hl2_src-leak-2017/src/game/shared/env_meteor_shared.cpp

400 lines
13 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "env_meteor_shared.h"
#include "mapdata_shared.h"
#include "sharedInterface.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;
}