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363 lines
10 KiB
C++
363 lines
10 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 "ai_default.h"
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#include "scriptedtarget.h"
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#include "entitylist.h"
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#include "ndebugoverlay.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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//=========================================================
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// Interactions
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//=========================================================
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int g_interactionScriptedTarget = 0;
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LINK_ENTITY_TO_CLASS( scripted_target, CScriptedTarget );
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BEGIN_DATADESC( CScriptedTarget )
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DEFINE_FIELD( m_vLastPosition, FIELD_POSITION_VECTOR ),
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DEFINE_KEYFIELD( m_iDisabled, FIELD_INTEGER, "StartDisabled" ),
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DEFINE_KEYFIELD( m_iszEntity, FIELD_STRING, "m_iszEntity" ),
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DEFINE_KEYFIELD( m_flRadius, FIELD_FLOAT, "m_flRadius" ),
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DEFINE_KEYFIELD( m_nMoveSpeed, FIELD_INTEGER, "MoveSpeed" ),
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DEFINE_KEYFIELD( m_flPauseDuration, FIELD_FLOAT, "PauseDuration" ),
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DEFINE_FIELD( m_flPauseDoneTime, FIELD_TIME ),
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DEFINE_KEYFIELD( m_flEffectDuration, FIELD_FLOAT, "EffectDuration" ),
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// Function Pointers
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DEFINE_THINKFUNC( ScriptThink ),
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// Inputs
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DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),
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// Outputs
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DEFINE_OUTPUT(m_AtTarget, "AtTarget" ),
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DEFINE_OUTPUT(m_LeaveTarget, "LeaveTarget" ),
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END_DATADESC()
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//------------------------------------------------------------------------------
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// Purpose:
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//------------------------------------------------------------------------------
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void CScriptedTarget::InputEnable( inputdata_t &inputdata )
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{
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TurnOn();
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}
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//------------------------------------------------------------------------------
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// Purpose:
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//------------------------------------------------------------------------------
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void CScriptedTarget::InputDisable( inputdata_t &inputdata )
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{
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TurnOff();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CScriptedTarget::TurnOn( void )
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{
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m_vLastPosition = GetAbsOrigin();
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SetThink( &CScriptedTarget::ScriptThink );
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m_iDisabled = false;
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SetNextThink( gpGlobals->curtime );
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}
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//------------------------------------------------------------------------------
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// Purpose:
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//------------------------------------------------------------------------------
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void CScriptedTarget::TurnOff( void )
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{
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SetThink( NULL );
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m_iDisabled = true;
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// If I have a target entity, free him
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if (GetTarget())
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{
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CAI_BaseNPC* pNPC = GetTarget()->MyNPCPointer();
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pNPC->DispatchInteraction( g_interactionScriptedTarget, NULL, NULL );
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}
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}
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//------------------------------------------------------------------------------
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// Purpose:
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//------------------------------------------------------------------------------
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void CScriptedTarget::Spawn( void )
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{
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if (g_interactionScriptedTarget == 0)
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{
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g_interactionScriptedTarget = CBaseCombatCharacter::GetInteractionID();
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}
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SetSolid( SOLID_NONE );
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m_vLastPosition = GetAbsOrigin();
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if (!m_iDisabled )
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{
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TurnOn();
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}
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}
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//------------------------------------------------------------------------------
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// Purpose:
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//------------------------------------------------------------------------------
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CScriptedTarget* CScriptedTarget::NextScriptedTarget(void)
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{
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// ----------------------------------------------------------------------
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// If I just hit my target, set how long I'm supposed to pause here
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// ----------------------------------------------------------------------
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if (m_flPauseDoneTime == 0)
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{
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m_flPauseDoneTime = gpGlobals->curtime + m_flPauseDuration;
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m_AtTarget.FireOutput( GetTarget(), this );
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}
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// -------------------------------------------------------------
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// If I'm done pausing move on to next burn target
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// -------------------------------------------------------------
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if (gpGlobals->curtime >= m_flPauseDoneTime)
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{
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m_flPauseDoneTime = 0;
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// ----------------------------------------------------------
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// Fire output that current Scripted target has been reached
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// ----------------------------------------------------------
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m_LeaveTarget.FireOutput( GetTarget(), this );
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// ------------------------------------------------------------
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// Get next target.
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// ------------------------------------------------------------
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CScriptedTarget* pNextTarget = ((CScriptedTarget*)GetNextTarget());
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// --------------------------------------------
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// Fire output if last one has been reached
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// --------------------------------------------
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if (!pNextTarget)
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{
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TurnOff();
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SetTarget( NULL );
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}
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// ------------------------------------------------
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// Otherwise, turn myself off, the next target on
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// and pass on my target entity
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// ------------------------------------------------
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else
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{
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// ----------------------------------------------------
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// Make sure there is a LOS between these two targets
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// ----------------------------------------------------
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trace_t tr;
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UTIL_TraceLine(GetAbsOrigin(), pNextTarget->GetAbsOrigin(), MASK_SHOT, this, COLLISION_GROUP_NONE, &tr);
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if (tr.fraction != 1.0)
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{
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Warning( "WARNING: Scripted Target from (%s) to (%s) is occluded!\n",GetDebugName(),pNextTarget->GetDebugName() );
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}
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pNextTarget->TurnOn();
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pNextTarget->SetTarget( GetTarget() );
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SetTarget( NULL );
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TurnOff();
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}
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// --------------------------------------------
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// Return new target
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// --------------------------------------------
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return pNextTarget;
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}
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// -------------------------------------------------------------
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// Otherwise keep the same scripted target until pause is done
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// -------------------------------------------------------------
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else
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{
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return this;
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}
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}
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//------------------------------------------------------------------------------
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// Purpose:
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//------------------------------------------------------------------------------
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CBaseEntity* CScriptedTarget::FindEntity( void )
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{
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// ---------------------------------------------------
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// First try to find the entity by name
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// ---------------------------------------------------
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CBaseEntity *pEntity = gEntList.FindEntityByName( NULL, m_iszEntity );
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if (pEntity && pEntity->GetFlags() & FL_NPC)
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{
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CAI_BaseNPC* pNPC = pEntity->MyNPCPointer();
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if (pNPC->DispatchInteraction( g_interactionScriptedTarget, NULL, this ))
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{
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return pEntity;
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}
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}
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// ---------------------------------------------------
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// If that fails, assume we were given a classname
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// and find nearest entity in radius of that class
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// ---------------------------------------------------
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float flNearestDist = MAX_COORD_RANGE;
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CBaseEntity* pNearestEnt = NULL;
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CBaseEntity* pTestEnt = NULL;
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for ( CEntitySphereQuery sphere( GetAbsOrigin(), m_flRadius ); ( pTestEnt = sphere.GetCurrentEntity() ) != NULL; sphere.NextEntity() )
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{
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if (pTestEnt->GetFlags() & FL_NPC)
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{
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if (FClassnameIs( pTestEnt, STRING(m_iszEntity)))
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{
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float flTestDist = (pTestEnt->GetAbsOrigin() - GetAbsOrigin()).Length();
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if (flTestDist < flNearestDist)
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{
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flNearestDist = flTestDist;
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pNearestEnt = pTestEnt;
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}
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}
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}
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}
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// UNDONE: If nearest fails, try next nearest
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if (pNearestEnt)
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{
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CAI_BaseNPC* pNPC = pNearestEnt->MyNPCPointer();
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if (pNPC->DispatchInteraction( g_interactionScriptedTarget, NULL, this ))
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{
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return pNearestEnt;
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}
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}
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return NULL;
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}
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//------------------------------------------------------------------------------
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// Purpose:
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//------------------------------------------------------------------------------
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void CScriptedTarget::ScriptThink( void )
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{
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// --------------------------------------------
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// If I don't have target entity look for one
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// --------------------------------------------
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if (GetTarget() == NULL)
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{
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m_flPauseDoneTime = 0;
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SetTarget( FindEntity() );
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}
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SetNextThink( gpGlobals->curtime + 0.1f );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Draw any debug text overlays
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// Output : Current text offset from the top
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//-----------------------------------------------------------------------------
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int CScriptedTarget::DrawDebugTextOverlays(void)
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{
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// Skip AIClass debug overlays
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int text_offset = CBaseEntity::DrawDebugTextOverlays();
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if (m_debugOverlays & OVERLAY_TEXT_BIT)
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{
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// --------------
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// Print State
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// --------------
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char tempstr[512];
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if (m_iDisabled)
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{
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Q_strncpy(tempstr,"State: Off",sizeof(tempstr));
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}
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else
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{
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Q_strncpy(tempstr,"State: On",sizeof(tempstr));
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}
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EntityText(text_offset,tempstr,0);
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text_offset++;
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// -----------------
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// Print Next Entity
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// -----------------
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CBaseEntity *pTarget = GetNextTarget();
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if (pTarget)
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{
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Q_snprintf(tempstr,sizeof(tempstr),"Next: %s",pTarget->GetDebugName() );
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}
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else
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{
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Q_strncpy(tempstr,"Next: -NONE-",sizeof(tempstr));
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}
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EntityText(text_offset,tempstr,0);
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text_offset++;
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// --------------
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// Print Target
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// --------------
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if (GetTarget()!=NULL)
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{
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Q_snprintf(tempstr,sizeof(tempstr),"User: %s",GetTarget()->GetDebugName() );
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}
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else if (m_iDisabled)
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{
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Q_strncpy(tempstr,"User: -NONE-",sizeof(tempstr));
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}
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else
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{
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Q_strncpy(tempstr,"User: -LOOKING-",sizeof(tempstr));
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}
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EntityText(text_offset,tempstr,0);
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text_offset++;
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}
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return text_offset;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Override base class to add display of paths
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//-----------------------------------------------------------------------------
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void CScriptedTarget::DrawDebugGeometryOverlays(void)
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{
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// ----------------------------------------------
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// Draw line to next target is bbox is selected
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// ----------------------------------------------
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if (m_debugOverlays & (OVERLAY_BBOX_BIT|OVERLAY_ABSBOX_BIT))
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{
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if (m_iDisabled)
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{
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NDebugOverlay::Box(GetAbsOrigin(), Vector(-5,-5,-5), Vector(5,5,5), 200,100,100, 0 ,0);
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}
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else
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{
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NDebugOverlay::Cross3D(m_vLastPosition, Vector(-8,-8,-8),Vector(8,8,8),255,0,0,true,0.1);
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NDebugOverlay::Box(GetAbsOrigin(), Vector(-5,-5,-5), Vector(5,5,5), 255,0,0, 0 ,0);
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NDebugOverlay::Line(GetAbsOrigin(),m_vLastPosition,255,0,0,true,0.0);
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}
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CBaseEntity *pTarget = GetNextTarget();
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if (pTarget)
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{
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NDebugOverlay::Line(GetAbsOrigin(),pTarget->GetAbsOrigin(),200,100,100,true,0.0);
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}
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if (GetTarget() != NULL)
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{
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NDebugOverlay::Line(GetAbsOrigin(),GetTarget()->EyePosition(),0,255,0,true,0.0);
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}
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}
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CBaseEntity::DrawDebugGeometryOverlays();
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}
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