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