mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-23 14:46:53 +00:00
414 lines
12 KiB
C++
414 lines
12 KiB
C++
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "ai_basenpc.h"
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#include "ai_senses.h"
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#include "ai_squad.h"
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#include "grenade_homer.h"
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#include "grenade_pathfollower.h"
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#include "explode.h"
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#include "ndebugoverlay.h"
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#include "engine/IEngineSound.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#define LAUNCHER_REST_TIME 3
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//------------------------------------
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// Spawnflags
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//------------------------------------
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#define SF_LAUNCHER_CHECK_LOS (1 << 16)
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//=========================================================
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// >> CNPC_Launcher
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//=========================================================
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class CNPC_Launcher : public CAI_BaseNPC
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{
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DECLARE_CLASS( CNPC_Launcher, CAI_BaseNPC );
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public:
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int m_nStartOn;
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string_t m_sMissileModel;
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string_t m_sLaunchSound;
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string_t m_sFlySound;
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int m_nSmokeTrail;
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bool m_bSmokeLaunch;
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int m_nLaunchDelay;
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float m_flLaunchSpeed;
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string_t m_sPathCornerName; // If following a path
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float m_flHomingSpeed;
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int m_nHomingStrength;
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float m_flHomingDelay; // How long before homing starts
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float m_flHomingRampUp; // How much time to ramp up to full homing
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float m_flHomingDuration; // How long does homing last
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float m_flHomingRampDown; // How long to ramp down to no homing
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float m_flMissileGravity;
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float m_flMinAttackDist;
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float m_flMaxAttackDist;
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float m_flSpinMagnitude;
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float m_flSpinSpeed;
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float m_flDamage;
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float m_flDamageRadius;
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// ----------------
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// Outputs
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// ----------------
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COutputEvent m_OnLaunch; // Triggered when missile is launched.
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// ----------------
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// Inputs
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// ----------------
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void InputTurnOn( inputdata_t &inputdata );
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void InputTurnOff( inputdata_t &inputdata );
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void InputLOSCheckOn( inputdata_t &inputdata );
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void InputLOSCheckOff( inputdata_t &inputdata );
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void InputSetEnemy( inputdata_t &inputdata );
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void InputClearEnemy( inputdata_t &inputdata );
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void InputFireOnce( inputdata_t &inputdata );
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void LauncherTurnOn(void);
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void Precache( void );
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void Spawn( void );
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Class_T Classify( void );
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bool IsValidEnemy(CBaseEntity *pTarget );
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void LaunchGrenade(CBaseEntity* pLauncher );
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void LauncherThink(void );
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bool FInViewCone( CBaseEntity *pEntity );
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int DrawDebugTextOverlays(void);
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DECLARE_DATADESC();
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};
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BEGIN_DATADESC( CNPC_Launcher )
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// Inputs
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DEFINE_KEYFIELD( m_nStartOn, FIELD_INTEGER, "StartOn" ),
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DEFINE_KEYFIELD( m_sMissileModel, FIELD_STRING, "MissileModel" ),
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DEFINE_KEYFIELD( m_sLaunchSound, FIELD_STRING, "LaunchSound" ),
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DEFINE_KEYFIELD( m_sFlySound, FIELD_STRING, "FlySound" ),
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DEFINE_KEYFIELD( m_nSmokeTrail, FIELD_INTEGER, "SmokeTrail" ),
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DEFINE_KEYFIELD( m_bSmokeLaunch, FIELD_BOOLEAN, "LaunchSmoke" ),
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DEFINE_KEYFIELD( m_nLaunchDelay, FIELD_INTEGER, "LaunchDelay" ),
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DEFINE_KEYFIELD( m_flLaunchSpeed, FIELD_FLOAT, "LaunchSpeed" ),
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DEFINE_KEYFIELD( m_sPathCornerName, FIELD_STRING, "PathCornerName" ),
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DEFINE_KEYFIELD( m_flHomingSpeed, FIELD_FLOAT, "HomingSpeed" ),
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DEFINE_KEYFIELD( m_nHomingStrength, FIELD_INTEGER, "HomingStrength" ),
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DEFINE_KEYFIELD( m_flHomingDelay, FIELD_FLOAT, "HomingDelay" ),
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DEFINE_KEYFIELD( m_flHomingRampUp, FIELD_FLOAT, "HomingRampUp" ),
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DEFINE_KEYFIELD( m_flHomingDuration, FIELD_FLOAT, "HomingDuration" ),
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DEFINE_KEYFIELD( m_flHomingRampDown, FIELD_FLOAT, "HomingRampDown" ),
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DEFINE_KEYFIELD( m_flGravity, FIELD_FLOAT, "Gravity" ),
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DEFINE_KEYFIELD( m_flMinAttackDist, FIELD_FLOAT, "MinRange" ),
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DEFINE_KEYFIELD( m_flMaxAttackDist, FIELD_FLOAT, "MaxRange" ),
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DEFINE_KEYFIELD( m_flSpinMagnitude, FIELD_FLOAT, "SpinMagnitude" ),
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DEFINE_KEYFIELD( m_flSpinSpeed, FIELD_FLOAT, "SpinSpeed" ),
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DEFINE_KEYFIELD( m_flDamage, FIELD_FLOAT, "Damage" ),
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DEFINE_KEYFIELD( m_flDamageRadius, FIELD_FLOAT, "DamageRadius" ),
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DEFINE_FIELD( m_flMissileGravity, FIELD_FLOAT ),
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DEFINE_INPUTFUNC( FIELD_VOID, "TurnOn", InputTurnOn ),
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DEFINE_INPUTFUNC( FIELD_VOID, "TurnOff", InputTurnOff ),
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DEFINE_INPUTFUNC( FIELD_VOID, "LOSCheckOn", InputLOSCheckOn ),
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DEFINE_INPUTFUNC( FIELD_VOID, "LOSCheckOn", InputLOSCheckOn ),
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DEFINE_INPUTFUNC( FIELD_VOID, "FireOnce", InputFireOnce ),
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DEFINE_INPUTFUNC( FIELD_EHANDLE, "SetEnemyEntity", InputSetEnemy ),
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DEFINE_INPUTFUNC( FIELD_VOID, "ClearEnemyEntity", InputClearEnemy ),
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DEFINE_OUTPUT( m_OnLaunch, "OnLaunch" ),
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// Function Pointers
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DEFINE_THINKFUNC( LauncherThink ),
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END_DATADESC()
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LINK_ENTITY_TO_CLASS( npc_launcher, CNPC_Launcher );
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// ===================
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// Input Functions
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// ===================
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void CNPC_Launcher::InputTurnOn( inputdata_t &inputdata )
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{
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LauncherTurnOn();
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}
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void CNPC_Launcher::InputTurnOff( inputdata_t &inputdata )
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{
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SetThink(NULL);
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}
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void CNPC_Launcher::InputLOSCheckOn( inputdata_t &inputdata )
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{
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m_spawnflags |= SF_LAUNCHER_CHECK_LOS;
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}
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void CNPC_Launcher::InputLOSCheckOff( inputdata_t &inputdata )
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{
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m_spawnflags &= ~SF_LAUNCHER_CHECK_LOS;
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}
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void CNPC_Launcher::InputSetEnemy( inputdata_t &inputdata )
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{
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SetEnemy( inputdata.value.Entity().Get() );
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}
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void CNPC_Launcher::InputClearEnemy( inputdata_t &inputdata )
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{
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SetEnemy( NULL );
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}
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void CNPC_Launcher::InputFireOnce( inputdata_t &inputdata )
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{
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m_flNextAttack = 0;
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// If I using path following missiles just launch
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if (m_sPathCornerName != NULL_STRING)
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{
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LaunchGrenade(NULL);
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}
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// Otherwise only launch if I have an enemy
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else
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{
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LauncherThink();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CNPC_Launcher::Precache( void )
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{
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// This is a dummy model that is never used!
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PrecacheModel("models/player.mdl");
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PrecacheModel(STRING(m_sMissileModel));
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PrecacheScriptSound( STRING(m_sLaunchSound));
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PrecacheScriptSound( STRING(m_sFlySound));
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UTIL_PrecacheOther( "grenade_homer");
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BaseClass::Precache();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CNPC_Launcher::LauncherTurnOn(void)
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{
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SetThink(&CNPC_Launcher::LauncherThink);
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SetNextThink( gpGlobals->curtime );
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m_flNextAttack = 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CNPC_Launcher::Spawn( void )
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{
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Precache();
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// This is a dummy model that is never used!
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SetModel( "models/player.mdl" );
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UTIL_SetSize(this, vec3_origin, vec3_origin);
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m_takedamage = DAMAGE_NO;
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if (m_nHomingStrength > 100)
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{
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m_nHomingStrength = 100;
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Warning("WARNING: NPC_Launcher Homing Strength must be between 0 and 100\n");
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}
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SetSolid( SOLID_NONE );
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SetMoveType( MOVETYPE_NONE );
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SetBloodColor( DONT_BLEED );
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AddEffects( EF_NODRAW );
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AddFlag( FL_NPC );
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CapabilitiesAdd( bits_CAP_SQUAD );
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InitRelationshipTable();
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if (m_nStartOn)
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{
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LauncherTurnOn();
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}
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// -------------------------------------------------------
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// If I form squads add me to a squad
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// -------------------------------------------------------
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// @TODO (toml 12-05-02): RECONCILE WITH SAVE/RESTORE
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if (!m_pSquad)
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{
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m_pSquad = g_AI_SquadManager.FindCreateSquad(this, m_SquadName);
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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Class_T CNPC_Launcher::Classify( void )
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{
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return CLASS_NONE;
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}
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//------------------------------------------------------------------------------
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// Purpose:
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//------------------------------------------------------------------------------
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void CNPC_Launcher::LaunchGrenade( CBaseEntity* pEnemy )
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{
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// If a path following missile, create a path following missile
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if (m_sPathCornerName != NULL_STRING)
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{
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CGrenadePathfollower *pGrenade = CGrenadePathfollower::CreateGrenadePathfollower( m_sMissileModel, m_sFlySound, GetAbsOrigin(), vec3_angle, edict() );
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pGrenade->SetDamage(m_flDamage);
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pGrenade->SetDamageRadius(m_flDamageRadius);
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pGrenade->Launch(m_flLaunchSpeed,m_sPathCornerName);
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}
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else
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{
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Vector vUp;
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AngleVectors( GetAbsAngles(), NULL, NULL, &vUp );
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Vector vLaunchVelocity = (vUp * m_flLaunchSpeed);
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CGrenadeHomer *pGrenade = CGrenadeHomer::CreateGrenadeHomer( m_sMissileModel, m_sFlySound, GetAbsOrigin(), vec3_angle, edict() );
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pGrenade->Spawn( );
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pGrenade->SetSpin(m_flSpinMagnitude,m_flSpinSpeed);
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pGrenade->SetHoming((0.01*m_nHomingStrength),m_flHomingDelay,m_flHomingRampUp,m_flHomingDuration,m_flHomingRampDown);
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pGrenade->SetDamage(m_flDamage);
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pGrenade->SetDamageRadius(m_flDamageRadius);
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pGrenade->Launch(this,pEnemy,vLaunchVelocity,m_flHomingSpeed,GetGravity(),m_nSmokeTrail);
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}
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CPASAttenuationFilter filter( this, 0.3 );
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EmitSound_t ep;
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ep.m_nChannel = CHAN_WEAPON;
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ep.m_pSoundName = STRING(m_sLaunchSound);
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ep.m_SoundLevel = SNDLVL_NORM;
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EmitSound( filter, entindex(), ep );
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if (m_bSmokeLaunch)
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{
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UTIL_Smoke(GetAbsOrigin(), random->RandomInt(20,30), random->RandomInt(10,15));
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}
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m_flNextAttack = gpGlobals->curtime + LAUNCHER_REST_TIME;
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}
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//------------------------------------------------------------------------------
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// Purpose : Launcher sees 360 degrees
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//------------------------------------------------------------------------------
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bool CNPC_Launcher::FInViewCone( CBaseEntity *pEntity )
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{
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return true;
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}
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//------------------------------------------------------------------------------
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// Purpose : Override base class to check range and visibility
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//------------------------------------------------------------------------------
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bool CNPC_Launcher::IsValidEnemy( CBaseEntity *pTarget )
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{
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// ---------------------------------
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// Check range
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// ---------------------------------
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float flTargetDist = (GetAbsOrigin() - pTarget->GetAbsOrigin()).Length();
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if (flTargetDist < m_flMinAttackDist)
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{
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return false;
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}
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if (flTargetDist > m_flMaxAttackDist)
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{
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return false;
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}
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if (!FBitSet (m_spawnflags, SF_LAUNCHER_CHECK_LOS))
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{
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return true;
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}
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// ------------------------------------------------------
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// Make sure I can see the target from above my position
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// ------------------------------------------------------
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trace_t tr;
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// Trace from launch position to target position.
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// Use position above actual barral based on vertical launch speed
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Vector vStartPos = GetAbsOrigin() + Vector(0,0,0.2*m_flLaunchSpeed);
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Vector vEndPos = pTarget->GetAbsOrigin();
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AI_TraceLine( vStartPos, vEndPos, MASK_SHOT, pTarget, COLLISION_GROUP_NONE, &tr );
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if (tr.fraction == 1.0)
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{
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return true;
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}
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return false;
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}
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//------------------------------------------------------------------------------
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// Purpose :
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//------------------------------------------------------------------------------
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void CNPC_Launcher::LauncherThink( void )
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{
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if (gpGlobals->curtime > m_flNextAttack)
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{
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// If enemy was set, fire at enemy
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if (GetEnemy())
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{
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LaunchGrenade(GetEnemy());
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m_OnLaunch.FireOutput(GetEnemy(), this);
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m_flNextAttack = gpGlobals->curtime + m_nLaunchDelay;
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}
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// Otherwise look for enemy to fire at
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else
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{
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GetSenses()->Look(m_flMaxAttackDist);
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CBaseEntity* pBestEnemy = BestEnemy();
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if (pBestEnemy)
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{
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LaunchGrenade(pBestEnemy);
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m_OnLaunch.FireOutput(pBestEnemy, this);
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m_flNextAttack = gpGlobals->curtime + m_nLaunchDelay;
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}
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}
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}
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SetNextThink( gpGlobals->curtime + 0.1f );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Draw any debug text overlays
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// Output : Current text offset from the top
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//-----------------------------------------------------------------------------
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int CNPC_Launcher::DrawDebugTextOverlays(void)
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{
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int text_offset = BaseClass::DrawDebugTextOverlays();
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if (m_debugOverlays & OVERLAY_TEXT_BIT)
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{
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char tempstr[512];
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Q_snprintf(tempstr,sizeof(tempstr),"State: %s", (m_pfnThink) ? "On" : "Off" );
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EntityText(text_offset,tempstr,0);
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text_offset++;
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Q_snprintf(tempstr,sizeof(tempstr),"LOS: %s", (FBitSet (m_spawnflags, SF_LAUNCHER_CHECK_LOS)) ? "On" : "Off" );
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EntityText(text_offset,tempstr,0);
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text_offset++;
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}
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return text_offset;
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}
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