mirror of
https://github.com/nillerusr/source-engine.git
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1598 lines
46 KiB
C++
1598 lines
46 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Base class for helicopters & helicopter-type vehicles
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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_network.h"
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#include "ai_default.h"
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#include "ai_schedule.h"
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#include "ai_hull.h"
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#include "ai_node.h"
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#include "ai_task.h"
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#include "ai_senses.h"
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#include "ai_memory.h"
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#include "entitylist.h"
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#include "soundenvelope.h"
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#include "gamerules.h"
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#include "grenade_homer.h"
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#include "ndebugoverlay.h"
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#include "cbasehelicopter.h"
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#include "soundflags.h"
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#include "rope.h"
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#include "saverestore_utlvector.h"
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#include "collisionutils.h"
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#include "coordsize.h"
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#include "effects.h"
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#include "rotorwash.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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void ExpandBBox(Vector &vecMins, Vector &vecMaxs);
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#if 0
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virtual void NullThink( void );
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#endif //0
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#define HELICOPTER_THINK_INTERVAL 0.1
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#define HELICOPTER_ROTORWASH_THINK_INTERVAL 0.01
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#define BASECHOPPER_DEBUG_WASH 1
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ConVar g_debug_basehelicopter( "g_debug_basehelicopter", "0", FCVAR_CHEAT );
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//---------------------------------------------------------
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//---------------------------------------------------------
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// TODOs
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//
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// -Member function: CHANGE MOVE GOAL
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//
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// -Member function: GET GRAVITY (or GetMaxThrust)
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//
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//---------------------------------------------------------
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//---------------------------------------------------------
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static const char *s_pRotorWashThinkContext = "RotorWashThink";
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static const char *s_pDelayedKillThinkContext = "DelayedKillThink";
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//------------------------------------------------------------------------------
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// Purpose :
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// Input :
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// Output :
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//------------------------------------------------------------------------------
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BEGIN_DATADESC_NO_BASE( washentity_t )
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DEFINE_FIELD( hEntity, FIELD_EHANDLE ),
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DEFINE_FIELD( flWashStartTime, FIELD_TIME ),
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END_DATADESC()
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BEGIN_DATADESC( CBaseHelicopter )
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DEFINE_THINKFUNC( HelicopterThink ),
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DEFINE_THINKFUNC( RotorWashThink ),
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DEFINE_THINKFUNC( CallDyingThink ),
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DEFINE_THINKFUNC( DelayedKillThink ),
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DEFINE_ENTITYFUNC( CrashTouch ),
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DEFINE_ENTITYFUNC( FlyTouch ),
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DEFINE_SOUNDPATCH( m_pRotorSound ),
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DEFINE_SOUNDPATCH( m_pRotorBlast ),
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DEFINE_FIELD( m_flForce, FIELD_FLOAT ),
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DEFINE_FIELD( m_fHelicopterFlags, FIELD_INTEGER),
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DEFINE_FIELD( m_vecDesiredFaceDir, FIELD_VECTOR ),
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DEFINE_FIELD( m_flLastSeen, FIELD_TIME ),
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DEFINE_FIELD( m_flPrevSeen, FIELD_TIME ),
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// DEFINE_FIELD( m_iSoundState, FIELD_INTEGER ), // Don't save, precached
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DEFINE_FIELD( m_vecTargetPosition, FIELD_POSITION_VECTOR ),
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DEFINE_FIELD( m_hRotorWash, FIELD_EHANDLE ),
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DEFINE_FIELD( m_flMaxSpeed, FIELD_FLOAT ),
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DEFINE_FIELD( m_flMaxSpeedFiring, FIELD_FLOAT ),
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DEFINE_FIELD( m_flGoalSpeed, FIELD_FLOAT ),
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DEFINE_KEYFIELD( m_flInitialSpeed, FIELD_FLOAT, "InitialSpeed" ),
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DEFINE_FIELD( m_flRandomOffsetTime, FIELD_TIME ),
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DEFINE_FIELD( m_vecRandomOffset, FIELD_VECTOR ),
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DEFINE_FIELD( m_flRotorWashEntitySearchTime, FIELD_TIME ),
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DEFINE_FIELD( m_bSuppressSound, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_flStartupTime, FIELD_TIME ),
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DEFINE_FIELD( m_cullBoxMins, FIELD_VECTOR ),
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DEFINE_FIELD( m_cullBoxMaxs, FIELD_VECTOR ),
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DEFINE_UTLVECTOR( m_hEntitiesPushedByWash, FIELD_EMBEDDED ),
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// Inputs
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DEFINE_INPUTFUNC( FIELD_VOID, "Activate", InputActivate),
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DEFINE_INPUTFUNC( FIELD_VOID, "GunOn", InputGunOn ),
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DEFINE_INPUTFUNC( FIELD_VOID, "GunOff", InputGunOff ),
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DEFINE_INPUTFUNC( FIELD_VOID, "MissileOn", InputMissileOn ),
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DEFINE_INPUTFUNC( FIELD_VOID, "MissileOff", InputMissileOff ),
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DEFINE_INPUTFUNC( FIELD_VOID, "EnableRotorWash", InputEnableRotorWash ),
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DEFINE_INPUTFUNC( FIELD_VOID, "DisableRotorWash", InputDisableRotorWash ),
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DEFINE_INPUTFUNC( FIELD_VOID, "MoveTopSpeed", InputMoveTopSpeed ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "MoveSpecifiedSpeed", InputMoveSpecifiedSpeed ),
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DEFINE_INPUTFUNC( FIELD_STRING, "SetAngles", InputSetAngles ),
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DEFINE_INPUTFUNC( FIELD_VOID, "EnableRotorSound", InputEnableRotorSound ),
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DEFINE_INPUTFUNC( FIELD_VOID, "DisableRotorSound", InputDisableRotorSound ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Kill", InputKill ),
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END_DATADESC()
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IMPLEMENT_SERVERCLASS_ST( CBaseHelicopter, DT_BaseHelicopter )
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SendPropTime( SENDINFO( m_flStartupTime ) ),
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END_SEND_TABLE()
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CBaseHelicopter::CBaseHelicopter( void )
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{
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m_cullBoxMins = vec3_origin;
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m_cullBoxMaxs = vec3_origin;
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m_hRotorWash = NULL;
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}
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//------------------------------------------------------------------------------
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// Purpose :
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// Input :
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// Output :
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// Notes : Have your derived Helicopter's Spawn() function call this one FIRST
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//------------------------------------------------------------------------------
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void CBaseHelicopter::Precache( void )
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{
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}
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//------------------------------------------------------------------------------
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// Purpose :
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// Input :
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// Output :
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// Notes : Have your derived Helicopter's Spawn() function call this one FIRST
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//------------------------------------------------------------------------------
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void CBaseHelicopter::Spawn( void )
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{
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Precache( );
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SetSolid( SOLID_BBOX );
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SetMoveType( MOVETYPE_STEP );
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AddFlag( FL_FLY );
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SetState( NPC_STATE_IDLE );
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m_lifeState = LIFE_ALIVE;
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// motor
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//******
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// All of this stuff is specific to the individual type of aircraft. Handle it yourself.
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//******
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// m_iAmmoType = g_pGameRules->GetAmmoDef()->Index("AR2");
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// SetModel( "models/attack_helicopter.mdl" );
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// UTIL_SetSize( this, Vector( -32, -32, -64 ), Vector( 32, 32, 0 ) );
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// UTIL_SetOrigin( this, GetLocalOrigin() );
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// m_iHealth = 100;
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// m_flFieldOfView = -0.707; // 270 degrees
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// InitBoneControllers();
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// m_iRockets = 10;
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// Get the rotor sound started up.
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// This base class assumes the helicopter has no guns or missiles.
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// Set the appropriate flags in your derived class' Spawn() function.
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m_fHelicopterFlags &= ~BITS_HELICOPTER_MISSILE_ON;
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m_fHelicopterFlags &= ~BITS_HELICOPTER_GUN_ON;
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m_pRotorSound = NULL;
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m_pRotorBlast = NULL;
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SetCycle( 0 );
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ResetSequenceInfo();
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AddFlag( FL_NPC );
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m_flMaxSpeed = BASECHOPPER_MAX_SPEED;
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m_flMaxSpeedFiring = BASECHOPPER_MAX_FIRING_SPEED;
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m_takedamage = DAMAGE_AIM;
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// Don't start up if the level designer has asked the
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// helicopter to start disabled.
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if ( !(m_spawnflags & SF_AWAITINPUT) )
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{
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Startup();
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SetNextThink( gpGlobals->curtime + 1.0f );
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}
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else
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{
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m_flStartupTime = FLT_MAX;
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}
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InitPathingData( 0, BASECHOPPER_MIN_CHASE_DIST_DIFF, BASECHOPPER_AVOID_DIST );
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// Setup collision hull
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ExpandBBox( m_cullBoxMins, m_cullBoxMaxs );
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CollisionProp()->SetSurroundingBoundsType( USE_SPECIFIED_BOUNDS, &m_cullBoxMins, &m_cullBoxMaxs );
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AddSolidFlags( FSOLID_CUSTOMRAYTEST | FSOLID_CUSTOMBOXTEST );
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m_flRandomOffsetTime = -1.0f;
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m_vecRandomOffset.Init( 0, 0, 0 );
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}
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//------------------------------------------------------------------------------
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// Cleanup
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//------------------------------------------------------------------------------
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void CBaseHelicopter::UpdateOnRemove()
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{
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StopRotorWash();
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BaseClass::UpdateOnRemove();
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}
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//------------------------------------------------------------------------------
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// Gets the max speed of the helicopter
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//------------------------------------------------------------------------------
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float CBaseHelicopter::GetMaxSpeed()
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{
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// If our last path_track has specified a speed, use that instead of ours
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if ( GetPathMaxSpeed() )
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return GetPathMaxSpeed();
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return m_flMaxSpeed;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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float CBaseHelicopter::GetMaxSpeedFiring()
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{
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// If our last path_track has specified a speed, use that instead of ours
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if ( GetPathMaxSpeed() )
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return GetPathMaxSpeed();
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return m_flMaxSpeedFiring;
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}
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//------------------------------------------------------------------------------
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// Enemy methods
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//------------------------------------------------------------------------------
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bool CBaseHelicopter::GetTrackPatherTarget( Vector *pPos )
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{
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if ( GetEnemy() )
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{
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*pPos = GetEnemy()->BodyTarget( GetAbsOrigin(), false );
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return true;
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}
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return false;
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}
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CBaseEntity *CBaseHelicopter::GetTrackPatherTargetEnt()
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{
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return GetEnemy();
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}
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//------------------------------------------------------------------------------
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// Purpose :
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// Input :
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// Output :
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//------------------------------------------------------------------------------
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bool CBaseHelicopter::FireGun( void )
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{
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return true;
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}
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//------------------------------------------------------------------------------
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// Purpose : The main think function for the helicopters
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// Input :
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// Output :
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//------------------------------------------------------------------------------
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void CBaseHelicopter::HelicopterThink( void )
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{
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CheckPVSCondition();
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SetNextThink( gpGlobals->curtime + HELICOPTER_THINK_INTERVAL );
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// Don't keep this around for more than one frame.
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ClearCondition( COND_ENEMY_DEAD );
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// Animate and dispatch animation events.
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StudioFrameAdvance( );
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DispatchAnimEvents( this );
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PrescheduleThink();
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if ( IsMarkedForDeletion() )
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return;
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ShowDamage( );
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// -----------------------------------------------
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// If AI is disabled, kill any motion and return
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// -----------------------------------------------
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if (CAI_BaseNPC::m_nDebugBits & bits_debugDisableAI)
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{
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SetAbsVelocity( vec3_origin );
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SetLocalAngularVelocity( vec3_angle );
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SetNextThink( gpGlobals->curtime + HELICOPTER_THINK_INTERVAL );
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return;
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}
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Hunt();
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// Finally, forget dead enemies, or ones we've been told to ignore.
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if( GetEnemy() != NULL && (!GetEnemy()->IsAlive() || GetEnemy()->GetFlags() & FL_NOTARGET || IRelationType( GetEnemy() ) == D_NU ) )
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{
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SetEnemy( NULL );
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}
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HelicopterPostThink();
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}
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//-----------------------------------------------------------------------------
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// Rotor wash think
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//-----------------------------------------------------------------------------
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void CBaseHelicopter::RotorWashThink( void )
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{
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if ( m_lifeState == LIFE_ALIVE || m_lifeState == LIFE_DYING )
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{
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DrawRotorWash( BASECHOPPER_WASH_ALTITUDE, GetAbsOrigin() );
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SetContextThink( &CBaseHelicopter::RotorWashThink, gpGlobals->curtime + HELICOPTER_ROTORWASH_THINK_INTERVAL, s_pRotorWashThinkContext );
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}
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else
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{
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SetContextThink( NULL, gpGlobals->curtime, s_pRotorWashThinkContext );
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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 CBaseHelicopter::DrawRotorWash( float flAltitude, const Vector &vecRotorOrigin )
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{
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// Shake any ropes nearby
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if ( random->RandomInt( 0, 2 ) == 0 )
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{
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CRopeKeyframe::ShakeRopes( GetAbsOrigin(), flAltitude, 128 );
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}
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if ( m_spawnflags & SF_NOROTORWASH )
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return;
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DoRotorPhysicsPush( vecRotorOrigin, flAltitude );
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if ( m_flRotorWashEntitySearchTime > gpGlobals->curtime )
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return;
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// Only push every half second
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m_flRotorWashEntitySearchTime = gpGlobals->curtime + 0.5f;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Push an airboat in our wash
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//-----------------------------------------------------------------------------
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#define MAX_AIRBOAT_ROLL_ANGLE 20.0f
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#define MAX_AIRBOAT_ROLL_COSANGLE 0.866f
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#define MAX_AIRBOAT_ROLL_COSANGLE_X2 0.5f
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void CBaseHelicopter::DoWashPushOnAirboat( CBaseEntity *pAirboat,
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const Vector &vecWashToAirboat, float flWashAmount )
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{
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// For the airboat, simply produce a small roll and a push outwards.
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// But don't produce a roll if we're too rolled in that direction already.
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// Get the actual up direction vector
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Vector vecUp;
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pAirboat->GetVectors( NULL, NULL, &vecUp );
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if ( vecUp.z < MAX_AIRBOAT_ROLL_COSANGLE )
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return;
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// Compute roll direction so that we get pushed down on the side where the rotor wash is.
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Vector vecRollNormal;
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CrossProduct( vecWashToAirboat, Vector( 0, 0, 1 ), vecRollNormal );
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// Project it into the plane of the roll normal
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VectorMA( vecUp, -DotProduct( vecUp, vecRollNormal ), vecRollNormal, vecUp );
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VectorNormalize( vecUp );
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// Compute a vector which is the max direction we can roll given the roll constraint
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Vector vecExtremeUp;
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VMatrix rot;
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MatrixBuildRotationAboutAxis( rot, vecRollNormal, MAX_AIRBOAT_ROLL_ANGLE );
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MatrixGetColumn( rot, 2, &vecExtremeUp );
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// Find the angle between how vertical we are and how vertical we should be
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float flCosDelta = DotProduct( vecExtremeUp, vecUp );
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float flDelta = acos(flCosDelta) * 180.0f / M_PI;
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flDelta = clamp( flDelta, 0.0f, MAX_AIRBOAT_ROLL_ANGLE );
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flDelta = SimpleSplineRemapVal( flDelta, 0.0f, MAX_AIRBOAT_ROLL_ANGLE, 0.0f, 1.0f );
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float flForce = 12.0f * flWashAmount * flDelta;
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Vector vecWashOrigin;
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Vector vecForce;
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VectorMultiply( Vector( 0, 0, -1 ), flForce, vecForce );
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VectorMA( pAirboat->GetAbsOrigin(), -200.0f, vecWashToAirboat, vecWashOrigin );
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pAirboat->VPhysicsTakeDamage( CTakeDamageInfo( this, this, vecForce, vecWashOrigin, flWashAmount, DMG_BLAST ) );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Push a physics object in our wash. Return false if it's now out of our wash
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//-----------------------------------------------------------------------------
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bool CBaseHelicopter::DoWashPush( washentity_t *pWash, const Vector &vecWashOrigin )
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{
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if ( !pWash || !pWash->hEntity.Get() )
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return false;
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// Make sure the entity is still within our wash's radius
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CBaseEntity *pEntity = pWash->hEntity;
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// This can happen because we can dynamically turn this flag on and off
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if ( pEntity->IsEFlagSet( EFL_NO_ROTORWASH_PUSH ))
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return false;
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Vector vecSpot = pEntity->BodyTarget( vecWashOrigin );
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Vector vecToSpot = ( vecSpot - vecWashOrigin );
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vecToSpot.z = 0;
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float flDist = VectorNormalize( vecToSpot );
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if ( flDist > BASECHOPPER_WASH_RADIUS )
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return false;
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IRotorWashShooter *pShooter = GetRotorWashShooter( pEntity );
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IPhysicsObject *pPhysObject;
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float flPushTime = (gpGlobals->curtime - pWash->flWashStartTime);
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flPushTime = clamp( flPushTime, 0, BASECHOPPER_WASH_RAMP_TIME );
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float flWashAmount = RemapVal( flPushTime, 0, BASECHOPPER_WASH_RAMP_TIME, BASECHOPPER_WASH_PUSH_MIN, BASECHOPPER_WASH_PUSH_MAX );
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if ( pShooter )
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{
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Vector vecForce = (0.015f / 0.1f) * flWashAmount * vecToSpot * phys_pushscale.GetFloat();
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pEntity = pShooter->DoWashPush( pWash->flWashStartTime, vecForce );
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if ( !pEntity )
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return true;
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washentity_t Wash;
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Wash.hEntity = pEntity;
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Wash.flWashStartTime = pWash->flWashStartTime;
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int i = m_hEntitiesPushedByWash.AddToTail( Wash );
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pWash = &m_hEntitiesPushedByWash[i];
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pPhysObject = pEntity->VPhysicsGetObject();
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if ( !pPhysObject )
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return true;
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}
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else
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{
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// Airboat gets special treatment
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if ( FClassnameIs( pEntity, "prop_vehicle_airboat" ) )
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{
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DoWashPushOnAirboat( pEntity, vecToSpot, flWashAmount );
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return true;
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}
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pPhysObject = pEntity->VPhysicsGetObject();
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if ( !pPhysObject )
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return false;
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}
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// Push it away from the center of the wash
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float flMass = pPhysObject->GetMass();
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// This used to be mass independent, which is a bad idea because it blows 200kg engine blocks
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// as much as it blows cardboard and soda cans. Make this force mass-independent, but clamp at
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// 30kg.
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flMass = MIN( flMass, 30.0f );
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Vector vecForce = (0.015f / 0.1f) * flWashAmount * flMass * vecToSpot * phys_pushscale.GetFloat();
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pEntity->VPhysicsTakeDamage( CTakeDamageInfo( this, this, vecForce, vecWashOrigin, flWashAmount, DMG_BLAST ) );
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// Debug
|
|
if ( g_debug_basehelicopter.GetInt() == BASECHOPPER_DEBUG_WASH )
|
|
{
|
|
NDebugOverlay::Cross3D( pEntity->GetAbsOrigin(), -Vector(4,4,4), Vector(4,4,4), 255, 0, 0, true, 0.1f );
|
|
NDebugOverlay::Line( pEntity->GetAbsOrigin(), pEntity->GetAbsOrigin() + vecForce, 255, 255, 0, true, 0.1f );
|
|
|
|
IPhysicsObject *pPhysObject = pEntity->VPhysicsGetObject();
|
|
Msg("Pushed %s (index %d) (mass %f) with force %f (min %.2f max %.2f) at time %.2f\n",
|
|
pEntity->GetClassname(), pEntity->entindex(), pPhysObject->GetMass(), flWashAmount,
|
|
BASECHOPPER_WASH_PUSH_MIN * flMass, BASECHOPPER_WASH_PUSH_MAX * flMass, gpGlobals->curtime );
|
|
}
|
|
|
|
// If we've pushed this thing for some time, remove it to give us a chance to find lighter things nearby
|
|
if ( flPushTime > 2.0 )
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseHelicopter::DoRotorPhysicsPush( const Vector &vecRotorOrigin, float flAltitude )
|
|
{
|
|
CBaseEntity *pEntity = NULL;
|
|
trace_t tr;
|
|
|
|
// First, trace down and find out where the was is hitting the ground
|
|
UTIL_TraceLine( vecRotorOrigin, vecRotorOrigin+Vector(0,0,-flAltitude), (MASK_SOLID_BRUSHONLY|CONTENTS_WATER), NULL, COLLISION_GROUP_NONE, &tr );
|
|
// Always raise the physics origin a bit
|
|
Vector vecPhysicsOrigin = tr.endpos + Vector(0,0,64);
|
|
|
|
// Debug
|
|
if ( g_debug_basehelicopter.GetInt() == BASECHOPPER_DEBUG_WASH )
|
|
{
|
|
NDebugOverlay::Cross3D( vecPhysicsOrigin, -Vector(16,16,16), Vector(16,16,16), 0, 255, 255, true, 0.1f );
|
|
}
|
|
|
|
// Push entities that we've pushed before, and are still within range
|
|
// Walk backwards because they may be removed if they're now out of range
|
|
int iCount = m_hEntitiesPushedByWash.Count();
|
|
bool bWasPushingObjects = (iCount > 0);
|
|
for ( int i = (iCount-1); i >= 0; i-- )
|
|
{
|
|
if ( !DoWashPush( &(m_hEntitiesPushedByWash[i]), vecPhysicsOrigin ) )
|
|
{
|
|
// Out of range now, so remove
|
|
m_hEntitiesPushedByWash.Remove(i);
|
|
}
|
|
}
|
|
|
|
if ( m_flRotorWashEntitySearchTime > gpGlobals->curtime )
|
|
return;
|
|
|
|
// Any spare slots?
|
|
iCount = m_hEntitiesPushedByWash.Count();
|
|
if ( iCount >= BASECHOPPER_WASH_MAX_OBJECTS )
|
|
return;
|
|
|
|
// Find the lightest physics entity below us and add it to our list to push around
|
|
CBaseEntity *pLightestEntity = NULL;
|
|
float flLightestMass = 9999;
|
|
while ((pEntity = gEntList.FindEntityInSphere(pEntity, vecPhysicsOrigin, BASECHOPPER_WASH_RADIUS )) != NULL)
|
|
{
|
|
IRotorWashShooter *pShooter = GetRotorWashShooter( pEntity );
|
|
|
|
if ( pEntity->IsEFlagSet( EFL_NO_ROTORWASH_PUSH ))
|
|
continue;
|
|
|
|
if ( pShooter || pEntity->GetMoveType() == MOVETYPE_VPHYSICS || (pEntity->VPhysicsGetObject() && !pEntity->IsPlayer()) )
|
|
{
|
|
// Make sure it's not already in our wash
|
|
bool bAlreadyPushing = false;
|
|
for ( int i = 0; i < iCount; i++ )
|
|
{
|
|
if ( m_hEntitiesPushedByWash[i].hEntity == pEntity )
|
|
{
|
|
bAlreadyPushing = true;
|
|
break;
|
|
}
|
|
}
|
|
if ( bAlreadyPushing )
|
|
continue;
|
|
|
|
float flMass = FLT_MAX;
|
|
if ( pShooter )
|
|
{
|
|
flMass = 1.0f;
|
|
}
|
|
else
|
|
{
|
|
// Don't try to push anything too big
|
|
IPhysicsObject *pPhysObject = pEntity->VPhysicsGetObject();
|
|
if ( pPhysObject )
|
|
{
|
|
flMass = pPhysObject->GetMass();
|
|
if ( flMass > BASECHOPPER_WASH_MAX_MASS )
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// Ignore anything bigger than the one we've already found
|
|
if ( flMass > flLightestMass )
|
|
continue;
|
|
|
|
Vector vecSpot = pEntity->BodyTarget( vecPhysicsOrigin );
|
|
|
|
// Don't push things too far below our starting point (helps reduce through-roof cases w/o doing a trace)
|
|
if ( fabs( vecSpot.z - vecPhysicsOrigin.z ) > 96 )
|
|
continue;
|
|
|
|
Vector vecToSpot = ( vecSpot - vecPhysicsOrigin );
|
|
vecToSpot.z = 0;
|
|
float flDist = VectorNormalize( vecToSpot );
|
|
if ( flDist > BASECHOPPER_WASH_RADIUS )
|
|
continue;
|
|
|
|
|
|
// Try to cast to the helicopter; if we can't, then we can't be hit.
|
|
if ( pEntity->GetServerVehicle() )
|
|
{
|
|
UTIL_TraceLine( vecSpot, vecPhysicsOrigin, MASK_SOLID_BRUSHONLY, pEntity, COLLISION_GROUP_NONE, &tr );
|
|
if ( tr.fraction != 1.0f )
|
|
continue;
|
|
}
|
|
|
|
flLightestMass = flMass;
|
|
pLightestEntity = pEntity;
|
|
|
|
washentity_t Wash;
|
|
Wash.hEntity = pLightestEntity;
|
|
Wash.flWashStartTime = gpGlobals->curtime;
|
|
m_hEntitiesPushedByWash.AddToTail( Wash );
|
|
|
|
// Can we fit more after adding this one? No? Then we are done.
|
|
iCount = m_hEntitiesPushedByWash.Count();
|
|
if ( iCount >= BASECHOPPER_WASH_MAX_OBJECTS )
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Handle sound.
|
|
// If we just started pushing objects, ramp the blast sound up.
|
|
if ( !bWasPushingObjects && m_hEntitiesPushedByWash.Count() )
|
|
{
|
|
if ( m_pRotorBlast )
|
|
{
|
|
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
|
|
controller.SoundChangeVolume( m_pRotorBlast, 1.0, 1.0 );
|
|
}
|
|
}
|
|
else if ( bWasPushingObjects && m_hEntitiesPushedByWash.Count() == 0 )
|
|
{
|
|
if ( m_pRotorBlast )
|
|
{
|
|
// We just stopped pushing objects, so fade the blast sound out.
|
|
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
|
|
controller.SoundChangeVolume( m_pRotorBlast, 0, 1.0 );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Updates the enemy
|
|
//------------------------------------------------------------------------------
|
|
float CBaseHelicopter::EnemySearchDistance( )
|
|
{
|
|
return 4092;
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Updates the enemy
|
|
//------------------------------------------------------------------------------
|
|
void CBaseHelicopter::UpdateEnemy()
|
|
{
|
|
if( HasCondition( COND_ENEMY_DEAD ) )
|
|
{
|
|
SetEnemy( NULL );
|
|
}
|
|
|
|
// Look for my best enemy. If I change enemies,
|
|
// be sure and change my prevseen/lastseen timers.
|
|
if( m_lifeState == LIFE_ALIVE )
|
|
{
|
|
GetSenses()->Look( EnemySearchDistance() );
|
|
|
|
GetEnemies()->RefreshMemories();
|
|
ChooseEnemy();
|
|
|
|
if( HasEnemy() )
|
|
{
|
|
CBaseEntity *pEnemy = GetEnemy();
|
|
GatherEnemyConditions( pEnemy );
|
|
if ( FVisible( pEnemy ) )
|
|
{
|
|
if (m_flLastSeen < gpGlobals->curtime - 2)
|
|
{
|
|
m_flPrevSeen = gpGlobals->curtime;
|
|
}
|
|
|
|
m_flLastSeen = gpGlobals->curtime;
|
|
m_vecTargetPosition = pEnemy->WorldSpaceCenter();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// look at where we're going instead
|
|
m_vecTargetPosition = GetDesiredPosition();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// If we're dead or dying, forget our enemy and don't look for new ones(sjb)
|
|
SetEnemy( NULL );
|
|
}
|
|
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose : Override the desired position if your derived helicopter is doing something special
|
|
//------------------------------------------------------------------------------
|
|
void CBaseHelicopter::UpdateDesiredPosition( void )
|
|
{
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Updates the facing direction
|
|
//------------------------------------------------------------------------------
|
|
void CBaseHelicopter::UpdateFacingDirection()
|
|
{
|
|
if ( 1 )
|
|
{
|
|
Vector targetDir = m_vecTargetPosition - GetAbsOrigin();
|
|
Vector desiredDir = GetDesiredPosition() - GetAbsOrigin();
|
|
|
|
VectorNormalize( targetDir );
|
|
VectorNormalize( desiredDir );
|
|
|
|
if ( !IsCrashing() && m_flLastSeen + 5 > gpGlobals->curtime ) //&& DotProduct( targetDir, desiredDir) > 0.25)
|
|
{
|
|
// If we've seen the target recently, face the target.
|
|
//Msg( "Facing Target \n" );
|
|
m_vecDesiredFaceDir = targetDir;
|
|
}
|
|
else
|
|
{
|
|
// Face our desired position.
|
|
// Msg( "Facing Position\n" );
|
|
m_vecDesiredFaceDir = desiredDir;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Face the way the path corner tells us to.
|
|
//Msg( "Facing my path corner\n" );
|
|
m_vecDesiredFaceDir = GetGoalOrientation();
|
|
}
|
|
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Fire weapons
|
|
//------------------------------------------------------------------------------
|
|
void CBaseHelicopter::FireWeapons()
|
|
{
|
|
// ALERT( at_console, "%.0f %.0f %.0f\n", gpGlobals->curtime, m_flLastSeen, m_flPrevSeen );
|
|
if (m_fHelicopterFlags & BITS_HELICOPTER_GUN_ON)
|
|
{
|
|
//if ( (m_flLastSeen + 1 > gpGlobals->curtime) && (m_flPrevSeen + 2 < gpGlobals->curtime) )
|
|
{
|
|
if (FireGun( ))
|
|
{
|
|
// slow down if we're firing
|
|
if (m_flGoalSpeed > GetMaxSpeedFiring() )
|
|
{
|
|
m_flGoalSpeed = GetMaxSpeedFiring();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (m_fHelicopterFlags & BITS_HELICOPTER_MISSILE_ON)
|
|
{
|
|
AimRocketGun();
|
|
}
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose :
|
|
// Input :
|
|
// Output :
|
|
//------------------------------------------------------------------------------
|
|
void CBaseHelicopter::Hunt( void )
|
|
{
|
|
UpdateEnemy();
|
|
|
|
UpdateTrackNavigation( );
|
|
|
|
UpdateDesiredPosition();
|
|
|
|
UpdateFacingDirection();
|
|
|
|
Flight();
|
|
|
|
UpdatePlayerDopplerShift( );
|
|
|
|
FireWeapons();
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose :
|
|
// Input :
|
|
// Output :
|
|
//------------------------------------------------------------------------------
|
|
void CBaseHelicopter::UpdatePlayerDopplerShift( )
|
|
{
|
|
// -----------------------------
|
|
// make rotor, engine sounds
|
|
// -----------------------------
|
|
if (m_iSoundState == 0)
|
|
{
|
|
// Sound startup.
|
|
InitializeRotorSound();
|
|
}
|
|
else
|
|
{
|
|
CBaseEntity *pPlayer = NULL;
|
|
|
|
// UNDONE: this needs to send different sounds to every player for multiplayer.
|
|
// FIXME: this isn't the correct way to find a player!!!
|
|
pPlayer = gEntList.FindEntityByName( NULL, "!player" );
|
|
if (pPlayer)
|
|
{
|
|
Vector dir;
|
|
VectorSubtract( pPlayer->GetAbsOrigin(), GetAbsOrigin(), dir );
|
|
VectorNormalize(dir);
|
|
|
|
#if 1
|
|
float velReceiver = DotProduct( pPlayer->GetAbsVelocity(), dir );
|
|
float velTransmitter = -DotProduct( GetAbsVelocity(), dir );
|
|
// speed of sound == 13049in/s
|
|
int iPitch = 100 * ((1 - velReceiver / 13049) / (1 + velTransmitter / 13049));
|
|
#else
|
|
// This is a bogus doppler shift, but I like it better
|
|
float relV = DotProduct( GetAbsVelocity() - pPlayer->GetAbsVelocity(), dir );
|
|
int iPitch = (int)(100 + relV / 50.0);
|
|
#endif
|
|
|
|
// clamp pitch shifts
|
|
if (iPitch > 250)
|
|
{
|
|
iPitch = 250;
|
|
}
|
|
if (iPitch < 50)
|
|
{
|
|
iPitch = 50;
|
|
}
|
|
|
|
UpdateRotorSoundPitch( iPitch );
|
|
// Msg( "Pitch:%d\n", iPitch );
|
|
}
|
|
else
|
|
{
|
|
Msg( "Chopper didn't find a player!\n" );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Computes the actual position to fly to
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseHelicopter::ComputeActualTargetPosition( float flSpeed, float flTime, float flPerpDist, Vector *pDest, bool bApplyNoise )
|
|
{
|
|
// This is used to make the helicopter drift around a bit.
|
|
if ( bApplyNoise && m_flRandomOffsetTime <= gpGlobals->curtime )
|
|
{
|
|
m_vecRandomOffset.Random( -25.0f, 25.0f );
|
|
m_flRandomOffsetTime = gpGlobals->curtime + 1.0f;
|
|
}
|
|
|
|
if ( IsLeading() && GetEnemy() && IsOnPathTrack() )
|
|
{
|
|
ComputePointAlongCurrentPath( flSpeed * flTime, flPerpDist, pDest );
|
|
*pDest += m_vecRandomOffset;
|
|
return;
|
|
}
|
|
|
|
*pDest = GetDesiredPosition() - GetAbsOrigin();
|
|
float flDistToDesired = pDest->Length();
|
|
if (flDistToDesired > flSpeed * flTime)
|
|
{
|
|
float scale = flSpeed * flTime / flDistToDesired;
|
|
*pDest *= scale;
|
|
}
|
|
else if ( IsOnPathTrack() )
|
|
{
|
|
// Blend in a fake destination point based on the dest velocity
|
|
Vector vecDestVelocity;
|
|
ComputeNormalizedDestVelocity( &vecDestVelocity );
|
|
vecDestVelocity *= flSpeed;
|
|
|
|
float flBlendFactor = 1.0f - flDistToDesired / (flSpeed * flTime);
|
|
VectorMA( *pDest, flTime * flBlendFactor, vecDestVelocity, *pDest );
|
|
}
|
|
|
|
*pDest += GetAbsOrigin();
|
|
|
|
if ( bApplyNoise )
|
|
{
|
|
// ComputePointAlongCurrentPath( flSpeed * flTime, flPerpDist, pDest );
|
|
*pDest += m_vecRandomOffset;
|
|
}
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
//------------------------------------------------------------------------------
|
|
void CBaseHelicopter::Flight( void )
|
|
{
|
|
if( GetFlags() & FL_ONGROUND )
|
|
{
|
|
//This would be really bad.
|
|
SetGroundEntity( NULL );
|
|
}
|
|
|
|
// Generic speed up
|
|
if (m_flGoalSpeed < GetMaxSpeed())
|
|
{
|
|
m_flGoalSpeed += GetAcceleration();
|
|
}
|
|
|
|
//NDebugOverlay::Line(GetAbsOrigin(), m_vecDesiredPosition, 0,0,255, true, 0.1);
|
|
|
|
// tilt model 5 degrees (why?! sjb)
|
|
QAngle vecAdj = QAngle( 5.0, 0, 0 );
|
|
|
|
// estimate where I'll be facing in one seconds
|
|
Vector forward, right, up;
|
|
AngleVectors( GetLocalAngles() + GetLocalAngularVelocity() * 2 + vecAdj, &forward, &right, &up );
|
|
|
|
// Vector vecEst1 = GetLocalOrigin() + GetAbsVelocity() + up * m_flForce - Vector( 0, 0, 384 );
|
|
// float flSide = DotProduct( m_vecDesiredPosition - vecEst1, right );
|
|
QAngle angVel = GetLocalAngularVelocity();
|
|
float flSide = DotProduct( m_vecDesiredFaceDir, right );
|
|
if (flSide < 0)
|
|
{
|
|
if (angVel.y < 60)
|
|
{
|
|
angVel.y += 8;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (angVel.y > -60)
|
|
{
|
|
angVel.y -= 8;
|
|
}
|
|
}
|
|
|
|
angVel.y *= ( 0.98 ); // why?! (sjb)
|
|
|
|
// estimate where I'll be in two seconds
|
|
AngleVectors( GetLocalAngles() + angVel * 1 + vecAdj, NULL, NULL, &up );
|
|
Vector vecEst = GetAbsOrigin() + GetAbsVelocity() * 2.0 + up * m_flForce * 20 - Vector( 0, 0, 384 * 2 );
|
|
|
|
// add immediate force
|
|
AngleVectors( GetLocalAngles() + vecAdj, &forward, &right, &up );
|
|
|
|
Vector vecImpulse( 0, 0, 0 );
|
|
vecImpulse.x += up.x * m_flForce;
|
|
vecImpulse.y += up.y * m_flForce;
|
|
vecImpulse.z += up.z * m_flForce;
|
|
|
|
// add gravity
|
|
vecImpulse.z -= 38.4; // 32ft/sec
|
|
ApplyAbsVelocityImpulse( vecImpulse );
|
|
|
|
float flSpeed = GetAbsVelocity().Length();
|
|
float flDir = DotProduct( Vector( forward.x, forward.y, 0 ), Vector( GetAbsVelocity().x, GetAbsVelocity().y, 0 ) );
|
|
if (flDir < 0)
|
|
{
|
|
flSpeed = -flSpeed;
|
|
}
|
|
|
|
float flDist = DotProduct( GetDesiredPosition() - vecEst, forward );
|
|
|
|
// float flSlip = DotProduct( GetAbsVelocity(), right );
|
|
float flSlip = -DotProduct( GetDesiredPosition() - vecEst, right );
|
|
|
|
// fly sideways
|
|
if (flSlip > 0)
|
|
{
|
|
if (GetLocalAngles().z > -30 && angVel.z > -15)
|
|
angVel.z -= 4;
|
|
else
|
|
angVel.z += 2;
|
|
}
|
|
else
|
|
{
|
|
if (GetLocalAngles().z < 30 && angVel.z < 15)
|
|
angVel.z += 4;
|
|
else
|
|
angVel.z -= 2;
|
|
}
|
|
|
|
// These functions contain code Ken wrote that used to be right here as part of the flight model,
|
|
// but we want different helicopter vehicles to have different drag characteristics, so I made
|
|
// them virtual functions (sjb)
|
|
ApplySidewaysDrag( right );
|
|
ApplyGeneralDrag();
|
|
|
|
// apply power to stay correct height
|
|
// FIXME: these need to be per class variables
|
|
#define MAX_FORCE 80
|
|
#define FORCE_POSDELTA 12
|
|
#define FORCE_NEGDELTA 8
|
|
|
|
if (m_flForce < MAX_FORCE && vecEst.z < GetDesiredPosition().z)
|
|
{
|
|
m_flForce += FORCE_POSDELTA;
|
|
}
|
|
else if (m_flForce > 30)
|
|
{
|
|
if (vecEst.z > GetDesiredPosition().z)
|
|
m_flForce -= FORCE_NEGDELTA;
|
|
}
|
|
|
|
// pitch forward or back to get to target
|
|
//-----------------------------------------
|
|
// Pitch is reversed since Half-Life! (sjb)
|
|
//-----------------------------------------
|
|
if (flDist > 0 && flSpeed < m_flGoalSpeed /* && flSpeed < flDist */ && GetLocalAngles().x + angVel.x < 40)
|
|
{
|
|
// ALERT( at_console, "F " );
|
|
// lean forward
|
|
angVel.x += 12.0;
|
|
}
|
|
else if (flDist < 0 && flSpeed > -50 && GetLocalAngles().x + angVel.x > -20)
|
|
{
|
|
// ALERT( at_console, "B " );
|
|
// lean backward
|
|
angVel.x -= 12.0;
|
|
}
|
|
else if (GetLocalAngles().x + angVel.x < 0)
|
|
{
|
|
// ALERT( at_console, "f " );
|
|
angVel.x += 4.0;
|
|
}
|
|
else if (GetLocalAngles().x + angVel.x > 0)
|
|
{
|
|
// ALERT( at_console, "b " );
|
|
angVel.x -= 4.0;
|
|
}
|
|
|
|
SetLocalAngularVelocity( angVel );
|
|
// ALERT( at_console, "%.0f %.0f : %.0f %.0f : %.0f %.0f : %.0f\n", GetAbsOrigin().x, GetAbsVelocity().x, flDist, flSpeed, GetLocalAngles().x, m_vecAngVelocity.x, m_flForce );
|
|
// ALERT( at_console, "%.0f %.0f : %.0f %0.f : %.0f\n", GetAbsOrigin().z, GetAbsVelocity().z, vecEst.z, m_vecDesiredPosition.z, m_flForce );
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Updates the rotor wash volume
|
|
//------------------------------------------------------------------------------
|
|
void CBaseHelicopter::UpdateRotorWashVolume()
|
|
{
|
|
if ( !m_pRotorSound )
|
|
return;
|
|
|
|
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
|
|
float flVolDelta = GetRotorVolume() - controller.SoundGetVolume( m_pRotorSound );
|
|
if ( flVolDelta )
|
|
{
|
|
// We can change from 0 to 1 in 3 seconds.
|
|
// Figure out how many seconds flVolDelta will take.
|
|
float flRampTime = fabs( flVolDelta ) * 3.0f;
|
|
controller.SoundChangeVolume( m_pRotorSound, GetRotorVolume(), flRampTime );
|
|
}
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
// For scripted times where it *has* to shoot
|
|
//------------------------------------------------------------------------------
|
|
float CBaseHelicopter::GetRotorVolume( void )
|
|
{
|
|
return m_bSuppressSound ? 0.0f : 1.0f;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Rotor sound
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseHelicopter::InputEnableRotorSound( inputdata_t &inputdata )
|
|
{
|
|
m_bSuppressSound = false;
|
|
}
|
|
|
|
void CBaseHelicopter::InputDisableRotorSound( inputdata_t &inputdata )
|
|
{
|
|
m_bSuppressSound = true;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Marks the entity for deletion
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseHelicopter::InputKill( inputdata_t &inputdata )
|
|
{
|
|
StopRotorWash();
|
|
|
|
m_bSuppressSound = true;
|
|
SetContextThink( &CBaseHelicopter::DelayedKillThink, gpGlobals->curtime + 3.0f, s_pDelayedKillThinkContext );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseHelicopter::StopRotorWash( void )
|
|
{
|
|
if ( m_hRotorWash )
|
|
{
|
|
UTIL_Remove( m_hRotorWash );
|
|
m_hRotorWash = NULL;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Marks the entity for deletion
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseHelicopter::DelayedKillThink( )
|
|
{
|
|
// tell owner ( if any ) that we're dead.This is mostly for NPCMaker functionality.
|
|
CBaseEntity *pOwner = GetOwnerEntity();
|
|
if ( pOwner )
|
|
{
|
|
pOwner->DeathNotice( this );
|
|
SetOwnerEntity( NULL );
|
|
}
|
|
|
|
UTIL_Remove( this );
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose :
|
|
// Input :
|
|
// Output :
|
|
//------------------------------------------------------------------------------
|
|
void CBaseHelicopter::InitializeRotorSound( void )
|
|
{
|
|
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
|
|
|
|
if ( m_pRotorSound )
|
|
{
|
|
// Get the rotor sound started up.
|
|
controller.Play( m_pRotorSound, 0.0, 100 );
|
|
UpdateRotorWashVolume();
|
|
}
|
|
|
|
if ( m_pRotorBlast )
|
|
{
|
|
// Start the blast sound and then immediately drop it to 0 (starting it at 0 wouldn't start it)
|
|
controller.Play( m_pRotorBlast, 1.0, 100 );
|
|
controller.SoundChangeVolume(m_pRotorBlast, 0, 0.0);
|
|
}
|
|
|
|
m_iSoundState = SND_CHANGE_PITCH; // hack for going through level transitions
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose :
|
|
// Input :
|
|
// Output :
|
|
//------------------------------------------------------------------------------
|
|
void CBaseHelicopter::UpdateRotorSoundPitch( int iPitch )
|
|
{
|
|
if (m_pRotorSound)
|
|
{
|
|
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
|
|
controller.SoundChangePitch( m_pRotorSound, iPitch, 0.1 );
|
|
UpdateRotorWashVolume();
|
|
}
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose :
|
|
// Input :
|
|
// Output :
|
|
//------------------------------------------------------------------------------
|
|
void CBaseHelicopter::FlyTouch( CBaseEntity *pOther )
|
|
{
|
|
// bounce if we hit something solid
|
|
if ( pOther->GetSolid() == SOLID_BSP)
|
|
{
|
|
// trace_t tr;
|
|
// tr = CBaseEntity::GetTouchTrace();
|
|
|
|
// UNDONE, do a real bounce
|
|
// FIXME: This causes bad problems, so we just ignore it right now
|
|
//ApplyAbsVelocityImpulse( tr.plane.normal * (GetAbsVelocity().Length() + 200) );
|
|
}
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose :
|
|
// Input :
|
|
// Output :
|
|
//------------------------------------------------------------------------------
|
|
void CBaseHelicopter::CrashTouch( CBaseEntity *pOther )
|
|
{
|
|
// only crash if we hit something solid
|
|
if ( pOther->GetSolid() == SOLID_BSP)
|
|
{
|
|
SetTouch( NULL );
|
|
SetNextThink( gpGlobals->curtime );
|
|
}
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose :
|
|
// Input :
|
|
// Output :
|
|
//------------------------------------------------------------------------------
|
|
void CBaseHelicopter::DyingThink( void )
|
|
{
|
|
StudioFrameAdvance( );
|
|
SetNextThink( gpGlobals->curtime + 0.1f );
|
|
|
|
SetLocalAngularVelocity( GetLocalAngularVelocity() * 1.02 );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Override base class to add display of fly direction
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseHelicopter::DrawDebugGeometryOverlays(void)
|
|
{
|
|
if (m_pfnThink!= NULL)
|
|
{
|
|
// ------------------------------
|
|
// Draw route if requested
|
|
// ------------------------------
|
|
if (m_debugOverlays & OVERLAY_NPC_ROUTE_BIT)
|
|
{
|
|
NDebugOverlay::Line(GetAbsOrigin(), GetDesiredPosition(), 0,0,255, true, 0);
|
|
}
|
|
}
|
|
BaseClass::DrawDebugGeometryOverlays();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseHelicopter::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator )
|
|
{
|
|
// Take no damage from trace attacks unless it's blast damage. RadiusDamage() sometimes calls
|
|
// TraceAttack() as a means for delivering blast damage. Usually when the explosive penetrates
|
|
// the target. (RPG missiles do this sometimes).
|
|
if( info.GetDamageType() & (DMG_BLAST|DMG_AIRBOAT) )
|
|
{
|
|
BaseClass::TraceAttack( info, vecDir, ptr, pAccumulator );
|
|
}
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose :
|
|
// Input :
|
|
// Output :
|
|
//------------------------------------------------------------------------------
|
|
void CBaseHelicopter::NullThink( void )
|
|
{
|
|
StudioFrameAdvance( );
|
|
SetNextThink( gpGlobals->curtime + 0.5f );
|
|
}
|
|
|
|
|
|
void CBaseHelicopter::Startup( void )
|
|
{
|
|
StopRotorWash();
|
|
|
|
if ( !( m_spawnflags & SF_NOROTORWASH ) )
|
|
{
|
|
m_hRotorWash = CreateRotorWashEmitter( GetAbsOrigin(), GetAbsAngles(), this, BASECHOPPER_WASH_ALTITUDE );
|
|
}
|
|
|
|
// Fade in the blades
|
|
m_flStartupTime = gpGlobals->curtime;
|
|
|
|
m_flGoalSpeed = m_flInitialSpeed;
|
|
SetThink( &CBaseHelicopter::HelicopterThink );
|
|
SetTouch( &CBaseHelicopter::FlyTouch );
|
|
SetNextThink( gpGlobals->curtime + 0.1f );
|
|
|
|
m_flRotorWashEntitySearchTime = gpGlobals->curtime;
|
|
SetContextThink( &CBaseHelicopter::RotorWashThink, gpGlobals->curtime, s_pRotorWashThinkContext );
|
|
}
|
|
|
|
void CBaseHelicopter::StopLoopingSounds()
|
|
{
|
|
// Kill the rotor sounds
|
|
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
|
|
controller.SoundDestroy( m_pRotorSound );
|
|
controller.SoundDestroy( m_pRotorBlast );
|
|
m_pRotorSound = NULL;
|
|
m_pRotorBlast = NULL;
|
|
|
|
BaseClass::StopLoopingSounds();
|
|
}
|
|
|
|
void CBaseHelicopter::Event_Killed( const CTakeDamageInfo &info )
|
|
{
|
|
m_lifeState = LIFE_DYING;
|
|
|
|
SetMoveType( MOVETYPE_FLYGRAVITY );
|
|
SetGravity( UTIL_ScaleForGravity( 240 ) ); // use a lower gravity
|
|
|
|
StopLoopingSounds();
|
|
|
|
UTIL_SetSize( this, Vector( -32, -32, -64), Vector( 32, 32, 0) );
|
|
SetThink( &CBaseHelicopter::CallDyingThink );
|
|
SetTouch( &CBaseHelicopter::CrashTouch );
|
|
|
|
SetNextThink( gpGlobals->curtime + 0.1f );
|
|
m_iHealth = 0;
|
|
m_takedamage = DAMAGE_NO;
|
|
|
|
/*
|
|
if (m_spawnflags & SF_NOWRECKAGE)
|
|
{
|
|
m_flNextRocket = gpGlobals->curtime + 4.0;
|
|
}
|
|
else
|
|
{
|
|
m_flNextRocket = gpGlobals->curtime + 15.0;
|
|
}
|
|
*/
|
|
StopRotorWash();
|
|
|
|
m_OnDeath.FireOutput( info.GetAttacker(), this );
|
|
}
|
|
|
|
|
|
void CBaseHelicopter::GibMonster( void )
|
|
{
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Call Startup for a helicopter that's been flagged to start disabled
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseHelicopter::InputActivate( inputdata_t &inputdata )
|
|
{
|
|
if( m_spawnflags & SF_AWAITINPUT )
|
|
{
|
|
Startup();
|
|
|
|
// Now clear the spawnflag to protect from
|
|
// subsequent calls.
|
|
m_spawnflags &= ~SF_AWAITINPUT;
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose : Turn the gun on
|
|
//------------------------------------------------------------------------------
|
|
void CBaseHelicopter::InputGunOn( inputdata_t &inputdata )
|
|
{
|
|
m_fHelicopterFlags |= BITS_HELICOPTER_GUN_ON;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Turn the gun off
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseHelicopter::InputGunOff( inputdata_t &inputdata )
|
|
{
|
|
m_fHelicopterFlags &= ~BITS_HELICOPTER_GUN_ON;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose : Turn the missile on
|
|
//------------------------------------------------------------------------------
|
|
void CBaseHelicopter::InputMissileOn( inputdata_t &inputdata )
|
|
{
|
|
m_fHelicopterFlags |= BITS_HELICOPTER_MISSILE_ON;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Turn the missile off
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseHelicopter::InputMissileOff( inputdata_t &inputdata )
|
|
{
|
|
m_fHelicopterFlags &= ~BITS_HELICOPTER_MISSILE_ON;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Enable, disable rotor wash
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseHelicopter::InputEnableRotorWash( inputdata_t &inputdata )
|
|
{
|
|
m_spawnflags &= ~SF_NOROTORWASH;
|
|
}
|
|
|
|
void CBaseHelicopter::InputDisableRotorWash( inputdata_t &inputdata )
|
|
{
|
|
m_spawnflags |= SF_NOROTORWASH;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Causes the helicopter to immediately accelerate to its desired velocity
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseHelicopter::InputMoveTopSpeed( inputdata_t &inputdata )
|
|
{
|
|
Vector vecVelocity;
|
|
ComputeActualTargetPosition( GetMaxSpeed(), 1.0f, 0.0f, &vecVelocity, false );
|
|
vecVelocity -= GetAbsOrigin();
|
|
|
|
float flLength = VectorNormalize( vecVelocity );
|
|
if (flLength < 1e-3)
|
|
{
|
|
GetVectors( &vecVelocity, NULL, NULL );
|
|
}
|
|
|
|
vecVelocity *= GetMaxSpeed();
|
|
SetAbsVelocity( vecVelocity );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Cause helicopter to immediately accelerate to specified velocity
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseHelicopter::InputMoveSpecifiedSpeed( inputdata_t &inputdata )
|
|
{
|
|
Vector vecVelocity;
|
|
ComputeActualTargetPosition( GetMaxSpeed(), 1.0f, 0.0f, &vecVelocity, false );
|
|
vecVelocity -= GetAbsOrigin();
|
|
|
|
float flLength = VectorNormalize( vecVelocity );
|
|
if (flLength < 1e-3)
|
|
{
|
|
GetVectors( &vecVelocity, NULL, NULL );
|
|
}
|
|
|
|
float flSpeed = inputdata.value.Float();
|
|
|
|
vecVelocity *= flSpeed;
|
|
SetAbsVelocity( vecVelocity );
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Input values
|
|
//------------------------------------------------------------------------------
|
|
void CBaseHelicopter::InputSetAngles( inputdata_t &inputdata )
|
|
{
|
|
const char *pAngles = inputdata.value.String();
|
|
|
|
QAngle angles;
|
|
UTIL_StringToVector( angles.Base(), pAngles );
|
|
SetAbsAngles( angles );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseHelicopter::ApplySidewaysDrag( const Vector &vecRight )
|
|
{
|
|
Vector vecNewVelocity = GetAbsVelocity();
|
|
vecNewVelocity.x *= 1.0 - fabs( vecRight.x ) * 0.05;
|
|
vecNewVelocity.y *= 1.0 - fabs( vecRight.y ) * 0.05;
|
|
vecNewVelocity.z *= 1.0 - fabs( vecRight.z ) * 0.05;
|
|
SetAbsVelocity( vecNewVelocity );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseHelicopter::ApplyGeneralDrag( void )
|
|
{
|
|
Vector vecNewVelocity = GetAbsVelocity();
|
|
vecNewVelocity *= 0.995;
|
|
SetAbsVelocity( vecNewVelocity );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
bool CBaseHelicopter::ChooseEnemy( void )
|
|
{
|
|
// See if there's a new enemy.
|
|
CBaseEntity *pNewEnemy;
|
|
|
|
pNewEnemy = BestEnemy();
|
|
|
|
if ( pNewEnemy != GetEnemy() )
|
|
{
|
|
if ( pNewEnemy != NULL )
|
|
{
|
|
// New enemy! Clear the timers and set conditions.
|
|
SetEnemy( pNewEnemy );
|
|
m_flLastSeen = m_flPrevSeen = gpGlobals->curtime;
|
|
}
|
|
else
|
|
{
|
|
SetEnemy( NULL );
|
|
SetState( NPC_STATE_ALERT );
|
|
}
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
ClearCondition( COND_NEW_ENEMY );
|
|
return false;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseHelicopter::GatherEnemyConditions( CBaseEntity *pEnemy )
|
|
{
|
|
// -------------------
|
|
// If enemy is dead
|
|
// -------------------
|
|
if ( !pEnemy->IsAlive() )
|
|
{
|
|
SetCondition( COND_ENEMY_DEAD );
|
|
ClearCondition( COND_SEE_ENEMY );
|
|
ClearCondition( COND_ENEMY_OCCLUDED );
|
|
return;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *pInfo -
|
|
// bAlways -
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseHelicopter::SetTransmit( CCheckTransmitInfo *pInfo, bool bAlways )
|
|
{
|
|
// Are we already marked for transmission?
|
|
if ( pInfo->m_pTransmitEdict->Get( entindex() ) )
|
|
return;
|
|
|
|
BaseClass::SetTransmit( pInfo, bAlways );
|
|
|
|
// Make our smoke trail always come with us
|
|
if ( m_hRotorWash )
|
|
{
|
|
m_hRotorWash->SetTransmit( pInfo, bAlways );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void ExpandBBox(Vector &vecMins, Vector &vecMaxs)
|
|
{
|
|
// expand for *any* rotation
|
|
float maxval = 0;
|
|
for (int i = 0; i < 3; i++)
|
|
{
|
|
float v = fabs( vecMins[i]);
|
|
if (v > maxval)
|
|
maxval = v;
|
|
|
|
v = fabs( vecMaxs[i]);
|
|
if (v > maxval)
|
|
maxval = v;
|
|
}
|
|
|
|
vecMins.Init(-maxval, -maxval, -maxval);
|
|
vecMaxs.Init(maxval, maxval, maxval);
|
|
}
|