Team Fortress 2 Source Code as on 22/4/2020
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//========= 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();
}