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536 lines
14 KiB
C++
536 lines
14 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "trains.h"
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#include "entitylist.h"
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#include "soundenvelope.h"
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#include "engine/IEngineSound.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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extern short g_sModelIndexFireball;
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#define SPRITE_FIREBALL "sprites/zerogxplode.vmt"
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#define SPRITE_SMOKE "sprites/steam1.vmt"
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void UTIL_RemoveHierarchy( CBaseEntity *pDead )
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{
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if ( !pDead )
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return;
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if ( pDead->edict() )
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{
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CBaseEntity *pChild = pDead->FirstMoveChild();
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while ( pChild )
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{
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CBaseEntity *pEntity = pChild;
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pChild = pChild->NextMovePeer();
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UTIL_RemoveHierarchy( pEntity );
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}
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}
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UTIL_Remove( pDead );
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}
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class CFuncTankTrain : public CFuncTrackTrain
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{
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public:
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DECLARE_CLASS( CFuncTankTrain, CFuncTrackTrain );
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void Spawn( void );
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// Filter out damage messages that don't contain blast damage (impervious to other forms of attack)
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int OnTakeDamage( const CTakeDamageInfo &info );
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void Event_Killed( const CTakeDamageInfo &info );
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void Blocked( CBaseEntity *pOther )
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{
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// FIxme, set speed to zero?
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}
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DECLARE_DATADESC();
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private:
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COutputEvent m_OnDeath;
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};
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LINK_ENTITY_TO_CLASS( func_tanktrain, CFuncTankTrain );
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BEGIN_DATADESC( CFuncTankTrain )
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// Outputs
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DEFINE_OUTPUT(m_OnDeath, "OnDeath"),
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END_DATADESC()
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void CFuncTankTrain::Spawn( void )
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{
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m_takedamage = true;
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BaseClass::Spawn();
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}
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// Filter out damage messages that don't contain blast damage (impervious to other forms of attack)
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int CFuncTankTrain::OnTakeDamage( const CTakeDamageInfo &info )
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{
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if ( ! (info.GetDamageType() & DMG_BLAST) )
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return 0;
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return BaseClass::OnTakeDamage( info );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Called when the train is killed.
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// Input : pInflictor - What killed us.
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// pAttacker - Who killed us.
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// flDamage - The damage that the killing blow inflicted.
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// bitsDamageType - Bitfield of damage types that were inflicted.
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//-----------------------------------------------------------------------------
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void CFuncTankTrain::Event_Killed( const CTakeDamageInfo &info )
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{
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m_takedamage = DAMAGE_NO;
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m_lifeState = LIFE_DEAD;
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m_OnDeath.FireOutput( info.GetInflictor(), this );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Changes the target entity for a func_tank or tanktrain_ai
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//-----------------------------------------------------------------------------
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class CTankTargetChange : public CPointEntity
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{
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public:
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DECLARE_CLASS( CTankTargetChange, CPointEntity );
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void Precache( void );
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void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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DECLARE_DATADESC();
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private:
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variant_t m_newTarget;
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string_t m_newTargetName;
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};
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LINK_ENTITY_TO_CLASS( tanktrain_aitarget, CTankTargetChange );
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BEGIN_DATADESC( CTankTargetChange )
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// DEFINE_FIELD( m_newTarget, variant_t ),
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DEFINE_KEYFIELD( m_newTargetName, FIELD_STRING, "newtarget" ),
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END_DATADESC()
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void CTankTargetChange::Precache( void )
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{
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BaseClass::Precache();
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// This needs to be in Precache so save/load works
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m_newTarget.SetString( m_newTargetName );
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}
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void CTankTargetChange::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
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{
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CBaseEntity *pTarget = gEntList.FindEntityByName( NULL, m_target, NULL, pActivator, pCaller );
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// UNDONE: This should use more of the event system
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while ( pTarget )
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{
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// Change the target over
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pTarget->AcceptInput( "TargetEntity", this, this, m_newTarget, 0 );
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pTarget = gEntList.FindEntityByName( pTarget, m_target, NULL, pActivator, pCaller );
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}
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}
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// UNDONE: Should be just a logical entity, but we act as another static sound channel for the train
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class CTankTrainAI : public CPointEntity
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{
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public:
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DECLARE_CLASS( CTankTrainAI, CPointEntity );
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virtual ~CTankTrainAI( void );
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void Precache( void );
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void Spawn( void );
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void Activate( void );
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void Think( void );
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int SoundEnginePitch( void );
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void SoundEngineStart( void );
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void SoundEngineStop( void );
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void SoundShutdown( void );
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CBaseEntity *FindTarget( string_t target, CBaseEntity *pActivator );
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DECLARE_DATADESC();
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// INPUTS
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void InputTargetEntity( inputdata_t &inputdata );
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private:
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CHandle<CFuncTrackTrain> m_hTrain;
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EHANDLE m_hTargetEntity;
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int m_soundPlaying;
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CSoundPatch *m_soundTreads;
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CSoundPatch *m_soundEngine;
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string_t m_startSoundName;
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string_t m_engineSoundName;
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string_t m_movementSoundName;
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string_t m_targetEntityName;
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};
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LINK_ENTITY_TO_CLASS( tanktrain_ai, CTankTrainAI );
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BEGIN_DATADESC( CTankTrainAI )
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DEFINE_FIELD( m_hTrain, FIELD_EHANDLE),
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DEFINE_FIELD( m_hTargetEntity, FIELD_EHANDLE),
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DEFINE_FIELD( m_soundPlaying, FIELD_INTEGER),
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DEFINE_SOUNDPATCH( m_soundTreads ),
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DEFINE_SOUNDPATCH( m_soundEngine ),
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DEFINE_KEYFIELD( m_startSoundName, FIELD_STRING, "startsound" ),
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DEFINE_KEYFIELD( m_engineSoundName, FIELD_STRING, "enginesound" ),
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DEFINE_KEYFIELD( m_movementSoundName, FIELD_STRING, "movementsound" ),
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DEFINE_FIELD( m_targetEntityName, FIELD_STRING),
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// Inputs
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DEFINE_INPUTFUNC( FIELD_STRING, "TargetEntity", InputTargetEntity ),
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// Purpose: Input handler for setting the target entity by name.
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//-----------------------------------------------------------------------------
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void CTankTrainAI::InputTargetEntity( inputdata_t &inputdata )
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{
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m_targetEntityName = inputdata.value.StringID();
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m_hTargetEntity = FindTarget( m_targetEntityName, inputdata.pActivator );
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SetNextThink( gpGlobals->curtime );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Finds the first entity in the entity list with the given name.
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// Input : target - String ID of the entity to find.
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// pActivator - The activating entity if this is called from an input
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// or Use handler, NULL otherwise.
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//-----------------------------------------------------------------------------
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CBaseEntity *CTankTrainAI::FindTarget( string_t target, CBaseEntity *pActivator )
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{
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return gEntList.FindEntityGeneric( NULL, STRING( target ), this, pActivator );
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}
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CTankTrainAI::~CTankTrainAI( void )
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{
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CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
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if ( m_soundTreads )
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{
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controller.SoundDestroy( m_soundTreads );
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}
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if ( m_soundEngine )
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{
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controller.SoundDestroy( m_soundEngine );
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}
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}
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void CTankTrainAI::Precache( void )
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{
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PrecacheScriptSound( STRING( m_startSoundName ) );
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PrecacheScriptSound( STRING( m_engineSoundName ) );
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PrecacheScriptSound( STRING( m_movementSoundName ) );
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}
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int CTankTrainAI::SoundEnginePitch( void )
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{
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CFuncTrackTrain *pTrain = m_hTrain;
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// we know this isn't NULL here
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if ( pTrain->GetMaxSpeed() )
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{
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return 90 + (fabs(pTrain->GetCurrentSpeed()) * (20) / pTrain->GetMaxSpeed());
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}
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return 100;
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}
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void CTankTrainAI::SoundEngineStart( void )
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{
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CFuncTrackTrain *pTrain = m_hTrain;
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SoundEngineStop();
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// play startup sound for train
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if ( m_startSoundName != NULL_STRING )
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{
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CPASAttenuationFilter filter( pTrain );
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EmitSound_t ep;
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ep.m_nChannel = CHAN_ITEM;
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ep.m_pSoundName = STRING(m_startSoundName);
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ep.m_flVolume = 1.0f;
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ep.m_SoundLevel = SNDLVL_NORM;
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EmitSound( filter, pTrain->entindex(), ep );
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}
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// play the looping sounds using the envelope controller
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CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
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if ( m_soundTreads )
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{
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controller.Play( m_soundTreads, 1.0, 100 );
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}
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if ( m_soundEngine )
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{
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controller.Play( m_soundEngine, 0.5, 90 );
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controller.CommandClear( m_soundEngine );
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controller.CommandAdd( m_soundEngine, 0, SOUNDCTRL_CHANGE_PITCH, 1.5, random->RandomInt(130, 145) );
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controller.CommandAdd( m_soundEngine, 1.5, SOUNDCTRL_CHANGE_PITCH, 2, random->RandomInt(105, 115) );
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}
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m_soundPlaying = true;
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}
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void CTankTrainAI::SoundEngineStop( void )
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{
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if ( !m_soundPlaying )
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return;
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CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
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if ( m_soundTreads )
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{
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controller.SoundFadeOut( m_soundTreads, 0.25 );
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}
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if ( m_soundEngine )
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{
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controller.CommandClear( m_soundEngine );
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controller.SoundChangePitch( m_soundEngine, 70, 3.0 );
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}
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m_soundPlaying = false;
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}
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void CTankTrainAI::SoundShutdown( void )
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{
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CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
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if ( m_soundTreads )
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{
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controller.Shutdown( m_soundTreads );
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}
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if ( m_soundEngine )
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{
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controller.Shutdown( m_soundEngine );
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}
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m_soundPlaying = false;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Set up think and AI
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//-----------------------------------------------------------------------------
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void CTankTrainAI::Spawn( void )
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{
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Precache();
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m_soundPlaying = false;
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m_hTargetEntity = NULL;
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}
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void CTankTrainAI::Activate( void )
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{
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BaseClass::Activate();
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CBaseEntity *pTarget = NULL;
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CFuncTrackTrain *pTrain = NULL;
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if ( m_target != NULL_STRING )
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{
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do
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{
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pTarget = gEntList.FindEntityByName( pTarget, m_target );
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pTrain = dynamic_cast<CFuncTrackTrain *>(pTarget);
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} while (!pTrain && pTarget);
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}
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m_hTrain = pTrain;
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if ( pTrain )
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{
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SetNextThink( gpGlobals->curtime + 0.5f );
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CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
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if ( m_movementSoundName != NULL_STRING )
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{
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CPASAttenuationFilter filter( this, ATTN_NORM * 0.5 );
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m_soundTreads = controller.SoundCreate( filter, pTrain->entindex(), CHAN_STATIC, STRING(m_movementSoundName), ATTN_NORM*0.5 );
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}
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if ( m_engineSoundName != NULL_STRING )
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{
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CPASAttenuationFilter filter( this );
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m_soundEngine = controller.SoundCreate( filter, pTrain->entindex(), CHAN_STATIC, STRING(m_engineSoundName), ATTN_NORM );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Dumb linear serach of the path
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// Input : *pStart - starting path node
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// &startPosition - starting position
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// &destination - position to move close to
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// Output : int move direction 1 = forward, -1 = reverse, 0 = stop
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//-----------------------------------------------------------------------------
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int PathFindDirection( CPathTrack *pStart, const Vector &startPosition, const Vector &destination )
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{
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if ( !pStart )
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return 0; // no path, don't move
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CPathTrack *pPath = pStart->m_pnext;
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CPathTrack *pNearest = pStart;
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float nearestDist = (pNearest->GetLocalOrigin() - destination).LengthSqr();
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float length = 0;
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float nearestForward = 0, nearestReverse = 0;
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do
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{
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float dist = (pPath->GetLocalOrigin() - destination).LengthSqr();
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// This is closer than our current estimate
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if ( dist < nearestDist )
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{
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nearestDist = dist;
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pNearest = pPath;
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nearestForward = length; // current path length forward
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nearestReverse = 0; // count until we hit the start again
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}
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CPathTrack *pNext = pPath->m_pnext;
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if ( pNext )
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{
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// UNDONE: Cache delta in path?
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float delta = (pNext->GetLocalOrigin() - pPath->GetLocalOrigin()).LengthSqr();
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length += delta;
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// add to current reverse estimate
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nearestReverse += delta;
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pPath = pNext;
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}
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else
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{
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// not a looping path
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// traverse back to other end of the path
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int fail = 0;
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while ( pPath->m_pprevious )
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{
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fail++;
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// HACKHACK: Don't infinite loop
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if ( fail > 256 )
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break;
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pPath = pPath->m_pprevious;
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}
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// don't take the reverse path to old node
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nearestReverse = nearestForward + 1;
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// dont' take forward path to new node (if we find one)
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length = (float)COORD_EXTENT * (float)COORD_EXTENT; // HACKHACK: Max quad length
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}
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} while ( pPath != pStart );
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// UNDONE: Fix this fudge factor
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// if you are already at the path, or <100 units away, don't move
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if ( pNearest == pStart || (pNearest->GetLocalOrigin() - startPosition).LengthSqr() < 100 )
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return 0;
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if ( nearestForward <= nearestReverse )
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return 1;
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return -1;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Find a point on my path near to the target and move toward it
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//-----------------------------------------------------------------------------
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void CTankTrainAI::Think( void )
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{
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CFuncTrackTrain *pTrain = m_hTrain;
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if ( !pTrain || pTrain->m_lifeState != LIFE_ALIVE )
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{
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SoundShutdown();
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if ( pTrain )
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UTIL_RemoveHierarchy( pTrain );
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UTIL_Remove( this );
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return;
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}
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int desired = 0;
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CBaseEntity *pTarget = m_hTargetEntity;
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if ( pTarget )
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{
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desired = PathFindDirection( pTrain->m_ppath, pTrain->GetLocalOrigin(), pTarget->GetLocalOrigin() );
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}
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// If the train wants to stop, figure out throttle
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// otherwise, just throttle in the indicated direction and let the train logic
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// clip the speed
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if ( !desired )
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{
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if ( pTrain->m_flSpeed > 0 )
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{
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desired = -1;
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}
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else if ( pTrain->m_flSpeed < 0 )
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{
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desired = 1;
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}
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}
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// UNDONE: Align the think time with arrival, and bump this up to a few seconds
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SetNextThink( gpGlobals->curtime + 0.5f );
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if ( desired != 0 )
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{
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int wasMoving = (pTrain->m_flSpeed == 0) ? false : true;
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// chaser wants train to move, send message
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pTrain->SetSpeed( desired );
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int isMoving = (pTrain->m_flSpeed == 0) ? false : true;
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if ( !isMoving && wasMoving )
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{
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SoundEngineStop();
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}
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else if ( isMoving )
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{
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if ( !wasMoving )
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{
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SoundEngineStart();
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}
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}
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}
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else
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{
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SoundEngineStop();
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// UNDONE: Align the think time with arrival, and bump this up to a few seconds
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SetNextThink( gpGlobals->curtime + 1.0f );
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}
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}
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