//========= 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(); }