diff options
Diffstat (limited to 'mp/src/game/server/scriptedtarget.cpp')
| -rw-r--r-- | mp/src/game/server/scriptedtarget.cpp | 362 |
1 files changed, 362 insertions, 0 deletions
diff --git a/mp/src/game/server/scriptedtarget.cpp b/mp/src/game/server/scriptedtarget.cpp new file mode 100644 index 00000000..a3614001 --- /dev/null +++ b/mp/src/game/server/scriptedtarget.cpp @@ -0,0 +1,362 @@ +//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#include "cbase.h"
+#include "ai_default.h"
+#include "scriptedtarget.h"
+#include "entitylist.h"
+#include "ndebugoverlay.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+//=========================================================
+// Interactions
+//=========================================================
+int g_interactionScriptedTarget = 0;
+
+LINK_ENTITY_TO_CLASS( scripted_target, CScriptedTarget );
+
+BEGIN_DATADESC( CScriptedTarget )
+
+ DEFINE_FIELD( m_vLastPosition, FIELD_POSITION_VECTOR ),
+
+ DEFINE_KEYFIELD( m_iDisabled, FIELD_INTEGER, "StartDisabled" ),
+ DEFINE_KEYFIELD( m_iszEntity, FIELD_STRING, "m_iszEntity" ),
+ DEFINE_KEYFIELD( m_flRadius, FIELD_FLOAT, "m_flRadius" ),
+
+ DEFINE_KEYFIELD( m_nMoveSpeed, FIELD_INTEGER, "MoveSpeed" ),
+ DEFINE_KEYFIELD( m_flPauseDuration, FIELD_FLOAT, "PauseDuration" ),
+ DEFINE_FIELD( m_flPauseDoneTime, FIELD_TIME ),
+ DEFINE_KEYFIELD( m_flEffectDuration, FIELD_FLOAT, "EffectDuration" ),
+
+ // Function Pointers
+ DEFINE_THINKFUNC( ScriptThink ),
+
+ // Inputs
+ DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ),
+ DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),
+
+ // Outputs
+ DEFINE_OUTPUT(m_AtTarget, "AtTarget" ),
+ DEFINE_OUTPUT(m_LeaveTarget, "LeaveTarget" ),
+
+END_DATADESC()
+
+
+//------------------------------------------------------------------------------
+// Purpose:
+//------------------------------------------------------------------------------
+void CScriptedTarget::InputEnable( inputdata_t &inputdata )
+{
+ TurnOn();
+}
+
+//------------------------------------------------------------------------------
+// Purpose:
+//------------------------------------------------------------------------------
+void CScriptedTarget::InputDisable( inputdata_t &inputdata )
+{
+ TurnOff();
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CScriptedTarget::TurnOn( void )
+{
+ m_vLastPosition = GetAbsOrigin();
+ SetThink( &CScriptedTarget::ScriptThink );
+ m_iDisabled = false;
+ SetNextThink( gpGlobals->curtime );
+}
+
+
+//------------------------------------------------------------------------------
+// Purpose:
+//------------------------------------------------------------------------------
+void CScriptedTarget::TurnOff( void )
+{
+ SetThink( NULL );
+ m_iDisabled = true;
+
+ // If I have a target entity, free him
+ if (GetTarget())
+ {
+ CAI_BaseNPC* pNPC = GetTarget()->MyNPCPointer();
+ pNPC->DispatchInteraction( g_interactionScriptedTarget, NULL, NULL );
+ }
+}
+
+
+//------------------------------------------------------------------------------
+// Purpose:
+//------------------------------------------------------------------------------
+void CScriptedTarget::Spawn( void )
+{
+ if (g_interactionScriptedTarget == 0)
+ {
+ g_interactionScriptedTarget = CBaseCombatCharacter::GetInteractionID();
+ }
+
+ SetSolid( SOLID_NONE );
+
+ m_vLastPosition = GetAbsOrigin();
+
+ if (!m_iDisabled )
+ {
+ TurnOn();
+ }
+}
+
+//------------------------------------------------------------------------------
+// Purpose:
+//------------------------------------------------------------------------------
+CScriptedTarget* CScriptedTarget::NextScriptedTarget(void)
+{
+ // ----------------------------------------------------------------------
+ // If I just hit my target, set how long I'm supposed to pause here
+ // ----------------------------------------------------------------------
+ if (m_flPauseDoneTime == 0)
+ {
+ m_flPauseDoneTime = gpGlobals->curtime + m_flPauseDuration;
+ m_AtTarget.FireOutput( GetTarget(), this );
+ }
+
+ // -------------------------------------------------------------
+ // If I'm done pausing move on to next burn target
+ // -------------------------------------------------------------
+ if (gpGlobals->curtime >= m_flPauseDoneTime)
+ {
+ m_flPauseDoneTime = 0;
+
+ // ----------------------------------------------------------
+ // Fire output that current Scripted target has been reached
+ // ----------------------------------------------------------
+ m_LeaveTarget.FireOutput( GetTarget(), this );
+
+ // ------------------------------------------------------------
+ // Get next target.
+ // ------------------------------------------------------------
+ CScriptedTarget* pNextTarget = ((CScriptedTarget*)GetNextTarget());
+
+ // --------------------------------------------
+ // Fire output if last one has been reached
+ // --------------------------------------------
+ if (!pNextTarget)
+ {
+ TurnOff();
+ SetTarget( NULL );
+ }
+ // ------------------------------------------------
+ // Otherwise, turn myself off, the next target on
+ // and pass on my target entity
+ // ------------------------------------------------
+ else
+ {
+ // ----------------------------------------------------
+ // Make sure there is a LOS between these two targets
+ // ----------------------------------------------------
+ trace_t tr;
+ UTIL_TraceLine(GetAbsOrigin(), pNextTarget->GetAbsOrigin(), MASK_SHOT, this, COLLISION_GROUP_NONE, &tr);
+ if (tr.fraction != 1.0)
+ {
+ Warning( "WARNING: Scripted Target from (%s) to (%s) is occluded!\n",GetDebugName(),pNextTarget->GetDebugName() );
+ }
+
+ pNextTarget->TurnOn();
+ pNextTarget->SetTarget( GetTarget() );
+
+ SetTarget( NULL );
+ TurnOff();
+ }
+ // --------------------------------------------
+ // Return new target
+ // --------------------------------------------
+ return pNextTarget;
+ }
+ // -------------------------------------------------------------
+ // Otherwise keep the same scripted target until pause is done
+ // -------------------------------------------------------------
+ else
+ {
+ return this;
+ }
+}
+
+//------------------------------------------------------------------------------
+// Purpose:
+//------------------------------------------------------------------------------
+CBaseEntity* CScriptedTarget::FindEntity( void )
+{
+ // ---------------------------------------------------
+ // First try to find the entity by name
+ // ---------------------------------------------------
+ CBaseEntity *pEntity = gEntList.FindEntityByName( NULL, m_iszEntity );
+ if (pEntity && pEntity->GetFlags() & FL_NPC)
+ {
+ CAI_BaseNPC* pNPC = pEntity->MyNPCPointer();
+ if (pNPC->DispatchInteraction( g_interactionScriptedTarget, NULL, this ))
+ {
+ return pEntity;
+ }
+ }
+
+ // ---------------------------------------------------
+ // If that fails, assume we were given a classname
+ // and find nearest entity in radius of that class
+ // ---------------------------------------------------
+ float flNearestDist = MAX_COORD_RANGE;
+ CBaseEntity* pNearestEnt = NULL;
+ CBaseEntity* pTestEnt = NULL;
+
+ for ( CEntitySphereQuery sphere( GetAbsOrigin(), m_flRadius ); ( pTestEnt = sphere.GetCurrentEntity() ) != NULL; sphere.NextEntity() )
+ {
+ if (pTestEnt->GetFlags() & FL_NPC)
+ {
+ if (FClassnameIs( pTestEnt, STRING(m_iszEntity)))
+ {
+ float flTestDist = (pTestEnt->GetAbsOrigin() - GetAbsOrigin()).Length();
+ if (flTestDist < flNearestDist)
+ {
+ flNearestDist = flTestDist;
+ pNearestEnt = pTestEnt;
+ }
+ }
+ }
+ }
+
+ // UNDONE: If nearest fails, try next nearest
+ if (pNearestEnt)
+ {
+ CAI_BaseNPC* pNPC = pNearestEnt->MyNPCPointer();
+ if (pNPC->DispatchInteraction( g_interactionScriptedTarget, NULL, this ))
+ {
+ return pNearestEnt;
+ }
+ }
+
+ return NULL;
+}
+
+
+//------------------------------------------------------------------------------
+// Purpose:
+//------------------------------------------------------------------------------
+void CScriptedTarget::ScriptThink( void )
+{
+ // --------------------------------------------
+ // If I don't have target entity look for one
+ // --------------------------------------------
+ if (GetTarget() == NULL)
+ {
+ m_flPauseDoneTime = 0;
+ SetTarget( FindEntity() );
+ }
+ SetNextThink( gpGlobals->curtime + 0.1f );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Draw any debug text overlays
+// Output : Current text offset from the top
+//-----------------------------------------------------------------------------
+int CScriptedTarget::DrawDebugTextOverlays(void)
+{
+ // Skip AIClass debug overlays
+ int text_offset = CBaseEntity::DrawDebugTextOverlays();
+
+ if (m_debugOverlays & OVERLAY_TEXT_BIT)
+ {
+ // --------------
+ // Print State
+ // --------------
+ char tempstr[512];
+ if (m_iDisabled)
+ {
+ Q_strncpy(tempstr,"State: Off",sizeof(tempstr));
+ }
+ else
+ {
+ Q_strncpy(tempstr,"State: On",sizeof(tempstr));
+ }
+ EntityText(text_offset,tempstr,0);
+ text_offset++;
+
+ // -----------------
+ // Print Next Entity
+ // -----------------
+ CBaseEntity *pTarget = GetNextTarget();
+ if (pTarget)
+ {
+ Q_snprintf(tempstr,sizeof(tempstr),"Next: %s",pTarget->GetDebugName() );
+ }
+ else
+ {
+ Q_strncpy(tempstr,"Next: -NONE-",sizeof(tempstr));
+ }
+ EntityText(text_offset,tempstr,0);
+ text_offset++;
+
+ // --------------
+ // Print Target
+ // --------------
+ if (GetTarget()!=NULL)
+ {
+ Q_snprintf(tempstr,sizeof(tempstr),"User: %s",GetTarget()->GetDebugName() );
+ }
+ else if (m_iDisabled)
+ {
+ Q_strncpy(tempstr,"User: -NONE-",sizeof(tempstr));
+ }
+ else
+ {
+ Q_strncpy(tempstr,"User: -LOOKING-",sizeof(tempstr));
+ }
+ EntityText(text_offset,tempstr,0);
+ text_offset++;
+ }
+ return text_offset;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Override base class to add display of paths
+//-----------------------------------------------------------------------------
+void CScriptedTarget::DrawDebugGeometryOverlays(void)
+{
+ // ----------------------------------------------
+ // Draw line to next target is bbox is selected
+ // ----------------------------------------------
+ if (m_debugOverlays & (OVERLAY_BBOX_BIT|OVERLAY_ABSBOX_BIT))
+ {
+ if (m_iDisabled)
+ {
+ NDebugOverlay::Box(GetAbsOrigin(), Vector(-5,-5,-5), Vector(5,5,5), 200,100,100, 0 ,0);
+ }
+ else
+ {
+ NDebugOverlay::Cross3D(m_vLastPosition, Vector(-8,-8,-8),Vector(8,8,8),255,0,0,true,0.1);
+ NDebugOverlay::Box(GetAbsOrigin(), Vector(-5,-5,-5), Vector(5,5,5), 255,0,0, 0 ,0);
+ NDebugOverlay::Line(GetAbsOrigin(),m_vLastPosition,255,0,0,true,0.0);
+ }
+
+ CBaseEntity *pTarget = GetNextTarget();
+ if (pTarget)
+ {
+ NDebugOverlay::Line(GetAbsOrigin(),pTarget->GetAbsOrigin(),200,100,100,true,0.0);
+ }
+ if (GetTarget() != NULL)
+ {
+ NDebugOverlay::Line(GetAbsOrigin(),GetTarget()->EyePosition(),0,255,0,true,0.0);
+ }
+
+ }
+ CBaseEntity::DrawDebugGeometryOverlays();
+}
+
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