405 lines
14 KiB
C++
405 lines
14 KiB
C++
//========= 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;
|
|
}
|