarine, float deltatime)
{
if (m_bIsInUse && m_bIsLocked && ( asw_simple_hacking.GetBool() || !pMarine->IsInhabited() ) )
{
float fTime = (deltatime * (1.0f/((float)m_iHackLevel)));
// boost fTime by the marine's hack skill
fTime *= MarineSkills()->GetSkillBasedValueByMarine(pMarine, ASW_MARINE_SKILL_HACKING, ASW_MARINE_SUBSKILL_HACKING_SPEED_SCALE);
fTime *= asw_ai_button_hacking_scale.GetFloat();
SetHackProgress(m_fHackProgress + fTime, pMarine);
}
}
void CASW_Button_Area::MarineStartedUsing(CASW_Marine* pMarine)
{
m_bIsInUse = true;
UpdateWaitingForInput();
if ( ASWDirector() && m_bIsLocked )
{
ASWDirector()->OnMarineStartedHack( pMarine, this );
}
}
void CASW_Button_Area::MarineStoppedUsing(CASW_Marine* pMarine)
{
//Msg( "Marine stopped using button area\n" );
m_bIsInUse = false;
UpdateWaitingForInput();
if (GetCurrentHack()) // notify our current hack that we've stopped using the console
{
GetCurrentHack()->MarineStoppedUsing(pMarine);
}
}
bool CASW_Button_Area::IsActive( void )
{
return ( m_bIsInUse || !m_bIsLocked );
}
void CASW_Button_Area::InputPowerOn( inputdata_t &inputdata )
{
m_bNoPower = false;
UpdateWaitingForInput();
UpdatePanelSkin();
}
void CASW_Button_Area::InputPowerOff( inputdata_t &inputdata )
{
m_bNoPower = true;
UpdateWaitingForInput();
UpdatePanelSkin();
}
void CASW_Button_Area::InputUnlock( inputdata_t &inputdata )
{
if (m_bIsLocked)
{
m_bIsLocked = false;
m_fHackProgress = 1.0f;
UpdateWaitingForInput();
UpdatePanelSkin();
CASW_Marine *pMarine = dynamic_cast<CASW_Marine*>(inputdata.pActivator);
// if set to use on unlock, then do so
if (m_bUseAfterHack && pMarine)
{
ActivateUnlockedButton(pMarine);
}
}
}
void CASW_Button_Area::InputResetHack( inputdata_t &inputdata )
{
if ( !m_bIsInUse )
{
m_fStartedHackTime = false;
SetHackProgress(0, NULL);
m_bIsLocked = true;
UpdateWaitingForInput();
UpdatePanelSkin();
if (m_hDoorHack.Get())
{
// need to delete the hack
UTIL_Remove(m_hDoorHack.Get());
m_hDoorHack = NULL;
}
}
}
void CASW_Button_Area::SetHackProgress(float f, CASW_Marine *pMarine)
{
CBaseEntity *pActor = pMarine;
if ( !pActor )
{
pActor = this;
}
if (m_fHackProgress <= 0 && f > 0 && m_fStartedHackTime == 0)
{
m_fStartedHackTime = gpGlobals->curtime;
}
if (m_fHackProgress < 0.25f && f >= 0.25f)
{
m_OnButtonHackAt25Percent.FireOutput(pActor, this);
}
if (m_fHackProgress < 0.5f && f >= 0.5f)
{
m_OnButtonHackAt50Percent.FireOutput(pActor, this);
pMarine->GetMarineSpeech()->Chatter(CHATTER_HACK_HALFWAY);
}
if (m_fHackProgress < 0.75f && f >= 0.75f)
{
m_OnButtonHackAt75Percent.FireOutput(pActor, this);
}
if (m_fHackProgress < 1.0f && f >= 1.0f)
{
if ( asw_simple_hacking.GetBool() )
{
pMarine->StopUsing();
}
float time_taken = gpGlobals->curtime - m_fStartedHackTime;
// decide if this was a fast hack or not
float fSpeedScale = 1.0f;
if (pMarine)
fSpeedScale *= MarineSkills()->GetSkillBasedValueByMarine(pMarine, ASW_MARINE_SKILL_HACKING, ASW_MARINE_SUBSKILL_HACKING_SPEED_SCALE);
float ideal_time = UTIL_ASW_CalcFastDoorHackTime(m_iWireRows, m_iWireColumns, m_iNumWires, m_iHackLevel, fSpeedScale);
bool bFastHack = time_taken <= ideal_time;
if (asw_debug_medals.GetBool())
{
Msg("Finished door hack, fast = %d.\n", bFastHack);
Msg(" ideal time is %f you took %f\n", ideal_time, time_taken);
}
if (bFastHack && pMarine && pMarine->GetMarineResource())
{
pMarine->GetMarineResource()->m_iFastDoorHacks++;
if ( pMarine->IsInhabited() && pMarine->GetCommander() )
{
pMarine->GetCommander()->AwardAchievement( ACHIEVEMENT_ASW_FAST_WIRE_HACKS );
}
}
if ( GetCurrentHack() )
{
GetCurrentHack()->OnHackComplete();
}
if ( pMarine->GetMarineResource() && pMarine->GetMarineResource()->m_iDamageTakenDuringHack <= 0 )
{
int nAliensKilled = ASWGameResource() ? ASWGameResource()->GetAliensKilledInThisMission() : 0;
if ( ( nAliensKilled - m_iAliensKilledBeforeHack ) > 10 )
{
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
{
CASW_Player *pPlayer = dynamic_cast<CASW_Player*>( UTIL_PlayerByIndex( i ) );
if ( !pPlayer || !pPlayer->IsConnected() || !pPlayer->GetMarine() || pPlayer->GetMarine() == pMarine )
continue;
if ( pPlayer->GetMarine()->GetMarineResource() )
{
pPlayer->GetMarine()->GetMarineResource()->m_bProtectedTech = true;
}
pPlayer->AwardAchievement( ACHIEVEMENT_ASW_PROTECT_TECH );
}
}
}
// unlock it
m_OnButtonHackCompleted.FireOutput(pActor, this);
m_bIsLocked = false;
UpdateWaitingForInput();
UpdatePanelSkin();
EmitSound("ASWComputer.HackComplete");
if ( pMarine && bFastHack )
{
pMarine->GetMarineSpeech()->QueueChatter(CHATTER_HACK_BUTTON_FINISHED, gpGlobals->curtime + 2.0f, gpGlobals->curtime + 3.0f);
}
// if set to use on unlock, then do so
if ( m_bUseAfterHack && pMarine )
{
ActivateUnlockedButton(pMarine);
}
if ( pMarine && !pMarine->IsInhabited() )
{
pMarine->StopUsing();
}
}
m_fHackProgress = clamp( f, 0.0f, 1.0f );
}
bool CASW_Button_Area::KeyValue( const char *szKeyName, const char *szValue )
{
if ( FStrEq( szKeyName, "nopowermessage" ) )
{
Q_strncpy( m_NoPowerMessage.GetForModify(), szValue, 255 );
return true;
}
return BaseClass::KeyValue( szKeyName, szValue );
}
bool CASW_Button_Area::WaitingForInputVismonEvaluator( CBaseEntity *pVisibleEntity, CBasePlayer *pViewingPlayer )
{
CASW_Button_Area *pButtonArea = static_cast< CASW_Button_Area* >( pVisibleEntity );
return pButtonArea->m_bWaitingForInput;
}
bool CASW_Button_Area::WaitingForInputVismonCallback( CBaseEntity *pVisibleEntity, CBasePlayer *pViewingPlayer )
{
CASW_Button_Area *pButtonArea = static_cast< CASW_Button_Area* >( pVisibleEntity );
IGameEvent * event = gameeventmanager->CreateEvent( "button_area_active" );
if ( event )
{
event->SetInt( "userid", pViewingPlayer->GetUserID() );
event->SetInt( "entindex", pButtonArea->entindex() );
event->SetInt( "prop", pButtonArea->m_hPanelProp.Get() ? pButtonArea->m_hPanelProp.Get()->entindex() : pButtonArea->entindex() );
event->SetBool( "locked", pButtonArea->IsLocked() );
gameeventmanager->FireEvent( event );
}
return false;
}
void CASW_Button_Area::UpdateWaitingForInput()
{
bool bOldWaitingForInput = m_bWaitingForInput;
bool bSet = false;
if ( m_bIsDoorButton )
{
CASW_Door *pDoor = GetDoor();
if ( pDoor && pDoor->IsAutoOpen() )
{
m_bWaitingForInput = false;
bSet = true;
}
}
if ( !bSet )
{
m_bWaitingForInput = ASWGameRules()->GetGameState() == ASW_GS_INGAME &&
( !m_bNoPower && !m_bIsInUse && ( m_bIsLocked || ( !m_bWasLocked && m_fLastButtonUseTime == 0 ) ) );
}
if ( !bOldWaitingForInput && m_bWaitingForInput )
{
VisibilityMonitor_AddEntity( this, asw_visrange_generic.GetFloat() * 0.9f, &CASW_Button_Area::WaitingForInputVismonCallback, &CASW_Button_Area::WaitingForInputVismonEvaluator );
}
else if ( bOldWaitingForInput && !m_bWaitingForInput )
{
VisibilityMonitor_RemoveEntity( this );
IGameEvent * event = gameeventmanager->CreateEvent( "button_area_inactive" );
if ( event )
{
event->SetInt( "entindex", entindex() );
gameeventmanager->FireEvent( event );
}
}
}
// updates the panel prop (if any) with a skin to reflect the button's state
void CASW_Button_Area::UpdatePanelSkin()
{
if ( !m_hPanelProp.Get() )
return;
if ( asw_debug_button_skin.GetBool() )
{
Msg( "CASW_Button_Area:%d: UpdatePanelSkin\n", entindex() );
}
CBaseAnimating *pAnim = dynamic_cast<CBaseAnimating*>(m_hPanelProp.Get());
while (pAnim)
{
if (HasPower())
{
if (m_bIsLocked)
{
pAnim->m_nSkin = 1; // locked skin
if ( asw_debug_button_skin.GetBool() )
{
Msg( " Panel is locked, setting prop %d skin to %d\n", pAnim->entindex(), pAnim->m_nSkin.Get() );
}
}
else
{
pAnim->m_nSkin = 2; // unlocked skin
if ( asw_debug_button_skin.GetBool() )
{
Msg( " Panel is unlocked, setting prop %d skin to %d\n", pAnim->entindex(), pAnim->m_nSkin.Get() );
}
}
}
else
{
pAnim->m_nSkin = 0; // no power skin
if ( asw_debug_button_skin.GetBool() )
{
Msg( " Panel is no power, setting prop %d skin to %d\n", pAnim->entindex(), pAnim->m_nSkin.Get() );
}
}
if (m_bMultiplePanelProps)
pAnim = dynamic_cast<CBaseAnimating*>(gEntList.FindEntityByName( pAnim, m_szPanelPropName ));
else
pAnim = NULL;
}
}