diff options
Diffstat (limited to 'game/server/h_cycler.cpp')
| -rw-r--r-- | game/server/h_cycler.cpp | 518 |
1 files changed, 518 insertions, 0 deletions
diff --git a/game/server/h_cycler.cpp b/game/server/h_cycler.cpp new file mode 100644 index 0000000..973deec --- /dev/null +++ b/game/server/h_cycler.cpp @@ -0,0 +1,518 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: The Halflife Cycler NPCs +// +//=============================================================================// + +#include "cbase.h" +#include "ai_basenpc.h" +#include "ai_motor.h" +#include "basecombatweapon.h" +#include "animation.h" +#include "vstdlib/random.h" +#include "h_cycler.h" +#include "Sprite.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +#define FCYCLER_NOTSOLID 0x0001 + +extern short g_sModelIndexSmoke; // (in combatweapon.cpp) holds the index for the smoke cloud + +BEGIN_DATADESC( CCycler ) + + // Fields + DEFINE_FIELD( m_animate, FIELD_INTEGER ), + + // Inputs + DEFINE_INPUTFUNC( FIELD_STRING, "SetSequence", InputSetSequence ), + +END_DATADESC() + +// +// we should get rid of all the other cyclers and replace them with this. +// +class CGenericCycler : public CCycler +{ +public: + DECLARE_CLASS( CGenericCycler, CCycler ); + + void Spawn() + { + GenericCyclerSpawn( (char *)STRING( GetModelName() ), Vector(-16, -16, 0), Vector(16, 16, 72) ); + } +}; +LINK_ENTITY_TO_CLASS( cycler, CGenericCycler ); +LINK_ENTITY_TO_CLASS( model_studio, CGenericCycler ); // For now model_studios build as cyclers. + + +// Cycler member functions + +void CCycler::GenericCyclerSpawn(char *szModel, Vector vecMin, Vector vecMax) +{ + if (!szModel || !*szModel) + { + Warning( "cycler at %.0f %.0f %0.f missing modelname\n", GetAbsOrigin().x, GetAbsOrigin().y, GetAbsOrigin().z ); + UTIL_Remove( this ); + return; + } + + Precache(); + + SetModel( szModel ); + + m_bloodColor = DONT_BLEED; + + CCycler::Spawn( ); + + UTIL_SetSize(this, vecMin, vecMax); +} + + +void CCycler::Precache() +{ + PrecacheModel( (const char *)STRING( GetModelName() ) ); +} + + +void CCycler::Spawn( ) +{ + InitBoneControllers(); + + SetSolid( SOLID_BBOX ); + if ( m_spawnflags & FCYCLER_NOTSOLID ) + { + AddSolidFlags( FSOLID_NOT_SOLID ); + } + else + { + AddSolidFlags( FSOLID_NOT_STANDABLE ); + } + + SetMoveType( MOVETYPE_NONE ); + m_takedamage = DAMAGE_YES; + m_iHealth = 80000;// no cycler should die + GetMotor()->SetIdealYaw( GetLocalAngles().y ); + GetMotor()->SnapYaw(); + + m_flPlaybackRate = 1.0; + m_flGroundSpeed = 0; + + SetNextThink( gpGlobals->curtime + 1.0f ); + + ResetSequenceInfo( ); + + if (GetSequence() != 0 || m_flCycle != 0) + { +#ifdef TF2_DLL + m_animate = 1; +#else + m_animate = 0; + m_flPlaybackRate = 0; +#endif + } + else + { + m_animate = 1; + } +} + + + + +// +// cycler think +// +void CCycler::Think( void ) +{ + SetNextThink( gpGlobals->curtime + 0.1f ); + + if (m_animate) + { + StudioFrameAdvance ( ); + DispatchAnimEvents( this ); + } + if (IsSequenceFinished() && !SequenceLoops()) + { + // ResetSequenceInfo(); + // hack to avoid reloading model every frame + m_flAnimTime = gpGlobals->curtime; + m_flPlaybackRate = 1.0; + m_bSequenceFinished = false; + m_flLastEventCheck = 0; + m_flCycle = 0; + if (!m_animate) + m_flPlaybackRate = 0.0; // FIX: don't reset framerate + } +} + +// +// CyclerUse - starts a rotation trend +// +void CCycler::Use ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) +{ + m_animate = !m_animate; + if (m_animate) + m_flPlaybackRate = 1.0; + else + m_flPlaybackRate = 0.0; +} + +//----------------------------------------------------------------------------- +// Purpose: Changes sequences when hurt. +//----------------------------------------------------------------------------- +int CCycler::OnTakeDamage( const CTakeDamageInfo &info ) +{ + if (m_animate) + { + int nSequence = GetSequence() + 1; + if ( !IsValidSequence(nSequence) ) + { + nSequence = 0; + } + + ResetSequence( nSequence ); + m_flCycle = 0; + } + else + { + m_flPlaybackRate = 1.0; + StudioFrameAdvance (); + m_flPlaybackRate = 0; + Msg( "sequence: %d, frame %.0f\n", GetSequence(), m_flCycle.Get() ); + } + + return 0; +} + +//----------------------------------------------------------------------------- +// Purpose: Input that sets the sequence of the cycler +//----------------------------------------------------------------------------- +void CCycler::InputSetSequence( inputdata_t &inputdata ) +{ + if (m_animate) + { + // Legacy support: Try it as a number, and support '0' + const char *sChar = inputdata.value.String(); + int iSeqNum = atoi( sChar ); + if ( !iSeqNum && sChar[0] != '0' ) + { + // Treat it as a sequence name + ResetSequence( LookupSequence( sChar ) ); + } + else + { + ResetSequence( iSeqNum ); + } + + if (m_flPlaybackRate == 0.0) + { + ResetSequence( 0 ); + } + + m_flCycle = 0; + } +} + +// FIXME: this doesn't work anymore, and hasn't for a while now. + +class CWeaponCycler : public CBaseCombatWeapon +{ + DECLARE_DATADESC(); +public: + DECLARE_CLASS( CWeaponCycler, CBaseCombatWeapon ); + + DECLARE_SERVERCLASS(); + + void Spawn( void ); + + void PrimaryAttack( void ); + void SecondaryAttack( void ); + bool Deploy( void ); + bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL ); + string_t m_iszModel; + int m_iModel; +}; + +IMPLEMENT_SERVERCLASS_ST(CWeaponCycler, DT_WeaponCycler) +END_SEND_TABLE() + +LINK_ENTITY_TO_CLASS( cycler_weapon, CWeaponCycler ); + +//--------------------------------------------------------- +// Save/Restore +//--------------------------------------------------------- +BEGIN_DATADESC( CWeaponCycler ) + + DEFINE_FIELD( m_iszModel, FIELD_STRING ), + DEFINE_FIELD( m_iModel, FIELD_INTEGER ), + +END_DATADESC() + +void CWeaponCycler::Spawn( ) +{ + SetSolid( SOLID_BBOX ); + AddSolidFlags( FSOLID_NOT_STANDABLE ); + SetMoveType( MOVETYPE_NONE ); + + PrecacheModel( STRING( GetModelName() ) ); + SetModel( STRING( GetModelName() ) ); + m_iszModel = GetModelName(); + m_iModel = GetModelIndex(); + + UTIL_SetSize(this, Vector(-16, -16, 0), Vector(16, 16, 16)); + SetTouch( &CWeaponCycler::DefaultTouch ); +} + + + +bool CWeaponCycler::Deploy( ) +{ + CBaseCombatCharacter *pOwner = GetOwner(); + + if (pOwner) + { + pOwner->m_flNextAttack = gpGlobals->curtime + 1.0; + SendWeaponAnim( 0 ); + m_iClip1 = 0; + m_iClip2 = 0; + return true; + } + return false; +} + + +bool CWeaponCycler::Holster( CBaseCombatWeapon *pSwitchingTo ) +{ + CBaseCombatCharacter *pOwner = GetOwner(); + if (pOwner) + { + pOwner->m_flNextAttack = gpGlobals->curtime + 0.5; + } + + return true; +} + + +void CWeaponCycler::PrimaryAttack() +{ + SendWeaponAnim( GetSequence() ); + m_flNextPrimaryAttack = gpGlobals->curtime + 0.3; +} + + +void CWeaponCycler::SecondaryAttack( void ) +{ + float flFrameRate; + + int nSequence = (GetSequence() + 1) % 8; + + // BUG: Why do we set this here and then set to zero right after? + SetModelIndex( m_iModel ); + flFrameRate = 0.0; + + SetModelIndex( 0 ); + + if (flFrameRate == 0.0) + { + nSequence = 0; + } + + SetSequence( nSequence ); + SendWeaponAnim( nSequence ); + + m_flNextSecondaryAttack = gpGlobals->curtime + 0.3; +} + + + +// Flaming Wreakage +class CWreckage : public CAI_BaseNPC +{ +public: + DECLARE_CLASS( CWreckage, CAI_BaseNPC ); + + DECLARE_DATADESC(); + + void Spawn( void ); + void Precache( void ); + void Think( void ); + + float m_flStartTime; + float m_flDieTime; +}; + +BEGIN_DATADESC( CWreckage ) + + DEFINE_FIELD( m_flStartTime, FIELD_TIME ), + DEFINE_FIELD( m_flDieTime, FIELD_TIME ), + +END_DATADESC() + + +LINK_ENTITY_TO_CLASS( cycler_wreckage, CWreckage ); + +void CWreckage::Spawn( void ) +{ + SetSolid( SOLID_NONE ); + SetMoveType( MOVETYPE_NONE ); + m_takedamage = 0; + + SetCycle( 0 ); + SetNextThink( gpGlobals->curtime + 0.1f ); + + if (GetModelName() != NULL_STRING) + { + PrecacheModel( STRING( GetModelName() ) ); + SetModel( STRING( GetModelName() ) ); + } + + m_flStartTime = gpGlobals->curtime; +} + +void CWreckage::Precache( ) +{ + if ( GetModelName() != NULL_STRING ) + PrecacheModel( STRING( GetModelName() ) ); +} + +void CWreckage::Think( void ) +{ + StudioFrameAdvance( ); + SetNextThink( gpGlobals->curtime + 0.2 ); + + if (m_flDieTime) + { + if (m_flDieTime < gpGlobals->curtime) + { + UTIL_Remove( this ); + return; + } + else if (random->RandomFloat( 0, m_flDieTime - m_flStartTime ) > m_flDieTime - gpGlobals->curtime) + { + return; + } + } + + Vector vecSrc; + CollisionProp()->RandomPointInBounds( vec3_origin, Vector(1, 1, 1), &vecSrc ); + CPVSFilter filter( vecSrc ); + te->Smoke( filter, 0.0, + &vecSrc, g_sModelIndexSmoke, + random->RandomFloat(0,4.9) + 5.0, + random->RandomInt(0, 3) + 8 ); +} + +// BlendingCycler +// Used to demonstrate animation blending +class CBlendingCycler : public CCycler +{ + DECLARE_DATADESC(); +public: + DECLARE_CLASS( CBlendingCycler, CCycler ); + + void Spawn( void ); + bool KeyValue( const char *szKeyName, const char *szValue ); + void Think( void ); + virtual int ObjectCaps( void ) { return (BaseClass::ObjectCaps() | FCAP_DONT_SAVE | FCAP_IMPULSE_USE); } + + int m_iLowerBound; + int m_iUpperBound; + int m_iCurrent; + int m_iBlendspeed; + string_t m_iszSequence; +}; +LINK_ENTITY_TO_CLASS( cycler_blender, CBlendingCycler ); + +//--------------------------------------------------------- +// Save/Restore +//--------------------------------------------------------- +BEGIN_DATADESC( CBlendingCycler ) + + DEFINE_FIELD( m_iLowerBound, FIELD_INTEGER ), + DEFINE_FIELD( m_iUpperBound, FIELD_INTEGER ), + DEFINE_FIELD( m_iCurrent, FIELD_INTEGER ), + DEFINE_FIELD( m_iBlendspeed, FIELD_INTEGER ), + DEFINE_FIELD( m_iszSequence, FIELD_STRING ), + +END_DATADESC() + +void CBlendingCycler::Spawn( void ) +{ + // Remove if it's not blending + if (m_iLowerBound == 0 && m_iUpperBound == 0) + { + UTIL_Remove( this ); + return; + } + + GenericCyclerSpawn( (char *)STRING( GetModelName() ), Vector(-16,-16,-16), Vector(16,16,16)); + if (!m_iBlendspeed) + m_iBlendspeed = 5; + + // Initialise Sequence + if (m_iszSequence != NULL_STRING) + { + SetSequence( LookupSequence( STRING(m_iszSequence) ) ); + } + + m_iCurrent = m_iLowerBound; +} + +bool CBlendingCycler::KeyValue( const char *szKeyName, const char *szValue ) +{ + if (FStrEq(szKeyName, "lowboundary")) + { + m_iLowerBound = atoi(szValue); + } + else if (FStrEq(szKeyName, "highboundary")) + { + m_iUpperBound = atoi(szValue); + } + else if (FStrEq(szKeyName, "blendspeed")) + { + m_iBlendspeed = atoi(szValue); + } + else if (FStrEq(szKeyName, "blendsequence")) + { + m_iszSequence = AllocPooledString(szValue); + } + else + return BaseClass::KeyValue( szKeyName, szValue ); + + return true; +} + +// Blending Cycler think +void CBlendingCycler::Think( void ) +{ + SetNextThink( gpGlobals->curtime + 0.1f ); + + // Move + m_iCurrent += m_iBlendspeed; + if ( (m_iCurrent > m_iUpperBound) || (m_iCurrent < m_iLowerBound) ) + m_iBlendspeed = m_iBlendspeed * -1; + + // Set blend + SetPoseParameter( 0, m_iCurrent ); + + Msg( "Current Blend: %d\n", m_iCurrent ); + + if (IsSequenceFinished() && !SequenceLoops()) + { + // ResetSequenceInfo(); + // hack to avoid reloading model every frame + m_flAnimTime = gpGlobals->curtime; + m_flPlaybackRate = 1.0; + m_bSequenceFinished = false; + m_flLastEventCheck = 0; + m_flCycle = 0; + if (!m_animate) + { + m_flPlaybackRate = 0.0; // FIX: don't reset framerate + } + } +} + + |