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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "env_meteor_shared.h"
#include "mapdata_shared.h"
#include "sharedInterface.h"
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
//=============================================================================
//
// Meteor Functions.
//
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
CEnvMeteorShared::CEnvMeteorShared() { m_nID = 0; m_vecStartPosition.Init(); m_vecDirection.Init(); m_flSpeed = 0.0f; m_flDamageRadius = 0.0f; m_flStartTime = METEOR_INVALID_TIME; m_flPassiveTime = METEOR_INVALID_TIME; m_flWorldEnterTime = METEOR_INVALID_TIME; m_flWorldExitTime = METEOR_INVALID_TIME; m_nLocation = METEOR_LOCATION_INVALID; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CEnvMeteorShared::Init( int nID, float flStartTime, float flPassiveTime, const Vector &vecStartPosition, const Vector &vecDirection, float flSpeed, float flDamageRadius, const Vector &vecTriggerMins, const Vector &vecTriggerMaxs ) { // Setup initial parametric state.
m_nID = nID; VectorCopy( vecStartPosition, m_vecStartPosition ); VectorCopy( vecStartPosition, m_vecPos ); VectorCopy( vecDirection, m_vecDirection ); m_flSpeed = flSpeed; m_flDamageRadius = flDamageRadius; m_flStartTime = flPassiveTime + flStartTime; m_flPassiveTime = flPassiveTime; m_flPosTime = m_flStartTime;
// Calculate the enter/exit times.
CalcEnterAndExitTimes( vecTriggerMins, vecTriggerMaxs ); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CEnvMeteorShared::GetPositionAtTime( float flTime, Vector &vecPosition ) { float flDeltaTime = flTime - m_flPosTime; Vector vecVelocity( m_vecDirection.x * m_flSpeed, m_vecDirection.y * m_flSpeed, m_vecDirection.z * m_flSpeed ); VectorMA( m_vecPos, flDeltaTime, vecVelocity, vecPosition ); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CEnvMeteorShared::ConvertFromSkyboxToWorld( void ) { // The new start position is the position at which the meteor enters
// the skybox.
Vector vecSkyboxOrigin; g_pMapData->Get3DSkyboxOrigin( vecSkyboxOrigin ); float flSkyboxScale = g_pMapData->Get3DSkyboxScale();
m_vecPos += ( m_flSpeed * m_vecDirection ) * ( m_flWorldEnterTime - m_flStartTime ); m_vecPos -= vecSkyboxOrigin; m_vecPos *= flSkyboxScale;
// Scale the speed.
m_flSpeed *= flSkyboxScale;
// Reset the start time.
m_flPosTime = m_flWorldEnterTime;
// Set the location to world.
m_nLocation = METEOR_LOCATION_WORLD; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CEnvMeteorShared::ConvertFromWorldToSkybox( void ) { // Scale the speed.
float flSkyboxScale = g_pMapData->Get3DSkyboxScale(); m_flSpeed /= flSkyboxScale;
float flDeltaTime = m_flWorldExitTime - m_flStartTime; Vector vecVelocity( m_vecDirection.x * m_flSpeed, m_vecDirection.y * m_flSpeed, m_vecDirection.z * m_flSpeed ); VectorMA( m_vecStartPosition, flDeltaTime, vecVelocity, m_vecPos ); // Reset the start time.
m_flPosTime = m_flWorldExitTime;
// Set the location to skybox.
m_nLocation = METEOR_LOCATION_SKYBOX; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CEnvMeteorShared::IsInSkybox( float flTime ) { // Check to see if we are always in the skybox!
if ( m_flWorldEnterTime == METEOR_INVALID_TIME ) return true;
return ( ( flTime < m_flWorldEnterTime ) || ( flTime > m_flWorldExitTime ) ); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CEnvMeteorShared::IsPassive( float flTime ) { return ( flTime < m_flPassiveTime ); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CEnvMeteorShared::WillTransition( void ) { return ( m_flWorldEnterTime == METEOR_INVALID_TIME ); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
float CEnvMeteorShared::GetDamageRadius( void ) { return m_flDamageRadius; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CEnvMeteorShared::CalcEnterAndExitTimes( const Vector &vecTriggerMins, const Vector &vecTriggerMaxs ) { #define METEOR_TRIGGER_EPSILON 0.001f
// Initialize the enter/exit fractions.
float flEnterFrac = 0.0f; float flExitFrac = 1.0f;
// Create an arbitrarily large end position.
Vector vecEndPosition; VectorMA( m_vecStartPosition, 32000.0f, m_vecDirection, vecEndPosition );
float flFrac, flDistStart, flDistEnd; for( int iAxis = 0; iAxis < 3; iAxis++ ) { // Negative Axis
flDistStart = -m_vecStartPosition[iAxis] + vecTriggerMins[iAxis]; flDistEnd = -vecEndPosition[iAxis] + vecTriggerMins[iAxis];
if ( ( flDistStart > 0.0f ) && ( flDistEnd < 0.0f ) ) { flFrac = ( flDistStart - METEOR_TRIGGER_EPSILON ) / ( flDistStart - flDistEnd ); if ( flFrac > flEnterFrac ) { flEnterFrac = flFrac; } }
if ( ( flDistStart < 0.0f ) && ( flDistEnd > 0.0f ) ) { flFrac = ( flDistStart + METEOR_TRIGGER_EPSILON ) / ( flDistStart - flDistEnd ); if( flFrac < flExitFrac ) { flExitFrac = flFrac; } }
if ( ( flDistStart > 0.0f ) && ( flDistEnd > 0.0f ) ) return;
// Positive Axis
flDistStart = m_vecStartPosition[iAxis] - vecTriggerMaxs[iAxis]; flDistEnd = vecEndPosition[iAxis] - vecTriggerMaxs[iAxis];
if ( ( flDistStart > 0.0f ) && ( flDistEnd < 0.0f ) ) { flFrac = ( flDistStart - METEOR_TRIGGER_EPSILON ) / ( flDistStart - flDistEnd ); if ( flFrac > flEnterFrac ) { flEnterFrac = flFrac; } }
if ( ( flDistStart < 0.0f ) && ( flDistEnd > 0.0f ) ) { flFrac = ( flDistStart + METEOR_TRIGGER_EPSILON ) / ( flDistStart - flDistEnd ); if( flFrac < flExitFrac ) { flExitFrac = flFrac; } }
if ( ( flDistStart > 0.0f ) && ( flDistEnd > 0.0f ) ) return; }
// Check for intersection.
if ( flExitFrac >= flEnterFrac ) { // Check to see if we start in the world or the skybox!
if ( flEnterFrac == 0.0f ) { m_nLocation = METEOR_LOCATION_WORLD; } else { m_nLocation = METEOR_LOCATION_SKYBOX; }
// Calculate the enter/exit times.
Vector vecEnterPoint, vecExitPoint, vecDeltaPosition; VectorSubtract( vecEndPosition, m_vecStartPosition, vecDeltaPosition ); VectorScale( vecDeltaPosition, flEnterFrac, vecEnterPoint ); VectorScale( vecDeltaPosition, flExitFrac, vecExitPoint );
m_flWorldEnterTime = vecEnterPoint.Length() / m_flSpeed; m_flWorldExitTime = vecExitPoint.Length() / m_flSpeed; m_flWorldEnterTime += m_flStartTime; m_flWorldExitTime += m_flStartTime; }
#undef METEOR_TRIGGER_EPSILON
}
//=============================================================================
//
// Meteor Spawner Functions.
//
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
CEnvMeteorSpawnerShared::CEnvMeteorSpawnerShared() { m_pFactory = NULL; m_nMeteorCount = 0; m_flStartTime = 0.0f; m_nRandomSeed = 0;
m_iMeteorType = -1; m_flMeteorDamageRadius = 0.0f; m_bSkybox = true;
m_flMinSpawnTime = 0.0f; m_flMaxSpawnTime = 0.0f; m_nMinSpawnCount = 0; m_nMaxSpawnCount = 0; m_vecMinBounds.Init(); m_vecMaxBounds.Init(); m_flMinSpeed = 0.0f; m_flMaxSpeed = 0.0f;
m_flNextSpawnTime = 0.0f;
m_vecTriggerMins.Init(); m_vecTriggerMaxs.Init(); m_vecTriggerCenter.Init();
// Debug!
m_nRandomCallCount = 0;
m_aTargets.Purge(); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CEnvMeteorSpawnerShared::Init( IMeteorFactory *pFactory, int nRandomSeed, float flTime, const Vector &vecMinBounds, const Vector &vecMaxBounds, const Vector &vecTriggerMins, const Vector &vecTriggerMaxs ) { // Factory.
m_pFactory = pFactory;
// Setup the random number stream.
m_nRandomSeed = nRandomSeed; m_NumberStream.SetSeed( nRandomSeed );
// Start time.
m_flStartTime = flTime;
// Copy the spawner bounds.
m_vecMinBounds = vecMinBounds; m_vecMaxBounds = vecMaxBounds;
// Copy the trigger bounds.
m_vecTriggerMins = vecTriggerMins; m_vecTriggerMaxs = vecTriggerMaxs;
// Get the center of the trigger bounds.
m_vecTriggerCenter = ( m_vecTriggerMins + m_vecTriggerMaxs ) * 0.5f;
// Setup spawn time.
m_flNextSpawnTime = m_flStartTime + m_flMaxSpawnTime; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CEnvMeteorSpawnerShared::GetRandomInt( int nMin, int nMax ) { m_nRandomCallCount++; return m_NumberStream.RandomInt( nMin, nMax ); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
float CEnvMeteorSpawnerShared::GetRandomFloat( float flMin, float flMax ) { m_nRandomCallCount++; return m_NumberStream.RandomFloat( flMin, flMax ); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
float CEnvMeteorSpawnerShared::MeteorThink( float flTime ) { // Check for spawn.
if ( flTime < m_flNextSpawnTime ) return m_flNextSpawnTime;
while ( m_flNextSpawnTime < flTime ) { // Get a random number of meteors to spawn and spawn them.
int nMeteorCount = GetRandomInt( m_nMinSpawnCount, m_nMaxSpawnCount ); for ( int iMeteor = 0; iMeteor < nMeteorCount; iMeteor++ ) { // Increment the number of meteors created (starting with 1).
m_nMeteorCount++;
// Get a random meteor position.
Vector meteorOrigin( GetRandomFloat( m_vecMinBounds.GetX(), m_vecMaxBounds.GetX() ) /* x */, GetRandomFloat( m_vecMinBounds.GetY(), m_vecMaxBounds.GetY() ) /* y */, GetRandomFloat( m_vecMinBounds.GetZ(), m_vecMaxBounds.GetZ() ) /* z */ ); // Calculate the direction of the meteor based on "targets."
Vector vecDirection( 0.0f, 0.0f, -1.0f ); if ( m_aTargets.Count() > 0 ) { float flFreq = 1.0f / m_aTargets.Count(); float flFreqAccum = flFreq;
int iTarget; for( iTarget = 0; iTarget < m_aTargets.Count(); ++iTarget ) { float flRandom = GetRandomFloat( 0.0f, 1.0f ); if ( flRandom < flFreqAccum ) break;
flFreqAccum += flFreq; }
// Should ever be here!
if ( iTarget == m_aTargets.Count() ) { iTarget--; }
// Just set it to the first target for now!!!
// NOTE: Will randomly generate from list of targets when more than 1 in
// the future.
// Move the meteor into the "world."
Vector vecPositionInWorld; Vector vecSkyboxOrigin; g_pMapData->Get3DSkyboxOrigin( vecSkyboxOrigin ); vecPositionInWorld = ( meteorOrigin - vecSkyboxOrigin ); vecPositionInWorld *= g_pMapData->Get3DSkyboxScale();
Vector vecTargetPos = m_aTargets[iTarget].m_vecPosition; vecTargetPos.x += GetRandomFloat( -m_aTargets[iTarget].m_flRadius, m_aTargets[iTarget].m_flRadius ); vecTargetPos.y += GetRandomFloat( -m_aTargets[iTarget].m_flRadius, m_aTargets[iTarget].m_flRadius ); vecTargetPos.z += GetRandomFloat( -m_aTargets[iTarget].m_flRadius, m_aTargets[iTarget].m_flRadius );
vecDirection = vecTargetPos - vecPositionInWorld; VectorNormalize( vecDirection ); } // Pass in the randomized position, randomized speed, and start time.
m_pFactory->CreateMeteor( m_nMeteorCount, m_iMeteorType, meteorOrigin, vecDirection /* direction */, GetRandomFloat( m_flMinSpeed, m_flMaxSpeed ) /* speed */, m_flNextSpawnTime, m_flMeteorDamageRadius, m_vecTriggerMins, m_vecTriggerMaxs ); } // Set next spawn time.
m_flNextSpawnTime += GetRandomFloat( m_flMinSpawnTime, m_flMaxSpawnTime ); }
// Return the next spawn time.
return ( m_flNextSpawnTime - gpGlobals->curtime ); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CEnvMeteorSpawnerShared::AddToTargetList( const Vector &vecPosition, float flRadius ) { int iTarget = m_aTargets.AddToTail(); m_aTargets[iTarget].m_vecPosition = vecPosition; m_aTargets[iTarget].m_flRadius = flRadius; }
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