Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Definition for client-side advisor.
//
//=====================================================================================//
#include "cbase.h"
// this file contains the definitions for the message ID constants (eg ADVISOR_MSG_START_BEAM etc)
#include "npc_advisor_shared.h"
#if NPC_ADVISOR_HAS_BEHAVIOR
#include "particles_simple.h"
#include "citadel_effects_shared.h"
#include "particles_attractor.h"
#include "clienteffectprecachesystem.h"
#include "c_te_effect_dispatch.h"
#include "c_ai_basenpc.h"
#include "dlight.h"
#include "iefx.h"
//-----------------------------------------------------------------------------
// Purpose: unpack a networked entity index into a basehandle.
//-----------------------------------------------------------------------------
inline C_BaseEntity *IndexToEntity( int eindex )
{
return ClientEntityList().GetBaseEntityFromHandle(ClientEntityList().EntIndexToHandle(eindex));
}
#define ADVISOR_ELIGHT_CVARS 1 // enable/disable tuning advisor elight with console variables
#if ADVISOR_ELIGHT_CVARS
ConVar advisor_elight_e("advisor_elight_e","3");
ConVar advisor_elight_rfeet("advisor_elight_rfeet","52");
#endif
/*! Client-side reflection of the advisor class.
*/
class C_NPC_Advisor : public C_AI_BaseNPC
{
DECLARE_CLASS( C_NPC_Advisor, C_AI_BaseNPC );
DECLARE_CLIENTCLASS();
public:
// Server to client message received
virtual void ReceiveMessage( int classID, bf_read &msg );
virtual void ClientThink( void );
private:
/*
// broken into its own function so I can move it if necesasry
void Initialize();
*/
// start/stop beam particle effect from me to a pelting object
void StartBeamFX( C_BaseEntity *pOnEntity );
void StopBeamFX( C_BaseEntity *pOnEntity );
void StartElight();
void StopElight();
int m_ElightKey; // test using an elight to make the escape sequence more visible. 0 is invalid.
};
IMPLEMENT_CLIENTCLASS_DT( C_NPC_Advisor, DT_NPC_Advisor, CNPC_Advisor )
END_RECV_TABLE()
// Server to client message received
void C_NPC_Advisor::ReceiveMessage( int classID, bf_read &msg )
{
if ( classID != GetClientClass()->m_ClassID )
{
// message is for subclass
BaseClass::ReceiveMessage( classID, msg );
return;
}
int messageType = msg.ReadByte();
switch( messageType )
{
case ADVISOR_MSG_START_BEAM:
{
int eindex = msg.ReadLong();
StartBeamFX(IndexToEntity(eindex));
}
break;
case ADVISOR_MSG_STOP_BEAM:
{
int eindex = msg.ReadLong();
StopBeamFX(IndexToEntity(eindex));
}
break;
case ADVISOR_MSG_STOP_ALL_BEAMS:
{
ParticleProp()->StopEmission();
}
break;
case ADVISOR_MSG_START_ELIGHT:
{
StartElight();
}
break;
case ADVISOR_MSG_STOP_ELIGHT:
{
StopElight();
}
break;
default:
AssertMsg1( false, "Received unknown message %d", messageType);
}
}
/// only use of the clientthink on the advisor is to update the elight
void C_NPC_Advisor::ClientThink( void )
{
// if the elight has gone away, bail out
if (m_ElightKey == 0)
{
SetNextClientThink( CLIENT_THINK_NEVER );
return;
}
// get the elight
dlight_t * el = effects->GetElightByKey(m_ElightKey);
if (!el)
{
// the elight has been invalidated. bail out.
m_ElightKey = 0;
SetNextClientThink( CLIENT_THINK_NEVER );
return;
}
else
{
el->origin = WorldSpaceCenter();
#if ADVISOR_ELIGHT_CVARS
el->color.exponent = advisor_elight_e.GetFloat();
el->radius = advisor_elight_rfeet.GetFloat() * 12.0f;
#endif
}
}
//-----------------------------------------------------------------------------
// Create a telekinetic beam effect from my head to an object
// TODO: use a point attachment.
//-----------------------------------------------------------------------------
void C_NPC_Advisor::StartBeamFX( C_BaseEntity *pOnEntity )
{
Assert(pOnEntity);
if (!pOnEntity)
return;
CNewParticleEffect *pEffect = ParticleProp()->Create( "Advisor_Psychic_Beam", PATTACH_ABSORIGIN_FOLLOW );
Assert(pEffect);
if (!pEffect) return;
ParticleProp()->AddControlPoint( pEffect, 1, pOnEntity, PATTACH_ABSORIGIN_FOLLOW );
}
//-----------------------------------------------------------------------------
// terminate a telekinetic beam effect from my head to an object
//-----------------------------------------------------------------------------
void C_NPC_Advisor::StopBeamFX( C_BaseEntity *pOnEntity )
{
Assert(pOnEntity);
if (!pOnEntity)
return;
ParticleProp()->StopParticlesInvolving( pOnEntity );
}
void C_NPC_Advisor::StartElight()
{
AssertMsg(m_ElightKey == 0 , "Advisor trying to create new elight on top of old one!");
if ( m_ElightKey != 0 )
{
Warning("Advisor tried to start his elight when it was already one.\n");
}
else
{
m_ElightKey = LIGHT_INDEX_TE_DYNAMIC + this->entindex();
dlight_t * el = effects->CL_AllocElight( m_ElightKey );
if ( el )
{
// create an elight on top of me
el->origin = this->WorldSpaceCenter();
el->color.r = 235;
el->color.g = 255;
el->color.b = 255;
el->color.exponent = 3;
el->radius = 52*12;
el->decay = 0.0f;
el->die = gpGlobals->curtime + 2000.0f; // 1000 just means " a long time "
SetNextClientThink( CLIENT_THINK_ALWAYS );
}
else
{ // null out the light value
m_ElightKey = 0;
}
}
}
void C_NPC_Advisor::StopElight()
{
AssertMsg( m_ElightKey != 0, "Advisor tried to stop elight when none existed!");
dlight_t * el;
// note: the following conditional sets el if not short-circuited
if ( m_ElightKey == 0 || (el = effects->GetElightByKey(m_ElightKey)) == NULL )
{
Warning("Advisor tried to stop its elight when it had none.\n");
}
else
{
// kill the elight by setting the die value to now
el->die = gpGlobals->curtime;
}
}
#endif
/******************************************************
* Tenser, said the Tensor. *
* Tenser, said the Tensor. *
* Tension, apprehension and dissension have begun. *
******************************************************/