diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/server/tanktrain.cpp | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/server/tanktrain.cpp')
| -rw-r--r-- | mp/src/game/server/tanktrain.cpp | 1070 |
1 files changed, 535 insertions, 535 deletions
diff --git a/mp/src/game/server/tanktrain.cpp b/mp/src/game/server/tanktrain.cpp index 2b359b06..62a5acd6 100644 --- a/mp/src/game/server/tanktrain.cpp +++ b/mp/src/game/server/tanktrain.cpp @@ -1,535 +1,535 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $NoKeywords: $
-//=============================================================================//
-
-#include "cbase.h"
-#include "trains.h"
-#include "entitylist.h"
-#include "soundenvelope.h"
-#include "engine/IEngineSound.h"
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-extern short g_sModelIndexFireball;
-#define SPRITE_FIREBALL "sprites/zerogxplode.vmt"
-#define SPRITE_SMOKE "sprites/steam1.vmt"
-
-void UTIL_RemoveHierarchy( CBaseEntity *pDead )
-{
- if ( !pDead )
- return;
-
- if ( pDead->edict() )
- {
- CBaseEntity *pChild = pDead->FirstMoveChild();
- while ( pChild )
- {
- CBaseEntity *pEntity = pChild;
- pChild = pChild->NextMovePeer();
-
- UTIL_RemoveHierarchy( pEntity );
- }
- }
- UTIL_Remove( pDead );
-}
-
-class CFuncTankTrain : public CFuncTrackTrain
-{
-public:
- DECLARE_CLASS( CFuncTankTrain, CFuncTrackTrain );
-
- void Spawn( void );
-
- // Filter out damage messages that don't contain blast damage (impervious to other forms of attack)
- int OnTakeDamage( const CTakeDamageInfo &info );
- void Event_Killed( const CTakeDamageInfo &info );
- void Blocked( CBaseEntity *pOther )
- {
- // FIxme, set speed to zero?
- }
- DECLARE_DATADESC();
-
-private:
-
- COutputEvent m_OnDeath;
-};
-
-LINK_ENTITY_TO_CLASS( func_tanktrain, CFuncTankTrain );
-
-BEGIN_DATADESC( CFuncTankTrain )
-
- // Outputs
- DEFINE_OUTPUT(m_OnDeath, "OnDeath"),
-
-END_DATADESC()
-
-
-void CFuncTankTrain::Spawn( void )
-{
- m_takedamage = true;
- BaseClass::Spawn();
-}
-
-// Filter out damage messages that don't contain blast damage (impervious to other forms of attack)
-int CFuncTankTrain::OnTakeDamage( const CTakeDamageInfo &info )
-{
- if ( ! (info.GetDamageType() & DMG_BLAST) )
- return 0;
-
- return BaseClass::OnTakeDamage( info );
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Called when the train is killed.
-// Input : pInflictor - What killed us.
-// pAttacker - Who killed us.
-// flDamage - The damage that the killing blow inflicted.
-// bitsDamageType - Bitfield of damage types that were inflicted.
-//-----------------------------------------------------------------------------
-void CFuncTankTrain::Event_Killed( const CTakeDamageInfo &info )
-{
- m_takedamage = DAMAGE_NO;
- m_lifeState = LIFE_DEAD;
-
- m_OnDeath.FireOutput( info.GetInflictor(), this );
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Changes the target entity for a func_tank or tanktrain_ai
-//-----------------------------------------------------------------------------
-class CTankTargetChange : public CPointEntity
-{
-public:
- DECLARE_CLASS( CTankTargetChange, CPointEntity );
-
- void Precache( void );
- void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
-
- DECLARE_DATADESC();
-
-private:
- variant_t m_newTarget;
- string_t m_newTargetName;
-};
-
-LINK_ENTITY_TO_CLASS( tanktrain_aitarget, CTankTargetChange );
-
-BEGIN_DATADESC( CTankTargetChange )
-
- // DEFINE_FIELD( m_newTarget, variant_t ),
- DEFINE_KEYFIELD( m_newTargetName, FIELD_STRING, "newtarget" ),
-
-END_DATADESC()
-
-
-void CTankTargetChange::Precache( void )
-{
- BaseClass::Precache();
-
- // This needs to be in Precache so save/load works
- m_newTarget.SetString( m_newTargetName );
-}
-
-void CTankTargetChange::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
-{
- CBaseEntity *pTarget = gEntList.FindEntityByName( NULL, m_target, NULL, pActivator, pCaller );
-
- // UNDONE: This should use more of the event system
- while ( pTarget )
- {
- // Change the target over
- pTarget->AcceptInput( "TargetEntity", this, this, m_newTarget, 0 );
- pTarget = gEntList.FindEntityByName( pTarget, m_target, NULL, pActivator, pCaller );
- }
-}
-
-
-// UNDONE: Should be just a logical entity, but we act as another static sound channel for the train
-class CTankTrainAI : public CPointEntity
-{
-public:
- DECLARE_CLASS( CTankTrainAI, CPointEntity );
-
- virtual ~CTankTrainAI( void );
-
- void Precache( void );
- void Spawn( void );
- void Activate( void );
- void Think( void );
-
- int SoundEnginePitch( void );
- void SoundEngineStart( void );
- void SoundEngineStop( void );
- void SoundShutdown( void );
-
- CBaseEntity *FindTarget( string_t target, CBaseEntity *pActivator );
-
- DECLARE_DATADESC();
-
- // INPUTS
- void InputTargetEntity( inputdata_t &inputdata );
-
-private:
- CHandle<CFuncTrackTrain> m_hTrain;
- EHANDLE m_hTargetEntity;
- int m_soundPlaying;
-
- CSoundPatch *m_soundTreads;
- CSoundPatch *m_soundEngine;
-
- string_t m_startSoundName;
- string_t m_engineSoundName;
- string_t m_movementSoundName;
- string_t m_targetEntityName;
-};
-
-LINK_ENTITY_TO_CLASS( tanktrain_ai, CTankTrainAI );
-
-BEGIN_DATADESC( CTankTrainAI )
-
- DEFINE_FIELD( m_hTrain, FIELD_EHANDLE),
- DEFINE_FIELD( m_hTargetEntity, FIELD_EHANDLE),
- DEFINE_FIELD( m_soundPlaying, FIELD_INTEGER),
- DEFINE_SOUNDPATCH( m_soundTreads ),
- DEFINE_SOUNDPATCH( m_soundEngine ),
-
- DEFINE_KEYFIELD( m_startSoundName, FIELD_STRING, "startsound" ),
- DEFINE_KEYFIELD( m_engineSoundName, FIELD_STRING, "enginesound" ),
- DEFINE_KEYFIELD( m_movementSoundName, FIELD_STRING, "movementsound" ),
- DEFINE_FIELD( m_targetEntityName, FIELD_STRING),
-
- // Inputs
- DEFINE_INPUTFUNC( FIELD_STRING, "TargetEntity", InputTargetEntity ),
-
-END_DATADESC()
-
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Input handler for setting the target entity by name.
-//-----------------------------------------------------------------------------
-void CTankTrainAI::InputTargetEntity( inputdata_t &inputdata )
-{
- m_targetEntityName = inputdata.value.StringID();
- m_hTargetEntity = FindTarget( m_targetEntityName, inputdata.pActivator );
- SetNextThink( gpGlobals->curtime );
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Finds the first entity in the entity list with the given name.
-// Input : target - String ID of the entity to find.
-// pActivator - The activating entity if this is called from an input
-// or Use handler, NULL otherwise.
-//-----------------------------------------------------------------------------
-CBaseEntity *CTankTrainAI::FindTarget( string_t target, CBaseEntity *pActivator )
-{
- return gEntList.FindEntityGeneric( NULL, STRING( target ), this, pActivator );
-}
-
-
-CTankTrainAI::~CTankTrainAI( void )
-{
- CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
-
- if ( m_soundTreads )
- {
- controller.SoundDestroy( m_soundTreads );
- }
-
- if ( m_soundEngine )
- {
- controller.SoundDestroy( m_soundEngine );
- }
-}
-
-void CTankTrainAI::Precache( void )
-{
- PrecacheScriptSound( STRING( m_startSoundName ) );
- PrecacheScriptSound( STRING( m_engineSoundName ) );
- PrecacheScriptSound( STRING( m_movementSoundName ) );
-}
-
-int CTankTrainAI::SoundEnginePitch( void )
-{
- CFuncTrackTrain *pTrain = m_hTrain;
-
- // we know this isn't NULL here
- if ( pTrain->GetMaxSpeed() )
- {
- return 90 + (fabs(pTrain->GetCurrentSpeed()) * (20) / pTrain->GetMaxSpeed());
- }
- return 100;
-}
-
-
-void CTankTrainAI::SoundEngineStart( void )
-{
- CFuncTrackTrain *pTrain = m_hTrain;
-
- SoundEngineStop();
- // play startup sound for train
- if ( m_startSoundName != NULL_STRING )
- {
- CPASAttenuationFilter filter( pTrain );
-
- EmitSound_t ep;
- ep.m_nChannel = CHAN_ITEM;
- ep.m_pSoundName = STRING(m_startSoundName);
- ep.m_flVolume = 1.0f;
- ep.m_SoundLevel = SNDLVL_NORM;
-
- EmitSound( filter, pTrain->entindex(), ep );
- }
-
- // play the looping sounds using the envelope controller
- CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
-
- if ( m_soundTreads )
- {
- controller.Play( m_soundTreads, 1.0, 100 );
- }
-
- if ( m_soundEngine )
- {
- controller.Play( m_soundEngine, 0.5, 90 );
- controller.CommandClear( m_soundEngine );
- controller.CommandAdd( m_soundEngine, 0, SOUNDCTRL_CHANGE_PITCH, 1.5, random->RandomInt(130, 145) );
- controller.CommandAdd( m_soundEngine, 1.5, SOUNDCTRL_CHANGE_PITCH, 2, random->RandomInt(105, 115) );
- }
-
- m_soundPlaying = true;
-}
-
-
-void CTankTrainAI::SoundEngineStop( void )
-{
- if ( !m_soundPlaying )
- return;
-
- CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
-
- if ( m_soundTreads )
- {
- controller.SoundFadeOut( m_soundTreads, 0.25 );
- }
-
- if ( m_soundEngine )
- {
- controller.CommandClear( m_soundEngine );
- controller.SoundChangePitch( m_soundEngine, 70, 3.0 );
- }
- m_soundPlaying = false;
-}
-
-
-void CTankTrainAI::SoundShutdown( void )
-{
- CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
- if ( m_soundTreads )
- {
- controller.Shutdown( m_soundTreads );
- }
-
- if ( m_soundEngine )
- {
- controller.Shutdown( m_soundEngine );
- }
- m_soundPlaying = false;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Set up think and AI
-//-----------------------------------------------------------------------------
-void CTankTrainAI::Spawn( void )
-{
- Precache();
- m_soundPlaying = false;
- m_hTargetEntity = NULL;
-}
-
-void CTankTrainAI::Activate( void )
-{
- BaseClass::Activate();
-
- CBaseEntity *pTarget = NULL;
-
- CFuncTrackTrain *pTrain = NULL;
-
- if ( m_target != NULL_STRING )
- {
- do
- {
- pTarget = gEntList.FindEntityByName( pTarget, m_target );
- pTrain = dynamic_cast<CFuncTrackTrain *>(pTarget);
- } while (!pTrain && pTarget);
- }
-
- m_hTrain = pTrain;
-
- if ( pTrain )
- {
- SetNextThink( gpGlobals->curtime + 0.5f );
- CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
-
- if ( m_movementSoundName != NULL_STRING )
- {
- CPASAttenuationFilter filter( this, ATTN_NORM * 0.5 );
- m_soundTreads = controller.SoundCreate( filter, pTrain->entindex(), CHAN_STATIC, STRING(m_movementSoundName), ATTN_NORM*0.5 );
- }
- if ( m_engineSoundName != NULL_STRING )
- {
- CPASAttenuationFilter filter( this );
- m_soundEngine = controller.SoundCreate( filter, pTrain->entindex(), CHAN_STATIC, STRING(m_engineSoundName), ATTN_NORM );
- }
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Dumb linear serach of the path
-// Input : *pStart - starting path node
-// &startPosition - starting position
-// &destination - position to move close to
-// Output : int move direction 1 = forward, -1 = reverse, 0 = stop
-//-----------------------------------------------------------------------------
-int PathFindDirection( CPathTrack *pStart, const Vector &startPosition, const Vector &destination )
-{
- if ( !pStart )
- return 0; // no path, don't move
-
- CPathTrack *pPath = pStart->m_pnext;
- CPathTrack *pNearest = pStart;
-
- float nearestDist = (pNearest->GetLocalOrigin() - destination).LengthSqr();
- float length = 0;
- float nearestForward = 0, nearestReverse = 0;
-
- do
- {
- float dist = (pPath->GetLocalOrigin() - destination).LengthSqr();
-
- // This is closer than our current estimate
- if ( dist < nearestDist )
- {
- nearestDist = dist;
- pNearest = pPath;
- nearestForward = length; // current path length forward
- nearestReverse = 0; // count until we hit the start again
- }
- CPathTrack *pNext = pPath->m_pnext;
- if ( pNext )
- {
- // UNDONE: Cache delta in path?
- float delta = (pNext->GetLocalOrigin() - pPath->GetLocalOrigin()).LengthSqr();
- length += delta;
- // add to current reverse estimate
- nearestReverse += delta;
- pPath = pNext;
- }
- else
- {
- // not a looping path
- // traverse back to other end of the path
- int fail = 0;
- while ( pPath->m_pprevious )
- {
- fail++;
- // HACKHACK: Don't infinite loop
- if ( fail > 256 )
- break;
- pPath = pPath->m_pprevious;
- }
- // don't take the reverse path to old node
- nearestReverse = nearestForward + 1;
- // dont' take forward path to new node (if we find one)
- length = (float)COORD_EXTENT * (float)COORD_EXTENT; // HACKHACK: Max quad length
- }
-
- } while ( pPath != pStart );
-
- // UNDONE: Fix this fudge factor
- // if you are already at the path, or <100 units away, don't move
- if ( pNearest == pStart || (pNearest->GetLocalOrigin() - startPosition).LengthSqr() < 100 )
- return 0;
-
- if ( nearestForward <= nearestReverse )
- return 1;
-
- return -1;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Find a point on my path near to the target and move toward it
-//-----------------------------------------------------------------------------
-void CTankTrainAI::Think( void )
-{
- CFuncTrackTrain *pTrain = m_hTrain;
-
- if ( !pTrain || pTrain->m_lifeState != LIFE_ALIVE )
- {
- SoundShutdown();
- if ( pTrain )
- UTIL_RemoveHierarchy( pTrain );
- UTIL_Remove( this );
- return;
- }
-
- int desired = 0;
- CBaseEntity *pTarget = m_hTargetEntity;
- if ( pTarget )
- {
- desired = PathFindDirection( pTrain->m_ppath, pTrain->GetLocalOrigin(), pTarget->GetLocalOrigin() );
- }
-
- // If the train wants to stop, figure out throttle
- // otherwise, just throttle in the indicated direction and let the train logic
- // clip the speed
- if ( !desired )
- {
- if ( pTrain->m_flSpeed > 0 )
- {
- desired = -1;
- }
- else if ( pTrain->m_flSpeed < 0 )
- {
- desired = 1;
- }
- }
-
- // UNDONE: Align the think time with arrival, and bump this up to a few seconds
- SetNextThink( gpGlobals->curtime + 0.5f );
-
- if ( desired != 0 )
- {
- int wasMoving = (pTrain->m_flSpeed == 0) ? false : true;
- // chaser wants train to move, send message
- pTrain->SetSpeed( desired );
- int isMoving = (pTrain->m_flSpeed == 0) ? false : true;
-
- if ( !isMoving && wasMoving )
- {
- SoundEngineStop();
- }
- else if ( isMoving )
- {
- if ( !wasMoving )
- {
- SoundEngineStart();
- }
- }
- }
- else
- {
- SoundEngineStop();
- // UNDONE: Align the think time with arrival, and bump this up to a few seconds
- SetNextThink( gpGlobals->curtime + 1.0f );
- }
-}
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//=============================================================================// + +#include "cbase.h" +#include "trains.h" +#include "entitylist.h" +#include "soundenvelope.h" +#include "engine/IEngineSound.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +extern short g_sModelIndexFireball; +#define SPRITE_FIREBALL "sprites/zerogxplode.vmt" +#define SPRITE_SMOKE "sprites/steam1.vmt" + +void UTIL_RemoveHierarchy( CBaseEntity *pDead ) +{ + if ( !pDead ) + return; + + if ( pDead->edict() ) + { + CBaseEntity *pChild = pDead->FirstMoveChild(); + while ( pChild ) + { + CBaseEntity *pEntity = pChild; + pChild = pChild->NextMovePeer(); + + UTIL_RemoveHierarchy( pEntity ); + } + } + UTIL_Remove( pDead ); +} + +class CFuncTankTrain : public CFuncTrackTrain +{ +public: + DECLARE_CLASS( CFuncTankTrain, CFuncTrackTrain ); + + void Spawn( void ); + + // Filter out damage messages that don't contain blast damage (impervious to other forms of attack) + int OnTakeDamage( const CTakeDamageInfo &info ); + void Event_Killed( const CTakeDamageInfo &info ); + void Blocked( CBaseEntity *pOther ) + { + // FIxme, set speed to zero? + } + DECLARE_DATADESC(); + +private: + + COutputEvent m_OnDeath; +}; + +LINK_ENTITY_TO_CLASS( func_tanktrain, CFuncTankTrain ); + +BEGIN_DATADESC( CFuncTankTrain ) + + // Outputs + DEFINE_OUTPUT(m_OnDeath, "OnDeath"), + +END_DATADESC() + + +void CFuncTankTrain::Spawn( void ) +{ + m_takedamage = true; + BaseClass::Spawn(); +} + +// Filter out damage messages that don't contain blast damage (impervious to other forms of attack) +int CFuncTankTrain::OnTakeDamage( const CTakeDamageInfo &info ) +{ + if ( ! (info.GetDamageType() & DMG_BLAST) ) + return 0; + + return BaseClass::OnTakeDamage( info ); +} + + +//----------------------------------------------------------------------------- +// Purpose: Called when the train is killed. +// Input : pInflictor - What killed us. +// pAttacker - Who killed us. +// flDamage - The damage that the killing blow inflicted. +// bitsDamageType - Bitfield of damage types that were inflicted. +//----------------------------------------------------------------------------- +void CFuncTankTrain::Event_Killed( const CTakeDamageInfo &info ) +{ + m_takedamage = DAMAGE_NO; + m_lifeState = LIFE_DEAD; + + m_OnDeath.FireOutput( info.GetInflictor(), this ); +} + + +//----------------------------------------------------------------------------- +// Purpose: Changes the target entity for a func_tank or tanktrain_ai +//----------------------------------------------------------------------------- +class CTankTargetChange : public CPointEntity +{ +public: + DECLARE_CLASS( CTankTargetChange, CPointEntity ); + + void Precache( void ); + void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); + + DECLARE_DATADESC(); + +private: + variant_t m_newTarget; + string_t m_newTargetName; +}; + +LINK_ENTITY_TO_CLASS( tanktrain_aitarget, CTankTargetChange ); + +BEGIN_DATADESC( CTankTargetChange ) + + // DEFINE_FIELD( m_newTarget, variant_t ), + DEFINE_KEYFIELD( m_newTargetName, FIELD_STRING, "newtarget" ), + +END_DATADESC() + + +void CTankTargetChange::Precache( void ) +{ + BaseClass::Precache(); + + // This needs to be in Precache so save/load works + m_newTarget.SetString( m_newTargetName ); +} + +void CTankTargetChange::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) +{ + CBaseEntity *pTarget = gEntList.FindEntityByName( NULL, m_target, NULL, pActivator, pCaller ); + + // UNDONE: This should use more of the event system + while ( pTarget ) + { + // Change the target over + pTarget->AcceptInput( "TargetEntity", this, this, m_newTarget, 0 ); + pTarget = gEntList.FindEntityByName( pTarget, m_target, NULL, pActivator, pCaller ); + } +} + + +// UNDONE: Should be just a logical entity, but we act as another static sound channel for the train +class CTankTrainAI : public CPointEntity +{ +public: + DECLARE_CLASS( CTankTrainAI, CPointEntity ); + + virtual ~CTankTrainAI( void ); + + void Precache( void ); + void Spawn( void ); + void Activate( void ); + void Think( void ); + + int SoundEnginePitch( void ); + void SoundEngineStart( void ); + void SoundEngineStop( void ); + void SoundShutdown( void ); + + CBaseEntity *FindTarget( string_t target, CBaseEntity *pActivator ); + + DECLARE_DATADESC(); + + // INPUTS + void InputTargetEntity( inputdata_t &inputdata ); + +private: + CHandle<CFuncTrackTrain> m_hTrain; + EHANDLE m_hTargetEntity; + int m_soundPlaying; + + CSoundPatch *m_soundTreads; + CSoundPatch *m_soundEngine; + + string_t m_startSoundName; + string_t m_engineSoundName; + string_t m_movementSoundName; + string_t m_targetEntityName; +}; + +LINK_ENTITY_TO_CLASS( tanktrain_ai, CTankTrainAI ); + +BEGIN_DATADESC( CTankTrainAI ) + + DEFINE_FIELD( m_hTrain, FIELD_EHANDLE), + DEFINE_FIELD( m_hTargetEntity, FIELD_EHANDLE), + DEFINE_FIELD( m_soundPlaying, FIELD_INTEGER), + DEFINE_SOUNDPATCH( m_soundTreads ), + DEFINE_SOUNDPATCH( m_soundEngine ), + + DEFINE_KEYFIELD( m_startSoundName, FIELD_STRING, "startsound" ), + DEFINE_KEYFIELD( m_engineSoundName, FIELD_STRING, "enginesound" ), + DEFINE_KEYFIELD( m_movementSoundName, FIELD_STRING, "movementsound" ), + DEFINE_FIELD( m_targetEntityName, FIELD_STRING), + + // Inputs + DEFINE_INPUTFUNC( FIELD_STRING, "TargetEntity", InputTargetEntity ), + +END_DATADESC() + + + +//----------------------------------------------------------------------------- +// Purpose: Input handler for setting the target entity by name. +//----------------------------------------------------------------------------- +void CTankTrainAI::InputTargetEntity( inputdata_t &inputdata ) +{ + m_targetEntityName = inputdata.value.StringID(); + m_hTargetEntity = FindTarget( m_targetEntityName, inputdata.pActivator ); + SetNextThink( gpGlobals->curtime ); +} + + +//----------------------------------------------------------------------------- +// Purpose: Finds the first entity in the entity list with the given name. +// Input : target - String ID of the entity to find. +// pActivator - The activating entity if this is called from an input +// or Use handler, NULL otherwise. +//----------------------------------------------------------------------------- +CBaseEntity *CTankTrainAI::FindTarget( string_t target, CBaseEntity *pActivator ) +{ + return gEntList.FindEntityGeneric( NULL, STRING( target ), this, pActivator ); +} + + +CTankTrainAI::~CTankTrainAI( void ) +{ + CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController(); + + if ( m_soundTreads ) + { + controller.SoundDestroy( m_soundTreads ); + } + + if ( m_soundEngine ) + { + controller.SoundDestroy( m_soundEngine ); + } +} + +void CTankTrainAI::Precache( void ) +{ + PrecacheScriptSound( STRING( m_startSoundName ) ); + PrecacheScriptSound( STRING( m_engineSoundName ) ); + PrecacheScriptSound( STRING( m_movementSoundName ) ); +} + +int CTankTrainAI::SoundEnginePitch( void ) +{ + CFuncTrackTrain *pTrain = m_hTrain; + + // we know this isn't NULL here + if ( pTrain->GetMaxSpeed() ) + { + return 90 + (fabs(pTrain->GetCurrentSpeed()) * (20) / pTrain->GetMaxSpeed()); + } + return 100; +} + + +void CTankTrainAI::SoundEngineStart( void ) +{ + CFuncTrackTrain *pTrain = m_hTrain; + + SoundEngineStop(); + // play startup sound for train + if ( m_startSoundName != NULL_STRING ) + { + CPASAttenuationFilter filter( pTrain ); + + EmitSound_t ep; + ep.m_nChannel = CHAN_ITEM; + ep.m_pSoundName = STRING(m_startSoundName); + ep.m_flVolume = 1.0f; + ep.m_SoundLevel = SNDLVL_NORM; + + EmitSound( filter, pTrain->entindex(), ep ); + } + + // play the looping sounds using the envelope controller + CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController(); + + if ( m_soundTreads ) + { + controller.Play( m_soundTreads, 1.0, 100 ); + } + + if ( m_soundEngine ) + { + controller.Play( m_soundEngine, 0.5, 90 ); + controller.CommandClear( m_soundEngine ); + controller.CommandAdd( m_soundEngine, 0, SOUNDCTRL_CHANGE_PITCH, 1.5, random->RandomInt(130, 145) ); + controller.CommandAdd( m_soundEngine, 1.5, SOUNDCTRL_CHANGE_PITCH, 2, random->RandomInt(105, 115) ); + } + + m_soundPlaying = true; +} + + +void CTankTrainAI::SoundEngineStop( void ) +{ + if ( !m_soundPlaying ) + return; + + CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController(); + + if ( m_soundTreads ) + { + controller.SoundFadeOut( m_soundTreads, 0.25 ); + } + + if ( m_soundEngine ) + { + controller.CommandClear( m_soundEngine ); + controller.SoundChangePitch( m_soundEngine, 70, 3.0 ); + } + m_soundPlaying = false; +} + + +void CTankTrainAI::SoundShutdown( void ) +{ + CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController(); + if ( m_soundTreads ) + { + controller.Shutdown( m_soundTreads ); + } + + if ( m_soundEngine ) + { + controller.Shutdown( m_soundEngine ); + } + m_soundPlaying = false; +} + +//----------------------------------------------------------------------------- +// Purpose: Set up think and AI +//----------------------------------------------------------------------------- +void CTankTrainAI::Spawn( void ) +{ + Precache(); + m_soundPlaying = false; + m_hTargetEntity = NULL; +} + +void CTankTrainAI::Activate( void ) +{ + BaseClass::Activate(); + + CBaseEntity *pTarget = NULL; + + CFuncTrackTrain *pTrain = NULL; + + if ( m_target != NULL_STRING ) + { + do + { + pTarget = gEntList.FindEntityByName( pTarget, m_target ); + pTrain = dynamic_cast<CFuncTrackTrain *>(pTarget); + } while (!pTrain && pTarget); + } + + m_hTrain = pTrain; + + if ( pTrain ) + { + SetNextThink( gpGlobals->curtime + 0.5f ); + CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController(); + + if ( m_movementSoundName != NULL_STRING ) + { + CPASAttenuationFilter filter( this, ATTN_NORM * 0.5 ); + m_soundTreads = controller.SoundCreate( filter, pTrain->entindex(), CHAN_STATIC, STRING(m_movementSoundName), ATTN_NORM*0.5 ); + } + if ( m_engineSoundName != NULL_STRING ) + { + CPASAttenuationFilter filter( this ); + m_soundEngine = controller.SoundCreate( filter, pTrain->entindex(), CHAN_STATIC, STRING(m_engineSoundName), ATTN_NORM ); + } + } +} + + +//----------------------------------------------------------------------------- +// Purpose: Dumb linear serach of the path +// Input : *pStart - starting path node +// &startPosition - starting position +// &destination - position to move close to +// Output : int move direction 1 = forward, -1 = reverse, 0 = stop +//----------------------------------------------------------------------------- +int PathFindDirection( CPathTrack *pStart, const Vector &startPosition, const Vector &destination ) +{ + if ( !pStart ) + return 0; // no path, don't move + + CPathTrack *pPath = pStart->m_pnext; + CPathTrack *pNearest = pStart; + + float nearestDist = (pNearest->GetLocalOrigin() - destination).LengthSqr(); + float length = 0; + float nearestForward = 0, nearestReverse = 0; + + do + { + float dist = (pPath->GetLocalOrigin() - destination).LengthSqr(); + + // This is closer than our current estimate + if ( dist < nearestDist ) + { + nearestDist = dist; + pNearest = pPath; + nearestForward = length; // current path length forward + nearestReverse = 0; // count until we hit the start again + } + CPathTrack *pNext = pPath->m_pnext; + if ( pNext ) + { + // UNDONE: Cache delta in path? + float delta = (pNext->GetLocalOrigin() - pPath->GetLocalOrigin()).LengthSqr(); + length += delta; + // add to current reverse estimate + nearestReverse += delta; + pPath = pNext; + } + else + { + // not a looping path + // traverse back to other end of the path + int fail = 0; + while ( pPath->m_pprevious ) + { + fail++; + // HACKHACK: Don't infinite loop + if ( fail > 256 ) + break; + pPath = pPath->m_pprevious; + } + // don't take the reverse path to old node + nearestReverse = nearestForward + 1; + // dont' take forward path to new node (if we find one) + length = (float)COORD_EXTENT * (float)COORD_EXTENT; // HACKHACK: Max quad length + } + + } while ( pPath != pStart ); + + // UNDONE: Fix this fudge factor + // if you are already at the path, or <100 units away, don't move + if ( pNearest == pStart || (pNearest->GetLocalOrigin() - startPosition).LengthSqr() < 100 ) + return 0; + + if ( nearestForward <= nearestReverse ) + return 1; + + return -1; +} + + +//----------------------------------------------------------------------------- +// Purpose: Find a point on my path near to the target and move toward it +//----------------------------------------------------------------------------- +void CTankTrainAI::Think( void ) +{ + CFuncTrackTrain *pTrain = m_hTrain; + + if ( !pTrain || pTrain->m_lifeState != LIFE_ALIVE ) + { + SoundShutdown(); + if ( pTrain ) + UTIL_RemoveHierarchy( pTrain ); + UTIL_Remove( this ); + return; + } + + int desired = 0; + CBaseEntity *pTarget = m_hTargetEntity; + if ( pTarget ) + { + desired = PathFindDirection( pTrain->m_ppath, pTrain->GetLocalOrigin(), pTarget->GetLocalOrigin() ); + } + + // If the train wants to stop, figure out throttle + // otherwise, just throttle in the indicated direction and let the train logic + // clip the speed + if ( !desired ) + { + if ( pTrain->m_flSpeed > 0 ) + { + desired = -1; + } + else if ( pTrain->m_flSpeed < 0 ) + { + desired = 1; + } + } + + // UNDONE: Align the think time with arrival, and bump this up to a few seconds + SetNextThink( gpGlobals->curtime + 0.5f ); + + if ( desired != 0 ) + { + int wasMoving = (pTrain->m_flSpeed == 0) ? false : true; + // chaser wants train to move, send message + pTrain->SetSpeed( desired ); + int isMoving = (pTrain->m_flSpeed == 0) ? false : true; + + if ( !isMoving && wasMoving ) + { + SoundEngineStop(); + } + else if ( isMoving ) + { + if ( !wasMoving ) + { + SoundEngineStart(); + } + } + } + else + { + SoundEngineStop(); + // UNDONE: Align the think time with arrival, and bump this up to a few seconds + SetNextThink( gpGlobals->curtime + 1.0f ); + } +} |